use std::net::SocketAddr; use std::sync::atomic::{AtomicUsize, Ordering}; use log::LevelFilter; use valence::async_trait; use valence::block::{BlockPos, BlockState}; use valence::client::GameMode; use valence::config::{Config, ServerListPing}; use valence::dimension::DimensionId; use valence::entity::{EntityKind, EntityState}; use valence::server::{Server, SharedServer, ShutdownResult}; use valence::spatial_index::RaycastHit; use valence::text::{Color, TextFormat}; use valence::util::from_yaw_and_pitch; use vek::Vec3; pub fn main() -> ShutdownResult { env_logger::Builder::new() .filter_module("valence", LevelFilter::Trace) .parse_default_env() .init(); valence::start_server( Game { player_count: AtomicUsize::new(0), }, (), ) } struct Game { player_count: AtomicUsize, } const MAX_PLAYERS: usize = 10; const SPAWN_POS: BlockPos = BlockPos::new(0, 100, -5); const PLAYER_EYE_HEIGHT: f64 = 1.6; #[async_trait] impl Config for Game { type ChunkData = (); type ClientData = (); /// `true` for entities that have been intersected with. type EntityData = bool; type ServerData = (); type WorldData = (); fn max_connections(&self) -> usize { // We want status pings to be successful even if the server is full. MAX_PLAYERS + 64 } fn online_mode(&self) -> bool { // You'll want this to be true on real servers. false } async fn server_list_ping( &self, _server: &SharedServer, _remote_addr: SocketAddr, ) -> ServerListPing { ServerListPing::Respond { online_players: self.player_count.load(Ordering::SeqCst) as i32, max_players: MAX_PLAYERS as i32, description: "Hello Valence!".color(Color::AQUA), favicon_png: Some(include_bytes!("../assets/favicon.png")), } } fn init(&self, server: &mut Server) { let (world_id, world) = server.worlds.create(DimensionId::default(), ()); world.meta.set_flat(true); let size = 5; for z in -size..size { for x in -size..size { world.chunks.create([x, z], ()); } } world.chunks.set_block_state(SPAWN_POS, BlockState::BEDROCK); const SHEEP_COUNT: usize = 10; for i in 0..SHEEP_COUNT { let offset = (i as f64 - (SHEEP_COUNT - 1) as f64 / 2.0) * 1.25; let (_, sheep) = server.entities.create(EntityKind::Sheep, false); sheep.set_world(world_id); sheep.set_position([offset + 0.5, SPAWN_POS.y as f64 + 1.0, 0.0]); sheep.set_yaw(180.0); sheep.set_head_yaw(180.0); } } fn update(&self, server: &mut Server) { let (world_id, world) = server.worlds.iter_mut().next().unwrap(); server.clients.retain(|_, client| { if client.created_tick() == server.shared.current_tick() { if self .player_count .fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| { (count < MAX_PLAYERS).then_some(count + 1) }) .is_err() { client.disconnect("The server is full!".color(Color::RED)); return false; } client.spawn(world_id); client.set_game_mode(GameMode::Creative); client.teleport( [ SPAWN_POS.x as f64 + 0.5, SPAWN_POS.y as f64 + 1.0, SPAWN_POS.z as f64 + 0.5, ], 0.0, 0.0, ); world.meta.player_list_mut().insert( client.uuid(), client.username().to_owned(), client.textures().cloned(), client.game_mode(), 0, None, ); client.send_message( "Look at a sheep to change its ".italic() + "color".italic().color(Color::GREEN) + ".", ); } if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); world.meta.player_list_mut().remove(client.uuid()); return false; } let client_pos = client.position(); let origin = Vec3::new(client_pos.x, client_pos.y + PLAYER_EYE_HEIGHT, client_pos.z); let direction = from_yaw_and_pitch(client.yaw() as f64, client.pitch() as f64); let only_sheep = |hit: &RaycastHit| { server .entities .get(hit.entity) .map_or(false, |e| e.kind() == EntityKind::Sheep) }; if let Some(hit) = world.spatial_index.raycast(origin, direction, only_sheep) { if let Some(e) = server.entities.get_mut(hit.entity) { e.data = true; } } true }); for (_, e) in server.entities.iter_mut() { if let EntityState::Sheep(sheep) = &mut e.state { if e.data { sheep.set_sheep_state(5); } else { sheep.set_sheep_state(0); } } e.data = false; } } }