use std::f64::consts::TAU; 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::{EntityId, EntityKind}; use valence::server::{Server, SharedServer, ShutdownResult}; use valence::text::{Color, TextFormat}; use valence::util::to_yaw_and_pitch; use vek::{Mat3, 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), }, ServerData { cows: Vec::new() }, ) } struct Game { player_count: AtomicUsize, } struct ServerData { cows: Vec, } const MAX_PLAYERS: usize = 10; const SPAWN_POS: BlockPos = BlockPos::new(0, 100, -25); #[async_trait] impl Config for Game { type ChunkData = (); type ClientData = (); type EntityData = (); type ServerData = 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); server.data.cows.extend((0..200).map(|_| { let (id, e) = server.entities.create(EntityKind::Cow, ()); e.set_world(world_id); id })); } 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, ); } if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); world.meta.player_list_mut().remove(client.uuid()); return false; } true }); let time = server.shared.current_tick() as f64 / server.shared.tick_rate() as f64; let rot = Mat3::rotation_x(time * TAU * 0.1) .rotated_y(time * TAU * 0.2) .rotated_z(time * TAU * 0.3); let radius = 6.0 + ((time * TAU / 2.5).sin() + 1.0) / 2.0 * 10.0; let player_pos = server .clients .iter() .next() .map(|c| c.1.position()) .unwrap_or_default(); // TODO: hardcoded eye pos. let eye_pos = Vec3::new(player_pos.x, player_pos.y + 1.6, player_pos.z); for (cow_id, p) in server .data .cows .iter() .cloned() .zip(fibonacci_spiral(server.data.cows.len())) { let cow = server.entities.get_mut(cow_id).expect("missing cow"); let rotated = p * rot; let transformed = rotated * radius + [0.5, SPAWN_POS.y as f64 + 2.0, 0.5]; let yaw = f32::atan2(rotated.z as f32, rotated.x as f32).to_degrees() - 90.0; let (looking_yaw, looking_pitch) = to_yaw_and_pitch((eye_pos - transformed).normalized()); cow.set_position(transformed); cow.set_yaw(yaw); cow.set_pitch(looking_pitch as f32); cow.set_head_yaw(looking_yaw as f32); } } } /// Distributes N points on the surface of a unit sphere. fn fibonacci_spiral(n: usize) -> impl Iterator> { (0..n).map(move |i| { let golden_ratio = (1.0 + 5_f64.sqrt()) / 2.0; // Map to unit square let x = i as f64 / golden_ratio % 1.0; let y = i as f64 / n as f64; // Map from unit square to unit sphere. let theta = x * TAU; let phi = (1.0 - 2.0 * y).acos(); Vec3::new(theta.cos() * phi.sin(), theta.sin() * phi.sin(), phi.cos()) }) }