use std::collections::VecDeque; use std::net::SocketAddr; use std::sync::atomic::{AtomicUsize, Ordering}; use std::time::{SystemTime, UNIX_EPOCH}; use log::LevelFilter; use rand::seq::SliceRandom; use rand::Rng; use valence::prelude::*; 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), }, ServerState { player_list: None }, ) } struct Game { player_count: AtomicUsize, } struct ServerState { player_list: Option, } #[derive(Default)] struct ClientState { entity_id: EntityId, blocks: VecDeque, score: u32, combo: u32, target_y: i32, last_block_timestamp: u128, world_id: WorldId, } const MAX_PLAYERS: usize = 10; const START_POS: BlockPos = BlockPos::new(0, 100, 0); const BLOCK_TYPES: [BlockState; 7] = [ BlockState::GRASS_BLOCK, BlockState::OAK_LOG, BlockState::BIRCH_LOG, BlockState::OAK_LEAVES, BlockState::BIRCH_LEAVES, BlockState::DIRT, BlockState::MOSS_BLOCK, ]; #[async_trait] impl Config for Game { type ServerState = ServerState; type ClientState = ClientState; type EntityState = (); type WorldState = (); /// If the chunk should stay loaded at the end of the tick. type ChunkState = bool; type PlayerListState = (); async fn server_list_ping( &self, _server: &SharedServer, _remote_addr: SocketAddr, _protocol_version: i32, ) -> ServerListPing { ServerListPing::Respond { online_players: self.player_count.load(Ordering::SeqCst) as i32, max_players: MAX_PLAYERS as i32, player_sample: Default::default(), description: "Hello Valence!".color(Color::AQUA), favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()), } } fn init(&self, server: &mut Server) { server.state.player_list = Some(server.player_lists.insert(()).0); } fn update(&self, server: &mut Server) { //let (world_id, world) = server.worlds.iter_mut().next().unwrap(); server.clients.retain(|_, client| { if client.created_this_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; } match server .entities .insert_with_uuid(EntityKind::Player, client.uuid(), ()) { Some((id, _)) => { // create client state client.state = ClientState { entity_id: id, blocks: VecDeque::new(), score: 0, combo: 0, last_block_timestamp: 0, target_y: 0, world_id: WorldId::NULL, }; } None => { client.disconnect("Conflicting UUID"); return false; } } let (world_id, world) = server.worlds.insert(DimensionId::default(), ()); client.state.world_id = world_id; for chunk_z in -1..3 { for chunk_x in -2..2 { world.chunks.insert( (chunk_x as i32, chunk_z as i32), UnloadedChunk::default(), true, ); } } client.spawn(world_id); client.set_flat(true); // client.teleport(spawn_pos, 0.0, 0.0); client.set_player_list(server.state.player_list.clone()); if let Some(id) = &server.state.player_list { server.player_lists.get_mut(id).insert( client.uuid(), client.username(), client.textures().cloned(), client.game_mode(), 0, None, ); } client.send_message("Welcome to epic infinite parkour game!".italic()); client.set_game_mode(GameMode::Adventure); reset(client, world); } let (world_id, world) = server .worlds .iter_mut() .find(|w| w.0 == client.state.world_id) .unwrap(); if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); server.entities.remove(client.state.entity_id); if let Some(id) = &server.state.player_list { server.player_lists.get_mut(id).remove(client.uuid()); } for block in &client.state.blocks { world.chunks.set_block_state(*block, BlockState::AIR); } client.state.blocks.clear(); client.state.score = 0; server.worlds.remove(world_id); return false; } let p = client.position(); for pos in chunks_in_view_distance(ChunkPos::at(p.x, p.z), 3) { if let Some(chunk) = world.chunks.get_mut(pos) { chunk.state = true; } else { world.chunks.insert(pos, UnloadedChunk::default(), true); } } if (client.position().y as i32) < START_POS.y - 32 { client.send_message( "Your score was ".italic() + client .state .score .to_string() .color(Color::GOLD) .bold() .not_italic(), ); reset(client, world); } let pos_under_player = BlockPos::new( (client.position().x - 0.5f64).round() as i32, client.position().y as i32 - 1, (client.position().z - 0.5f64).round() as i32, ); if let Some(index) = client .state .blocks .iter() .position(|block| *block == pos_under_player) { if index > 0 { let power_result = 2.0f32.powf((client.state.combo as f32) / 45.0); let max_time_taken = (1000.0f32 * (index as f32) / power_result) as u128; let current_time_millis = SystemTime::now() .duration_since(UNIX_EPOCH) .unwrap() .as_millis(); if current_time_millis - client.state.last_block_timestamp < max_time_taken { client.state.combo += index as u32 } else { client.state.combo = 0 } let pitch = 0.9 + ((client.state.combo as f32) - 1.0) * 0.05; for _ in 0..index { generate_next_block(client, world, true) } client.play_sound( Ident::new("minecraft:block.note_block.bass").unwrap(), SoundCategory::Master, client.position(), 1f32, pitch, ); client.set_title( "", client .state .score .to_string() .color(Color::LIGHT_PURPLE) .bold(), SetTitleAnimationTimes { fade_in: 0, stay: 7, fade_out: 4, }, ); } } while handle_event_default( client, server.entities.get_mut(client.state.entity_id).unwrap(), ) .is_some() {} // Remove chunks outside the view distance of players. world.chunks.retain(|_, chunk| { if chunk.state { chunk.state = false; true } else { false } }); true }); } } fn reset(client: &mut Client, world: &mut World) { // Load chunks around spawn to avoid double void reset for chunk_z in -1..3 { for chunk_x in -2..2 { world.chunks.insert( (chunk_x as i32, chunk_z as i32), UnloadedChunk::default(), true, ); } } client.state.score = 0; client.state.combo = 0; for block in &client.state.blocks { world.chunks.set_block_state(*block, BlockState::AIR); } client.state.blocks.clear(); client.state.blocks.push_back(START_POS); world.chunks.set_block_state(START_POS, BlockState::STONE); for _ in 0..10 { generate_next_block(client, world, false) } client.teleport( [ START_POS.x as f64 + 0.5, START_POS.y as f64 + 1.0, START_POS.z as f64 + 0.5, ], 0f32, 0f32, ); } fn generate_next_block(client: &mut Client, world: &mut World, in_game: bool) { if in_game { let removed_block = client.state.blocks.pop_front().unwrap(); world.chunks.set_block_state(removed_block, BlockState::AIR); client.state.score += 1 } let last_pos = *client.state.blocks.back().unwrap(); let block_pos = generate_random_block(last_pos, client.state.target_y); if last_pos.y == START_POS.y { client.state.target_y = 0 } else if last_pos.y < START_POS.y - 30 || last_pos.y > START_POS.y + 30 { client.state.target_y = START_POS.y; } let mut rng = rand::thread_rng(); world .chunks .set_block_state(block_pos, *BLOCK_TYPES.choose(&mut rng).unwrap()); client.state.blocks.push_back(block_pos); // Combo System client.state.last_block_timestamp = SystemTime::now() .duration_since(UNIX_EPOCH) .unwrap() .as_millis(); } fn generate_random_block(pos: BlockPos, target_y: i32) -> BlockPos { let mut rng = rand::thread_rng(); // if above or below target_y, change y to gradually reach it let y = match target_y { 0 => rng.gen_range(-1..2), y if y > pos.y => 1, _ => -1, }; let z = match y { 1 => rng.gen_range(1..4), -1 => rng.gen_range(2..6), _ => rng.gen_range(1..5), }; let x = rng.gen_range(-3..4); BlockPos::new(pos.x + x, pos.y + y, pos.z + z) }