use std::f64::consts::TAU; use std::net::SocketAddr; use std::sync::atomic::{AtomicUsize, Ordering}; use std::sync::Mutex; use log::LevelFilter; use valence::client::GameMode; use valence::config::{Config, ServerListPing}; use valence::text::Color; use valence::util::to_yaw_and_pitch; use valence::{ async_trait, DimensionId, EntityId, EntityType, Server, ShutdownResult, Text, TextFormat, WorldId, Worlds, Client, }; 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), cows: Mutex::new(Vec::new()), }) } struct Game { player_count: AtomicUsize, cows: Mutex>, } const MAX_PLAYERS: usize = 10; #[async_trait] impl Config for Game { 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: &Server, _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!("favicon.png")), } } fn join( &self, _server: &Server, _client: &mut Client, worlds: &mut Worlds, ) -> Result { if let Ok(_) = self .player_count .fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| { (count < MAX_PLAYERS).then(|| count + 1) }) { Ok(worlds.iter().next().unwrap().0) } else { Err("The server is full!".into()) } } fn init(&self, _server: &Server, worlds: &mut Worlds) { let world = worlds.create(DimensionId::default()).1; world.meta.set_flat(true); let size = 5; for z in -size..size { for x in -size..size { world.chunks.create([x, z]); } } self.cows.lock().unwrap().extend((0..200).map(|_| { let (id, e) = world.entities.create(); e.set_type(EntityType::Cow); id })); } fn update(&self, server: &Server, worlds: &mut Worlds) { let world = worlds.iter_mut().next().unwrap().1; world.clients.retain(|_, client| { if client.created_tick() == server.current_tick() { client.set_game_mode(GameMode::Creative); client.teleport([0.0, 200.0, 0.0], 0.0, 0.0); world.meta.player_list_mut().insert( client.uuid(), client.username().to_string(), client.textures().cloned(), client.game_mode(), 0, None, ); } if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); false } else { true } }); let time = server.current_tick() as f64 / server.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 cows = self.cows.lock().unwrap(); let cow_count = cows.len(); let radius = 6.0 + ((time * TAU / 2.5).sin() + 1.0) / 2.0 * 10.0; // TODO: use eye position. let player_pos = world .clients .iter() .next() .map(|c| c.1.position()) .unwrap_or_default(); for (cow_id, p) in cows.iter().cloned().zip(fibonacci_spiral(cow_count)) { let cow = world.entities.get_mut(cow_id).expect("missing cow"); let rotated = p * rot; let transformed = rotated * radius + [0.0, 100.0, 0.0]; 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((player_pos - transformed).normalized()); cow.set_position(transformed); cow.set_yaw(yaw); cow.set_pitch(looking_pitch); cow.set_head_yaw(looking_yaw); } } } /// 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()) }) }