use std::net::SocketAddr; use std::sync::atomic::{AtomicUsize, Ordering}; use log::LevelFilter; use valence::block::{BlockPos, BlockState}; use valence::client::Event::{self}; use valence::client::{ClientId, GameMode, Hand, InteractWithEntityKind}; use valence::config::{Config, ServerListPing}; use valence::dimension::DimensionId; use valence::entity::state::Pose; use valence::entity::{EntityId, EntityKind, EntityState}; use valence::server::{Server, SharedServer, ShutdownResult}; use valence::text::{Color, TextFormat}; use valence::{async_trait, Ticks}; 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, } #[derive(Default)] struct ClientData { /// The client's player entity. player: EntityId, /// The extra knockback on the first hit while sprinting. has_extra_knockback: bool, } #[derive(Default)] struct EntityData { client: ClientId, attacked: bool, attacker_pos: Vec3, extra_knockback: bool, last_attack_time: Ticks, } const MAX_PLAYERS: usize = 10; const SPAWN_POS: BlockPos = BlockPos::new(0, 20, 0); #[async_trait] impl Config for Game { type ChunkData = (); type ClientData = ClientData; type EntityData = EntityData; 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) = server.worlds.create(DimensionId::default(), ()); world.meta.set_flat(true); let min_y = server.shared.dimension(DimensionId::default()).min_y; // Create circular arena. let size = 2; for chunk_z in -size - 2..size + 2 { for chunk_x in -size - 2..size + 2 { let chunk = world.chunks.create([chunk_x, chunk_z], ()); let r = -size..size; if r.contains(&chunk_x) && r.contains(&chunk_z) { for z in 0..16 { for x in 0..16 { let block_x = chunk_x * 16 + x as i32; let block_z = chunk_z * 16 + z as i32; if f64::hypot(block_x as f64, block_z as f64) <= size as f64 * 16.0 { for y in 0..(SPAWN_POS.y - min_y + 1) as usize { chunk.set_block_state(x, y, z, BlockState::STONE); } } } } } } } world.chunks.set_block_state(SPAWN_POS, BlockState::BEDROCK); } fn update(&self, server: &mut Server) { let (world_id, world) = server.worlds.iter_mut().next().unwrap(); let current_tick = server.shared.current_tick(); server.clients.retain(|client_id, client| { if client.created_tick() == 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::Survival); 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, ); let (player_id, player) = server .entities .create_with_uuid(EntityKind::Player, client.uuid(), EntityData::default()) .unwrap(); client.data.player = player_id; client.data.has_extra_knockback = true; player.data.client = client_id; player.data.last_attack_time = 0; client.send_message("Welcome to the arena.".italic()); if self.player_count.load(Ordering::SeqCst) <= 1 { client.send_message("Have another player join the game with you.".italic()); } } if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); server.entities.delete(client.data.player); world.meta.player_list_mut().remove(client.uuid()); return false; } while let Some(event) = client.pop_event() { match event { Event::StartSprinting => { client.data.has_extra_knockback = true; } Event::InteractWithEntity { id, kind: InteractWithEntityKind::Attack, .. } => { if let Some(target) = server.entities.get_mut(id) { if !target.data.attacked && current_tick - target.data.last_attack_time >= 10 && id != client.data.player { target.data.attacked = true; target.data.attacker_pos = client.position(); target.data.extra_knockback = client.data.has_extra_knockback; target.data.last_attack_time = current_tick; client.data.has_extra_knockback = false; } } } Event::ArmSwing(hand) => { let player = server.entities.get_mut(client.data.player).unwrap(); if let EntityState::Player(e) = &mut player.state { match hand { Hand::Main => e.trigger_swing_main_arm(), Hand::Off => e.trigger_swing_offhand(), } } } _ => (), } } if client.position().y <= 0.0 { client.teleport( [ SPAWN_POS.x as f64 + 0.5, SPAWN_POS.y as f64 + 1.0, SPAWN_POS.z as f64 + 0.5, ], client.yaw(), client.pitch(), ); } let player = server.entities.get_mut(client.data.player).unwrap(); player.set_world(client.world()); player.set_position(client.position()); player.set_yaw(client.yaw()); player.set_head_yaw(client.yaw()); player.set_pitch(client.pitch()); player.set_on_ground(client.on_ground()); if let EntityState::Player(player) = &mut player.state { if client.is_sneaking() { player.set_pose(Pose::Sneaking); } else { player.set_pose(Pose::Standing); } player.set_sprinting(client.is_sprinting()); } true }); for (_, e) in server.entities.iter_mut() { if e.data.attacked { e.data.attacked = false; let victim = server.clients.get_mut(e.data.client).unwrap(); let mut vel = (victim.position() - e.data.attacker_pos).normalized(); let knockback_xz = if e.data.extra_knockback { 18.0 } else { 8.0 }; let knockback_y = if e.data.extra_knockback { 8.432 } else { 6.432 }; vel.x *= knockback_xz; vel.y = knockback_y; vel.z *= knockback_xz; victim.set_velocity(victim.velocity() / 2.0 + vel.as_()); if let EntityState::Player(e) = &mut e.state { e.trigger_take_damage(); e.trigger_hurt(); } victim.player_mut().trigger_take_damage(); victim.player_mut().trigger_hurt(); } } } }