mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-23 22:41:30 +11:00
302 lines
9 KiB
Rust
302 lines
9 KiB
Rust
use std::collections::HashSet;
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use std::net::SocketAddr;
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use std::sync::atomic::{AtomicUsize, Ordering};
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use log::LevelFilter;
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use noise::{NoiseFn, Seedable, SuperSimplex};
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use rayon::iter::ParallelIterator;
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use valence::block::{BlockState, PropName, PropValue};
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use valence::client::GameMode;
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use valence::config::{Config, ServerListPing};
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use valence::text::Color;
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use valence::util::chunks_in_view_distance;
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use valence::{
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async_trait, ChunkPos, ClientMut, DimensionId, Server, ShutdownResult, Text, TextFormat,
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WorldId, WorldsMut,
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};
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use vek::Lerp;
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pub fn main() -> ShutdownResult {
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env_logger::Builder::new()
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.filter_module("valence", LevelFilter::Trace)
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.parse_default_env()
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.init();
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let seed = rand::random();
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valence::start_server(Game {
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player_count: AtomicUsize::new(0),
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density_noise: SuperSimplex::new().set_seed(seed),
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hilly_noise: SuperSimplex::new().set_seed(seed.wrapping_add(1)),
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stone_noise: SuperSimplex::new().set_seed(seed.wrapping_add(2)),
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gravel_noise: SuperSimplex::new().set_seed(seed.wrapping_add(3)),
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grass_noise: SuperSimplex::new().set_seed(seed.wrapping_add(4)),
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})
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}
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struct Game {
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player_count: AtomicUsize,
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density_noise: SuperSimplex,
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hilly_noise: SuperSimplex,
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stone_noise: SuperSimplex,
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gravel_noise: SuperSimplex,
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grass_noise: SuperSimplex,
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}
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const MAX_PLAYERS: usize = 10;
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#[async_trait]
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impl Config for Game {
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fn max_connections(&self) -> usize {
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// We want status pings to be successful even if the server is full.
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MAX_PLAYERS + 64
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}
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fn online_mode(&self) -> bool {
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// You'll want this to be true on real servers.
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false
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}
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async fn server_list_ping(&self, _server: &Server, _remote_addr: SocketAddr) -> ServerListPing {
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ServerListPing::Respond {
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online_players: self.player_count.load(Ordering::SeqCst) as i32,
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max_players: MAX_PLAYERS as i32,
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description: "Hello Valence!".color(Color::AQUA),
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favicon_png: Some(include_bytes!("favicon.png")),
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}
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}
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fn join(
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&self,
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_server: &Server,
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_client: ClientMut,
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worlds: WorldsMut,
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) -> Result<WorldId, Text> {
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if let Ok(_) = self
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.player_count
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.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
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(count < MAX_PLAYERS).then(|| count + 1)
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})
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{
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Ok(worlds.iter().next().unwrap().0)
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} else {
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Err("The server is full!".into())
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}
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}
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fn init(&self, _server: &Server, mut worlds: WorldsMut) {
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let (_, mut world) = worlds.create(DimensionId::default());
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world.meta.set_flat(true);
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}
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fn update(&self, server: &Server, mut worlds: WorldsMut) {
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let mut world = worlds.iter_mut().next().unwrap().1;
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let mut chunks_to_unload = HashSet::<_>::from_iter(world.chunks.iter().map(|t| t.0));
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world.clients.retain(|_, mut client| {
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if client.is_disconnected() {
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self.player_count.fetch_sub(1, Ordering::SeqCst);
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return false;
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}
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if client.created_tick() == server.current_tick() {
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client.set_game_mode(GameMode::Creative);
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client.set_max_view_distance(32);
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client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
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}
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let dist = client.view_distance();
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let p = client.position();
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for pos in chunks_in_view_distance(ChunkPos::at(p.x, p.z), dist) {
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chunks_to_unload.remove(&pos);
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if world.chunks.get(pos).is_none() {
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world.chunks.create(pos);
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}
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}
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true
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});
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for pos in chunks_to_unload {
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world.chunks.delete(pos);
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}
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world.chunks.par_iter_mut().for_each(|(pos, mut chunk)| {
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if chunk.created_tick() == server.current_tick() {
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for z in 0..16 {
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for x in 0..16 {
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let block_x = x as i64 + pos.x as i64 * 16;
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let block_z = z as i64 + pos.z as i64 * 16;
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let mut in_terrain = false;
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let mut depth = 0;
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for y in (0..chunk.height()).rev() {
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let b = terrain_column(
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self,
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block_x,
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y as i64,
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block_z,
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&mut in_terrain,
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&mut depth,
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);
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chunk.set_block_state(x, y, z, b);
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}
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// Add grass
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for y in (0..chunk.height()).rev() {
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if chunk.get_block_state(x, y, z).is_air()
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&& chunk.get_block_state(x, y - 1, z) == BlockState::GRASS_BLOCK
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{
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let density = fbm(
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&self.grass_noise,
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[block_x, y as i64, block_z].map(|a| a as f64 / 5.0),
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4,
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2.0,
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0.7,
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);
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if density > 0.55 {
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if density > 0.7 && chunk.get_block_state(x, y + 1, z).is_air()
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{
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let upper = BlockState::TALL_GRASS
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.set(PropName::Half, PropValue::Upper);
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let lower = BlockState::TALL_GRASS
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.set(PropName::Half, PropValue::Lower);
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chunk.set_block_state(x, y + 1, z, upper);
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chunk.set_block_state(x, y, z, lower);
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} else {
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chunk.set_block_state(x, y, z, BlockState::GRASS);
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}
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}
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}
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}
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}
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}
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}
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});
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}
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}
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fn terrain_column(
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g: &Game,
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x: i64,
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y: i64,
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z: i64,
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in_terrain: &mut bool,
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depth: &mut u32,
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) -> BlockState {
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const WATER_HEIGHT: i64 = 55;
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if has_terrain_at(g, x, y, z) {
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let gravel_height = WATER_HEIGHT
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- 1
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- (fbm(
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&g.gravel_noise,
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[x, y, z].map(|a| a as f64 / 10.0),
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3,
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2.0,
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0.5,
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) * 6.0)
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.floor() as i64;
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if *in_terrain {
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if *depth > 0 {
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*depth -= 1;
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if y < gravel_height {
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BlockState::GRAVEL
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} else {
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BlockState::DIRT
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}
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} else {
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BlockState::STONE
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}
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} else {
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*in_terrain = true;
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let n = noise01(&g.stone_noise, [x, y, z].map(|a| a as f64 / 15.0));
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*depth = (n * 5.0).round() as u32;
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if y < gravel_height {
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BlockState::GRAVEL
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} else if y < WATER_HEIGHT - 1 {
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BlockState::DIRT
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} else {
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BlockState::GRASS_BLOCK
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}
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}
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} else {
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*in_terrain = false;
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*depth = 0;
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if y < WATER_HEIGHT {
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BlockState::WATER
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} else {
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BlockState::AIR
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}
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}
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}
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fn has_terrain_at(g: &Game, x: i64, y: i64, z: i64) -> bool {
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let hilly = Lerp::lerp_unclamped(
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0.1,
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1.0,
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noise01(&g.hilly_noise, [x, y, z].map(|a| a as f64 / 400.0)).powi(2),
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);
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let lower = 15.0 + 75.0 * hilly;
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let upper = lower + 125.0 * hilly;
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if y as f64 <= lower {
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return true;
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} else if y as f64 >= upper {
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return false;
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}
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let density = (1.0 - lerpstep(lower, upper, y as f64)).sqrt();
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let n = fbm(
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&g.density_noise,
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[x, y, z].map(|a| a as f64 / 100.0),
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4,
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2.0,
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0.5,
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);
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n < density
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}
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fn lerpstep(edge0: f64, edge1: f64, x: f64) -> f64 {
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if x <= edge0 {
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0.0
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} else if x >= edge1 {
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1.0
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} else {
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(x - edge0) / (edge1 - edge0)
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}
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}
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fn fbm(noise: &SuperSimplex, p: [f64; 3], octaves: u32, lacunarity: f64, persistence: f64) -> f64 {
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let mut freq = 1.0;
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let mut amp = 1.0;
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let mut amp_sum = 0.0;
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let mut sum = 0.0;
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for _ in 0..octaves {
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let n = noise01(noise, p.map(|a| a * freq));
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sum += n * amp;
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amp_sum += amp;
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freq *= lacunarity;
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amp *= persistence;
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}
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// Scale the output to [0, 1]
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sum / amp_sum
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}
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fn noise01(noise: &SuperSimplex, xyz: [f64; 3]) -> f64 {
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(noise.get(xyz) + 1.0) / 2.0
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}
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