mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-23 22:41:30 +11:00
197 lines
5.9 KiB
Rust
197 lines
5.9 KiB
Rust
use std::f64::consts::TAU;
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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 valence::async_trait;
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use valence::block::{BlockPos, BlockState};
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use valence::client::GameMode;
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use valence::config::{Config, ServerListPing};
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use valence::dimension::DimensionId;
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use valence::entity::{EntityId, EntityKind};
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use valence::server::{Server, SharedServer, ShutdownResult};
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use valence::text::{Color, TextFormat};
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use valence::util::to_yaw_and_pitch;
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use vek::{Mat3, Vec3};
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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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valence::start_server(
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Game {
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player_count: AtomicUsize::new(0),
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},
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ServerState { cows: Vec::new() },
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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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}
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struct ServerState {
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cows: Vec<EntityId>,
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}
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const MAX_PLAYERS: usize = 10;
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const SPAWN_POS: BlockPos = BlockPos::new(0, 100, -25);
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#[async_trait]
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impl Config for Game {
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type ChunkState = ();
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type ClientState = ();
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type EntityState = ();
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type ServerState = ServerState;
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type WorldState = ();
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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(
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&self,
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_server: &SharedServer<Self>,
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_remote_addr: SocketAddr,
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) -> 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!("../assets/favicon.png")),
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}
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}
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fn init(&self, server: &mut Server<Self>) {
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let (world_id, world) = server.worlds.create(DimensionId::default(), ());
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world.meta.set_flat(true);
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let size = 5;
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for z in -size..size {
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for x in -size..size {
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world.chunks.create([x, z], ());
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}
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}
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world.chunks.set_block_state(SPAWN_POS, BlockState::BEDROCK);
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server.state.cows.extend((0..200).map(|_| {
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let (id, e) = server.entities.create(EntityKind::Cow, ());
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e.set_world(world_id);
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id
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}));
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}
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fn update(&self, server: &mut Server<Self>) {
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let (world_id, world) = server.worlds.iter_mut().next().unwrap();
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server.clients.retain(|_, client| {
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if client.created_tick() == server.shared.current_tick() {
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if 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_some(count + 1)
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})
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.is_err()
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{
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client.disconnect("The server is full!".color(Color::RED));
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return false;
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}
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client.spawn(world_id);
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client.set_game_mode(GameMode::Creative);
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client.teleport(
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[
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SPAWN_POS.x as f64 + 0.5,
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SPAWN_POS.y as f64 + 1.0,
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SPAWN_POS.z as f64 + 0.5,
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],
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0.0,
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0.0,
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);
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world.meta.player_list_mut().insert(
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client.uuid(),
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client.username().to_owned(),
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client.textures().cloned(),
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client.game_mode(),
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0,
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None,
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);
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}
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if client.is_disconnected() {
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self.player_count.fetch_sub(1, Ordering::SeqCst);
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world.meta.player_list_mut().remove(client.uuid());
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return false;
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}
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true
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});
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let time = server.shared.current_tick() as f64 / server.shared.tick_rate() as f64;
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let rot = Mat3::rotation_x(time * TAU * 0.1)
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.rotated_y(time * TAU * 0.2)
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.rotated_z(time * TAU * 0.3);
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let radius = 6.0 + ((time * TAU / 2.5).sin() + 1.0) / 2.0 * 10.0;
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let player_pos = server
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.clients
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.iter()
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.next()
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.map(|c| c.1.position())
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.unwrap_or_default();
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// TODO: hardcoded eye pos.
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let eye_pos = Vec3::new(player_pos.x, player_pos.y + 1.6, player_pos.z);
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for (cow_id, p) in server
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.state
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.cows
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.iter()
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.cloned()
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.zip(fibonacci_spiral(server.state.cows.len()))
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{
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let cow = server.entities.get_mut(cow_id).expect("missing cow");
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let rotated = p * rot;
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let transformed = rotated * radius + [0.5, SPAWN_POS.y as f64 + 2.0, 0.5];
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let yaw = f32::atan2(rotated.z as f32, rotated.x as f32).to_degrees() - 90.0;
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let (looking_yaw, looking_pitch) =
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to_yaw_and_pitch((eye_pos - transformed).normalized());
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cow.set_position(transformed);
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cow.set_yaw(yaw);
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cow.set_pitch(looking_pitch as f32);
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cow.set_head_yaw(looking_yaw as f32);
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}
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}
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}
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/// Distributes N points on the surface of a unit sphere.
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fn fibonacci_spiral(n: usize) -> impl Iterator<Item = Vec3<f64>> {
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(0..n).map(move |i| {
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let golden_ratio = (1.0 + 5_f64.sqrt()) / 2.0;
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// Map to unit square
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let x = i as f64 / golden_ratio % 1.0;
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let y = i as f64 / n as f64;
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// Map from unit square to unit sphere.
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let theta = x * TAU;
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let phi = (1.0 - 2.0 * y).acos();
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Vec3::new(theta.cos() * phi.sin(), theta.sin() * phi.sin(), phi.cos())
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})
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}
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