valence/examples/chest.rs
Ryan Johnson ce457a3d20
Add prelude module to valence. (#128)
This removes boilerplate code in the examples and reduces friction when getting started.
2022-10-21 04:54:32 -07:00

269 lines
9.4 KiB
Rust

use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use log::LevelFilter;
use num::Integer;
use valence::client::Hand;
use valence::prelude::*;
use valence::protocol::{SlotId, VarInt};
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,
chest: Default::default(),
tick: 0,
},
)
}
struct Game {
player_count: AtomicUsize,
}
struct ServerState {
player_list: Option<PlayerListId>,
chest: InventoryId,
tick: u32,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
// open_inventory: Option<WindowInventory>,
}
const MAX_PLAYERS: usize = 10;
const SIZE_X: usize = 100;
const SIZE_Z: usize = 100;
#[async_trait]
impl Config for Game {
type ServerState = ServerState;
type ClientState = ClientState;
type EntityState = ();
type WorldState = ();
type ChunkState = ();
type PlayerListState = ();
fn max_connections(&self) -> usize {
// We want status pings to be successful even if the server is full.
MAX_PLAYERS + 64
}
fn dimensions(&self) -> Vec<Dimension> {
vec![Dimension {
fixed_time: Some(6000),
..Dimension::default()
}]
}
async fn server_list_ping(
&self,
_server: &SharedServer<Self>,
_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<Self>) {
let world = server.worlds.insert(DimensionId::default(), ()).1;
server.state.player_list = Some(server.player_lists.insert(()).0);
// initialize chunks
for chunk_z in -2..Integer::div_ceil(&(SIZE_Z as i32), &16) + 2 {
for chunk_x in -2..Integer::div_ceil(&(SIZE_X as i32), &16) + 2 {
world.chunks.insert(
[chunk_x as i32, chunk_z as i32],
UnloadedChunk::default(),
(),
);
}
}
// initialize blocks in the chunks
for x in 0..SIZE_X {
for z in 0..SIZE_Z {
world
.chunks
.set_block_state((x as i32, 0, z as i32), BlockState::GRASS_BLOCK);
}
}
world.chunks.set_block_state((50, 0, 54), BlockState::STONE);
world.chunks.set_block_state((50, 1, 54), BlockState::CHEST);
// create chest inventory
let inv = ConfigurableInventory::new(27, VarInt(2), None);
let (id, _inv) = server.inventories.insert(inv);
server.state.chest = id;
}
fn update(&self, server: &mut Server<Self>) {
server.state.tick += 1;
if server.state.tick > 10 {
server.state.tick = 0;
}
let (world_id, world) = server.worlds.iter_mut().next().unwrap();
let spawn_pos = [SIZE_X as f64 / 2.0, 1.0, SIZE_Z as f64 / 2.0];
if let Some(inv) = server.inventories.get_mut(server.state.chest) {
if server.state.tick == 0 {
rotate_items(inv);
}
}
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, _)) => client.state.entity_id = id,
None => {
client.disconnect("Conflicting UUID");
return false;
}
}
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 Valence! Sneak to give yourself an item.".italic());
}
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());
}
return false;
}
let player = server.entities.get_mut(client.state.entity_id).unwrap();
if client.position().y <= -20.0 {
client.teleport(spawn_pos, client.yaw(), client.pitch());
}
while let Some(event) = handle_event_default(client, player) {
match event {
ClientEvent::InteractWithBlock { hand, location, .. } => {
if hand == Hand::Main
&& world.chunks.block_state(location) == Some(BlockState::CHEST)
{
client.send_message("Opening chest!");
client.open_inventory(
&server.inventories,
server.state.chest,
"Extra".italic()
+ " Chesty".not_italic().bold().color(Color::RED)
+ " Chest".not_italic(),
);
}
}
ClientEvent::CloseScreen { window_id } => {
if window_id > 0 {
client.send_message(format!("Window closed: {}", window_id));
client.send_message(format!("Chest: {:?}", server.state.chest));
}
}
ClientEvent::ClickContainer {
window_id,
state_id,
slot_id,
mode,
slot_changes,
carried_item,
} => {
println!(
"window_id: {:?}, state_id: {:?}, slot_id: {:?}, mode: {:?}, \
slot_changes: {:?}, carried_item: {:?}",
window_id, state_id, slot_id, mode, slot_changes, carried_item
);
client.cursor_held_item = carried_item;
if let Some(window) = client.open_inventory.as_mut() {
if let Some(obj_inv) =
server.inventories.get_mut(window.object_inventory)
{
for (slot_id, slot) in slot_changes {
if slot_id < obj_inv.slot_count() as SlotId {
obj_inv.set_slot(slot_id, slot);
} else {
let offset = obj_inv.slot_count() as SlotId;
client.inventory.set_slot(
slot_id - offset + PlayerInventory::GENERAL_SLOTS.start,
slot,
);
}
}
}
}
}
ClientEvent::StartSneaking => {
let slot_id: SlotId = PlayerInventory::HOTBAR_SLOTS.start;
let stack = match client.inventory.slot(slot_id) {
None => ItemStack::new(ItemKind::Stone, 1, None),
Some(s) => ItemStack::new(s.item, s.count() + 1, None),
};
client.inventory.set_slot(slot_id, Some(stack));
}
_ => {}
}
}
true
});
}
}
fn rotate_items(inv: &mut ConfigurableInventory) {
for i in 1..inv.slot_count() {
let a = inv.slot((i - 1) as SlotId);
let b = inv.set_slot(i as SlotId, a.cloned());
inv.set_slot((i - 1) as SlotId, b);
}
}