valence/examples/parkour.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

377 lines
12 KiB
Rust

use std::collections::VecDeque;
use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use std::time::{SystemTime, UNIX_EPOCH};
use log::LevelFilter;
use rand::seq::SliceRandom;
use rand::Rng;
use valence::client::SetTitleAnimationTimes;
use valence::prelude::*;
// TODO: remove protocol imports.
use valence::protocol::packets::s2c::play::SoundCategory;
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 },
)
}
struct Game {
player_count: AtomicUsize,
}
struct ServerState {
player_list: Option<PlayerListId>,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
blocks: VecDeque<BlockPos>,
score: u32,
combo: u32,
target_y: i32,
last_block_timestamp: u128,
world_id: WorldId,
}
const MAX_PLAYERS: usize = 10;
const START_POS: BlockPos = BlockPos::new(0, 100, 0);
const BLOCK_TYPES: [BlockState; 7] = [
BlockState::GRASS_BLOCK,
BlockState::OAK_LOG,
BlockState::BIRCH_LOG,
BlockState::OAK_LEAVES,
BlockState::BIRCH_LEAVES,
BlockState::DIRT,
BlockState::MOSS_BLOCK,
];
#[async_trait]
impl Config for Game {
type ServerState = ServerState;
type ClientState = ClientState;
type EntityState = ();
type WorldState = ();
/// If the chunk should stay loaded at the end of the tick.
type ChunkState = bool;
type PlayerListState = ();
fn max_connections(&self) -> usize {
// We want status pings to be successful even if the server is full.
MAX_PLAYERS + 64
}
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>) {
server.state.player_list = Some(server.player_lists.insert(()).0);
}
fn update(&self, server: &mut Server<Self>) {
//let (world_id, world) = server.worlds.iter_mut().next().unwrap();
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, _)) => {
// create client state
client.state = ClientState {
entity_id: id,
blocks: VecDeque::new(),
score: 0,
combo: 0,
last_block_timestamp: 0,
target_y: 0,
world_id: WorldId::NULL,
};
}
None => {
client.disconnect("Conflicting UUID");
return false;
}
}
let (world_id, world) = server.worlds.insert(DimensionId::default(), ());
client.state.world_id = world_id;
for chunk_z in -1..3 {
for chunk_x in -2..2 {
world.chunks.insert(
(chunk_x as i32, chunk_z as i32),
UnloadedChunk::default(),
true,
);
}
}
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 epic infinite parkour game!".italic());
client.set_game_mode(GameMode::Adventure);
reset(client, world);
}
let (world_id, world) = server
.worlds
.iter_mut()
.find(|w| w.0 == client.state.world_id)
.unwrap();
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());
}
for block in &client.state.blocks {
world.chunks.set_block_state(*block, BlockState::AIR);
}
client.state.blocks.clear();
client.state.score = 0;
server.worlds.remove(world_id);
return false;
}
let p = client.position();
for pos in chunks_in_view_distance(ChunkPos::at(p.x, p.z), 3) {
if let Some(chunk) = world.chunks.get_mut(pos) {
chunk.state = true;
} else {
world.chunks.insert(pos, UnloadedChunk::default(), true);
}
}
if (client.position().y as i32) < START_POS.y - 32 {
client.send_message(
"Your score was ".italic()
+ client
.state
.score
.to_string()
.color(Color::GOLD)
.bold()
.not_italic(),
);
reset(client, world);
}
let pos_under_player = BlockPos::new(
(client.position().x - 0.5f64).round() as i32,
client.position().y as i32 - 1,
(client.position().z - 0.5f64).round() as i32,
);
if let Some(index) = client
.state
.blocks
.iter()
.position(|block| *block == pos_under_player)
{
if index > 0 {
let power_result = 2.0f32.powf((client.state.combo as f32) / 45.0);
let max_time_taken = (1000.0f32 * (index as f32) / power_result) as u128;
let current_time_millis = SystemTime::now()
.duration_since(UNIX_EPOCH)
.unwrap()
.as_millis();
if current_time_millis - client.state.last_block_timestamp < max_time_taken {
client.state.combo += index as u32
} else {
client.state.combo = 0
}
let pitch = 0.9 + ((client.state.combo as f32) - 1.0) * 0.05;
for _ in 0..index {
generate_next_block(client, world, true)
}
client.play_sound(
ident!("minecraft:block.note_block.bass"),
SoundCategory::Master,
client.position(),
1f32,
pitch,
);
client.set_title(
"",
client
.state
.score
.to_string()
.color(Color::LIGHT_PURPLE)
.bold(),
SetTitleAnimationTimes {
fade_in: 0,
stay: 7,
fade_out: 4,
},
);
}
}
while handle_event_default(
client,
server.entities.get_mut(client.state.entity_id).unwrap(),
)
.is_some()
{}
// Remove chunks outside the view distance of players.
world.chunks.retain(|_, chunk| {
if chunk.state {
chunk.state = false;
true
} else {
false
}
});
true
});
}
}
fn reset(client: &mut Client<Game>, world: &mut World<Game>) {
// Load chunks around spawn to avoid double void reset
for chunk_z in -1..3 {
for chunk_x in -2..2 {
world.chunks.insert(
(chunk_x as i32, chunk_z as i32),
UnloadedChunk::default(),
true,
);
}
}
client.state.score = 0;
client.state.combo = 0;
for block in &client.state.blocks {
world.chunks.set_block_state(*block, BlockState::AIR);
}
client.state.blocks.clear();
client.state.blocks.push_back(START_POS);
world.chunks.set_block_state(START_POS, BlockState::STONE);
for _ in 0..10 {
generate_next_block(client, world, false)
}
client.teleport(
[
START_POS.x as f64 + 0.5,
START_POS.y as f64 + 1.0,
START_POS.z as f64 + 0.5,
],
0f32,
0f32,
);
}
fn generate_next_block(client: &mut Client<Game>, world: &mut World<Game>, in_game: bool) {
if in_game {
let removed_block = client.state.blocks.pop_front().unwrap();
world.chunks.set_block_state(removed_block, BlockState::AIR);
client.state.score += 1
}
let last_pos = *client.state.blocks.back().unwrap();
let block_pos = generate_random_block(last_pos, client.state.target_y);
if last_pos.y == START_POS.y {
client.state.target_y = 0
} else if last_pos.y < START_POS.y - 30 || last_pos.y > START_POS.y + 30 {
client.state.target_y = START_POS.y;
}
let mut rng = rand::thread_rng();
world
.chunks
.set_block_state(block_pos, *BLOCK_TYPES.choose(&mut rng).unwrap());
client.state.blocks.push_back(block_pos);
// Combo System
client.state.last_block_timestamp = SystemTime::now()
.duration_since(UNIX_EPOCH)
.unwrap()
.as_millis();
}
fn generate_random_block(pos: BlockPos, target_y: i32) -> BlockPos {
let mut rng = rand::thread_rng();
// if above or below target_y, change y to gradually reach it
let y = match target_y {
0 => rng.gen_range(-1..2),
y if y > pos.y => 1,
_ => -1,
};
let z = match y {
1 => rng.gen_range(1..4),
-1 => rng.gen_range(2..6),
_ => rng.gen_range(1..5),
};
let x = rng.gen_range(-3..4);
BlockPos::new(pos.x + x, pos.y + y, pos.z + z)
}