Initial entity work, moved self handling to an entity

This commit is contained in:
Thinkofname 2016-03-26 22:21:47 +00:00
parent 7f1e859a87
commit 80f2121bf7
7 changed files with 802 additions and 322 deletions

View File

@ -29,11 +29,19 @@ pub struct Entity {
/// Used to access compoents on an entity in an efficient
/// way.
#[derive(Clone, Copy)]
pub struct Key<T> {
id: usize,
_t: PhantomData<T>,
}
impl <T> Clone for Key<T> {
fn clone(&self) -> Self {
Key {
id: self.id,
_t: PhantomData,
}
}
}
impl <T> Copy for Key<T> {}
/// Used to search for entities with the requested components.
pub struct Filter {
@ -73,8 +81,8 @@ pub struct Manager {
component_ids: RefCell<HashMap<TypeId, usize>>,
systems: Vec<Box<System>>,
render_systems: Vec<Box<System>>,
systems: Vec<Box<System + Send>>,
render_systems: Vec<Box<System + Send>>,
}
impl Manager {
@ -101,12 +109,12 @@ impl Manager {
}
/// Adds a system which will be called every tick
pub fn add_system<S: System + 'static>(&mut self, s: S) {
pub fn add_system<S: System + Send + 'static>(&mut self, s: S) {
self.systems.push(Box::new(s));
}
/// Adds a system which will be called every frame
pub fn add_render_system<S: System + 'static>(&mut self, s: S) {
pub fn add_render_system<S: System + Send + 'static>(&mut self, s: S) {
self.render_systems.push(Box::new(s));
}
@ -242,8 +250,44 @@ impl Manager {
self.add_component(entity, key, val);
}
/// Removes the component to the target entity. Returns whether anything
/// was removed.
/// # Panics
/// Panics when the target entity doesn't exist
pub fn remove_component<T>(&mut self, entity: Entity, key: Key<T>) -> bool {
if self.components.len() <= key.id {
return false;
}
if self.components[key.id].is_none() {
return false;
}
let components = self.components.get_mut(key.id).and_then(|v| v.as_mut()).unwrap();
let mut e = self.entities.get_mut(entity.id);
let set = match e {
Some(ref mut val) => if val.1 == entity.generation { &mut val.0 } else { panic!("Missing entity") },
None => panic!("Missing entity"),
};
let set = match set.as_mut() {
Some(val) => val,
None => panic!("Missing entity"),
};
if !set.get(key.id) {
return false
}
set.set(key.id, false);
components.remove(entity.id);
true
}
/// Same as `remove_component` but doesn't require a key. Using a key
/// is better for frequent lookups.
pub fn remove_component_direct<T: Any>(&mut self, entity: Entity) -> bool {
let key = self.get_key();
self.remove_component::<T>(entity, key)
}
/// Returns the given component that the key points to if it exists.
pub fn get_component<T>(&self, entity: Entity, key: Key<T>) -> Option<&T> {
pub fn get_component<'a, 'b, T>(&'a self, entity: Entity, key: Key<T>) -> Option<&'b T> {
let components = match self.components.get(key.id).and_then(|v| v.as_ref()) {
Some(val) => val,
None => return None,
@ -256,18 +300,18 @@ impl Manager {
return None;
}
Some(components.get(entity.id))
Some(unsafe { mem::transmute::<&T, &T>(components.get(entity.id)) })
}
/// Same as `get_component` but doesn't require a key. Using a key
/// is better for frequent lookups.
pub fn get_component_direct<T: Any>(&self, entity: Entity) -> Option<&T> {
pub fn get_component_direct<'a, 'b, T: Any>(&'a self, entity: Entity) -> Option<&'b T> {
let key = self.get_key();
self.get_component(entity, key)
}
/// Returns the given component that the key points to if it exists.
pub fn get_component_mut<T>(&mut self, entity: Entity, key: Key<T>) -> Option<&mut T> {
pub fn get_component_mut<'a, 'b, T>(&'a mut self, entity: Entity, key: Key<T>) -> Option<&'b mut T> {
let components = match self.components.get_mut(key.id).and_then(|v| v.as_mut()) {
Some(val) => val,
None => return None,
@ -280,12 +324,12 @@ impl Manager {
return None;
}
Some(components.get_mut(entity.id))
Some(unsafe { mem::transmute::<&mut T, &mut T>(components.get_mut(entity.id)) })
}
/// Same as `get_component_mut` but doesn't require a key. Using a key
/// is better for frequent lookups.
pub fn get_component_mut_direct<T: Any>(&mut self, entity: Entity) -> Option<&mut T> {
pub fn get_component_mut_direct<'a, 'b, T: Any>(&'a mut self, entity: Entity) -> Option<&'b mut T> {
let key = self.get_key();
self.get_component_mut(entity, key)
}
@ -296,7 +340,7 @@ const COMPONENTS_PER_BLOCK: usize = 64;
struct ComponentMem {
data: Vec<Option<(Vec<u8>, BSet, usize)>>,
component_size: usize,
drop_func: Box<Fn(*mut u8)>,
drop_func: Box<Fn(*mut u8) + Send>,
}
impl ComponentMem {

146
src/entity/mod.rs Normal file
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@ -0,0 +1,146 @@
pub mod player;
use ecs;
use cgmath::Vector3;
use collision::Aabb3;
mod systems;
pub fn add_systems(m: &mut ecs::Manager) {
let sys = systems::UpdateLastPosition::new(m);
m.add_system(sys);
player::add_systems(m);
let sys = systems::ApplyVelocity::new(m);
m.add_system(sys);
let sys = systems::ApplyGravity::new(m);
m.add_system(sys);
}
/// Location of an entity in the world.
#[derive(Debug)]
pub struct Position {
pub position: Vector3<f64>,
pub last_position: Vector3<f64>,
}
impl Position {
pub fn new(x: f64, y: f64, z: f64) -> Position {
Position {
position: Vector3::new(x, y, z),
last_position: Vector3::new(x, y, z),
}
}
pub fn zero() -> Position {
Position::new(0.0, 0.0, 0.0)
}
}
/// Velocity of an entity in the world.
#[derive(Debug)]
pub struct Velocity {
pub velocity: Vector3<f64>,
}
impl Velocity {
pub fn new(x: f64, y: f64, z: f64) -> Velocity {
Velocity {
velocity: Vector3::new(x, y, z),
}
}
pub fn zero() -> Velocity {
Velocity::new(0.0, 0.0, 0.0)
}
}
/// Rotation of an entity in the world
#[derive(Debug)]
pub struct Rotation {
pub yaw: f64,
pub pitch: f64,
}
impl Rotation {
pub fn new(yaw: f64, pitch: f64) -> Rotation {
Rotation {
yaw: yaw,
pitch: pitch,
}
}
pub fn zero() -> Rotation {
Rotation::new(0.0, 0.0)
}
}
pub struct Gravity {
pub on_ground: bool,
}
impl Gravity {
pub fn new() -> Gravity {
Gravity {
on_ground: false,
}
}
}
pub struct Bounds {
pub bounds: Aabb3<f64>,
}
impl Bounds {
pub fn new(bounds: Aabb3<f64>) -> Bounds {
Bounds {
bounds: bounds,
}
}
}
/// Hack to allow temp access to a type
pub struct Proxy<T> {
inner: Option<T>,
}
impl <T> ::std::ops::Deref for Proxy<T> {
type Target = T;
fn deref(&self) -> &T {
self.inner.as_ref().unwrap()
}
}
impl <T> Proxy<T> {
pub fn new() -> Proxy<T> {
Proxy {
inner: None,
}
}
pub fn give(&mut self, v: &mut T) {
use std::mem;
self.inner = Some(mem::replace(v, unsafe { mem::uninitialized() }));
}
pub fn take(&mut self, v: &mut T) {
use std::mem;
mem::forget(mem::replace(v, self.inner.take().unwrap()));
}
}
pub struct GameInfo {
pub delta: f64,
}
impl GameInfo {
pub fn new() -> GameInfo {
GameInfo {
delta: 0.0,
}
}
}

338
src/entity/player.rs Normal file
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@ -0,0 +1,338 @@
use ecs;
use super::{
Position,
Velocity,
Rotation,
Gravity,
Bounds,
Proxy,
GameInfo,
};
use world;
use types::Gamemode;
use collision::{Aabb, Aabb3};
use cgmath::{self, Point3};
use std::collections::HashMap;
use std::hash::BuildHasherDefault;
use types::hash::FNVHash;
use sdl2::keyboard::Keycode;
pub fn add_systems(m: &mut ecs::Manager) {
// Not actually rendering related but the faster
// we can handle input the better.
let sys = MovementHandler::new(m);
m.add_render_system(sys);
}
pub fn create_local(m: &mut ecs::Manager) -> ecs::Entity {
let entity = m.create_entity();
m.add_component_direct(entity, Position::new(0.5, 13.2, 0.5));
m.add_component_direct(entity, Rotation::new(0.0, 0.0));
m.add_component_direct(entity, Velocity::new(0.0, 0.0, 0.0));
m.add_component_direct(entity, Gamemode::Survival);
m.add_component_direct(entity, Gravity::new());
m.add_component_direct(entity, PlayerMovement::new());
m.add_component_direct(entity, Bounds::new(Aabb3::new(
Point3::new(-0.3, 0.0, -0.3),
Point3::new(0.3, 1.8, 0.3)
)));
entity
}
pub struct PlayerMovement {
pub flying: bool,
pub did_touch_ground: bool,
pub pressed_keys: HashMap<Keycode, bool, BuildHasherDefault<FNVHash>>,
}
impl PlayerMovement {
pub fn new() -> PlayerMovement {
PlayerMovement {
flying: false,
did_touch_ground: false,
pressed_keys: HashMap::with_hasher(BuildHasherDefault::default()),
}
}
fn calculate_movement(&self, player_yaw: f64) -> (f64, f64) {
use std::f64::consts::PI;
let mut forward = 0.0f64;
let mut yaw = player_yaw - (PI/2.0);
if self.is_key_pressed(Keycode::W) || self.is_key_pressed(Keycode::S) {
forward = 1.0;
if self.is_key_pressed(Keycode::S) {
yaw += PI;
}
}
let mut change = 0.0;
if self.is_key_pressed(Keycode::A) {
change = (PI / 2.0) / (forward.abs() + 1.0);
}
if self.is_key_pressed(Keycode::D) {
change = -(PI / 2.0) / (forward.abs() + 1.0);
}
if self.is_key_pressed(Keycode::A) || self.is_key_pressed(Keycode::D) {
forward = 1.0;
}
if self.is_key_pressed(Keycode::S) {
yaw -= change;
} else {
yaw += change;
}
(forward, yaw)
}
fn is_key_pressed(&self, key: Keycode) -> bool {
self.pressed_keys.get(&key).map_or(false, |v| *v)
}
}
struct MovementHandler {
filter: ecs::Filter,
movement: ecs::Key<PlayerMovement>,
gravity: ecs::Key<Gravity>,
gamemode: ecs::Key<Gamemode>,
world: ecs::Key<Proxy<world::World>>,
position: ecs::Key<Position>,
velocity: ecs::Key<Velocity>,
game_info: ecs::Key<GameInfo>,
bounds: ecs::Key<Bounds>,
rotation: ecs::Key<Rotation>,
}
impl MovementHandler {
pub fn new(m: &mut ecs::Manager) -> MovementHandler {
let movement = m.get_key();
let position = m.get_key();
let velocity = m.get_key();
let bounds = m.get_key();
let rotation = m.get_key();
MovementHandler {
filter: ecs::Filter::new()
.with(movement)
.with(position)
.with(velocity)
.with(bounds)
.with(rotation),
movement: movement,
gravity: m.get_key(),
gamemode: m.get_key(),
world: m.get_key(),
position: position,
velocity: velocity,
game_info: m.get_key(),
bounds: bounds,
rotation: rotation,
}
}
}
impl ecs::System for MovementHandler {
fn update(&mut self, m: &mut ecs::Manager) {
let world_entity = m.get_world();
let world: &world::World = m.get_component(world_entity, self.world).unwrap();
let delta = m.get_component(world_entity, self.game_info).unwrap().delta;
for e in m.find(&self.filter) {
let movement = m.get_component_mut(e, self.movement).unwrap();
if movement.flying && m.get_component(e, self.gravity).is_some() {
m.remove_component(e, self.gravity);
} else if !movement.flying && m.get_component(e, self.gravity).is_none() {
m.add_component(e, self.gravity, Gravity::new());
}
let gamemode = m.get_component(e, self.gamemode).unwrap();
movement.flying |= gamemode.always_fly();
let position = m.get_component_mut(e, self.position).unwrap();
let rotation = m.get_component(e, self.rotation).unwrap();
let velocity = m.get_component_mut(e, self.velocity).unwrap();
let gravity = m.get_component_mut(e, self.gravity);
let player_bounds = m.get_component(e, self.bounds).unwrap().bounds;
if world.is_chunk_loaded((position.position.x as i32) >> 4, (position.position.z as i32) >> 4) {
let (forward, yaw) = movement.calculate_movement(rotation.yaw);
let mut speed = 4.317 / 60.0;
if movement.is_key_pressed(Keycode::LShift) {
speed = 5.612 / 60.0;
}
if movement.flying {
speed *= 2.5;
if movement.is_key_pressed(Keycode::Space) {
position.position.y += speed * delta;
}
if movement.is_key_pressed(Keycode::LCtrl) {
position.position.y -= speed * delta;
}
} else if gravity.as_ref().map_or(false, |v| v.on_ground) {
if movement.is_key_pressed(Keycode::Space) {
velocity.velocity.y = 0.15;
} else {
velocity.velocity.y = 0.0;
}
} else {
velocity.velocity.y -= 0.01 * delta;
if velocity.velocity.y < -0.3 {
velocity.velocity.y = -0.3;
}
}
position.position.x += forward * yaw.cos() * delta * speed;
position.position.z -= forward * yaw.sin() * delta * speed;
position.position.y += velocity.velocity.y * delta;
}
if !gamemode.noclip() {
let mut target = position.position;
position.position.y = position.last_position.y;
position.position.z = position.last_position.z;
// We handle each axis separately to allow for a sliding
// effect when pushing up against walls.
let (bounds, xhit) = check_collisions(world, position, player_bounds);
position.position.x = bounds.min.x + 0.3;
position.last_position.x = position.position.x;
position.position.z = target.z;
let (bounds, zhit) = check_collisions(world, position, player_bounds);
position.position.z = bounds.min.z + 0.3;
position.last_position.z = position.position.z;
// Half block jumps
// Minecraft lets you 'jump' up 0.5 blocks
// for slabs and stairs (or smaller blocks).
// Currently we implement this as a teleport to the
// top of the block if we could move there
// but this isn't smooth.
if (xhit || zhit) && gravity.as_ref().map_or(false, |v| v.on_ground) {
let mut ox = position.position.x;
let mut oz = position.position.z;
position.position.x = target.x;
position.position.z = target.z;
for offset in 1 .. 9 {
let mini = player_bounds.add_v(cgmath::Vector3::new(0.0, offset as f64 / 16.0, 0.0));
let (_, hit) = check_collisions(world, position, mini);
if !hit {
target.y += offset as f64 / 16.0;
ox = target.x;
oz = target.z;
break;
}
}
position.position.x = ox;
position.position.z = oz;
}
position.position.y = target.y;
let (bounds, yhit) = check_collisions(world, position, player_bounds);
position.position.y = bounds.min.y;
position.last_position.y = position.position.y;
if yhit {
velocity.velocity.y = 0.0;
}
if let Some(gravity) = gravity {
let ground = Aabb3::new(
Point3::new(-0.3, -0.05, -0.3),
Point3::new(0.3, 0.0, 0.3)
);
let prev = gravity.on_ground;
let (_, hit) = check_collisions(world, position, ground);
gravity.on_ground = hit;
if !prev && gravity.on_ground {
movement.did_touch_ground = true;
}
}
}
}
}
}
fn check_collisions(world: &world::World, position: &mut Position, bounds: Aabb3<f64>) -> (Aabb3<f64>, bool) {
let mut bounds = bounds.add_v(position.position);
let dir = position.position - position.last_position;
let min_x = (bounds.min.x - 1.0) as i32;
let min_y = (bounds.min.y - 1.0) as i32;
let min_z = (bounds.min.z - 1.0) as i32;
let max_x = (bounds.max.x + 1.0) as i32;
let max_y = (bounds.max.y + 1.0) as i32;
let max_z = (bounds.max.z + 1.0) as i32;
let mut hit = false;
for y in min_y .. max_y {
for z in min_z .. max_z {
for x in min_x .. max_x {
let block = world.get_block(x, y, z);
for bb in block.get_collision_boxes() {
let bb = bb.add_v(cgmath::Vector3::new(x as f64, y as f64, z as f64));
if bb.collides(&bounds) {
bounds = bounds.move_out_of(bb, dir);
hit = true;
}
}
}
}
}
(bounds, hit)
}
trait Collidable<T> {
fn collides(&self, t: &T) -> bool;
fn move_out_of(self, other: Self, dir: cgmath::Vector3<f64>) -> Self;
}
impl Collidable<Aabb3<f64>> for Aabb3<f64> {
fn collides(&self, t: &Aabb3<f64>) -> bool {
!(
t.min.x >= self.max.x ||
t.max.x <= self.min.x ||
t.min.y >= self.max.y ||
t.max.y <= self.min.y ||
t.min.z >= self.max.z ||
t.max.z <= self.min.z
)
}
fn move_out_of(mut self, other: Self, dir: cgmath::Vector3<f64>) -> Self {
if dir.x != 0.0 {
if dir.x > 0.0 {
let ox = self.max.x;
self.max.x = other.min.x - 0.0001;
self.min.x += self.max.x - ox;
} else {
let ox = self.min.x;
self.min.x = other.max.x + 0.0001;
self.max.x += self.min.x - ox;
}
}
if dir.y != 0.0 {
if dir.y > 0.0 {
let oy = self.max.y;
self.max.y = other.min.y - 0.0001;
self.min.y += self.max.y - oy;
} else {
let oy = self.min.y;
self.min.y = other.max.y + 0.0001;
self.max.y += self.min.y - oy;
}
}
if dir.z != 0.0 {
if dir.z > 0.0 {
let oz = self.max.z;
self.max.z = other.min.z - 0.0001;
self.min.z += self.max.z - oz;
} else {
let oz = self.min.z;
self.min.z = other.max.z + 0.0001;
self.max.z += self.min.z - oz;
}
}
self
}
}

105
src/entity/systems.rs Normal file
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@ -0,0 +1,105 @@
use super::*;
use ecs;
pub struct ApplyVelocity {
filter: ecs::Filter,
position: ecs::Key<Position>,
velocity: ecs::Key<Velocity>,
movement: ecs::Key<super::player::PlayerMovement>,
}
impl ApplyVelocity {
pub fn new(m: &mut ecs::Manager) -> ApplyVelocity {
let position = m.get_key();
let velocity = m.get_key();
ApplyVelocity {
filter: ecs::Filter::new()
.with(position)
.with(velocity),
position: position,
velocity: velocity,
movement: m.get_key(),
}
}
}
impl ecs::System for ApplyVelocity {
fn update(&mut self, m: &mut ecs::Manager) {
for e in m.find(&self.filter) {
if m.get_component(e, self.movement).is_some() {
// Player's handle their own phyiscs
continue;
}
let pos = m.get_component_mut(e, self.position).unwrap();
let vel = m.get_component(e, self.velocity).unwrap();
pos.position = pos.position + vel.velocity;
}
}
}
pub struct ApplyGravity {
filter: ecs::Filter,
velocity: ecs::Key<Velocity>,
movement: ecs::Key<super::player::PlayerMovement>,
}
impl ApplyGravity {
pub fn new(m: &mut ecs::Manager) -> ApplyGravity {
let gravity = m.get_key::<Gravity>();
let velocity = m.get_key();
ApplyGravity {
filter: ecs::Filter::new()
.with(gravity)
.with(velocity),
velocity: velocity,
movement: m.get_key(),
}
}
}
impl ecs::System for ApplyGravity {
fn update(&mut self, m: &mut ecs::Manager) {
for e in m.find(&self.filter) {
if m.get_component(e, self.movement).is_some() {
// Player's handle their own phyiscs
continue;
}
let vel = m.get_component_mut(e, self.velocity).unwrap();
vel.velocity.y -= 0.03;
if vel.velocity.y < -0.3 {
vel.velocity.y = -0.3;
}
}
}
}
pub struct UpdateLastPosition {
filter: ecs::Filter,
position: ecs::Key<Position>,
}
impl UpdateLastPosition {
pub fn new(m: &mut ecs::Manager) -> UpdateLastPosition {
let position = m.get_key();
UpdateLastPosition {
filter: ecs::Filter::new()
.with(position),
position: position,
}
}
}
impl ecs::System for UpdateLastPosition {
fn update(&mut self, m: &mut ecs::Manager) {
for e in m.find(&self.filter) {
let pos = m.get_component_mut(e, self.position).unwrap();
pos.last_position = pos.position;
}
}
}

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@ -64,6 +64,7 @@ pub mod world;
pub mod chunk_builder;
pub mod auth;
pub mod model;
pub mod entity;
use std::sync::{Arc, RwLock, Mutex};
use std::marker::PhantomData;
@ -108,9 +109,10 @@ impl Game {
pub fn tick(&mut self, delta: f64) {
if !self.server.is_connected() {
self.server.yaw += 0.005 * delta;
if self.server.yaw > ::std::f64::consts::PI * 2.0 {
self.server.yaw = 0.0;
let rotation = self.server.entities.get_component_mut(self.server.player, self.server.rotation).unwrap();
rotation.yaw += 0.005 * delta;
if rotation.yaw > ::std::f64::consts::PI * 2.0 {
rotation.yaw = 0.0;
}
}
let mut clear_reply = false;
@ -270,13 +272,14 @@ fn handle_window_event(window: &sdl2::video::Window,
}
let s = 2000.0 + 0.01;
let (rx, ry) = (xrel as f64 / s, yrel as f64 / s);
game.server.yaw -= rx;
game.server.pitch -= ry;
if game.server.pitch < (PI/2.0) + 0.01 {
game.server.pitch = (PI/2.0) + 0.01;
let rotation = game.server.entities.get_component_mut(game.server.player, game.server.rotation).unwrap();
rotation.yaw -= rx;
rotation.pitch -= ry;
if rotation.pitch < (PI/2.0) + 0.01 {
rotation.pitch = (PI/2.0) + 0.01;
}
if game.server.pitch > (PI/2.0)*3.0 - 0.01 {
game.server.pitch = (PI/2.0)*3.0 - 0.01;
if rotation.pitch > (PI/2.0)*3.0 - 0.01 {
rotation.pitch = (PI/2.0)*3.0 - 0.01;
}
} else {
ui_container.hover_at(game, x as f64, y as f64, width as f64, height as f64);

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@ -25,15 +25,19 @@ use openssl;
use console;
use render;
use auth;
use cgmath::{self, Vector, Point3};
use collision::{Aabb, Aabb3};
use ecs;
use entity;
use cgmath;
use collision::Aabb;
use sdl2::keyboard::Keycode;
use types::Gamemode;
pub struct Server {
conn: Option<protocol::Conn>,
read_queue: Option<mpsc::Receiver<Result<packet::Packet, protocol::Error>>>,
pub world: world::World,
pub entities: ecs::Manager,
world_age: i64,
world_time: f64,
world_time_target: f64,
@ -43,62 +47,22 @@ pub struct Server {
console: Arc<Mutex<console::Console>>,
version: usize,
pub position: cgmath::Vector3<f64>,
last_position: cgmath::Vector3<f64>,
pub yaw: f64,
pub pitch: f64,
bounds: Aabb3<f64>,
gamemode: Gamemode,
flying: bool,
on_ground: bool,
did_touch_ground: bool,
v_speed: f64,
// Entity accessors
world_proxy: ecs::Key<entity::Proxy<world::World>>,
game_info: ecs::Key<entity::GameInfo>,
player_movement: ecs::Key<entity::player::PlayerMovement>,
gravity: ecs::Key<entity::Gravity>,
position: ecs::Key<entity::Position>,
gamemode: ecs::Key<Gamemode>,
pub rotation: ecs::Key<entity::Rotation>,
//
pub player: ecs::Entity,
pressed_keys: HashMap<Keycode, bool>,
tick_timer: f64,
}
#[derive(Clone, Copy, Debug)]
pub enum Gamemode {
Survival = 0,
Creative = 1,
Adventure = 2,
Spectator = 3,
}
impl Gamemode {
pub fn from_int(val: i32) -> Gamemode {
match val {
3 => Gamemode::Spectator,
2 => Gamemode::Adventure,
1 => Gamemode::Creative,
0 | _ => Gamemode::Survival,
}
}
pub fn can_fly(&self) -> bool {
match *self {
Gamemode::Creative | Gamemode::Spectator => true,
_ => false,
}
}
pub fn always_fly(&self) -> bool {
match *self {
Gamemode::Spectator => true,
_ => false,
}
}
pub fn noclip(&self) -> bool {
match *self {
Gamemode::Spectator => true,
_ => false,
}
}
}
macro_rules! handle_packet {
($s:ident $pck:ident {
$($packet:ident => $func:ident,)*
@ -209,8 +173,7 @@ impl Server {
}
}
}
server.gamemode = Gamemode::Spectator;
server.flying = false;
*server.entities.get_component_mut(server.player, server.gamemode).unwrap() = Gamemode::Spectator;
server
}
@ -218,6 +181,16 @@ impl Server {
resources: Arc<RwLock<resources::Manager>>, console: Arc<Mutex<console::Console>>,
conn: Option<protocol::Conn>, read_queue: Option<mpsc::Receiver<Result<packet::Packet, protocol::Error>>>
) -> Server {
let mut entities = ecs::Manager::new();
entity::add_systems(&mut entities);
let player = entity::player::create_local(&mut entities);
let world_entity = entities.get_world();
let world_proxy = entities.get_key();
entities.add_component(world_entity, world_proxy, entity::Proxy::new());
let game_info = entities.get_key();
entities.add_component(world_entity, game_info, entity::GameInfo::new());
let version = resources.read().unwrap().version();
Server {
conn: conn,
@ -235,19 +208,18 @@ impl Server {
pressed_keys: HashMap::new(),
position: cgmath::Vector3::new(0.5, 13.2, 0.5),
last_position: cgmath::Vector3::zero(),
yaw: 0.0,
pitch: 0.0,
bounds: Aabb3::new(
Point3::new(-0.3, 0.0, -0.3),
Point3::new(0.3, 1.8, 0.3)
),
gamemode: Gamemode::Survival,
flying: false,
on_ground: false,
did_touch_ground: false,
v_speed: 0.0,
// Entity accessors
world_proxy: world_proxy,
game_info: game_info,
player_movement: entities.get_key(),
gravity: entities.get_key(),
position: entities.get_key(),
gamemode: entities.get_key(),
rotation: entities.get_key(),
//
entities: entities,
player: player,
tick_timer: 0.0,
}
@ -285,114 +257,37 @@ impl Server {
self.read_queue = Some(rx);
}
self.flying |= self.gamemode.always_fly();
self.last_position = self.position;
if self.world.is_chunk_loaded((self.position.x as i32) >> 4, (self.position.z as i32) >> 4) {
let (forward, yaw) = self.calculate_movement();
let mut speed = 4.317 / 60.0;
if self.is_key_pressed(Keycode::LShift) {
speed = 5.612 / 60.0;
}
if self.flying {
speed *= 2.5;
if self.is_key_pressed(Keycode::Space) {
self.position.y += speed * delta;
}
if self.is_key_pressed(Keycode::LCtrl) {
self.position.y -= speed * delta;
}
} else if self.on_ground {
if self.is_key_pressed(Keycode::Space) {
self.v_speed = 0.15;
} else {
self.v_speed = 0.0;
}
} else {
self.v_speed -= 0.01 * delta;
if self.v_speed < -0.3 {
self.v_speed = -0.3;
}
}
self.position.x += forward * yaw.cos() * delta * speed;
self.position.z -= forward * yaw.sin() * delta * speed;
self.position.y += self.v_speed * delta;
}
if !self.gamemode.noclip() {
let mut target = self.position;
self.position.y = self.last_position.y;
self.position.z = self.last_position.z;
// We handle each axis separately to allow for a sliding
// effect when pushing up against walls.
let (bounds, xhit) = self.check_collisions(self.bounds);
self.position.x = bounds.min.x + 0.3;
self.last_position.x = self.position.x;
self.position.z = target.z;
let (bounds, zhit) = self.check_collisions(self.bounds);
self.position.z = bounds.min.z + 0.3;
self.last_position.z = self.position.z;
// Half block jumps
// Minecraft lets you 'jump' up 0.5 blocks
// for slabs and stairs (or smaller blocks).
// Currently we implement this as a teleport to the
// top of the block if we could move there
// but this isn't smooth.
if (xhit || zhit) && self.on_ground {
let mut ox = self.position.x;
let mut oz = self.position.z;
self.position.x = target.x;
self.position.z = target.z;
for offset in 1 .. 9 {
let mini = self.bounds.add_v(cgmath::Vector3::new(0.0, offset as f64 / 16.0, 0.0));
let (_, hit) = self.check_collisions(mini);
if !hit {
target.y += offset as f64 / 16.0;
ox = target.x;
oz = target.z;
break;
}
}
self.position.x = ox;
self.position.z = oz;
}
self.position.y = target.y;
let (bounds, yhit) = self.check_collisions(self.bounds);
self.position.y = bounds.min.y;
self.last_position.y = self.position.y;
if yhit {
self.v_speed = 0.0;
}
let ground = Aabb3::new(
Point3::new(-0.3, -0.05, -0.3),
Point3::new(0.3, 0.0, 0.3)
);
let prev = self.on_ground;
let (_, hit) = self.check_collisions(ground);
self.on_ground = hit;
if !prev && self.on_ground {
self.did_touch_ground = true;
}
}
self.tick_timer += delta;
while self.tick_timer >= 3.0 && self.is_connected() {
self.minecraft_tick();
self.tick_timer -= 3.0;
}
self.render_tick(delta);
self.update_time(renderer, delta);
// Copy to camera
renderer.camera.pos = cgmath::Point::from_vec(self.position + cgmath::Vector3::new(0.0, 1.62, 0.0));
renderer.camera.yaw = self.yaw;
renderer.camera.pitch = self.pitch;
let position = self.entities.get_component(self.player, self.position).unwrap();
let rotation = self.entities.get_component(self.player, self.rotation).unwrap();
renderer.camera.pos = cgmath::Point::from_vec(position.position + cgmath::Vector3::new(0.0, 1.62, 0.0));
renderer.camera.yaw = rotation.yaw;
renderer.camera.pitch = rotation.pitch;
}
fn render_tick(&mut self, delta: f64) {
let world_entity = self.entities.get_world();
self.entities.get_component_mut(world_entity, self.world_proxy)
.unwrap()
.give(&mut self.world);
self.entities.get_component_mut(world_entity, self.game_info)
.unwrap().delta = delta;
self.entities.render_tick();
self.entities.get_component_mut(world_entity, self.world_proxy)
.unwrap()
.take(&mut self.world);
}
fn update_time(&mut self, renderer: &mut render::Renderer, delta: f64) {
@ -436,85 +331,39 @@ impl Server {
offset * 0.8 + 0.2
}
fn check_collisions(&self, bounds: Aabb3<f64>) -> (Aabb3<f64>, bool) {
let mut bounds = bounds.add_v(self.position);
let dir = self.position - self.last_position;
let min_x = (bounds.min.x - 1.0) as i32;
let min_y = (bounds.min.y - 1.0) as i32;
let min_z = (bounds.min.z - 1.0) as i32;
let max_x = (bounds.max.x + 1.0) as i32;
let max_y = (bounds.max.y + 1.0) as i32;
let max_z = (bounds.max.z + 1.0) as i32;
let mut hit = false;
for y in min_y .. max_y {
for z in min_z .. max_z {
for x in min_x .. max_x {
let block = self.world.get_block(x, y, z);
for bb in block.get_collision_boxes() {
let bb = bb.add_v(cgmath::Vector3::new(x as f64, y as f64, z as f64));
if bb.collides(&bounds) {
bounds = bounds.move_out_of(bb, dir);
hit = true;
}
}
}
}
}
(bounds, hit)
}
fn calculate_movement(&self) -> (f64, f64) {
use std::f64::consts::PI;
let mut forward = 0.0f64;
let mut yaw = self.yaw - (PI/2.0);
if self.is_key_pressed(Keycode::W) || self.is_key_pressed(Keycode::S) {
forward = 1.0;
if self.is_key_pressed(Keycode::S) {
yaw += PI;
}
}
let mut change = 0.0;
if self.is_key_pressed(Keycode::A) {
change = (PI / 2.0) / (forward.abs() + 1.0);
}
if self.is_key_pressed(Keycode::D) {
change = -(PI / 2.0) / (forward.abs() + 1.0);
}
if self.is_key_pressed(Keycode::A) || self.is_key_pressed(Keycode::D) {
forward = 1.0;
}
if self.is_key_pressed(Keycode::S) {
yaw -= change;
} else {
yaw += change;
}
(forward, yaw)
}
pub fn minecraft_tick(&mut self) {
let world_entity = self.entities.get_world();
self.entities.get_component_mut(world_entity, self.world_proxy)
.unwrap()
.give(&mut self.world);
self.entities.tick();
self.entities.get_component_mut(world_entity, self.world_proxy)
.unwrap()
.take(&mut self.world);
let movement = self.entities.get_component_mut(self.player, self.player_movement).unwrap();
let on_ground = self.entities.get_component(self.player, self.gravity).map_or(false, |v| v.on_ground);
let position = self.entities.get_component(self.player, self.position).unwrap();
let rotation = self.entities.get_component(self.player, self.rotation).unwrap();
// Force the server to know when touched the ground
// otherwise if it happens between ticks the server
// will think we are flying.
let on_ground = if self.did_touch_ground {
self.did_touch_ground = false;
let on_ground = if movement.did_touch_ground {
movement.did_touch_ground = false;
true
} else {
self.on_ground
on_ground
};
// Sync our position to the server
// Use the smaller packets when possible
let packet = packet::play::serverbound::PlayerPositionLook {
x: self.position.x,
y: self.position.y,
z: self.position.z,
yaw: self.yaw as f32,
pitch: self.pitch as f32,
x: position.position.x,
y: position.position.y,
z: position.position.z,
yaw: rotation.yaw as f32,
pitch: rotation.pitch as f32,
on_ground: on_ground,
};
self.write_packet(packet);
@ -522,6 +371,9 @@ impl Server {
pub fn key_press(&mut self, down: bool, key: Keycode) {
self.pressed_keys.insert(key, down);
if let Some(movement) = self.entities.get_component_mut(self.player, self.player_movement) {
movement.pressed_keys.insert(key, down);
}
}
fn is_key_pressed(&self, key: Keycode) -> bool {
@ -539,16 +391,18 @@ impl Server {
}
fn on_game_join(&mut self, join: packet::play::clientbound::JoinGame) {
self.gamemode = Gamemode::from_int((join.gamemode & 0x7) as i32);
let gamemode = Gamemode::from_int((join.gamemode & 0x7) as i32);
*self.entities.get_component_mut(self.player, self.gamemode).unwrap() = gamemode;
// TODO: Temp
self.flying = self.gamemode.can_fly();
self.entities.get_component_mut(self.player, self.player_movement).unwrap().flying = gamemode.can_fly();
}
fn on_respawn(&mut self, respawn: packet::play::clientbound::Respawn) {
self.world = world::World::new();
self.gamemode = Gamemode::from_int((respawn.gamemode & 0x7) as i32);
let gamemode = Gamemode::from_int((respawn.gamemode & 0x7) as i32);
*self.entities.get_component_mut(self.player, self.gamemode).unwrap() = gamemode;
// TODO: Temp
self.flying = self.gamemode.can_fly();
self.entities.get_component_mut(self.player, self.player_movement).unwrap().flying = gamemode.can_fly();
}
fn on_time_update(&mut self, time_update: packet::play::clientbound::TimeUpdate) {
@ -565,21 +419,24 @@ impl Server {
fn on_game_state_change(&mut self, game_state: packet::play::clientbound::ChangeGameState) {
match game_state.reason {
3 => {
self.gamemode = Gamemode::from_int(game_state.value as i32);
let gamemode = Gamemode::from_int(game_state.value as i32);
*self.entities.get_component_mut(self.player, self.gamemode).unwrap() = gamemode;
// TODO: Temp
self.flying = self.gamemode.can_fly();
self.entities.get_component_mut(self.player, self.player_movement).unwrap().flying = gamemode.can_fly();
},
_ => {},
}
}
fn on_teleport(&mut self, teleport: packet::play::clientbound::TeleportPlayer) {
let position = self.entities.get_component_mut(self.player, self.position).unwrap();
let rotation = self.entities.get_component_mut(self.player, self.rotation).unwrap();
// TODO: relative teleports
self.position.x = teleport.x;
self.position.y = teleport.y;
self.position.z = teleport.z;
self.yaw = teleport.yaw as f64;
self.pitch = teleport.pitch as f64;
position.position.x = teleport.x;
position.position.y = teleport.y;
position.position.z = teleport.z;
rotation.yaw = teleport.yaw as f64;
rotation.pitch = teleport.pitch as f64;
self.write_packet(packet::play::serverbound::TeleportConfirm {
teleport_id: teleport.teleport_id,
@ -600,58 +457,3 @@ impl Server {
self.world.unload_chunk(chunk_unload.x, chunk_unload.z);
}
}
trait Collidable<T> {
fn collides(&self, t: &T) -> bool;
fn move_out_of(self, other: Self, dir: cgmath::Vector3<f64>) -> Self;
}
impl Collidable<Aabb3<f64>> for Aabb3<f64> {
fn collides(&self, t: &Aabb3<f64>) -> bool {
!(
t.min.x >= self.max.x ||
t.max.x <= self.min.x ||
t.min.y >= self.max.y ||
t.max.y <= self.min.y ||
t.min.z >= self.max.z ||
t.max.z <= self.min.z
)
}
fn move_out_of(mut self, other: Self, dir: cgmath::Vector3<f64>) -> Self {
if dir.x != 0.0 {
if dir.x > 0.0 {
let ox = self.max.x;
self.max.x = other.min.x - 0.0001;
self.min.x += self.max.x - ox;
} else {
let ox = self.min.x;
self.min.x = other.max.x + 0.0001;
self.max.x += self.min.x - ox;
}
}
if dir.y != 0.0 {
if dir.y > 0.0 {
let oy = self.max.y;
self.max.y = other.min.y - 0.0001;
self.min.y += self.max.y - oy;
} else {
let oy = self.min.y;
self.min.y = other.max.y + 0.0001;
self.max.y += self.min.y - oy;
}
}
if dir.z != 0.0 {
if dir.z > 0.0 {
let oz = self.max.z;
self.max.z = other.min.z - 0.0001;
self.min.z += self.max.z - oz;
} else {
let oz = self.min.z;
self.min.z = other.max.z + 0.0001;
self.max.z += self.min.z - oz;
}
}
self
}
}

View File

@ -140,3 +140,45 @@ impl Direction {
}
}
}
#[derive(Clone, Copy, Debug)]
pub enum Gamemode {
Survival = 0,
Creative = 1,
Adventure = 2,
Spectator = 3,
}
impl Gamemode {
pub fn from_int(val: i32) -> Gamemode {
match val {
3 => Gamemode::Spectator,
2 => Gamemode::Adventure,
1 => Gamemode::Creative,
0 | _ => Gamemode::Survival,
}
}
pub fn can_fly(&self) -> bool {
match *self {
Gamemode::Creative | Gamemode::Spectator => true,
_ => false,
}
}
pub fn always_fly(&self) -> bool {
match *self {
Gamemode::Spectator => true,
_ => false,
}
}
pub fn noclip(&self) -> bool {
match *self {
Gamemode::Spectator => true,
_ => false,
}
}
}