No more ecs
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import type { Client } from "../client.ts";
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import { InputManager } from "../input_manager.ts";
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import { ClientInventories } from "../inventory.ts";
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import { Player } from "./player.ts";
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// how often the position goes to the server
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const SEND_POSITION_INTERVAL = 1 / 10;
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// the player this client controls, like minecraft's LocalPlayer
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export class LocalPlayer extends Player {
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client: Client;
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inventories = new ClientInventories();
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move_speed = 4;
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jump_force = 6.7;
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#send_timer = 0;
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constructor(client: Client, id: string, name: string) {
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super(client.level, id, name);
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this.client = client;
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}
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tick(delta: number) {
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if (!this.client.screen) {
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this.#apply_input();
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}
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this.move(delta);
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this.#send_position(delta);
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}
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// turns with the mouse, like minecraft's MouseHandler.turnPlayer
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turn(mouse_dx: number, mouse_dy: number) {
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this.yaw += -mouse_dx * 0.001;
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this.pitch += -mouse_dy * 0.001;
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const limit = Math.PI / 2 - 0.01;
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this.pitch = Math.max(-limit, Math.min(limit, this.pitch));
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}
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// walking relative to where it's looking
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#apply_input() {
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const options = this.client.options;
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let input_x = 0;
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let input_z = 0;
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if (InputManager.is_key_down(options.key_left)) {
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input_x -= 1;
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}
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if (InputManager.is_key_down(options.key_right)) {
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input_x += 1;
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}
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if (InputManager.is_key_down(options.key_forward)) {
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input_z -= 1;
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}
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if (InputManager.is_key_down(options.key_back)) {
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input_z += 1;
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}
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const size = Math.hypot(input_x, input_z);
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if (size > 0) {
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input_x /= size;
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input_z /= size;
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}
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const sin = Math.sin(this.yaw);
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const cos = Math.cos(this.yaw);
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const speed = this.move_speed * (InputManager.is_key_down(options.key_sprint) ? 1.75 : 1);
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this.vx = (sin * input_z + cos * input_x) * speed;
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this.vz = (cos * input_z - sin * input_x) * speed;
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if (InputManager.is_key_down(options.key_jump) && this.on_ground) {
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this.vy += this.jump_force;
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}
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}
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#send_position(delta: number) {
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this.#send_timer += delta;
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if (this.#send_timer < SEND_POSITION_INTERVAL) {
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return;
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}
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this.#send_timer = 0;
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this.client.connection.send({
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type: "move",
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x: this.x,
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y: this.y,
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z: this.z,
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yaw: this.yaw,
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pitch: this.pitch,
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});
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}
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}
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