No more ecs
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+12
-14
@@ -6,18 +6,17 @@ import type { ClientContext } from "$/common/mod_api/client.ts";
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import { ModData, ModListing, ModLoadError, register_mod_data } from "$/common/mod_loader.ts";
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import type { OreJson } from "$/common/mod_data.ts";
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import { AIR_ID } from "$/common/protocol.ts";
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import { Position } from "$/common/components/position.ts";
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import type { ClientWorld } from "./client_world.ts";
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import type { Client } from "./client.ts";
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import { code_url, fetch_verified } from "./handshake.ts";
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// what the chunk workers need to generate the same world as the server
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export const worldgen_mods: { scripts: { mod: string; url: string }[]; ores: OreJson[] } = { scripts: [], ores: [] };
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// set once the world exists, mods can't look at it during setup
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let world: ClientWorld | undefined;
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// set once the game is running, mods can't look at it during setup
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let client: Client | undefined;
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export function set_mods_world(client_world: ClientWorld) {
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world = client_world;
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export function set_mods_client(game_client: Client) {
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client = game_client;
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}
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// downloads every mod's files and checks them against the hashes the server listed, then registers the data and
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@@ -65,9 +64,9 @@ function client_context(listing: ModListing): ClientContext {
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throw new Error(`[${mod}] ctx.${name}.${String(prop)} isn't implemented yet (${where} in MODS.md)`);
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},
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});
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const need_world = () => {
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if (!world) throw new Error(`[${mod}] the world isn't there yet during setup`);
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return world;
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const need_client = () => {
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if (!client) throw new Error(`[${mod}] the world isn't there yet during setup`);
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return client;
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};
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return {
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@@ -78,17 +77,16 @@ function client_context(listing: ModListing): ClientContext {
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net: not_yet("net", "step 8") as ClientContext["net"],
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player: {
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get name() {
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return need_world().connection.name;
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return need_client().connection.name;
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},
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get position() {
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const [player] = need_world().get_tag("player")!;
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const position = player.get(Position)!;
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return { x: position.x, y: position.y, z: position.z };
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const { x, y, z } = need_client().player;
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return { x, y, z };
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},
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},
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world: {
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get_block(x, y, z) {
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const nid = need_world().dimension.get_block(x, y, z);
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const nid = need_client().level.get_block(x, y, z);
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if (nid === AIR) return AIR_ID;
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return EverythingRegistry.get_by_id<BlockRegistry>("blocks", nid)?.id;
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},
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