Server authority

This commit is contained in:
2026-09-24 19:34:07 -03:00
parent 1bef94ce0c
commit 79faa556de
75 changed files with 2247 additions and 1632 deletions
+75 -185
View File
@@ -1,27 +1,28 @@
import { SLOT_SIZE } from "$/common/constants.ts";
import { click_slot, Container } from "$/common/inventory.ts";
import { ClientMessage, ContainerKey, CRAFTING_RESULT_SLOT } from "$/common/protocol.ts";
import { point_inside_rec } from "../../common/utils.ts";
import { AssetManager } from "../assets.ts";
import { InputManager } from "../input_manager.ts";
import { Inventory, ItemStack, PlayerInventory } from "../inventory.ts";
import { ClientInventories } from "../inventory.ts";
import { canvas, Texture } from "../renderer/mod.ts";
import { draw_item, draw_nine_slice } from "../systems/rendering/render_utils.ts";
export class Slot {
inventory: Inventory;
container: ContainerKey;
index: number;
// relative to screen top left
x: number;
y: number;
// can only be taken from, like the crafting or furnace result
output: boolean;
constructor(inventory: Inventory, index: number, x: number, y: number) {
this.inventory = inventory;
constructor(container: ContainerKey, index: number, x: number, y: number, output = false) {
this.container = container;
this.index = index;
this.x = x;
this.y = y;
}
get item(): ItemStack | undefined {
return this.inventory.container.get_item(this.index);
this.output = output;
}
}
@@ -34,25 +35,32 @@ export abstract class GuiScreen {
abstract on_close(): void;
}
export class GuiInventoryScreen<Inv extends Inventory = Inventory, Properties = Record<string, unknown> | undefined>
extends GuiScreen {
inventory: Inv;
player_inventory: PlayerInventory;
properties: Properties;
// a screen of slots. the server owns the contents: clicks are sent to it and guessed locally
// so they feel instant, then whatever the server syncs back wins
export class GuiInventoryScreen extends GuiScreen {
inventories: ClientInventories;
send: (message: ClientMessage) => void;
slots: Slot[] = [];
hovering: Slot | undefined;
inventory_width: number = 500;
inventory_height: number = 500;
constructor(
inventory: Inv,
player_inventory: PlayerInventory,
properties: Properties,
) {
constructor(inventories: ClientInventories, send: (message: ClientMessage) => void) {
super();
this.inventory = inventory;
this.player_inventory = player_inventory;
this.properties = properties;
this.inventories = inventories;
this.send = send;
}
get_container(key: ContainerKey): Container | undefined {
switch (key) {
case "inventory":
return this.inventories.inventory;
case "crafting":
return this.inventories.crafting;
case "screen":
return this.inventories.screen;
}
}
on_tick(_delta: number): void {
@@ -60,20 +68,17 @@ export class GuiInventoryScreen<Inv extends Inventory = Inventory, Properties =
this.y = canvas.height / 2 - (this.inventory_height / 2);
this.handle_interaction();
if (this.player_inventory.holding_item?.amount === 0) {
this.player_inventory.holding_item = undefined;
}
}
on_render(): void {
const ui = AssetManager.instance.get<Texture>("bworld:ui");
for (const slot of this.slots) {
const hovered = slot === this.hovering;
draw_nine_slice(
ui,
slot.inventory.hovering_slot === slot.index ? 19 * 16 : 160 + 32,
slot.inventory.hovering_slot === slot.index ? 16 : 0,
hovered ? 19 * 16 : 160 + 32,
hovered ? 16 : 0,
16,
16,
4,
@@ -88,198 +93,83 @@ export class GuiInventoryScreen<Inv extends Inventory = Inventory, Properties =
}
for (const slot of this.slots) {
const item = slot.item;
const item = this.get_container(slot.container)?.get_item(slot.index);
if (item) {
draw_item(item, this.x + slot.x, this.y + slot.y);
}
}
if (this.player_inventory.holding_item) {
if (this.inventories.cursor.item) {
const mouse = InputManager.get_mouse_position();
draw_item(this.player_inventory.holding_item, mouse.x, mouse.y);
draw_item(this.inventories.cursor.item, mouse.x, mouse.y);
}
}
on_close(): void {}
on_close(): void {
this.send({ type: "close_screen" });
// the server puts these back in the inventory, show it right away
const { inventory, crafting, cursor } = this.inventories;
for (let i = 0; i < CRAFTING_RESULT_SLOT; i++) {
const item = crafting.get_item(i);
if (item) {
inventory.add_item(item);
crafting.set_item(i, undefined);
}
}
crafting.set_item(CRAFTING_RESULT_SLOT, undefined);
if (cursor.item) {
inventory.add_item(cursor.item);
cursor.item = undefined;
}
}
handle_interaction() {
this.player_inventory.hovering_slot = -1;
this.inventory.hovering_slot = -1;
this.hovering = undefined;
const mouse = InputManager.get_mouse_position();
for (const slot of this.slots) {
const mouse = InputManager.get_mouse_position();
const slot_x = slot.x + this.x;
const slot_y = slot.y + this.y;
const hovering = point_inside_rec(mouse.x, mouse.y, slot_x, slot_y, SLOT_SIZE, SLOT_SIZE);
if (hovering) {
slot.inventory.hovering_slot = slot.index;
const hovering = point_inside_rec(mouse.x, mouse.y, this.x + slot.x, this.y + slot.y, SLOT_SIZE, SLOT_SIZE);
if (!hovering) {
continue;
}
this.hovering = slot;
if (InputManager.is_mouse_pressed(0)) {
InputManager.consume_mouse(0);
this.handle_left_click(slot);
return;
}
if (InputManager.is_mouse_pressed(2)) {
InputManager.consume_mouse(2);
this.handle_right_click(slot);
for (const button of [0, 2]) {
if (InputManager.is_mouse_pressed(button)) {
InputManager.consume_mouse(button);
this.click(slot, button);
return;
}
}
}
}
switch_item_with_holding(inventory: Inventory, index: number) {
const container_slot = inventory.container.get_slot(index);
const original_holding_item = this.player_inventory.holding_item;
this.player_inventory.holding_item = container_slot.get_item();
container_slot.set_item(original_holding_item);
}
click(slot: Slot, button: number) {
this.send({ type: "click", container: slot.container, index: slot.index, button });
handle_left_click(slot: Slot) {
const holding = this.player_inventory.holding_item;
const inventory_slot = slot.inventory.container.get_slot(slot.index);
const slot_item = inventory_slot.get_item();
// if you aren't holding anything
// "swap" with nothing on your hand (pick it up)
if (!holding) {
this.switch_item_with_holding(slot.inventory, slot.index);
return;
}
// if you are holding something and slot type equals holding type
// try to add to stack
if (slot_item && inventory_slot.type_id === holding.type_id) {
const space_left = inventory_slot.max_amount! - slot_item.amount!;
const amount_to_add = Math.min(space_left, holding.amount);
slot_item.amount += amount_to_add;
holding.amount -= amount_to_add;
return;
}
// if something on hand but not the same
// swap
this.switch_item_with_holding(slot.inventory, slot.index);
}
handle_right_click(slot: Slot) {
const holding = this.player_inventory.holding_item;
const inventory_slot = slot.inventory.container.get_slot(slot.index);
const slot_item = inventory_slot.get_item();
// if holding something
if (holding) {
// and slot type equals holding type
// add 1 to matching stack
if (slot_item && inventory_slot.type_id === holding.type_id) {
if (slot_item.amount < slot_item.max_amount!) {
slot_item.amount += 1;
holding.amount -= 1;
}
return;
}
// (actually the same as the last one but creates a new one techinically)
// place 1 into empty slot
if (!slot_item) {
const new_item = holding.clone();
new_item.amount = 1;
inventory_slot.set_item(new_item);
holding.amount -= 1;
return;
}
// if something on hand but not the same
// swap
this.switch_item_with_holding(slot.inventory, slot.index);
return;
}
// if player is holding nothing and clicks nothing, nothing happens
if (!slot_item) {
return;
}
// pick up half of the stack
const original_amount = slot_item.amount;
const half = Math.floor(original_amount / 2);
slot_item.amount = half;
const picked_up = slot_item.clone();
picked_up.amount = original_amount - half;
this.player_inventory.holding_item = picked_up;
if (slot_item.amount === 0) {
inventory_slot.set_item(undefined);
// output slots depend on server side things like recipes, just wait for the server
const container = this.get_container(slot.container);
if (container && !slot.output) {
click_slot(container, slot.index, this.inventories.cursor, button);
}
}
/*handle_hotbar(world: ClientWorld, player_inventory: PlayerInventory) {
const [player, player_hand] = world.get_tag("player")!;
const player_position = player.get(Position);
const player_sprite = player.get(AnimatedSprite);
const hand_position = player_hand.get(Position);
const hand_sprite = player_hand.get(Sprite);
if (!player_position || !hand_position || !hand_sprite || !player_sprite) {
return;
}
// sync position
hand_position.x = player_position.x + (player_sprite.flip_x ? 34 : 4);
hand_position.y = player_position.y + 34;
hand_sprite.flip_x = player_sprite.flip_x;
const maybe_item = player_inventory.container.get_item(player_inventory.hotbar_selected);
if (maybe_item) {
const region = get_sprite_region(maybe_item.type_id);
hand_sprite.source_x = region.x * 16;
hand_sprite.source_y = region.y * 16;
hand_sprite.source_width = 16;
hand_sprite.source_height = 16;
hand_sprite.width = 32;
hand_sprite.height = 32;
} else {
hand_sprite.width = 0;
hand_sprite.height = 0;
}
}*/
}
// generic methods that is often needed
export function add_player_inventory(
handler: GuiInventoryScreen,
player_inventory: PlayerInventory,
offset_x: number,
offset_y: number,
) {
export function add_player_inventory(handler: GuiInventoryScreen, offset_x: number, offset_y: number) {
for (let i = 0; i < 3; ++i) {
for (let l = 0; l < 9; ++l) {
handler.slots.push(
new Slot(
player_inventory,
l + i * 9 + 9,
offset_x + l * SLOT_SIZE,
offset_y + i * SLOT_SIZE,
),
new Slot("inventory", l + i * 9 + 9, offset_x + l * SLOT_SIZE, offset_y + i * SLOT_SIZE),
);
}
}
}
export function add_player_hotbar(
handler: GuiInventoryScreen,
player_inventory: PlayerInventory,
offset_x: number,
offset_y: number,
) {
export function add_player_hotbar(handler: GuiInventoryScreen, offset_x: number, offset_y: number) {
for (let i = 0; i < 9; ++i) {
handler.slots.push(new Slot(player_inventory, i, offset_x + i * SLOT_SIZE, offset_y));
handler.slots.push(new Slot("inventory", i, offset_x + i * SLOT_SIZE, offset_y));
}
}