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
+8 -23
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@@ -4,7 +4,7 @@ Status: **draft, format_version 1**. Nothing here is implemented yet, see [Imple
Mods add blocks, items, textures, recipes, world generation, game logic and GUIs to bworld. A mod is installed **on the
server**. Players who join download its client code, data and textures from the server automatically, so they don't
install anything themselves. Single player works the same way, with a server running inside the browser.
install anything themselves. bworld is always played on a server; there is no single player mode.
This borrows from Minecraft Bedrock add-ons: data lives in JSON, blocks get behavior from named custom components, and
scripts use before/after events. Bedrock servers also push resource packs to joining players, and their server scripts
@@ -27,7 +27,6 @@ too, since the client is already a web page.
- [Mod channels](#mod-channels)
- [World generation](#world-generation)
- [Delivery to clients](#delivery-to-clients)
- [Single player](#single-player)
- [Security](#security)
- [Example mod](#example-mod)
- [Implementation plan](#implementation-plan)
@@ -256,9 +255,8 @@ export function setup(ctx: ServerContext) {
}
```
Server scripts run in the game server worker. They get the mod API and standard JavaScript, and **no Deno, Node or DOM
APIs**. That lets the same script run on a dedicated server and in the browser for [single player](#single-player). They
have no file or network access; persistent state goes through `ctx.storage`.
Server scripts run in the game server worker with **no Deno permissions** (see [Security](#security)). They get the mod
API and standard JavaScript, but no file, network or subprocess access; persistent state goes through `ctx.storage`.
```ts
interface ServerContext {
@@ -750,20 +748,6 @@ client server
- The `protocol` in `hello` is the game's protocol version. A mismatch is rejected before any mod code is downloaded.
- Leaving a server reloads the page, so one server's mod code never stays loaded while playing on another.
## Single player
Single player runs the same game server inside the browser, like Minecraft's integrated server:
- The game server core (world, inventories, tile data, mod server scripts) is written against a small host interface for
**transport** and **storage**, with no Deno or DOM APIs.
- On a dedicated server, the host is `server/main.ts`: WebSocket transport, files for storage. The core runs in a Deno
worker.
- In single player, the host is the page: `postMessage` transport, IndexedDB for storage. The core runs in a web worker,
and `server.js` bundles are loaded from `server_mods/`, which the local build serves only to this page.
The client uses the same protocol either way, so a mod written and tested in single player behaves the same on a
dedicated server.
## Security
**Client scripts.** Mod client code runs in the game page with the page's full access. How much that matters depends on
@@ -900,16 +884,17 @@ class SmelterStats implements ModScreen {
## Implementation plan
None of this exists yet. Each step keeps the game working:
Steps 1–3 are done; the mod steps (4 onwards) aren't started. Each step keeps the game working:
1. **Game server core.** Move `client/generation.ts` to `common/` (it already only needs constants and the rng package)
and have the server generate terrain. Pull world state, chunks, tile data and player inventories into an
environment-free module behind a transport and storage interface. Run it in a Deno worker from `server/main.ts`.
and have the server generate terrain. Move world state, chunks, tile data and player inventories into a game server
module that runs in a Deno worker, with `server/main.ts` handling HTTP, WebSockets and files.
2. **Server authority.** Change the protocol from "here's the block I changed" to intents (`break_block`, `place_block`,
`interact`, `select_slot`, `container_click`). The client keeps showing breaks and places immediately and accepts
corrections. Move inventories, drops and `/give` to the server. Replace `GuiChest` / `GuiFurnace` with server-synced
containers.
3. **Integrated server.** Run the same core in a web worker for single player, with IndexedDB storage.
3. **Server only.** Remove the offline fallback in `client/main.ts`, which currently starts a local game when it can't
reach a server, and show a connection error instead.
4. **Mod loader and build.** Discover mods, check manifests, sort by dependencies, turn JSON into registry entries,
build the combined atlas (textures are currently all named `bworld:<file>`), bundle scripts per side, and write
hashed output to `build/mods/` and `server_mods/`.
-44
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@@ -1,44 +0,0 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { register_block_item } from "$/common/utils.ts";
import { Container, Inventory } from "../inventory.ts";
import { PlayerComponent } from "../player.ts";
import { GuiChest } from "$/client/gui/gui_chest.ts";
interface TileChestData {
inventory: Inventory;
}
const block = EverythingRegistry.register<BlockRegistry>("blocks", "bworld:chest", {
id: "bworld:chest",
textures: "bworld:planks",
toughness: 8,
requires_tool: false,
tool_to_break: "axe",
drop_table: "bworld:chest",
has_collision: false,
on_interact(dimension, block) {
const [player] = dimension.world.get_tag("player")!;
const player_component = player.get(PlayerComponent)!;
const block_data = dimension.get_block_data<TileChestData>(block.x, block.y, block.z);
if (block_data && block_data.data.inventory) {
const gui = new GuiChest(block_data.data.inventory, player_component.player_inventory);
player_component.screens.push(gui);
return true;
}
return false;
},
on_create(dimension, block) {
dimension.add_block_data({
id: block.id,
x: block.x,
y: block.y,
z: block.z,
data: {
inventory: new Inventory(new Container(9 * 3)),
},
});
},
});
register_block_item(block);
-27
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@@ -1,27 +0,0 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { register_block_item } from "$/common/utils.ts";
import { PlayerComponent } from "../player.ts";
const block = EverythingRegistry.register<BlockRegistry>("blocks", "bworld:dirt", {
id: "bworld:dirt",
textures: "bworld:dirt",
has_collision: false,
drop_table: "bworld:dirt",
toughness: 2,
requires_tool: false,
tool_to_break: "shovel",
on_interact(dimension, block) {
const [player] = dimension.world.get_tag("player")!;
const player_inventory = player.get(PlayerComponent)!.player_inventory;
const maybe_item = player_inventory.container.get_item(player_inventory.hotbar_selected);
if (maybe_item && maybe_item.type_id === "bworld:hoe") {
dimension.add_block({ x: block.x, y: block.y, z: block.z, id: "bworld:hoed_dirt" });
dimension.sync_block(block.x, block.y, block.z);
return true;
}
return false;
},
});
register_block_item(block);
-200
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@@ -1,200 +0,0 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { Container, Inventory, ItemStack } from "../inventory.ts";
import { PlayerComponent } from "../player.ts";
import { GuiFurnace } from "$/client/gui/gui_furnace.ts";
import { register_block_item } from "../../common/utils.ts";
interface FurnaceRecipe {
input: string;
output: ItemStack;
cook_time: number;
}
const FURNACE_RECIPES: FurnaceRecipe[] = [
{
input: "bworld:log",
output: new ItemStack("bworld:coal", 1),
cook_time: 100,
},
{
input: "bworld:coal_ore",
output: new ItemStack("bworld:coal", 1),
cook_time: 100,
},
{
input: "bworld:iron_ore",
output: new ItemStack("bworld:iron_ingot", 1),
cook_time: 200,
},
{
input: "bworld:tin_ore",
output: new ItemStack("bworld:tin_ingot", 1),
cook_time: 200,
},
{
input: "bworld:copper_ore",
output: new ItemStack("bworld:copper_ingot", 1),
cook_time: 200,
},
{
input: "bworld:gold_ore",
output: new ItemStack("bworld:gold_ingot", 1),
cook_time: 200,
},
];
function get_recipe(input?: ItemStack | undefined): FurnaceRecipe | undefined {
if (!input) {
return;
}
return FURNACE_RECIPES.find((r) => r.input === input.type_id);
}
function can_craft(container: Container, recipe?: FurnaceRecipe) {
if (!recipe) {
return false;
}
const output = container.get_item(2);
if (!output) {
return true;
}
if (output.type_id !== recipe.output.type_id) {
return false;
}
return output.amount < output.max_amount;
}
const FUEL_VALUES: Record<string, number> = {
"bworld:coal": 1000,
"bworld:log": 100,
};
function get_fuel_value(item?: ItemStack | undefined): number {
if (!item) {
return 0;
}
return FUEL_VALUES[item.type_id] ?? 0;
}
function has_fuel(container: Container) {
return get_fuel_value(container.get_item(1)) > 0;
}
function consume_fuel(container: Container): number {
const fuel = container.get_slot(1)!;
const value = get_fuel_value(fuel.get_item());
if (fuel.has_item()) {
fuel.amount! -= 1;
}
return value;
}
function craft(container: Container, recipe: FurnaceRecipe) {
const input = container.get_item(0)!;
const output = container.get_item(2);
if (!output) {
container.set_item(2, recipe.output.clone());
} else {
output.amount += recipe.output.amount;
}
input.amount -= 1;
container.set_item(0, input.amount > 0 ? input : undefined);
}
interface TileChestData {
inventory: Inventory;
progress: number;
progress_max: number;
fuel: number;
fuel_max: number;
}
const block = EverythingRegistry.register<BlockRegistry>("blocks", "bworld:furnace", {
id: "bworld:furnace",
textures: { front: "bworld:furnace", side: "bworld:stone" },
has_collision: true,
drop_table: "bworld:furnace",
toughness: 5,
requires_tool: true,
tool_to_break: "pickaxe",
on_interact(dimension, block) {
const [player] = dimension.world.get_tag("player")!;
const player_component = player.get(PlayerComponent)!;
const block_data = dimension.get_block_data<TileChestData>(block.x, block.y, block.z);
if (block_data && block_data.data.inventory) {
const gui = new GuiFurnace(block_data.data.inventory, player_component.player_inventory, block_data.data);
player_component.screens.push(gui);
return true;
}
return false;
},
on_create(dimension, block) {
dimension.add_block_data({
id: block.id,
x: block.x,
y: block.y,
z: block.z,
data: {
inventory: new Inventory(new Container(3)),
progress: 0,
progress_max: 0,
fuel: 0,
fuel_max: 0,
},
});
},
on_break() {
// TODO: remove block data
},
on_tick(dimension, block) {
const block_data = dimension.get_block_data<TileChestData>(block.x, block.y, block.z);
if (!block_data) {
return;
}
const data = block_data.data;
const container = data.inventory.container;
const input = container.get_item(0);
const recipe = get_recipe(input);
// burn fuel
if (data.fuel > 0) {
data.fuel -= 1;
}
if (!can_craft(container, recipe)) {
data.progress = 0;
return;
}
// refuel
if (data.fuel === 0 && has_fuel(container)) {
data.fuel = consume_fuel(container);
data.fuel_max = data.fuel;
}
// cook
if (data.fuel > 0 && recipe) {
data.progress_max = recipe.cook_time;
data.progress += 1;
if (data.progress >= recipe.cook_time) {
data.progress = 0;
craft(container, recipe);
}
}
},
});
register_block_item(block);
-25
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@@ -1,25 +0,0 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { PlayerComponent } from "../player.ts";
EverythingRegistry.register<BlockRegistry>("blocks", "bworld:grass", {
id: "bworld:grass",
textures: { top: "bworld:grass_top", bottom: "bworld:dirt", "side": "bworld:grass_side" },
has_collision: false,
drop_table: "bworld:dirt",
toughness: 2,
requires_tool: false,
tool_to_break: "shovel",
on_interact(dimension, block) {
const [player] = dimension.world.get_tag("player")!;
const player_inventory = player.get(PlayerComponent)!.player_inventory;
const item = player_inventory.container.get_item(player_inventory.hotbar_selected);
if (item?.type_id === "bworld:hoe") {
block.id = "bworld:hoed_dirt";
dimension.add_block(block);
dimension.sync_block(block.x, block.y, block.z);
return true;
}
return false;
},
});
+2 -5
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@@ -8,7 +8,6 @@ import { UIRenderSystem } from "$/client/systems/ui_render_system.ts";
import { create_main_menu } from "./main_menu.ts";
import { start_game } from "./game.ts";
import { canvas, resize_canvas } from "./renderer/mod.ts";
import { DimensionLogicSystem } from "./systems/dimension_logic.ts";
import { Dimension } from "./components/dimension.ts";
import { GuiRenderSystem, GuiTickSystem } from "./gui/gui_systems.ts";
import { WorldGenerationSystem } from "./systems/world_generation_system.ts";
@@ -27,11 +26,10 @@ export class ClientWorld extends World {
dimension!: Dimension;
// undefined when playing single player
connection?: Connection;
connection: Connection;
chat_log: ChatLine[] = [];
constructor(connection?: Connection) {
constructor(connection: Connection) {
super("game");
this.connection = connection;
@@ -55,7 +53,6 @@ export class ClientWorld extends World {
this.add_system(new GuiTickSystem(), "game");
this.add_system(new PlayerControlsSystem(), "game");
this.add_system(new WorldGenerationSystem(), "game");
this.add_system(new DimensionLogicSystem(), "game");
this.add_system(new CollisionSystem(), "game");
this.add_system(new MovementSystem(), "game");
+18 -74
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@@ -1,4 +1,5 @@
import { Component } from "$/common/ecs/mod.ts";
import { chunk_key } from "$/common/utils.ts";
import { AIR_ID, BlockChange } from "$/common/protocol.ts";
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, Faces, ID_MASK, VOID } from "../../common/constants.ts";
@@ -6,19 +7,9 @@ import { AssetManager } from "../assets.ts";
import { ClientWorld } from "../client_world.ts";
import { ChunkWorkerPool } from "../chunk_workers.ts";
import type { FromChunkWorker } from "../workers/chunk_messages.ts";
import { ItemStack } from "../inventory.ts";
import { PlayerComponent } from "../player.ts";
import { create_vertex_buffer, destroy_vertex_buffer, Texture } from "../renderer/mod.ts";
import { Camera } from "./camera.ts";
export interface BlockData<T = unknown> {
id: string;
x: number;
y: number;
z: number;
data: T;
}
export interface Block {
id: string;
x: number;
@@ -32,7 +23,6 @@ export interface Chunk {
x: number;
z: number;
blocks: Uint32Array;
blocks_data: BlockData[];
generated: boolean;
dirty: boolean;
// bumped on every mesh request so late results from older requests get ignored
@@ -43,10 +33,7 @@ export interface Chunk {
transparent_vertex_count?: number;
}
// numeric so looking chunks up doesnt allocate a string every time, fine for |x|, |z| < 32768
export function chunk_key(x: number, z: number) {
return (x + 32768) * 65536 + (z + 32768);
}
export { chunk_key };
const NEIGHBOR_OFFSETS = [[-1, 0], [1, 0], [0, -1], [0, 1]] as const;
@@ -99,7 +86,6 @@ export class Dimension extends Component {
x,
z,
blocks,
blocks_data: [],
dirty: true,
generated: false,
mesh_version: 0,
@@ -120,7 +106,7 @@ export class Dimension extends Component {
chunk = this.add_chunk(block_chunk_x, block_chunk_z);
}
const [nid, block_info] = EverythingRegistry.get_full<BlockRegistry>("blocks", block.id)!;
const nid = EverythingRegistry.get_id("blocks", block.id)!;
const lx = block.x - block_chunk_x * CHUNK_SIZE;
const lz = block.z - block_chunk_z * CHUNK_SIZE;
@@ -130,9 +116,7 @@ export class Dimension extends Component {
chunk.blocks[index] = nid;
chunk.dirty = true;
if (block_info?.on_create) {
block_info?.on_create(this, block);
}
this.#mark_border_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz);
}
get_block(x: number, y: number, z: number) {
@@ -154,33 +138,8 @@ export class Dimension extends Component {
return chunk.blocks[index] & ID_MASK;
}
add_block_data(block_data: BlockData) {
const block_chunk_x = Math.floor(block_data.x / CHUNK_SIZE);
const block_chunk_z = Math.floor(block_data.z / CHUNK_SIZE);
let chunk = this.get_chunk(block_chunk_x, block_chunk_z);
if (!chunk) {
chunk = this.add_chunk(block_chunk_x, block_chunk_z);
}
chunk.blocks_data.push(block_data);
}
get_block_data<T>(x: number, y: number, z: number) {
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(chunk_x, chunk_z);
if (!chunk) {
return undefined;
}
return chunk.blocks_data.find((block_data) =>
block_data.x === x && block_data.y === y && block_data.z === z
) as BlockData<T>;
}
break_block(x: number, y: number, z: number, drop_item: boolean = true) {
// only changes what this client shows, drops and everything else happen on the server
break_block(x: number, y: number, z: number) {
const block_chunk_x = Math.floor(x / CHUNK_SIZE);
const block_chunk_z = Math.floor(z / CHUNK_SIZE);
const chunk = this.get_chunk(block_chunk_x, block_chunk_z);
@@ -188,14 +147,6 @@ export class Dimension extends Component {
return;
}
const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", this.get_block(x, y, z))!;
if (drop_item && block_info.drop_table) {
const [player] = this.world.get_tag("player")!;
const player_component = player.get(PlayerComponent)!;
player_component.player_inventory.container.add_item(new ItemStack(block_info.drop_table));
}
const lx = x - block_chunk_x * CHUNK_SIZE;
const lz = z - block_chunk_z * CHUNK_SIZE;
const ly = y;
@@ -203,7 +154,11 @@ export class Dimension extends Component {
const index = ly * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx;
chunk.blocks[index] = AIR;
chunk.dirty = true;
this.#mark_border_neighbors_dirty(block_chunk_x, block_chunk_z, lx, lz);
}
// a block on a chunk's edge changes which faces its neighbor shows
#mark_border_neighbors_dirty(block_chunk_x: number, block_chunk_z: number, lx: number, lz: number) {
if (lx === 0) {
const n = this.get_chunk(block_chunk_x - 1, block_chunk_z);
if (n) {
@@ -226,10 +181,6 @@ export class Dimension extends Component {
n.dirty = true;
}
}
if (block_info?.on_break) {
block_info.on_break(this, { x, y, z, id: block_info.id });
}
}
index_to_xyz(index: number) {
@@ -252,18 +203,7 @@ export class Dimension extends Component {
chunk_changes.set(`${x},${y},${z}`, [x, y, z, id]);
}
// call after the player changes a block so it gets saved and sent to the server
sync_block(x: number, y: number, z: number) {
const numeric_id = this.get_block(x, y, z);
const id = numeric_id === AIR ? AIR_ID : EverythingRegistry.get_by_id<BlockRegistry>("blocks", numeric_id)?.id;
if (!id) {
return;
}
this.record_change(x, y, z, id);
this.world.connection?.send({ type: "set_block", x, y, z, id });
}
// set a block without drops or syncing, for changes that came from somewhere else
// set a block the server told us about
apply_change(x: number, y: number, z: number, id: string) {
const chunk = this.get_chunk(Math.floor(x / CHUNK_SIZE), Math.floor(z / CHUNK_SIZE));
if (!chunk || !chunk.generated) {
@@ -273,7 +213,7 @@ export class Dimension extends Component {
const current = this.get_block(x, y, z);
if (id === AIR_ID) {
if (current !== AIR) {
this.break_block(x, y, z, false);
this.break_block(x, y, z);
}
return;
}
@@ -423,7 +363,8 @@ export class Dimension extends Component {
chunk.transparent_vertex_count = message.transparent_count / 9;
}
// sets a block from generation, no hooks, makes a placeholder chunk like add_block does
// a neighbor's leaves, only fill air so the result doesn't depend on which chunk loaded first.
// the server builds chunks the same way (server/game/world.ts)
#set_block_raw(x: number, y: number, z: number, nid: number) {
if (y < 0 || y >= CHUNK_HEIGHT) {
return;
@@ -433,9 +374,12 @@ export class Dimension extends Component {
const chunk = this.get_chunk(chunk_x, chunk_z) ?? this.add_chunk(chunk_x, chunk_z);
const lx = x - chunk_x * CHUNK_SIZE;
const lz = z - chunk_z * CHUNK_SIZE;
chunk.blocks[y * CHUNK_AREA + lz * CHUNK_SIZE + lx] = nid;
const index = y * CHUNK_AREA + lz * CHUNK_SIZE + lx;
if (chunk.blocks[index] === AIR) {
chunk.blocks[index] = nid;
chunk.dirty = true;
}
}
delete_chunk_mesh(chunk: Chunk) {
if (chunk.opaque_vertex_buffer) {
+26
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@@ -0,0 +1,26 @@
let stopped = false;
// replaces the game with a message, for when it can't go on (no server, lost connection)
export function show_fatal_error(message: string) {
if (stopped) {
return;
}
stopped = true;
document.exitPointerLock?.();
const overlay = document.createElement("div");
overlay.style.cssText =
"position:fixed;inset:0;display:flex;flex-direction:column;align-items:center;justify-content:center;" +
"gap:12px;background:rgba(0,0,0,0.85);color:white;font:20px system-ui,sans-serif;text-align:center;";
const text = document.createElement("div");
text.textContent = message;
const hint = document.createElement("div");
hint.textContent = "Reload the page to try again.";
hint.style.cssText = "font-size:14px;opacity:0.7;";
overlay.append(text, hint);
document.body.append(overlay);
}
export function is_stopped() {
return stopped;
}
+2 -2
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@@ -13,8 +13,8 @@ export function start_game(world: ClientWorld) {
const dimension = new Entity("dimension");
world.dimension?.dispose();
world.dimension = new Dimension(world, world.connection?.seed);
for (const [x, y, z, id] of world.connection?.initial_changes ?? []) {
world.dimension = new Dimension(world, world.connection.seed);
for (const [x, y, z, id] of world.connection.initial_changes) {
world.dimension.record_change(x, y, z, id);
}
dimension.add(world.dimension);
+2 -27
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@@ -3,7 +3,6 @@ import { canvas, draw_rect, draw_text, measure_text } from "$/client/renderer/mo
import { InputManager } from "../input_manager.ts";
import { ClientWorld } from "../client_world.ts";
import { PlayerComponent } from "../player.ts";
import { ItemStack } from "../inventory.ts";
import { MAX_CHAT_LENGTH } from "$/common/protocol.ts";
import { render_chat_log } from "../systems/rendering/network.ts";
@@ -102,14 +101,9 @@ export class GuiChat extends GuiScreen {
override on_close(): void {}
submit() {
if (this.text_typed.startsWith("/")) {
this.command();
} else if (this.text_typed.trim().length > 0) {
if (this.world.connection) {
// commands like /give run on the server too
if (this.text_typed.trim().length > 0) {
this.world.connection.send({ type: "chat", text: this.text_typed });
} else {
this.world.add_chat(this.text_typed);
}
}
this.text_typed = "";
@@ -119,23 +113,4 @@ export class GuiChat extends GuiScreen {
player_component.pop_screen();
}
}
command() {
if (this.text_typed.startsWith("/give")) {
let [_, item_id, quantity] = this.text_typed.split(" ");
if (!item_id.includes(":")) {
item_id = `bworld:${item_id}`;
}
if (quantity === undefined) {
quantity = "1";
}
const [player] = this.world.get_tag("player")!;
const player_component = player.get(PlayerComponent);
if (player_component) {
player_component.player_inventory.container.add_item(new ItemStack(item_id, Number(quantity)));
}
}
}
}
-60
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@@ -1,60 +0,0 @@
import { Inventory, PlayerInventory } from "../inventory.ts";
import { add_player_hotbar, add_player_inventory, GuiInventoryScreen, Slot } from "./gui_screen.ts";
import { canvas, draw_rect, Texture } from "$/client/renderer/mod.ts";
import { AssetManager } from "../assets.ts";
import { SLOT_SIZE } from "../../common/constants.ts";
import { draw_nine_slice } from "../systems/rendering/render_utils.ts";
const PADDING = 10;
export class GuiChest extends GuiInventoryScreen {
override inventory_width = PADDING * 2 + SLOT_SIZE * 9;
override inventory_height = PADDING * 4 + SLOT_SIZE * 7;
constructor(inventory: Inventory, player_inventory: PlayerInventory) {
super(inventory, player_inventory, undefined);
add_player_hotbar(this, player_inventory, PADDING, PADDING);
add_player_inventory(this, player_inventory, PADDING, PADDING * 2 + SLOT_SIZE);
const chest_x = PADDING;
const chest_y = PADDING * 3 + SLOT_SIZE * 4;
for (let i = 0; i < 3; ++i) {
for (let l = 0; l < 9; ++l) {
this.slots.push(
new Slot(
this.inventory,
l + i * 9,
chest_x + l * SLOT_SIZE,
chest_y + i * SLOT_SIZE,
),
);
}
}
}
override on_render(): void {
draw_rect(0, 0, canvas.width, canvas.height, [0, 0, 0, 0.8]);
const ui = AssetManager.instance.get<Texture>("bworld:ui");
draw_nine_slice(
ui,
160,
0,
16,
16,
4,
4,
4,
4,
this.x,
this.y,
this.inventory_width,
this.inventory_height,
);
super.on_render();
}
}
+119
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@@ -0,0 +1,119 @@
import { add_player_hotbar, add_player_inventory, GuiInventoryScreen, Slot } from "./gui_screen.ts";
import { canvas, draw_rect, draw_texture_region, Texture } from "$/client/renderer/mod.ts";
import { AssetManager } from "../assets.ts";
import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts";
import { ClientMessage, ScreenLayout } from "$/common/protocol.ts";
import { draw_nine_slice } from "../systems/rendering/render_utils.ts";
import { get_sprite_region } from "$/client/sprites.ts";
import { ClientInventories } from "../inventory.ts";
const PADDING = 10;
// a screen opened by the server (chest, furnace, ...), drawn from the layout it sent
export class GuiContainer extends GuiInventoryScreen {
layout: ScreenLayout;
properties: Record<string, number>;
constructor(
inventories: ClientInventories,
send: (message: ClientMessage) => void,
layout: ScreenLayout,
properties: Record<string, number>,
) {
super(inventories, send);
this.layout = layout;
this.properties = properties;
this.inventory_width = PADDING * 2 + SLOT_SIZE * 9;
this.inventory_height = PADDING * 4 + SLOT_SIZE * (4 + layout.rows);
add_player_hotbar(this, PADDING, PADDING);
add_player_inventory(this, PADDING, PADDING * 2 + SLOT_SIZE);
const area_y = PADDING * 3 + SLOT_SIZE * 4;
for (const slot of layout.slots) {
this.slots.push(
new Slot("screen", slot.index, PADDING + slot.x * SLOT_SIZE, area_y + slot.y * SLOT_SIZE, slot.output),
);
}
}
override on_render(): void {
draw_rect(0, 0, canvas.width, canvas.height, [0, 0, 0, 0.8]);
const ui = AssetManager.instance.get<Texture>("bworld:ui");
draw_nine_slice(
ui,
160,
0,
16,
16,
4,
4,
4,
4,
this.x,
this.y,
this.inventory_width,
this.inventory_height,
);
this.draw_bars();
super.on_render();
}
draw_bars() {
const atlas = AssetManager.instance.get<Texture>("bworld:textures");
const area_y = PADDING * 3 + SLOT_SIZE * 4;
for (const bar of this.layout.bars) {
const x = this.x + PADDING + bar.x * SLOT_SIZE;
const y = this.y + area_y + bar.y * SLOT_SIZE;
const max = this.properties[bar.max] ?? 0;
const pct = max > 0 ? Math.max(0, Math.min(1, (this.properties[bar.value] ?? 0) / max)) : 0;
const empty = get_sprite_region(bar.empty_texture);
draw_texture_region(
atlas,
empty.x * TEXTURE_SIZE,
empty.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
x,
y,
SLOT_SIZE,
SLOT_SIZE,
);
const full = get_sprite_region(bar.full_texture);
if (bar.direction === "right") {
draw_texture_region(
atlas,
full.x * TEXTURE_SIZE,
full.y * TEXTURE_SIZE,
TEXTURE_SIZE * pct,
TEXTURE_SIZE,
x,
y,
SLOT_SIZE * pct,
SLOT_SIZE,
);
} else {
// fills from the bottom up
draw_texture_region(
atlas,
full.x * TEXTURE_SIZE,
full.y * TEXTURE_SIZE + TEXTURE_SIZE * (1 - pct),
TEXTURE_SIZE,
TEXTURE_SIZE * pct,
x,
y + SLOT_SIZE * (1 - pct),
SLOT_SIZE,
SLOT_SIZE * pct,
);
}
}
}
}
-211
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@@ -1,211 +0,0 @@
import { Inventory, PlayerInventory } from "../inventory.ts";
import { add_player_hotbar, add_player_inventory, GuiInventoryScreen, Slot } from "./gui_screen.ts";
import { canvas, draw_rect, draw_texture_region, Texture } from "$/client/renderer/mod.ts";
import { AssetManager } from "../assets.ts";
import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts";
import { draw_nine_slice } from "../systems/rendering/render_utils.ts";
import { get_sprite_region } from "$/common/utils.ts";
const PADDING = 10;
// crazy this is how i found out interface X {} is diffrent then type X = {}
type TileChestData = {
inventory: Inventory;
progress: number;
progress_max: number;
fuel: number;
fuel_max: number;
};
export class GuiFurnace extends GuiInventoryScreen<Inventory, TileChestData> {
override inventory_width = PADDING * 2 + SLOT_SIZE * 9;
override inventory_height = PADDING * 4 + SLOT_SIZE * 7;
constructor(
inventory: Inventory,
player_inventory: PlayerInventory,
properties: TileChestData,
) {
super(inventory, player_inventory, properties);
add_player_hotbar(this, player_inventory, PADDING, PADDING);
add_player_inventory(this, player_inventory, PADDING, PADDING * 2 + SLOT_SIZE);
const furnace_y = PADDING * 3 + SLOT_SIZE * 4;
this.slots.push(
new Slot(
this.inventory,
0,
this.inventory_width / 2 - SLOT_SIZE,
furnace_y,
),
);
this.slots.push(
new Slot(
this.inventory,
1,
this.inventory_width / 2 - SLOT_SIZE,
furnace_y + SLOT_SIZE * 2,
),
);
this.slots.push(
new Slot(
this.inventory,
2,
this.inventory_width / 2 + SLOT_SIZE,
furnace_y + SLOT_SIZE,
),
);
}
override on_render(): void {
draw_rect(0, 0, canvas.width, canvas.height, [0, 0, 0, 0.8]);
const ui = AssetManager.instance.get<Texture>("bworld:ui");
draw_nine_slice(
ui,
160,
0,
16,
16,
4,
4,
4,
4,
this.x,
this.y,
this.inventory_width,
this.inventory_height,
);
this.draw_fire();
this.draw_arrow();
super.on_render();
}
override handle_left_click(slot: Slot): void {
if (slot.inventory === this.inventory && slot.index === 2) {
if (this.inventory.container.get_item(2)) {
this.pickup();
}
} else {
super.handle_left_click(slot);
}
}
override handle_right_click(slot: Slot): void {
if (slot.inventory === this.inventory && slot.index === 2) {
if (this.inventory.container.get_item(2)) {
this.pickup();
}
} else {
super.handle_right_click(slot);
}
}
pickup() {
const holding_item = this.player_inventory.holding_item;
const item = this.inventory.container.get_item(2)!;
if (holding_item) {
if (holding_item.type_id === item.type_id) {
const items_left = holding_item.max_amount - holding_item.amount;
if (items_left >= item.amount) {
holding_item.amount += item.amount;
this.inventory.container.set_item(2, undefined);
}
}
} else {
this.player_inventory.holding_item = item;
this.inventory.container.set_item(2, undefined);
}
}
draw_fire() {
const atlas = AssetManager.instance.get<Texture>("bworld:textures");
const fire_empty_region = get_sprite_region("bworld:fire_empty");
const fire_full_region = get_sprite_region("bworld:fire_full");
const fuel_pct = Math.max(0, Math.min(1, this.properties.fuel / this.properties.fuel_max));
const full_height = SLOT_SIZE * fuel_pct;
const furnace_y = PADDING * 3 + SLOT_SIZE * 4;
draw_texture_region(
atlas,
fire_empty_region.x * TEXTURE_SIZE,
fire_empty_region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
this.x + this.inventory_width / 2 - SLOT_SIZE,
this.y + furnace_y + SLOT_SIZE,
SLOT_SIZE,
SLOT_SIZE,
);
const fire_draw_x = this.x + this.inventory_width / 2 - SLOT_SIZE;
const fire_draw_y = this.y + furnace_y + SLOT_SIZE;
const fire_src_height = TEXTURE_SIZE * fuel_pct;
const fire_src_y_offset = TEXTURE_SIZE - fire_src_height;
const fire_dst_y_offset = SLOT_SIZE - full_height;
draw_texture_region(
atlas,
fire_full_region.x * TEXTURE_SIZE,
fire_full_region.y * TEXTURE_SIZE + fire_src_y_offset,
TEXTURE_SIZE,
fire_src_height,
fire_draw_x,
fire_draw_y + fire_dst_y_offset,
SLOT_SIZE,
full_height,
);
}
draw_arrow() {
const atlas = AssetManager.instance.get<Texture>("bworld:textures");
const arrow_empty_region = get_sprite_region("bworld:arrow_empty");
const arrow_full_region = get_sprite_region("bworld:arrow_full");
const progress_pct = Math.max(0, Math.min(1, this.properties.progress / this.properties.progress_max));
const full_width = SLOT_SIZE * progress_pct;
const furnace_y = PADDING * 3 + SLOT_SIZE * 4;
draw_texture_region(
atlas,
arrow_empty_region.x * TEXTURE_SIZE,
arrow_empty_region.y * TEXTURE_SIZE,
TEXTURE_SIZE,
TEXTURE_SIZE,
this.x + this.inventory_width / 2,
this.y + furnace_y + SLOT_SIZE,
SLOT_SIZE,
SLOT_SIZE,
);
const draw_x = this.x + this.inventory_width / 2;
const draw_y = this.y + furnace_y + SLOT_SIZE;
const src_width = TEXTURE_SIZE * progress_pct;
draw_texture_region(
atlas,
arrow_full_region.x * TEXTURE_SIZE,
arrow_full_region.y * TEXTURE_SIZE,
src_width,
TEXTURE_SIZE,
draw_x,
draw_y,
full_width,
SLOT_SIZE,
);
}
}
+11 -219
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@@ -1,96 +1,23 @@
import { Container, Inventory, ItemStack, PlayerInventory } from "../inventory.ts";
import { add_player_hotbar, add_player_inventory, GuiInventoryScreen, Slot } from "./gui_screen.ts";
import { canvas, draw_rect, Texture } from "$/client/renderer/mod.ts";
import { AssetManager } from "../assets.ts";
import { SLOT_SIZE } from "../../common/constants.ts";
import { draw_nine_slice } from "../systems/rendering/render_utils.ts";
export interface CraftingRecipe {
width: number;
height: number;
pattern: (string | undefined)[];
result: ItemStack;
}
const recipes: CraftingRecipe[] = [
{
width: 3,
height: 3,
pattern: [
"bworld:planks",
"bworld:planks",
"bworld:planks",
"bworld:planks",
undefined,
"bworld:planks",
"bworld:planks",
"bworld:planks",
"bworld:planks",
],
result: new ItemStack("bworld:chest", 1),
},
{
width: 3,
height: 3,
pattern: [
"bworld:stone",
"bworld:stone",
"bworld:stone",
"bworld:stone",
undefined,
"bworld:stone",
"bworld:stone",
"bworld:stone",
"bworld:stone",
],
result: new ItemStack("bworld:furnace", 1),
},
{
width: 1,
height: 1,
pattern: [
"bworld:log",
],
result: new ItemStack("bworld:planks", 2),
},
{
width: 1,
height: 2,
pattern: [
"bworld:planks",
"bworld:planks",
],
result: new ItemStack("bworld:stick", 2),
},
{
width: 3,
height: 3,
pattern: [
"bworld:planks",
"bworld:planks",
"bworld:planks",
undefined,
"bworld:stick",
undefined,
undefined,
"bworld:stick",
undefined,
],
result: new ItemStack("bworld:wood_pickaxe", 1),
},
];
import { ClientInventories } from "../inventory.ts";
import { ClientMessage, CRAFTING_RESULT_SLOT } from "$/common/protocol.ts";
const PADDING = 10;
// the recipes live on the server, which fills in the result slot
export class GuiPlayerInventory extends GuiInventoryScreen {
override inventory_width = PADDING * 2 + SLOT_SIZE * 9;
override inventory_height = PADDING * 2 + SLOT_SIZE * 4 + PADDING + SLOT_SIZE * 3 + PADDING;
constructor(player_inventory: PlayerInventory) {
super(new Inventory(new Container(10)), player_inventory, undefined);
constructor(inventories: ClientInventories, send: (message: ClientMessage) => void) {
super(inventories, send);
add_player_hotbar(this, player_inventory, PADDING, PADDING);
add_player_inventory(this, player_inventory, PADDING, PADDING * 2 + SLOT_SIZE);
add_player_hotbar(this, PADDING, PADDING);
add_player_inventory(this, PADDING, PADDING * 2 + SLOT_SIZE);
const crafting_x = PADDING;
const crafting_y = PADDING * 3 + SLOT_SIZE * 4;
@@ -98,17 +25,14 @@ export class GuiPlayerInventory extends GuiInventoryScreen {
for (let i = 0; i < 3; i += 1) {
for (let j = 0; j < 3; j += 1) {
this.slots.push(
new Slot(this.inventory, j * 3 + i, crafting_x + i * SLOT_SIZE, crafting_y + j * SLOT_SIZE),
new Slot("crafting", j * 3 + i, crafting_x + i * SLOT_SIZE, crafting_y + j * SLOT_SIZE),
);
}
}
this.slots.push(new Slot(this.inventory, 9, crafting_x + 5 * SLOT_SIZE, crafting_y + 1 * SLOT_SIZE));
}
override on_tick(delta: number): void {
super.on_tick(delta);
this.update_crafting_result();
this.slots.push(
new Slot("crafting", CRAFTING_RESULT_SLOT, crafting_x + 5 * SLOT_SIZE, crafting_y + 1 * SLOT_SIZE, true),
);
}
override on_render(): void {
@@ -134,136 +58,4 @@ export class GuiPlayerInventory extends GuiInventoryScreen {
super.on_render();
}
override on_close(): void {
for (let i = 0; i < 8; i += 1) {
const item = this.inventory.container.get_item(i);
if (item) {
this.player_inventory.container.add_item(item);
}
}
}
get_crafting_grid(): (string | undefined)[] {
const grid: (string | undefined)[] = [];
for (let i = 0; i < 9; i++) {
const item = this.inventory.container.get_item(i);
grid.push(item?.type_id);
}
return grid;
}
matches_recipe(
grid: (string | undefined)[],
recipe: CraftingRecipe,
): boolean {
for (let y = 0; y <= 3 - recipe.height; y++) {
for (let x = 0; x <= 3 - recipe.width; x++) {
let match = true;
for (let gy = 0; gy < 3; gy++) {
for (let gx = 0; gx < 3; gx++) {
const grid_index = gy * 3 + gx;
if (
gx >= x &&
gx < x + recipe.width &&
gy >= y &&
gy < y + recipe.height
) {
const rx = gx - x;
const ry = gy - y;
const recipe_index = ry * recipe.width + rx;
if (grid[grid_index] !== recipe.pattern[recipe_index]) {
match = false;
break;
}
} else {
if (grid[grid_index] !== undefined) {
match = false;
break;
}
}
}
if (!match) break;
}
if (match) return true;
}
}
return false;
}
update_crafting_result() {
const grid = this.get_crafting_grid();
for (const recipe of recipes) {
if (this.matches_recipe(grid, recipe)) {
this.inventory.container.set_item(
9,
recipe.result.clone(),
);
return;
}
}
this.inventory.container.set_item(9, undefined);
}
consume_recipe_items() {
for (let i = 0; i < 9; i++) {
const item = this.inventory.container.get_item(i);
if (!item) {
continue;
}
item.amount -= 1;
if (item.amount <= 0) {
this.inventory.container.set_item(i, undefined);
}
}
}
override handle_left_click(slot: Slot): void {
if (slot.inventory === this.inventory && slot.index === 9) {
if (this.inventory.container.get_item(9)) {
this.craft();
}
} else {
super.handle_left_click(slot);
}
}
override handle_right_click(slot: Slot): void {
if (slot.inventory === this.inventory && slot.index === 9) {
if (this.inventory.container.get_item(9)) {
this.craft();
}
} else {
super.handle_right_click(slot);
}
}
craft() {
const holding_item = this.player_inventory.holding_item;
const item = this.inventory.container.get_item(9)!;
if (holding_item) {
if (holding_item.type_id === item.type_id) {
const items_left = holding_item.max_amount - holding_item.amount;
if (items_left >= item.amount) {
this.consume_recipe_items();
holding_item.amount += item.amount;
}
}
} else {
this.player_inventory.holding_item = item;
this.consume_recipe_items();
}
}
}
+73 -183
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;
for (const slot of this.slots) {
this.hovering = undefined;
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;
if (InputManager.is_mouse_pressed(0)) {
InputManager.consume_mouse(0);
this.handle_left_click(slot);
return;
for (const slot of this.slots) {
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(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));
}
}
+9 -136
View File
@@ -1,138 +1,11 @@
import { EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { Container, Cursor } from "$/common/inventory.ts";
export class ItemStack<T = unknown | undefined> {
type_id: string;
amount: number;
max_amount: number;
data?: T;
constructor(type_id: string | string, amount: number = 1, max_amount: number = 64) {
this.type_id = type_id;
this.amount = amount;
this.max_amount = max_amount;
this.data = undefined;
const item_info = EverythingRegistry.get<ItemRegistry>("items", type_id);
if (item_info?.on_create) {
item_info.on_create(this);
}
}
clone(): ItemStack {
return new ItemStack(this.type_id, this.amount, this.max_amount);
}
}
export class ContainerSlot {
#item_stack: ItemStack | undefined;
has_item() {
return this.#item_stack !== undefined;
}
set_item(item_stack: ItemStack | undefined) {
if ((item_stack?.amount ?? 0) <= 0) {
item_stack = undefined;
}
this.#item_stack = item_stack;
}
get_item() {
return this.#item_stack;
}
get type_id() {
return this.#item_stack?.type_id;
}
set amount(new_amount: number) {
if (this.#item_stack) {
this.#item_stack.amount = new_amount;
if (this.#item_stack.amount <= 0) {
this.#item_stack = undefined;
}
}
}
get amount(): number | undefined {
return this.#item_stack?.amount;
}
get max_amount() {
return this.#item_stack?.max_amount;
}
}
export class Container {
#slots: ContainerSlot[] = [];
readonly size: number;
constructor(size: number) {
this.size = size;
for (let i = 0; i < size; i += 1) {
this.#slots.push(new ContainerSlot());
}
}
add_item(item_stack: ItemStack) {
for (const slot of this.#slots.filter((slot) => slot.has_item())) {
const slot_item = slot.get_item()!;
if (slot_item.type_id === item_stack.type_id) {
const missing = slot_item.max_amount - slot_item.amount;
const adding = Math.min(missing, item_stack.amount);
slot_item.amount += adding;
item_stack.amount -= adding;
if (item_stack.amount === 0) {
return;
}
}
}
for (const slot of this.#slots) {
if (!slot.has_item()) {
slot.set_item(item_stack);
return;
}
}
// TODO: drop item on ground
console.error("Failed to place item in container");
}
get_item(slot: number): ItemStack | undefined {
return this.#slots[slot]?.get_item();
}
get_slot(slot: number): ContainerSlot {
return this.#slots[slot];
}
set_item(slot: number, item: ItemStack | undefined) {
this.#slots[slot].set_item(item);
}
}
export interface ContainerLayout {
slots: { type: string; x: number; y: number }[];
offset_x: number;
offset_y: number;
}
export class Inventory {
container: Container;
hovering_slot: number = -1;
constructor(container: Container) {
this.container = container;
}
}
export class PlayerInventory extends Inventory {
owner_id: string;
holding_item: ItemStack | undefined;
hotbar_selected: number = 0;
constructor(owner_id: string) {
const container = new Container(9 * 4);
super(container);
this.owner_id = owner_id;
}
// the local copies of the containers the server syncs to this player
export class ClientInventories {
inventory = new Container(9 * 4);
crafting = new Container(10);
// the open server screen's container
screen: Container | undefined;
cursor: Cursor = { item: undefined };
hotbar_selected = 0;
}
+14 -12
View File
@@ -3,9 +3,10 @@ import { ClientWorld } from "./client_world.ts";
import { InputManager } from "./input_manager.ts";
import { Connection, get_player_name, get_server_url } from "./network.ts";
import { begin_drawing, clear_background, end_drawing, init_font, init_window } from "./renderer/mod.ts";
import { is_stopped, show_fatal_error } from "./fatal.ts";
await import("./blocks/mod.ts");
await import("./items/mod.ts");
await import("$/common/blocks/mod.ts");
await import("$/common/items/mod.ts");
export class ClientLoop {
running = false;
@@ -39,7 +40,7 @@ export class ClientLoop {
}
loop(time: number) {
if (!this.running) {
if (!this.running || is_stopped()) {
return;
}
@@ -91,17 +92,18 @@ await AssetManager.instance.load_all();
init_font();
// the game only runs against a server, it owns the world and everything in it
const connection = await Connection.open(get_server_url(), get_player_name());
if (connection) {
console.log(`Connected to ${get_server_url()}`);
const client_world = new ClientWorld(connection);
client_world.add_chat("Connected to the server");
const loop = new ClientLoop(client_world);
loop.start();
console.log("Game started");
} else {
console.log("Couldn't reach a server, playing single player");
show_fatal_error(`Couldn't connect to the server at ${get_server_url()}`);
}
const client_world = new ClientWorld(connection);
client_world.add_chat(connection ? "Connected to the server" : "Playing single player");
const loop = new ClientLoop(client_world);
loop.start();
console.log("Game started");
+10 -6
View File
@@ -15,18 +15,22 @@ export class Connection {
id: string;
seed: string;
initial_changes: BlockChange[];
spawn: { x: number; y: number; z: number; yaw: number; pitch: number };
selected_slot: number;
players = new Map<string, RemotePlayer>();
// handled by the network system inside the game loop, not whenever the socket feels like it
incoming: ServerMessage[] = [];
closed = false;
constructor(socket: WebSocket, id: string, seed: string, players: PlayerInfo[], changes: BlockChange[]) {
constructor(socket: WebSocket, welcome: Extract<ServerMessage, { type: "welcome" }>) {
this.socket = socket;
this.id = id;
this.seed = seed;
this.initial_changes = changes;
for (const player of players) {
this.id = welcome.id;
this.seed = welcome.seed;
this.initial_changes = welcome.changes;
this.spawn = welcome.spawn;
this.selected_slot = welcome.selected_slot;
for (const player of welcome.players) {
this.add_player(player);
}
@@ -77,7 +81,7 @@ export class Connection {
const message: ServerMessage = JSON.parse(event.data);
if (message.type === "welcome") {
clearTimeout(timeout);
resolve(new Connection(socket, message.id, message.seed, message.players, message.changes));
resolve(new Connection(socket, message));
}
}, { once: true });
+9 -5
View File
@@ -2,14 +2,14 @@ import { Position } from "$/common/components/position.ts";
import { Velocity } from "$/common/components/velocity.ts";
import { Component, Entity } from "$/common/ecs/mod.ts";
import { Camera } from "$/client/components/camera.ts";
import { PlayerInventory } from "./inventory.ts";
import { ClientInventories } from "./inventory.ts";
import { PlayerControls } from "$/client/components/player_controls.ts";
import { ClientWorld } from "./client_world.ts";
import { GuiScreen } from "./gui/gui_screen.ts";
import { CollisionCuboid } from "./components/collision.ts";
export class PlayerComponent extends Component {
player_inventory = new PlayerInventory("");
inventories = new ClientInventories();
screens: GuiScreen[] = [];
render_distance = 6;
@@ -27,12 +27,16 @@ export class PlayerComponent extends Component {
export function create_player(world: ClientWorld) {
const player = new Entity("player");
player.add(new Position(0, 100, 0));
const spawn = world.connection.spawn;
player.add(new Position(spawn.x, spawn.y, spawn.z));
player.add(new Velocity(0, 0, 0));
player.add(new PlayerControls());
player.add(new PlayerComponent());
player.add(new Camera());
const player_component = player.add(new PlayerComponent());
player_component.inventories.hotbar_selected = world.connection.selected_slot;
const camera = player.add(new Camera());
camera.yaw = spawn.yaw;
camera.pitch = spawn.pitch;
player.add(new CollisionCuboid(0.55, 1.79, 0.55));
world.add_entity(player);
+9
View File
@@ -0,0 +1,9 @@
import { SpriteRegion } from "$/common/constants.ts";
import { AssetManager } from "./assets.ts";
type TexturesInfo = Record<string, SpriteRegion>;
export function get_sprite_region(id: string): SpriteRegion {
const textures_info = AssetManager.instance.get<TexturesInfo>("bworld:textures_info");
return textures_info?.[id] ?? { x: 0, y: 0 };
}
-44
View File
@@ -1,44 +0,0 @@
import { System } from "$/common/ecs/mod.ts";
import { ClientWorld } from "../client_world.ts";
import { Dimension } from "../components/dimension.ts";
import { TICK_DELTA } from "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
export class DimensionLogicSystem extends System {
update(world: ClientWorld, delta: number): void {
const dimension = world.dimension;
dimension.second_timer += delta;
dimension.tick_timer += delta;
if (dimension.second_timer >= 1) {
this.handle_second(world, dimension);
}
if (dimension.tick_timer >= TICK_DELTA) {
this.handle_tick(world, dimension);
}
}
handle_second(world: ClientWorld, dimension: Dimension) {
for (const chunk of dimension.chunks.values()) {
for (const tickable of chunk.blocks_data) {
const tile_info = EverythingRegistry.get<BlockRegistry>("blocks", tickable.id);
if (tile_info && tile_info.on_second) {
tile_info.on_second(world.dimension, tickable, dimension.second_timer);
}
}
}
dimension.second_timer = 0;
}
handle_tick(world: ClientWorld, dimension: Dimension) {
for (const chunk of dimension.chunks.values()) {
for (const tickable of chunk.blocks_data) {
const tile_info = EverythingRegistry.get<BlockRegistry>("blocks", tickable.id);
if (tile_info && tile_info.on_tick) {
tile_info.on_tick(world.dimension, tickable, dimension.tick_timer);
}
}
}
dimension.tick_timer = 0;
}
}
+43 -5
View File
@@ -2,6 +2,10 @@ import { System } from "$/common/ecs/mod.ts";
import { Position } from "$/common/components/position.ts";
import { ClientWorld } from "../client_world.ts";
import { Camera } from "../components/camera.ts";
import { Container, ItemStack } from "$/common/inventory.ts";
import { PlayerComponent } from "../player.ts";
import { GuiContainer } from "../gui/gui_container.ts";
import { show_fatal_error } from "../fatal.ts";
const MOVE_SEND_INTERVAL = 1 / 10;
const REMOTE_PLAYER_SMOOTHING = 12;
@@ -11,9 +15,9 @@ export class NetworkSystem extends System {
update(world: ClientWorld, delta: number): void {
const connection = world.connection;
if (!connection) {
return;
}
const [local_player] = world.get_tag("player")!;
const player_component = local_player.get(PlayerComponent)!;
const inventories = player_component.inventories;
for (const message of connection.incoming) {
switch (message.type) {
@@ -41,13 +45,47 @@ export class NetworkSystem extends System {
case "chat":
world.add_chat(message.from ? `<${message.from}> ${message.text}` : message.text);
break;
case "container": {
let container = message.container === "screen"
? inventories.screen
: inventories[message.container];
if (message.container === "screen" && container?.size !== message.items.length) {
container = inventories.screen = new Container(message.items.length);
}
container?.load(message.items);
break;
}
case "cursor":
inventories.cursor.item = message.item ? ItemStack.from_data(message.item) : undefined;
break;
case "open_screen": {
// replace anything open locally without telling the server, it just opened this one
player_component.screens.length = 0;
const size = Math.max(0, ...message.layout.slots.map((slot) => slot.index + 1));
inventories.screen = new Container(size);
player_component.screens.push(
new GuiContainer(inventories, (m) => connection.send(m), message.layout, message.properties),
);
break;
}
case "screen_properties": {
const screen = player_component.screens.at(-1);
if (screen instanceof GuiContainer) {
screen.properties = message.properties;
}
break;
}
case "close_screen":
// closed by the server (the block broke), it already put everything back
player_component.screens = player_component.screens.filter((s) => !(s instanceof GuiContainer));
inventories.screen = undefined;
break;
}
}
connection.incoming.length = 0;
if (connection.closed) {
world.add_chat("Lost connection to the server");
world.connection = undefined;
show_fatal_error("Lost connection to the server");
return;
}
+41 -62
View File
@@ -9,6 +9,8 @@ import { PlayerComponent } from "../player.ts";
import { GuiPlayerInventory } from "../gui/gui_player_inventory.ts";
import { CollisionCuboid } from "../components/collision.ts";
import { BlockRegistry, EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { AIR, FACE_OFFSETS } from "$/common/constants.ts";
import { ClientMessage } from "$/common/protocol.ts";
import { GuiChat } from "../gui/gui_chat.ts";
import { GuiInventoryScreen } from "../gui/gui_screen.ts";
@@ -24,6 +26,7 @@ export class PlayerControlsSystem extends System {
const player_component = player.get(PlayerComponent)!;
const position = player.get(Position)!;
const camera = player.get(Camera)!;
const send = (message: ClientMessage) => world.connection.send(message);
if (player_component.screens.length === 0) {
let input_x = 0;
@@ -71,7 +74,7 @@ export class PlayerControlsSystem extends System {
if (InputManager.is_key_pressed(controls.open_inventory)) {
if (player_component.screens.length === 0) {
player_component.screens.push(new GuiPlayerInventory(player_component.player_inventory));
player_component.screens.push(new GuiPlayerInventory(player_component.inventories, send));
} else if (player_component.screens.at(-1) instanceof GuiInventoryScreen) {
player_component.pop_screen();
}
@@ -119,10 +122,9 @@ export class PlayerControlsSystem extends System {
}
const block = world.dimension.get_looked_block(world.dimension, camera);
const holding_item = player_component.player_inventory.container.get_item(
player_component.player_inventory.hotbar_selected,
);
const holding_item_info = EverythingRegistry.get<ItemRegistry>("items", holding_item?.type_id ?? "");
const inventories = player_component.inventories;
const hotbar_slot = inventories.inventory.get_slot(inventories.hotbar_selected);
const holding_item_info = EverythingRegistry.get<ItemRegistry>("items", hotbar_slot.type_id ?? "");
if (block && player_component.screens.length === 0) {
const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", block.block)!;
@@ -135,47 +137,24 @@ export class PlayerControlsSystem extends System {
}
player_component.break_progress += delta * multiplier;
if (player_component.break_progress >= player_component.break_progress_max) {
const drop_item = !block_info.requires_tool ||
holding_item_info?.tool_type === block_info.tool_to_break;
world.dimension.break_block(block.x, block.y, block.z, drop_item);
world.dimension.sync_block(block.x, block.y, block.z);
// show it right away, the server decides drops and corrects us if it disagrees
world.dimension.break_block(block.x, block.y, block.z);
send({ type: "break_block", x: block.x, y: block.y, z: block.z });
player_component.break_progress_max = 0;
player_component.break_progress = 0;
}
} else if (InputManager.is_mouse_pressed(2)) {
// interact if possible
const interacted = block_info?.on_interact?.(world.dimension, {
x: block.x,
y: block.y,
z: block.z,
id: block_info.id,
});
if (!interacted) {
const inventory = player_component.player_inventory;
const hotbar_slot = inventory.container.get_slot(inventory.hotbar_selected);
if (hotbar_slot && hotbar_slot.has_item()) {
const item = hotbar_slot.get_item()!;
const item_info = EverythingRegistry.get<ItemRegistry>("items", item.type_id);
if (item_info && item_info.block_id) {
const FACE_OFFSETS = {
top: { x: 0, y: 1, z: 0 },
bottom: { x: 0, y: -1, z: 0 },
north: { x: 0, y: 0, z: -1 },
south: { x: 0, y: 0, z: 1 },
west: { x: -1, y: 0, z: 0 },
east: { x: 1, y: 0, z: 0 },
};
send({ type: "use_block", x: block.x, y: block.y, z: block.z, face: block.face });
// guess that it places the held block, unless the block does something when used
const offset = FACE_OFFSETS[block.face];
world.dimension.add_block({
x: block.x + offset.x,
y: block.y + offset.y,
z: block.z + offset.z,
id: item_info.block_id,
});
world.dimension.sync_block(block.x + offset.x, block.y + offset.y, block.z + offset.z);
hotbar_slot.amount! -= 1;
}
}
const target = { x: block.x + offset.x, y: block.y + offset.y, z: block.z + offset.z };
const target_id = world.dimension.get_block(target.x, target.y, target.z);
const replaceable = target_id === AIR ||
EverythingRegistry.get_by_id<BlockRegistry>("blocks", target_id)?.id === "bworld:water";
if (!block_info.interactive && holding_item_info?.block_id && replaceable) {
world.dimension.add_block({ ...target, id: holding_item_info.block_id });
hotbar_slot.amount = hotbar_slot.amount! - 1;
}
}
} else {
@@ -185,32 +164,32 @@ export class PlayerControlsSystem extends System {
}
if (player_component.screens.length === 0) {
const player_inventory = player_component.player_inventory;
const previous = inventories.hotbar_selected;
const scroll = InputManager.get_wheel_delta();
if (scroll > 0) {
player_inventory.hotbar_selected = Math.min(8, player_inventory.hotbar_selected + 1);
inventories.hotbar_selected = Math.min(8, inventories.hotbar_selected + 1);
} else if (scroll < 0) {
player_inventory.hotbar_selected = Math.max(0, player_inventory.hotbar_selected - 1);
inventories.hotbar_selected = Math.max(0, inventories.hotbar_selected - 1);
}
if (InputManager.is_key_pressed(controls.hotbar_1)) {
player_inventory.hotbar_selected = 0;
} else if (InputManager.is_key_pressed(controls.hotbar_2)) {
player_inventory.hotbar_selected = 1;
} else if (InputManager.is_key_pressed(controls.hotbar_3)) {
player_inventory.hotbar_selected = 2;
} else if (InputManager.is_key_pressed(controls.hotbar_4)) {
player_inventory.hotbar_selected = 3;
} else if (InputManager.is_key_pressed(controls.hotbar_5)) {
player_inventory.hotbar_selected = 4;
} else if (InputManager.is_key_pressed(controls.hotbar_6)) {
player_inventory.hotbar_selected = 5;
} else if (InputManager.is_key_pressed(controls.hotbar_7)) {
player_inventory.hotbar_selected = 6;
} else if (InputManager.is_key_pressed(controls.hotbar_8)) {
player_inventory.hotbar_selected = 7;
} else if (InputManager.is_key_pressed(controls.hotbar_9)) {
player_inventory.hotbar_selected = 8;
const hotbar_keys = [
controls.hotbar_1,
controls.hotbar_2,
controls.hotbar_3,
controls.hotbar_4,
controls.hotbar_5,
controls.hotbar_6,
controls.hotbar_7,
controls.hotbar_8,
controls.hotbar_9,
];
const pressed = hotbar_keys.findIndex((key) => InputManager.is_key_pressed(key));
if (pressed !== -1) {
inventories.hotbar_selected = pressed;
}
if (inventories.hotbar_selected !== previous) {
send({ type: "select_slot", slot: inventories.hotbar_selected });
}
}
}
+1 -1
View File
@@ -61,7 +61,7 @@ export class RenderSystem extends System {
const player_component = entity.get(PlayerComponent);
if (player_component) {
render_player_hotbar(player_component.player_inventory);
render_player_hotbar(player_component.inventories);
render_player_crosshair();
}
}
+6 -6
View File
@@ -1,6 +1,6 @@
import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts";
import { AssetManager } from "$/client/assets.ts";
import { PlayerInventory } from "../../inventory.ts";
import { ClientInventories } from "../../inventory.ts";
import { draw_item, draw_nine_slice } from "./render_utils.ts";
import {
canvas,
@@ -14,11 +14,11 @@ import {
Texture,
} from "$/client/renderer/mod.ts";
import { PlayerComponent } from "../../player.ts";
import { get_sprite_region } from "../../../common/utils.ts";
import { get_sprite_region } from "$/client/sprites.ts";
const PADDING = 10;
export function render_player_hotbar(player_inventory: PlayerInventory) {
export function render_player_hotbar(inventories: ClientInventories) {
const ui = AssetManager.instance.get<Texture>("bworld:ui");
const hotbar_width = PADDING * 2 + SLOT_SIZE * 9;
@@ -46,8 +46,8 @@ export function render_player_hotbar(player_inventory: PlayerInventory) {
for (let index = 0; index < 9; index += 1) {
draw_nine_slice(
ui,
player_inventory.hotbar_selected === index ? 19 * 16 : 160 + 32,
player_inventory.hotbar_selected === index ? 16 : 0,
inventories.hotbar_selected === index ? 19 * 16 : 160 + 32,
inventories.hotbar_selected === index ? 16 : 0,
16,
16,
4,
@@ -62,7 +62,7 @@ export function render_player_hotbar(player_inventory: PlayerInventory) {
}
for (let index = 0; index < 9; index += 1) {
const item = player_inventory.container.get_item(index);
const item = inventories.inventory.get_item(index);
if (item) {
draw_item(item, x + PADDING + index * SLOT_SIZE, y + PADDING);
}
+2 -2
View File
@@ -1,8 +1,8 @@
import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts";
import { get_sprite_region } from "$/common/utils.ts";
import { get_sprite_region } from "$/client/sprites.ts";
import { BlockRegistry, EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { AssetManager } from "$/client/assets.ts";
import { ItemStack } from "../../inventory.ts";
import { ItemStack } from "$/common/inventory.ts";
import { draw_text, draw_texture_region, draw_texture_region_skewed, Texture } from "$/client/renderer/mod.ts";
export function draw_nine_slice(
+3 -32
View File
@@ -4,7 +4,7 @@ import type { BlockRegistry } from "$/common/everything_registry.ts";
import type { SpriteRegion } from "$/common/constants.ts";
import type { Texture } from "../renderer/types.ts";
import type { FromChunkWorker, ToChunkWorker } from "./chunk_messages.ts";
import { generate_chunk } from "../generation.ts";
import { generate_raw_chunk } from "$/common/generation.ts";
const pad = 0.5;
@@ -311,37 +311,8 @@ function post(message: FromChunkWorker, transfer: Transferable[]) {
}
function generate(chunk_x: number, chunk_z: number, seed: string) {
const blocks = new Uint32Array(CHUNK_SIZE * CHUNK_SIZE * CHUNK_HEIGHT);
const spills: number[] = [];
generate_chunk(
{
add_block(block) {
const nid = block_ids[block.id];
if (nid === undefined || block.y < 0 || block.y >= CHUNK_HEIGHT) {
return;
}
const block_chunk_x = Math.floor(block.x / CHUNK_SIZE);
const block_chunk_z = Math.floor(block.z / CHUNK_SIZE);
if (block_chunk_x !== chunk_x || block_chunk_z !== chunk_z) {
spills.push(block.x, block.y, block.z, nid);
return;
}
const lx = block.x - chunk_x * CHUNK_SIZE;
const lz = block.z - chunk_z * CHUNK_SIZE;
blocks[block.y * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx] = nid;
},
},
chunk_x,
chunk_z,
seed,
);
const spills_array = new Int32Array(spills);
post({ type: "generated", chunk_x, chunk_z, blocks, spills: spills_array }, [
blocks.buffer,
spills_array.buffer,
]);
const { blocks, spills } = generate_raw_chunk(chunk_x, chunk_z, seed, block_ids);
post({ type: "generated", chunk_x, chunk_z, blocks, spills }, [blocks.buffer, spills.buffer]);
}
function make_chunk_mesh(
+16
View File
@@ -0,0 +1,16 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { register_block_item } from "$/common/utils.ts";
// behavior lives in server/game/blocks.ts
const block = EverythingRegistry.register<BlockRegistry>("blocks", "bworld:chest", {
id: "bworld:chest",
textures: "bworld:planks",
toughness: 8,
requires_tool: false,
tool_to_break: "axe",
drop_table: "bworld:chest",
has_collision: false,
interactive: true,
});
register_block_item(block);
@@ -1,6 +1,4 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { ItemStack } from "../inventory.ts";
import { PlayerComponent } from "../player.ts";
import { EverythingRegistry } from "$/common/everything_registry.ts";
interface CropsRegistry {
total_stages: number;
+15
View File
@@ -0,0 +1,15 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { register_block_item } from "$/common/utils.ts";
// hoeing it is handled in server/game/blocks.ts
const block = EverythingRegistry.register<BlockRegistry>("blocks", "bworld:dirt", {
id: "bworld:dirt",
textures: "bworld:dirt",
has_collision: false,
drop_table: "bworld:dirt",
toughness: 2,
requires_tool: false,
tool_to_break: "shovel",
});
register_block_item(block);
+16
View File
@@ -0,0 +1,16 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { register_block_item } from "$/common/utils.ts";
// behavior lives in server/game/blocks.ts
const block = EverythingRegistry.register<BlockRegistry>("blocks", "bworld:furnace", {
id: "bworld:furnace",
textures: { front: "bworld:furnace", side: "bworld:stone" },
has_collision: true,
drop_table: "bworld:furnace",
toughness: 5,
requires_tool: true,
tool_to_break: "pickaxe",
interactive: true,
});
register_block_item(block);
+12
View File
@@ -0,0 +1,12 @@
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
// hoeing it is handled in server/game/blocks.ts
EverythingRegistry.register<BlockRegistry>("blocks", "bworld:grass", {
id: "bworld:grass",
textures: { top: "bworld:grass_top", bottom: "bworld:dirt", "side": "bworld:grass_side" },
has_collision: false,
drop_table: "bworld:dirt",
toughness: 2,
requires_tool: false,
tool_to_break: "shovel",
});
+10
View File
@@ -22,3 +22,13 @@ export const STATE_SHIFT = 16;
export const CHUNK_SIZE = 16;
export const CHUNK_HEIGHT = 128;
export const CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
// where a block placed against each face of another block goes
export const FACE_OFFSETS: Record<Faces, { x: number; y: number; z: number }> = {
top: { x: 0, y: 1, z: 0 },
bottom: { x: 0, y: -1, z: 0 },
north: { x: 0, y: 0, z: -1 },
south: { x: 0, y: 0, z: 1 },
west: { x: -1, y: 0, z: 0 },
east: { x: 1, y: 0, z: 0 },
};
+4 -10
View File
@@ -1,5 +1,4 @@
import { Block, Dimension } from "$/client/components/dimension.ts";
import { ItemStack } from "$/client/inventory.ts";
import type { ItemStack } from "./inventory.ts";
export class EverythingRegistry {
static #key_to_id = new Map<string, Map<string, number>>();
@@ -94,12 +93,9 @@ export interface BlockRegistry {
states?: BlockStateDefinition[];
variants?: Record<string, BlockStateVariant>;
on_create?(dimension: Dimension, block: Block): void;
on_break?(dimension: Dimension, block: Block): void;
on_click?(dimension: Dimension, block: Block): void;
on_interact?(dimension: Dimension, block: Block): boolean;
on_tick?(dimension: Dimension, block: Block, tick_delta: number): void;
on_second?(dimension: Dimension, block: Block, second_delta: number): void;
// right clicking it does something instead of placing a block, clients don't predict placing against it.
// behavior runs on the server, see server/game/blocks.ts
interactive?: boolean;
compiled_states?: CompiledStateDefinition[];
}
@@ -109,8 +105,6 @@ export interface ItemRegistry<T = unknown | undefined> {
block_id?: string;
tool_type?: string;
place?(dimension: Dimension, block: Block): void;
on_create?(item: ItemStack<T>): void;
get_lore?(item: ItemStack<T>): string;
+45 -1
View File
@@ -1,5 +1,5 @@
import { Alea, create_noise_2d, create_noise_3d, NoiseFunction2D, NoiseFunction3D } from "@paulaboks/rng";
import { CHUNK_SIZE } from "$/common/constants.ts";
import { CHUNK_HEIGHT, CHUNK_SIZE } from "$/common/constants.ts";
// generation runs in a worker now, so it only needs somewhere to put blocks
export interface BlockSink {
@@ -269,3 +269,47 @@ export function generate_chunk(dimension: BlockSink, cx: number, cz: number, see
}
}
}
export interface RawChunk {
// numeric block ids, only what this chunk generated itself
blocks: Uint32Array;
// blocks it generated in other chunks (tree leaves), flattened as x, y, z, numeric id
spills: Int32Array;
}
// generates one chunk on its own. neighbors' spills get merged in by whoever assembles the world:
// a chunk's own blocks always win and spills only fill air, so the result doesn't depend on load order
export function generate_raw_chunk(
chunk_x: number,
chunk_z: number,
seed: string,
block_ids: Record<string, number>,
): RawChunk {
const blocks = new Uint32Array(CHUNK_SIZE * CHUNK_SIZE * CHUNK_HEIGHT);
const spills: number[] = [];
generate_chunk(
{
add_block(block) {
const nid = block_ids[block.id];
if (nid === undefined || block.y < 0 || block.y >= CHUNK_HEIGHT) {
return;
}
const block_chunk_x = Math.floor(block.x / CHUNK_SIZE);
const block_chunk_z = Math.floor(block.z / CHUNK_SIZE);
if (block_chunk_x !== chunk_x || block_chunk_z !== chunk_z) {
spills.push(block.x, block.y, block.z, nid);
return;
}
const lx = block.x - chunk_x * CHUNK_SIZE;
const lz = block.z - chunk_z * CHUNK_SIZE;
blocks[block.y * CHUNK_SIZE * CHUNK_SIZE + lz * CHUNK_SIZE + lx] = nid;
},
},
chunk_x,
chunk_z,
seed,
);
return { blocks, spills: new Int32Array(spills) };
}
+270
View File
@@ -0,0 +1,270 @@
import { EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
// how item stacks are saved and sent over the network
export interface ItemData {
id: string;
count: number;
data?: unknown;
}
export class ItemStack<T = unknown | undefined> {
type_id: string;
amount: number;
max_amount: number;
data?: T;
constructor(type_id: string | string, amount: number = 1, max_amount: number = 64) {
this.type_id = type_id;
this.amount = amount;
this.max_amount = max_amount;
this.data = undefined;
const item_info = EverythingRegistry.get<ItemRegistry>("items", type_id);
if (item_info?.on_create) {
item_info.on_create(this);
}
}
clone(): ItemStack {
const item = new ItemStack(this.type_id, this.amount, this.max_amount);
item.data = structuredClone(this.data);
return item;
}
to_data(): ItemData {
return this.data === undefined
? { id: this.type_id, count: this.amount }
: { id: this.type_id, count: this.amount, data: this.data };
}
static from_data(data: ItemData): ItemStack {
const item = new ItemStack(data.id, data.count);
if (data.data !== undefined) {
item.data = data.data;
}
return item;
}
}
export class ContainerSlot {
#item_stack: ItemStack | undefined;
has_item() {
return this.#item_stack !== undefined;
}
set_item(item_stack: ItemStack | undefined) {
if ((item_stack?.amount ?? 0) <= 0) {
item_stack = undefined;
}
this.#item_stack = item_stack;
}
get_item() {
return this.#item_stack;
}
get type_id() {
return this.#item_stack?.type_id;
}
set amount(new_amount: number) {
if (this.#item_stack) {
this.#item_stack.amount = new_amount;
if (this.#item_stack.amount <= 0) {
this.#item_stack = undefined;
}
}
}
get amount(): number | undefined {
return this.#item_stack?.amount;
}
get max_amount() {
return this.#item_stack?.max_amount;
}
}
export class Container {
#slots: ContainerSlot[] = [];
readonly size: number;
constructor(size: number) {
this.size = size;
for (let i = 0; i < size; i += 1) {
this.#slots.push(new ContainerSlot());
}
}
// returns how many items didn't fit
add_item(item_stack: ItemStack): number {
for (const slot of this.#slots.filter((slot) => slot.has_item())) {
const slot_item = slot.get_item()!;
if (slot_item.type_id === item_stack.type_id) {
const missing = slot_item.max_amount - slot_item.amount;
const adding = Math.min(missing, item_stack.amount);
slot_item.amount += adding;
item_stack.amount -= adding;
if (item_stack.amount === 0) {
return 0;
}
}
}
for (const slot of this.#slots) {
if (!slot.has_item()) {
slot.set_item(item_stack);
return 0;
}
}
// TODO: drop item on ground
return item_stack.amount;
}
get_item(slot: number): ItemStack | undefined {
return this.#slots[slot]?.get_item();
}
get_slot(slot: number): ContainerSlot {
return this.#slots[slot];
}
set_item(slot: number, item: ItemStack | undefined) {
this.#slots[slot].set_item(item);
}
to_data(): (ItemData | null)[] {
return this.#slots.map((slot) => slot.get_item()?.to_data() ?? null);
}
load(data: (ItemData | null)[]) {
for (let i = 0; i < this.size; i += 1) {
const item = data[i];
this.#slots[i].set_item(item ? ItemStack.from_data(item) : undefined);
}
}
clear() {
for (const slot of this.#slots) {
slot.set_item(undefined);
}
}
}
// the item a player is carrying around with the mouse in an inventory screen
export interface Cursor {
item: ItemStack | undefined;
}
export const LEFT_CLICK = 0;
export const RIGHT_CLICK = 2;
// what clicking a normal slot does, the server runs this for real and clients run it to predict
export function click_slot(container: Container, index: number, cursor: Cursor, button: number) {
if (button === LEFT_CLICK) {
left_click(container, index, cursor);
} else if (button === RIGHT_CLICK) {
right_click(container, index, cursor);
}
if (cursor.item && cursor.item.amount <= 0) {
cursor.item = undefined;
}
}
function swap_with_cursor(container: Container, index: number, cursor: Cursor) {
const slot = container.get_slot(index);
const original = cursor.item;
cursor.item = slot.get_item();
slot.set_item(original);
}
function left_click(container: Container, index: number, cursor: Cursor) {
const holding = cursor.item;
const slot = container.get_slot(index);
const slot_item = slot.get_item();
// if you aren't holding anything
// "swap" with nothing on your hand (pick it up)
if (!holding) {
swap_with_cursor(container, index, cursor);
return;
}
// if you are holding something and slot type equals holding type
// try to add to stack
if (slot_item && slot.type_id === holding.type_id) {
const space_left = 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
swap_with_cursor(container, index, cursor);
}
function right_click(container: Container, index: number, cursor: Cursor) {
const holding = cursor.item;
const slot = container.get_slot(index);
const slot_item = slot.get_item();
// if holding something
if (holding) {
// and slot type equals holding type
// add 1 to matching stack
if (slot_item && slot.type_id === holding.type_id) {
if (slot_item.amount < slot_item.max_amount) {
slot_item.amount += 1;
holding.amount -= 1;
}
return;
}
// place 1 into empty slot
if (!slot_item) {
const new_item = holding.clone();
new_item.amount = 1;
slot.set_item(new_item);
holding.amount -= 1;
return;
}
// if something on hand but not the same
// swap
swap_with_cursor(container, index, cursor);
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);
const picked_up = slot_item.clone();
picked_up.amount = original_amount - half;
cursor.item = picked_up;
slot.amount = half;
}
// output slots (furnace result, crafting result) can only be taken from, all at once
// returns whether it was taken
export function take_output(item: ItemStack, cursor: Cursor): boolean {
const holding = cursor.item;
if (!holding) {
cursor.item = item.clone();
return true;
}
if (holding.type_id === item.type_id && holding.max_amount - holding.amount >= item.amount) {
holding.amount += item.amount;
return true;
}
return false;
}
+50 -3
View File
@@ -1,4 +1,6 @@
// messages sent between the client and the server, as json over a websocket
import type { Faces } from "./constants.ts";
import type { ItemData } from "./inventory.ts";
export const AIR_ID = "bworld:air";
@@ -15,19 +17,64 @@ export interface PlayerInfo {
// x, y, z, block id
export type BlockChange = [number, number, number, string];
// the containers a client can see and click. "screen" is whatever the open server screen shows
export type ContainerKey = "inventory" | "crafting" | "screen";
export const CRAFTING_RESULT_SLOT = 9;
// a screen the server opens, drawn below the player's inventory and hotbar
export interface ScreenLayout {
// height of the screen's own area, in slots
rows: number;
// x and y in slots, can be fractional
// output slots can only be taken from, like the furnace result
slots: { index: number; x: number; y: number; output?: boolean }[];
// progress bars filled from properties[value] / properties[max]
bars: {
x: number;
y: number;
value: string;
max: string;
direction: "up" | "right";
empty_texture: string;
full_texture: string;
}[];
}
// clients send what the player is trying to do, the server decides what happens
export type ClientMessage =
| { type: "hello"; name: string }
| { type: "move"; x: number; y: number; z: number; yaw: number; pitch: number }
| { type: "set_block"; x: number; y: number; z: number; id: string }
| { type: "break_block"; x: number; y: number; z: number }
// right click on a block: interact with it, or place the held block against `face`
| { type: "use_block"; x: number; y: number; z: number; face: Faces }
| { type: "select_slot"; slot: number }
| { type: "click"; container: ContainerKey; index: number; button: number }
// closes the open screen, including the player's own inventory screen
| { type: "close_screen" }
| { type: "chat"; text: string };
export type ServerMessage =
| { type: "welcome"; id: string; seed: string; players: PlayerInfo[]; changes: BlockChange[] }
| {
type: "welcome";
id: string;
seed: string;
players: PlayerInfo[];
changes: BlockChange[];
spawn: { x: number; y: number; z: number; yaw: number; pitch: number };
selected_slot: number;
}
| { type: "player_join"; player: PlayerInfo }
| { type: "player_leave"; id: string }
| { type: "player_move"; id: string; x: number; y: number; z: number; yaw: number; pitch: number }
// also sent to the player who caused it, which corrects anything their client predicted wrong
| { type: "set_block"; x: number; y: number; z: number; id: string }
| { type: "chat"; from?: string; text: string };
| { type: "chat"; from?: string; text: string }
| { type: "container"; container: ContainerKey; items: (ItemData | null)[] }
| { type: "cursor"; item: ItemData | null }
| { type: "open_screen"; layout: ScreenLayout; properties: Record<string, number> }
| { type: "screen_properties"; properties: Record<string, number> }
| { type: "close_screen" };
export const MAX_NAME_LENGTH = 16;
export const MAX_CHAT_LENGTH = 256;
+6 -9
View File
@@ -1,5 +1,4 @@
import { AssetManager } from "../client/assets.ts";
import { ID_MASK, SpriteRegion, STATE_SHIFT } from "./constants.ts";
import { ID_MASK, STATE_SHIFT } from "./constants.ts";
import { BlockRegistry, EverythingRegistry, ItemRegistry } from "./everything_registry.ts";
export function point_inside_rec(
@@ -16,13 +15,6 @@ export function point_inside_rec(
point_y < rec_y + rec_h;
}
type TexturesInfo = Record<string, SpriteRegion>;
export function get_sprite_region(id: string): SpriteRegion {
const textures_info = AssetManager.instance.get<TexturesInfo>("bworld:textures_info");
return textures_info?.[id] ?? { x: 0, y: 0 };
}
export function distance_point_rectangle(px: number, py: number, sqx: number, sqy: number, sqw: number, sqh: number) {
const x0 = sqx;
const y0 = sqy;
@@ -106,3 +98,8 @@ function compile_block_states(block_info: BlockRegistry) {
return { name: s.name, mask, shift };
});
}
// numeric so looking chunks up doesnt allocate a string every time, fine for |x|, |z| < 32768
export function chunk_key(x: number, z: number) {
return (x + 32768) * 65536 + (z + 32768);
}
+1 -1
View File
@@ -2,7 +2,7 @@
"tasks": {
"build": "deno run -A build.ts",
"serve:client": "deno run --allow-net --allow-read jsr:@std/http/file-server build",
"server": "deno run --allow-net --allow-read --allow-write --allow-env server/main.ts"
"server": "deno run --unstable-worker-options --allow-net --allow-read --allow-write --allow-env server/main.ts"
},
"compilerOptions": {
"lib": ["dom", "dom.asynciterable", "dom.iterable", "deno.ns", "deno.unstable", "deno.webgpu"]
+278
View File
@@ -0,0 +1,278 @@
import { Container, ItemStack } from "$/common/inventory.ts";
import { ScreenLayout } from "$/common/protocol.ts";
import type { GameServer } from "./game_server.ts";
import type { ServerPlayer } from "./player.ts";
import type { Tile } from "./world.ts";
// what blocks do, only on the server. blocks without an entry just sit there
export interface BlockBehavior {
// set up a tile for this block. blocks with this get a tile when placed
create_tile?(tile: Tile): void;
// right click, return true if it did something so no block gets placed
on_interact?(
game: GameServer,
block: { x: number; y: number; z: number; id: string },
player: ServerPlayer,
): boolean;
on_break?(game: GameServer, tile: Tile, player: ServerPlayer | undefined): void;
on_tick?(game: GameServer, tile: Tile): void;
on_second?(game: GameServer, tile: Tile): void;
}
export const BLOCK_BEHAVIORS: Record<string, BlockBehavior> = {};
// give the breaking player whatever was inside
function give_container_contents(tile: Tile, player: ServerPlayer | undefined) {
if (!player) {
return;
}
for (const container of Object.values(tile.containers)) {
for (let i = 0; i < container.size; i++) {
const item = container.get_item(i);
if (item) {
player.give(item);
}
}
}
}
function hoe_into_hoed_dirt(
game: GameServer,
block: { x: number; y: number; z: number },
player: ServerPlayer,
): boolean {
if (player.held_item?.type_id !== "bworld:hoe") {
return false;
}
game.set_block(block.x, block.y, block.z, "bworld:hoed_dirt", player);
return true;
}
BLOCK_BEHAVIORS["bworld:grass"] = { on_interact: hoe_into_hoed_dirt };
BLOCK_BEHAVIORS["bworld:dirt"] = { on_interact: hoe_into_hoed_dirt };
// chest
const CHEST_LAYOUT: ScreenLayout = {
rows: 3,
slots: Array.from({ length: 9 * 3 }, (_, index) => ({ index, x: index % 9, y: Math.floor(index / 9) })),
bars: [],
};
BLOCK_BEHAVIORS["bworld:chest"] = {
create_tile(tile) {
tile.containers.main = new Container(9 * 3);
},
on_interact(game, block, player) {
const tile = game.get_or_create_tile(block.x, block.y, block.z);
game.open_screen(player, {
tile,
container: tile.containers.main,
layout: CHEST_LAYOUT,
properties: () => ({}),
});
return true;
},
on_break(_game, tile, player) {
give_container_contents(tile, player);
},
};
// furnace
interface FurnaceRecipe {
input: string;
output: ItemStack;
cook_time: number;
}
const FURNACE_RECIPES: FurnaceRecipe[] = [
{
input: "bworld:log",
output: new ItemStack("bworld:coal", 1),
cook_time: 100,
},
{
input: "bworld:coal_ore",
output: new ItemStack("bworld:coal", 1),
cook_time: 100,
},
{
input: "bworld:iron_ore",
output: new ItemStack("bworld:iron_ingot", 1),
cook_time: 200,
},
{
input: "bworld:tin_ore",
output: new ItemStack("bworld:tin_ingot", 1),
cook_time: 200,
},
{
input: "bworld:copper_ore",
output: new ItemStack("bworld:copper_ingot", 1),
cook_time: 200,
},
{
input: "bworld:gold_ore",
output: new ItemStack("bworld:gold_ingot", 1),
cook_time: 200,
},
];
const FUEL_VALUES: Record<string, number> = {
"bworld:coal": 1000,
"bworld:log": 100,
};
interface FurnaceData {
progress: number;
progress_max: number;
fuel: number;
fuel_max: number;
}
function get_recipe(input?: ItemStack | undefined): FurnaceRecipe | undefined {
if (!input) {
return;
}
return FURNACE_RECIPES.find((r) => r.input === input.type_id);
}
function can_craft(container: Container, recipe?: FurnaceRecipe) {
if (!recipe) {
return false;
}
const output = container.get_item(2);
if (!output) {
return true;
}
if (output.type_id !== recipe.output.type_id) {
return false;
}
return output.amount < output.max_amount;
}
function get_fuel_value(item?: ItemStack | undefined): number {
if (!item) {
return 0;
}
return FUEL_VALUES[item.type_id] ?? 0;
}
function has_fuel(container: Container) {
return get_fuel_value(container.get_item(1)) > 0;
}
function consume_fuel(container: Container): number {
const fuel = container.get_slot(1)!;
const value = get_fuel_value(fuel.get_item());
if (fuel.has_item()) {
fuel.amount! -= 1;
}
return value;
}
function craft(container: Container, recipe: FurnaceRecipe) {
const input = container.get_item(0)!;
const output = container.get_item(2);
if (!output) {
container.set_item(2, recipe.output.clone());
} else {
output.amount += recipe.output.amount;
}
input.amount -= 1;
container.set_item(0, input.amount > 0 ? input : undefined);
}
const FURNACE_LAYOUT: ScreenLayout = {
rows: 3,
slots: [
{ index: 0, x: 3.5, y: 0 },
{ index: 1, x: 3.5, y: 2 },
{ index: 2, x: 5.5, y: 1, output: true },
],
bars: [
{
x: 3.5,
y: 1,
value: "fuel",
max: "fuel_max",
direction: "up",
empty_texture: "bworld:fire_empty",
full_texture: "bworld:fire_full",
},
{
x: 4.5,
y: 1,
value: "progress",
max: "progress_max",
direction: "right",
empty_texture: "bworld:arrow_empty",
full_texture: "bworld:arrow_full",
},
],
};
BLOCK_BEHAVIORS["bworld:furnace"] = {
create_tile(tile) {
tile.containers.main = new Container(3);
tile.data = { progress: 0, progress_max: 0, fuel: 0, fuel_max: 0 } satisfies FurnaceData;
},
on_interact(game, block, player) {
const tile = game.get_or_create_tile(block.x, block.y, block.z);
const data = tile.data as unknown as FurnaceData;
game.open_screen(player, {
tile,
container: tile.containers.main,
layout: FURNACE_LAYOUT,
properties: () => ({ ...data }),
});
return true;
},
on_break(_game, tile, player) {
give_container_contents(tile, player);
},
on_tick(_game, tile) {
const data = tile.data as unknown as FurnaceData;
const container = tile.containers.main;
const input = container.get_item(0);
const recipe = get_recipe(input);
// burn fuel
if (data.fuel > 0) {
data.fuel -= 1;
}
if (!can_craft(container, recipe)) {
data.progress = 0;
return;
}
// refuel
if (data.fuel === 0 && has_fuel(container)) {
data.fuel = consume_fuel(container);
data.fuel_max = data.fuel;
}
// cook
if (data.fuel > 0 && recipe) {
data.progress_max = recipe.cook_time;
data.progress += 1;
if (data.progress >= recipe.cook_time) {
data.progress = 0;
craft(container, recipe);
}
}
},
};
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import { Container, ItemStack } from "$/common/inventory.ts";
import { CRAFTING_RESULT_SLOT } from "$/common/protocol.ts";
export interface CraftingRecipe {
width: number;
height: number;
pattern: (string | undefined)[];
result: { id: string; count: number };
}
const recipes: CraftingRecipe[] = [
{
width: 3,
height: 3,
pattern: [
"bworld:planks",
"bworld:planks",
"bworld:planks",
"bworld:planks",
undefined,
"bworld:planks",
"bworld:planks",
"bworld:planks",
"bworld:planks",
],
result: { id: "bworld:chest", count: 1 },
},
{
width: 3,
height: 3,
pattern: [
"bworld:stone",
"bworld:stone",
"bworld:stone",
"bworld:stone",
undefined,
"bworld:stone",
"bworld:stone",
"bworld:stone",
"bworld:stone",
],
result: { id: "bworld:furnace", count: 1 },
},
{
width: 1,
height: 1,
pattern: [
"bworld:log",
],
result: { id: "bworld:planks", count: 2 },
},
{
width: 1,
height: 2,
pattern: [
"bworld:planks",
"bworld:planks",
],
result: { id: "bworld:stick", count: 2 },
},
{
width: 3,
height: 3,
pattern: [
"bworld:planks",
"bworld:planks",
"bworld:planks",
undefined,
"bworld:stick",
undefined,
undefined,
"bworld:stick",
undefined,
],
result: { id: "bworld:wood_pickaxe", count: 1 },
},
];
function get_crafting_grid(crafting: Container): (string | undefined)[] {
const grid: (string | undefined)[] = [];
for (let i = 0; i < 9; i++) {
grid.push(crafting.get_item(i)?.type_id);
}
return grid;
}
function matches_recipe(grid: (string | undefined)[], recipe: CraftingRecipe): boolean {
for (let y = 0; y <= 3 - recipe.height; y++) {
for (let x = 0; x <= 3 - recipe.width; x++) {
let match = true;
for (let gy = 0; gy < 3; gy++) {
for (let gx = 0; gx < 3; gx++) {
const grid_index = gy * 3 + gx;
if (gx >= x && gx < x + recipe.width && gy >= y && gy < y + recipe.height) {
const recipe_index = (gy - y) * recipe.width + (gx - x);
if (grid[grid_index] !== recipe.pattern[recipe_index]) {
match = false;
break;
}
} else if (grid[grid_index] !== undefined) {
match = false;
break;
}
}
if (!match) break;
}
if (match) return true;
}
}
return false;
}
// puts what the grid makes in the result slot
export function update_crafting_result(crafting: Container) {
const grid = get_crafting_grid(crafting);
const recipe = recipes.find((recipe) => matches_recipe(grid, recipe));
crafting.set_item(CRAFTING_RESULT_SLOT, recipe ? new ItemStack(recipe.result.id, recipe.result.count) : undefined);
}
export function consume_recipe_items(crafting: Container) {
for (let i = 0; i < 9; i++) {
const slot = crafting.get_slot(i);
if (slot.has_item()) {
slot.amount = slot.amount! - 1;
}
}
}
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import "$/common/blocks/mod.ts";
import "$/common/items/mod.ts";
import {
AIR,
CHUNK_HEIGHT,
CHUNK_SIZE,
FACE_OFFSETS,
Faces,
faces,
TICK_DELTA,
TICKS_PER_SECOND,
} from "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { click_slot, Container, ItemData, ItemStack, take_output } from "$/common/inventory.ts";
import {
AIR_ID,
BlockChange,
ClientMessage,
ContainerKey,
CRAFTING_RESULT_SLOT,
MAX_CHAT_LENGTH,
MAX_NAME_LENGTH,
ServerMessage,
} from "$/common/protocol.ts";
import { BLOCK_BEHAVIORS } from "./blocks.ts";
import { consume_recipe_items, update_crafting_result } from "./crafting.ts";
import { OpenScreen, SavedPlayer, ServerPlayer } from "./player.ts";
import { ServerWorld, Tile } from "./world.ts";
// how far from a player's eyes a block can be changed, a bit more than the client's reach
const MAX_REACH = 8;
const EYE_HEIGHT = 1.69;
// tiles further than this many chunks from every player don't tick
const SIMULATION_DISTANCE = 6;
const MAX_GIVE = 64 * 36;
// everything the game server needs from whatever runs it
export interface GameHost {
send(conn: number, data: string): void;
close(conn: number): void;
}
export interface SavedWorld {
version: 2;
seed: string;
changes: BlockChange[];
tiles: {
id: string;
x: number;
y: number;
z: number;
data: Record<string, unknown>;
containers: Record<string, (ItemData | null)[]>;
}[];
players: Record<string, SavedPlayer>;
}
export class GameServer {
world: ServerWorld;
#host: GameHost;
#players = new Map<number, ServerPlayer>();
#saved_players: Record<string, SavedPlayer> = {};
#tick = 0;
constructor(host: GameHost, save: string | undefined, default_seed: string) {
this.#host = host;
// version 1 saves only had the seed and block changes
const saved: Partial<SavedWorld> | undefined = save ? JSON.parse(save) : undefined;
this.world = new ServerWorld(saved?.seed ?? default_seed);
this.world.load_changes(saved?.changes ?? []);
for (const tile of saved?.tiles ?? []) {
const containers: Record<string, Container> = {};
for (const [name, items] of Object.entries(tile.containers)) {
containers[name] = new Container(items.length);
containers[name].load(items);
}
this.world.tiles.set(`${tile.x},${tile.y},${tile.z}`, { ...tile, containers });
}
this.#saved_players = saved?.players ?? {};
this.world.dirty = saved?.version !== 2;
this.world.on_block_change = (x, y, z, id) => this.#broadcast({ type: "set_block", x, y, z, id });
}
// connections
on_connect(_conn: number) {}
on_disconnect(conn: number) {
const player = this.#players.get(conn);
if (!player) {
return;
}
this.#close_screen(player);
this.#saved_players[player.name] = player.save();
this.world.dirty = true;
this.#players.delete(conn);
this.#broadcast({ type: "player_leave", id: player.id });
this.#broadcast({ type: "chat", text: `${player.name} left` });
console.log(`${player.name} left (${this.#players.size} online)`);
}
on_message(conn: number, data: string) {
let message: ClientMessage;
try {
message = JSON.parse(data);
} catch {
return;
}
if (typeof message !== "object" || message === null) {
return;
}
const player = this.#players.get(conn);
if (!player) {
if (message.type === "hello") {
this.#join(conn, message.name);
}
return;
}
this.#handle(player, message);
this.#sync(player);
}
// game loop, the host calls this TICKS_PER_SECOND times a second
tick() {
this.#tick += 1;
const second = this.#tick % TICKS_PER_SECOND === 0;
for (const tile of [...this.world.tiles.values()]) {
const behavior = BLOCK_BEHAVIORS[tile.id];
if (!behavior?.on_tick && !behavior?.on_second) {
continue;
}
if (!this.#near_any_player(tile.x, tile.z)) {
continue;
}
behavior.on_tick?.(this, tile);
if (second) {
behavior.on_second?.(this, tile);
}
// tile data can change on any tick, saving is cheap enough to not track it exactly
this.world.dirty = true;
}
for (const player of this.#players.values()) {
this.#sync(player);
}
}
save(): string {
for (const player of this.#players.values()) {
this.#saved_players[player.name] = player.save();
}
const saved: SavedWorld = {
version: 2,
seed: this.world.seed,
changes: this.world.all_changes(),
tiles: [...this.world.tiles.values()].map((tile) => ({
id: tile.id,
x: tile.x,
y: tile.y,
z: tile.z,
data: tile.data,
containers: Object.fromEntries(
Object.entries(tile.containers).map(([name, container]) => [name, container.to_data()]),
),
})),
players: this.#saved_players,
};
this.world.dirty = false;
return JSON.stringify(saved);
}
// used by block behaviors
set_block(x: number, y: number, z: number, id: string, player?: ServerPlayer) {
const old_tile = this.world.get_tile(x, y, z);
if (old_tile) {
BLOCK_BEHAVIORS[old_tile.id]?.on_break?.(this, old_tile, player);
this.world.remove_tile(x, y, z);
for (const other of this.#players.values()) {
if (other.screen?.tile === old_tile) {
this.#close_screen(other);
this.#send(other, { type: "close_screen" });
}
}
}
this.world.set_block(x, y, z, id);
if (BLOCK_BEHAVIORS[id]?.create_tile) {
this.get_or_create_tile(x, y, z);
}
}
get_or_create_tile(x: number, y: number, z: number): Tile {
let tile = this.world.get_tile(x, y, z);
if (!tile) {
// blocks placed before tiles were saved have none yet
const id = this.world.get_block_id(x, y, z);
tile = { id, x, y, z, data: {}, containers: {} };
BLOCK_BEHAVIORS[id]?.create_tile?.(tile);
this.world.add_tile(tile);
}
return tile;
}
open_screen(player: ServerPlayer, screen: OpenScreen) {
this.#close_screen(player);
player.screen = screen;
this.#send(player, { type: "open_screen", layout: screen.layout, properties: screen.properties() });
player.sent.set("properties", JSON.stringify(screen.properties()));
player.sent.delete("screen");
}
// messages
#join(conn: number, raw_name: unknown) {
const player = new ServerPlayer(conn, this.#unique_name(raw_name));
const saved = this.#saved_players[player.name];
if (saved) {
player.load(saved);
}
this.#send(player, {
type: "welcome",
id: player.id,
seed: this.world.seed,
players: [...this.#players.values()].map((p) => p.info()),
changes: this.world.all_changes(),
spawn: { x: player.x, y: player.y, z: player.z, yaw: player.yaw, pitch: player.pitch },
selected_slot: player.selected_slot,
});
this.#players.set(conn, player);
this.#sync(player);
this.#broadcast({ type: "player_join", player: player.info() }, player);
this.#broadcast({ type: "chat", text: `${player.name} joined` });
console.log(`${player.name} joined (${this.#players.size} online)`);
}
#handle(player: ServerPlayer, message: ClientMessage) {
switch (message.type) {
case "move": {
const { x, y, z, yaw, pitch } = message;
if (![x, y, z, yaw, pitch].every(is_number)) {
return;
}
Object.assign(player, { x, y, z, yaw, pitch });
this.#broadcast({ type: "player_move", id: player.id, x, y, z, yaw, pitch }, player);
break;
}
case "break_block":
if (is_block_position(message.x, message.y, message.z)) {
this.#break_block(player, message.x, message.y, message.z);
}
break;
case "use_block":
if (is_block_position(message.x, message.y, message.z) && faces.includes(message.face)) {
this.#use_block(player, message.x, message.y, message.z, message.face);
}
break;
case "select_slot":
if (is_int(message.slot) && message.slot >= 0 && message.slot < 9) {
player.selected_slot = message.slot;
}
break;
case "click":
this.#click(player, message.container, message.index, message.button);
break;
case "close_screen":
this.#close_screen(player);
break;
case "chat":
this.#chat(player, message.text);
break;
}
}
#break_block(player: ServerPlayer, x: number, y: number, z: number) {
const info = this.world.get_block_info(x, y, z);
// air, or something like water that can't be broken
if (!info || info.toughness === undefined || !this.#in_reach(player, x, y, z)) {
this.#correct(player, x, y, z);
return;
}
const held = EverythingRegistry.get<ItemRegistry>("items", player.held_item?.type_id ?? "");
const drops = info.drop_table && (!info.requires_tool || held?.tool_type === info.tool_to_break);
this.set_block(x, y, z, AIR_ID, player);
if (drops) {
player.give(new ItemStack(info.drop_table!));
}
}
#use_block(player: ServerPlayer, x: number, y: number, z: number, face: Faces) {
const offset = FACE_OFFSETS[face];
const [tx, ty, tz] = [x + offset.x, y + offset.y, z + offset.z];
const info = this.world.get_block_info(x, y, z);
if (!info || !this.#in_reach(player, x, y, z)) {
this.#correct(player, x, y, z);
this.#correct(player, tx, ty, tz);
return;
}
if (BLOCK_BEHAVIORS[info.id]?.on_interact?.(this, { x, y, z, id: info.id }, player)) {
return;
}
// place the held block against the face
const held_slot = player.inventory.get_slot(player.selected_slot);
const held = EverythingRegistry.get<ItemRegistry>("items", held_slot.type_id ?? "");
if (!held?.block_id || ty < 0 || ty >= CHUNK_HEIGHT || !this.#replaceable(tx, ty, tz)) {
this.#correct(player, tx, ty, tz);
return;
}
this.set_block(tx, ty, tz, held.block_id, player);
held_slot.amount = held_slot.amount! - 1;
}
#click(player: ServerPlayer, key: unknown, index: unknown, button: unknown) {
if (!is_int(index) || !is_int(button)) {
return;
}
const container = this.#get_container(player, key as ContainerKey);
if (!container || index < 0 || index >= container.size) {
return;
}
if (key === "crafting" && index === CRAFTING_RESULT_SLOT) {
const result = container.get_item(CRAFTING_RESULT_SLOT);
if (result && take_output(result, player.cursor)) {
consume_recipe_items(container);
}
} else if (key === "screen" && player.screen?.layout.slots.find((s) => s.index === index)?.output) {
const item = container.get_item(index);
if (item && take_output(item, player.cursor)) {
container.set_item(index, undefined);
}
} else {
click_slot(container, index, player.cursor, button);
}
if (key === "crafting") {
update_crafting_result(container);
}
}
#chat(player: ServerPlayer, raw: unknown) {
if (typeof raw !== "string") {
return;
}
const text = raw.trim().slice(0, MAX_CHAT_LENGTH);
if (text.length === 0) {
return;
}
if (text.startsWith("/")) {
this.#command(player, text);
return;
}
console.log(`<${player.name}> ${text}`);
this.#broadcast({ type: "chat", from: player.name, text });
}
#command(player: ServerPlayer, text: string) {
const [command, ...args] = text.slice(1).split(/\s+/);
if (command === "give") {
// TODO: only let operators do this
let [item_id, count] = args;
if (!item_id) {
this.#send(player, { type: "chat", text: "Usage: /give <item> [count]" });
return;
}
if (!item_id.includes(":")) {
item_id = `bworld:${item_id}`;
}
const amount = count === undefined ? 1 : Number(count);
if (!EverythingRegistry.get("items", item_id)) {
this.#send(player, { type: "chat", text: `Unknown item ${item_id}` });
return;
}
if (!Number.isInteger(amount) || amount < 1 || amount > MAX_GIVE) {
this.#send(player, { type: "chat", text: `Count must be between 1 and ${MAX_GIVE}` });
return;
}
// split into stacks so max stack sizes are respected
let left = amount;
while (left > 0) {
const stack = new ItemStack(item_id);
stack.amount = Math.min(left, stack.max_amount);
left -= stack.amount;
player.give(stack);
}
return;
}
this.#send(player, { type: "chat", text: `Unknown command /${command}` });
}
#close_screen(player: ServerPlayer) {
player.screen = undefined;
player.sent.delete("screen");
player.sent.delete("properties");
// the crafting grid and whatever the cursor holds go back into the inventory
for (let i = 0; i < 9; i++) {
const item = player.crafting.get_item(i);
if (item) {
player.give(item);
player.crafting.set_item(i, undefined);
}
}
update_crafting_result(player.crafting);
if (player.cursor.item) {
player.give(player.cursor.item);
player.cursor.item = undefined;
}
}
// helpers
#get_container(player: ServerPlayer, key: ContainerKey): Container | undefined {
switch (key) {
case "inventory":
return player.inventory;
case "crafting":
return player.crafting;
case "screen":
return player.screen?.container;
}
}
// sends whatever changed since last time
#sync(player: ServerPlayer) {
const sync = (key: string, value: unknown, message: () => ServerMessage) => {
const json = JSON.stringify(value);
if (player.sent.get(key) !== json) {
player.sent.set(key, json);
this.#send(player, message());
}
};
const inventory = player.inventory.to_data();
sync("inventory", inventory, () => ({ type: "container", container: "inventory", items: inventory }));
const crafting = player.crafting.to_data();
sync("crafting", crafting, () => ({ type: "container", container: "crafting", items: crafting }));
const cursor = player.cursor.item?.to_data() ?? null;
sync("cursor", cursor, () => ({ type: "cursor", item: cursor }));
if (player.screen) {
const items = player.screen.container.to_data();
sync("screen", items, () => ({ type: "container", container: "screen", items }));
const properties = player.screen.properties();
sync("properties", properties, () => ({ type: "screen_properties", properties }));
}
}
// tell the player what's really at a position, undoing anything their client guessed
#correct(player: ServerPlayer, x: number, y: number, z: number) {
if (y < 0 || y >= CHUNK_HEIGHT) {
return;
}
this.#send(player, { type: "set_block", x, y, z, id: this.world.get_block_id(x, y, z) });
}
#replaceable(x: number, y: number, z: number) {
const nid = this.world.get_block_nid(x, y, z);
return nid === AIR || EverythingRegistry.get_by_id<BlockRegistry>("blocks", nid)?.id === "bworld:water";
}
#in_reach(player: ServerPlayer, x: number, y: number, z: number) {
const dx = x + 0.5 - player.x;
const dy = y + 0.5 - (player.y + EYE_HEIGHT);
const dz = z + 0.5 - player.z;
return dx * dx + dy * dy + dz * dz <= MAX_REACH * MAX_REACH;
}
#near_any_player(x: number, z: number) {
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
for (const player of this.#players.values()) {
const px = Math.floor(player.x / CHUNK_SIZE);
const pz = Math.floor(player.z / CHUNK_SIZE);
if (Math.max(Math.abs(px - chunk_x), Math.abs(pz - chunk_z)) <= SIMULATION_DISTANCE) {
return true;
}
}
return false;
}
#unique_name(name: unknown): string {
const cleaned = typeof name === "string" ? name.replace(/[^A-Za-z0-9_]/g, "").slice(0, MAX_NAME_LENGTH) : "";
const base = cleaned || `player${Math.floor(Math.random() * 10000)}`;
const taken = new Set([...this.#players.values()].map((p) => p.name));
let final = base;
let i = 2;
while (taken.has(final)) {
final = `${base}${i}`;
i += 1;
}
return final;
}
#send(player: ServerPlayer, message: ServerMessage) {
this.#host.send(player.conn, JSON.stringify(message));
}
#broadcast(message: ServerMessage, except?: ServerPlayer) {
const data = JSON.stringify(message);
for (const player of this.#players.values()) {
if (player !== except) {
this.#host.send(player.conn, data);
}
}
}
}
// ticks happen at a fixed rate
export const TICK_MS = TICK_DELTA * 1000;
function is_number(value: unknown): value is number {
return typeof value === "number" && Number.isFinite(value);
}
function is_int(value: unknown): value is number {
return Number.isInteger(value);
}
// messages are parsed json, so the types in ClientMessage are only what a well behaved client sends
function is_block_position(x: unknown, y: unknown, z: unknown): boolean {
return is_int(x) && is_int(y) && is_int(z) && y >= 0 && y < CHUNK_HEIGHT &&
Math.abs(x) < 30000 * CHUNK_SIZE && Math.abs(z) < 30000 * CHUNK_SIZE;
}
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// messages between server/main.ts (the host) and the game server worker
export type HostToGame =
| { type: "init"; save: string | undefined; default_seed: string }
| { type: "connect"; conn: number }
| { type: "message"; conn: number; data: string }
| { type: "disconnect"; conn: number }
// save now and say when it's done, for shutting down
| { type: "shutdown" };
export type GameToHost =
| { type: "ready"; seed: string }
| { type: "send"; conn: number; data: string }
| { type: "close"; conn: number }
| { type: "save"; data: string; final: boolean };
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// a Map that forgets the least recently used entries past max_size
export class LruMap<K, V> {
#map = new Map<K, V>();
readonly max_size: number;
constructor(max_size: number) {
this.max_size = max_size;
}
get(key: K): V | undefined {
const value = this.#map.get(key);
if (value !== undefined) {
// maps keep insertion order, so re-inserting moves it to the back
this.#map.delete(key);
this.#map.set(key, value);
}
return value;
}
set(key: K, value: V) {
this.#map.delete(key);
this.#map.set(key, value);
if (this.#map.size > this.max_size) {
this.#map.delete(this.#map.keys().next().value!);
}
}
delete(key: K) {
this.#map.delete(key);
}
get size() {
return this.#map.size;
}
}
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import { Container, Cursor, ItemData, ItemStack } from "$/common/inventory.ts";
import { PlayerInfo, ScreenLayout } from "$/common/protocol.ts";
import { Tile } from "./world.ts";
export const INVENTORY_SIZE = 9 * 4;
export const CRAFTING_SIZE = 10;
// a screen the server opened for this player, showing a tile's container
export interface OpenScreen {
tile: Tile;
container: Container;
layout: ScreenLayout;
properties(): Record<string, number>;
}
// what's saved about a player between sessions, by name
export interface SavedPlayer {
x: number;
y: number;
z: number;
yaw: number;
pitch: number;
selected_slot: number;
inventory: (ItemData | null)[];
}
export class ServerPlayer {
readonly conn: number;
readonly id = crypto.randomUUID();
readonly name: string;
x = 0;
y = 100;
z = 0;
yaw = 0;
pitch = 0;
inventory = new Container(INVENTORY_SIZE);
crafting = new Container(CRAFTING_SIZE);
cursor: Cursor = { item: undefined };
selected_slot = 0;
screen: OpenScreen | undefined;
// last json sent for each synced thing, so only changes get sent
sent = new Map<string, string>();
constructor(conn: number, name: string) {
this.conn = conn;
this.name = name;
}
get held_item(): ItemStack | undefined {
return this.inventory.get_item(this.selected_slot);
}
give(item: ItemStack) {
// TODO: drop what doesn't fit once items can be on the ground
this.inventory.add_item(item);
}
info(): PlayerInfo {
return { id: this.id, name: this.name, x: this.x, y: this.y, z: this.z, yaw: this.yaw, pitch: this.pitch };
}
save(): SavedPlayer {
return {
x: this.x,
y: this.y,
z: this.z,
yaw: this.yaw,
pitch: this.pitch,
selected_slot: this.selected_slot,
inventory: this.inventory.to_data(),
};
}
load(saved: SavedPlayer) {
this.x = saved.x;
this.y = saved.y;
this.z = saved.z;
this.yaw = saved.yaw;
this.pitch = saved.pitch;
this.selected_slot = saved.selected_slot;
this.inventory.load(saved.inventory);
}
}
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/// <reference lib="deno.worker" />
// runs the game in a worker without any permissions, the host does files and networking
import { GameServer, TICK_MS } from "./game_server.ts";
import { GameToHost, HostToGame } from "./host_protocol.ts";
const SAVE_INTERVAL_MS = 30_000;
let game: GameServer | undefined;
function post(message: GameToHost) {
self.postMessage(message);
}
self.onmessage = (event: MessageEvent<HostToGame>) => {
const message = event.data;
if (message.type === "init") {
game = new GameServer(
{
send: (conn, data) => post({ type: "send", conn, data }),
close: (conn) => post({ type: "close", conn }),
},
message.save,
message.default_seed,
);
setInterval(() => game!.tick(), TICK_MS);
setInterval(() => {
if (game!.world.dirty) {
post({ type: "save", data: game!.save(), final: false });
}
}, SAVE_INTERVAL_MS);
post({ type: "ready", seed: game.world.seed });
return;
}
if (!game) {
return;
}
switch (message.type) {
case "connect":
game.on_connect(message.conn);
break;
case "message":
game.on_message(message.conn, message.data);
break;
case "disconnect":
game.on_disconnect(message.conn);
break;
case "shutdown":
post({ type: "save", data: game.save(), final: true });
break;
}
};
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import { AIR, CHUNK_AREA, CHUNK_HEIGHT, CHUNK_SIZE, ID_MASK } from "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts";
import { generate_raw_chunk, RawChunk } from "$/common/generation.ts";
import { Container } from "$/common/inventory.ts";
import { AIR_ID, BlockChange } from "$/common/protocol.ts";
import { chunk_key } from "$/common/utils.ts";
import { LruMap } from "./lru.ts";
// generation only, rebuilt when needed. 128 KB each
const RAW_CACHE_SIZE = 256;
const CHUNK_CACHE_SIZE = 512;
// a block with state the server keeps, like a chest's items. never sent to clients as is
export interface Tile {
id: string;
x: number;
y: number;
z: number;
data: Record<string, unknown>;
containers: Record<string, Container>;
}
export function position_key(x: number, y: number, z: number) {
return `${x},${y},${z}`;
}
// the authoritative world: generated terrain plus everything players changed
export class ServerWorld {
readonly seed: string;
readonly block_ids: Record<string, number> = {};
// what generation made, and the final blocks with neighbors' leaves and player changes applied
#raw = new LruMap<number, RawChunk>(RAW_CACHE_SIZE);
#chunks = new LruMap<number, Uint32Array>(CHUNK_CACHE_SIZE);
// changes from generated terrain, per chunk. these and the tiles are what gets saved
#changes = new Map<number, Map<string, BlockChange>>();
tiles = new Map<string, Tile>();
// set when anything that gets saved changes
dirty = false;
on_block_change?: (x: number, y: number, z: number, id: string) => void;
constructor(seed: string) {
this.seed = seed;
EverythingRegistry.get_registry<BlockRegistry>("blocks").forEach((block, nid) => {
this.block_ids[block.id] = nid;
});
}
get_block_id(x: number, y: number, z: number): string {
const nid = this.get_block_nid(x, y, z);
return nid === AIR ? AIR_ID : EverythingRegistry.get_by_id<BlockRegistry>("blocks", nid)?.id ?? AIR_ID;
}
get_block_nid(x: number, y: number, z: number): number {
if (y < 0 || y >= CHUNK_HEIGHT) {
return AIR;
}
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const blocks = this.#get_chunk(chunk_x, chunk_z);
return blocks[index_in_chunk(x, y, z, chunk_x, chunk_z)] & ID_MASK;
}
get_block_info(x: number, y: number, z: number): BlockRegistry | undefined {
const nid = this.get_block_nid(x, y, z);
return nid === AIR ? undefined : EverythingRegistry.get_by_id<BlockRegistry>("blocks", nid);
}
// only changes the block, the game server runs behaviors and tiles
set_block(x: number, y: number, z: number, id: string) {
if (y < 0 || y >= CHUNK_HEIGHT) {
return;
}
const nid = id === AIR_ID ? AIR : this.block_ids[id];
if (nid === undefined) {
throw new Error(`Unknown block ${id}`);
}
const chunk_x = Math.floor(x / CHUNK_SIZE);
const chunk_z = Math.floor(z / CHUNK_SIZE);
const blocks = this.#get_chunk(chunk_x, chunk_z);
blocks[index_in_chunk(x, y, z, chunk_x, chunk_z)] = nid;
this.#record_change(x, y, z, id);
this.dirty = true;
this.on_block_change?.(x, y, z, id);
}
all_changes(): BlockChange[] {
const all: BlockChange[] = [];
for (const chunk_changes of this.#changes.values()) {
all.push(...chunk_changes.values());
}
return all;
}
load_changes(changes: BlockChange[]) {
for (const [x, y, z, id] of changes) {
this.#record_change(x, y, z, id);
}
}
get_tile(x: number, y: number, z: number) {
return this.tiles.get(position_key(x, y, z));
}
add_tile(tile: Tile) {
this.tiles.set(position_key(tile.x, tile.y, tile.z), tile);
this.dirty = true;
}
remove_tile(x: number, y: number, z: number) {
this.tiles.delete(position_key(x, y, z));
this.dirty = true;
}
#record_change(x: number, y: number, z: number, id: string) {
const key = chunk_key(Math.floor(x / CHUNK_SIZE), Math.floor(z / CHUNK_SIZE));
let chunk_changes = this.#changes.get(key);
if (!chunk_changes) {
chunk_changes = new Map();
this.#changes.set(key, chunk_changes);
}
chunk_changes.set(position_key(x, y, z), [x, y, z, id]);
}
#get_raw(chunk_x: number, chunk_z: number) {
const key = chunk_key(chunk_x, chunk_z);
let raw = this.#raw.get(key);
if (!raw) {
raw = generate_raw_chunk(chunk_x, chunk_z, this.seed, this.block_ids);
this.#raw.set(key, raw);
}
return raw;
}
#get_chunk(chunk_x: number, chunk_z: number) {
const key = chunk_key(chunk_x, chunk_z);
let blocks = this.#chunks.get(key);
if (!blocks) {
blocks = this.#build_chunk(chunk_x, chunk_z);
this.#chunks.set(key, blocks);
}
return blocks;
}
// same rules as the client: own blocks, then neighbors' leaves only into air, then player changes
#build_chunk(chunk_x: number, chunk_z: number) {
const blocks = this.#get_raw(chunk_x, chunk_z).blocks.slice();
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
if (dx === 0 && dz === 0) {
continue;
}
const spills = this.#get_raw(chunk_x + dx, chunk_z + dz).spills;
for (let i = 0; i < spills.length; i += 4) {
const [x, y, z, nid] = [spills[i], spills[i + 1], spills[i + 2], spills[i + 3]];
if (Math.floor(x / CHUNK_SIZE) !== chunk_x || Math.floor(z / CHUNK_SIZE) !== chunk_z) {
continue;
}
const index = index_in_chunk(x, y, z, chunk_x, chunk_z);
if (blocks[index] === AIR) {
blocks[index] = nid;
}
}
}
}
for (const [x, y, z, id] of this.#changes.get(chunk_key(chunk_x, chunk_z))?.values() ?? []) {
const nid = id === AIR_ID ? AIR : this.block_ids[id];
if (nid !== undefined) {
blocks[index_in_chunk(x, y, z, chunk_x, chunk_z)] = nid;
}
}
return blocks;
}
}
function index_in_chunk(x: number, y: number, z: number, chunk_x: number, chunk_z: number) {
return y * CHUNK_AREA + (z - chunk_z * CHUNK_SIZE) * CHUNK_SIZE + (x - chunk_x * CHUNK_SIZE);
}
+58 -188
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@@ -1,235 +1,105 @@
import { serveDir } from "@std/http/file-server";
import { CHUNK_HEIGHT } from "$/common/constants.ts";
import {
BlockChange,
ClientMessage,
MAX_CHAT_LENGTH,
MAX_NAME_LENGTH,
PlayerInfo,
ServerMessage,
} from "$/common/protocol.ts";
import { GameToHost, HostToGame } from "./game/host_protocol.ts";
const PORT = Number(Deno.env.get("PORT") ?? 8000);
const WORLD_FILE = Deno.env.get("WORLD_FILE") ?? "world.json";
const STATIC_ROOT = "build";
const SAVE_INTERVAL_MS = 30_000;
const MAX_MESSAGE_SIZE = 4096;
// how far from a player a block can be changed, a bit more than the client's reach
const MAX_REACH = 8;
const SHUTDOWN_TIMEOUT_MS = 5000;
const BLOCK_ID_PATTERN = /^[a-z0-9_]+:[a-z0-9_]+$/;
// the host only does files and networking, the game runs in a worker with no permissions
const game = new Worker(new URL("./game/worker.ts", import.meta.url), {
type: "module",
deno: { permissions: "none" },
} as WorkerOptions);
interface SavedWorld {
seed: string;
changes: BlockChange[];
const sockets = new Map<number, WebSocket>();
let next_conn = 1;
function post(message: HostToGame) {
game.postMessage(message);
}
interface Client {
socket: WebSocket;
player?: PlayerInfo;
}
// the server doesnt generate terrain, clients do that from the seed
// we only keep track of what players changed on top of it
class ServerWorld {
seed: string;
changes = new Map<string, BlockChange>();
dirty = false;
constructor(seed: string) {
this.seed = seed;
}
set_block(x: number, y: number, z: number, id: string) {
this.changes.set(`${x},${y},${z}`, [x, y, z, id]);
this.dirty = true;
}
static load(path: string): ServerWorld {
function read_world(): string | undefined {
try {
const saved: SavedWorld = JSON.parse(Deno.readTextFileSync(path));
const world = new ServerWorld(saved.seed);
for (const [x, y, z, id] of saved.changes) {
world.changes.set(`${x},${y},${z}`, [x, y, z, id]);
}
console.log(`Loaded ${path} (${world.changes.size} block changes)`);
return world;
return Deno.readTextFileSync(WORLD_FILE);
} catch (e) {
if (!(e instanceof Deno.errors.NotFound)) {
if (e instanceof Deno.errors.NotFound) {
return undefined;
}
throw e;
}
const world = new ServerWorld(Deno.env.get("SEED") ?? crypto.randomUUID());
world.dirty = true;
console.log(`Created new world with seed ${world.seed}`);
return world;
}
}
}
save(path: string) {
if (!this.dirty) {
return;
}
const saved: SavedWorld = { seed: this.seed, changes: [...this.changes.values()] };
function write_world(data: string) {
// write then rename so a crash mid write doesnt eat the world
Deno.writeTextFileSync(`${path}.tmp`, JSON.stringify(saved));
Deno.renameSync(`${path}.tmp`, path);
this.dirty = false;
}
Deno.writeTextFileSync(`${WORLD_FILE}.tmp`, data);
Deno.renameSync(`${WORLD_FILE}.tmp`, WORLD_FILE);
}
const world = ServerWorld.load(WORLD_FILE);
const clients = new Set<Client>();
function send(client: Client, message: ServerMessage) {
if (client.socket.readyState === WebSocket.OPEN) {
client.socket.send(JSON.stringify(message));
}
}
function broadcast(message: ServerMessage, except?: Client) {
const data = JSON.stringify(message);
for (const client of clients) {
if (client !== except && client.player && client.socket.readyState === WebSocket.OPEN) {
client.socket.send(data);
}
}
}
function is_number(value: unknown): value is number {
return typeof value === "number" && Number.isFinite(value);
}
function is_int(value: unknown): value is number {
return Number.isInteger(value);
}
function clean_name(name: unknown): string {
const cleaned = typeof name === "string" ? name.replace(/[^A-Za-z0-9_]/g, "").slice(0, MAX_NAME_LENGTH) : "";
const base = cleaned || `player${Math.floor(Math.random() * 10000)}`;
// make it unique
const taken = new Set([...clients].map((c) => c.player?.name));
let final = base;
let i = 2;
while (taken.has(final)) {
final = `${base}${i}`;
i += 1;
}
return final;
}
function handle_message(client: Client, message: ClientMessage) {
if (!client.player) {
if (message.type !== "hello") {
return;
}
const player: PlayerInfo = {
id: crypto.randomUUID(),
name: clean_name(message.name),
x: 0,
y: 100,
z: 0,
yaw: 0,
pitch: 0,
};
send(client, {
type: "welcome",
id: player.id,
seed: world.seed,
players: [...clients].flatMap((c) => c.player ? [c.player] : []),
changes: [...world.changes.values()],
});
client.player = player;
broadcast({ type: "player_join", player }, client);
broadcast({ type: "chat", text: `${player.name} joined` });
console.log(`${player.name} joined (${clients.size} online)`);
return;
}
const player = client.player;
game.onmessage = (event: MessageEvent<GameToHost>) => {
const message = event.data;
switch (message.type) {
case "move": {
const { x, y, z, yaw, pitch } = message;
if (![x, y, z, yaw, pitch].every(is_number)) {
return;
case "ready":
console.log(`World ${WORLD_FILE} ready, seed ${message.seed}`);
break;
case "send": {
const socket = sockets.get(message.conn);
if (socket?.readyState === WebSocket.OPEN) {
socket.send(message.data);
}
Object.assign(player, { x, y, z, yaw, pitch });
broadcast({ type: "player_move", id: player.id, x, y, z, yaw, pitch }, client);
break;
}
case "set_block": {
const { x, y, z, id } = message;
if (!is_int(x) || !is_int(y) || !is_int(z) || y < 0 || y >= CHUNK_HEIGHT) {
return;
case "close":
sockets.get(message.conn)?.close();
break;
case "save":
write_world(message.data);
if (message.final) {
console.log("World saved");
Deno.exit(0);
}
if (typeof id !== "string" || !BLOCK_ID_PATTERN.test(id)) {
return;
}
const dx = x + 0.5 - player.x;
const dy = y + 0.5 - (player.y + 1.69);
const dz = z + 0.5 - player.z;
if (dx * dx + dy * dy + dz * dz > MAX_REACH * MAX_REACH) {
return;
}
world.set_block(x, y, z, id);
broadcast({ type: "set_block", x, y, z, id }, client);
break;
}
case "chat": {
if (typeof message.text !== "string") {
return;
}
const text = message.text.trim().slice(0, MAX_CHAT_LENGTH);
if (text.length === 0) {
return;
}
console.log(`<${player.name}> ${text}`);
broadcast({ type: "chat", from: player.name, text });
break;
}
}
}
};
game.onerror = (event) => {
console.error("Game server crashed:", event.message);
Deno.exit(1);
};
const save = read_world();
post({ type: "init", save, default_seed: Deno.env.get("SEED") ?? crypto.randomUUID() });
function handle_socket(socket: WebSocket) {
const client: Client = { socket };
const conn = next_conn++;
socket.addEventListener("open", () => {
clients.add(client);
sockets.set(conn, socket);
post({ type: "connect", conn });
});
socket.addEventListener("message", (event) => {
if (typeof event.data !== "string" || event.data.length > MAX_MESSAGE_SIZE) {
return;
}
let message: ClientMessage;
try {
message = JSON.parse(event.data);
} catch {
return;
}
if (typeof message !== "object" || message === null) {
return;
}
handle_message(client, message);
post({ type: "message", conn, data: event.data });
});
socket.addEventListener("close", () => {
clients.delete(client);
if (client.player) {
broadcast({ type: "player_leave", id: client.player.id });
broadcast({ type: "chat", text: `${client.player.name} left` });
console.log(`${client.player.name} left (${clients.size} online)`);
if (sockets.delete(conn)) {
post({ type: "disconnect", conn });
}
});
}
setInterval(() => world.save(WORLD_FILE), SAVE_INTERVAL_MS);
function shutdown() {
console.log("Saving world...");
world.save(WORLD_FILE);
Deno.exit(0);
post({ type: "shutdown" });
setTimeout(() => {
console.error("Game server didn't save in time");
Deno.exit(1);
}, SHUTDOWN_TIMEOUT_MS);
}
Deno.addSignalListener("SIGINT", shutdown);
if (Deno.build.os !== "windows") {