Item entities

This commit is contained in:
2026-09-25 16:26:45 -03:00
parent 5fb23cf404
commit a254b96f65
18 changed files with 797 additions and 94 deletions
+4 -3
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@@ -204,7 +204,7 @@ program**, so the server and each client can number blocks differently. Saves an
| `mining.toughness` | unbreakable | `toughness` | Seconds to break by hand. A matching tool is 2× faster. | | `mining.toughness` | unbreakable | `toughness` | Seconds to break by hand. A matching tool is 2× faster. |
| `mining.tool` | none | `tool_to_break` | Tool type that speeds it up, like `pickaxe`, `axe` or `shovel`. | | `mining.tool` | none | `tool_to_break` | Tool type that speeds it up, like `pickaxe`, `axe` or `shovel`. |
| `mining.requires_tool` | `false` | `requires_tool` | Only drops when broken with `mining.tool`. | | `mining.requires_tool` | `false` | `requires_tool` | Only drops when broken with `mining.tool`. |
| `drops` | nothing | `drop_table` | Item id given when broken. | | `drops` | nothing | `drop_table` | Item id dropped on the ground when broken, for players to pick up. |
| `item` | `true` | `register_block_item` | Also register an item that places this block, with the same id. | | `item` | `true` | `register_block_item` | Also register an item that places this block, with the same id. |
| `interactive` | `false` | `interactive` | Right clicking it does something (opens a screen), so clients don't guess it places a block. | | `interactive` | `false` | `interactive` | Right clicking it does something (opens a screen), so clients don't guess it places a block. |
| `replaceable` | `false` | new | Placing a block into it replaces it, like water. | | `replaceable` | `false` | new | Placing a block into it replaces it, like water. |
@@ -408,6 +408,7 @@ interface Player {
readonly inventory: Container; // 36 slots, hotbar is 0-8 readonly inventory: Container; // 36 slots, hotbar is 0-8
readonly selected_slot: number; readonly selected_slot: number;
readonly held_item: ItemStack | undefined; readonly held_item: ItemStack | undefined;
// what doesn't fit in the inventory drops at their feet
give_item(id: string, count?: number, data?: unknown): void; give_item(id: string, count?: number, data?: unknown): void;
send_message(text: string): void; send_message(text: string): void;
teleport(x: number, y: number, z: number): void; teleport(x: number, y: number, z: number): void;
@@ -852,8 +853,8 @@ client server
│ │ │ │
│ ready │ │ ready │
├────────────────────────────────────────►│ ├────────────────────────────────────────►│
│ join { id, name, players, changes, │ the player is created here, player_join fires, │ join { id, name, players, entities, │ the player is created here, player_join fires,
│ spawn, selected_slot } │ and their inventory follows as container messages │ changes, spawn, selected_slot } │ and their inventory follows as container messages
│◄────────────────────────────────────────┤ │◄────────────────────────────────────────┤
``` ```
+4
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@@ -2,6 +2,7 @@ import { ClientLevel } from "./level/client_level.ts";
import type { BlockHitResult } from "./level/client_level.ts"; import type { BlockHitResult } from "./level/client_level.ts";
import { LocalPlayer } from "./entity/local_player.ts"; import { LocalPlayer } from "./entity/local_player.ts";
import { RemotePlayer } from "./entity/remote_player.ts"; import { RemotePlayer } from "./entity/remote_player.ts";
import { ItemEntity } from "./entity/item_entity.ts";
import { Camera } from "./camera.ts"; import { Camera } from "./camera.ts";
import { Options } from "./options.ts"; import { Options } from "./options.ts";
import { MultiPlayerGameMode } from "./game_mode.ts"; import { MultiPlayerGameMode } from "./game_mode.ts";
@@ -67,6 +68,9 @@ export class Client {
for (const info of connection.initial_players) { for (const info of connection.initial_players) {
this.level.add_entity(new RemotePlayer(this.level, info)); this.level.add_entity(new RemotePlayer(this.level, info));
} }
for (const info of connection.initial_entities) {
this.level.add_entity(new ItemEntity(this.level, info));
}
this.game_mode = new MultiPlayerGameMode(this); this.game_mode = new MultiPlayerGameMode(this);
this.packet_listener = new ClientPacketListener(this); this.packet_listener = new ClientPacketListener(this);
+7 -67
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@@ -1,11 +1,7 @@
import { TICK_DELTA } from "$/common/constants.ts"; import { AIR } from "$/common/constants.ts";
import { move_body } from "$/common/physics.ts";
import type { ClientLevel } from "../level/client_level.ts"; import type { ClientLevel } from "../level/client_level.ts";
// how far inside a block face still counts as touching it, so boxes resting exactly on a face don't snag
const EPSILON = 1e-7;
// the two axes that aren't the one being moved along
const OTHER_AXES = [[1, 2], [0, 2], [0, 1]] as const;
// anything that exists in the level and moves, like minecraft's Entity. position is the middle of its feet. // anything that exists in the level and moves, like minecraft's Entity. position is the middle of its feet.
// it's simulated in fixed ticks (common/constants.ts), frames draw it between its last two positions // it's simulated in fixed ticks (common/constants.ts), frames draw it between its last two positions
export abstract class Entity { export abstract class Entity {
@@ -75,67 +71,11 @@ export abstract class Entity {
// one step of the game, TICK_DELTA seconds // one step of the game, TICK_DELTA seconds
abstract tick(): void; abstract tick(): void;
// falls and moves by its velocity for one tick. like minecraft it moves along y, then x, then z, each time only // falls and moves by its velocity for one tick, see move_body
// as far as it can before touching a block, and stops its velocity on the axes it hit something
move() { move() {
// the average of this tick's start and end speed, so the arc is the same at any tick rate const collisions = move_body(this, this.gravity, (x, y, z) => this.level.get_block(x, y, z) !== AIR);
const wanted_y = (this.vy + this.gravity * TICK_DELTA / 2) * TICK_DELTA; this.colliding_x = collisions.x;
this.vy += this.gravity * TICK_DELTA; this.colliding_y = collisions.y;
const wanted = [this.vx * TICK_DELTA, wanted_y, this.vz * TICK_DELTA]; this.colliding_z = collisions.z;
const half = this.width / 2;
const min = [this.x - half, this.y, this.z - half];
const max = [this.x + half, this.y + this.height, this.z + half];
const moved = [0, 0, 0];
for (const axis of [1, 0, 2]) {
const distance = this.#clip(min, max, axis, wanted[axis]);
min[axis] += distance;
max[axis] += distance;
moved[axis] = distance;
}
const hit = (axis: number) => moved[axis] !== wanted[axis] ? -Math.sign(wanted[axis]) : 0;
this.colliding_x = hit(0);
this.colliding_y = hit(1);
this.colliding_z = hit(2);
if (this.colliding_x !== 0) this.vx = 0;
if (this.colliding_y !== 0) this.vy = 0;
if (this.colliding_z !== 0) this.vz = 0;
this.x += moved[0];
this.y += moved[1];
this.z += moved[2];
}
// how far the box can go along an axis before it runs into a block, unloaded chunks included.
// blocks it's already inside don't stop it, so it can get out of them
#clip(min: number[], max: number[], axis: number, distance: number) {
if (distance === 0) {
return 0;
}
const [a, b] = OTHER_AXES[axis];
const from = Math.floor(Math.min(min[axis], min[axis] + distance));
const to = Math.floor(Math.max(max[axis], max[axis] + distance));
const position = [0, 0, 0];
for (let i = from; i <= to; i++) {
for (let j = Math.floor(min[a] + EPSILON); j <= Math.floor(max[a] - EPSILON); j++) {
for (let k = Math.floor(min[b] + EPSILON); k <= Math.floor(max[b] - EPSILON); k++) {
position[axis] = i;
position[a] = j;
position[b] = k;
if (!this.level.get_block(position[0], position[1], position[2])) {
continue;
}
if (distance > 0 && i >= max[axis] - EPSILON) {
distance = Math.min(distance, i - max[axis]);
} else if (distance < 0 && i + 1 <= min[axis] + EPSILON) {
distance = Math.max(distance, i + 1 - min[axis]);
}
}
}
}
return distance;
} }
} }
+83
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@@ -0,0 +1,83 @@
import { ItemStack } from "$/common/inventory.ts";
import type { EntityInfo } from "$/common/protocol.ts";
import type { ClientLevel } from "../level/client_level.ts";
import { Entity } from "./entity.ts";
// how many ticks a server position takes to reach, like minecraft's lerpTo
const LERP_TICKS = 3;
// how many ticks it takes to fly into whoever picked it up
const PICKUP_TICKS = 3;
// an item lying on the ground. the server simulates it, this only moves where it's told and spins
export class ItemEntity extends Entity {
item: ItemStack;
// ticks since it showed up, for spinning and bobbing
age = 0;
// so items dropped together don't spin in step
readonly bob_offset = Math.random() * Math.PI * 2;
#target_x: number;
#target_y: number;
#target_z: number;
#lerp_ticks = 0;
// who's picking it up, and for how many ticks it has been flying to them
#picked_up_by: Entity | undefined;
#pickup_age = 0;
constructor(level: ClientLevel, info: EntityInfo) {
super(level, info.id, 0.25, 0.25, 0.125);
this.item = ItemStack.from_data(info.item);
this.set_position(info.x, info.y, info.z);
this.#target_x = info.x;
this.#target_y = info.y;
this.#target_z = info.z;
}
lerp_to(x: number, y: number, z: number) {
this.#target_x = x;
this.#target_y = y;
this.#target_z = z;
this.#lerp_ticks = LERP_TICKS;
}
// it already went into their inventory on the server, this is only the animation
pick_up(by: Entity) {
this.#picked_up_by = by;
}
tick() {
this.age += 1;
if (this.#picked_up_by) {
this.#pickup_age += 1;
if (this.#pickup_age >= PICKUP_TICKS) {
this.level.remove_entity(this.id);
}
return;
}
if (this.#lerp_ticks > 0) {
this.x += (this.#target_x - this.x) / this.#lerp_ticks;
this.y += (this.#target_y - this.y) / this.#lerp_ticks;
this.z += (this.#target_z - this.z) / this.#lerp_ticks;
this.#lerp_ticks -= 1;
}
}
// while being picked up it speeds towards the middle of whoever took it, like minecraft's ItemPickupParticle
override render_position(partial_tick: number) {
const position = super.render_position(partial_tick);
const by = this.#picked_up_by;
if (!by) {
return position;
}
const target = by.render_position(partial_tick);
const t = Math.min(1, (this.#pickup_age + partial_tick) / PICKUP_TICKS) ** 2;
return {
x: position.x + (target.x - position.x) * t,
y: position.y + (target.y + 0.5 - position.y) * t,
z: position.z + (target.z - position.z) * t,
};
}
}
+2 -1
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@@ -1,3 +1,4 @@
import { PLAYER_EYE_HEIGHT, PLAYER_HEIGHT, PLAYER_WIDTH } from "$/common/constants.ts";
import type { ClientLevel } from "../level/client_level.ts"; import type { ClientLevel } from "../level/client_level.ts";
import { Entity } from "./entity.ts"; import { Entity } from "./entity.ts";
@@ -5,7 +6,7 @@ export abstract class Player extends Entity {
name: string; name: string;
constructor(level: ClientLevel, id: string, name: string) { constructor(level: ClientLevel, id: string, name: string) {
super(level, id, 0.55, 1.79, 1.69); super(level, id, PLAYER_WIDTH, PLAYER_HEIGHT, PLAYER_EYE_HEIGHT);
this.name = name; this.name = name;
} }
} }
+3 -1
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@@ -1,4 +1,4 @@
import { BlockChange, ClientMessage, PlayerInfo, ServerMessage } from "$/common/protocol.ts"; import { BlockChange, ClientMessage, EntityInfo, PlayerInfo, ServerMessage } from "$/common/protocol.ts";
import type { ModListing } from "$/common/mod_loader.ts"; import type { ModListing } from "$/common/mod_loader.ts";
import type { Join, ServerSocket, Welcome } from "./handshake.ts"; import type { Join, ServerSocket, Welcome } from "./handshake.ts";
@@ -13,6 +13,7 @@ export class Connection {
selected_slot: number; selected_slot: number;
// who was already there when we joined, they become entities in the level // who was already there when we joined, they become entities in the level
initial_players: PlayerInfo[]; initial_players: PlayerInfo[];
initial_entities: EntityInfo[];
constructor(server: ServerSocket, welcome: Welcome, join: Join) { constructor(server: ServerSocket, welcome: Welcome, join: Join) {
this.#server = server; this.#server = server;
@@ -24,6 +25,7 @@ export class Connection {
this.spawn = join.spawn; this.spawn = join.spawn;
this.selected_slot = join.selected_slot; this.selected_slot = join.selected_slot;
this.initial_players = join.players; this.initial_players = join.players;
this.initial_entities = join.entities;
} }
// handled by the packet listener inside the game loop, not whenever the socket feels like it // handled by the packet listener inside the game loop, not whenever the socket feels like it
+31
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@@ -3,6 +3,7 @@ import { Container, ItemStack } from "$/common/inventory.ts";
import type { Client } from "./client.ts"; import type { Client } from "./client.ts";
import { GuiContainer } from "./gui/gui_container.ts"; import { GuiContainer } from "./gui/gui_container.ts";
import { RemotePlayer } from "./entity/remote_player.ts"; import { RemotePlayer } from "./entity/remote_player.ts";
import { ItemEntity } from "./entity/item_entity.ts";
// applies what the server sends, like minecraft's ClientPacketListener. messages queue up on the connection and // applies what the server sends, like minecraft's ClientPacketListener. messages queue up on the connection and
// get handled here once per frame, inside the game loop // get handled here once per frame, inside the game loop
@@ -40,6 +41,36 @@ export class ClientPacketListener {
} }
break; break;
} }
case "add_entity":
level.add_entity(new ItemEntity(level, message.entity));
break;
case "move_entity": {
const entity = level.entities.get(message.id);
if (entity instanceof ItemEntity) {
entity.lerp_to(message.x, message.y, message.z);
}
break;
}
case "set_entity_item": {
const entity = level.entities.get(message.id);
if (entity instanceof ItemEntity) {
entity.item = ItemStack.from_data(message.item);
}
break;
}
case "remove_entity":
level.remove_entity(message.id);
break;
case "take_entity": {
const entity = level.entities.get(message.id);
const taker = level.entities.get(message.player);
if (entity instanceof ItemEntity && taker) {
entity.pick_up(taker);
} else {
level.remove_entity(message.id);
}
break;
}
case "set_block": case "set_block":
level.record_change(message.x, message.y, message.z, message.id, message.state); level.record_change(message.x, message.y, message.z, message.id, message.state);
level.apply_change(message.x, message.y, message.z, message.id, message.state); level.apply_change(message.x, message.y, message.z, message.id, message.state);
+141
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@@ -0,0 +1,141 @@
import { TEXTURE_SIZE } from "$/common/constants.ts";
import { BlockRegistry, EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { AssetManager } from "$/client/assets.ts";
import { get_sprite_region } from "$/client/sprites.ts";
import type { ItemEntity } from "$/client/entity/item_entity.ts";
import { push_vertex, Texture } from "$/client/renderer/mod.ts";
// how big items on the ground are drawn, minecraft's ground transform
const BLOCK_SCALE = 0.25;
const ITEM_SCALE = 0.5;
// keeps texture lookups off the sprite's edge
const UV_PAD = 0.5;
// each face's corners in drawing order (counter clockwise from outside) on a unit cube, with its shade.
// top, bottom, front, back, left, right, like the chunk mesher
const CUBE_FACES = [
{ corners: [[0, 1, 1], [1, 1, 1], [1, 1, 0], [0, 1, 0]], shade: 1.0, texture: "top" },
{ corners: [[0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1]], shade: 0.5, texture: "bottom" },
{ corners: [[0, 0, 1], [1, 0, 1], [1, 1, 1], [0, 1, 1]], shade: 0.8, texture: "front" },
{ corners: [[1, 0, 0], [0, 0, 0], [0, 1, 0], [1, 1, 0]], shade: 0.8, texture: "side" },
{ corners: [[0, 0, 0], [0, 0, 1], [0, 1, 1], [0, 1, 0]], shade: 0.6, texture: "side" },
{ corners: [[1, 0, 1], [1, 0, 0], [1, 1, 0], [1, 1, 1]], shade: 0.6, texture: "side" },
] as const;
// sprite end each corner gets, u then v
const CORNER_UVS = [[0, 1], [1, 1], [1, 0], [0, 0]] as const;
// where the extra copies of a bigger stack sit, as fractions of the model's size
const COPY_OFFSETS = [[0, 0, 0], [0.35, 0.2, -0.25], [-0.3, 0.4, 0.2], [0.15, 0.6, 0.35], [-0.2, 0.8, -0.3]];
// minecraft draws more copies of the model the bigger the stack is
function copies(amount: number) {
if (amount > 48) return 5;
if (amount > 32) return 4;
if (amount > 16) return 3;
if (amount > 1) return 2;
return 1;
}
// the atlas has to be the current texture
export function render_item_entity(entity: ItemEntity, partial_tick: number) {
const atlas = AssetManager.instance.get<Texture>("bworld:textures");
const item_info = EverythingRegistry.get<ItemRegistry>("items", entity.item.type_id);
const block_info = item_info?.block_id
? EverythingRegistry.get<BlockRegistry>("blocks", item_info.block_id)
: undefined;
// spinning and bobbing, like minecraft's ItemEntityRenderer
const time = entity.age + partial_tick;
const angle = time / 20 + entity.bob_offset;
const bob = Math.sin(time / 10 + entity.bob_offset) * 0.1 + 0.1;
const { x, y, z } = entity.render_position(partial_tick);
const scale = block_info ? BLOCK_SCALE : ITEM_SCALE;
for (let i = 0; i < copies(entity.item.amount); i++) {
const [ox, oy, oz] = COPY_OFFSETS[i];
const base = { x: x + ox * scale, y: y + bob + oy * scale * 0.5, z: z + oz * scale };
if (block_info) {
push_block(atlas, block_info, base, scale, angle);
} else {
push_sprite(atlas, item_texture(entity, item_info), base, scale, angle);
}
}
}
// a small cube turned around its middle
function push_block(
atlas: Texture,
block: BlockRegistry,
base: { x: number; y: number; z: number },
size: number,
angle: number,
) {
const sin = Math.sin(angle);
const cos = Math.cos(angle);
const corner = (cx: number, cy: number, cz: number) => {
const lx = (cx - 0.5) * size;
const lz = (cz - 0.5) * size;
return [base.x + lx * cos - lz * sin, base.y + cy * size, base.z + lx * sin + lz * cos];
};
for (const face of CUBE_FACES) {
const region = get_sprite_region(block_face_texture(block, face.texture));
push_textured_quad(atlas, region, face.corners.map(([cx, cy, cz]) => corner(cx, cy, cz)), face.shade);
}
}
// a flat sprite standing up and turning, drawn from both sides
function push_sprite(
atlas: Texture,
texture_id: string,
base: { x: number; y: number; z: number },
size: number,
angle: number,
) {
const region = get_sprite_region(texture_id);
const dx = Math.cos(angle) * size / 2;
const dz = Math.sin(angle) * size / 2;
const bottom = base.y;
const top = base.y + size;
const front = [
[base.x - dx, bottom, base.z - dz],
[base.x + dx, bottom, base.z + dz],
[base.x + dx, top, base.z + dz],
[base.x - dx, top, base.z - dz],
];
push_textured_quad(atlas, region, front, 1);
// the back is the same quad the other way round, mirrored so it isn't drawn backwards
push_textured_quad(atlas, region, [front[1], front[0], front[3], front[2]], 1);
}
function push_textured_quad(atlas: Texture, region: { x: number; y: number }, corners: number[][], shade: number) {
const u0 = (region.x * TEXTURE_SIZE + UV_PAD) / atlas.width;
const v0 = (region.y * TEXTURE_SIZE + UV_PAD) / atlas.height;
const u1 = ((region.x + 1) * TEXTURE_SIZE - UV_PAD) / atlas.width;
const v1 = ((region.y + 1) * TEXTURE_SIZE - UV_PAD) / atlas.height;
for (const i of [0, 1, 2, 0, 2, 3]) {
const [px, py, pz] = corners[i];
const [cu, cv] = CORNER_UVS[i];
push_vertex(px, py, pz, cu ? u1 : u0, cv ? v1 : v0, shade, shade, shade, 1);
}
}
function block_face_texture(block: BlockRegistry, face: "top" | "bottom" | "front" | "side") {
const textures = block.textures;
if (typeof textures === "string") {
return textures;
}
if ("top" in textures) {
return face === "top" ? textures.top : face === "bottom" ? textures.bottom : textures.side;
}
return face === "front" ? textures.front : textures.side;
}
function item_texture(entity: ItemEntity, item_info: ItemRegistry | undefined) {
const texture_id = item_info?.texture_id;
if (typeof texture_id === "function") {
return texture_id(entity.item);
}
return texture_id ?? "engine:missing";
}
+9
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@@ -6,6 +6,8 @@ import { get_sprite_region } from "$/client/sprites.ts";
import type { MultiPlayerGameMode } from "$/client/game_mode.ts"; import type { MultiPlayerGameMode } from "$/client/game_mode.ts";
import type { Entity } from "$/client/entity/entity.ts"; import type { Entity } from "$/client/entity/entity.ts";
import { RemotePlayer } from "$/client/entity/remote_player.ts"; import { RemotePlayer } from "$/client/entity/remote_player.ts";
import { ItemEntity } from "$/client/entity/item_entity.ts";
import { render_item_entity } from "./item_renderer.ts";
import { import {
draw_terrain, draw_terrain,
flush_batch, flush_batch,
@@ -84,7 +86,14 @@ export class LevelRenderer {
render_player(entity, partial_tick); render_player(entity, partial_tick);
} }
} }
flush_batch();
set_current_texture(level.image.tex);
for (const entity of level.entities.values()) {
if (entity instanceof ItemEntity) {
render_item_entity(entity, partial_tick);
}
}
flush_batch(); flush_batch();
} }
+5
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@@ -23,6 +23,11 @@ export const CHUNK_SIZE = 16;
export const CHUNK_HEIGHT = 128; export const CHUNK_HEIGHT = 128;
export const CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE; export const CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
// the player's collision box, position is the middle of its feet
export const PLAYER_WIDTH = 0.55;
export const PLAYER_HEIGHT = 1.79;
export const PLAYER_EYE_HEIGHT = 1.69;
// where a block placed against each face of another block goes // where a block placed against each face of another block goes
export const FACE_OFFSETS: Record<Faces, { x: number; y: number; z: number }> = { export const FACE_OFFSETS: Record<Faces, { x: number; y: number; z: number }> = {
top: { x: 0, y: 1, z: 0 }, top: { x: 0, y: 1, z: 0 },
+1
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@@ -134,6 +134,7 @@ export interface Player {
readonly inventory: Container; // 36 slots, hotbar is 0-8 readonly inventory: Container; // 36 slots, hotbar is 0-8
readonly selected_slot: number; readonly selected_slot: number;
readonly held_item: ItemStack | undefined; readonly held_item: ItemStack | undefined;
// what doesn't fit in the inventory drops at their feet
give_item(id: Id, count?: number, data?: unknown): void; give_item(id: Id, count?: number, data?: unknown): void;
send_message(text: string): void; send_message(text: string): void;
teleport(x: number, y: number, z: number): void; teleport(x: number, y: number, z: number): void;
+96
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@@ -0,0 +1,96 @@
// collision against blocks, shared by the client's entities and the server's, so both move things the same way
import { TICK_DELTA } from "./constants.ts";
// how far inside a block face still counts as touching it, so boxes resting exactly on a face don't snag
const EPSILON = 1e-7;
// the two axes that aren't the one being moved along
const OTHER_AXES = [[1, 2], [0, 2], [0, 1]] as const;
// something with a box that moves. position is the middle of its feet, velocity is in blocks per second
export interface Body {
x: number;
y: number;
z: number;
vx: number;
vy: number;
vz: number;
// width is used for both x and z
width: number;
height: number;
}
// which way the body hit something on each axis: 1 or -1, 0 for nothing. 1 on y means it landed on something
export interface Collisions {
x: number;
y: number;
z: number;
}
// falls and moves a body by its velocity for one tick. like minecraft it moves along y, then x, then z, each
// time only as far as it can before touching a block, and stops its velocity on the axes it hit something.
// blocks it's already inside don't stop it, so it can get out of them
export function move_body(body: Body, gravity: number, is_solid: (x: number, y: number, z: number) => boolean) {
// the average of this tick's start and end speed, so the arc is the same at any tick rate
const wanted_y = (body.vy + gravity * TICK_DELTA / 2) * TICK_DELTA;
body.vy += gravity * TICK_DELTA;
const wanted = [body.vx * TICK_DELTA, wanted_y, body.vz * TICK_DELTA];
const half = body.width / 2;
const min = [body.x - half, body.y, body.z - half];
const max = [body.x + half, body.y + body.height, body.z + half];
const moved = [0, 0, 0];
for (const axis of [1, 0, 2]) {
const distance = clip(min, max, axis, wanted[axis], is_solid);
min[axis] += distance;
max[axis] += distance;
moved[axis] = distance;
}
const hit = (axis: number) => moved[axis] !== wanted[axis] ? -Math.sign(wanted[axis]) : 0;
const collisions: Collisions = { x: hit(0), y: hit(1), z: hit(2) };
if (collisions.x !== 0) body.vx = 0;
if (collisions.y !== 0) body.vy = 0;
if (collisions.z !== 0) body.vz = 0;
body.x += moved[0];
body.y += moved[1];
body.z += moved[2];
return collisions;
}
// how far the box can go along an axis before it runs into a block
function clip(
min: number[],
max: number[],
axis: number,
distance: number,
is_solid: (x: number, y: number, z: number) => boolean,
) {
if (distance === 0) {
return 0;
}
const [a, b] = OTHER_AXES[axis];
const from = Math.floor(Math.min(min[axis], min[axis] + distance));
const to = Math.floor(Math.max(max[axis], max[axis] + distance));
const position = [0, 0, 0];
for (let i = from; i <= to; i++) {
for (let j = Math.floor(min[a] + EPSILON); j <= Math.floor(max[a] - EPSILON); j++) {
for (let k = Math.floor(min[b] + EPSILON); k <= Math.floor(max[b] - EPSILON); k++) {
position[axis] = i;
position[a] = j;
position[b] = k;
if (!is_solid(position[0], position[1], position[2])) {
continue;
}
if (distance > 0 && i >= max[axis] - EPSILON) {
distance = Math.min(distance, i - max[axis]);
} else if (distance < 0 && i + 1 <= min[axis] + EPSILON) {
distance = Math.max(distance, i + 1 - min[axis]);
}
}
}
}
return distance;
}
+20 -1
View File
@@ -7,7 +7,7 @@ export const AIR_ID = "bworld:air";
// bump when a client and server of different versions can't play together. // bump when a client and server of different versions can't play together.
// the server rejects a different version before the client downloads anything // the server rejects a different version before the client downloads anything
export const PROTOCOL_VERSION = 1; export const PROTOCOL_VERSION = 2;
export interface PlayerInfo { export interface PlayerInfo {
id: string; id: string;
@@ -19,6 +19,16 @@ export interface PlayerInfo {
pitch: number; pitch: number;
} }
// an entity that isn't a player, as the server first sends it. players have their own messages
export interface EntityInfo {
kind: "item";
id: string;
x: number;
y: number;
z: number;
item: ItemData;
}
// x, y, z, block id, and its state bits when they aren't 0 // x, y, z, block id, and its state bits when they aren't 0
export type BlockChange = [number, number, number, string, number?]; export type BlockChange = [number, number, number, string, number?];
@@ -84,6 +94,8 @@ export type ServerMessage =
// the server may change the name asked for, like alice to alice2 // the server may change the name asked for, like alice to alice2
name: string; name: string;
players: PlayerInfo[]; players: PlayerInfo[];
// items on the ground
entities: EntityInfo[];
changes: BlockChange[]; changes: BlockChange[];
spawn: { x: number; y: number; z: number; yaw: number; pitch: number }; spawn: { x: number; y: number; z: number; yaw: number; pitch: number };
selected_slot: number; selected_slot: number;
@@ -91,6 +103,13 @@ export type ServerMessage =
| { type: "player_join"; player: PlayerInfo } | { type: "player_join"; player: PlayerInfo }
| { type: "player_leave"; id: string } | { type: "player_leave"; id: string }
| { type: "player_move"; id: string; x: number; y: number; z: number; yaw: number; pitch: number } | { type: "player_move"; id: string; x: number; y: number; z: number; yaw: number; pitch: number }
| { type: "add_entity"; entity: EntityInfo }
| { type: "move_entity"; id: string; x: number; y: number; z: number }
// a dropped item's stack changed, like when two stacks merge
| { type: "set_entity_item"; id: string; item: ItemData }
| { type: "remove_entity"; id: string }
// a player picked up an item, it flies to them and goes away
| { type: "take_entity"; id: string; player: string }
// also sent to the player who caused it, which corrects anything their client predicted wrong // 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; state?: number } | { type: "set_block"; x: number; y: number; z: number; id: string; state?: number }
| { type: "chat"; from?: string; text: string } | { type: "chat"; from?: string; text: string }
+8 -10
View File
@@ -23,16 +23,14 @@ export interface BlockBehavior {
export const BLOCK_BEHAVIORS: Record<string, BlockBehavior> = {}; export const BLOCK_BEHAVIORS: Record<string, BlockBehavior> = {};
// give the breaking player whatever was inside // whatever was inside falls out, like minecraft's Containers.dropContents
function give_container_contents(tile: Tile, player: ServerPlayer | undefined) { function drop_container_contents(game: GameServer, tile: Tile) {
if (!player) {
return;
}
for (const container of Object.values(tile.containers)) { for (const container of Object.values(tile.containers)) {
for (let i = 0; i < container.size; i++) { for (let i = 0; i < container.size; i++) {
const item = container.get_item(i); const item = container.get_item(i);
if (item) { if (item) {
player.give(item); container.set_item(i, undefined);
game.pop_item(tile.x, tile.y, tile.z, item);
} }
} }
} }
@@ -75,8 +73,8 @@ BLOCK_BEHAVIORS["bworld:chest"] = {
}); });
return true; return true;
}, },
on_break(_game, tile, player) { on_break(game, tile) {
give_container_contents(tile, player); drop_container_contents(game, tile);
}, },
}; };
@@ -201,8 +199,8 @@ BLOCK_BEHAVIORS["bworld:furnace"] = {
}); });
return true; return true;
}, },
on_break(_game, tile, player) { on_break(game, tile) {
give_container_contents(tile, player); drop_container_contents(game, tile);
}, },
on_tick(game, tile) { on_tick(game, tile) {
const data = tile.data as unknown as FurnaceData; const data = tile.data as unknown as FurnaceData;
+173 -6
View File
@@ -5,6 +5,9 @@ import {
FACE_OFFSETS, FACE_OFFSETS,
Faces, Faces,
faces, faces,
PLAYER_EYE_HEIGHT,
PLAYER_HEIGHT,
PLAYER_WIDTH,
TICK_DELTA, TICK_DELTA,
TICKS_PER_SECOND, TICKS_PER_SECOND,
} from "$/common/constants.ts"; } from "$/common/constants.ts";
@@ -29,10 +32,22 @@ import type { GameLoop } from "./game_loop.ts";
import { consume_recipe_items, update_crafting_result } from "./crafting.ts"; import { consume_recipe_items, update_crafting_result } from "./crafting.ts";
import { OpenScreen, SavedPlayer, ServerPlayer } from "./player.ts"; import { OpenScreen, SavedPlayer, ServerPlayer } from "./player.ts";
import { ServerWorld, Tile } from "./world.ts"; import { ServerWorld, Tile } from "./world.ts";
import {
BLOCK_DROP_PICKUP_DELAY,
DESPAWN_TICKS,
ITEM_SIZE,
ItemEntity,
PLAYER_DROP_PICKUP_DELAY,
SavedItemEntity,
} from "./item_entity.ts";
// how far from a player's eyes a block can be changed, a bit more than the client's reach // 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 MAX_REACH = 8;
const EYE_HEIGHT = 1.69; // how far past a player's box items get picked up from, sideways and up or down, like minecraft
const PICKUP_REACH_XZ = 1;
const PICKUP_REACH_Y = 0.5;
// items this close (past their own size) merge into one stack
const MERGE_DISTANCE = 0.5;
// tiles further than this many chunks from every player don't tick // tiles further than this many chunks from every player don't tick
const SIMULATION_DISTANCE = 6; const SIMULATION_DISTANCE = 6;
const MAX_GIVE = 64 * 36; const MAX_GIVE = 64 * 36;
@@ -60,6 +75,8 @@ export interface SavedWorld {
mod_data?: unknown; mod_data?: unknown;
}[]; }[];
players: Record<string, SavedPlayer>; players: Record<string, SavedPlayer>;
// items on the ground
entities?: SavedItemEntity[];
// ctx.storage of every mod, by mod id // ctx.storage of every mod, by mod id
mod_storage?: Record<string, Record<string, unknown>>; mod_storage?: Record<string, Record<string, unknown>>;
} }
@@ -81,6 +98,9 @@ export class GameServer {
#pending = new Map<number, { name: unknown; since: number }>(); #pending = new Map<number, { name: unknown; since: number }>();
#saved_players: Record<string, SavedPlayer> = {}; #saved_players: Record<string, SavedPlayer> = {};
#tick = 0; #tick = 0;
// items on the ground, by id
#entities = new Map<string, ItemEntity>();
#next_entity_id = 1;
#mods: GameMods; #mods: GameMods;
mods: ModRuntime; mods: ModRuntime;
recipes: RecipeBook; recipes: RecipeBook;
@@ -106,6 +126,10 @@ export class GameServer {
} }
this.world.tiles.set(`${tile.x},${tile.y},${tile.z}`, { ...tile, containers }); this.world.tiles.set(`${tile.x},${tile.y},${tile.z}`, { ...tile, containers });
} }
for (const entity of saved?.entities ?? []) {
const item = ItemEntity.load(this.#new_entity_id(), entity);
this.#entities.set(item.id, item);
}
this.#saved_players = saved?.players ?? {}; this.#saved_players = saved?.players ?? {};
this.world.dirty = saved?.version !== 2; this.world.dirty = saved?.version !== 2;
@@ -189,6 +213,8 @@ export class GameServer {
this.world.dirty = true; this.world.dirty = true;
} }
this.#tick_items();
this.mods.tick(); this.mods.tick();
this.mods.check_watched_containers(); this.mods.check_watched_containers();
@@ -224,6 +250,7 @@ export class GameServer {
mod_data: tile.mod_data, mod_data: tile.mod_data,
})), })),
players: this.#saved_players, players: this.#saved_players,
entities: [...this.#entities.values()].map((entity) => entity.save()),
mod_storage: this.mods.storage, mod_storage: this.mods.storage,
}; };
this.world.dirty = false; this.world.dirty = false;
@@ -248,10 +275,45 @@ export class GameServer {
stack.amount = Math.min(left, stack.max_amount); stack.amount = Math.min(left, stack.max_amount);
if (data !== undefined) stack.data = structuredClone(data); if (data !== undefined) stack.data = structuredClone(data);
left -= stack.amount; left -= stack.amount;
player.give(stack); this.give_stack(player, stack);
} }
} }
// into the inventory, whatever doesn't fit drops at the player's feet
give_stack(player: ServerPlayer, stack: ItemStack) {
if (player.inventory.add_item(stack) > 0) {
this.spawn_item(player.x, player.y, player.z, stack, PLAYER_DROP_PICKUP_DELAY);
}
}
spawn_item(x: number, y: number, z: number, stack: ItemStack, pickup_delay = 0): ItemEntity {
const entity = new ItemEntity(this.#new_entity_id(), stack, x, y, z, pickup_delay);
this.#entities.set(entity.id, entity);
this.#broadcast({ type: "add_entity", entity: entity.info() });
this.world.dirty = true;
return entity;
}
// like minecraft's Block.popResource: from a bit off the block's middle, flying up and out a little
pop_item(x: number, y: number, z: number, stack: ItemStack) {
const spread = () => (Math.random() - 0.5) * 0.5;
const entity = this.spawn_item(
x + 0.5 + spread(),
y + 0.5 - ITEM_SIZE / 2 + spread(),
z + 0.5 + spread(),
stack,
BLOCK_DROP_PICKUP_DELAY,
);
entity.vx = (Math.random() - 0.5) * 4;
entity.vy = 4;
entity.vz = (Math.random() - 0.5) * 4;
return entity;
}
item_entities(): ItemEntity[] {
return [...this.#entities.values()];
}
send_chat(player: ServerPlayer, text: string) { send_chat(player: ServerPlayer, text: string) {
this.#send(player, { type: "chat", text }); this.#send(player, { type: "chat", text });
} }
@@ -392,6 +454,7 @@ export class GameServer {
name: player.name, name: player.name,
players: [...this.#players.values()].map((p) => p.info()), players: [...this.#players.values()].map((p) => p.info()),
changes: this.world.all_changes(), changes: this.world.all_changes(),
entities: [...this.#entities.values()].map((entity) => entity.info()),
spawn: { x: player.x, y: player.y, z: player.z, yaw: player.yaw, pitch: player.pitch }, spawn: { x: player.x, y: player.y, z: player.z, yaw: player.yaw, pitch: player.pitch },
selected_slot: player.selected_slot, selected_slot: player.selected_slot,
}); });
@@ -475,7 +538,7 @@ export class GameServer {
this.set_block(x, y, z, AIR_ID, player); this.set_block(x, y, z, AIR_ID, player);
if (drops) { if (drops) {
player.give(new ItemStack(info.drop_table!)); this.pop_item(x, y, z, new ItemStack(info.drop_table!));
} }
this.mods.after.block_break.emit(event); this.mods.after.block_break.emit(event);
} }
@@ -687,14 +750,118 @@ export class GameServer {
for (let i = 0; i < 9; i++) { for (let i = 0; i < 9; i++) {
const item = player.crafting.get_item(i); const item = player.crafting.get_item(i);
if (item) { if (item) {
player.give(item);
player.crafting.set_item(i, undefined); player.crafting.set_item(i, undefined);
this.give_stack(player, item);
} }
} }
update_crafting_result(player.crafting, this.recipes.shaped); update_crafting_result(player.crafting, this.recipes.shaped);
if (player.cursor.item) { if (player.cursor.item) {
player.give(player.cursor.item); const item = player.cursor.item;
player.cursor.item = undefined; player.cursor.item = undefined;
this.give_stack(player, item);
}
}
// items on the ground
#new_entity_id() {
return `item${this.#next_entity_id++}`;
}
#remove_item(entity: ItemEntity) {
this.#entities.delete(entity.id);
this.#broadcast({ type: "remove_entity", id: entity.id });
}
// like minecraft's ItemEntity.tick: only near players, falling, merging, despawning, and getting picked up
#tick_items() {
if (this.#entities.size === 0) {
return;
}
const is_solid = (x: number, y: number, z: number) => this.world.get_block_nid(x, y, z) !== AIR;
const active = [...this.#entities.values()].filter((entity) => this.#near_any_player(entity.x, entity.z));
for (const entity of active) {
entity.tick(is_solid);
if (entity.age >= DESPAWN_TICKS) {
this.#remove_item(entity);
}
}
if (this.#tick % 2 === 0) {
this.#merge_items(active.filter((entity) => this.#entities.has(entity.id)));
}
for (const player of this.#players.values()) {
for (const entity of active) {
if (this.#entities.has(entity.id) && entity.pickup_delay === 0 && this.#can_pick_up(player, entity)) {
this.#pick_up(player, entity);
}
}
}
for (const entity of active) {
const moved = entity.x !== entity.sent_x || entity.y !== entity.sent_y || entity.z !== entity.sent_z;
if (moved && this.#entities.has(entity.id)) {
entity.sent_x = entity.x;
entity.sent_y = entity.y;
entity.sent_z = entity.z;
this.#broadcast({ type: "move_entity", id: entity.id, x: entity.x, y: entity.y, z: entity.z });
}
}
this.world.dirty = true;
}
// the smaller stack goes into the bigger one, like minecraft's ItemEntity.tryToMerge
#merge_items(entities: ItemEntity[]) {
for (const a of entities) {
for (const b of entities) {
if (!this.#entities.has(a.id) || !this.#entities.has(b.id) || !a.can_merge_with(b)) {
continue;
}
const reach = MERGE_DISTANCE + ITEM_SIZE;
if (Math.abs(a.x - b.x) > reach || Math.abs(a.z - b.z) > reach || Math.abs(a.y - b.y) > ITEM_SIZE) {
continue;
}
const [into, from] = a.item.amount >= b.item.amount ? [a, b] : [b, a];
const moving = Math.min(from.item.amount, into.item.max_amount - into.item.amount);
into.item.amount += moving;
from.item.amount -= moving;
into.pickup_delay = Math.max(into.pickup_delay, from.pickup_delay);
into.age = Math.min(into.age, from.age);
this.#broadcast({ type: "set_entity_item", id: into.id, item: into.item.to_data() });
if (from.item.amount === 0) {
this.#remove_item(from);
} else {
this.#broadcast({ type: "set_entity_item", id: from.id, item: from.item.to_data() });
}
}
}
}
// the player's box grown by the pickup reach touches the item's box
#can_pick_up(player: ServerPlayer, entity: ItemEntity) {
const reach_xz = PLAYER_WIDTH / 2 + PICKUP_REACH_XZ + ITEM_SIZE / 2;
return Math.abs(player.x - entity.x) <= reach_xz && Math.abs(player.z - entity.z) <= reach_xz &&
entity.y + ITEM_SIZE >= player.y - PICKUP_REACH_Y &&
entity.y <= player.y + PLAYER_HEIGHT + PICKUP_REACH_Y;
}
// as much as fits, the rest stays on the ground
#pick_up(player: ServerPlayer, entity: ItemEntity) {
const before = entity.item.amount;
const left = player.inventory.add_item(entity.item);
if (left === before) {
return;
}
if (left === 0) {
this.#entities.delete(entity.id);
this.#broadcast({ type: "take_entity", id: entity.id, player: player.id });
} else {
this.#broadcast({ type: "set_entity_item", id: entity.id, item: entity.item.to_data() });
} }
} }
@@ -751,7 +918,7 @@ export class GameServer {
#in_reach(player: ServerPlayer, x: number, y: number, z: number) { #in_reach(player: ServerPlayer, x: number, y: number, z: number) {
const dx = x + 0.5 - player.x; const dx = x + 0.5 - player.x;
const dy = y + 0.5 - (player.y + EYE_HEIGHT); const dy = y + 0.5 - (player.y + PLAYER_EYE_HEIGHT);
const dz = z + 0.5 - player.z; const dz = z + 0.5 - player.z;
return dx * dx + dy * dy + dz * dz <= MAX_REACH * MAX_REACH; return dx * dx + dy * dy + dz * dz <= MAX_REACH * MAX_REACH;
} }
+123
View File
@@ -0,0 +1,123 @@
import { ItemData, ItemStack } from "$/common/inventory.ts";
import { move_body } from "$/common/physics.ts";
import type { EntityInfo } from "$/common/protocol.ts";
// minecraft's item physics, its per tick numbers turned into per second ones where they're speeds
export const ITEM_SIZE = 0.25;
// 0.04 blocks per tick, per tick
const GRAVITY = -16;
// what's left of the speed after each tick
const AIR_DRAG = 0.98;
const GROUND_FRICTION = 0.6 * 0.98;
// slower than this counts as stopped, so items don't creep along forever
const MIN_SPEED = 0.01;
// how fast an item stuck inside a block floats out of it
const UNSTICK_SPEED = 2;
// 5 minutes
export const DESPAWN_TICKS = 6000;
// how long before a popped block drop can be picked up, and one a player drops
export const BLOCK_DROP_PICKUP_DELAY = 10;
export const PLAYER_DROP_PICKUP_DELAY = 40;
// what's saved about an item on the ground
export interface SavedItemEntity {
x: number;
y: number;
z: number;
vx: number;
vy: number;
vz: number;
item: ItemData;
age: number;
pickup_delay: number;
}
// a stack of items lying in the world, like minecraft's ItemEntity. only the server simulates it,
// clients draw where they're told it is
export class ItemEntity {
readonly id: string;
item: ItemStack;
x: number;
y: number;
z: number;
vx = 0;
vy = 0;
vz = 0;
readonly width = ITEM_SIZE;
readonly height = ITEM_SIZE;
age = 0;
// ticks until a player can pick it up
pickup_delay: number;
on_ground = false;
// the position clients were last sent, so it's only sent again when it moves
sent_x: number;
sent_y: number;
sent_z: number;
constructor(id: string, item: ItemStack, x: number, y: number, z: number, pickup_delay = 0) {
this.id = id;
this.item = item;
this.x = this.sent_x = x;
this.y = this.sent_y = y;
this.z = this.sent_z = z;
this.pickup_delay = pickup_delay;
}
tick(is_solid: (x: number, y: number, z: number) => boolean) {
this.age += 1;
if (this.pickup_delay > 0) {
this.pickup_delay -= 1;
}
// covered by a block placed on it, float out the top instead of being stuck inside
if (is_solid(Math.floor(this.x), Math.floor(this.y + this.height / 2), Math.floor(this.z))) {
this.vy = UNSTICK_SPEED;
}
const collisions = move_body(this, GRAVITY, is_solid);
this.on_ground = collisions.y === 1;
const friction = this.on_ground ? GROUND_FRICTION : AIR_DRAG;
this.vx *= friction;
this.vy *= AIR_DRAG;
this.vz *= friction;
if (Math.abs(this.vx) < MIN_SPEED) this.vx = 0;
if (Math.abs(this.vz) < MIN_SPEED) this.vz = 0;
}
// whether two stacks could be one
can_merge_with(other: ItemEntity) {
return other !== this && other.item.type_id === this.item.type_id &&
JSON.stringify(other.item.data) === JSON.stringify(this.item.data) &&
this.item.amount < this.item.max_amount && other.item.amount < other.item.max_amount;
}
info(): EntityInfo {
return { kind: "item", id: this.id, x: this.x, y: this.y, z: this.z, item: this.item.to_data() };
}
save(): SavedItemEntity {
const { x, y, z, vx, vy, vz, age, pickup_delay } = this;
return { x, y, z, vx, vy, vz, age, pickup_delay, item: this.item.to_data() };
}
static load(id: string, saved: SavedItemEntity) {
const entity = new ItemEntity(
id,
ItemStack.from_data(saved.item),
saved.x,
saved.y,
saved.z,
saved.pickup_delay,
);
entity.vx = saved.vx;
entity.vy = saved.vy;
entity.vz = saved.vz;
entity.age = saved.age;
return entity;
}
}
-5
View File
@@ -53,11 +53,6 @@ export class ServerPlayer {
return this.inventory.get_item(this.selected_slot); 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 { info(): PlayerInfo {
return { id: this.id, name: this.name, x: this.x, y: this.y, z: this.z, yaw: this.yaw, pitch: this.pitch }; return { id: this.id, name: this.name, x: this.x, y: this.y, z: this.z, yaw: this.yaw, pitch: this.pitch };
} }
+87
View File
@@ -0,0 +1,87 @@
import { assert, assertEquals } from "@std/assert";
import { ItemStack } from "$/common/inventory.ts";
import { test_game } from "./helpers.ts";
// a stone floor at y 99 so drops have something to land on, high above the generated terrain
function build_floor(game: Awaited<ReturnType<typeof test_game>>["game"]) {
for (let x = -3; x <= 9; x++) {
for (let z = -4; z <= 4; z++) {
game.set_block(x, 99, z, "bworld:stone");
}
}
}
const inventory_count = (
messages: { type: string; container?: string; items?: ({ id: string; count: number } | null)[] }[],
id: string,
) => (messages.filter((m) => m.type === "container" && m.container === "inventory").at(-1)?.items ?? [])
.reduce((sum, item) => sum + (item?.id === id ? item.count : 0), 0);
Deno.test("breaking a block drops its item, which lands and gets picked up by walking to it", async () => {
const { game, take, send, join } = await test_game("mods");
join(1, "alice");
build_floor(game);
game.set_block(5, 100, 0, "bworld:dirt");
send(1, { type: "move", x: 0.5, y: 100, z: 0.5, yaw: 0, pitch: 0 });
take(1);
send(1, { type: "break_block", x: 5, y: 100, z: 0 });
const messages = take(1);
const added = messages.find((m) => m.type === "add_entity");
assertEquals(added?.entity.kind, "item");
assertEquals(added?.entity.item, { id: "bworld:dirt", count: 1 });
assertEquals(inventory_count(messages, "bworld:dirt"), 0, "it drops instead of going into the inventory");
for (let i = 0; i < 40; i++) game.tick();
const [item] = game.item_entities();
assert(item.on_ground, "it fell onto the floor");
assertEquals(item.y, 100);
assert(Math.abs(item.x - 5.5) < 1.5 && Math.abs(item.z - 0.5) < 1.5, "it stays near the block");
assert(take(1).some((m) => m.type === "move_entity" && m.id === item.id));
send(1, { type: "move", x: item.x, y: 100, z: item.z, yaw: 0, pitch: 0 });
game.tick();
const picked = take(1);
assert(picked.some((m) => m.type === "take_entity" && m.id === item.id));
assertEquals(inventory_count(picked, "bworld:dirt"), 1);
assertEquals(game.item_entities(), []);
});
Deno.test("items that don't fit in the inventory drop at the player's feet and stay there", async () => {
const { game, take, send, join } = await test_game("mods");
join(1, "alice");
build_floor(game);
send(1, { type: "move", x: 0.5, y: 100, z: 0.5, yaw: 0, pitch: 0 });
// a full inventory, then 10 more
send(1, { type: "chat", text: `/give bworld:stone ${64 * 36}` });
assertEquals(game.item_entities(), []);
send(1, { type: "chat", text: "/give bworld:stone 10" });
const [item] = game.item_entities();
assertEquals(item.item.amount, 10);
for (let i = 0; i < 60; i++) game.tick();
assertEquals(game.item_entities().length, 1, "a full inventory can't pick it up");
assert(take(1).some((m) => m.type === "add_entity"));
});
Deno.test("stacks next to each other merge, and items on the ground are saved with the world", async () => {
const { game, join } = await test_game("mods");
join(1, "alice");
build_floor(game);
for (let i = 0; i < 3; i++) {
game.spawn_item(6.5, 100, 0.5, new ItemStack("bworld:dirt", 2));
}
game.tick();
game.tick();
assertEquals(game.item_entities().map((entity) => entity.item.amount), [6]);
const saved = game.save();
const reloaded = await test_game("mods", saved);
assertEquals(reloaded.game.item_entities().map((entity) => [entity.item.type_id, entity.item.amount]), [[
"bworld:dirt",
6,
]]);
const joined = reloaded.join(2, "bob");
assertEquals(joined.entities.map((entity: { item: unknown }) => entity.item), [{ id: "bworld:dirt", count: 6 }]);
});