Q to drop
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@@ -138,6 +138,9 @@ export class Client {
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this.pop_screen();
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}
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}
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if (InputManager.is_key_pressed(options.key_drop)) {
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this.#handle_drop();
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}
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if (InputManager.is_key_pressed(options.key_chat) && !this.screen) {
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this.push_screen(new GuiChat(this));
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}
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@@ -165,6 +168,24 @@ export class Client {
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}
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}
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// the held item while playing, the slot under the mouse in an inventory (only with nothing on the cursor)
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#handle_drop() {
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const all = InputManager.is_key_down("ControlLeft") || InputManager.is_key_down("ControlRight");
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const inventories = this.player.inventories;
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const screen = this.screen;
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if (!screen) {
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this.game_mode.drop_item(inventories.inventory, "inventory", inventories.hotbar_selected, all);
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return;
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}
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const slot = screen instanceof GuiInventoryScreen ? screen.hovering : undefined;
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const container = slot && screen instanceof GuiInventoryScreen
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? screen.get_container(slot.container)
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: undefined;
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if (slot && container && !slot.output && !inventories.cursor.item) {
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this.game_mode.drop_item(container, slot.container, slot.index, all);
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}
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}
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// clicks happen right away, holding to break advances in tick()
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#handle_block_interaction() {
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const hit = this.hit_result;
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@@ -2,6 +2,8 @@ import { BlockRegistry, EverythingRegistry, ItemRegistry } from "$/common/everyt
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import { AIR, FACE_OFFSETS, TICK_DELTA } from "$/common/constants.ts";
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import type { Client } from "./client.ts";
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import type { BlockHitResult } from "./level/client_level.ts";
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import type { Container } from "$/common/inventory.ts";
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import type { ContainerKey } from "$/common/protocol.ts";
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// breaking and using blocks against a server, like minecraft's MultiPlayerGameMode. the client times breaking
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// and guesses the results so they feel instant, the server decides what really happens
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@@ -68,6 +70,17 @@ export class MultiPlayerGameMode {
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}
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}
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// q on a slot: throws one, or the whole stack. the server spawns the item, this only takes it out right away
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drop_item(container: Container, key: ContainerKey, index: number, all: boolean) {
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const item = container.get_item(index);
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if (!item) {
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return;
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}
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this.client.connection.send({ type: "drop_item", container: key, index, all });
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item.amount = all ? 0 : item.amount - 1;
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container.set_item(index, item.amount > 0 ? item : undefined);
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}
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// right click on nothing
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use_item() {
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this.client.connection.send({ type: "use_item" });
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@@ -11,6 +11,8 @@ export class Options {
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key_jump: KeyCode = "Space";
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key_sprint: KeyCode = "ShiftLeft";
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key_inventory: KeyCode = "KeyE";
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// with ctrl it drops the whole stack
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key_drop: KeyCode = "KeyQ";
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key_chat: KeyCode = "KeyT";
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key_debug: KeyCode = "F3";
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key_fullscreen: KeyCode = "F11";
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@@ -71,6 +71,8 @@ export type ClientMessage =
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| { type: "use_block"; x: number; y: number; z: number; face: Faces }
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| { type: "select_slot"; slot: number }
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| { type: "click"; container: ContainerKey; index: number; button: number }
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// q on a slot (the held one when no screen is open) throws one item, or the whole stack with ctrl
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| { type: "drop_item"; container: ContainerKey; index: number; all: boolean }
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// closes the open screen, including the player's own inventory screen
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| { type: "close_screen" }
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| { type: "chat"; text: string };
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@@ -310,6 +310,26 @@ export class GameServer {
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return entity;
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}
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// out of the player's face the way they're looking, like minecraft's Player.drop
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throw_item(player: ServerPlayer, stack: ItemStack) {
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const entity = this.spawn_item(
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player.x,
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player.y + PLAYER_EYE_HEIGHT - 0.3,
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player.z,
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stack,
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PLAYER_DROP_PICKUP_DELAY,
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);
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// minecraft's numbers are per tick
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const speed = 0.3 * TICKS_PER_SECOND;
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const cos_pitch = Math.cos(player.pitch);
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const spread_angle = Math.random() * Math.PI * 2;
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const spread = Math.random() * 0.02 * TICKS_PER_SECOND;
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entity.vx = -Math.sin(player.yaw) * cos_pitch * speed + Math.cos(spread_angle) * spread;
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entity.vy = Math.sin(player.pitch) * speed + (0.1 + (Math.random() - Math.random()) * 0.1) * TICKS_PER_SECOND;
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entity.vz = -Math.cos(player.yaw) * cos_pitch * speed + Math.sin(spread_angle) * spread;
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return entity;
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}
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item_entities(): ItemEntity[] {
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return [...this.#entities.values()];
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}
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@@ -504,6 +524,9 @@ export class GameServer {
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case "click":
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this.#click(player, message.container, message.index, message.button);
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break;
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case "drop_item":
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this.#drop_item(player, message.container, message.index, message.all === true);
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break;
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case "close_screen":
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this.#close_screen(player);
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break;
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@@ -645,6 +668,32 @@ export class GameServer {
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this.mods.after.block_place.emit(place);
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}
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#drop_item(player: ServerPlayer, key: unknown, index: unknown, all: boolean) {
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if (!is_int(index)) {
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return;
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}
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const container = this.#get_container(player, key as ContainerKey);
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// the crafting result isn't an item yet, minecraft crafts it first but that's not supported
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if (
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!container || index < 0 || index >= container.size || (key === "crafting" && index === CRAFTING_RESULT_SLOT)
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) {
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return;
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}
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const item = container.get_item(index);
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if (!item) {
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return;
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}
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const thrown = item.clone();
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thrown.amount = all ? item.amount : 1;
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item.amount -= thrown.amount;
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container.set_item(index, item.amount > 0 ? item : undefined);
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if (key === "crafting") {
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update_crafting_result(container, this.recipes.shaped);
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}
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this.throw_item(player, thrown);
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}
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#click(player: ServerPlayer, key: unknown, index: unknown, button: unknown) {
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if (!is_int(index) || !is_int(button)) {
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return;
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@@ -85,3 +85,32 @@ Deno.test("stacks next to each other merge, and items on the ground are saved wi
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const joined = reloaded.join(2, "bob");
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assertEquals(joined.entities.map((entity: { item: unknown }) => entity.item), [{ id: "bworld:dirt", count: 6 }]);
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});
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Deno.test("q throws one of an item the way the player looks, ctrl throws the whole stack", async () => {
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const { game, take, send, join } = await test_game("mods");
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join(1, "alice");
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build_floor(game);
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// looking straight along -z (yaw 0)
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send(1, { type: "move", x: 0.5, y: 100, z: 0.5, yaw: 0, pitch: 0 });
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send(1, { type: "chat", text: "/give bworld:stone 5" });
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take(1);
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send(1, { type: "drop_item", container: "inventory", index: 0, all: false });
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const [thrown] = game.item_entities();
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assertEquals(thrown.item.amount, 1);
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assert(thrown.vz < -5 && Math.abs(thrown.vx) < 1, "thrown forwards");
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assertEquals(inventory_count(take(1), "bworld:stone"), 4);
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for (let i = 0; i < 20; i++) game.tick();
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assert(thrown.z < -1, "it flew away from the player");
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assertEquals(game.item_entities().length, 1, "and isn't picked straight back up");
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send(1, { type: "drop_item", container: "inventory", index: 0, all: true });
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assertEquals(game.item_entities().map((entity) => entity.item.amount).sort(), [1, 4]);
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assertEquals(inventory_count(take(1), "bworld:stone"), 0);
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// empty slots and the crafting result don't throw anything
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send(1, { type: "drop_item", container: "inventory", index: 0, all: true });
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send(1, { type: "drop_item", container: "crafting", index: 9, all: true });
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assertEquals(game.item_entities().length, 2);
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});
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