Files
2026-09-25 16:42:19 -03:00

98 lines
3.8 KiB
TypeScript

import { BlockRegistry, EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { AIR, FACE_OFFSETS, TICK_DELTA } from "$/common/constants.ts";
import type { Client } from "./client.ts";
import type { BlockHitResult } from "./level/client_level.ts";
import type { Container } from "$/common/inventory.ts";
import type { ContainerKey } from "$/common/protocol.ts";
// breaking and using blocks against a server, like minecraft's MultiPlayerGameMode. the client times breaking
// and guesses the results so they feel instant, the server decides what really happens
export class MultiPlayerGameMode {
client: Client;
// the block being broken, and how far along it is in seconds out of destroy_time
destroy_pos: { x: number; y: number; z: number } | undefined;
destroy_progress = 0;
destroy_time = 0;
constructor(client: Client) {
this.client = client;
}
// the click that starts breaking, for mods' on_click
start_destroy_block(hit: BlockHitResult) {
this.client.connection.send({ type: "hit_block", x: hit.x, y: hit.y, z: hit.z });
}
// called every tick the attack button is held on a block
continue_destroy_block(hit: BlockHitResult) {
const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", hit.block)!;
const tool_type = this.#held_item()?.tool_type;
this.destroy_pos = { x: hit.x, y: hit.y, z: hit.z };
this.destroy_time = block_info.toughness ?? 9999;
this.destroy_progress += TICK_DELTA * (tool_type === block_info.tool_to_break ? 2 : 1);
if (this.destroy_progress >= this.destroy_time) {
// show it right away, the server decides drops and corrects us if it disagrees
this.client.level.break_block(hit.x, hit.y, hit.z);
this.client.connection.send({ type: "break_block", x: hit.x, y: hit.y, z: hit.z });
this.destroy_progress = 0;
this.destroy_time = 0;
}
}
stop_destroy_block() {
this.destroy_pos = undefined;
this.destroy_progress = 0;
this.destroy_time = 0;
}
// right click on a block
use_item_on(hit: BlockHitResult) {
const level = this.client.level;
this.client.connection.send({ type: "use_block", x: hit.x, y: hit.y, z: hit.z, face: hit.face });
// guess that it places the held block, unless the block does something when used
const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", hit.block)!;
const offset = FACE_OFFSETS[hit.face];
const target = { x: hit.x + offset.x, y: hit.y + offset.y, z: hit.z + offset.z };
const target_id = level.get_block(target.x, target.y, target.z);
const replaceable = target_id === AIR ||
EverythingRegistry.get_by_id<BlockRegistry>("blocks", target_id)?.replaceable;
const held = this.#held_item();
// items with components might do something else on the server, like on_use
const place_id = held?.components ? undefined : held?.block_id;
if (!block_info.interactive && place_id && replaceable) {
level.add_block({ ...target, id: place_id });
const slot = this.#held_slot();
slot.amount = slot.amount! - 1;
}
}
// q on a slot: throws one, or the whole stack. the server spawns the item, this only takes it out right away
drop_item(container: Container, key: ContainerKey, index: number, all: boolean) {
const item = container.get_item(index);
if (!item) {
return;
}
this.client.connection.send({ type: "drop_item", container: key, index, all });
item.amount = all ? 0 : item.amount - 1;
container.set_item(index, item.amount > 0 ? item : undefined);
}
// right click on nothing
use_item() {
this.client.connection.send({ type: "use_item" });
}
#held_slot() {
const inventories = this.client.player.inventories;
return inventories.inventory.get_slot(inventories.hotbar_selected);
}
#held_item() {
return EverythingRegistry.get<ItemRegistry>("items", this.#held_slot().type_id ?? "");
}
}