veloren_common/
resources.rs

1use crate::{comp::Pos, shared_server_config::ServerConstants};
2use serde::{Deserialize, Serialize};
3use specs::Entity;
4use std::ops::{Mul, MulAssign};
5use vek::Vec3;
6
7/// A resource that stores the time of day.
8#[derive(Copy, Clone, Debug, Serialize, Deserialize, Default)]
9pub struct TimeOfDay(pub f64);
10impl TimeOfDay {
11    pub fn new(t: f64) -> Self { TimeOfDay(t) }
12
13    fn get_angle_rad(self) -> f32 {
14        const TIME_FACTOR: f64 = (std::f64::consts::PI * 2.0) / (3600.0 * 24.0);
15        ((self.0 * TIME_FACTOR) % (std::f64::consts::PI * 2.0)) as f32
16    }
17
18    /// Computes the direction of light from the sun based on the time of day.
19    pub fn get_sun_dir(self) -> Vec3<f32> {
20        let angle_rad = self.get_angle_rad();
21        Vec3::new(-angle_rad.sin(), 0.0, angle_rad.cos())
22    }
23
24    /// Computes the direction of light from the moon based on the time of day.
25    pub fn get_moon_dir(self) -> Vec3<f32> {
26        let angle_rad = self.get_angle_rad();
27        -Vec3::new(-angle_rad.sin(), 0.0, angle_rad.cos() - 0.5).normalized()
28    }
29}
30
31impl TimeOfDay {
32    pub fn day(&self) -> f64 { self.0.rem_euclid(24.0 * 3600.0) }
33}
34
35/// A resource that stores the tick (i.e: physics) time.
36#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize, PartialEq, PartialOrd)]
37pub struct Time(pub f64);
38
39impl Time {
40    pub fn add_seconds(self, seconds: f64) -> Self { Self(self.0 + seconds) }
41
42    // Note that this applies in 'game time' and does not respect either real time
43    // or in-game time of day.
44    pub fn add_days(self, days: f64, server_constants: &ServerConstants) -> Self {
45        self.add_seconds(days * 3600.0 * 24.0 / server_constants.day_cycle_coefficient)
46    }
47}
48
49/// A resource that stores the real tick, local to the server/client.
50#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize, PartialEq)]
51pub struct ProgramTime(pub f64);
52
53#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
54pub struct TimeScale(pub f64);
55
56impl Default for TimeScale {
57    fn default() -> Self { Self(1.0) }
58}
59
60/// A resource that stores the time since the previous tick.
61#[derive(Default)]
62pub struct DeltaTime(pub f32);
63
64/// A resource used to indicate a duration of time, in seconds
65#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize, PartialEq)]
66#[serde(transparent)]
67pub struct Secs(pub f64);
68
69impl Mul<f64> for Secs {
70    type Output = Self;
71
72    fn mul(self, mult: f64) -> Self { Self(self.0 * mult) }
73}
74impl MulAssign<f64> for Secs {
75    fn mul_assign(&mut self, mult: f64) { *self = *self * mult; }
76}
77
78#[derive(Default)]
79pub struct EntitiesDiedLastTick(pub Vec<(Entity, Pos)>);
80
81/// A resource that indicates what mode the local game is being played in.
82#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
83pub enum GameMode {
84    /// The game is being played in server mode (i.e: the code is running
85    /// server-side)
86    Server,
87    /// The game is being played in client mode (i.e: the code is running
88    /// client-side)
89    Client,
90    /// The game is being played in singleplayer mode (i.e: both client and
91    /// server at once)
92    // To be used later when we no longer start up an entirely new server for singleplayer
93    Singleplayer,
94}
95
96/// A resource that stores the player's entity (on the client), and None on the
97/// server
98#[derive(Copy, Clone, Default, Debug)]
99pub struct PlayerEntity(pub Option<Entity>);
100
101#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
102pub struct PlayerPhysicsSetting {
103    /// true if the client wants server-authoratative physics (e.g. to use
104    /// airships properly)
105    pub client_optin: bool,
106}
107
108impl PlayerPhysicsSetting {
109    /// Indicates that the client wants to use server authoritative physics
110    ///
111    /// NOTE: This is not the only source used to determine whether a client
112    /// should use server authoritative physics, make sure to also check
113    /// `ServerPhysicsForceList` on the server.
114    pub fn server_authoritative_physics_optin(&self) -> bool { self.client_optin }
115}
116
117/// Describe how the map should be generated.
118#[derive(Copy, Clone, Debug, Deserialize, Serialize, PartialEq, Eq, enum_map::Enum)]
119pub enum MapKind {
120    /// The normal square map, with oceans beyond the map edge
121    Square,
122    /// A more circular map, might have more islands
123    Circle,
124}
125
126impl std::fmt::Display for MapKind {
127    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
128        match self {
129            MapKind::Square => f.write_str("Square"),
130            MapKind::Circle => f.write_str("Circle"),
131        }
132    }
133}
134
135/// List of which players are using client-authoratative vs server-authoratative
136/// physics, as a stop-gap until we can use server-authoratative physics for
137/// everyone
138#[derive(Clone, Default, Debug)]
139pub struct PlayerPhysicsSettings {
140    pub settings: hashbrown::HashMap<uuid::Uuid, PlayerPhysicsSetting>,
141}
142
143/// Describe how players interact with other players.
144///
145/// May be removed when we will discover better way
146/// to handle duels and murders
147#[derive(PartialEq, Eq, Copy, Clone, Debug, Deserialize, Serialize)]
148pub enum BattleMode {
149    PvP,
150    PvE,
151}