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    pub fn add_minutes(self, minutes: f64) -> Self { Self(self.0 + minutes * 60.0) }
43
44    // Note that this applies in 'game time' and does not respect either real time
45    // or in-game time of day.
46    pub fn add_days(self, days: f64, server_constants: &ServerConstants) -> Self {
47        self.add_seconds(days * 3600.0 * 24.0 / server_constants.day_cycle_coefficient)
48    }
49}
50
51/// A resource that stores the real tick, local to the server/client.
52#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize, PartialEq)]
53pub struct ProgramTime(pub f64);
54
55#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
56pub struct TimeScale(pub f64);
57
58impl Default for TimeScale {
59    fn default() -> Self { Self(1.0) }
60}
61
62/// A resource that stores the time since the previous tick.
63#[derive(Default)]
64pub struct DeltaTime(pub f32);
65
66/// A resource used to indicate a duration of time, in seconds
67#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize, PartialEq)]
68#[serde(transparent)]
69pub struct Secs(pub f64);
70
71impl Mul<f64> for Secs {
72    type Output = Self;
73
74    fn mul(self, mult: f64) -> Self { Self(self.0 * mult) }
75}
76impl MulAssign<f64> for Secs {
77    fn mul_assign(&mut self, mult: f64) { *self = *self * mult; }
78}
79
80#[derive(Default)]
81pub struct EntitiesDiedLastTick(pub Vec<(Entity, Pos)>);
82
83/// A resource that indicates what mode the local game is being played in.
84#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
85pub enum GameMode {
86    /// The game is being played in server mode (i.e: the code is running
87    /// server-side)
88    Server,
89    /// The game is being played in client mode (i.e: the code is running
90    /// client-side)
91    Client,
92    /// The game is being played in singleplayer mode (i.e: both client and
93    /// server at once)
94    // To be used later when we no longer start up an entirely new server for singleplayer
95    Singleplayer,
96}
97
98/// A resource that stores the player's entity (on the client), and None on the
99/// server
100#[derive(Copy, Clone, Default, Debug)]
101pub struct PlayerEntity(pub Option<Entity>);
102
103#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
104pub struct PlayerPhysicsSetting {
105    /// true if the client wants server-authoratative physics (e.g. to use
106    /// airships properly)
107    pub client_optin: bool,
108}
109
110impl PlayerPhysicsSetting {
111    /// Indicates that the client wants to use server authoritative physics
112    ///
113    /// NOTE: This is not the only source used to determine whether a client
114    /// should use server authoritative physics, make sure to also check
115    /// `ServerPhysicsForceList` on the server.
116    pub fn server_authoritative_physics_optin(&self) -> bool { self.client_optin }
117}
118
119/// Describe how the map should be generated.
120#[derive(Copy, Clone, Debug, Deserialize, Serialize, PartialEq, Eq, enum_map::Enum)]
121pub enum MapKind {
122    /// The normal square map, with oceans beyond the map edge
123    Square,
124    /// A more circular map, might have more islands
125    Circle,
126}
127
128impl std::fmt::Display for MapKind {
129    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
130        match self {
131            MapKind::Square => f.write_str("Square"),
132            MapKind::Circle => f.write_str("Circle"),
133        }
134    }
135}
136
137/// List of which players are using client-authoratative vs server-authoratative
138/// physics, as a stop-gap until we can use server-authoratative physics for
139/// everyone
140#[derive(Clone, Default, Debug)]
141pub struct PlayerPhysicsSettings {
142    pub settings: hashbrown::HashMap<uuid::Uuid, PlayerPhysicsSetting>,
143}
144
145/// Describe how players interact with other players.
146///
147/// May be removed when we will discover better way
148/// to handle duels and murders
149#[derive(PartialEq, Eq, Copy, Clone, Debug, Deserialize, Serialize)]
150pub enum BattleMode {
151    PvP,
152    PvE,
153}