import { Chunk } from "../Chunk"; import { MPClient } from "../MPClient"; import { MinecraftServer } from "../MinecraftServer"; import { World } from "../World"; import { PacketMapChunk } from "../packets/MapChunk"; import { EntityLiving } from "./EntityLiving"; import { PacketPreChunk } from "../packets/PreChunk"; import { PacketUpdateHealth } from "../packets/UpdateHealth"; import { Inventory } from "../inventories/Inventory"; import { ItemStack } from "../inventories/ItemStack"; import { Block } from "../blocks/Block"; import PlayerInventory from "../inventories/PlayerInventory"; import { Item } from "../items/Item"; import { PacketEntityEquipment } from "../packets/EntityEquipment"; const CHUNK_LOAD_RANGE = 15; export class Player extends EntityLiving { public username:string; private server:MinecraftServer; private firstUpdate:boolean; public loadedChunks:Array; public justUnloaded:Array; public mpClient?:MPClient; public inventory:PlayerInventory; public trackedEquipment:Array; public constructor(server:MinecraftServer, world:World, username:string) { super(world); this.server = server; this.firstUpdate = true; this.loadedChunks = new Array(); this.justUnloaded = new Array(); this.inventory = new PlayerInventory(); this.inventory.setSlotItemStack(36, new ItemStack(Item.ironSword, 1)); this.inventory.setSlotItemStack(37, new ItemStack(Item.ironPickaxe, 1)); this.inventory.setSlotItemStack(38, new ItemStack(Item.ironShovel, 1)); this.inventory.setSlotItemStack(39, new ItemStack(Item.ironAxe, 1)); this.inventory.setSlotItemStack(43, new ItemStack(Block.dirt, 32)); this.trackedEquipment = new Array(); for (let i = 0; i < 5; i++) { this.trackedEquipment.push(null); } this.username = username; this.position.set(8, 64, 8); } // Forces a player chunk update *next tick* public forceUpdatePlayerChunks() { this.firstUpdate = true; } private async updatePlayerChunks() { const bitX = this.position.x >> 4; const bitZ = this.position.z >> 4; if (bitX != this.lastPosition.x >> 4 || bitZ != this.lastPosition.z >> 4 || this.firstUpdate) { if (this.firstUpdate) { this.firstUpdate = false; // TODO: Make this based on the player's initial coords this.mpClient?.send(new PacketPreChunk(0, 0, true).writeData()); const chunk = await this.world.getChunkSafe(0, 0); const chunkData = await (new PacketMapChunk(0, 0, 0, 15, 127, 15, chunk).writeData()); this.mpClient?.send(chunkData); } // Load or keep any chunks we need const currentLoads = []; for (let x = bitX - CHUNK_LOAD_RANGE; x < bitX + CHUNK_LOAD_RANGE; x++) { for (let z = bitZ - CHUNK_LOAD_RANGE; z < bitZ + CHUNK_LOAD_RANGE; z++) { const coordPair = Chunk.CreateCoordPair(x, z); if (!this.loadedChunks.includes(coordPair)) { const chunk = await this.world.getChunkSafe(x, z); this.mpClient?.send(new PacketPreChunk(x, z, true).writeData()); this.loadedChunks.push(coordPair); chunk.playersInChunk.set(this.entityId, this); const chunkData = await (new PacketMapChunk(x, 0, z, 15, 127, 15, chunk).writeData()); this.mpClient?.send(chunkData); } currentLoads.push(coordPair); } } // Mark any unaccounted chunks for unload for (const coordPair of this.loadedChunks) { if (!currentLoads.includes(coordPair) && this.world.chunkExists(coordPair)) { this.justUnloaded.push(coordPair); const chunkToUnload = this.world.getChunkByCoordPair(coordPair); this.mpClient?.send(new PacketPreChunk(chunkToUnload.x, chunkToUnload.z, false).writeData()); } } // Overwrite loaded chunks this.loadedChunks = currentLoads; } } private getEquipmentForVirtualSlot(slot:number) { if (slot === 0) { return this.mpClient?.getHeldItemStack() ?? null; } else { this.inventory.getSlotItemStack(4 + slot); // 5 - 8 } return null; } private sendEquipment(equipmentId:number, itemStack:ItemStack | null) { this.sendToNearby(new PacketEntityEquipment(this.entityId, equipmentId, itemStack == null ? -1 : itemStack.itemID, itemStack == null ? 0 : itemStack.damage).writeData()); } private sendEquipmentPlayer(mpClient:MPClient, equipmentId:number, itemStack:ItemStack | null) { mpClient.send(new PacketEntityEquipment(this.entityId, equipmentId, itemStack == null ? -1 : itemStack.itemID, itemStack == null ? 0 : itemStack.damage).writeData()); } // For login. public sendPlayerEquipment(playerToSendTo:Player) { const mpClient = playerToSendTo.mpClient; if (mpClient == null) { return; } for (let slotId = 0; slotId < 5; slotId++) { const itemStack = this.getEquipmentForVirtualSlot(slotId); const trackedEquipment = this.trackedEquipment[slotId]; if ((itemStack == null || trackedEquipment == null) || !itemStack.compare(trackedEquipment)) { this.trackedEquipment[slotId] = itemStack; this.sendEquipmentPlayer(mpClient, slotId, itemStack); } } } public onTick() { this.updatePlayerChunks(); // Calculate player motion since we don't have it serverside. this.motion.set(this.position.x - this.lastPosition.x, this.position.y - this.lastPosition.y, this.position.z - this.lastPosition.z); super.onTick(); for (let slotId = 0; slotId < 5; slotId++) { const itemStack = this.getEquipmentForVirtualSlot(slotId); const trackedEquipment = this.trackedEquipment[slotId]; if ((itemStack == null || trackedEquipment == null) || !itemStack.compare(trackedEquipment)) { this.trackedEquipment[slotId] = itemStack; this.sendEquipment(slotId, itemStack); } } if (this.health != this.lastHealth) { this.lastHealth = this.health; this.mpClient?.send(new PacketUpdateHealth(this.health).writeData()); } } }