Holly
63333a04aa
The items are fully functional apart from picking them up, they are commented out in the MPClient breakBlock function if you want to play with them.
164 lines
No EOL
5.8 KiB
TypeScript
164 lines
No EOL
5.8 KiB
TypeScript
import { Chunk } from "../Chunk";
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import { MPClient } from "../MPClient";
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import { MinecraftServer } from "../MinecraftServer";
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import { World } from "../World";
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import { PacketMapChunk } from "../packets/MapChunk";
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import { EntityLiving } from "./EntityLiving";
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import { PacketPreChunk } from "../packets/PreChunk";
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import { PacketUpdateHealth } from "../packets/UpdateHealth";
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import { Inventory } from "../inventories/Inventory";
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import { ItemStack } from "../inventories/ItemStack";
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import { Block } from "../blocks/Block";
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import PlayerInventory from "../inventories/PlayerInventory";
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import { Item } from "../items/Item";
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import { PacketEntityEquipment } from "../packets/EntityEquipment";
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const CHUNK_LOAD_RANGE = 15;
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export class Player extends EntityLiving {
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public username:string;
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private server:MinecraftServer;
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private firstUpdate:boolean;
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public loadedChunks:Array<number>;
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public justUnloaded:Array<number>;
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public mpClient?:MPClient;
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public inventory:PlayerInventory;
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public trackedEquipment:Array<ItemStack | null>;
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public constructor(server:MinecraftServer, world:World, username:string) {
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super(world, true);
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this.server = server;
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this.firstUpdate = true;
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this.loadedChunks = new Array<number>();
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this.justUnloaded = new Array<number>();
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this.inventory = new PlayerInventory();
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this.inventory.setSlotItemStack(36, new ItemStack(Item.ironSword, 1));
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this.inventory.setSlotItemStack(37, new ItemStack(Item.ironPickaxe, 1));
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this.inventory.setSlotItemStack(38, new ItemStack(Item.ironShovel, 1));
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this.inventory.setSlotItemStack(39, new ItemStack(Item.ironAxe, 1));
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this.inventory.setSlotItemStack(43, new ItemStack(Block.dirt, 32));
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this.trackedEquipment = new Array<ItemStack | null>();
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for (let i = 0; i < 5; i++) {
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this.trackedEquipment.push(null);
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}
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this.username = username;
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this.position.set(8, 64, 8);
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}
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// Forces a player chunk update *next tick*
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public forceUpdatePlayerChunks() {
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this.firstUpdate = true;
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}
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private async updatePlayerChunks() {
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const bitX = this.position.x >> 4;
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const bitZ = this.position.z >> 4;
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if (bitX != this.lastPosition.x >> 4 || bitZ != this.lastPosition.z >> 4 || this.firstUpdate) {
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if (this.firstUpdate) {
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this.firstUpdate = false;
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// TODO: Make this based on the player's initial coords
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this.mpClient?.send(new PacketPreChunk(0, 0, true).writeData());
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const chunk = await this.world.getChunkSafe(0, 0);
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const chunkData = await (new PacketMapChunk(0, 0, 0, 15, 127, 15, chunk).writeData());
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this.mpClient?.send(chunkData);
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}
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// Load or keep any chunks we need
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const currentLoads = [];
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for (let x = bitX - CHUNK_LOAD_RANGE; x < bitX + CHUNK_LOAD_RANGE; x++) {
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for (let z = bitZ - CHUNK_LOAD_RANGE; z < bitZ + CHUNK_LOAD_RANGE; z++) {
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const coordPair = Chunk.CreateCoordPair(x, z);
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if (!this.loadedChunks.includes(coordPair)) {
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const chunk = await this.world.getChunkSafe(x, z);
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this.mpClient?.send(new PacketPreChunk(x, z, true).writeData());
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this.loadedChunks.push(coordPair);
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chunk.playersInChunk.set(this.entityId, this);
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const chunkData = await (new PacketMapChunk(x, 0, z, 15, 127, 15, chunk).writeData());
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this.mpClient?.send(chunkData);
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}
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currentLoads.push(coordPair);
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}
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}
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// Mark any unaccounted chunks for unload
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for (const coordPair of this.loadedChunks) {
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if (!currentLoads.includes(coordPair) && this.world.chunkExists(coordPair)) {
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this.justUnloaded.push(coordPair);
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const chunkToUnload = this.world.getChunkByCoordPair(coordPair);
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this.mpClient?.send(new PacketPreChunk(chunkToUnload.x, chunkToUnload.z, false).writeData());
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}
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}
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// Overwrite loaded chunks
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this.loadedChunks = currentLoads;
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}
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}
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private getEquipmentForVirtualSlot(slot:number) {
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if (slot === 0) {
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return this.mpClient?.getHeldItemStack() ?? null;
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} else {
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this.inventory.getSlotItemStack(4 + slot); // 5 - 8
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}
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return null;
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}
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private sendEquipment(equipmentId:number, itemStack:ItemStack | null) {
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this.sendToNearby(new PacketEntityEquipment(this.entityId, equipmentId, itemStack == null ? -1 : itemStack.itemID, itemStack == null ? 0 : itemStack.damage).writeData());
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}
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private sendEquipmentPlayer(mpClient:MPClient, equipmentId:number, itemStack:ItemStack | null) {
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mpClient.send(new PacketEntityEquipment(this.entityId, equipmentId, itemStack == null ? -1 : itemStack.itemID, itemStack == null ? 0 : itemStack.damage).writeData());
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}
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// For login.
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public sendPlayerEquipment(playerToSendTo:Player) {
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const mpClient = playerToSendTo.mpClient;
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if (mpClient == null) {
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return;
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}
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for (let slotId = 0; slotId < 5; slotId++) {
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const itemStack = this.getEquipmentForVirtualSlot(slotId);
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const trackedEquipment = this.trackedEquipment[slotId];
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if ((itemStack == null || trackedEquipment == null) || !itemStack.compare(trackedEquipment)) {
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this.trackedEquipment[slotId] = itemStack;
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this.sendEquipmentPlayer(mpClient, slotId, itemStack);
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}
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}
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}
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public onTick() {
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this.updatePlayerChunks();
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// Calculate player motion since we don't have it serverside.
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this.motion.set(this.position.x - this.lastPosition.x, this.position.y - this.lastPosition.y, this.position.z - this.lastPosition.z);
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if (!this.motion.isZero) {
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this.entityAABB.move(this.position);
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}
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super.onTick();
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for (let slotId = 0; slotId < 5; slotId++) {
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const itemStack = this.getEquipmentForVirtualSlot(slotId);
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const trackedEquipment = this.trackedEquipment[slotId];
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if ((itemStack == null || trackedEquipment == null) || !itemStack.compare(trackedEquipment)) {
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this.trackedEquipment[slotId] = itemStack;
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this.sendEquipment(slotId, itemStack);
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}
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}
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if (this.health != this.lastHealth) {
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this.lastHealth = this.health;
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this.mpClient?.send(new PacketUpdateHealth(this.health).writeData());
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}
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}
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} |