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feather/feather/server/src/entities.rs at main · feather-rs/feather · GitHub
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feather
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feather
/
server
/
src
/
entities.rs
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main
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feather
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feather
/
server
/
src
/
entities.rs
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use
base
::
{
EntityKind
,
Position
}
;
use
ecs
::
{
EntityBuilder
,
EntityRef
,
SysResult
}
;
use
quill_common
::
{
components
::
OnGround
,
entity_init
::
EntityInit
}
;
use
uuid
::
Uuid
;
use
crate
::
{
Client
,
NetworkId
}
;
/// Component that sends the spawn packet for an entity
/// using its components.
pub
struct
SpawnPacketSender
(
fn
(
&
EntityRef
,
&
Client
)
->
SysResult
)
;
impl
SpawnPacketSender
{
pub
fn
send
(
&
self
,
entity
:
&
EntityRef
,
client
:
&
Client
)
->
SysResult
{
(
self
.
0
)
(
entity
,
client
)
}
}
/// Stores the [`Position`] of an entity on
/// the previous tick. Used to determine
/// when to send movement updates.
#
[
derive
(
Copy
,
Clone
,
Debug
)
]
pub
struct
PreviousPosition
(
pub
Position
)
;
/// Stores the [`OnGround`] status of an entity on
/// the previous tick. Used to determine
/// what movement packet to send.
#
[
derive
(
Copy
,
Clone
,
Debug
)
]
pub
struct
PreviousOnGround
(
pub
OnGround
)
;
pub
fn
add_entity_components
(
builder
:
&
mut
EntityBuilder
,
init
:
&
EntityInit
)
{
if
!builder
.
has
::
<
NetworkId
>
(
)
{
builder
.
add
(
NetworkId
::
new
(
)
)
;
}
// can't panic because this is only called after both position and onground is added to all entities.
// Position is added in the caller of this function and on_ground is added in the
// build default function. All entity builder functions call the build default function.
let
prev_position =
*
builder
.
get
::
<
Position
>
(
)
.
unwrap
(
)
;
let
on_ground =
*
builder
.
get
::
<
OnGround
>
(
)
.
unwrap
(
)
;
builder
.
add
(
PreviousPosition
(
prev_position
)
)
.
add
(
PreviousOnGround
(
on_ground
)
)
;
add_spawn_packet
(
builder
,
init
)
;
}
fn
add_spawn_packet
(
builder
:
&
mut
EntityBuilder
,
init
:
&
EntityInit
)
{
// TODO: object entities spawned with Spawn Entity
// (minecarts, items, ...)
let
spawn_packet =
match
init
{
EntityInit
::
Player
=> spawn_player
,
_ => spawn_living_entity
,
}
;
builder
.
add
(
SpawnPacketSender
(
spawn_packet
)
)
;
}
fn
spawn_player
(
entity
:
&
EntityRef
,
client
:
&
Client
)
->
SysResult
{
let
network_id =
*
entity
.
get
::
<
NetworkId
>
(
)
?
;
let
uuid =
*
entity
.
get
::
<
Uuid
>
(
)
?
;
let
pos =
*
entity
.
get
::
<
Position
>
(
)
?
;
client
.
send_player
(
network_id
,
uuid
,
pos
)
;
Ok
(
(
)
)
}
fn
spawn_living_entity
(
entity
:
&
EntityRef
,
client
:
&
Client
)
->
SysResult
{
let
network_id =
*
entity
.
get
::
<
NetworkId
>
(
)
?
;
let
uuid =
*
entity
.
get
::
<
Uuid
>
(
)
?
;
let
pos =
*
entity
.
get
::
<
Position
>
(
)
?
;
let
kind =
*
entity
.
get
::
<
EntityKind
>
(
)
?
;
client
.
send_living_entity
(
network_id
,
uuid
,
pos
,
kind
)
;
Ok
(
(
)
)
}
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