Files
Cubed/include/Cubed/gameplay/local_player.hpp
zhenyan121 2e4a32fed7 feat(gameplay): add server-side entity movement and AI
Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager.
2026-07-31 20:51:14 +08:00

163 lines
4.6 KiB
C++

#pragma once
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/ecs/animation.hpp"
#include "Cubed/gameplay/ecs/identity.hpp"
#include "Cubed/gameplay/ecs/movement.hpp"
#include "Cubed/gameplay/ecs/state.hpp"
#include "Cubed/gameplay/ecs/transform.hpp"
#include "Cubed/gameplay/game_mode.hpp"
#include "Cubed/gameplay/game_time.hpp"
#include "Cubed/gameplay/hitbox.hpp"
#include "Cubed/gameplay/item_stack.hpp"
#include "Cubed/gameplay/player.hpp"
#include "Cubed/input/event.hpp"
#include "Cubed/input/input.hpp"
#include <absl/container/flat_hash_set.h>
#include <glm/glm.hpp>
#include <optional>
#include <shared_mutex>
namespace Cubed {
class ClientWorld;
class LocalPlayer {
public:
static constexpr size_t HOTBAR_SUM = 10;
static constexpr float WALK_SOUND_INTERVAL = 0.45f;
static constexpr float RUN_SOUND_INTERVAL = 0.3f;
using ChunkPosSet = absl::flat_hash_set<ChunkPos, ChunkPos::Hash>;
LocalPlayer(ClientWorld& world);
~LocalPlayer();
bool handle_mouse_button_event(const MouseButtonEvent& e);
bool handle_key_event(const KeyEvent& e);
bool handle_mouse_wheel_event(const MouseWheelEvent& e);
void update_front_vec(float offset_x, float offset_y);
bool update_player_move_state(Key key, KeyAction action);
bool update_scroll(float yoffset);
void update_chunk_set(const ChunkPosSet& set);
const ChunkPosSet& get_chunk_pos_set() const;
ChunkPosSet get_chunk_pos_set();
const glm::vec3& get_front() const;
const std::optional<LookBlock>& get_look_block_pos() const;
// thread safe
glm::vec3 get_player_pos() const;
const MoveState& get_move_state() const;
void change_mode(GameMode mode);
void reload_config();
void set_player_pos(const glm::vec3& pos);
void update(float delta_time);
float& max_walk_speed();
float& max_run_speed();
float& fly_y_speed();
const ItemStack& get_current_itemstack() const;
GameMode& game_mode();
ClientWorld& get_world();
void set_uuid(std::string_view uuid);
std::string get_uuid() const;
const std::string& get_name() const;
void reset_input_status();
void init(std::string_view name);
bool ray_cast(const glm::vec3& start, const glm::vec3& dir,
glm::ivec3& block_pos, glm::vec3& normal,
float distance = 4.0f);
bool is_underwater() const;
void set_underwater(bool u);
void place_block(float dt);
int selected_hotbar() const;
void set_hotbar(int pos, const ItemStack& item);
std::span<const ItemStack, HOTBAR_SUM> get_hotbar() const;
glm::vec3& max_speed();
float& acceleration();
float& deceleration();
float& g();
void set_gait(Gait gait);
float yaw() const;
float pitch() const;
float& roll();
float& walk_time();
Gait get_gait() const;
private:
using enum GameMode;
float m_max_walk_speed = DEFAULT_MAX_WALK_SPEED;
float m_max_run_speed = DEFAULT_MAX_RUN_SPEED;
float m_max_y_speed = 7.5f;
static constexpr float MAX_SPACE_ON_TIME = 0.3f;
static constexpr float PLACE_BLOCK_INTERVAL = 0.2f;
EntityInfo m_info;
Position m_pos;
WalkPose m_walk_pose;
Velocity m_velocity;
Orientation m_angle;
Movement m_movement;
Gravity m_gravity;
MoveState m_move_state;
Direction m_direction;
HitboxID m_hitbox = 0;
float m_place_time = PLACE_BLOCK_INTERVAL;
std::array<ItemStack, HOTBAR_SUM> m_hotbar;
float m_sensitivity = 0.15f;
float space_on_time = 0.0f;
bool space_on = false;
int m_selected_hotbar = 0;
bool m_moving = false;
bool m_sprinting = false;
bool m_underwater = false;
// player is tow block tall, the pos is the lower pos
ChunkPos m_last_chunk_pos{0, 0};
glm::vec3 m_front{0, 0, -1};
glm::vec3 m_right{0, 0, 0};
MouseState m_mouse_state{};
GameMode m_game_mode = CREATIVE;
std::optional<LookBlock> m_look_block = std::nullopt;
std::string m_name{};
mutable std::shared_mutex m_uuid_mutex;
std::string m_uuid;
ClientWorld& m_world;
std::unordered_map<std::string, Timer> m_timers;
mutable std::shared_mutex m_player_pos_mutex;
mutable std::shared_mutex m_chunk_pos_mutex;
ChunkPosSet m_player_chunk_pos_set;
void update_direction();
void update_lookup_block();
void update_move(float dt);
void update_player_chunk();
void play_walk_sound(float dt);
Gait compute_gait() const;
void update_speed(float dt);
std::tuple<bool, bool, bool> update_physical(float dt, glm::vec3& pos);
glm::vec3 get_move_distance(float dt);
};
} // namespace Cubed