remove default player from headless mode

This commit is contained in:
MihailRis 2024-12-11 00:31:08 +03:00
parent 3c2eb30a29
commit c67f158e62
8 changed files with 65 additions and 42 deletions

View File

@ -1,4 +1,3 @@
test.reconfig_packs({"base"}, {})
test.new_world("demo", "2019", "core:default")
assert(world.get_generator() == "core:default")
coroutine.yield()

View File

@ -16,6 +16,7 @@
#include "frontend/screens/MenuScreen.hpp"
#include "graphics/ui/elements/Menu.hpp"
#include "graphics/ui/gui_util.hpp"
#include "objects/Players.hpp"
#include "interfaces/Task.hpp"
#include "util/stringutil.hpp"
#include "world/Level.hpp"
@ -245,6 +246,9 @@ void EngineController::createWorld(
engine->getContent(),
engine->getContentPacks()
);
if (!engine->isHeadless()) {
level->players->create();
}
engine->onWorldOpen(std::move(level));
}

View File

@ -6,6 +6,7 @@
#include "engine.hpp"
#include "files/WorldFiles.hpp"
#include "objects/Entities.hpp"
#include "objects/Players.hpp"
#include "physics/Hitbox.hpp"
#include "settings.hpp"
#include "world/Level.hpp"
@ -23,34 +24,42 @@ LevelController::LevelController(Engine* engine, std::unique_ptr<Level> levelPtr
)),
chunks(std::make_unique<ChunksController>(
*level, settings.chunks.padding.get()
)),
player(std::make_unique<PlayerController>(
settings, level.get(), blocks.get()
)) {
if (!engine->isHeadless()) {
player = std::make_unique<PlayerController>(
settings, level.get(), level->players->get(0), blocks.get()
);
}
scripting::on_world_load(this);
}
void LevelController::update(float delta, bool input, bool pause) {
glm::vec3 position = player->getPlayer()->getPosition();
level->loadMatrix(
position.x,
position.z,
settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
);
chunks->update(
settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
);
if (player) {
glm::vec3 position = player->getPlayer()->getPosition();
level->loadMatrix(
position.x,
position.z,
settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
);
chunks->update(
settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
);
}
if (!pause) {
// update all objects that needed
blocks->update(delta);
player->update(delta, input, pause);
if (player) {
player->update(delta, input);
}
level->entities->updatePhysics(delta);
level->entities->update(delta);
}
level->entities->clean();
player->postUpdate(delta, input, pause);
if (player) {
player->postUpdate(delta, input, pause);
}
}
void LevelController::saveWorld() {

View File

@ -190,11 +190,14 @@ void CameraControl::update(PlayerInput input, float delta, Chunks* chunks) {
}
PlayerController::PlayerController(
const EngineSettings& settings, Level* level,
const EngineSettings& settings,
Level* level,
Player* player,
BlocksController* blocksController
)
: settings(settings), level(level),
player(level->players->get(0)),
: settings(settings),
level(level),
player(player),
camControl(player, settings.camera),
blocksController(blocksController),
playerTickClock(20, 3) {
@ -242,21 +245,19 @@ void PlayerController::updateFootsteps(float delta) {
}
}
void PlayerController::update(float delta, bool input, bool pause) {
if (!pause) {
if (input) {
updateKeyboard();
player->updateSelectedEntity();
} else {
resetKeyboard();
}
updatePlayer(delta);
void PlayerController::update(float delta, bool input) {
if (input) {
updateKeyboard();
player->updateSelectedEntity();
} else {
resetKeyboard();
}
updatePlayer(delta);
if (playerTickClock.update(delta)) {
if (player->getId() % playerTickClock.getParts() ==
playerTickClock.getPart()) {
scripting::on_player_tick(player, playerTickClock.getTickRate());
}
if (playerTickClock.update(delta)) {
if (player->getId() % playerTickClock.getParts() ==
playerTickClock.getPart()) {
scripting::on_player_tick(player, playerTickClock.getTickRate());
}
}
}

View File

@ -71,9 +71,21 @@ class PlayerController {
voxel* updateSelection(float maxDistance);
public:
PlayerController(
const EngineSettings& settings, Level* level, BlocksController* blocksController
const EngineSettings& settings,
Level* level,
Player* player,
BlocksController* blocksController
);
void update(float delta, bool input, bool pause);
/// @brief Called after blocks update if not paused
/// @param delta delta time
/// @param input process user input
void update(float delta, bool input);
/// @brief Called after whole level update
/// @param delta delta time
/// @param input process user input
/// @param pause is game paused
void postUpdate(float delta, bool input, bool pause);
Player* getPlayer();
};

View File

@ -7,7 +7,7 @@
Players::Players(Level* level) : level(level) {}
void Players::addPlayer(std::unique_ptr<Player> player) {
void Players::add(std::unique_ptr<Player> player) {
players[player->getId()] = std::move(player);
}
@ -30,7 +30,7 @@ Player* Players::create() {
0
);
auto player = playerPtr.get();
addPlayer(std::move(playerPtr));
add(std::move(playerPtr));
level->inventories->store(player->getInventory());
return player;
@ -62,7 +62,7 @@ void Players::deserialize(const dv::value& src) {
);
auto player = playerPtr.get();
player->deserialize(playerMap);
addPlayer(std::move(playerPtr));
add(std::move(playerPtr));
auto& inventory = player->getInventory();
// invalid inventory id pre 0.25
if (inventory->getId() == 0) {

View File

@ -17,7 +17,7 @@ class Players : public Serializable {
Level* level;
std::unordered_map<int64_t, std::unique_ptr<Player>> players;
void addPlayer(std::unique_ptr<Player> player);
void add(std::unique_ptr<Player> player);
public:
Players(Level* level);

View File

@ -97,9 +97,7 @@ std::unique_ptr<Level> World::create(
);
logger.info() << "created world '" << name << "' (" << directory.u8string() << ")";
logger.info() << "world seed: " << seed << " generator: " << generator;
auto level = std::make_unique<Level>(std::move(world), content, settings);
level->players->create();
return level;
return std::make_unique<Level>(std::move(world), content, settings);
}
std::unique_ptr<Level> World::load(