forked from EXTERNAL/bareiron
implement hunger system
This commit is contained in:
@@ -30,6 +30,9 @@
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#define VIEW_DISTANCE 2
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// Time between server ticks in microseconds (default = 1s)
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#define TIME_BETWEEN_TICKS 1000000
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// Calculated from TIME_BETWEEN_TICKS
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#define TICKS_PER_SECOND (1000000 / TIME_BETWEEN_TICKS)
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#define TICKS_TO_EAT (unsigned int)(1.6f * TICKS_PER_SECOND)
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// How many visited chunks to "remember"
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// The server will not re-send chunks that the player has recently been in
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#define VISITED_HISTORY 4
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@@ -88,16 +91,23 @@ typedef struct {
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uint8_t grounded_y;
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uint8_t health;
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uint8_t hunger;
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uint16_t saturation;
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uint8_t hotbar;
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uint16_t inventory_items[41];
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uint16_t craft_items[9];
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uint16_t cursor_item;
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uint8_t inventory_count[41];
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uint8_t craft_count[9];
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uint8_t cursor_count;
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// Usage depends on player's flags, see below
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// When no flags are set, acts as cursor item ID
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uint16_t flagval_16;
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// Usage depends on player's flags, see below
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// When no flags are set, acts as cursor item count
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uint8_t flagval_8;
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// 0x01 - attack cooldown
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// 0x02 - has not spawned yet
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// 0x04 - sneaking
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// 0x08 - sprinting
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// 0x10 - eating, makes extra8 act as eating timer
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uint8_t flags;
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} PlayerData;
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@@ -8,6 +8,7 @@ int cs_clientInformation (int client_fd);
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int cs_pluginMessage (int client_fd);
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int cs_playerAction (int client_fd);
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int cs_useItemOn (int client_fd);
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int cs_useItem (int client_fd);
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int cs_setPlayerPositionAndRotation (int client_fd, double *x, double *y, double *z, float *yaw, float *pitch, uint8_t *on_ground);
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int cs_setPlayerPosition (int client_fd, double *x, double *y, double *z, uint8_t *on_ground);
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int cs_setPlayerRotation (int client_fd, float *yaw, float *pitch, uint8_t *on_ground);
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@@ -16,7 +17,10 @@ int cs_setHeldItem (int client_fd);
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int cs_clickContainer (int client_fd);
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int cs_closeContainer (int client_fd);
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int cs_clientStatus (int client_fd);
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int cs_chat(int client_fd);
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int cs_chat (int client_fd);
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int cs_interact (int client_fd);
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int cs_playerInput (int client_fd);
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int cs_playerCommand (int client_fd);
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// Clientbound packets
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int sc_loginSuccess (int client_fd, uint8_t *uuid, char *name);
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@@ -47,10 +51,8 @@ int sc_damageEvent (int client_fd, int id, int type);
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int sc_setHealth (int client_fd, uint8_t health, uint8_t food);
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int sc_respawn (int client_fd);
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int sc_systemChat (int client_fd, char* message, uint16_t len);
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int cs_interact (int client_fd);
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int sc_entityEvent (int client_fd, int entity_id, uint8_t status);
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int sc_removeEntity (int client_fd, int entity_id);
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int cs_playerInput (int client_fd);
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int sc_registries (int client_fd);
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#endif
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@@ -29,7 +29,7 @@ uint8_t recv_buffer[256] = {0};
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uint32_t world_seed = 0xA103DE6C;
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uint32_t rng_seed = 0xE2B9419;
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uint16_t world_time = 0;
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uint16_t world_time = 13000;
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uint16_t client_count;
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22
src/main.c
22
src/main.c
@@ -216,6 +216,20 @@ void handlePacket (int client_fd, int length, int packet_id) {
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// Don't continue if all we got was rotation data
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if (packet_id == 0x1F) break;
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// Players send movement packets roughly 20 times per second when
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// moving, and much less frequently when standing still. We can
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// use this correlation between actions and packet count to cheaply
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// simulate hunger with a timer-based system, where the timer ticks
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// down with each position packet. The timer value itself then
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// naturally works as a substitute for saturation.
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if (player->saturation == 0) {
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if (player->hunger > 0) player->hunger--;
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player->saturation = 200;
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sc_setHealth(client_fd, player->health, player->hunger);
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} else if (player->flags & 0x08) {
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player->saturation -= 1;
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}
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// Cast the values to short to get integer position
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short cx = x, cy = y, cz = z;
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// Determine the player's chunk coordinates
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@@ -337,6 +351,10 @@ void handlePacket (int client_fd, int length, int packet_id) {
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}
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break;
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case 0x29:
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if (state == STATE_PLAY) cs_playerCommand(client_fd);
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break;
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case 0x2A:
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if (state == STATE_PLAY) cs_playerInput(client_fd);
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break;
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@@ -353,6 +371,10 @@ void handlePacket (int client_fd, int length, int packet_id) {
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if (state == STATE_PLAY) cs_useItemOn(client_fd);
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break;
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case 0x40:
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if (state == STATE_PLAY) cs_useItem(client_fd);
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break;
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default:
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#ifdef DEV_LOG_UNKNOWN_PACKETS
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printf("Unknown packet: 0x");
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@@ -477,6 +477,23 @@ int sc_openScreen (int client_fd, uint8_t window, const char *title, uint16_t le
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return 0;
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}
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// C->S Use Item
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int cs_useItem (int client_fd) {
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uint8_t hand = readByte(client_fd);
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int sequence = readVarInt(client_fd);
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// Ignore yaw/pitch
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recv_all(client_fd, recv_buffer, 8, false);
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PlayerData *player;
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if (getPlayerData(client_fd, &player)) return 1;
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handlePlayerUseItem(player, 0, 0, 0, 255);
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return 0;
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}
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// C->S Use Item On
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int cs_useItemOn (int client_fd) {
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@@ -535,13 +552,13 @@ int cs_clickContainer (int client_fd) {
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} else if (mode == 0 && clicked_slot == -999) {
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// when clicking outside inventory, return the dropped item to the player
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if (button == 0) {
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givePlayerItem(player, player->cursor_item, player->cursor_count);
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player->cursor_item = 0;
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player->cursor_count = 0;
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givePlayerItem(player, player->flagval_16, player->flagval_8);
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player->flagval_16 = 0;
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player->flagval_8 = 0;
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} else {
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givePlayerItem(player, player->cursor_item, 1);
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player->cursor_count -= 1;
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if (player->cursor_count == 0) player->cursor_item = 0;
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givePlayerItem(player, player->flagval_16, 1);
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player->flagval_8 -= 1;
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if (player->flagval_8 == 0) player->flagval_16 = 0;
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}
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apply_changes = false;
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}
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@@ -593,16 +610,16 @@ int cs_clickContainer (int client_fd) {
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// assign cursor-carried item slot
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if (readByte(client_fd)) {
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player->cursor_item = readVarInt(client_fd);
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player->cursor_count = readVarInt(client_fd);
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player->flagval_16 = readVarInt(client_fd);
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player->flagval_8 = readVarInt(client_fd);
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// ignore components
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tmp = readVarInt(client_fd);
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recv_all(client_fd, recv_buffer, tmp, false);
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tmp = readVarInt(client_fd);
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recv_all(client_fd, recv_buffer, tmp, false);
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} else {
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player->cursor_item = 0;
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player->cursor_count = 0;
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player->flagval_16 = 0;
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player->flagval_8 = 0;
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}
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return 0;
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@@ -711,10 +728,10 @@ int cs_closeContainer (int client_fd) {
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if (client_slot != 255) sc_setContainerSlot(player->client_fd, window_id, client_slot, 0, 0);
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}
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givePlayerItem(player, player->cursor_item, player->cursor_count);
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givePlayerItem(player, player->flagval_16, player->flagval_8);
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sc_setCursorItem(client_fd, 0, 0);
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player->cursor_item = 0;
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player->cursor_count = 0;
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player->flagval_16 = 0;
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player->flagval_8 = 0;
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return 0;
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}
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@@ -1054,6 +1071,22 @@ int cs_playerInput (int client_fd) {
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return 0;
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}
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int cs_playerCommand (int client_fd) {
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readVarInt(client_fd); // Ignore entity ID
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uint8_t action = readByte(client_fd);
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readVarInt(client_fd); // Ignore "Jump Boost" value
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PlayerData *player;
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if (getPlayerData(client_fd, &player)) return 1;
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// Handle sprinting
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if (action == 1) player->flags |= 0x08;
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else if (action == 2) player->flags &= ~0x08;
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return 0;
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}
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// S->C Registry Data (multiple packets) and Update Tags (configuration, multiple packets)
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int sc_registries (int client_fd) {
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152
src/procedures.c
152
src/procedures.c
@@ -47,6 +47,7 @@ int getClientIndex (int client_fd) {
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void resetPlayerData (PlayerData *player) {
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player->health = 20;
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player->hunger = 20;
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player->saturation = 2500;
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player->x = 8;
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player->z = 8;
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player->y = 80;
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@@ -571,7 +572,62 @@ uint8_t getItemStackSize (uint16_t item) {
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return 64;
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}
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void handlePlayerAction (PlayerData *player, int action, short x, short y, short z) {
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// Handles the player eating their currently held item
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// Returns whether the operation was succesful (item was consumed)
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// If `just_check` is set to true, the item doesn't get consumed
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uint8_t handlePlayerEating (PlayerData *player, uint8_t just_check) {
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// Exit early if player is unable to eat
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if (player->hunger >= 20) return false;
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uint16_t *held_item = &player->inventory_items[player->hotbar];
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uint8_t *held_count = &player->inventory_count[player->hotbar];
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// Exit early if player isn't holding anything
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if (*held_item == 0 || *held_count == 0) return false;
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uint8_t food = 0;
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uint16_t saturation = 0;
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// The saturation ratio from vanilla to here is about 1:500
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switch (*held_item) {
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case I_chicken: food = 2; saturation = 600; break;
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case I_beef: food = 3; saturation = 900; break;
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case I_porkchop: food = 3; saturation = 300; break;
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case I_mutton: food = 2; saturation = 600; break;
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case I_cooked_chicken: food = 6; saturation = 3600; break;
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case I_cooked_beef: food = 8; saturation = 6400; break;
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case I_cooked_porkchop: food = 8; saturation = 6400; break;
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case I_cooked_mutton: food = 6; saturation = 4800; break;
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case I_rotten_flesh: food = 4; saturation = 0; break;
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default: break;
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}
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// If just checking the item, return before making any changes
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if (just_check) return food != 0;
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// Apply saturation and food boost
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player->saturation += saturation;
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player->hunger += food;
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if (player->hunger > 20) player->hunger = 20;
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// Consume held item
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*held_count -= 1;
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if (*held_count == 0) *held_item = 0;
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// Update the client of these changes
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sc_setHealth(player->client_fd, player->health, player->hunger);
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sc_entityEvent(player->client_fd, player->client_fd, 9);
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sc_setContainerSlot(
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player->client_fd, 0,
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serverSlotToClientSlot(0, player->hotbar),
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*held_count, *held_item
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);
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return true;
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}
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void handlePlayerAction(PlayerData *player, int action, short x, short y, short z) {
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// Re-sync slot when player drops an item
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if (action == 3 || action == 4) {
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@@ -584,6 +640,13 @@ void handlePlayerAction (PlayerData *player, int action, short x, short y, short
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return;
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}
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// "Finish eating" action, called any time eating stops
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if (action == 5) {
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// Reset eating timer and clear eating flag
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player->flagval_16 = 0;
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player->flags &= ~0x10;
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}
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// Ignore further actions not pertaining to mining blocks
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if (action != 0 && action != 2) return;
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@@ -621,11 +684,43 @@ void handlePlayerAction (PlayerData *player, int action, short x, short y, short
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y_offset ++;
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block_above = getBlockAt(x, y + y_offset, z);
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}
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}
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void handlePlayerUseItem (PlayerData *player, short x, short y, short z, uint8_t face) {
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// If the selected slot doesn't hold any items, exit
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uint8_t *count = &player->inventory_count[player->hotbar];
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if (*count == 0) return;
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// Check special item handling
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uint16_t *item = &player->inventory_items[player->hotbar];
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if (*item == I_bone_meal) {
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uint8_t target = getBlockAt(x, y, z);
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uint8_t target_below = getBlockAt(x, y - 1, z);
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if (target == B_oak_sapling) {
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// Consume the bone meal (yes, even before checks)
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// Wasting bone meal on misplanted saplings is vanilla behavior
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if ((*count -= 1) == 0) *item = 0;
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sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, player->hotbar), *count, *item);
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if ( // Saplings can only grow when placed on these blocks
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target_below == B_dirt ||
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target_below == B_grass_block ||
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target_below == B_snowy_grass_block ||
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target_below == B_mud
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) {
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// Bone meal has a 25% chance of growing a tree from a sapling
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if ((fast_rand() & 3) == 0) placeTreeStructure(x, y, z);
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}
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}
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} else if (handlePlayerEating(player, true)) {
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// Reset eating timer and set eating flag
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player->flagval_16 = 0;
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player->flags |= 0x10;
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}
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// Exit if no coordinates were provided
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if (face == 255) return;
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// Check interaction with containers when not sneaking
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if (!(player->flags & 0x04)) {
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uint8_t target = getBlockAt(x, y, z);
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@@ -655,32 +750,6 @@ void handlePlayerUseItem (PlayerData *player, short x, short y, short z, uint8_t
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}
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}
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// If the selected slot doesn't hold any items, exit
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uint8_t *count = &player->inventory_count[player->hotbar];
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if (*count == 0) return;
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// Check special item handling
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uint16_t *item = &player->inventory_items[player->hotbar];
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if (*item == I_bone_meal) {
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uint8_t target = getBlockAt(x, y, z);
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uint8_t target_below = getBlockAt(x, y - 1, z);
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if (target == B_oak_sapling) {
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// Consume the bone meal (yes, even before checks)
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// Wasting bone meal on misplanted saplings is vanilla behavior
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if ((*count -= 1) == 0) *item = 0;
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sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, player->hotbar), *count, *item);
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if ( // Saplings can only grow when placed on these blocks
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target_below == B_dirt ||
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target_below == B_grass_block ||
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target_below == B_snowy_grass_block ||
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target_below == B_mud
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) {
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// Bone meal has a 25% chance of growing a tree from a sapling
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if ((fast_rand() & 3) == 0) placeTreeStructure(x, y, z);
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}
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}
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}
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// If the selected item doesn't correspond to a block, exit
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uint8_t block = I_to_B(*item);
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if (block == 0) return;
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@@ -817,16 +886,35 @@ void hurtEntity (int entity_id, int attacker_id, uint8_t damage_type, uint8_t da
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// Takes the time since the last tick in microseconds as the only arguemnt
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void handleServerTick (int64_t time_since_last_tick) {
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// Send Keep Alive and Update Time packets to all in-game clients
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// Update world time
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world_time = (world_time + time_since_last_tick / 50000) % 24000;
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// Update player events
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == -1) continue;
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// Send Keep Alive and Update Time packets
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sc_keepAlive(player_data[i].client_fd);
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sc_updateTime(player_data[i].client_fd, world_time);
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// Reset attack cooldown if at least a second has passed
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if (time_since_last_tick >= 1000000) {
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player_data[i].flags &= ~0x01;
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// Reset player attack cooldown
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player_data[i].flags &= ~0x01;
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// Handle eating animation
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if (player_data[i].flags & 0x10) {
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if (player_data[i].flagval_16 >= TICKS_TO_EAT) {
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handlePlayerEating(&player_data[i], false);
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player_data[i].flags &= ~0x10;
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player_data[i].flagval_16 = 0;
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} else player_data[i].flagval_16 ++;
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}
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// Heal from saturation
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if (player_data[i].health >= 20) continue;
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if (player_data[i].saturation >= 600) {
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player_data[i].saturation -= 600;
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player_data[i].health ++;
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} else if (player_data[i].hunger > 17) {
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player_data[i].hunger --;
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player_data[i].health ++;
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}
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sc_setHealth(player_data[i].client_fd, player_data[i].health, player_data[i].hunger);
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}
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/**
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Reference in New Issue
Block a user