implement mob combat

This commit is contained in:
p2r3
2025-08-22 17:41:29 +03:00
parent ed6ad6de6d
commit e311b0cbe4
6 changed files with 138 additions and 19 deletions

View File

@@ -93,6 +93,9 @@ typedef struct {
short x;
uint8_t y;
short z;
// Lower 5 bits: health
// Upper 3 bits: reserved (?)
uint8_t data;
} MobData;
#pragma pack(pop)

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@@ -1,6 +1,7 @@
#ifndef H_PACKETS
#define H_PACKETS
// Serverbound packets
int cs_handshake (int client_fd);
int cs_loginStart (int client_fd, uint8_t *uuid, char *name);
int cs_clientInformation (int client_fd);
@@ -17,6 +18,7 @@ int cs_closeContainer (int client_fd);
int cs_clientStatus (int client_fd);
int cs_chat(int client_fd);
// Clientbound packets
int sc_loginSuccess (int client_fd, uint8_t *uuid, char *name);
int sc_knownPacks (int client_fd);
int sc_finishConfiguration (int client_fd);
@@ -44,6 +46,9 @@ int sc_damageEvent (int client_fd, int id, int type);
int sc_setHealth (int client_fd, uint8_t health, uint8_t food);
int sc_respawn (int client_fd);
int sc_systemChat (int client_fd, char* message, uint16_t len);
int cs_interact (int client_fd);
int sc_entityEvent (int client_fd, int entity_id, uint8_t status);
int sc_removeEntity (int client_fd, int entity_id);
int sc_registries (int client_fd);
#endif

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@@ -31,7 +31,8 @@ uint16_t getMiningResult (uint16_t held_item, uint8_t block);
void bumpToolDurability (PlayerData *player);
void handlePlayerAction (PlayerData *player, int action, short x, short y, short z);
void spawnMob (uint8_t type, short x, uint8_t y, short z);
void spawnMob (uint8_t type, short x, uint8_t y, short z, uint8_t health);
void hurtEntity (int entity_id, int attacker_id, uint8_t damage_type, uint8_t damage);
void handleServerTick (int64_t time_since_last_tick);
#endif

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@@ -158,14 +158,20 @@ void handlePacket (int client_fd, int length, int packet_id) {
}
break;
case 0x1B: {
case 0x1B:
if (state == STATE_PLAY) {
// Serverbound keep-alive (ignored)
recv_all(client_fd, recv_buffer, 8, false);
return;
}
break;
}
case 0x19:
if (state == STATE_PLAY) {
if (cs_interact(client_fd)) break;
return;
}
break;
case 0x1D:
case 0x1E:
@@ -190,10 +196,7 @@ void handlePacket (int client_fd, int length, int packet_id) {
if (on_ground) {
int8_t damage = player->grounded_y - player->y - 3;
if (damage > 0 && getBlockAt(player->x, player->y, player->z) != B_water) {
if (damage >= player->health) player->health = 0;
else player->health -= damage;
sc_damageEvent(client_fd, client_fd, D_fall);
sc_setHealth(client_fd, player->health, player->hunger);
hurtEntity(client_fd, -1, D_fall, damage);
}
player->grounded_y = player->y;
}
@@ -295,14 +298,14 @@ void handlePacket (int client_fd, int length, int packet_id) {
getBlockAt(mob_x, mob_y + 1, mob_z) == B_air
) {
// Spawn passive mobs during the day, hostiles during the night
if (world_time < 12000) {
if (world_time < 13000) {
uint32_t mob_choice = (r >> 12) & 3;
if (mob_choice == 0) spawnMob(25, mob_x, mob_y, mob_z); // Chicken
else if (mob_choice == 1) spawnMob(28, mob_x, mob_y, mob_z); // Cow
else if (mob_choice == 2) spawnMob(95, mob_x, mob_y, mob_z); // Pig
else if (mob_choice == 3) spawnMob(106, mob_x, mob_y, mob_z); // Sheep
if (mob_choice == 0) spawnMob(25, mob_x, mob_y, mob_z, 20); // Chicken
else if (mob_choice == 1) spawnMob(28, mob_x, mob_y, mob_z, 20); // Cow
else if (mob_choice == 2) spawnMob(95, mob_x, mob_y, mob_z, 20); // Pig
else if (mob_choice == 3) spawnMob(106, mob_x, mob_y, mob_z, 20); // Sheep
} else {
spawnMob(145, mob_x, mob_y, mob_z); // Zombie
spawnMob(145, mob_x, mob_y, mob_z, 20); // Zombie
}
}
}

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@@ -973,6 +973,52 @@ int cs_chat (int client_fd) {
return 0;
}
// C->S Interact
int cs_interact (int client_fd) {
int entity_id = readVarInt(client_fd);
uint8_t type = readByte(client_fd);
if (type == 2) {
// Ignore target coordinates
recv_all(client_fd, recv_buffer, 12, false);
}
if (type != 1) {
// Ignore hand
recv_all(client_fd, recv_buffer, 1, false);
}
// Ignore sneaking flag
recv_all(client_fd, recv_buffer, 1, false);
hurtEntity(entity_id, client_fd, D_generic, 1);
return 0;
}
// S->C Entity Event
int sc_entityEvent (int client_fd, int entity_id, uint8_t status) {
writeVarInt(client_fd, 6);
writeByte(client_fd, 0x1E);
writeUint32(client_fd, entity_id);
writeByte(client_fd, status);
return 0;
}
// S->C Remove Entities, but for only one entity per packet
int sc_removeEntity (int client_fd, int entity_id) {
writeVarInt(client_fd, 2 + sizeVarInt(entity_id));
writeByte(client_fd, 0x46);
writeByte(client_fd, 1);
writeVarInt(client_fd, entity_id);
}
// S->C Registry Data (multiple packets) and Update Tags (configuration, multiple packets)
int sc_registries (int client_fd) {

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@@ -485,7 +485,7 @@ void handlePlayerAction (PlayerData *player, int action, short x, short y, short
}
void spawnMob (uint8_t type, short x, uint8_t y, short z) {
void spawnMob (uint8_t type, short x, uint8_t y, short z, uint8_t health) {
for (int i = 0; i < MAX_MOBS; i ++) {
// Look for type 0 (unallocated)
@@ -496,6 +496,7 @@ void spawnMob (uint8_t type, short x, uint8_t y, short z) {
mob_data[i].x = x;
mob_data[i].y = y;
mob_data[i].z = z;
mob_data[i].data = health & 31;
// Broadcast entity creation to all players
for (int j = 0; j < MAX_PLAYERS; j ++) {
@@ -515,6 +516,56 @@ void spawnMob (uint8_t type, short x, uint8_t y, short z) {
}
void hurtEntity (int entity_id, int attacker_id, uint8_t damage_type, uint8_t damage) {
// Retrieve player data if applicable
PlayerData *player;
if (attacker_id < 65536 && attacker_id != -1) {
if (getPlayerData(attacker_id, &player)) return;
} else if (entity_id < 65536) {
if (getPlayerData(entity_id, &player)) return;
}
if (attacker_id < 65536 && attacker_id != -1) { // Attacker is a player
// Scale damage based on held item
uint16_t held_item = player->inventory_items[player->hotbar];
if (held_item == I_wooden_sword) damage *= 4;
else if (held_item == I_golden_sword) damage *= 4;
else if (held_item == I_stone_sword) damage *= 5;
else if (held_item == I_iron_sword) damage *= 6;
else if (held_item == I_diamond_sword) damage *= 7;
else if (held_item == I_netherite_sword) damage *= 8;
}
// Whether this attack caused the target entity to die
uint8_t entity_died = false;
if (entity_id < 65536) { // The attacked entity is a player
if (player->health <= damage) {
player->health = 0;
entity_died = true;
} else player->health -= damage;
// Update health on the client
sc_setHealth(player->client_fd, player->health, player->hunger);
} else { // The attacked entity is a mob
MobData *mob = &mob_data[entity_id - 65536];
uint8_t mob_health = mob->data & 31;
if (mob_health <= damage) {
mob->data -= mob_health;
entity_died = true;
} else mob->data -= damage;
}
// Broadcast damage event to all players
for (int i = 0; i < MAX_PLAYERS; i ++) {
int client_fd = player_data[i].client_fd;
if (client_fd == -1) continue;
sc_damageEvent(client_fd, entity_id, damage_type);
if (entity_died) sc_entityEvent(client_fd, entity_id, 3);
}
}
// Simulates events scheduled for regular intervals
// Takes the time since the last tick in microseconds as the only arguemnt
void handleServerTick (int64_t time_since_last_tick) {
@@ -540,6 +591,19 @@ void handleServerTick (int64_t time_since_last_tick) {
for (int i = 0; i < MAX_MOBS; i ++) {
if (mob_data[i].type == 0) continue;
// Mob has died, deallocate it
if ((mob_data[i].data & 31) == 0) {
mob_data[i].type = 0;
for (int j = 0; j < MAX_PLAYERS; j ++) {
if (player_data[j].client_fd == -1) continue;
// Spawn death smoke particles
sc_entityEvent(player_data[j].client_fd, 65536 + i, 60);
// Remove the entity from the client
sc_removeEntity(player_data[j].client_fd, 65536 + i);
}
continue;
}
uint8_t passive = (
mob_data[i].type == 25 || // Chicken
mob_data[i].type == 28 || // Cow
@@ -554,7 +618,7 @@ void handleServerTick (int64_t time_since_last_tick) {
// Find the player closest to this mob
PlayerData* closest_player;
uint32_t closest_dist = 65535;
uint32_t closest_dist = 65536;
for (int j = 0; j < MAX_PLAYERS; j ++) {
if (player_data[j].client_fd == -1) continue;
uint16_t curr_dist = (
@@ -594,10 +658,7 @@ void handleServerTick (int64_t time_since_last_tick) {
// If we're already next to the player, hurt them and skip movement
if (closest_dist < 3) {
if (closest_player->health < 6) closest_player->health = 0;
else closest_player->health -= 6;
sc_damageEvent(closest_player->client_fd, closest_player->client_fd, D_generic);
sc_setHealth(closest_player->client_fd, closest_player->health, closest_player->hunger);
hurtEntity(closest_player->client_fd, 65536 + i, D_generic, 6);
continue;
}