bedrock-protocol/examples/viewer/client/BotProvider.js
2021-04-03 20:34:42 -04:00

333 lines
10 KiB
JavaScript

/* eslint-disable */
const { Client } = require('bedrock-protocol')
const { Version } = require('bedrock-provider')
const { WorldView } = require('prismarine-viewer/viewer')
const vec3 = require('vec3')
const World = require('prismarine-world')()
const ChunkColumn = require('./Chunk')()
const { Physics, PlayerState } = require('prismarine-physics')
const { performance } = require('perf_hooks')
const PHYSICS_INTERVAL_MS = 50
const PHYSICS_TIMESTEP = PHYSICS_INTERVAL_MS / 1000
class BotProvider extends WorldView {
chunks = {}
lastSentPos
positionUpdated = true
constructor() {
super()
this.connect()
this.listenToBot()
this.world = new World()
// Server auth movement : we send inputs, server calculates position & sends back
this.serverMovements = true
this.tick = 0n
}
connect() {
const client = new Client({ hostname: '127.0.0.1', version: '1.16.210', port: 19132, connectTimeout: 100000 })
client.once('resource_packs_info', (packet) => {
client.write('resource_pack_client_response', {
response_status: 'completed',
resourcepackids: []
})
client.once('resource_pack_stack', (stack) => {
client.write('resource_pack_client_response', {
response_status: 'completed',
resourcepackids: []
})
})
client.queue('client_cache_status', { enabled: false })
client.queue('request_chunk_radius', { chunk_radius: 1 })
client.queue('tick_sync', { request_time: BigInt(Date.now()), response_time: 0n })
})
this.client = client
}
close() {
this.client?.close()
}
listenToBot() {
this.client.on('connect', () => {
console.log('Bot has connected!')
})
this.client.on('start_game', packet => {
this.updatePosition(packet.player_position)
})
this.client.on('spawn', () => {
// server allows client to render chunks & spawn in world
this.emit('spawn', { position: this.lastPos })
this.tickLoop = setInterval(() => {
this.client.queue('tick_sync', { request_time: BigInt(Date.now()), response_time: 0n })
})
})
this.client.on('level_chunk', packet => {
this.handleChunk(packet)
})
this.client.on('move_player', packet => {
if (packet.runtime_id === this.client.entityId) this.updatePosition(packet.position)
})
this.client.on('set_entity_motion', packet => {
if (packet.runtime_id === this.client.entityId) this.updatePosition(packet.position)
})
this.client.on('tick_sync', (packet) => {
this.lastTick = packet.response_time
})
}
handleChunk(packet, render = true) {
const hash = (packet.x << 4) + ',' + (packet.z << 4)
if (this.loadChunk[hash]) return
const cc = new ChunkColumn(Version.v1_4_0, packet.x, packet.z)
cc.networkDecodeNoCache(packet.payload, packet.sub_chunk_count).then(() => {
this.loadedChunks[hash] = true
this.world.setColumn(packet.x, packet.z, cc)
const chunk = cc.serialize()
// console.log('Chunk', chunk)
if (render) this.emitter.emit('loadChunk', { x: packet.x << 4, z: packet.z << 4, chunk })
})
}
stopBot() {
clearInterval(this.tickLoop)
}
// Server gives us a new position
updatePosition(pos) {
this.lastPos ??= vec3(pos)
super.updatePosition(this.lastPos)
}
// Ask the server to be in a new position
requestPosition(time, inputState) {
const positionUpdated = !this.lastSentPos || !this.lastPos.equals(this.lastSentPos)
// if (globalThis.logging)console.log('New pos', this.lastSentPos,this.lastPos)
if (positionUpdated) {
this.lastSentPos = this.lastPos.clone()
console.log('We computed', this.lastPos)
this.pushCamera({
position: this.lastSentPos,
input_data: {},
yaw: this.playerState.yaw, pitch: this.playerState.pitch
}, 2)
return
this.client.queue('player_auth_input', {
pitch: this.player.pitch,
yaw: this.player.yaw,
position: {
x: this.lastPos.x,
y: this.lastPos.y,
z: this.lastPos.z
},
move_vector: { // Minecraft coords, N: Z+1, S: Z-1, W: X+1, E: X-1
x: inputState.left ? 1 : (inputState.right ? -1 : 0),
z: inputState.up ? 1 : (inputState.down ? -1 : 0)
},
head_yaw: this.player.headYaw,
input_data: inputState,
input_mode: 'mouse',
play_mode: 'screen',
tick: this.tick,
delta: this.lastSentPos?.minus(this.lastPos) ?? { x: 0, y: 0, z: 0 }
})
this.positionUpdated = false
this.lastSentPos = this.lastPos.clone()
}
}
initPhys(position, velocity, yaw = 0, pitch = 0, headYaw = 0) {
this.lastPos = position ? vec3(position) : vec3(0, 0, 0)
this.lastVel = velocity ? vec3(velocity) : vec3(0, 0, 0)
this.player = {
version: '1.16.1',
inventory: {
slots: []
},
entity: {
effects: {},
position: this.lastPos,
velocity: this.lastVel,
onGround: false,
isInWater: false,
isInLava: false,
isInWeb: false,
isCollidedHorizontally: false,
isCollidedVertically: false,
yaw,
pitch,
headYaw // bedrock
},
events: { // Control events to send next tick
startSprint: false,
stopSprint: false,
startSneak: false,
stopSneak: false
},
jumpTicks: 0,
jumpQueued: false,
downJump: false
}
const mcData = require('minecraft-data')('1.16.1')
this.physics = Physics(mcData, this.world)
this.controls = {
forward: false,
back: false,
left: false,
right: false,
jump: false,
sprint: false,
sneak: false
}
this.playerState = new PlayerState(this.player, this.controls)
}
// This function should be executed each tick (every 0.05 seconds)
// How it works: https://gafferongames.com/post/fix_your_timestep/
timeAccumulator = 0
lastPhysicsFrameTime = null
inputQueue = []
doPhysics() {
const now = performance.now()
const deltaSeconds = (now - this.lastPhysicsFrameTime) / 1000
this.lastPhysicsFrameTime = now
this.timeAccumulator += deltaSeconds
while (this.timeAccumulator >= PHYSICS_TIMESTEP) {
let q = this.inputQueue.shift()
if (q) {
Object.assign(this.playerState.control, q)
if (q.yaw) { this.player.entity.yaw = q.yaw; this.playerState.yaw = q.yaw; }
if (q.pitch) this.player.entity.pitch = q.pitch
}
this.physics.simulatePlayer(this.playerState, this.world.sync).apply(this.player)
this.lastPos = this.playerState.pos
this.requestPosition(PHYSICS_TIMESTEP, {
ascend: false,
descend: false,
// Players bob up and down in water, north jump is true when going up.
// In water this is only true after the player has reached max height before bobbing back down.
north_jump: this.player.jumpTicks > 0, // Jump
jump_down: this.controls.jump, // Jump
sprint_down: this.controls.sprint,
change_height: false,
jumping: this.controls.jump, // Jump
auto_jumping_in_water: false,
sneaking: false,
sneak_down: false,
up: this.controls.forward,
down: this.controls.back,
left: this.controls.left,
right: this.controls.right,
up_left: false,
up_right: false,
want_up: this.controls.jump, // Jump
want_down: false,
want_down_slow: false,
want_up_slow: false,
sprinting: false,
ascend_scaffolding: false,
descend_scaffolding: false,
sneak_toggle_down: false,
persist_sneak: false,
start_sprinting: this.player.events.startSprint || false,
stop_sprinting: this.player.events.stopSprint || false,
start_sneaking: this.player.events.startSneak || false,
stop_sneaking: this.player.events.stopSneak || false,
// Player is Update Aqatic swimming
start_swimming: false,
// Player stops Update Aqatic swimming
stop_swimming: false,
start_jumping: this.player.jumpTicks === 1, // Jump
start_gliding: false,
stop_gliding: false,
})
this.timeAccumulator -= PHYSICS_TIMESTEP
}
}
startPhys() {
console.log('Start phys')
this.physicsLoop = setInterval(() => {
this.doPhysics()
}, PHYSICS_INTERVAL_MS)
}
setControlState(control, state) {
if (this.controls[control] === state) return
if (control === 'sprint') {
this.player.events.startSprint = state
this.player.events.stopSprint = !state
this.controls.sprint = true
} else if (control === 'sneak') {
this.player.events.startSneak = state
this.player.events.stopSneak = !state
this.controls.sprint = true
}
}
pushInputState(state, yaw, pitch) {
const yawRad = d2r(yaw)
const pitchRad = d2r(pitch)
this.inputQueue.push({
forward: state.up,
back: state.down,// TODO: left and right switched ???
left: state.right,
right: state.left,
jump: state.jump_down,
sneak: state.sprint_down,
yaw: yawRad, pitch: pitchRad,
})
globalThis.yaw = [yaw, yawRad]
if (global.logYaw) console.log('Pushed', yaw, pitch)
}
pushCamera(state, id = 1) {
let { x, y, z } = state.position
if (id == 1) y -= 1.62 // account for player bb
const pos = vec3({ x, y, z })
if (state.position) {
viewer.viewer.entities.update({
name: 'player',
id, pos, width: 0.6, height: 1.8,
yaw: id == 1 ? d2r(state.yaw) : state.yaw
})
//viewer.viewer.camera.position.set(x, y, z)
}
if (state.input_data.sneak_down) {
this.player.entity.position = pos
this.playerState.pos = this.player.entity.position
}
}
onCameraMovement(newYaw, newPitch, newHeadYaw) {
this.player.yaw = newYaw
this.player.pitch = newPitch
this.player.headYaw = newHeadYaw
}
stopPhys() {
clearInterval(this.physicsLoop)
}
}
const d2r = deg => (180 - (deg < 0 ? (360 + deg) : deg)) * (Math.PI / 180)
module.exports = { BotProvider }