fix: ios improvements: always display full ui & no magnifier on double tap anymore fix: regression: connect to p2p peers
196 lines
7.8 KiB
JavaScript
196 lines
7.8 KiB
JavaScript
//@ts-check
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/* global THREE performance */
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// wouldn't better to create atlas instead?
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import destroyStage0 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_0.png'
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import destroyStage1 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_1.png'
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import destroyStage2 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_2.png'
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import destroyStage3 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_3.png'
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import destroyStage4 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_4.png'
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import destroyStage5 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_5.png'
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import destroyStage6 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_6.png'
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import destroyStage7 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_7.png'
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import destroyStage8 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_8.png'
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import destroyStage9 from 'minecraft-assets/minecraft-assets/data/1.10/blocks/destroy_stage_9.png'
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import { Vec3 } from 'vec3'
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import { isGameActive } from './globalState'
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function getViewDirection (pitch, yaw) {
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const csPitch = Math.cos(pitch)
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const snPitch = Math.sin(pitch)
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const csYaw = Math.cos(yaw)
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const snYaw = Math.sin(yaw)
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return new Vec3(-snYaw * csPitch, snPitch, -csYaw * csPitch)
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}
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class Cursor {
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static instance = null
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constructor (viewer, renderer, /** @type {import('mineflayer').Bot} */bot) {
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bot.on('physicsTick', () => { if (this.lastBlockPlaced < 4) this.lastBlockPlaced++ })
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if (Cursor.instance) return Cursor.instance
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// Init state
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this.buttons = [false, false, false]
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this.lastButtons = [false, false, false]
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this.breakStartTime = 0
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this.cursorBlock = null
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// Setup graphics
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const blockGeometry = new THREE.BoxGeometry(1.001, 1.001, 1.001)
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this.cursorMesh = new THREE.LineSegments(new THREE.EdgesGeometry(blockGeometry), new THREE.LineBasicMaterial({ color: 0 }))
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this.cursorMesh.visible = false
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viewer.scene.add(this.cursorMesh)
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const loader = new THREE.TextureLoader()
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this.breakTextures = []
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const destroyStagesImages = [
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destroyStage0,
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destroyStage1,
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destroyStage2,
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destroyStage3,
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destroyStage4,
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destroyStage5,
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destroyStage6,
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destroyStage7,
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destroyStage8,
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destroyStage9
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]
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for (let i = 0; i < 10; i++) {
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const texture = loader.load(destroyStagesImages[i])
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texture.magFilter = THREE.NearestFilter
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texture.minFilter = THREE.NearestFilter
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this.breakTextures.push(texture)
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}
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const breakMaterial = new THREE.MeshBasicMaterial({
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transparent: true,
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blending: THREE.MultiplyBlending
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})
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this.blockBreakMesh = new THREE.Mesh(blockGeometry, breakMaterial)
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this.blockBreakMesh.visible = false
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this.blockBreakMesh.renderOrder = 999
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viewer.scene.add(this.blockBreakMesh)
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// Setup events
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document.addEventListener('mouseup', (e) => {
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this.buttons[e.button] = false
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})
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this.lastBlockPlaced = 4 // ticks since last placed
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document.addEventListener('mousedown', (e) => {
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if (e.isTrusted && !document.pointerLockElement) return
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if (!isGameActive(true)) return
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this.buttons[e.button] = true
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const entity = bot.nearestEntity((e) => {
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if (e.position.distanceTo(bot.entity.position) <= (bot.game.gameMode === 'creative' ? 5 : 3)) {
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const dir = getViewDirection(bot.entity.pitch, bot.entity.yaw)
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const { width, height } = e
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const { x: eX, y: eY, z: eZ } = e.position
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const { x: bX, y: bY, z: bZ } = bot.entity.position
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const box = new THREE.Box3(
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new THREE.Vector3(eX - width / 2, eY, eZ - width / 2),
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new THREE.Vector3(eX + width / 2, eY + height, eZ + width / 2)
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)
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const r = new THREE.Raycaster(
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new THREE.Vector3(bX, bY + 1.52, bZ),
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new THREE.Vector3(dir.x, dir.y, dir.z)
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)
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const int = r.ray.intersectBox(box, new THREE.Vector3(eX, eY, eZ))
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return int !== null
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}
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return false
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})
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if (entity) {
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bot.attack(entity)
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}
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})
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}
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// todo this shouldnt be done in the render loop, migrate the code to dom events to avoid delays on lags
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update (/** @type {import('mineflayer').Bot} */bot) {
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const cursorBlock = bot.blockAtCursor(5)
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let cursorBlockDiggable = cursorBlock
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if (!bot.canDigBlock(cursorBlock) && bot.game.gameMode !== 'creative') cursorBlockDiggable = null
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let cursorChanged = !cursorBlock !== !this.cursorBlock
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if (cursorBlock && this.cursorBlock) {
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cursorChanged = !cursorBlock.position.equals(this.cursorBlock.position)
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}
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// Place
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if (cursorBlock && this.buttons[2] && (!this.lastButtons[2] || cursorChanged) && this.lastBlockPlaced >= 4) {
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const vecArray = [new Vec3(0, -1, 0), new Vec3(0, 1, 0), new Vec3(0, 0, -1), new Vec3(0, 0, 1), new Vec3(-1, 0, 0), new Vec3(1, 0, 0)]
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//@ts-ignore
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const delta = cursorBlock.intersect.minus(cursorBlock.position)
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// check instead?
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//@ts-ignore
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bot._placeBlockWithOptions(cursorBlock, vecArray[cursorBlock.face], { delta, forceLook: 'ignore' }).catch(console.warn)
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this.lastBlockPlaced = 0
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}
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// Start break
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// todo last check doesnt work as cursorChanged happens once (after that check is false)
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if (cursorBlockDiggable && this.buttons[0] && (!this.lastButtons[0] || (cursorChanged && Date.now() - (this.lastDigged ?? 0) > 100))) {
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this.breakStartTime = performance.now()
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bot.dig(cursorBlock, 'ignore').catch((err) => {
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if (err.message === 'Digging aborted') return
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throw err
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})
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this.lastDigged = Date.now()
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}
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// Stop break
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if (!this.buttons[0] && this.lastButtons[0]) {
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try {
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bot.stopDigging() // this shouldnt throw anything...
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} catch (e) { } // to be reworked in mineflayer, then remove the try here
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}
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// Show cursor
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if (!cursorBlock) {
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this.cursorMesh.visible = false
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} else {
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for (const collisionData of [...cursorBlock.shapes, ...cursorBlock['interactionShapes'] ?? []].slice(0, 1) ?? []) {
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const width = collisionData[3] - collisionData[0]
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const height = collisionData[4] - collisionData[1]
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const depth = collisionData[5] - collisionData[2]
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const initialSize = 1.001
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this.cursorMesh.scale.set(width * initialSize, height * initialSize, depth * initialSize)
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this.blockBreakMesh.scale.set(width * initialSize, height * initialSize, depth * initialSize)
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// this.cursorMesh.position.set(cursorBlock.position.x + 0.5, cursorBlock.position.y + 0.5, cursorBlock.position.z + 0.5)
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const centerX = (collisionData[3] + collisionData[0]) / 2
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const centerY = (collisionData[4] + collisionData[1]) / 2
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const centerZ = (collisionData[5] + collisionData[2]) / 2
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this.cursorMesh.position.set(cursorBlock.position.x + centerX, cursorBlock.position.y + centerY, cursorBlock.position.z + centerZ)
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this.blockBreakMesh.position.set(cursorBlock.position.x + centerX, cursorBlock.position.y + centerY, cursorBlock.position.z + centerZ)
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}
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this.cursorMesh.visible = true
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// change
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}
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// Show break animation
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if (cursorBlockDiggable && this.buttons[0]) {
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const elapsed = performance.now() - this.breakStartTime
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const time = bot.digTime(cursorBlock)
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const state = Math.floor((elapsed / time) * 10)
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this.blockBreakMesh.material.map = this.breakTextures[state]
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this.blockBreakMesh.visible = true
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} else {
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this.blockBreakMesh.visible = false
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}
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// Update state
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this.cursorBlock = cursorBlock
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this.lastButtons[0] = this.buttons[0]
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this.lastButtons[1] = this.buttons[1]
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this.lastButtons[2] = this.buttons[2]
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}
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}
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export default Cursor
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