~starkingdoms/starkingdoms

ref: d7c79d9bf78166375b5ac07cbb46c56af9188db2 starkingdoms/server/src/timer.rs -rw-r--r-- 7.0 KiB
d7c79d9b — ghostlyzsh Merge branch 'master' of https://gitlab.com/starkingdoms.tk/starkingdoms.tk 2 years ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
use std::{time::Duration, sync::Arc};
use log::{debug, error};
use nalgebra::{vector, point, Vector2};
use rapier2d_f64::prelude::{PhysicsPipeline};
use tokio::{time::sleep, sync::RwLock};
use starkingdoms_protocol::player::Player;
use crate::{manager::{ClientHandlerMessage, ClientManager, PhysicsData}, SCALE, planet::Planets};

pub const ROTATIONAL_FORCE: f64 = 200.0;
pub const LATERAL_FORCE: f64 = 80.0;

pub async fn timer_main(mgr: ClientManager, physics_data: Arc<RwLock<PhysicsData>>, world_data: Arc<RwLock<Planets>>) {
    let mut pipeline = PhysicsPipeline::new();
    loop {
        sleep(Duration::from_millis(5)).await;

        physics_data.write().await.tick(&mut pipeline);

        let mut protocol_players = vec![];

        {
            for (player_id, player) in mgr.players.write().await.iter() {
                let mut physics_data = physics_data.write().await;
                let player_handle = player.handle;
                let player_body = physics_data.rigid_body_set.get_mut(player_handle).unwrap();
                player_body.reset_forces(true);
                player_body.reset_torques(true);
                let planets = world_data.read().await;
                let grav_force = planets.gravity((player_body.translation().x, player_body.translation().y), player_body.mass());
                player_body.apply_impulse(vector![grav_force.0, grav_force.1], true);

                let mut torque = 0.0;
                let mut left_top_thruster: f64 = 0.0;
                let mut right_top_thruster: f64 = 0.0;
                let mut left_bottom_thruster: f64 = 0.0;
                let mut right_bottom_thruster: f64 = 0.0;

                if player.input.right {
                    torque += ROTATIONAL_FORCE;
                    left_top_thruster -= 1.0;
                    right_bottom_thruster += 1.0;
                }
                if player.input.left {
                    torque -= ROTATIONAL_FORCE;
                    right_top_thruster -= 1.0;
                    left_bottom_thruster += 1.0;
                }

                //player_body.apply_torque_impulse(torque, true);

                let mut lateral = vector![0.0, 0.0];

                if player.input.up {
                    lateral -= vector![0.0, LATERAL_FORCE];
                    left_bottom_thruster -= 1.0;
                    right_bottom_thruster -= 1.0;
                }
                if player.input.down {
                    lateral += vector![0.0, LATERAL_FORCE];
                    left_top_thruster += 1.0;
                    right_top_thruster += 1.0;
                }
                left_top_thruster = LATERAL_FORCE * left_top_thruster.clamp(-1.0, 1.0);
                right_top_thruster = LATERAL_FORCE * right_top_thruster.clamp(-1.0, 1.0);
                left_bottom_thruster = LATERAL_FORCE * left_bottom_thruster.clamp(-1.0, 1.0);
                right_bottom_thruster = LATERAL_FORCE * right_bottom_thruster.clamp(-1.0, 1.0);

                let rotation = player_body.rotation().clone().angle();
                let left_top_thruster = vector![
                    -left_top_thruster * rotation.sin(),
                    left_top_thruster * rotation.cos()
                ];
                let right_top_thruster = vector![
                    -right_top_thruster * rotation.sin(),
                    right_top_thruster * rotation.cos()
                ];
                let left_bottom_thruster = vector![
                    -left_bottom_thruster * rotation.sin(),
                    left_bottom_thruster * rotation.cos()
                ];
                let right_bottom_thruster = vector![
                    -right_bottom_thruster * rotation.sin(),
                    right_bottom_thruster * rotation.cos()
                ];
                let scale = SCALE as f64;
                let top_left_point = point![
                    -25. / scale * rotation.cos() +25. / scale * rotation.sin(), 
                    -25. / scale * rotation.sin() -25. / scale * rotation.cos()
                ] + player_body.translation();
                let top_right_point = point![
                     25. / scale * rotation.cos() +25. / scale * rotation.sin(), 
                     25. / scale * rotation.sin() -25. / scale * rotation.cos()
                ] + player_body.translation();
                let bottom_left_point = point![
                    -25. / scale * rotation.cos() -25. / scale * rotation.sin(), 
                    -25. / scale * rotation.sin() +25. / scale * rotation.cos()
                ] + player_body.translation();
                let bottom_right_point = point![
                     25. / scale * rotation.cos() -25. / scale * rotation.sin(), 
                     25. / scale * rotation.sin() +25. / scale * rotation.cos()
                ] + player_body.translation();

                player_body.add_force_at_point(
                    left_top_thruster,
                    top_left_point, true);
                player_body.add_force_at_point(
                    right_top_thruster,
                    top_right_point, true);
                player_body.add_force_at_point(
                    left_bottom_thruster,
                    bottom_left_point, true);
                player_body.add_force_at_point(
                    right_bottom_thruster,
                    bottom_right_point, true);

                let translation = player_body.translation();

                let username;
                {
                    let usernames = mgr.usernames.read().await;
                    username = usernames.get(player_id).unwrap().clone();
                }

                // TODO: Figure out how to adjust codegen to use f64
                protocol_players.push(Player {
                    rotation: rotation as f32,
                    x: (translation.x * SCALE) as f32,
                    y: (translation.y * SCALE) as f32,
                    username,
                    special_fields: Default::default(),
                });
            }
        }

        for (_addr, client_thread) in mgr.handlers.read().await.iter() {
            match client_thread.tx.send(ClientHandlerMessage::Tick).await {
                Ok(_) => {
                    match client_thread.tx.send(ClientHandlerMessage::PlayersUpdate {players: protocol_players.clone()}).await {
                        Ok(_) => (),
                        Err(e) => {
                            error!("unable to send position packet: {}", e);
                        }
                    };

                    let world = world_data.read().await;
                    let planet_data = world.to_protocol();
                    match client_thread.tx.send(planet_data).await {
                        Ok(_) => (),
                        Err(e) => {
                            error!("unable to send earth packet: {}", e);
                        }
                    };
                }
                Err(e) => {
                    error!("unable to update a client thread: {}", e);
                }
            }
        }
    }
}