changed a lot of stuff, too lazy to write

This commit is contained in:
griffi-gh 2023-02-08 03:06:06 +01:00
parent f88e2733f3
commit 1ae34def21
4 changed files with 71 additions and 20 deletions

View file

@ -4,7 +4,7 @@
use shipyard::{
World, Workload, IntoWorkload,
UniqueView, UniqueViewMut,
NonSendSync
NonSendSync, WorkloadModificator
};
use glium::{
glutin::{
@ -13,7 +13,6 @@ use glium::{
}
};
use glam::vec3;
use state::GameState;
use std::time::Instant;
mod logging;
@ -38,7 +37,7 @@ pub(crate) mod init;
use world::{
init_game_world,
loading::update_loaded_world_around_player,
loading::{update_loaded_world_around_player, switch_to_ingame_if_loaded},
raycast::update_raycasts, queue::apply_queued_blocks
};
use player::spawn_player;
@ -65,6 +64,7 @@ use block_placement::block_placement_system;
use delta_time::{DeltaTime, init_delta_time};
use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
use state::{GameState, is_ingame, is_ingame_or_loading, is_loading};
use init::initialize_from_args;
fn startup() -> Workload {
@ -84,24 +84,33 @@ fn startup() -> Workload {
}
fn update() -> Workload {
(
process_inputs,
update_controllers,
generate_move_events,
update_loaded_world_around_player,
update_raycasts,
block_placement_system,
apply_queued_blocks,
update_cursor_lock_state,
compute_cameras,
process_inputs,
exit_on_esc,
(
switch_to_ingame_if_loaded,
).into_workload().run_if(is_loading),
(
update_loaded_world_around_player,
).into_workload().run_if(is_ingame_or_loading),
(
update_controllers,
generate_move_events,
update_raycasts,
block_placement_system,
apply_queued_blocks,
).into_workload().run_if(is_ingame),
compute_cameras,
).into_workload()
}
fn render() -> Workload {
(
clear_background,
draw_world,
draw_current_chunk_border,
render_selection_box,
(
draw_world,
draw_current_chunk_border,
render_selection_box,
).into_sequential_workload().run_if(is_ingame)
).into_sequential_workload()
}
fn after_frame_end() -> Workload {

View file

@ -1,10 +1,27 @@
use strum::EnumIter;
use shipyard::Unique;
use shipyard::{Unique, UniqueView};
#[derive(Unique, EnumIter)]
#[derive(Unique, PartialEq, Eq)]
#[track(All)]
pub enum GameState {
Connecting,
LoadingWorld,
InGame
}
pub fn is_ingame(
state: UniqueView<GameState>
) -> bool {
*state == GameState::InGame
}
pub fn is_loading(
state: UniqueView<GameState>
) -> bool {
matches!(*state, GameState::LoadingWorld)
}
pub fn is_ingame_or_loading(
state: UniqueView<GameState>
) -> bool {
matches!(*state, GameState::InGame | GameState::LoadingWorld)
}

View file

@ -30,6 +30,11 @@ pub enum CurrentChunkState {
RecalculatingMesh,
Unloading,
}
impl CurrentChunkState {
pub fn matches(self, desired: DesiredChunkState) -> bool {
desired.matches(self)
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum DesiredChunkState {
@ -39,6 +44,13 @@ pub enum DesiredChunkState {
Rendered,
ToUnload,
}
impl DesiredChunkState {
pub fn matches(self, current: CurrentChunkState) -> bool {
(matches!(self, DesiredChunkState::Nothing) && matches!(current, CurrentChunkState::Nothing)) ||
(matches!(self, DesiredChunkState::Loaded) && matches!(current, CurrentChunkState::Loaded)) ||
(matches!(self, DesiredChunkState::Rendered) && matches!(current, CurrentChunkState::Rendered))
}
}
pub struct Chunk {
pub position: IVec3,

View file

@ -5,7 +5,8 @@ use crate::{
player::MainPlayer,
transform::Transform,
settings::GameSettings,
rendering::Renderer
rendering::Renderer,
state::GameState
};
use super::{
ChunkStorage, ChunkMeshStorage,
@ -168,7 +169,8 @@ fn process_completed_tasks(
task_manager: UniqueView<ChunkTaskManager>,
mut world: UniqueViewMut<ChunkStorage>,
mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
renderer: NonSendSync<UniqueView<Renderer>>
renderer: NonSendSync<UniqueView<Renderer>>,
state: UniqueView<GameState>
) {
let mut ops: usize = 0;
while let Some(res) = task_manager.receive() {
@ -231,8 +233,19 @@ fn process_completed_tasks(
ops += 1;
}
}
if ops >= MAX_CHUNK_OPS {
if (ops >= MAX_CHUNK_OPS) && matches!(*state, GameState::InGame) {
break
}
}
}
pub fn switch_to_ingame_if_loaded(
world: UniqueView<ChunkStorage>,
mut state: UniqueViewMut<GameState>
) {
if world.chunks.iter().all(|(_, chunk)| {
chunk.desired_state.matches(chunk.current_state)
}) {
*state = GameState::InGame;
}
}