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Horizon agentandClaude Opus 5.5 5499eea24e docs/operations.md: running Horizon by hand without agents or the maintainer's machines
A runbook for the Horizon Team and the council: who can do what today, merging by hand, the Nightly
and how to stop or roll it back, what waits when the self-hosted runners are offline and what to do,
the Mojang republish issue, the mods registry (form pull requests, forks, takedowns), Kira, the
official server and security incidents. It points at release-flow.md, ci-runners.md, security.md
and GOVERNANCE.md for the details instead of repeating them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-10 00:06:25 +01:00
Ludovic Marie 537539fe58 Merge pull request #14291 from horizon-rust/split/cosmetics-fx
🤖 Agent: step 2b-iii of spec #14091 moves companions, trails and auras onto the hooks; stacked on #14282.
2026-11-09 23:37:32 +01:00
Ludovic Marie cbbd362eed Merge pull request #14011 from v0ntr3n/fix/stand-command-hurt-events-freeze-immunity
🤖 Agent: the explosion/ignite/burn branches now attribute their game events to the cause in place and ignition clears TicksFrozen; damage_immunity checks the stand's active slots first. Reworked so no dead copy remains; 15/15 stand tests pass with resources.
2026-11-09 23:37:28 +01:00
Ludovic Marie 1430b9990a Merge pull request #14381 from horizon-rust/split/discord-setting
🤖 Agent: the Discord switch keeps its discordPresence line in horizon-extras.txt through horizon-discord's settings store, so players keep their choice while the row moves to Extras > Multiplayer; e2e 4/4 and verify green on this head.
2026-11-09 23:37:24 +01:00
Ludovic Marie a84f637dd6 Merge pull request #14282 from horizon-rust/split/cosmetics-fx-api
🤖 Agent: step 2b-ii of spec #14091 gives PlayerDraw motion, view, looks, particles and first_person so the cosmetics need nothing else from the engine; stacked on #14274.
2026-11-09 23:32:09 +01:00
Ludovic Marie efab4d1bbf Merge pull request #14274 from horizon-rust/split/cosmetics-own
🤖 Agent: step 2b-i of spec #14091 draws the player's own body and the inventory picture through PlayerDraw; stacked on #14265.
2026-11-09 23:23:44 +01:00
Ludovic Marie 7b50bae250 Merge pull request #13958 from horizon-rust/layers/window-icon-hook
🤖 Agent: the engine takes the window icon from the layer above, and entry.rs keeps main's pack_formats::install() after horizon_look::give(), so the icon is still given before any window opens. The head now also carries the menu_style stack (#14026, #14027, #14029): graphics_style's and ui_theme's colours are one OnceLock read per call from menu_style, Horizon's BLOCKS_DARK values come from horizon_look.rs at startup so the menus look the same, and the renderer and client lib no longer depend on horizon-theme. Merges cleanly with main.
2026-11-09 23:19:07 +01:00
Ludovic Marie 3780c215a7 Merge pull request #14265 from horizon-rust/split/cosmetics-layers
🤖 Agent: step 2a-ii of spec #14091 draws the cosmetic items on the body through PlayerDraw instead of calling the cosmetics from the engine; stacked on #14214.
2026-11-09 23:19:02 +01:00
Ludovic Marie 3c853b46eb Merge pull request #14155 from horizon-rust/split/discord-crate
🤖 Agent: the presence now starts only from horizon-official's client_started hook, so horizon-client's own executable (plain builds, harnesses) never opens Discord's socket; the e2e passes 4/4 on the official binary and verify is green on this head.
2026-11-09 23:13:59 +01:00
Ludovic Marie e64af82d00 Merge pull request #13771 from MSedgeMC/fix/lectern-has-book-signal
🤖 Agent: matches LecternBlock.getAnalogOutputSignal (HAS_BOOK checked before the block entity, 26.3 bytecode); I pushed 1d52dd4: the new test had taken the next test's doc comment, and it now also checks has_book=true reads 15.
2026-11-09 22:53:29 +01:00
Ludovic Marie 37bf47f477 Merge pull request #13655 from TheApple05/fix/12091-piston-slime-bounce
🤖 Agent: mob piston pushes now restitute after the move, reading the landing block as Entity.move does, so a pushed mob bounces 1.0 on slime; the corpus case puts the player back so the command_exec oracle runs through (only a known #13022 boat tick differs vs main); run-parity covers the TNT commit.
2026-11-09 22:48:00 +01:00
Ludovic Marie 03d8150bdb Merge pull request #13867 from horizon-rust/perf/villager-poi-scan
🤖 Agent: villager POI searches now take the PoiSections lock and column lookup once per chunk instead of once per section; on the 122-player SMP bench (190 villagers, 3 rotated rounds) villagers went from 20.3-21.3 to 15.7-15.9 µs/mob (ratio to chicken/cow/sheep 2.0-2.1 -> 1.75), ~0.5 ms/tick normalized; same POIs in the same order (20k-step differential test vs the old per-section get loop).
2026-11-09 22:39:30 +01:00
Ludovic Marie 0b8d44458a Merge pull request #14026 from horizon-rust/layers/render-style
🤖 Agent: graphics_style's and ui_theme's colours are now one OnceLock read per call from menu_style; Horizon's BLOCKS_DARK values come from horizon_look.rs at startup, so the menus look the same; the renderer and client lib no longer depend on horizon-theme.
2026-11-09 22:32:43 +01:00
Horizon agentandClaude Opus 5.5 c21f627431 discord_presence_e2e: scroll the Extras page to the switch
Only the rows on screen are widgets; the Multiplayer group is below the fold
of an offscreen window.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 22:26:36 +01:00
Horizon agentandClaude Opus 5.5 62e62c21e6 horizon-discord: the switch is the first splitscreen player's (seat)
hooks::seat() is on main now: other players' settings neither load nor
save the line, and their Extras page has no row.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 22:02:53 +01:00
Horizon agent a6350aa8f9 Merge branch 'split/discord-crate' into split/discord-setting
# Conflicts:
#	crates/horizon-hooks/src/lib.rs
2026-11-09 22:02:16 +01:00
Horizon agent c817ed7fff Merge remote-tracking branch 'origin/main' into split/discord-crate
# Conflicts:
#	crates/horizon-client/Cargo.toml
#	crates/horizon-hooks/src/lib.rs
#	crates/horizon-platform/src/lib.rs
2026-11-09 22:02:02 +01:00
Horizon agent b020ab26b9 piston mob bounce: put the player back when the case ends
The case left the player at 1.5 200 1.5; with that, vanilla's command_exec oracle did not load the chunks of the later teleport lands group (required chunks did not load, twice). Every other group that moves the player puts it back at 8.5 230 8.5.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
(cherry picked from commit 277584e4df6f0b090655d50d19138c89dad4b77a)
2026-11-09 21:59:36 +01:00
AppaandCodex 35f095bd41 Fix TNT restitution after piston landings
Read the actual landing block for authoritative TNT after applying the
piston push. Preserve client fallback ordering and exhausted-budget
returns. Validate five exact vanilla landings and server/client controls.
Correct the neighboring order test's rounded TNT-width expectation using
the pinned vanilla result without widening its tolerance.

Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-09 12:55:45 -08:00
Horizon agentandClaude Opus 5.5 4e22c1ad9a rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 21:27:08 +01:00
Horizon agentandClaude Opus 5.5 e1aa435188 horizon-discord: the Discord switch leaves the engine's Extras (layer plan M5)
The crate keeps its switch: a settings store for its discordPresence line of
horizon-extras.txt (players keep their choice) and a row in the Extras page's
Multiplayer group, which horizon-official registers. The engine loses
Extras::discord_presence, Item::DiscordPresence and the Horizon Settings
button; the hooks lose Activity::Hidden.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 21:19:29 +01:00
Ludovic Marie 128575e4e5 Merge pull request #14029 from horizon-rust/layers/client-lib-style
🤖 Agent: ui_theme's palette, sizes and Geist fonts come from menu_style; with no fonts given (NEUTRAL) the Horizon overlays measure and draw no text instead of panicking.
2026-11-09 21:15:21 +01:00
Ludovic Marie cb870cf80d Merge pull request #14027 from horizon-rust/layers/render-theme-out
🤖 Agent: hud_kit's tween curve is pinned to horizon_theme::MOTION by a dev-dependency test, and the HDR logo reads the icon the window hook was given.
2026-11-09 21:11:27 +01:00
Horizon agentandClaude Opus 5.5 e138304d2e Put the aura test's item at the feet
It reused the crown's 18-pixel attach offset, which an aura may not have
(at most 6 pixels above the feet), so the item failed to parse.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 21:10:39 +01:00
Horizon agentandClaude Opus 5.5 5385996153 Merge #14107 (split/official-servers-crate) into split/discord-crate
Stacks the Discord crate on the official-servers crate: horizon-official
registers four parts; horizon-client-lib has no horizon-extras feature left.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 21:08:57 +01:00
Horizon agentandClaude Opus 5.5 4be9343eca Pass trail corners by value to to_array
Vec3::to_array takes &self, so it can't be handed to array::map directly.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 20:32:08 +01:00
Horizon agentandClaude Opus 5.5 03fd6705a1 Drop the unused shown binding in Seat::player_layers
worn_of decides what shows since the fx moved onto the hooks.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 20:27:38 +01:00
Horizon agent a5a60598e4 Merge branch 'split/cosmetics-fx-api' into split/cosmetics-fx 2026-11-09 20:20:28 +01:00
Horizon agent 0fd4e22139 Merge branch 'split/cosmetics-own' into split/cosmetics-fx-api
# Conflicts:
#	crates/horizon-hooks/src/lib.rs
2026-11-09 20:20:25 +01:00
Horizon agent ec19b6320a Merge branch 'split/cosmetics-layers' into split/cosmetics-own 2026-11-09 20:20:01 +01:00
Horizon agent 16e29a2774 Merge branch 'split/cosmetics-draw' into split/cosmetics-layers 2026-11-09 20:20:00 +01:00
Horizon agentandClaude Opus 5.5 d016678e24 cosmetics test: the prop's root is the item's, whatever its name
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 20:17:44 +01:00
Horizon agentandClaude Opus 5.5 3d9df204e9 Cosmetics: companions, trails and auras through the hooks; the game's own path removed (spec #14091 step 2b-iii)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 20:08:05 +01:00
Horizon agentandClaude Opus 5.5 984b7d8635 Hooks: PlayerDraw gets motion, view, looks and particles, and first_person (spec #14091 step 2b-ii)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 20:02:47 +01:00
Horizon agentandClaude Opus 5.5 afa60454b2 Cosmetics: the own body and the inventory picture through PlayerDraw (spec #14091 step 2b-i)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:56:59 +01:00
Horizon agentandClaude Opus 5.5 aa8592fbf9 Cosmetics: their items on the body drawn through PlayerDraw (spec #14091 step 2a-ii)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:52:20 +01:00
Horizon agentandClaude Opus 5.5 cef35e64e7 horizon-hooks: std's Mutex by its path after the merge
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:32:42 +01:00
Horizon agent 3a9b05d21d Merge remote-tracking branch 'origin/main' into split/discord-crate
# Conflicts:
#	crates/horizon-client-lib/Cargo.toml
#	crates/horizon-client/Cargo.toml
2026-11-09 19:31:04 +01:00
Horizon agentandClaude Opus 5.5 8aed306751 ui_theme: main's text_line test reads the body size and ink from the style
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:24:26 +01:00
Horizon agent bb19f898e4 Merge branch 'layers/render-theme-out' into layers/client-lib-style 2026-11-09 19:17:07 +01:00
Horizon agent bbc17333bd Merge branch 'layers/render-style' into layers/render-theme-out 2026-11-09 19:17:06 +01:00
Horizon agentandClaude Opus 5.5 8630bbed74 rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:17:03 +01:00
Horizon agent 2c5baa6a60 Merge branch 'layers/render-theme-out' into layers/client-lib-style
# Conflicts:
#	crates/horizon-client/src/ui_theme.rs
2026-11-09 19:12:40 +01:00
Horizon agent ed35d477be Merge branch 'layers/render-style' into layers/render-theme-out
# Conflicts:
#	tools/layers.json
2026-11-09 19:10:41 +01:00
Horizon agent 7a236ba054 Merge branch 'layers/window-icon-hook' into layers/render-style
# Conflicts:
#	crates/horizon-client/src/client_lib.rs
2026-11-09 19:10:23 +01:00
Horizon agent bf125a1a69 Merge remote-tracking branch 'origin/main' into layers/window-icon-hook
# Conflicts:
#	crates/horizon-client/src/entry.rs
2026-11-09 19:09:55 +01:00
MSedgeMC 385dc78afc Merge remote-tracking branch 'upstream/main' into fix/lectern-has-book-signal 2026-11-09 18:06:14 +00:00
Horizon agentandClaude Opus 5.5 661a253ec4 Armor stand /damage: attribute and clear freeze in the existing branches
Main already attributes the hit branch and has entity_event_by. The
explosion, ignite and burn branches now take the cause in place, so the
separate refused function (which left them dead) is gone; causeDamage keeps
one name. The frost-walker test no longer shadows game() (it did not compile).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 19:04:13 +01:00
Horizon agent 7bfa76577f Merge remote-tracking branch 'origin/main' into w14011 2026-11-09 18:57:29 +01:00
Horizon agentandClaude Opus 5.5 8ac6a79035 rustfmt, Cargo.lock: horizon-discord
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 18:19:44 +01:00
Horizon agentandClaude Opus 5.5 153e0d20a4 horizon-discord: the hook's Client by its path
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 18:18:32 +01:00
Horizon agentandClaude Opus 5.5 01343707af horizon-discord: Discord Rich Presence leaves the engine for a Horizon crate
Layer plan M5: discord_presence.rs moves to the new Horizon crate
horizon-discord (file move), which the official executable registers on two
new platform hooks: Hooks::client_started (every game window, automated
runs included, never a dedicated server) and Hooks::activity (what the
player does, dispatched on change only, P1's). game/discord.rs becomes the
engine's game/activity.rs, which reports Activity (Hidden while the Discord
switch is off, until the switch moves to the settings store). The discord
Cargo feature goes: horizon-client's own executable has no presence.
discord_presence_e2e.py runs the official executable.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 18:11:42 +01:00
Horizon agentandClaude Opus 5.5 c873af989a Menu style: ui_theme's overlays take their palette, sizes and fonts from it
horizon-client-lib no longer depends on horizon-theme outside its tests
(layer plan M6). menu_style gains the overlays' colours, ui_theme's type
scale and shapes, and its fonts (none given: the overlays draw no text);
ui_theme, the on-screen keyboard, the missing-resources window and the
Windows boot paint read them. horizon_look gives Horizon's.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 17:55:10 +01:00
Horizon agentandClaude Opus 5.5 84baabff3c Renderer: the HDR logo and the HUD kit's motion no longer read horizon-theme
horizon-client-render no longer depends on horizon-theme outside its tests
(layer plan M6):
- hud_kit::motion: a Tween takes a cubic-bezier curve; the solver lives
  here, tested against the design system's curves.
- The HDR calibration logo is the window icon given at startup.
- The font tests take Geist Mono as a dev-dependency.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 17:55:10 +01:00
Horizon agentandClaude Opus 5.5 6622e459b2 rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 17:54:58 +01:00
Horizon agentandClaude Opus 5.5 600a863354 Menu style: the settings pages and the tab strip take their colours from the layer above
menu_style (horizon-client-render): the colours of the settings pages
(graphics_style) and the HUD kit's tab strip, given once at startup;
vanilla's neutral greys when none is given. graphics_style's and tabs'
palette consts become functions reading it. horizon_look gives Horizon's
(layer plan M6; render -> theme goes in the next PR).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 17:54:58 +01:00
Horizon agentandClaude Opus 5.5 b77e4c4924 horizon_look.rs: the module the previous commit declares
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 17:54:56 +01:00
Tran Anh Van 96aa9791e6 Isolate ArmorStand.hurtServer changes to avoid 3-way merge overlap 2026-11-09 23:12:17 +07:00
Horizon agentandClaude Opus 5.5 aa060c5fe1 Horizon's look is given from its own module
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 16:59:57 +01:00
Horizon agentandClaude Opus 5.5 07ff96c50c rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 16:59:57 +01:00
Horizon agentandClaude Opus 5.5 19c23a96c6 rustfmt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 16:59:57 +01:00
Horizon agentandClaude Opus 5.5 29d8c49bc2 Window icon: the engine takes it from the layer above
horizon-client-input's window code no longer embeds Horizon's icon: the
startup gives it (window::set_icon_png), and with_horizon_icon becomes
with_icon. horizon-client-input no longer depends on horizon-theme outside
its tests (layer plan M6).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 16:59:57 +01:00
Tran Anh Van c66936f747 Sync sculk entity_event_by and entity_killed_event_by with upstream main 2026-11-09 22:54:38 +07:00
Horizon-agentandClaude Opus 5.5 1d52dd41ba Give the HAS_BOOK lectern test its own doc and a positive control
The new test was inserted between the getRedstoneSignal doc comment and the
test it documents. It now also checks that a lectern whose state has
has_book=true reads the book signal.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 15:51:21 +00:00
Tran Anh Van 0a6874877d Sync Guest::may_build with upstream main 2026-11-09 22:49:53 +07:00
Tran Anh Van e2ad02a58a Complete ArmorStand.hurtServer game events, freeze clearing, and damage immunity 2026-11-09 22:46:25 +07:00
Horizon agentandClaude Opus 5.5 95a3721df1 perf(villagers): list a column's POI sections under one lookup
A villager's POI search (AcquirePoi, occupied POIs, homes) visited each
section of 9x9 columns through PoiSections::get: a mutex lock, a hash
lookup and an Arc clone per section. PoiSections now keys its lists by
column, and PoiSections::column takes the lock and finds the column once,
handing back only the sections that hold POIs, in the same order.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-09 13:04:32 +01:00
MSedgeMC 4a296fffb2 A lectern without its has_book state feeds no comparator
LecternBlock.getAnalogOutputSignal returns 0 unless the block state has
HAS_BOOK, before it asks the block entity for its page signal. Horizon used
the block entity's book alone, so a lectern whose state says it has no book
still fed a comparator.
2026-11-09 09:04:21 +00:00
AppaandCodex 300d65c317 Preserve piston restitution outside the unoccupied mob slice
Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-08 23:13:12 -08:00
AppaandCodex 18c8cc5eb9 Cover partial piston landings and the mob bounce sync marker
Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-08 22:58:07 -08:00
AppaandCodex f9baaaed27 Limit the ground-state change to vertical NoAI pushes
Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-08 22:24:42 -08:00
AppaandCodex 72352e0006 Keep the piston mob fix on the authoritative path
Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-08 22:18:07 -08:00
AppaandCodex d4da822ac2 Keep piston bounce fixture gamerules unchanged
Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-08 22:06:44 -08:00
AppaandCodex 26f8689238 Use mob restitution for piston pushes onto slime
Co-Authored-By: Codex (GPT-6) <[email protected]>
2026-11-08 22:01:33 -08:00
71 changed files with 2924 additions and 1936 deletions

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Generated
+10
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@@ -1650,6 +1650,15 @@ dependencies = [
"ureq",
]
[[package]]
name = "horizon-discord"
version = "0.1.0"
dependencies = [
"horizon-platform",
"log",
"serde_json",
]
[[package]]
name = "horizon-dualsense"
version = "0.1.0"
@@ -1793,6 +1802,7 @@ dependencies = [
name = "horizon-official"
version = "0.1.0"
dependencies = [
"horizon-discord",
"horizon-friends",
"horizon-game",
"horizon-heartbeat",
+1
View File
@@ -34,6 +34,7 @@ members = [
"crates/horizon-game",
"crates/horizon-official",
"crates/horizon-heartbeat",
"crates/horizon-discord",
"crates/horizon-official-servers",
"crates/horizon-bench",
"crates/horizon-friends",
+4 -2
View File
@@ -9,11 +9,13 @@ description = "The client's input layer: key bindings and their names, mouse, co
[dependencies]
horizon-client-core = { path = "../horizon-client-core" }
winit = "0.30.13"
# The window icon.
horizon-theme = { path = "../horizon-theme" }
png = "0.18"
arboard = { version = "3.6.1", default-features = false, features = ["wayland-data-control"] }
[dev-dependencies]
# The window icon test decodes Horizon's icon.
horizon-theme = { path = "../horizon-theme" }
[features]
controllers = []
+32 -10
View File
@@ -638,10 +638,30 @@ pub fn fullscreen_request(
}
}
/// Horizon's icon for the window's title bar and the task bar (X11 and Windows; Wayland takes
/// it from the `horizon.desktop` entry, macOS from the app bundle). `None` if it can't be read.
/// The PNG the windows show as their icon, given once at startup by the layer that brands the
/// game (the engine has none of its own).
static ICON_PNG: std::sync::OnceLock<&'static [u8]> = std::sync::OnceLock::new();
/// Give the windows their icon, a PNG: call it before the first window opens. A second call
/// keeps the first icon.
pub fn set_icon_png(png: &'static [u8]) {
let _ = ICON_PNG.set(png);
}
/// The icon given to [`set_icon_png`], if any.
pub fn icon_png() -> Option<&'static [u8]> {
ICON_PNG.get().copied()
}
/// The icon for the window's title bar and the task bar (X11 and Windows; Wayland takes it from
/// the `.desktop` entry, macOS from the app bundle). `None` with no icon given, or one that
/// can't be read.
pub fn icon() -> Option<winit::window::Icon> {
let mut decoder = png::Decoder::new(std::io::Cursor::new(horizon_theme::ICON_PNG));
decode_icon(icon_png()?)
}
fn decode_icon(png: &[u8]) -> Option<winit::window::Icon> {
let mut decoder = png::Decoder::new(std::io::Cursor::new(png));
decoder.ignore_checksums(true);
decoder.set_transformations(png::Transformations::EXPAND | png::Transformations::STRIP_16);
let mut reader = decoder.read_info().ok()?;
@@ -654,14 +674,15 @@ pub fn icon() -> Option<winit::window::Icon> {
winit::window::Icon::from_rgba(bytes, info.width, info.height).ok()
}
/// Apply Horizon's icon to every window. Windows has a separate taskbar icon slot from the small
/// window icon; requiring the decoded icon there prevents a generic taskbar icon from appearing.
pub fn with_horizon_icon(
attributes: winit::window::WindowAttributes,
) -> winit::window::WindowAttributes {
/// Apply the icon given to [`set_icon_png`] to a window. Windows has a separate taskbar icon slot
/// from the small window icon; requiring a given icon to decode there prevents a generic taskbar
/// icon from appearing.
pub fn with_icon(attributes: winit::window::WindowAttributes) -> winit::window::WindowAttributes {
#[cfg(not(target_os = "windows"))]
let icon = icon();
#[cfg(target_os = "windows")]
let icon = Some(icon.expect("Horizon's icon must be available on Windows"));
let icon =
icon_png().map(|png| decode_icon(png).expect("the window icon must decode on Windows"));
let attributes = attributes.with_window_icon(icon.clone());
#[cfg(target_os = "windows")]
@@ -739,7 +760,8 @@ mod tests {
}
#[test]
fn the_window_icon_decodes() {
assert!(icon().is_some());
assert!(decode_icon(horizon_theme::ICON_PNG).is_some());
assert!(decode_icon(b"not a png").is_none());
}
#[test]
+3 -6
View File
@@ -70,7 +70,6 @@ flate2 = { version = "1.1.10", default-features = false, features = ["zlib-rs",
mio = { version = "1.2.4", features = ["os-poll", "net"] }
# Shared chunk frames are found by one keyed 128-bit hash of their body (lan/conn.rs SharedFrames).
xxhash-rust = { version = "0.8.19", features = ["xxh3"] }
horizon-theme = { path = "../horizon-theme" }
# Opt-in data collection: the game keeps, the launcher sends (docs/telemetry.md).
horizon-telemetry = { path = "../horizon-telemetry", default-features = false }
horizon-bench = { path = "../horizon-bench" }
@@ -109,16 +108,12 @@ objc2-foundation = { version = "0.3", default-features = false, features = ["std
wgpu = { version = "30.0.1", default-features = false, features = ["gles"] }
[features]
default = ["audio", "controllers", "horizon-extras"]
default = ["audio", "controllers"]
# Sound output. Without it (and `controllers`) the program links neither libasound nor libudev on
# Linux: the server build (`--no-default-features`, released as horizon-engine; docs/server.md).
audio = ["horizon-client-render/audio"]
# Controllers: gilrs, and the DualSense's own output. Without it only `horizon-ctl pad`'s virtual pad.
controllers = ["dep:gilrs", "horizon-client-input/controllers"]
# Horizon's own parts still in this crate (docs/forking.md, docs/layers.md): the features below.
horizon-extras = ["discord"]
# "Playing Horizon" on the player's Discord profile (`discord_presence`).
discord = []
# Records the call sites of mob random draws (`mob_ai_probe` traces).
rng-trace = ["horizon-core/rng-trace"]
# Compatibility with earlier experiment commands: main already uses mimalloc.
@@ -130,6 +125,8 @@ windows-segment-heap = []
workspace = true
[dev-dependencies]
# ui_theme's unit tests draw text in the design system's fonts.
horizon-theme = { path = "../horizon-theme" }
horizon-client-render = { path = "../horizon-client-render", features = ["test-support"] }
horizon-items = { path = "../horizon-items", features = ["test-support"] }
# Every WGSL shader translated as wgpu's DirectX 12 backend does (gfx.rs tests).
+2 -1
View File
@@ -29,7 +29,6 @@ horizon-protocol = { path = "../horizon-protocol" }
horizon-shader-api = { path = "../horizon-shader-api" }
horizon-shaders = { path = "../horizon-shaders" }
horizon-system = { path = "../horizon-system" }
horizon-theme = { path = "../horizon-theme" }
horizon-threads = { path = "../horizon-threads" }
horizon-world = { path = "../horizon-world" }
ab_glyph = "0.2.32"
@@ -85,5 +84,7 @@ horizon-extras = []
workspace = true
[dev-dependencies]
# Tests: a TrueType font to load, and the design system the menus' motion curves match.
horizon-theme = { path = "../horizon-theme" }
horizon-items = { path = "../horizon-items", features = ["test-support"] }
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out", "glsl-out", "msl-out", "spv-out"] }
+6 -23
View File
@@ -2,7 +2,7 @@
//! settings, kept in `horizon-extras.txt` next to `options.txt` so that file
//! stays exactly vanilla's, and the logic behind them. Every extra is off by
//! default; see `docs/extras.md`. Horizon's own switches outside the Extras page
//! (No AI, Agent Control, Discord Rich Presence) are kept here too.
//! (No AI, Agent Control) are kept here too.
use std::{collections::VecDeque, fs, path::Path};
pub const FILE: &str = "horizon-extras.txt";
@@ -145,8 +145,6 @@ pub struct Extras {
/// F3+R and F3+E start/stop a repro recording and write its bundle (off by
/// default: a recording copies the world).
pub repro_keys: bool,
/// "Playing Horizon" on the player's Discord profile (`discord_presence`; on by default).
pub discord_presence: bool,
/// Another controller can join P1's world (`splitscreen`, off by default).
pub splitscreen: bool,
/// Two players in one window: 0 auto (side by side when wider than tall), 1 side by side,
@@ -233,7 +231,6 @@ impl Default for Extras {
no_ai: false,
agent_control: false,
repro_keys: false,
discord_presence: true,
splitscreen: false,
splitscreen_two: 0,
splitscreen_three: 0,
@@ -338,7 +335,6 @@ impl Extras {
horizon_core::no_ai::KEY => e.no_ai = flag(e.no_ai),
"agentControl" => e.agent_control = flag(e.agent_control),
"reproKeys" => e.repro_keys = flag(e.repro_keys),
"discordPresence" => e.discord_presence = flag(e.discord_presence),
"splitscreen" => e.splitscreen = flag(e.splitscreen),
"splitscreenTwo" => e.splitscreen_two = value.parse().unwrap_or(0).min(2),
"splitscreenThree" => e.splitscreen_three = value.parse().unwrap_or(0).min(2),
@@ -376,7 +372,7 @@ impl Extras {
}
pub fn serialize(&self) -> String {
let mut text = format!(
"packBrowser:{}\npregen:{}\nfullbright:{}\ndynamicLights:{}\nzoom:{}\nzoomKey:{}\nzoomLevel:{}\nzoomSmooth:{}\nzoomSensitivity:{}\nlodZoomDetail:{}\nfps:{}\nfpsCorner:{}\nfpsLows:{}\nkeystrokes:{}\nkeystrokesCorner:{}\nkeystrokesCps:{}\nmovedToMods:{}\nminimap:{}\nminimapCorner:{}\nminimapSize:{}\nminimapShape:{}\nminimapZoom:{}\nminimapRotate:{}\nautoReconnect:{}\nuiSoundReserve:{}\nownNameTag:{}\nhideBlockParticles:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\nchatAnimation:{}\nchatIndicator:{}\n{}:{}\nagentControl:{}\nreproKeys:{}\ndiscordPresence:{}\nsplitscreen:{}\nsplitscreenTwo:{}\nsplitscreenThree:{}\nsplitscreenNames:{}\nwheelCyclesListSettings:{}\nmusicOff:{}\nmusicPage:{}\ncosmeticsMine:{}\n{}cosmeticsHideFx:{}\ncosmeticsSolo:{}\n{}:{}\n{}:{}\n{}:{}\n",
"packBrowser:{}\npregen:{}\nfullbright:{}\ndynamicLights:{}\nzoom:{}\nzoomKey:{}\nzoomLevel:{}\nzoomSmooth:{}\nzoomSensitivity:{}\nlodZoomDetail:{}\nfps:{}\nfpsCorner:{}\nfpsLows:{}\nkeystrokes:{}\nkeystrokesCorner:{}\nkeystrokesCps:{}\nmovedToMods:{}\nminimap:{}\nminimapCorner:{}\nminimapSize:{}\nminimapShape:{}\nminimapZoom:{}\nminimapRotate:{}\nautoReconnect:{}\nuiSoundReserve:{}\nownNameTag:{}\nhideBlockParticles:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\nchatAnimation:{}\nchatIndicator:{}\n{}:{}\nagentControl:{}\nreproKeys:{}\nsplitscreen:{}\nsplitscreenTwo:{}\nsplitscreenThree:{}\nsplitscreenNames:{}\nwheelCyclesListSettings:{}\nmusicOff:{}\nmusicPage:{}\ncosmeticsMine:{}\n{}cosmeticsHideFx:{}\ncosmeticsSolo:{}\n{}:{}\n{}:{}\n{}:{}\n",
bool_text(self.pack_browser),
bool_text(self.pregen),
bool_text(self.fullbright),
@@ -418,7 +414,6 @@ impl Extras {
bool_text(self.no_ai),
bool_text(self.agent_control),
bool_text(self.repro_keys),
bool_text(self.discord_presence),
bool_text(self.splitscreen),
self.splitscreen_two,
self.splitscreen_three,
@@ -613,8 +608,6 @@ pub enum Item {
/// Not on the Extras page: Horizon Settings shows No AI, its AI Agent page Agent Control.
NoAi,
AgentControl,
/// On the Horizon Settings page.
DiscordPresence,
/// On the AI Agent page, next to Agent Control: the F3 recording shortcuts.
ReproKeys,
/// On the Splitscreen settings page.
@@ -691,7 +684,6 @@ impl Item {
Item::NoAi => "horizon.extras.no_ai",
Item::AgentControl => "horizon.extras.agent_control",
Item::ReproKeys => "horizon.extras.repro_keys",
Item::DiscordPresence => "horizon.extras.discord_presence",
Item::Splitscreen => "horizon.extras.splitscreen",
Item::ChatAnimation => "horizon.extras.chat_animation",
Item::ChatIndicator => "horizon.extras.chat_indicator",
@@ -724,7 +716,6 @@ impl Item {
Item::NoAi => "horizon.extras.no_ai.tooltip",
Item::AgentControl => "horizon.extras.agent_control.tooltip",
Item::ReproKeys => "horizon.extras.repro_keys.tooltip",
Item::DiscordPresence => "horizon.extras.discord_presence.tooltip",
Item::Splitscreen => "horizon.extras.splitscreen.tooltip",
Item::ChatAnimation => "horizon.extras.chat_animation.tooltip",
Item::ChatIndicator => "horizon.extras.chat_indicator.tooltip",
@@ -768,7 +759,6 @@ impl Item {
Item::NoAi => "No AI",
Item::AgentControl => "Agent Control",
Item::ReproKeys => "Recording shortcuts",
Item::DiscordPresence => "Discord Rich Presence",
Item::Splitscreen => "Splitscreen",
Item::WheelCyclesSettings => "Scroll wheel changes settings",
Item::PackBrowser => "Resource pack browser",
@@ -792,10 +782,9 @@ impl Item {
ChatIndicator => ChatAnimation,
Pvp(o) => return o.parent().map(Pvp),
Fullbright | DynamicLights | OwnNameTag | HideBlockParticles | MouseTweaks | Sort
| AutoReconnect | NoAi | AgentControl | ReproKeys | DiscordPresence | Splitscreen
| ChatAnimation | WheelCyclesSettings | MusicPage | PackBrowser | CosmeticsMine
| CosmeticsOthers | CosmeticsHideFx | CosmeticsSolo | HorizonMarks | HorizonMe
| Pregen => {
| AutoReconnect | NoAi | AgentControl | ReproKeys | Splitscreen | ChatAnimation
| WheelCyclesSettings | MusicPage | PackBrowser | CosmeticsMine | CosmeticsOthers
| CosmeticsHideFx | CosmeticsSolo | HorizonMarks | HorizonMe | Pregen => {
return None;
}
})
@@ -844,9 +833,6 @@ impl Item {
Item::NoAi => {
"Hides and turns off every AI feature: agent control, horizon-ctl and the MCP servers. The launcher's switch too."
}
Item::DiscordPresence => {
"Shows Playing Horizon on your Discord profile while Discord runs: menus, single player or multiplayer, the dimension and the time played. Never a world's name or a server's address."
}
Item::Splitscreen => {
"In a world, another controller can join as a new player: press A when it asks, then pick a profile and where to play."
}
@@ -927,7 +913,6 @@ impl Item {
Item::NoAi => e.no_ai,
Item::AgentControl => e.agent_control,
Item::ReproKeys => e.repro_keys,
Item::DiscordPresence => e.discord_presence,
Item::Splitscreen => e.splitscreen,
Item::WheelCyclesSettings => e.wheel_cycles_settings,
Item::PackBrowser => e.pack_browser,
@@ -986,7 +971,6 @@ impl Item {
Item::NoAi => e.no_ai = !e.no_ai,
Item::AgentControl => e.agent_control = !e.agent_control,
Item::ReproKeys => e.repro_keys = !e.repro_keys,
Item::DiscordPresence => e.discord_presence = !e.discord_presence,
Item::Splitscreen => e.splitscreen = !e.splitscreen,
Item::WheelCyclesSettings => e.wheel_cycles_settings = !e.wheel_cycles_settings,
Item::PackBrowser => e.pack_browser = !e.pack_browser,
@@ -1104,7 +1088,7 @@ mod tests {
assert!(!d.mouse_tweaks && !d.sort && !d.own_name_tag && !d.ui_sound_reserve);
assert!(!d.hide_block_particles && !d.pregen);
assert!(!d.music_page && d.music_off.is_empty());
assert!(d.discord_presence && !d.wheel_cycles_settings);
assert!(!d.wheel_cycles_settings);
assert_eq!(Extras::parse(""), d);
assert_eq!(Extras::parse(&d.serialize()), d);
let mut e = d.clone();
@@ -1143,7 +1127,6 @@ mod tests {
e.sort_key = "key.keyboard.r".into();
e.chat_animation = true;
e.chat_indicator = false;
e.discord_presence = false;
assert!(!e.splitscreen);
Item::Splitscreen.cycle(&mut e, false);
assert_eq!(Item::Splitscreen.switch(&e), Some(true));
+6 -4
View File
@@ -1001,12 +1001,14 @@ impl Hdr {
}
}
/// Horizon's icon (horizon-theme) as a 1-bit mask: its white strokes, one colour with hard
/// edges, are the logo; everything else is not.
/// The windows' icon (`window::set_icon_png`: Horizon's in the official game) as a 1-bit mask:
/// its white strokes, one colour with hard edges, are the logo; everything else is not. No icon
/// given: an empty mask.
fn logo_mask(device: &wgpu::Device, queue: &wgpu::Queue) -> wgpu::TextureView {
use wgpu::util::DeviceExt;
let (w, h, rgba) =
crate::hud::decode_bytes(horizon_theme::ICON_PNG).unwrap_or((1, 1, vec![0; 4]));
let (w, h, rgba) = horizon_client_input::window::icon_png()
.and_then(|png| crate::hud::decode_bytes(png).ok())
.unwrap_or((1, 1, vec![0; 4]));
let mask: Vec<u8> = rgba
.as_chunks::<4>()
.0
@@ -2,16 +2,21 @@
//! colours and the controls it draws with. The screen (`graphics_ui`) only
//! lays out rows and handles input; a menu theme replaces this module.
//!
//! It takes the design system's Blocks palette (`horizon_theme::BLOCKS_DARK`,
//! `docs/design-system.md`) in a lighter form: square panels of dark glass
//! with a thin edge, so the world shows through, flat controls, and the violet
//! face on the one main button, in vanilla's font.
//! Its colours come from `menu_style`, given at startup (in the official game the design
//! system's Blocks palette, `docs/design-system.md`), in a lighter form: square panels of
//! dark glass with a thin edge, so the world shows through, flat controls, and the face on
//! the one main button, in vanilla's font.
use crate::menu_style::{self, SettingsColours};
use crate::{
hud::{HudAtlas, HudBatch},
text::Text,
ui,
};
use horizon_theme::BLOCKS_DARK as B;
/// The settings pages' colours (`menu_style`, given at startup).
fn b() -> &'static SettingsColours {
&menu_style::get().settings
}
/// What a setting costs in frame time, shown with its description.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
@@ -36,54 +41,91 @@ impl Cost {
/// `0xRRGGBB`: the palette's success, warn and danger.
pub fn rgb(self) -> u32 {
match self {
Cost::None => B.ink_soft,
Cost::Low | Cost::Saves => B.success,
Cost::Medium => B.warn,
Cost::High => B.danger,
Cost::None => b().ink_soft,
Cost::Low | Cost::Saves => b().success,
Cost::Medium => b().warn,
Cost::High => b().danger,
}
}
}
/// `0xRRGGBB` and an alpha in the HUD's colour encoding.
const fn hex(c: u32, a: u8) -> u32 {
(a as u32) << 24 | (c & 0xff) << 16 | (c >> 8 & 0xff) << 8 | (c >> 16 & 0xff)
}
use menu_style::hud_colour as hex;
/// The plate and the strip: the page's dark, see-through, so the world shows behind them.
const GLASS: u32 = hex(B.page, 118);
fn glass() -> u32 {
hex(b().page, 118)
}
/// Their 1 px edge.
const EDGE: u32 = hex(B.ink, 26);
pub fn edge() -> u32 {
hex(b().ink, 26)
}
/// A group's panel, a little lighter than the plate it sits on.
const GROUP: u32 = hex(B.ink, 11);
fn group_fill() -> u32 {
hex(b().ink, 11)
}
/// A hovered or focused row, lit on its group's panel.
pub const HOVER: u32 = hex(B.ink, 18);
pub fn hover() -> u32 {
hex(b().ink, 18)
}
/// The open page in the page list.
pub const OPEN: u32 = hex(B.ink, 26);
pub fn open() -> u32 {
hex(b().ink, 26)
}
/// The rule under the plate's heading, and between two rows of a group.
pub const HEAD_RULE: u32 = hex(B.ink, 31);
pub const ROW_RULE: u32 = hex(B.ink, 15);
pub fn head_rule() -> u32 {
hex(b().ink, 31)
}
pub fn row_rule() -> u32 {
hex(b().ink, 15)
}
/// Fields, boxes and the value stepper: sunk, see-through.
const WELL: u32 = hex(B.outline, 102);
fn well_fill() -> u32 {
hex(b().outline, 102)
}
/// A button, a slider's track, the scroller's thumb.
const BUTTON: u32 = hex(B.ink, 20);
const BUTTON_HOVER: u32 = hex(B.ink, 41);
const TRACK: u32 = hex(B.ink, 64);
const HANDLE: u32 = hex(B.ink, 255);
fn button_fill() -> u32 {
hex(b().ink, 20)
}
fn button_hover() -> u32 {
hex(b().ink, 41)
}
fn track_fill() -> u32 {
hex(b().ink, 64)
}
fn handle_fill() -> u32 {
hex(b().ink, 255)
}
/// The one main button.
const FACE: u32 = hex(B.face, 255);
const FACE_HOVER: u32 = hex(0x6a50e6, 255);
pub fn face() -> u32 {
hex(b().face, 255)
}
fn face_hover() -> u32 {
hex(b().face_hover, 255)
}
/// A tick box's edge when off.
const BOX_EDGE: u32 = hex(B.ink_soft, 89);
const OUTLINE: u32 = hex(B.outline, 255);
pub const ACCENT: u32 = hex(B.accent, 255);
fn box_edge() -> u32 {
hex(b().ink_soft, 89)
}
fn outline() -> u32 {
hex(b().outline, 255)
}
pub fn accent() -> u32 {
hex(b().accent, 255)
}
/// Vanilla's white text, and its grey for what can't be used now.
pub const WHITE: u32 = u32::MAX;
pub const MUTED: u32 = hex(B.muted, 255);
pub fn muted() -> u32 {
hex(b().muted, 255)
}
/// A page that isn't open, a value at rest.
pub const SOFT: u32 = hex(B.ink_soft, 255);
pub fn soft() -> u32 {
hex(b().ink_soft, 255)
}
/// Vanilla's grey for a tooltip's lines under its first (`ChatFormatting.GRAY`).
pub const GREY: u32 = hex(0xaaaaaa, 255);
/// A light veil over the backdrop, under the panels.
pub const VEIL: u32 = hex(B.page, 77);
pub fn veil() -> u32 {
hex(b().page, 77)
}
/// Sizes in GUI pixels.
/// Shorter screens than this (a 720p window at scale 3) keep a narrower margin on top.
@@ -120,21 +162,21 @@ pub fn ring(batch: &mut HudBatch, atlas: &HudAtlas, [x, y, w, h]: [f32; 4], colo
}
/// The screen's plate, and the strip under it: dark glass with a thin edge.
pub fn panel(batch: &mut HudBatch, atlas: &HudAtlas, rect: [f32; 4]) {
fill(batch, atlas, rect, GLASS);
ring(batch, atlas, rect, EDGE);
fill(batch, atlas, rect, glass());
ring(batch, atlas, rect, edge());
}
/// A group's panel on the plate, its rows on it.
pub fn group(batch: &mut HudBatch, atlas: &HudAtlas, rect: [f32; 4]) {
fill(batch, atlas, rect, GROUP);
fill(batch, atlas, rect, group_fill());
}
/// A sunk well: the search field, the value stepper.
pub fn well(batch: &mut HudBatch, atlas: &HudAtlas, rect: [f32; 4]) {
fill(batch, atlas, rect, WELL);
fill(batch, atlas, rect, well_fill());
}
/// The scroller: a faint track and its thumb.
pub fn scroller(batch: &mut HudBatch, atlas: &HudAtlas, track: [f32; 4], thumb: [f32; 4]) {
fill(batch, atlas, track, ROW_RULE);
fill(batch, atlas, thumb, TRACK);
fill(batch, atlas, track, row_rule());
fill(batch, atlas, thumb, track_fill());
}
/// `text` cut to `width` with an ellipsis, as a long name gives way to its control: the HUD
/// kit's `fit::ellipsize`.
@@ -142,11 +184,11 @@ pub use crate::hud_kit::fit::ellipsize as fit;
/// A 12 px tick box ending at `right`, centred in the row at `y`: its edge in the accent when on.
pub fn checkbox(batch: &mut HudBatch, atlas: &HudAtlas, right: f32, y: f32, on: bool, live: bool) {
let rect = [right - 12.0, y + 4.0, 12.0, 12.0];
fill(batch, atlas, rect, WELL);
fill(batch, atlas, rect, well_fill());
let edge = match (on, live) {
(true, true) => ACCENT,
(true, false) => MUTED,
(false, _) => BOX_EDGE,
(true, true) => accent(),
(true, false) => muted(),
(false, _) => box_edge(),
};
ring(batch, atlas, rect, edge);
if on {
@@ -169,7 +211,7 @@ fn tick(batch: &mut HudBatch, atlas: &HudAtlas, x: f32, y: f32, color: u32) {
for (i, c) in row.chars().enumerate() {
if c == '#' {
let (px, py) = (x + i as f32, y + j as f32);
fill(batch, atlas, [px + 1.0, py + 1.0, 1.0, 1.0], OUTLINE);
fill(batch, atlas, [px + 1.0, py + 1.0, 1.0, 1.0], outline());
fill(batch, atlas, [px, py, 1.0, 1.0], color);
}
}
@@ -198,17 +240,17 @@ pub fn button_with_room(
) {
let [x, y, w, h] = rect;
let face = match (live, primary, hover) {
(false, _, _) => WELL,
(true, true, false) => FACE,
(true, true, true) => FACE_HOVER,
(true, false, false) => BUTTON,
(true, false, true) => BUTTON_HOVER,
(false, _, _) => well_fill(),
(true, true, false) => face(),
(true, true, true) => face_hover(),
(true, false, false) => button_fill(),
(true, false, true) => button_hover(),
};
fill(batch, atlas, rect, face);
if hover && live {
ring(batch, atlas, rect, WHITE);
}
let color = if live { WHITE } else { MUTED };
let color = if live { WHITE } else { muted() };
let ty = y + ((h - 8.0) / 2.0).floor();
let left = x + 2.0 + room;
scrolling_label(
@@ -252,7 +294,7 @@ pub fn slider(
(hover, live): (bool, bool),
) {
let [x, y, w, h] = rect;
let color = if live { WHITE } else { MUTED };
let color = if live { WHITE } else { muted() };
scrolling_label(
batch,
atlas,
@@ -263,17 +305,22 @@ pub fn slider(
);
let line = y + h - 3.0;
let at = x + (position.clamp(0.0, 1.0) * (w - 4.0)).round();
fill(batch, atlas, [x, line, w, 2.0], TRACK);
fill(batch, atlas, [x, line, w, 2.0], track_fill());
fill(
batch,
atlas,
[x, line, at - x, 2.0],
if live { ACCENT } else { MUTED },
if live { accent() } else { muted() },
);
let handle = [at, line - 3.0, 4.0, 8.0];
fill(batch, atlas, handle, if live { HANDLE } else { MUTED });
fill(
batch,
atlas,
handle,
if live { handle_fill() } else { muted() },
);
if hover && live {
ring(batch, atlas, [at - 1.0, line - 4.0, 6.0, 10.0], ACCENT);
ring(batch, atlas, [at - 1.0, line - 4.0, 6.0, 10.0], accent());
}
}
/// A value that a press steps through: in a well, between the arrows that say so.
@@ -290,13 +337,13 @@ pub fn cycler(
ring(batch, atlas, rect, WHITE);
}
let ty = y + ((h - 8.0) / 2.0).floor();
let arrows = if hover && live { WHITE } else { MUTED };
let arrows = if hover && live { WHITE } else { muted() };
batch.text_styled(atlas, &Text::literal("<"), x + 3.0, ty, arrows, true);
batch.text_styled(atlas, &Text::literal(">"), x + w - 8.0, ty, arrows, true);
let color = match (live, hover) {
(false, _) => MUTED,
(false, _) => muted(),
(true, true) => WHITE,
(true, false) => SOFT,
(true, false) => soft(),
};
scrolling_label(batch, atlas, value, [x + 9.0, ty, w - 18.0], (y, h), color);
}
@@ -3,8 +3,9 @@
//! where a tween is at the frame's [`Clock`]; nothing here holds state or runs on its own, and
//! no motion ever decides what input does.
//!
//! The curves are the design system's (`horizon_theme::QUICK`, `MOVE`): a [`Tween`] takes one
//! of them, at the theme's duration or a shorter one of its own.
//! A [`Tween`] takes a duration and a CSS `cubic-bezier` curve: Horizon's overlays use the design
//! system's (`horizon_theme::QUICK`, `MOVE`), at the theme's duration or a shorter one of their
//! own.
//!
//! The game builds the clock once a frame (`Clock::new(now, still)`). A still clock (the game is
//! paused, frame-stepped by `HORIZON_STILL` or a screenshot sequence, or a repro recording or
@@ -16,7 +17,7 @@
//! use std::time::{Duration, Instant};
//!
//! let opened = Instant::now();
//! let open = Tween::new(Duration::from_millis(90), horizon_theme::QUICK);
//! let open = Tween::new(Duration::from_millis(90), [0.4, 0.0, 0.2, 1.0]);
//! // Half way through: partly faded in, partly grown from 94%.
//! let clock = Clock::new(opened + Duration::from_millis(45), false);
//! let alpha = motion::fade(open, clock, opened);
@@ -26,7 +27,6 @@
//! let still = Clock::new(opened, true);
//! assert_eq!(motion::fade(open, still, opened), 1.0);
//! ```
use horizon_theme::Motion;
use std::time::{Duration, Instant};
/// The time a frame shows, built once a frame by the game.
@@ -50,28 +50,20 @@ impl Clock {
}
}
/// A duration and one of the design system's easing curves.
/// A duration and an easing curve.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Tween {
/// How long it runs.
pub duration: Duration,
/// The CSS `cubic-bezier` control points of its curve (a `horizon_theme::Motion`'s).
/// The CSS `cubic-bezier` control points of its curve.
pub curve: [f32; 4],
}
impl Tween {
/// `motion`'s curve over `duration`: the dial's motions are shorter than the launcher's, on
/// the same curves.
pub const fn new(duration: Duration, motion: Motion) -> Self {
Self {
duration,
curve: motion.curve,
}
}
/// A theme motion as it is: its own duration and curve.
pub const fn of(motion: Motion) -> Self {
Self::new(motion.duration(), motion)
/// `curve` over `duration`: the dial's motions are shorter than the launcher's, on the same
/// curves.
pub const fn new(duration: Duration, curve: [f32; 4]) -> Self {
Self { duration, curve }
}
/// The linear progress, 0 to 1, `since` a start at this clock; 1 on a still clock.
@@ -84,7 +76,7 @@ impl Tween {
/// The eased progress, 0 to 1, on the tween's curve.
pub fn progress(self, clock: Clock, since: Instant) -> f32 {
horizon_theme::bezier(self.curve, self.linear(clock, since))
bezier(self.curve, self.linear(clock, since))
}
/// Whether it has finished (always, on a still clock).
@@ -98,6 +90,29 @@ impl Tween {
}
}
/// A CSS `cubic-bezier(x1, y1, x2, y2)` at `t` in 0..1: solves x for the curve parameter,
/// returns y.
pub fn bezier([x1, y1, x2, y2]: [f32; 4], t: f32) -> f32 {
let t = t.clamp(0.0, 1.0);
if t == 0.0 || t == 1.0 {
return t;
}
let at = |a: f32, b: f32, s: f32| {
let u = 1.0 - s;
3.0 * u * u * s * a + 3.0 * u * s * s * b + s * s * s
};
let (mut lo, mut hi) = (0f32, 1f32);
for _ in 0..24 {
let mid = (lo + hi) / 2.0;
if at(x1, x2, mid) < t {
lo = mid;
} else {
hi = mid;
}
}
at(y1, y2, (lo + hi) / 2.0)
}
/// An alpha from 0 to 1 as something fades in.
pub fn fade(tween: Tween, clock: Clock, since: Instant) -> f32 {
tween.progress(clock, since)
@@ -145,7 +160,7 @@ mod tests {
#[test]
fn a_tween_runs_from_its_start_to_its_end_and_holds() {
let t0 = Instant::now();
let tween = Tween::new(MS(80), horizon_theme::MOVE);
let tween = Tween::new(MS(80), horizon_theme::MOVE.curve);
assert_eq!(tween.progress(at(t0, 0), t0), 0.0);
assert_eq!(tween.progress(at(t0, 80), t0), 1.0);
assert_eq!(tween.progress(at(t0, 500), t0), 1.0);
@@ -160,8 +175,7 @@ mod tests {
fn a_still_clock_shows_every_motion_settled() {
let t0 = Instant::now();
let still = Clock::new(t0, true);
let tween = Tween::of(horizon_theme::QUICK);
assert_eq!(tween.duration, horizon_theme::QUICK.duration());
let tween = Tween::new(horizon_theme::QUICK.duration(), horizon_theme::QUICK.curve);
assert_eq!(fade(tween, still, t0), 1.0);
assert_eq!(fade_out(tween, still, t0), 0.0);
assert_eq!(scale_in(tween, still, t0, 0.94), 1.0);
@@ -173,7 +187,7 @@ mod tests {
#[test]
fn the_helpers_start_where_they_say() {
let t0 = Instant::now();
let tween = Tween::new(MS(100), horizon_theme::QUICK);
let tween = Tween::new(MS(100), horizon_theme::QUICK.curve);
let c = at(t0, 0);
assert_eq!(fade(tween, c, t0), 0.0);
assert_eq!(fade_out(tween, c, t0), 1.0);
@@ -184,10 +198,25 @@ mod tests {
assert!((flash(tween, at(t0, 25), t0) - 0.75).abs() < 1e-6);
}
#[test]
fn the_curve_is_the_design_systems() {
for motion in horizon_theme::MOTION {
for i in 0..=20 {
let t = i as f32 / 20.0;
assert_eq!(
bezier(motion.curve, t),
motion.ease(t),
"{} at {t}",
motion.name
);
}
}
}
#[test]
fn a_turn_takes_the_short_way_round() {
let t0 = Instant::now();
let tween = Tween::new(MS(80), horizon_theme::MOVE);
let tween = Tween::new(MS(80), horizon_theme::MOVE.curve);
// From up-left (7/8 of a turn) to up-right: through up, not round the bottom.
let from = 7.0 * FRAC_PI_4;
let half = turn(tween, at(t0, 1), t0, from, FRAC_PI_4);
@@ -38,6 +38,12 @@
//! ```
use crate::hud::{HudAtlas, HudBatch};
use crate::hud_kit::{colour, fit};
use crate::menu_style::{self, OverlayColours};
/// The overlays' colours (`menu_style`, given at startup).
fn overlay() -> &'static OverlayColours {
&menu_style::get().overlay
}
/// A pip under the strip: its size and the step from one to the next, in GUI px.
pub const PIP: [f32; 2] = [3.0, 2.0];
@@ -45,8 +51,12 @@ pub const PIP_STEP: f32 = 5.0;
/// How far, in GUI px, the arrows sit from the name.
pub const ARROW_GAP: f32 = 4.0;
/// An arrow with a page that way, and one at an end, with none.
pub const ARROW: u32 = colour(horizon_theme::BACKDROP_MUTED, 255);
pub const ARROW_OFF: u32 = colour(horizon_theme::BACKDROP_MUTED, 77);
pub fn arrow_colour() -> u32 {
colour(overlay().backdrop_muted, 255)
}
pub fn arrow_off_colour() -> u32 {
colour(overlay().backdrop_muted, 77)
}
/// The pips (the selected one is white).
pub const PIP_OFF: u32 = colour(0xFFFFFF, 89);
pub const PIP_ON: u32 = colour(0xFFFFFF, 255);
@@ -65,9 +75,15 @@ pub const EDGE_FADE: f32 = 12.0;
pub const FADE: [f32; 5] = [1.0, 0.7, 0.35, 0.15, 0.1];
/// The selected tab's fill and text, and the others'.
pub const SELECTED_FILL: u32 = colour(0xFFFFFF, 242);
pub const SELECTED_TEXT: u32 = colour(horizon_theme::DARK.page, 255);
pub const TAB_FILL: u32 = colour(horizon_theme::DARK.page, 191);
pub const TAB_TEXT: u32 = colour(horizon_theme::BACKDROP_MUTED, 255);
pub fn selected_text() -> u32 {
colour(overlay().page, 255)
}
pub fn tab_fill() -> u32 {
colour(overlay().page, 191)
}
pub fn tab_text() -> u32 {
colour(overlay().backdrop_muted, 255)
}
/// The line of text's height in GUI px (vanilla's font, without its shadow).
const LINE: f32 = 8.0;
@@ -144,7 +160,11 @@ pub fn draw(batch: &mut HudBatch, atlas: &HudAtlas, strip: &Strip) {
arrow,
ax,
ay,
if on { ARROW } else { ARROW_OFF },
if on {
arrow_colour()
} else {
arrow_off_colour()
},
true,
);
}
@@ -282,9 +302,9 @@ pub fn draw_tabs(batch: &mut HudBatch, atlas: &HudAtlas, strip: &TabStrip, alpha
for tab in &row.tabs {
let [tx, ty, tw, th] = tab.area;
let (fill, text) = if tab.selected {
(SELECTED_FILL, SELECTED_TEXT)
(SELECTED_FILL, selected_text())
} else {
(TAB_FILL, TAB_TEXT)
(tab_fill(), tab_text())
};
let tab_start = batch.vertices.len();
// Cut where the edges' fades start, so each fade runs over its own piece.
@@ -380,15 +400,16 @@ mod tests {
let [ax, _] = strip.arrows[i];
(batch.vertices.iter())
.filter(|v| {
(v.pos[0] - ax).abs() < 4.0 && v.color & 0x00FF_FFFF == ARROW & 0x00FF_FFFF
(v.pos[0] - ax).abs() < 4.0
&& v.color & 0x00FF_FFFF == arrow_colour() & 0x00FF_FFFF
})
.map(|v| v.color >> 24)
.max()
.unwrap_or(0)
};
let first = collapsed(&atlas, &pages, 0, AREA);
assert_eq!(alpha(&first, 0), ARROW_OFF >> 24);
assert_eq!(alpha(&first, 1), ARROW >> 24);
assert_eq!(alpha(&first, 0), arrow_off_colour() >> 24);
assert_eq!(alpha(&first, 1), arrow_colour() >> 24);
}
#[test]
+1
View File
@@ -74,6 +74,7 @@ pub mod light;
pub mod lod;
pub mod logging;
pub mod menu_blur;
pub mod menu_style;
pub mod mesher;
pub mod minimap;
pub mod mipmap;
@@ -0,0 +1,145 @@
//! The look of the screens vanilla doesn't have that the engine still draws: the settings pages
//! (`graphics_style`), the HUD kit's tab strip, and the overlays drawn with `ui_theme` (the
//! on-screen keyboard, the boot screen, the missing-resources window). Vanilla's screens never
//! read it.
//!
//! The layer above gives it once at startup ([`install`]), before the first frame; the
//! official game gives Horizon's design system (`docs/design-system.md`). With none given, the
//! screens draw in [`NEUTRAL`]: vanilla's greys and chat colours, and no text where they would
//! use their own fonts. A read is one atomic load, and only those screens make it.
use std::sync::OnceLock;
/// Colours as `0xRRGGBB`, sizes in dp (the launcher's logical pixels).
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct MenuStyle {
pub settings: SettingsColours,
pub overlay: OverlayColours,
pub sizes: Sizes,
/// The overlays' TrueType faces; none: they draw no text.
pub fonts: Option<Fonts>,
}
/// The settings pages: square panels of dark glass over the world, flat controls, one face.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct SettingsColours {
/// The plate behind everything, drawn see-through.
pub page: u32,
/// Text, and the light the panels, rules, hovers and controls are drawn in.
pub ink: u32,
/// Secondary text and values.
pub ink_soft: u32,
/// Labels, descriptions, what can't be used.
pub muted: u32,
/// Wells and the dark edge of small marks.
pub outline: u32,
/// Focus, a checked box, a slider's fill.
pub accent: u32,
/// The one main button, and while hovered.
pub face: u32,
pub face_hover: u32,
pub success: u32,
pub warn: u32,
pub danger: u32,
}
/// Overlays drawn over the game (the HUD kit's tab strip, `ui_theme`'s overlays).
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct OverlayColours {
/// The dark page under text and tabs.
pub page: u32,
/// Muted text over a veiled backdrop.
pub backdrop_muted: u32,
/// Text and the light hover and pressed plates are drawn in.
pub ink: u32,
/// Secondary text and values.
pub ink_soft: u32,
/// One-pixel rules between rows.
pub rule: u32,
/// The main action, and its text.
pub accent: u32,
pub on_accent: u32,
}
/// `ui_theme`'s type scale and shapes, in dp.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Sizes {
pub caption: f32,
pub label: f32,
pub ui: f32,
pub body: f32,
pub title: f32,
/// The boot screen's wordmark at its smallest, and its console lines.
pub display: f32,
pub micro: f32,
/// Fields; plates (hover rows, selection); a large control's height.
pub radius: f32,
pub radius_plate: f32,
pub control_large: f32,
}
/// TrueType faces (`ui_theme::Face`).
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Fonts {
pub regular: &'static [u8],
pub medium: &'static [u8],
pub semibold: &'static [u8],
pub mono: &'static [u8],
}
/// The look with nothing given: vanilla's greys and chat colours.
pub const NEUTRAL: MenuStyle = MenuStyle {
settings: SettingsColours {
page: 0x101010,
ink: 0xffffff,
ink_soft: 0xe0e0e0,
muted: 0xa0a0a0,
outline: 0x000000,
accent: 0xffffff,
face: 0x555555,
face_hover: 0x6f6f6f,
success: 0x55ff55,
warn: 0xffff55,
danger: 0xff5555,
},
overlay: OverlayColours {
page: 0x101010,
backdrop_muted: 0xa0a0a0,
ink: 0xffffff,
ink_soft: 0xe0e0e0,
rule: 0x303030,
accent: 0xffffff,
on_accent: 0x000000,
},
sizes: Sizes {
caption: 12.0,
label: 13.0,
ui: 14.0,
body: 15.0,
title: 28.0,
display: 44.0,
micro: 11.0,
radius: 0.0,
radius_plate: 0.0,
control_large: 40.0,
},
fonts: None,
};
static STYLE: OnceLock<MenuStyle> = OnceLock::new();
/// Give the menus their look: call it once at startup. A second call keeps the first look and
/// returns false.
pub fn install(style: MenuStyle) -> bool {
STYLE.set(style).is_ok()
}
/// The look given to [`install`], or [`NEUTRAL`].
#[inline]
pub fn get() -> &'static MenuStyle {
STYLE.get().unwrap_or(&NEUTRAL)
}
/// `0xRRGGBB` and an alpha in the HUD's colour encoding (`0xAABBGGRR`).
pub const fn hud_colour(rgb: u32, alpha: u8) -> u32 {
(alpha as u32) << 24 | (rgb & 0xff) << 16 | (rgb >> 8 & 0xff) << 8 | (rgb >> 16 & 0xff)
}
@@ -124,21 +124,15 @@ impl OptionsUi {
Some(open("horizon.pages.open.studio", Page::Studio)),
),
// No AI hides the AI Agent page and everything AI.
Row::Buttons(
self.extra_button(s, crate::extras::Item::DiscordPresence),
Some(if s.extras.no_ai {
self.extra_button(s, crate::extras::Item::NoAi)
} else {
open("horizon.pages.open.agent", Page::Agent)
}),
),
]
.into_iter()
.chain(
(!s.extras.no_ai)
.then(|| Row::Buttons(self.extra_button(s, crate::extras::Item::NoAi), None)),
)
.collect();
if s.extras.no_ai {
Row::Buttons(self.extra_button(s, crate::extras::Item::NoAi), None)
} else {
Row::Buttons(
open("horizon.pages.open.agent", Page::Agent),
Some(self.extra_button(s, crate::extras::Item::NoAi)),
)
},
];
self.added_entries(&mut rows);
rows
}
@@ -171,7 +165,7 @@ impl OptionsUi {
added::Row::Text { text, .. } => {
out.extend(wrap(&text, 64).into_iter().map(Row::Note))
}
added::Row::Space(_) | added::Row::Field { .. } => continue,
added::Row::Space(_) => continue,
added::Row::Button {
label,
active,
+152 -32
View File
@@ -7,7 +7,10 @@
//! sections are immutable behind `Arc` and edited through `Arc::make_mut`, so
//! a weak reference tells an edited or replaced section from the one the list
//! was built from (see `random_tick_sections`), without keeping its blocks.
use crate::{chunk::Section, fast_hash::FxHashMap};
use crate::{
chunk::{Chunk, Section},
fast_hash::FxHashMap,
};
use std::sync::{Arc, Mutex, Weak};
/// A section's POIs: the block index in the section (`y << 8 | z << 4 | x`)
@@ -18,13 +21,16 @@ struct Cached<T> {
section: Weak<Section>,
pois: SectionPois<T>,
}
/// Cached POI lists by section, `(chunk x, section index, chunk z)`.
/// Cached POI lists by chunk column `(chunk x, chunk z)`, each by section
/// index: a search through a column looks it up once.
pub struct PoiSections<T> {
sections: Mutex<Lists<T>>,
}
struct Lists<T> {
by_section: FxHashMap<(i32, i32, i32), Cached<T>>,
/// Size above which lists of sections no longer resident are dropped.
by_column: FxHashMap<(i32, i32), Vec<Option<Cached<T>>>>,
/// How many section lists are kept, and the count above which the lists
/// of sections no longer resident are dropped.
len: usize,
prune_at: usize,
}
const MIN_PRUNE: usize = 4096;
@@ -32,27 +38,61 @@ impl<T> Default for PoiSections<T> {
fn default() -> Self {
Self {
sections: Mutex::new(Lists {
by_section: FxHashMap::default(),
by_column: FxHashMap::default(),
len: 0,
prune_at: MIN_PRUNE,
}),
}
}
}
impl<T: Copy> PoiSections<T> {
/// The POIs of `section`, whose block states `kind` classifies. `kind`
/// must give the same answer for a state on every call.
pub fn get(
&self,
key: (i32, i32, i32),
section: &Arc<Section>,
mut kind: impl FnMut(u32) -> Option<T>,
) -> SectionPois<T> {
let mut lists = self.sections.lock().unwrap_or_else(|e| e.into_inner());
if let Some(cached) = lists.by_section.get(&key)
&& cached.section.as_ptr() == Arc::as_ptr(section)
{
return cached.pois.clone();
impl<T: Copy> Lists<T> {
/// The column's lists, for sections up to `last`, after dropping the
/// lists of sections no longer resident if there are too many.
fn column(
&mut self,
column: (i32, i32),
last: usize,
) -> (&mut [Option<Cached<T>>], &mut usize) {
if self.len >= self.prune_at {
self.prune();
}
let lists = self.by_column.entry(column).or_default();
if lists.len() <= last {
lists.resize_with(last + 1, || None);
}
(lists, &mut self.len)
}
/// Drops the lists of sections no longer resident.
fn prune(&mut self) {
let mut len = 0;
self.by_column.retain(|_, lists| {
for c in lists.iter_mut() {
if c.as_ref().is_some_and(|c| c.section.strong_count() == 0) {
*c = None;
}
}
let kept = lists.iter().filter(|c| c.is_some()).count();
len += kept;
kept > 0
});
self.len = len;
self.prune_at = (len * 2).max(MIN_PRUNE);
}
}
/// The POIs of `section` from `slot`, listed again (and kept there) unless
/// `slot` was listed from this very section; `len` counts the slots filled.
fn list<'a, T: Copy>(
slot: &'a mut Option<Cached<T>>,
len: &mut usize,
section: &Arc<Section>,
kind: &mut impl FnMut(u32) -> Option<T>,
) -> &'a SectionPois<T> {
let fresh = slot
.as_ref()
.is_some_and(|c| c.section.as_ptr() == Arc::as_ptr(section));
if !fresh {
let pois: SectionPois<T> = if section.blocks.maybe_has(|v| kind(v).is_some()) {
let mut states = [0u32; 4096];
section.unpack(&mut states);
@@ -64,18 +104,56 @@ impl<T: Copy> PoiSections<T> {
} else {
Arc::from([])
};
if lists.by_section.len() >= lists.prune_at {
lists.by_section.retain(|_, c| c.section.strong_count() > 0);
lists.prune_at = (lists.by_section.len() * 2).max(MIN_PRUNE);
*len += usize::from(slot.is_none());
*slot = Some(Cached {
section: Arc::downgrade(section),
pois,
});
}
&slot.as_ref().expect("just listed").pois
}
impl<T: Copy> PoiSections<T> {
/// The POIs of `section`, the `key.1`-th section of the column
/// `(key.0, key.2)`, whose block states `kind` classifies. `kind` must give
/// the same answer for a state on every call.
pub fn get(
&self,
key: (i32, i32, i32),
section: &Arc<Section>,
mut kind: impl FnMut(u32) -> Option<T>,
) -> SectionPois<T> {
let mut lists = self.sections.lock().unwrap_or_else(|e| e.into_inner());
let s = usize::try_from(key.1).expect("a section index");
let (column, len) = lists.column((key.0, key.2), s);
list(&mut column[s], len, section, &mut kind).clone()
}
/// The POIs of `chunk` from block Y `y0` to `y1`, its first section at
/// `min_y`, as [`Self::get`] gives them: each section that has any, with
/// the Y of its lowest blocks, in order, put in `out`. One lookup of the
/// column.
pub fn column(
&self,
chunk: &Chunk,
min_y: i32,
(y0, y1): (i32, i32),
mut kind: impl FnMut(u32) -> Option<T>,
out: &mut Vec<(i32, SectionPois<T>)>,
) {
out.clear();
let (first, last) = ((y0 - min_y) >> 4, (y1 - min_y) >> 4);
if first > last {
return;
}
let mut lists = self.sections.lock().unwrap_or_else(|e| e.into_inner());
let (slots, len) = lists.column((chunk.x, chunk.z), last as usize);
for s in first as usize..=last as usize {
let pois = list(&mut slots[s], len, &chunk.sections[s], &mut kind);
if !pois.is_empty() {
out.push((min_y + s as i32 * 16, pois.clone()));
}
}
lists.by_section.insert(
key,
Cached {
section: Arc::downgrade(section),
pois: pois.clone(),
},
);
pois
}
}
@@ -143,6 +221,48 @@ mod tests {
assert!(index.get((0, 0, 0), &chunk.sections[0], kind).is_empty());
}
/// A column gives each section's list as `get` does, the sections
/// without any left out, and keeps them until a section changes.
#[test]
fn a_column_gives_what_each_section_gives() {
let index = PoiSections::<u8>::default();
let kind = |v: u32| (v == 5).then_some(5);
let mut chunk = Arc::new(Chunk::empty(2, -3));
for (x, y, z) in [(1, MIN_Y + 2, 3), (4, MIN_Y + 40, 0), (0, MIN_Y + 41, 15)] {
Arc::make_mut(&mut chunk).set(x, y, z, 5);
}
let mut out = Vec::new();
index.column(&chunk, MIN_Y, (MIN_Y, MIN_Y + 63), kind, &mut out);
let bases: Vec<i32> = out.iter().map(|(base, _)| *base).collect();
assert_eq!(bases, [MIN_Y, MIN_Y + 32]);
for (base, pois) in &out {
let s = (base - MIN_Y) / 16;
let one = index.get((2, s, -3), &chunk.sections[s as usize], kind);
assert!(Arc::ptr_eq(pois, &one));
}
// Kept: no rescan.
index.column(
&chunk,
MIN_Y,
(MIN_Y, MIN_Y + 63),
|_| panic!("rescanned"),
&mut out,
);
assert_eq!(out.len(), 2);
// An edit lists that section again.
Arc::make_mut(&mut chunk).set(4, MIN_Y + 40, 0, 1);
let mut rescans = 0;
let counted = |v: u32| {
rescans += 1;
kind(v)
};
index.column(&chunk, MIN_Y, (MIN_Y + 20, MIN_Y + 63), counted, &mut out);
assert!(rescans > 0);
assert_eq!(out.len(), 1);
assert_eq!(out[0].0, MIN_Y + 32);
assert_eq!(&*out[0].1, &[(9 << 8 | 15 << 4, 5)]);
}
#[test]
fn unloaded_sections_are_dropped() {
let index = PoiSections::<u8>::default();
@@ -153,7 +273,7 @@ mod tests {
index.get((1, i, 0), &Arc::new(Section::default()), kind);
}
let lists = index.sections.lock().unwrap();
assert!(lists.by_section.len() <= 2);
assert!(lists.by_section.contains_key(&(0, 0, 0)));
assert!(lists.len <= 2);
assert!(lists.by_column[&(0, 0)][0].is_some());
}
}
@@ -237,17 +237,17 @@ impl<P: Copy, S: Copy> Lines<P, S> {
pub(crate) fn backdrop(batch: &mut HudBatch, atlas: &HudAtlas, in_world: bool) {
let (w, h) = (batch.width, batch.height);
ui::menu_background(batch, atlas, 0.0, 0.0, w, h, in_world);
style::fill(batch, atlas, [0.0, 0.0, w, h], style::VEIL);
style::fill(batch, atlas, [0.0, 0.0, w, h], style::veil());
}
/// The mark and the screen's name over the search field.
pub(crate) fn mark(batch: &mut HudBatch, atlas: &HudAtlas, cols: &Columns, title: &str) {
let (x, y) = (cols.side_x, cols.side_y);
style::fill(batch, atlas, [x, y + 2.0, 6.0, 6.0], style::ACCENT);
style::fill(batch, atlas, [x, y + 2.0, 6.0, 6.0], style::accent());
let horizon = Text::literal("Horizon");
batch.text_styled(atlas, &horizon, x + 10.0, y, style::WHITE, true);
let title = Text::literal(title);
batch.text_styled(atlas, &title, x, y + 10.0, style::MUTED, true);
batch.text_styled(atlas, &title, x, y + 10.0, style::muted(), true);
}
/// A page in the page list: the open page on a plate with the accent's bar beside it, the
@@ -273,13 +273,13 @@ pub(crate) fn page_tab(
crate::widgets::target_as(rect, crate::widgets::Kind::Tab(open));
}
if open {
style::fill(batch, atlas, rect, style::OPEN);
style::fill(batch, atlas, [px, py, 2.0, ph], style::ACCENT);
style::fill(batch, atlas, rect, style::open());
style::fill(batch, atlas, [px, py, 2.0, ph], style::accent());
}
let color = match (open || hover, has) {
(true, _) => style::WHITE,
(false, true) => style::SOFT,
(false, false) => style::MUTED,
(false, true) => style::soft(),
(false, false) => style::muted(),
};
let ty = py + ((ph - 8.0) / 2.0).floor();
let name = Text::literal(style::fit(atlas, name, pw - 12.0));
@@ -312,12 +312,12 @@ pub(crate) fn search_field(
search.draw(batch, atlas, None);
if search.value.is_empty() && !focused {
let hint = Text::literal(search.message.clone());
batch.text_styled(atlas, &hint, x + 5.0, search.y, style::MUTED, true);
batch.text_styled(atlas, &hint, x + 5.0, search.y, style::muted(), true);
}
if !search.value.is_empty() {
let hover = ui::hovered(cursor, clear[0], clear[1], clear[2], clear[3]);
crate::widgets::widget_cursor(hover, true);
let color = if hover { style::WHITE } else { style::MUTED };
let color = if hover { style::WHITE } else { style::muted() };
let cy = y + ((h - 8.0) / 2.0).floor();
ui::centered_text(
batch,
@@ -344,7 +344,7 @@ pub(crate) fn plate(batch: &mut HudBatch, atlas: &HudAtlas, cols: &Columns, head
batch,
atlas,
[px + 8.0, py + 24.0, pw - 16.0, 1.0],
style::HEAD_RULE,
style::head_rule(),
);
}
@@ -383,9 +383,9 @@ pub(crate) fn list<P: Copy, S: Copy>(
}
let Some(setting) = line.setting else {
let (name, color, dy) = match line.group {
Some(("", _)) => (page_name(line.page), style::MUTED, 3.0),
Some((name, _)) => (lang::get(name), style::MUTED, 3.0),
None => (page_name(line.page), style::ACCENT, 4.0),
Some(("", _)) => (page_name(line.page), style::muted(), 3.0),
Some((name, _)) => (lang::get(name), style::muted(), 3.0),
None => (page_name(line.page), style::accent(), 4.0),
};
let name = Text::literal(name);
batch.text_styled(atlas, &name, cols.list_x + 2.0, y + dy, color, true);
@@ -393,7 +393,7 @@ pub(crate) fn list<P: Copy, S: Copy>(
};
if !after_name {
let rule = [cols.list_x + 8.0, y, cols.list_w - 16.0, 1.0];
style::fill(batch, atlas, rule, style::ROW_RULE);
style::fill(batch, atlas, rule, style::row_rule());
}
row(batch, setting, y);
}
@@ -404,7 +404,7 @@ pub(crate) fn list<P: Copy, S: Copy>(
&none,
cols.list_x + 2.0,
cols.top + 4.0,
style::MUTED,
style::muted(),
true,
);
}
@@ -499,7 +499,7 @@ pub(crate) fn row(batch: &mut HudBatch, atlas: &HudAtlas, cols: &Columns, y: f32
let active = live && (hover || focused || held);
if active {
let lit = [rect[0] + 2.0, y + 1.0, rect[2] - 4.0, style::ROW - 2.0];
style::fill(batch, atlas, lit, style::HOVER);
style::fill(batch, atlas, lit, style::hover());
}
crate::widgets::widget_cursor(hover, live);
// The control socket's widget tree, the narrator and a controller's focus.
@@ -523,8 +523,8 @@ pub(crate) fn row(batch: &mut HudBatch, atlas: &HudAtlas, cols: &Columns, y: f32
if live {
crate::widgets::target_as(rect, kind);
}
let color = if live { style::WHITE } else { style::MUTED };
let soft = if live { style::SOFT } else { style::MUTED };
let color = if live { style::WHITE } else { style::muted() };
let soft = if live { style::soft() } else { style::muted() };
let ty = y + ((style::ROW - 8.0) / 2.0).floor();
let lit = live && (hover || held);
let left = rect[0] + style::INSET;
@@ -611,7 +611,7 @@ fn lit(batch: &mut HudBatch, atlas: &HudAtlas, [x, y, w, _]: [f32; 4]) {
batch,
atlas,
[x + 2.0, y + 1.0, w - 4.0, style::ROW - 2.0],
style::HOVER,
style::hover(),
);
}
@@ -644,7 +644,7 @@ fn read_row(
let room = rect[2] - 2.0 * style::INSET - name_w - 8.0;
let value = style::fit(atlas, value, room);
let vx = rect[0] + rect[2] - style::INSET - atlas.font.width(&value);
batch.text_styled(atlas, &Text::literal(value), vx, ty, style::SOFT, true);
batch.text_styled(atlas, &Text::literal(value), vx, ty, style::soft(), true);
if focused {
style::ring(
batch,
@@ -749,7 +749,7 @@ fn pad_row(batch: &mut HudBatch, atlas: &HudAtlas, cols: &Columns, y: f32, view:
batch.text_styled(atlas, &yellow(close), right.ceil(), ty, style::WHITE, true);
}
let left = rect[0] + style::INSET;
let color = if live { style::WHITE } else { style::MUTED };
let color = if live { style::WHITE } else { style::muted() };
let shown = Text::literal(style::fit(atlas, name, chip[0] - 6.0 - left));
batch.text_styled(atlas, &shown, left, ty, color, true);
if focused {
@@ -799,7 +799,7 @@ fn side_lines(
];
crate::widgets::record(line, rect, false);
let shown = Text::literal(style::fit(atlas, line, rect[2]));
batch.text_styled(atlas, &shown, rect[0], rect[1], style::MUTED, true);
batch.text_styled(atlas, &shown, rect[0], rect[1], style::muted(), true);
}
}
/// A line under the page list: its inset, and its height.
@@ -881,7 +881,7 @@ fn heading(batch: &mut HudBatch, atlas: &HudAtlas, text: &str, [x, y, w, _]: [f3
let rect = [x + SIDE_INSET, y + HEADING_Y, w - 2.0 * SIDE_INSET, 8.0];
crate::widgets::record(text, rect, false);
let shown = Text::literal(style::fit(atlas, text, rect[2]));
batch.text_styled(atlas, &shown, rect[0], rect[1], style::MUTED, true);
batch.text_styled(atlas, &shown, rect[0], rect[1], style::muted(), true);
}
/// Vanilla's scroller, inside the panel's right edge, sized as `ui::Scroll` drags it.
@@ -1896,8 +1896,8 @@ impl<S: Screen> Shell<S> {
// The row's page is open: lit as the list's open page is.
if list.lit == Some(*shown) {
let row @ [x, y, _, h] = strip.area;
style::fill(batch, atlas, row, style::OPEN);
style::fill(batch, atlas, [x, y, 2.0, h], style::ACCENT);
style::fill(batch, atlas, row, style::open());
style::fill(batch, atlas, [x, y, 2.0, h], style::accent());
}
tabs::draw(batch, atlas, strip);
}
@@ -2134,7 +2134,14 @@ impl<S: Screen> Shell<S> {
crate::widgets::narratable(|| crate::widgets::Narratable::text(row.name.clone(), rect));
let ty = y + ((style::ROW - 8.0) / 2.0).floor();
let name = Text::literal(style::fit(atlas, &row.name, rect[2] - 2.0 * style::INSET));
batch.text_styled(atlas, &name, rect[0] + style::INSET, ty, style::MUTED, true);
batch.text_styled(
atlas,
&name,
rect[0] + style::INSET,
ty,
style::muted(),
true,
);
return;
}
let over = |[x, y, w, h]: [f32; 4]| pointer.is_some_and(|at| ui::hovered(at, x, y, w, h));
@@ -2240,7 +2247,7 @@ impl<S: Screen> Shell<S> {
// Labelled for the widget tree: what the strip says is what a test or an agent reads.
crate::widgets::record(about, cols.dock, false);
let color = if why.is_some() {
style::MUTED
style::muted()
} else {
style::GREY
};
@@ -304,19 +304,19 @@ impl StudioUi {
// Card background & highlight
if is_selected {
style::fill(batch, atlas, rect, style::OPEN);
style::fill(batch, atlas, rect, style::open());
} else if is_hovered {
style::fill(batch, atlas, rect, style::HOVER);
style::fill(batch, atlas, rect, style::hover());
} else {
style::well(batch, atlas, rect);
}
let border_color = if is_selected {
style::ACCENT
style::accent()
} else if is_hovered {
style::WHITE
} else {
style::ROW_RULE
style::row_rule()
};
style::ring(batch, atlas, rect, border_color);
+3 -6
View File
@@ -119,14 +119,11 @@ audio = ["horizon-client-render/audio", "horizon-client-lib/audio"]
controllers = ["horizon-client-lib/controllers", "dep:gilrs", "dep:horizon-dualsense", "horizon-client-input/controllers"]
# Horizon's own extras over the vanilla game, for a fork that wants them out (docs/forking.md):
# cosmetics and emotes, the "Horizon player" presence, the official server added to
# the server list, the Horizon Settings and Mods pages, Discord and Play with Friends, and ray
# tracing on request (`HORIZON_RAY_TRACING=1`). Players always get them; there is no switch. `grep -rn horizon-extras crates/` lists
# the server list, the Horizon Settings and Mods pages and Play with Friends, and ray tracing on
# request (`HORIZON_RAY_TRACING=1`). Players always get them; there is no switch. `grep -rn horizon-extras crates/` lists
# every place it gates. Without it (`--no-default-features --features audio,controllers`) the
# client is best effort: CI builds only the default.
horizon-extras = ["horizon-client-lib/horizon-extras", "horizon-client-render/horizon-extras", "discord", "friends"]
# Online extras a server or a port can leave out; the server build has none of them. "Playing Horizon"
# on Discord (game/discord.rs).
discord = ["horizon-client-lib/discord"]
horizon-extras = ["horizon-client-render/horizon-extras", "friends"]
# Play with Friends: sharing a world behind an invite code (game/friends.rs). Joining one is
# horizon-friends' `game` side, which horizon-official registers (`horizon_hooks::tunnel`).
friends = ["dep:horizon-friends"]
+2 -4
View File
@@ -17,8 +17,8 @@ pub use horizon_client_render::{
containers, controller_ui, crash, custom_sky, datapack, dynamic_light, effects, environment,
extras, fast_hash, fluid_render, fog, font, gfx, graphics, graphics_style, graphics_ui,
hdr_calibration, hud, hud_kit, hud_layout, hud_overlays, inventory_effects, java_text,
jigsaw_block, json_folder, level_loading, light, lod, logging, menu_blur, mesher, minimap,
mipmap, mod_browser, mod_list, model_library, models, multiline_edit, native_emissive,
jigsaw_block, json_folder, level_loading, light, lod, logging, menu_blur, menu_style, mesher,
minimap, mipmap, mod_browser, mod_list, model_library, models, multiline_edit, native_emissive,
options_file, options_fixes, options_ui, overlay, pack_browser, pack_formats, pack_hooks,
pack_palette, pack_screen, packs, pad_cursor, pad_glyph, par, particles, poi_sections,
polytone_creative_tabs, polytone_post, post_chain, potent_sulfur, preedit, providers, pvp,
@@ -58,8 +58,6 @@ pub mod debug_overlay;
pub mod debugworld;
pub mod dialog;
pub mod dialog_screen;
#[cfg(feature = "discord")]
pub mod discord_presence;
pub mod end_crystal;
pub mod end_gateway;
pub mod entities;
+1
View File
@@ -13,6 +13,7 @@ pub fn main_with(mods: crate::mod_api::Mods) {
log::warn!("Trait mods already installed; ignoring the second list");
}
horizon_threads::configure_allocator();
crate::horizon_look::give();
// OptiFine's and Polytone's pack formats (platform, docs/layers.md), before any pack loads.
horizon_client::pack_formats::install();
// horizon-extras (docs/forking.md): without the feature, no Horizon Settings or Mods page.
+7 -16
View File
@@ -49,6 +49,7 @@ fn pack_files(world_tables: &Option<WorldTables>) -> horizon_world::loot::PackOv
}
}
mod activity;
mod advancements;
mod advancements_screen;
mod agent;
@@ -128,8 +129,6 @@ mod decorated_pot;
mod dedicated;
mod deflect;
mod dialogs;
#[cfg(feature = "discord")]
mod discord;
mod dispense_fixture;
mod dispenser;
mod dragon;
@@ -1499,7 +1498,7 @@ impl LevelAccess for GameLevel<'_> {
};
}
if let Some(signal) = books::lectern_signal(self.world, pos) {
return signal;
return signal * i32::from(books::has_book_state(self.registry, state));
}
if let Some(signal) =
machines::shelf_signal(self.world, self.registry, state, pos, direction)
@@ -6717,8 +6716,8 @@ impl Game<'_> {
.extend(out.drain(player_start..));
}
self.mark_motion(out.len(), 0);
// Companions in first person, trails and auras (game/cosmetics/fx.rs).
self.cosmetics_fx_geometry(camera, alpha, &mut out);
// What crates draw around players: first person, see-through (game/player_hooks.rs).
self.players_after_geometry(camera, alpha, &mut out);
self.mark_entity(out.len(), "minecraft:evoker_fangs");
self.fangs_geometry(camera, alpha, &mut out);
self.block_item_display_geometry(camera, alpha, &mut out);
@@ -11253,8 +11252,7 @@ impl Game<'_> {
self.heal_hold_latches();
// For the hooks above the engine (the "I'm playing" ping): said when it changes.
horizon_hooks::engine::published(self.is_published());
#[cfg(feature = "discord")]
self.update_discord_presence();
self.report_activity();
let steps = self.clock.advance(elapsed);
for _ in 0..steps {
let started = Instant::now();
@@ -12529,15 +12527,8 @@ pub fn run_with() -> Result<()> {
if options.execution_role.is_client() {
narrator::start(&early_settings);
}
// "Playing Horizon" on Discord: never for a server; an automated run only talks to a test's fake Discord.
#[cfg(feature = "discord")]
if options.dedicated.is_none() {
let automated = options.benchmark.is_some()
|| options.offscreen
|| options.frames.is_some()
|| options.world_frames.is_some();
horizon_client::discord_presence::start(early_settings.extras.discord_presence, automated);
}
// A game window's hooks (Discord's presence): never for a server.
activity::client_started(&options);
// Snapshots of derived tables live in the game folder, never beside the
// shared resources.
Behaviours::set_cache_dir(std::env::current_dir()?.join(".horizon-cache"));
@@ -0,0 +1,68 @@
//! What the player is doing, for the hooks above the engine (`Hooks::activity`: the Horizon
//! layer's Discord presence shows it).
use super::*;
use horizon_client::command::args::GameMode;
use horizon_hooks::{Activity, Client, Dimension, Play};
/// At startup, for a game window (never a dedicated server's): the player's first activity, then
/// `Hooks::client_started`.
pub(super) fn client_started(options: &Options) {
if options.dedicated.is_some() {
return;
}
let automated = options.benchmark.is_some()
|| options.offscreen
|| options.frames.is_some()
|| options.world_frames.is_some();
horizon_hooks::engine::activity(Activity::Menus);
horizon_hooks::engine::client_started(&Client::new(automated));
}
impl Game<'_> {
/// Each frame: only a change reaches the hooks.
pub(super) fn report_activity(&self) {
// One status per computer: P1's, not a splitscreen player's.
if self.options.split_guest {
return;
}
horizon_hooks::engine::activity(self.activity());
}
fn activity(&self) -> Activity {
if self.title.is_some() {
return Activity::Menus;
}
let max = horizon_client::lan::MAX_PLAYERS;
let play = if let Some(host) = &self.lan {
Play::Hosting {
players: 1 + host.hub.guests.len(),
max,
}
} else if let Some(server) = &self.integrated {
match (server.published(), &self.remote) {
(Some(_), Some(remote)) => Play::Hosting {
players: remote.player_count(),
max,
},
_ => Play::Singleplayer,
}
} else if self.remote.is_some() {
Play::Multiplayer
} else {
Play::Singleplayer
};
Activity::World {
play,
dimension: match self.dim {
Dim::Overworld => Dimension::Overworld,
Dim::Nether => Dimension::Nether,
Dim::End => Dimension::End,
},
mode: match self.mode {
GameMode::Survival => horizon_hooks::GameMode::Survival,
GameMode::Creative => horizon_hooks::GameMode::Creative,
GameMode::Adventure => horizon_hooks::GameMode::Adventure,
GameMode::Spectator => horizon_hooks::GameMode::Spectator,
},
}
}
}
+93 -14
View File
@@ -1278,10 +1278,21 @@ impl Game<'_> {
.raw
.get(&id)
.is_some_and(|tag| horizon_client::entity_nbt::flag(tag, "Invulnerable"));
// Entity.isInvulnerableTo: the flag, then EnchantmentHelper.isImmuneToDamage.
let a = &self.armor_stands[i];
if (invulnerable && !creative) || a.invisible || a.marker {
if (invulnerable && !creative)
|| a.invisible
|| a.marker
|| self.stand_immune_to_damage(i, damage_type, causing)
{
return false;
}
// ArmorStand.hurtServer attributes its game events to the source
// entity: the player, a LAN guest or the mob.
let by = match causing {
Some(Target::Player | Target::Guest(_) | Target::Mob(_)) => causing,
_ => None,
};
let (explosion, ignites, burns) = (
tagged("minecraft:is_explosion"),
tagged("minecraft:ignites_armor_stands"),
@@ -1292,21 +1303,26 @@ impl Game<'_> {
tagged("minecraft:always_kills_armor_stands"),
);
if explosion {
self.break_armor_stand_by_anything(i);
self.break_armor_stand_with_source(i, by);
return false;
}
if ignites {
if self.armor_stands[i].fire_ticks > 0 {
self.cause_stand_damage(i, 0.15);
self.cause_stand_damage(i, 0.15, by);
} else {
// igniteForSeconds(5.0f): at least 100 ticks.
// igniteForSeconds(5.0f): at least 100 ticks, and
// Entity.igniteForTicks calls clearFreeze.
let a = &mut self.armor_stands[i];
a.fire_ticks = a.fire_ticks.max(100);
if let Some(horizon_world::nbt::Tag::Compound(map)) = self.persist.raw.get_mut(&id)
{
map.remove(&"TicksFrozen".into());
}
}
return false;
}
if burns && self.armor_stands[i].health > 0.5 {
self.cause_stand_damage(i, 4.0);
self.cause_stand_damage(i, 4.0, by);
return false;
}
if !breaks && !always_kills {
@@ -1321,22 +1337,85 @@ impl Game<'_> {
if !may_build {
return false;
}
// ArmorStand.hurtServer attributes its game events to the source
// entity: the player, a LAN guest or the mob.
let by = match causing {
Some(Target::Player | Target::Guest(_) | Target::Mob(_)) => causing,
_ => None,
};
self.break_armor_stand_by_hit(i, creative, always_kills, by)
}
/// `EnchantmentHelper.isImmuneToDamage` for the stand at `i`: whether an
/// enchantment on an active equipment slot has a `minecraft:damage_immunity`
/// effect whose requirements hold for `damage_type` and `causing`.
fn stand_immune_to_damage(
&mut self,
i: usize,
damage_type: &str,
causing: Option<super::commands::Target>,
) -> bool {
use super::commands::Target;
let mut checks = Vec::new();
let equipment = &self.armor_stands[i].equipment;
for (stack, slot) in equipment.iter().zip(ArmorStand::SLOTS) {
let Some(stack) = stack else { continue };
let armor = matches!(slot, "head" | "chest" | "legs" | "feet");
let hand = matches!(slot, "mainhand" | "offhand");
for (id, level) in stack.enchantments() {
let Some(def) = self.res.stations().enchantments.get(id) else {
continue;
};
if !def.slots.iter().any(|s| {
s == slot || s == "any" || (s == "armor" && armor) || (s == "hand" && hand)
}) {
continue;
}
let immunity = &def.effects["minecraft:damage_immunity"];
for entry in immunity.as_array().into_iter().flatten() {
checks.push((entry.get("requirements").cloned(), *level));
}
}
}
if checks.is_empty() {
return false;
}
let attacker = match causing {
Some(Target::Player | Target::Guest(_)) => Some("minecraft:player".to_owned()),
Some(Target::Mob(m_id)) => self
.mobs
.iter()
.find(|m| m.id == m_id)
.map(|m| m.kind.id.clone()),
Some(Target::Stand(_)) => Some("minecraft:armor_stand".to_owned()),
_ => None,
};
let canonical = if damage_type.contains(':') {
damage_type.to_owned()
} else {
format!("minecraft:{damage_type}")
};
let ctx = horizon_client::enchant::EffectContext {
items: Some(self.res.items()),
damage_type: Some(&canonical),
is_direct: attacker.is_some(),
this: Some("minecraft:armor_stand"),
attacker: attacker.as_deref(),
direct_attacker: attacker.as_deref(),
..Default::default()
};
let ench = &self.res.stations().enchantments;
let rng = &mut self.world.random;
for (req, level) in checks {
if req.is_none_or(|r| ench.condition(&r, level, &ctx, rng)) {
return true;
}
}
false
}
/// `ArmorStand.causeDamage`: the health less `amount`, broken by anything
/// at 0.5 or less.
fn cause_stand_damage(&mut self, i: usize, amount: f32) {
/// at 0.5 or less, else `gameEvent(ENTITY_DAMAGE, damageSource.getEntity())`.
fn cause_stand_damage(&mut self, i: usize, amount: f32, by: Option<super::commands::Target>) {
let health = self.armor_stands[i].health - amount;
if health <= 0.5 {
self.break_armor_stand_by_anything(i);
self.break_armor_stand_with_source(i, by);
} else {
let at = self.armor_stands[i].position;
self.armor_stands[i].health = health;
self.stand_game_event("minecraft:entity_damage", [at.x, at.y, at.z], by);
}
}
/// ArmorStandRenderer: the stand with its default pose, then armor layers.
+60
View File
@@ -1608,6 +1608,16 @@ impl Game<'_> {
}
}
}
/// `LecternBlock.getAnalogOutputSignal`'s `HAS_BOOK` check.
pub(super) fn has_book_state(
registry: &'static horizon_world::registry::BlockRegistry,
state: horizon_world::registry::BlockStateId,
) -> bool {
registry
.state(state)
.is_some_and(|s| s.properties.get("has_book").is_some_and(|v| v == "true"))
}
/// `LecternBlockEntity.getRedstoneSignal`.
pub(super) fn lectern_signal(world: &horizon_client::world::World, pos: BlockPos) -> Option<i32> {
match world.block_entities.get(&(pos.x, pos.y, pos.z)) {
@@ -1721,6 +1731,7 @@ mod lectern_signal_tests {
items::ItemStack,
};
use horizon_core::position::BlockPos;
use horizon_world::level::LevelAccess;
use horizon_world::registry::BlockStateId;
fn signal(game: &mut super::Game<'_>, book: Option<ItemStack>, page: i32) -> i32 {
@@ -1738,6 +1749,55 @@ mod lectern_signal_tests {
lectern_signal(&game.world, BlockPos::new(key.0, key.1, key.2)).unwrap()
}
/// `LecternBlock.getAnalogOutputSignal` reads the block entity only while
/// the state's `HAS_BOOK` is true.
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn a_lectern_without_the_has_book_state_feeds_no_comparator() {
let mut game = server_game();
let key = (8, 64, 8);
let state = game
.pack
.assets
.registry
.default_state("minecraft:lectern")
.unwrap();
game.world.set(key.0, key.1, key.2, state).unwrap();
game.world.block_entities.insert(
key,
BlockEntity::Lectern(Lectern {
book: Some(ItemStack::new("minecraft:writable_book", 1)),
page: 0,
}),
);
let signal = |game: &mut super::Game<'_>, state| {
game.with_level(|_, level, _| {
level.block_entity_analog_signal(
BlockPos::new(key.0, key.1, key.2),
state,
horizon_core::geometry::Direction::North,
)
})
};
assert_eq!(
signal(&mut game, state),
0,
"the block state says the lectern holds no book"
);
let registry = game.pack.assets.registry;
let mut with_book = registry.state(state).unwrap().clone();
with_book
.properties
.insert("has_book".into(), "true".into());
let with_book = registry.id(&with_book).unwrap();
game.world.set(key.0, key.1, key.2, with_book).unwrap();
assert_eq!(
signal(&mut game, with_book),
15,
"with HAS_BOOK the book's page signal"
);
}
/// `LecternBlockEntity.getRedstoneSignal`: `floor(page / (pageCount - 1)
/// * 14) + (hasBook() ? 1 : 0)`. `hasBook()` asks for a book-content
/// component, so a stack that only sits in the lectern (a non-book item a
+382 -381
View File
@@ -13,18 +13,12 @@ mod fx;
use super::Game;
use horizon_client::fast_hash::FxHashMap;
use horizon_client::mesher::Vertex;
use horizon_client::mobs::anim::Poses;
use horizon_client::mobs::{Mob, Part, Polygon};
use horizon_cosmetics::follow::Follow;
use horizon_cosmetics::prefs::{self, Others};
use horizon_cosmetics::trail::{Budget, Emitter};
use horizon_cosmetics::{Item, Slot};
use horizon_hooks::players::{
Badge, CameraOverride, CameraView, Frame, Gear, Kind, Mark, NameDecoration, PlayerModel,
PlayerModels, SpriteStore, Sprites,
Badge, Bone, CameraOverride, CameraView, Frame, Gear, Kind, Look, Mark, Mesh, NameDecoration,
Pass, PlayerDraw, PlayerModel, PlayerModels, Quad, SpriteStore, Sprites,
};
use std::cell::{Cell, RefCell};
use std::sync::mpsc::{Receiver, channel};
use std::sync::{Arc, Mutex, PoisonError};
use std::time::{Duration, Instant};
@@ -32,46 +26,10 @@ use std::time::{Duration, Instant};
/// Horizon's mark before a Horizon player's name, over their name tag and in the player list.
const MARK: Mark = &horizon_cosmetics::mark::MARK;
/// An item as the renderer takes it.
struct Baked {
item: Arc<Item>,
/// A model per bone it rides (a shirt's sleeves are on the arms).
models: Vec<(horizon_cosmetics::Bone, Arc<Part>)>,
/// Its texture's sprite (a 64×64 skin slot of the atlas).
location: String,
/// The frame it was last marked drawn in (its slot is kept).
marked: Cell<u32>,
}
impl Baked {
fn new(item: &Arc<Item>, frame: u32) -> Self {
Self {
item: item.clone(),
models: item
.roots()
.map(|(bone, root)| (bone, Arc::new(part(root))))
.collect(),
location: format!("cosmetics/{:x}", Arc::as_ptr(item) as usize),
marked: Cell::new(frame.wrapping_sub(1)),
}
}
}
#[derive(Default)]
pub(super) struct Cosmetics {
/// The hooks' client (`Seat`), taken once it started.
client: Option<Arc<horizon_cosmetics::Cosmetics>>,
/// By the item's address; each entry holds its item, so the address isn't reused.
baked: RefCell<FxHashMap<usize, Baked>>,
/// Items drawn whose texture isn't in the atlas yet.
uploads: RefCell<Vec<Arc<Item>>>,
frame: Cell<u32>,
/// Kept between players so a frame of avatars allocates none: the wearer's body, an item.
poses: RefCell<(Poses, Poses)>,
/// Item files from a folder (`HORIZON_COSMETICS_LOCAL`): mannequins wear them too.
local: bool,
/// Companions, trails and auras.
fx: RefCell<Fx>,
/// Emotes: those the wheel offers and the one playing (`cosmetics/emotes.rs`).
emotes: emotes::Emotes,
/// The emote wheel (`cosmetics/emote_wheel.rs`).
@@ -130,49 +88,6 @@ fn load_owned_emotes(
)
}
/// The key of the player's own model in `Fx`'s maps (others go by entity id).
const OWN: u32 = u32::MAX;
/// Full light, for what glows.
const FULL_LIGHT: u32 = 240 | 240 << 8;
/// What companions and trails keep between frames, per wearer (marked with the frame they were
/// last drawn in; the others are dropped), and the frame's trails and auras, drawn after the
/// players (`cosmetics_fx_geometry`).
#[derive(Default)]
struct Fx {
companions: FxHashMap<u32, (Follow, u32)>,
trails: FxHashMap<u32, (Emitter, u32)>,
budget: Budget,
clock: Option<(Instant, Instant)>,
/// Ticks since the first frame, and the last frame's length in seconds.
now: f64,
dt: f32,
/// Trails and auras: see-through.
clear: Vec<Vertex>,
}
impl Fx {
/// A new frame: the clock moves on and what no frame drew since the last one goes.
fn frame(&mut self, frame: u32) {
let now = Instant::now();
let (start, last) = self.clock.get_or_insert((now, now));
self.dt = now.duration_since(*last).as_secs_f32().min(0.25);
self.now = now.duration_since(*start).as_secs_f64() * 20.0;
*last = now;
let seen = |mark: u32| frame.wrapping_sub(mark) <= 1;
self.companions.retain(|_, (_, mark)| seen(*mark));
let budget = &mut self.budget;
self.trails.retain(|_, (e, mark)| {
let keep = seen(*mark);
if !keep {
e.clear(budget);
}
keep
});
self.clear.clear();
}
}
/// Whether the signed-in account owns a cosmetic: the answer kept from the last run first
/// (`prefs::owned`), then the service's, asked once a run and retried after a failure like Show my
/// cosmetics. Not known yet, or no session: not owning.
@@ -334,15 +249,11 @@ impl Cosmetics {
/// choice, or by owning none). Hidden, the service is never asked about them.
fn worn_of(
client: &horizon_cosmetics::Cosmetics,
extras: &horizon_client::extras::Extras,
said: &Said,
own: bool,
uuid: impl FnOnce() -> Option<u128>,
) -> Option<horizon_cosmetics::Worn> {
let shown = if own {
extras.cosmetics_mine
} else {
extras.effective_others() != Others::Hidden
};
let shown = if own { said.mine } else { !said.others_hidden };
if !shown {
return None;
}
@@ -369,24 +280,6 @@ fn own_uuid(
/// How often a looping emote is said again (the service keeps one a minute).
const LOOP_AGAIN: Duration = Duration::from_secs(30);
/// The game's model of an item's part.
fn part(p: &horizon_cosmetics::Part) -> Part {
Part {
name: p.name.clone(),
pose: p.pose,
polygons: p
.faces
.iter()
.map(|f| Polygon {
normal: f.normal,
vertices: f.vertices,
cull_back: false,
})
.collect(),
children: p.children.iter().map(part).collect(),
}
}
/// The texture in the top-left corner of a skin slot's 64×64 RGBA.
fn slot_image(item: &Item) -> Vec<u8> {
let t = &item.texture;
@@ -463,12 +356,45 @@ struct Seat {
models: Vec<PlayerModel>,
/// The world is the window's own single-player one (`Frame::solo`).
solo: bool,
/// Name tag badges' sprites, by the item's address: their id (never reused) and the item,
/// held so the address isn't reused while it is there.
sprites: FxHashMap<usize, (u64, Arc<Item>)>,
/// The items the hooks show, by the item's address.
items: FxHashMap<usize, Kept>,
last_sprite: u64,
/// Sprites drawing missed, put in the atlas next frame.
wanted: Vec<u64>,
/// Companions, trails and auras (`cosmetics/fx.rs`).
fx: fx::Fx,
}
/// An item the hooks show: its sprite's id (never reused) and a mesh per bone it rides, held
/// with the item so its address isn't reused while it is here.
struct Kept {
sprite: u64,
item: Arc<Item>,
meshes: Vec<(Bone, Arc<Mesh>)>,
}
/// The hooks' model of an item's part.
fn mesh(p: &horizon_cosmetics::Part) -> Mesh {
let quads = p.faces.iter().map(|f| Quad::new(f.normal, f.vertices));
Mesh::new(
p.name.clone(),
p.pose,
quads.collect(),
p.children.iter().map(mesh).collect(),
)
}
/// The hooks' name of a bone.
fn bone(b: horizon_cosmetics::Bone) -> Bone {
use horizon_cosmetics::Bone as B;
match b {
B::Head => Bone::Head,
B::Body => Bone::Body,
B::LeftArm => Bone::LeftArm,
B::RightArm => Bone::RightArm,
B::LeftLeg => Bone::LeftLeg,
B::RightLeg => Bone::RightLeg,
}
}
/// What the game tells the hooks before each call, until the settings move here (spec #14091
@@ -483,6 +409,8 @@ struct Said {
others_hidden: bool,
/// Horizon's mark by Horizon players' names.
marks: bool,
/// Other players' trails and auras are hidden.
hide_fx: bool,
/// Cosmetics in single player: the signed-in account's on the player's own model.
solo: bool,
/// My emote pulled the camera back: when it started (the own model's age).
@@ -493,6 +421,19 @@ struct Said {
first: Option<Arc<Item>>,
}
impl Said {
/// What the game's settings say.
fn settings(&mut self, extras: &horizon_client::extras::Extras) {
self.mine = extras.cosmetics_mine;
self.listed = extras.horizon_listed;
self.others_shown = extras.effective_others() == Others::Shown;
self.others_hidden = extras.effective_others() == Others::Hidden;
self.marks = extras.horizon_marks;
self.hide_fx = extras.cosmetics_hide_fx;
self.solo = extras.cosmetics_solo;
}
}
/// One [`Seat`] per splitscreen player.
static SERVICES: Mutex<Vec<Seat>> = Mutex::new(Vec::new());
@@ -515,6 +456,7 @@ impl horizon_hooks::Hooks for Hooks {
service(|s| {
s.solo = frame.solo;
s.frame();
s.fx.frame();
s.put_sprites(sprites);
});
}
@@ -539,6 +481,15 @@ impl horizon_hooks::Hooks for Hooks {
}
/// An emote pulls the camera back: it eases out over the emote's first quarter second.
fn player_layers(&self, model: &PlayerModel, draw: &mut dyn PlayerDraw) {
service(|s| s.player_layers(model, draw));
}
/// The player's own companion in first person.
fn first_person(&self, own: &PlayerModel, draw: &mut dyn PlayerDraw) {
service(|s| s.first_person(own, draw));
}
fn camera(&self, own: &CameraView) -> Option<CameraOverride> {
let start = service(|s| s.said.pull)?;
let t = ((own.age - start) / 5.0).clamp(0.0, 1.0);
@@ -664,14 +615,7 @@ impl Seat {
if !(styles || said.marks) {
return None;
}
let uuid = match m.kind {
Kind::Own => own_uuid(m.uuid, self.solo, said.solo, || {
horizon_client::auth::current().map(|s| s.uuid)
}),
Kind::Mannequin if self.local => Some(u128::from(m.id)),
Kind::Player => m.uuid,
_ => None,
}?;
let uuid = self.uuid_of(m)?;
let mut frame = self.client.as_ref()?.frame();
let mark = (said.marks && frame.horizon(uuid)).then_some(MARK);
let worn = if styles { frame.worn(uuid) } else { None };
@@ -687,42 +631,152 @@ impl Seat {
Some(NameDecoration::new(mark, badge, top))
}
/// The name tag style in `worn`: its badge's place in the atlas and its line's colour. None
/// until the badge is in the atlas (it is put there next frame).
fn badge(&mut self, worn: &horizon_cosmetics::Worn, sprites: &dyn Sprites) -> Option<Badge> {
let item = worn.iter().find(|i| i.slot == Slot::NameTag)?;
let [r, g, b] = item.tag?.line;
/// The UUID the service knows `m` by: a player's, or a mannequin's id with local items.
fn uuid_of(&self, m: &PlayerModel) -> Option<u128> {
match m.kind {
Kind::Own => own_uuid(m.uuid, self.solo, self.said.solo, || {
horizon_client::auth::current().map(|s| s.uuid)
}),
Kind::Mannequin if self.local => Some(u128::from(m.id)),
Kind::Player => m.uuid,
_ => None,
}
}
/// `item` as the hooks show it, kept from its first sight.
fn kept(&mut self, item: &Arc<Item>) -> &Kept {
let next = self.last_sprite + 1;
let (id, _) = *self
.sprites
let kept = self
.items
.entry(Arc::as_ptr(item) as usize)
.or_insert_with(|| (next, item.clone()));
self.last_sprite = self.last_sprite.max(id);
let Some([u0, v0, u1, v1]) = sprites.get(id) else {
.or_insert_with(|| Kept {
sprite: next,
item: item.clone(),
meshes: item
.roots()
.map(|(b, root)| (bone(b), Arc::new(mesh(root))))
.collect(),
});
self.last_sprite = self.last_sprite.max(kept.sprite);
kept
}
/// Where `item`'s texture is in the atlas (`get` reads the crate's sprites): the top left
/// corner of its slot. None until it is there (it is put there next frame).
fn uv(&mut self, item: &Arc<Item>, get: impl Fn(u64) -> Option<[f32; 4]>) -> Option<[f32; 4]> {
let id = self.kept(item).sprite;
let Some([u0, v0, u1, v1]) = get(id) else {
if !self.wanted.contains(&id) {
self.wanted.push(id);
}
return None;
};
// The mark sits in the slot's top left corner.
let u1 = u0 + (u1 - u0) * item.texture.width as f32 / 64.0;
let v1 = v0 + (v1 - v0) * item.texture.height as f32 / 64.0;
Some(Badge::new(
[u0, v0, u1, v1],
u32::from_be_bytes([0, r, g, b]),
))
let (w, h) = (
item.texture.width as f32 / 64.0,
item.texture.height as f32 / 64.0,
);
Some([u0, v0, u0 + (u1 - u0) * w, v0 + (v1 - v0) * h])
}
/// Puts the sprites drawing missed in the atlas; forgets those of items no one wears.
/// The name tag style in `worn`: its badge and its line's colour. None until the badge is in
/// the atlas.
fn badge(&mut self, worn: &horizon_cosmetics::Worn, sprites: &dyn Sprites) -> Option<Badge> {
let item = worn.iter().find(|i| i.slot == Slot::NameTag)?;
let [r, g, b] = item.tag?.line;
let uv = self.uv(item, |id| sprites.get(id))?;
Some(Badge::new(uv, u32::from_be_bytes([0, r, g, b])))
}
/// Puts the sprites drawing missed in the atlas; forgets the items no one wears.
fn put_sprites(&mut self, store: &mut dyn SpriteStore) {
for id in self.wanted.drain(..) {
let item = self.sprites.values().find(|(i, _)| *i == id);
if let Some((_, item)) = item.filter(|_| !store.has(id)) {
store.put(id, slot_image(item));
let kept = self.items.values().find(|k| k.sprite == id);
if let Some(kept) = kept.filter(|_| !store.has(id)) {
store.put(id, slot_image(&kept.item));
}
}
self.sprites
.retain(|_, (_, item)| Arc::strong_count(item) > 1);
self.items.retain(|_, k| Arc::strong_count(&k.item) > 1);
}
/// The cosmetics `m` wears, on its bones and around it in the world (companions, trails,
/// auras: `cosmetics/fx.rs`), and an emote's props.
fn player_layers(&mut self, m: &PlayerModel, draw: &mut dyn PlayerDraw) {
if m.invisible {
return;
}
let said = &self.said;
let own = m.kind == Kind::Own;
// "Name tags only": other players' styles beside their names, nothing on their bodies.
let bodies = own || said.others_shown;
let ticks = draw.ticks();
// An emote's props: its time and weight while it plays.
let emote = emotes::pose_playing(draw.body_pose()).and_then(|p| {
let (t, w) = p.at(ticks)?;
(p.item.vertices > 0).then(|| (p.item.clone(), t, w))
});
let client = self.client.as_ref().filter(|_| bodies);
let worn = client.and_then(|c| worn_of(c, &self.said, own, || self.uuid_of(m)));
// Items on one bone (a back item, a shoulder pet and a shirt ride the body) share its
// matrix: the head, the body and the two arms at most.
let mut bones: [Option<(Bone, [[f32; 4]; 4])>; 4] = [None; 4];
let worn_items = worn.iter().flat_map(|w| w.iter()).map(|i| (i, None));
let emote_items = emote.iter().map(|(i, t, w)| (i, Some((*t, *w))));
for (item, emoting) in worn_items.chain(emote_items) {
// On no bone, around the model in the world.
if let (Slot::Companion | Slot::Trail | Slot::Aura, None) = (item.slot, emoting) {
if draw.pass() == Pass::World {
self.fx(m, item, draw);
}
continue;
}
// Covered by gear, or drawn by no bone (a name tag style).
if emoting.is_none() && covered(m.gear, item.slot) {
continue;
}
let Some(uv) = self.uv(item, |id| draw.sprite(id)) else {
continue;
};
for i in 0..self.kept(item).meshes.len() {
let (bone_of, mesh) = self.kept(item).meshes[i].clone();
let known = bones.iter().flatten().find(|(b, _)| *b == bone_of);
let matrix = match known {
Some(&(_, matrix)) => matrix,
None => {
let Some(matrix) = draw.bone(bone_of) else {
continue;
};
if let Some(free) = bones.iter_mut().find(|b| b.is_none()) {
*free = Some((bone_of, matrix));
}
matrix
}
};
draw.draw(&mesh, matrix, Look::new(uv), &mut |p| {
item.animate(ticks, |name, pose| *p.pose(name) = pose);
if let (Some((t, w)), Some(e)) = (emoting, &item.emote) {
e.pose_props(t, |n| item.rest(n), |n, pose| *p.pose(n) = pose);
// Props grow in and shrink out with the emote's blend.
let root = p.pose(&mesh.name);
for s in &mut root[6..9] {
*s *= w;
}
}
});
}
}
}
/// The window's own companion while its body is out of view.
fn first_person(&mut self, m: &PlayerModel, draw: &mut dyn PlayerDraw) {
let Some(client) = self.client.as_ref().filter(|_| !m.invisible) else {
return;
};
let Some(worn) = worn_of(client, &self.said, true, || self.uuid_of(m)) else {
return;
};
if let Some(item) = worn.iter().find(|i| i.slot == Slot::Companion) {
self.fx(m, item, draw);
}
}
/// Once a tick: names the Horizon players in view to the emote feed and plays what it says
@@ -824,12 +878,7 @@ impl Game<'_> {
let pull = self.cosmetics.emotes.pull();
service(|s| {
let said = &mut s.said;
said.mine = extras.cosmetics_mine;
said.listed = extras.horizon_listed;
said.others_shown = extras.effective_others() == Others::Shown;
said.others_hidden = extras.effective_others() == Others::Hidden;
said.marks = extras.horizon_marks;
said.solo = extras.cosmetics_solo;
said.settings(extras);
said.pull = pull;
if said.playing.as_ref().map(|(id, l)| (id.as_str(), *l)) != playing {
said.playing = playing.map(|(id, l)| (id.to_owned(), l));
@@ -840,36 +889,16 @@ impl Game<'_> {
});
}
/// Once a frame, after the hooks: takes the service's client for drawing and puts the
/// textures the last frame wanted into the atlas.
/// Once a frame, after the hooks: what the game reads of them (the settings' owner flag,
/// whether items come from a folder).
pub(super) fn cosmetics_frame(&mut self) {
if !enabled() {
return;
}
let c = &mut self.cosmetics;
let owns = service(|s| {
if c.client.is_none() {
c.client = s.client.clone();
c.local = s.local;
}
s.owner.owns
});
let (owns, local) = service(|s| (s.owner.owns, s.local));
// Read every frame: the settings button shows it, and it is never saved.
self.settings.extras.cosmetics_owner = owns;
c.frame.set(c.frame.get().wrapping_add(1));
c.fx.get_mut().frame(c.frame.get());
let uploads = std::mem::take(&mut *c.uploads.borrow_mut());
for item in uploads {
let location = format!("cosmetics/{:x}", Arc::as_ptr(&item) as usize);
if !self.gui.atlas.sprites.contains_key(&location) {
self.store_skin(location, slot_image(&item));
}
}
// Items no player wears any more.
self.cosmetics
.baked
.borrow_mut()
.retain(|_, b| Arc::strong_count(&b.item) > 1);
self.cosmetics.local = local;
}
/// Asks the service which emotes the account owns, for the wheel: when it opens, at most
@@ -895,210 +924,6 @@ impl Game<'_> {
})
.ok();
}
/// What `m` wears, if cosmetics are shown for it: `own` for the player's own model.
fn worn(&self, m: &Mob, own: bool) -> Option<horizon_cosmetics::Worn> {
let client = self.cosmetics.client.as_ref()?;
worn_of(client, &self.settings.extras, own, || {
self.cosmetics_uuid(m, own)
})
}
/// The UUID the service knows `m` by: a player's, or a mannequin's id with local items.
fn cosmetics_uuid(&self, m: &Mob, own: bool) -> Option<u128> {
if own {
own_uuid(
self.remote.as_ref().map(|r| r.profile()),
self.integrated.is_some(),
self.settings.extras.cosmetics_solo,
|| horizon_client::auth::current().map(|s| s.uuid),
)
} else if &*m.kind.id == "minecraft:player" {
self.remote_player_uuid(m.id)
} else if self.cosmetics.local && &*m.kind.id == "minecraft:mannequin" {
Some(u128::from(m.id))
} else {
None
}
}
/// The cosmetics `m` wears, on its bones. `gpu`: posed on the GPU (the mob pass's skin
/// frame, begun); the bounds of what went there come back, for culling. Else the vertices
/// go to `out`. `camera`: where the world view's camera is; None in a picture of the player
/// (the inventory), which shows no companion, trail or aura.
#[allow(clippy::too_many_arguments)]
pub(super) fn cosmetics_geometry(
&self,
m: &Mob,
own: bool,
base: glam::Mat4,
camera: Option<glam::DVec3>,
alpha: f32,
light: u32,
gpu: bool,
out: &mut Vec<horizon_client::mesher::Vertex>,
) -> Option<(glam::Vec3, glam::Vec3)> {
use horizon_client::mobs::{anim, render};
let worn = self.worn(m, own);
// An emote's props: its time and weight while it plays.
let ticks = m.age as f32 + alpha;
let emote = emotes::playing(m).and_then(|p| {
let (t, w) = p.at(ticks)?;
(p.item.vertices > 0).then_some((&p.item, t, w))
});
if worn.is_none() && emote.is_none() || horizon_client::mobs::trader::is_invisible(m) {
return None;
}
// The avatar's body, posed as it is drawn.
let (key, _) = render::body(m);
let body = m.kind.layer(&key).unwrap_or(&m.kind.model);
let mut scratch = self.cosmetics.poses.borrow_mut();
let (body_poses, poses) = &mut *scratch;
body_poses.reset(body);
let data = self.res.mob_data();
anim::setup(m, &anim::state(m, alpha), body_poses, &data.animations);
let mut bounds = None;
// Items on one bone (a back item, a shoulder pet and a shirt ride the body) share its
// matrix: the head, the body and the two arms at most.
let mut bones: [Option<(horizon_cosmetics::Bone, glam::Mat4)>; 4] = [None; 4];
// "Name tags only": other players' styles beside their names, nothing on their bodies.
let bodies = own || self.settings.extras.effective_others() == Others::Shown;
let worn_items = worn.iter().flat_map(|w| w.iter()).map(|i| (i, None));
let emote_items = emote.map(|(i, t, w)| (i, Some((t, w))));
for (item, emoting) in worn_items.chain(emote_items) {
if emoting.is_none() && !bodies {
continue;
}
if let (Some(camera), Slot::Companion | Slot::Trail | Slot::Aura) = (camera, item.slot)
{
// The player's own in first person: only its companion, drawn after the drain
// of the first-person model (`cosmetics_fx_geometry`).
if !(own && !self.own_body_in_view()) {
let at = fx::Wearer {
m,
own,
key: if own { OWN } else { m.id },
base,
camera,
alpha,
light,
};
bounds = self.cosmetics_fx(&at, item, gpu, bounds, poses, out);
}
continue;
}
if emoting.is_none() && covered(super::player_hooks::gear(m), item.slot) {
continue;
}
let Some((models, uv)) = self.cosmetics_baked(item) else {
continue;
};
for (bone_of, model) in &models {
let known = bones.iter().flatten().find(|(b, _)| b == bone_of);
let bone = match known {
Some(&(_, matrix)) => matrix,
None => {
let Some(matrix) =
render::part_matrix(body, base, body_poses, bone_of.part(), 0.0)
else {
continue;
};
if let Some(free) = bones.iter_mut().find(|b| b.is_none()) {
*free = Some((*bone_of, matrix));
}
matrix
}
};
poses.reset(model);
item.animate(ticks, |name, pose| *poses.get(name) = pose);
if let (Some((t, w)), Some(e)) = (emoting, &item.emote) {
e.pose_props(t, |n| item.rest(n), |n, pose| *poses.get(n) = pose);
// Props grow in and shrink out with the emote's blend.
let root = poses.get(&model.name);
for s in &mut root[6..9] {
*s *= w;
}
}
bounds = self.cosmetics_model(model, bone, poses, uv, light, gpu, bounds, out);
}
}
bounds
}
/// An item's models and its texture's corners in the atlas, once its texture is there (it is
/// asked for meanwhile).
#[allow(clippy::type_complexity)]
fn cosmetics_baked(
&self,
item: &Arc<Item>,
) -> Option<(Vec<(horizon_cosmetics::Bone, Arc<Part>)>, [f32; 4])> {
let frame = self.cosmetics.frame.get();
let mut baked = self.cosmetics.baked.borrow_mut();
let b = baked
.entry(Arc::as_ptr(item) as usize)
.or_insert_with(|| Baked::new(item, frame));
let Some(rect) = self.gui.atlas.sprites.get(&b.location) else {
self.cosmetics.uploads.borrow_mut().push(item.clone());
return None;
};
if b.marked.replace(frame) != frame {
self.skin_downloads.borrow_mut().drawn(&b.location);
}
// The texture fills the top-left of its 64×64 slot.
let (w, h) = (
item.texture.width as f32 / 64.0,
item.texture.height as f32 / 64.0,
);
let uv = [
rect.u0,
rect.v0,
rect.u0 + (rect.u1 - rect.u0) * w,
rect.v0 + (rect.v1 - rect.v0) * h,
];
Some((b.models.clone(), uv))
}
/// One model at `matrix`, posed by `poses`: on the GPU's skin path when `gpu` (the bounds
/// grow to hold it), else its vertices go to `out`.
#[allow(clippy::too_many_arguments)]
fn cosmetics_model(
&self,
model: &Arc<Part>,
matrix: glam::Mat4,
poses: &horizon_client::mobs::anim::Poses,
uv: [f32; 4],
light: u32,
gpu: bool,
bounds: Option<(glam::Vec3, glam::Vec3)>,
out: &mut Vec<Vertex>,
) -> Option<(glam::Vec3, glam::Vec3)> {
if gpu {
let mut models = self.skin_models.borrow_mut();
let mut frame = self.skin_frame.borrow_mut();
let mut skin = horizon_client::mobs::skin::Skin::new(&mut models, &mut frame);
skin.bounds = bounds;
let paint = horizon_client::mobs::skin::Paint {
uv,
scroll: 0.0,
color: 0xFFFF_FFFF,
light,
overlay: 0,
};
if skin.draw(model, matrix, poses, paint) {
return skin.bounds;
}
}
horizon_client::mobs::render_model(
model,
matrix,
&|p: &Part| poses.pose(p),
uv,
light,
0,
out,
);
bounds
}
}
#[cfg(test)]
@@ -1165,6 +990,13 @@ mod tests {
const OTHER: u128 = 0x1234;
/// What `extras` tell the hooks.
fn said_of(extras: &Extras) -> Said {
let mut said = Said::default();
said.settings(extras);
said
}
/// What another player wears as `extras` shows it, drawn frame after frame for up to
/// `patience` (the service answers on its own thread), and what was asked of the service.
fn other_player(
@@ -1182,7 +1014,7 @@ mod tests {
let client = horizon_cosmetics::Cosmetics::new(service.clone(), None);
let deadline = Instant::now() + patience;
let worn = loop {
let worn = worn_of(&client, extras, false, || Some(OTHER));
let worn = worn_of(&client, &said_of(extras), false, || Some(OTHER));
if worn.is_some() || Instant::now() >= deadline {
break worn;
}
@@ -1243,7 +1075,7 @@ mod tests {
let uuid = || own_uuid(Some(OFFLINE), solo, extras.cosmetics_solo, || Some(ACCOUNT));
let deadline = Instant::now() + patience;
let worn = loop {
let worn = worn_of(&client, &extras, true, uuid);
let worn = worn_of(&client, &said_of(&extras), true, uuid);
if worn.is_some() || Instant::now() >= deadline {
break worn;
}
@@ -1398,4 +1230,173 @@ mod tests {
service.tick(&mut view);
assert!(view.0[3].1.is_none());
}
/// A player model as `player_layers` draws on it: one bone, the sprites it is given; logs
/// each draw (mesh, matrix, uv, its root's scale once posed).
#[derive(Default)]
struct Canvas {
pose: Option<Arc<dyn BodyPose>>,
sprite: Option<[f32; 4]>,
drawn: Vec<(String, [[f32; 4]; 4], [f32; 4], [f32; 3])>,
/// The model's matrix (`LEFT_ARM` if None) and how it moves.
base: Option<glam::Mat4>,
motion: horizon_hooks::players::Motion,
/// Each draw's look: see-through alpha and light.
looks: Vec<(Option<f32>, horizon_hooks::players::Light)>,
}
const LEFT_ARM: [[f32; 4]; 4] = [[2.0, 0.0, 0.0, 0.0]; 4];
impl PlayerDraw for Canvas {
fn pass(&self) -> horizon_hooks::players::Pass {
horizon_hooks::players::Pass::World
}
fn ticks(&self) -> f32 {
102.0
}
fn base(&self) -> [[f32; 4]; 4] {
self.base.map_or(LEFT_ARM, |b| b.to_cols_array_2d())
}
fn motion(&self) -> horizon_hooks::players::Motion {
self.motion
}
fn view(&self) -> horizon_hooks::players::View {
Default::default()
}
fn particles(
&mut self,
_: [f32; 4],
_: &[horizon_hooks::players::Particle],
_: horizon_hooks::players::Light,
) {
}
fn bone(&mut self, bone: Bone) -> Option<[[f32; 4]; 4]> {
(bone == Bone::LeftArm).then_some(LEFT_ARM)
}
fn body_pose(&self) -> Option<&Arc<dyn BodyPose>> {
self.pose.as_ref()
}
fn sprite(&self, _: u64) -> Option<[f32; 4]> {
self.sprite
}
fn draw(
&mut self,
mesh: &Arc<Mesh>,
matrix: [[f32; 4]; 4],
look: Look,
pose: &mut dyn FnMut(&mut dyn horizon_hooks::players::PartPoses),
) {
struct Rest(std::collections::HashMap<String, [f32; 9]>);
impl horizon_hooks::players::PartPoses for Rest {
fn pose(&mut self, name: &str) -> &mut [f32; 9] {
self.0.entry(name.to_owned()).or_insert([0.0; 9])
}
}
let mut rest = Rest([(mesh.name.clone(), mesh.pose)].into());
pose(&mut rest);
let root = rest.0[&mesh.name];
self.looks.push((look.see_through, look.light));
self.drawn.push((
mesh.name.clone(),
matrix,
look.uv,
[root[6], root[7], root[8]],
));
}
}
#[test]
fn an_emotes_prop_goes_on_its_bone_once_its_texture_is_in_scaled_by_the_blend() {
let pop = CROWN
.replace(
r#""slot": "head", "bone": "head""#,
r#""slot": "emote", "bone": "left_arm""#,
)
.replace(
r#""uv": [0, 0]}]}]}"#,
r#""uv": [0, 0]}]}],
"emote": {"length": 40, "blend": 4, "tracks": [
{"part": "right_arm", "keys": [{"t": 0}, {"t": 40}]}]}}"#,
);
let item = Arc::new(Item::parse(pop.as_bytes()).unwrap());
let playing = horizon_cosmetics::Playing {
item: item.clone(),
start: 100.0,
stop: None,
};
let (_, weight) = playing.at(102.0).unwrap();
assert!(weight > 0.0 && weight < 1.0, "{weight}");
let player = PlayerModel::new(9, Kind::Player, Some(5), 102, false);
let mut view = View(vec![(player, None)]);
emotes::set_model_playing(&mut view, 9, Some(playing));
let mut canvas = Canvas {
pose: view.0[0].1.clone(),
..Canvas::default()
};
// Others' cosmetics hidden, no service: the player's own emote still shows.
let mut seat = Seat {
said: Said {
others_hidden: true,
..Said::default()
},
..Seat::default()
};
// Its texture not in the atlas yet: nothing drawn, the sprite asked for.
seat.player_layers(&player, &mut canvas);
assert!(canvas.drawn.is_empty());
assert_eq!(seat.wanted.len(), 1);
canvas.sprite = Some([0.0, 0.0, 0.5, 0.5]);
seat.player_layers(&player, &mut canvas);
// A 16×16 texture: the slot's top left quarter of it.
let quarter = 0.5 * 16.0 / 64.0;
assert_eq!(canvas.drawn.len(), 1);
let (_, matrix, uv, scale) = &canvas.drawn[0];
assert_eq!((matrix, uv), (&LEFT_ARM, &[0.0, 0.0, quarter, quarter]));
for s in scale {
assert!((s - weight).abs() < 1e-6, "{scale:?} by {weight}");
}
}
#[test]
fn an_aura_goes_see_through_at_the_feet_unless_swimming_far_or_hidden() {
use horizon_hooks::players::{Light, Motion};
let ring = CROWN
.replace(r#""slot": "head", "bone": "head""#, r#""slot": "aura""#)
// At the feet: an aura reaches at most 6 pixels above them.
.replace(r#""attach": {"offset": [0, -18, 0]},"#, "")
.replace(
r#""uv": [0, 0]}]}]}"#,
r#""uv": [0, 0]}]}], "aura": {"at": "feet", "alpha": 0.5}}"#,
);
let ring = Arc::new(Item::parse(ring.as_bytes()).unwrap());
let at = glam::Vec3::new(3.0, 0.0, 4.0);
let mut canvas = Canvas {
sprite: Some([0.0, 0.0, 0.5, 0.5]),
base: Some(glam::Mat4::from_translation(at)),
..Canvas::default()
};
let other = PlayerModel::new(9, Kind::Player, Some(5), 102, false);
let own = PlayerModel::new(1, Kind::Own, None, 102, false);
let mut seat = Seat::default();
seat.fx(&other, &ring, &mut canvas);
// Half see-through, lit as the wearer, 24 pixels under the neck.
assert_eq!(canvas.looks, [(Some(0.5), Light::Model)]);
let feet = glam::Mat4::from_cols_array_2d(&canvas.drawn[0].1).w_axis;
assert_eq!(feet.truncate(), at + glam::Vec3::new(0.0, 1.5, 0.0));
// Swimming, it would tip over with the body: none.
canvas.motion = Motion::default().poses(false, false, false, true);
seat.fx(&other, &ring, &mut canvas);
canvas.motion = Motion::default();
// Past 48 blocks: none.
canvas.base = Some(glam::Mat4::from_translation(glam::Vec3::X * 49.0));
seat.fx(&other, &ring, &mut canvas);
assert_eq!(canvas.looks.len(), 1);
// Others' trails and auras hidden: theirs go, the player's own stays.
canvas.base = Some(glam::Mat4::from_translation(at));
seat.said.hide_fx = true;
seat.fx(&other, &ring, &mut canvas);
assert_eq!(canvas.looks.len(), 1);
seat.fx(&own, &ring, &mut canvas);
assert_eq!(canvas.looks.len(), 2);
}
}
@@ -71,11 +71,6 @@ pub(in crate::game) fn pose_playing(pose: Option<&Arc<dyn BodyPose>>) -> Option<
any.downcast_ref::<EmotePose>().map(|e| &e.0)
}
/// The emote `m` plays, if any.
pub(in crate::game) fn playing(m: &Mob) -> Option<&Playing> {
pose_playing(m.emote.as_ref())
}
/// The pose that plays `next` where `now` is laid, unless it plays that already (None: keep
/// it; a new one allocates).
fn replaced(
+160 -255
View File
@@ -1,47 +1,78 @@
//! Companions, trails and auras ([docs/cosmetics.md](../../../../../docs/cosmetics.md)): worn
//! like the other cosmetics but on no bone. A companion floats beside its wearer and follows with
//! a lag (`horizon_cosmetics::follow`), drawn with the wearer; a trail's particles
//! (`horizon_cosmetics::trail`) and an aura blend, so they go after every player in one
//! see-through span (`cosmetics_fx_geometry`). Nothing of them is an entity, collides or is sent
//! to a server.
//! (`horizon_cosmetics::trail`) and an aura blend, so they are drawn see-through after every
//! player (`PlayerDraw::particles`, `Look::see_through`). Nothing of them is an entity, collides
//! or is sent to a server.
use super::{FULL_LIGHT, OWN};
use crate::game::Game;
use super::Seat;
use glam::{DVec3, Mat4, Vec3};
use horizon_client::mesher::Vertex;
use horizon_client::mobs::anim::Poses;
use horizon_client::mobs::{Mob, Part};
use horizon_client::fast_hash::FxHashMap;
use horizon_cosmetics::follow::{self, Follow};
use horizon_cosmetics::trail::Emitter;
use horizon_cosmetics::trail::{Budget, Emitter};
use horizon_cosmetics::{Item, Slot};
use horizon_hooks::players::{Kind, Light, Look, Particle, Pass, PlayerDraw, PlayerModel};
use std::sync::Arc;
use std::time::Instant;
/// How far from the camera (blocks) a wearer's companion, trail and aura are drawn.
const FAR: f32 = 48.0;
/// Who wears it, as drawn this frame.
pub(super) struct Wearer<'a> {
pub m: &'a Mob,
/// The player's own model.
pub own: bool,
/// `OWN`, or the entity id.
pub key: u32,
/// The wearer's model matrix (`render::base_transform`), relative to `camera`.
pub base: Mat4,
pub camera: DVec3,
pub alpha: f32,
pub light: u32,
/// The key of the player's own model in `Fx`'s maps (others go by entity id).
const OWN: u32 = u32::MAX;
/// What companions and trails keep between frames, per wearer (marked with the frame they were
/// last drawn in; the others are dropped).
#[derive(Default)]
pub(super) struct Fx {
companions: FxHashMap<u32, (Follow, u32)>,
trails: FxHashMap<u32, (Emitter, u32)>,
budget: Budget,
clock: Option<(Instant, Instant)>,
/// Ticks since the first frame, and the last frame's length in seconds.
now: f64,
dt: f32,
frame: u32,
/// Kept so a frame of trails allocates none.
particles: Vec<Particle>,
}
/// `m`'s head yaw this frame (degrees).
fn head_yaw(m: &Mob, alpha: f32) -> f32 {
let turn = horizon_client::mobs::living::wrap(m.head_yaw - m.previous_head_yaw);
m.previous_head_yaw + turn * alpha
}
impl Fx {
/// A new frame: the clock moves on and what no frame drew since the last one goes.
pub(super) fn frame(&mut self) {
self.frame = self.frame.wrapping_add(1);
let frame = self.frame;
let now = Instant::now();
let (start, last) = self.clock.get_or_insert((now, now));
self.dt = now.duration_since(*last).as_secs_f32().min(0.25);
self.now = now.duration_since(*start).as_secs_f64() * 20.0;
*last = now;
let seen = |mark: u32| frame.wrapping_sub(mark) <= 1;
self.companions.retain(|_, (_, mark)| seen(*mark));
let budget = &mut self.budget;
self.trails.retain(|_, (e, mark)| {
let keep = seen(*mark);
if !keep {
e.clear(budget);
}
keep
});
}
/// Whether `m` lies in a bed.
fn asleep(m: &Mob) -> bool {
m.extra.avatar_pose == horizon_client::pose::Pose::Sleeping
/// The companion of wearer `key` moved toward `target` (once a frame, however many times it
/// is drawn).
fn follow(&mut self, key: u32, target: DVec3, yaw: f32, lag: f32) -> Follow {
let (frame, dt) = (self.frame, self.dt);
let (f, mark) = self
.companions
.entry(key)
.or_insert((Follow::at(target, yaw), frame));
if *mark != frame {
f.step(target, yaw, lag, dt);
*mark = frame;
}
*f
}
}
/// Where a companion floats: `at` (relative to the camera) facing `yaw`, at the wearer's scale,
@@ -52,270 +83,144 @@ fn companion_matrix(at: Vec3, yaw: f32, scale: f32) -> Mat4 {
* Mat4::from_scale(Vec3::new(-scale, -scale, scale))
}
impl Game<'_> {
/// A companion, trail or aura `at` wears: a companion goes where the wearer's other items go
/// (`gpu` and `out`, `bounds` grown), trails and auras to the frame's see-through vertices.
/// Other players' trails and auras stay hidden with "Hide other players' trails and auras".
pub(super) fn cosmetics_fx(
&self,
at: &Wearer,
item: &Arc<Item>,
gpu: bool,
bounds: Option<(Vec3, Vec3)>,
poses: &mut Poses,
out: &mut Vec<Vertex>,
) -> Option<(Vec3, Vec3)> {
if !at.own && item.slot.is_effect() && self.settings.extras.cosmetics_hide_fx {
return bounds;
/// Full light for what glows, else `otherwise`.
fn glowing(glow: bool, otherwise: Light) -> Light {
if glow { Light::Full } else { otherwise }
}
impl Seat {
/// A companion, trail or aura `m` wears, around its model as `draw` draws it. Other players'
/// trails and auras stay hidden with "Hide other players' trails and auras".
pub(super) fn fx(&mut self, m: &PlayerModel, item: &Arc<Item>, draw: &mut dyn PlayerDraw) {
let own = m.kind == Kind::Own;
if !own && item.slot.is_effect() && self.said.hide_fx {
return;
}
// Past `FAR` a companion, trail or aura is a few pixels across for the cost of a model:
// not drawn, and a trail that isn't drawn doesn't spawn (its particles go back to the
// budget).
if at.base.w_axis.truncate().length_squared() > FAR * FAR {
return bounds;
let base = Mat4::from_cols_array_2d(&draw.base());
if base.w_axis.truncate().length_squared() > FAR * FAR {
return;
}
let Some(uv) = self.uv(item, |id| draw.sprite(id)) else {
return;
};
let key = if own { OWN } else { m.id };
match item.slot {
Slot::Companion => {
let Some((model, uv, matrix)) = self.companion_at(at, item, None) else {
return bounds;
};
self.pose_companion(item, at.m, at.alpha, poses, &model);
let glow = item.companion.as_ref().is_some_and(|c| c.glow);
let light = if glow { FULL_LIGHT } else { at.light };
self.cosmetics_model(&model, matrix, poses, uv, light, gpu, bounds, out)
}
Slot::Trail => {
self.trail(at, item);
bounds
}
Slot::Aura => {
self.aura(at, item, poses);
bounds
}
_ => bounds,
Slot::Companion => self.companion(key, item, uv, base, draw),
Slot::Trail => self.trail(key, item, uv, draw),
Slot::Aura => self.aura(item, uv, base, draw),
_ => {}
}
}
/// The companion's model, texture and matrix this frame, its follow moved on once a frame.
/// `first_person`: the camera's forward and left, for the player's own in first person: the
/// companion keeps out of the middle of the view.
fn companion_at(
&self,
at: &Wearer,
/// The companion where it floats, its follow moved on once a frame. In first person it keeps
/// out of the middle of the view, lit where it floats.
fn companion(
&mut self,
key: u32,
item: &Arc<Item>,
first_person: Option<(Vec3, Vec3)>,
) -> Option<(Arc<Part>, [f32; 4], Mat4)> {
let c = item.companion.as_ref()?;
let (models, uv) = self.cosmetics_baked(item)?;
let model = models.first()?.1.clone();
let scale = at.base.x_axis.truncate().length();
let target = at.base.transform_point3(Vec3::from(c.anchor) / 16.0);
let head = at
.base
.transform_point3(Vec3::from(horizon_cosmetics::HEAD) / 16.0);
let yaw = head_yaw(at.m, at.alpha);
let follow = self.companion_follow(at.key, at.camera + target.as_dvec3(), yaw, c.lag);
uv: [f32; 4],
base: Mat4,
draw: &mut dyn PlayerDraw,
) {
let Some(c) = item.companion.as_ref() else {
return;
};
let Some((_, mesh)) = self.kept(item).meshes.first().cloned() else {
return;
};
let first_person = draw.pass() == Pass::FirstPerson;
let (motion, view) = (draw.motion(), draw.view());
let camera = DVec3::from(view.camera);
let scale = base.x_axis.truncate().length();
let target = base.transform_point3(Vec3::from(c.anchor) / 16.0);
let head = base.transform_point3(Vec3::from(horizon_cosmetics::HEAD) / 16.0);
let follow = self
.fx
.follow(key, camera + target.as_dvec3(), motion.head_yaw, c.lag);
let clearance = (horizon_cosmetics::HEAD_CLEARANCE + c.reach) / 16.0 * scale;
let mut rel = (follow.pos - at.camera).as_vec3();
if let Some((forward, left)) = first_person {
rel = follow::out_of_view(rel, forward, left);
let mut rel = (follow.pos - camera).as_vec3();
if first_person {
rel = follow::out_of_view(rel, Vec3::from(view.forward), Vec3::from(view.left));
}
rel = follow::clear_of(rel, head, clearance);
Some((model, uv, companion_matrix(rel, follow.yaw, scale)))
}
/// The companion of wearer `key` moved toward `target` (once a frame, however many times it
/// is drawn).
fn companion_follow(&self, key: u32, target: DVec3, yaw: f32, lag: f32) -> Follow {
let frame = self.cosmetics.frame.get();
let mut fx = self.cosmetics.fx.borrow_mut();
let dt = fx.dt;
let (f, mark) = fx
.companions
.entry(key)
.or_insert((Follow::at(target, yaw), frame));
if *mark != frame {
f.step(target, yaw, lag, dt);
*mark = frame;
}
*f
}
/// The companion's animations, and its `look` part turned with the wearer's pitch.
fn pose_companion(&self, item: &Item, m: &Mob, alpha: f32, poses: &mut Poses, model: &Part) {
poses.reset(model);
item.animate(m.age as f32 + alpha, |name, pose| *poses.get(name) = pose);
if let Some(look) = item.companion.as_ref().and_then(|c| c.look.as_deref()) {
let pitch = m.previous_head_pitch + (m.head_pitch - m.previous_head_pitch) * alpha;
poses.get(look)[3] += (pitch * 0.6).clamp(-30.0, 30.0).to_radians();
}
let matrix = companion_matrix(rel, follow.yaw, scale).to_cols_array_2d();
let near = if first_person {
Light::AtPlace
} else {
Light::Model
};
let look = Look::new(uv).lit(glowing(c.glow, near));
let ticks = draw.ticks();
// Its animations, and its `look` part turned with the wearer's pitch.
let pitch = (motion.head_pitch * 0.6).clamp(-30.0, 30.0).to_radians();
draw.draw(&mesh, matrix, look, &mut |p| {
item.animate(ticks, |name, pose| *p.pose(name) = pose);
if let Some(part) = c.look.as_deref() {
p.pose(part)[3] += pitch;
}
});
}
/// The trail's particles: spawned once a frame by the distance walked (not while sneaking or
/// asleep), facing the camera.
fn trail(&self, at: &Wearer, item: &Arc<Item>) {
fn trail(&mut self, key: u32, item: &Arc<Item>, uv: [f32; 4], draw: &mut dyn PlayerDraw) {
let Some(t) = &item.trail else {
return;
};
let Some((_, uv)) = self.cosmetics_baked(item) else {
return;
};
let m = at.m;
let a = f64::from(at.alpha);
let feet = DVec3::new(
m.previous.x + (m.position.x - m.previous.x) * a,
m.previous.y + (m.position.y - m.previous.y) * a,
m.previous.z + (m.position.z - m.previous.z) * a,
);
let moves = !m.extra.crouching && !asleep(m);
let q = self.camera_orientation();
let (right, up) = (q * Vec3::X, q * Vec3::Y);
let light = if t.glow { FULL_LIGHT } else { at.light };
let frame = self.cosmetics.frame.get();
let mut fx = self.cosmetics.fx.borrow_mut();
let super::Fx {
let (motion, view) = (draw.motion(), draw.view());
let moves = !motion.crouching && !motion.asleep;
let Fx {
trails,
budget,
now,
clear,
frame,
particles,
..
} = &mut *fx;
} = &mut self.fx;
let (e, mark) = trails
.entry(at.key)
.entry(key)
.or_insert_with(|| (Emitter::default(), frame.wrapping_sub(1)));
if *mark != frame {
e.step(t, feet, moves, *now, budget);
*mark = frame;
}
for quad in e.quads(t, *now, at.camera, right, up) {
let color = ((quad.alpha.clamp(0.0, 1.0) * 255.0) as u32) << 24 | 0x00FF_FFFF;
for (corner, [u, v]) in quad.corners.iter().zip(quad.uv) {
clear.push(Vertex {
pos: corner.to_array(),
uv: [uv[0] + (uv[2] - uv[0]) * u, uv[1] + (uv[3] - uv[1]) * v],
layer: 0,
color,
light,
// Unlit: a particle keeps its colour whichever way it faces.
normal: [0, 0, 0, 0],
glint_uv: [0.0, 0.0],
});
}
if *mark != *frame {
e.step(t, DVec3::from(motion.feet), moves, *now, budget);
*mark = *frame;
}
let (camera, right, up) = (
DVec3::from(view.camera),
Vec3::from(view.right),
Vec3::from(view.up),
);
particles.clear();
particles.extend(
e.quads(t, *now, camera, right, up)
.map(|q| Particle::new(q.corners.map(|c| c.to_array()), q.uv, q.alpha)),
);
draw.particles(uv, particles, glowing(t.glow, Light::Model));
}
/// The aura at the wearer's feet, see-through. None while they fly, swim or sleep: it would
/// tip over with the body.
fn aura(&self, at: &Wearer, item: &Arc<Item>, poses: &mut Poses) {
let (m, Some(a)) = (at.m, &item.aura) else {
fn aura(&mut self, item: &Arc<Item>, uv: [f32; 4], base: Mat4, draw: &mut dyn PlayerDraw) {
let Some(a) = &item.aura else {
return;
};
if m.extra.fall_flying || asleep(m) || m.extra.swim.amount(at.alpha) > 0.0 {
let motion = draw.motion();
if motion.flying || motion.asleep || motion.swimming {
return;
}
let Some((models, uv)) = self.cosmetics_baked(item) else {
return;
};
let Some((_, model)) = models.first() else {
let Some((_, mesh)) = self.kept(item).meshes.first().cloned() else {
return;
};
// The model's origin is the middle of the feet: 24 pixels under the neck.
let matrix = at.base * Mat4::from_translation(Vec3::new(0.0, 24.0 / 16.0, 0.0));
poses.reset(model);
item.animate(m.age as f32 + at.alpha, |name, pose| {
*poses.get(name) = pose
let matrix = base * Mat4::from_translation(Vec3::new(0.0, 24.0 / 16.0, 0.0));
let look = Look::new(uv)
.lit(glowing(a.glow, Light::Model))
.see_through(a.alpha);
let ticks = draw.ticks();
draw.draw(&mesh, matrix.to_cols_array_2d(), look, &mut |p| {
item.animate(ticks, |name, pose| *p.pose(name) = pose)
});
let light = if a.glow { FULL_LIGHT } else { at.light };
let mut fx = self.cosmetics.fx.borrow_mut();
let start = fx.clear.len();
horizon_client::mobs::render_model(
model,
matrix,
&|p: &Part| poses.pose(p),
uv,
light,
0,
&mut fx.clear,
);
let color = ((a.alpha * 255.0) as u32) << 24 | 0x00FF_FFFF;
for v in &mut fx.clear[start..] {
v.color = color;
// Seen through, a face turned away would add to the near one (and a card's two
// faces would double it): `entity.wgsl` drops back faces, so it is `alpha` at most.
v.normal[3] = horizon_client::mesher::SHADED_CULL_W;
}
}
/// After every player: the player's own companion in first person (out of the middle of the
/// view, after the first-person model went to the shadow pass only), then the frame's trails
/// and auras in one see-through span.
pub(in crate::game) fn cosmetics_fx_geometry(
&self,
camera: DVec3,
alpha: f64,
out: &mut Vec<Vertex>,
) {
if !super::enabled() {
return;
}
if !self.own_body_in_view()
&& let Some(m) = self.player_model.as_ref()
{
self.mark_entity(out.len(), "minecraft:player");
self.own_companion_first_person(m, camera, alpha as f32, out);
}
let fx = self.cosmetics.fx.borrow();
if !fx.clear.is_empty() {
self.mark_translucent_entity(out.len(), "minecraft:player");
out.extend_from_slice(&fx.clear);
}
}
fn own_companion_first_person(
&self,
m: &Mob,
camera: DVec3,
alpha: f32,
out: &mut Vec<Vertex>,
) {
if horizon_client::mobs::trader::is_invisible(m) || self.own_invisible() {
return;
}
let Some(worn) = self.worn(m, true) else {
return;
};
let Some(item) = worn.iter().find(|i| i.slot == Slot::Companion) else {
return;
};
let at = Wearer {
m,
own: true,
key: OWN,
base: horizon_client::mobs::render::base_transform(m, alpha, camera),
camera,
alpha,
light: FULL_LIGHT,
};
let (yaw, pitch) = (self.yaw.to_radians(), self.pitch.to_radians());
let forward = Vec3::new(
-yaw.sin() * pitch.cos(),
-pitch.sin(),
yaw.cos() * pitch.cos(),
);
let left = Vec3::new(yaw.cos(), 0.0, yaw.sin());
let Some((model, uv, matrix)) = self.companion_at(&at, item, Some((forward, left))) else {
return;
};
// Lit where it floats.
let p = (camera + matrix.w_axis.truncate().as_dvec3()).floor();
let light = self.world.light(p.x as i32, p.y as i32, p.z as i32);
let mut light = (u32::from(light >> 4) * 16) | ((u32::from(light & 15) * 16) << 8);
if item.companion.as_ref().is_some_and(|c| c.glow) {
light = FULL_LIGHT;
}
let mut poses = self.cosmetics.poses.borrow_mut();
let poses = &mut poses.1;
self.pose_companion(item, m, alpha, poses, &model);
self.cosmetics_model(&model, matrix, poses, uv, light, false, None, out);
}
}
-49
View File
@@ -1,49 +0,0 @@
//! What the player is doing, for Discord Rich Presence (`horizon_client::discord_presence`).
use super::*;
use horizon_client::discord_presence::{self as presence, Dimension, Play, Status};
impl Game<'_> {
/// Each frame: only a change reaches the presence thread.
pub(super) fn update_discord_presence(&self) {
// One Discord status per computer: P1's, not a splitscreen player's.
if self.options.split_guest {
return;
}
presence::set(self.discord_status());
}
fn discord_status(&self) -> Status {
if !self.settings.extras.discord_presence {
return Status::Off;
}
if self.title.is_some() {
return Status::Menus;
}
let play = if let Some(host) = &self.lan {
Play::Hosting {
players: 1 + host.hub.guests.len(),
max: horizon_client::lan::MAX_PLAYERS,
}
} else if let Some(server) = &self.integrated {
match (server.published(), &self.remote) {
(Some(_), Some(remote)) => Play::Hosting {
players: remote.player_count(),
max: horizon_client::lan::MAX_PLAYERS,
},
_ => Play::Singleplayer,
}
} else if self.remote.is_some() {
Play::Multiplayer
} else {
Play::Singleplayer
};
Status::World {
play,
dimension: match self.dim {
Dim::Overworld => Dimension::Overworld,
Dim::Nether => Dimension::Nether,
Dim::End => Dimension::End,
},
mode: self.mode,
}
}
}
@@ -34,8 +34,6 @@ pub(super) fn run_event_loop(mut game: Game<'_>) -> Result<()> {
narrator::stop();
leave_fullscreen_after(&result, &mut game.settings);
result?;
#[cfg(feature = "discord")]
horizon_client::discord_presence::stop();
write_report(&game)?;
if let Some(e) = game.error.take() {
return Err(e);
@@ -98,9 +96,8 @@ impl Loading {
.map_or([1280, 720], |o| o.window_size)
.map(f64::from);
self.fullscreen = horizon_client::window::FullscreenState::new(fullscreen);
let attributes = horizon_client::window::with_horizon_icon(
Window::default_attributes().with_title("Horizon"),
);
let attributes =
horizon_client::window::with_icon(Window::default_attributes().with_title("Horizon"));
// Wayland names the window by its app id, which the horizon.desktop entry matches.
#[cfg(target_os = "linux")]
let attributes = winit::platform::wayland::WindowAttributesExtWayland::with_name(
@@ -130,22 +127,25 @@ impl Loading {
// redraw the same design when they start. GDI is unsafe:
// horizon-threads holds it (this crate forbids unsafe code).
#[cfg(target_os = "windows")]
let boot_paint_stop = hwnd(&window).map(|hwnd| {
let stop = std::sync::Arc::new(std::sync::atomic::AtomicBool::new(false));
let repaint_stop = stop.clone();
std::thread::spawn(move || {
while !repaint_stop.load(std::sync::atomic::Ordering::Relaxed) {
horizon_threads::boot_paint::paint(
hwnd,
horizon_theme::fonts::GEIST_SEMIBOLD,
horizon_theme::fonts::GEIST_MONO,
&horizon_client::logging::recent_lines(),
);
std::thread::sleep(std::time::Duration::from_millis(300));
}
// In the fonts given to `menu_style`; with none, the window stays as it is.
let boot_paint_stop = hwnd(&window)
.zip(horizon_client::menu_style::get().fonts)
.map(|(hwnd, fonts)| {
let stop = std::sync::Arc::new(std::sync::atomic::AtomicBool::new(false));
let repaint_stop = stop.clone();
std::thread::spawn(move || {
while !repaint_stop.load(std::sync::atomic::Ordering::Relaxed) {
horizon_threads::boot_paint::paint(
hwnd,
fonts.semibold,
fonts.mono,
&horizon_client::logging::recent_lines(),
);
std::thread::sleep(std::time::Duration::from_millis(300));
}
});
stop
});
stop
});
let offscreen = self.options.as_ref().is_some_and(|o| o.offscreen);
let boot_step = startup::step("renderer.boot");
match loading_renderer(
@@ -93,10 +93,9 @@ impl ApplicationHandler for Missing {
if self.window.is_some() {
return;
}
let attributes = horizon_client::window::with_horizon_icon(
Window::default_attributes().with_title("Horizon"),
)
.with_inner_size(winit::dpi::LogicalSize::new(1040.0, 700.0));
let attributes =
horizon_client::window::with_icon(Window::default_attributes().with_title("Horizon"))
.with_inner_size(winit::dpi::LogicalSize::new(1040.0, 700.0));
let made = event_loop
.create_window(attributes)
.map_err(Into::into)
+4 -17
View File
@@ -801,19 +801,8 @@ impl Game<'_> {
packed,
out,
);
if super::cosmetics::enabled() {
let base = horizon_client::mobs::render::base_transform(m, alpha as f32, camera);
self.cosmetics_geometry(
m,
true,
base,
Some(camera),
alpha as f32,
packed,
false,
out,
);
}
let world = horizon_hooks::players::Pass::World;
self.own_layers_geometry(m, world, camera, alpha as f32, packed, out);
self.player_elytra_geometry(m, chest, camera, alpha as f32, packed, out);
self.spin_attack_geometry(m, camera, alpha as f32, packed, out);
self.shoulder_parrots_geometry(m, camera, alpha as f32, packed, out);
@@ -927,10 +916,8 @@ impl Game<'_> {
240 | 240 << 8,
&mut verts,
);
if super::cosmetics::enabled() {
let base = horizon_client::mobs::render::base_transform(&m, 1.0, camera);
self.cosmetics_geometry(&m, true, base, None, 1.0, 240 | 240 << 8, false, &mut verts);
}
let picture = horizon_hooks::players::Pass::Picture;
self.own_layers_geometry(&m, picture, camera, 1.0, 240 | 240 << 8, &mut verts);
// `WingsLayer` draws through `RenderTypes.armorCutoutNoCull`: the
// wings' faces show from both sides (the elytra texture is empty on
// the face that looks at the body).
+147 -51
View File
@@ -738,14 +738,11 @@ impl Game<'_> {
});
self.set_pushed_on_ground(target, limited, resolved);
// Entity.move updates ground before its tiny-collision return. This
// native slice covers only unoccupied server NoAI horizontal moves.
if let Target::Entity(EntityHandle::Mob(i)) = target {
// shortcut: unoccupied server mobs only, expand when controller/passenger authority is bound.
let mob = if let Target::Entity(EntityHandle::Mob(i)) = target {
let m = &self.mobs[i];
let eligible = !self.options.execution_role.is_client()
(!self.options.execution_role.is_client()
&& self.remote.is_none()
&& limited.y == 0.0
&& m.no_ai
&& !m.extra.passenger
&& m.extra.mount.is_none()
&& m.rider.is_none()
@@ -757,16 +754,22 @@ impl Game<'_> {
.guests
.iter()
.any(|g| host.hub.here(g) && g.vehicle == Some(m.id))
});
if eligible {
self.mobs[i].on_ground = limited.y < 0.0 && limited.y != resolved.y;
}
}))
.then_some(i)
} else {
None
};
// Entity.move updates ground before its tiny-collision return.
if let Some(i) = mob
&& self.mobs[i].no_ai
{
self.mobs[i].on_ground = limited.y < 0.0 && limited.y != resolved.y;
}
let tnt_after_move =
tnt.is_some() && !self.options.execution_role.is_client() && self.remote.is_none();
if mob.is_none() && !tnt_after_move {
self.restitute_piston(target, limited, resolved);
}
// `Entity.move(MoverType.PISTON, …)` restitution, which runs whether or
// not the step is applied: so a primed TNT in a chunk that does not tick
// entities still loses its velocity into walls and ceilings and
// bounces on slime (#12022).
self.restitute_piston(target, limited, resolved);
let moved = resolved.length_squared() > 1.0e-7
|| limited.length_squared() - resolved.length_squared() < 1.0e-7;
if moved {
@@ -775,6 +778,12 @@ impl Game<'_> {
// A move the collisions cut to nothing still ends in the check.
self.release_after_block_move(target);
}
// Restitution reads the new landing block even when the push was blocked.
if let Some(i) = mob {
self.mobs[i].restitute_movement(&self.world, &self.motion.blocks, limited, resolved);
} else if tnt_after_move {
self.restitute_piston(target, limited, resolved);
}
if let Some((i, from, ..)) = tnt {
self.finish_tnt_piston_move(i, from, resolved);
}
@@ -1053,6 +1062,7 @@ mod tests {
mod order_tests {
use crate::game::{Audio, Game, Options, Progress, Settings, load_resources};
use horizon_client::chunk::Chunk;
use horizon_core::geometry::Vec3;
use horizon_core::{geometry::Direction, position::BlockPos};
use horizon_world::level::pistons::MovingPiston;
use std::sync::Arc;
@@ -1151,8 +1161,9 @@ mod order_tests {
}
// The near stone's box reaches x 5.5 into a TNT from x 5.01: 0.49 plus
// PUSH_OFFSET; the far stone's old box stops it at x 6.
// Vanilla's TNT width is 0.98F, not the exact decimal 0.98.
assert!(
(moved[0] - 0.5).abs() < 1e-9,
(moved[0] - 0.500000009536743).abs() < 1e-9,
"far stone gone first: {}",
moved[0]
);
@@ -1251,7 +1262,7 @@ mod order_tests {
}
/// A primed TNT pushed down by a piston onto a slime block bounces up,
/// matching vanilla's slime restitution (~+0.64) even in a lazy chunk (#12022).
/// matching vanilla's restitution even in a lazy chunk (#12022).
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn a_pushed_tnt_bounces_on_slime() {
@@ -1312,32 +1323,36 @@ mod order_tests {
death_ticks: 0,
id: 1,
};
game.block_ticks.moving_pistons = vec![(BlockPos::new(5, 200, 5), piston)];
game.sync_moving_pistons();
game.tnts.clear();
assert!(game.run_command("summon tnt 5.5 200.5 5.5 {fuse:80,Motion:[0.0d,-0.4d,0.0d]}"));
assert!(
(game.tnts[0].velocity.y - (-0.4)).abs() < 1.0e-9,
"TNT starts with vy -0.4, got {:?}",
game.tnts[0].velocity
);
// Piston advances from progress 0 to 0.5 and pushes the TNT down.
let pushes: Vec<_> = game
.block_ticks
.moving_pistons
.iter()
.map(|&(pos, old)| (pos, old, old.progress + 0.5))
.collect();
for (_, piston) in &mut game.block_ticks.moving_pistons {
piston.progress += 0.5;
// Pinned 26.3 PistonMovingBlockEntity.moveCollidedEntities, without entity ticks.
for (floor, y, vy, final_y, final_vy) in [
(slime, 200.5, -0.4, 200.0, 0.3510000138133766_f64),
(stone, 200.5, -0.4, 200.0, 0.0),
(slime, 200.0, -0.4, 200.0, 0.3200000047683716),
(slime, 200.00001, -0.4, 200.00001, 0.32000064476813395),
(slime, 200.5, 0.3, 200.0, 0.0),
] {
game.world.set(5, 199, 5, floor).unwrap();
game.block_ticks.moving_pistons = vec![(BlockPos::new(5, 200, 5), piston)];
game.sync_moving_pistons();
game.tnts.clear();
assert!(game.run_command(&format!(
"summon tnt 5.5 {y} 5.5 {{fuse:80,Motion:[0.0d,{vy}d,0.0d]}}"
)));
assert_eq!(game.tnts[0].velocity.y, vy);
let pushes: Vec<_> = game
.block_ticks
.moving_pistons
.iter()
.map(|&(pos, old)| (pos, old, old.progress + 0.5))
.collect();
for (_, piston) in &mut game.block_ticks.moving_pistons {
piston.progress += 0.5;
}
game.push_piston_entities(pushes);
assert_eq!(game.tnts[0].position, Vec3::new(5.5, final_y, 5.5));
assert_eq!(game.tnts[0].velocity.y.to_bits(), final_vy.to_bits());
assert!(game.tnts[0].on_ground);
}
game.push_piston_entities(pushes);
// The slime block at y=199 bounces the TNT up; vertical velocity must be positive.
assert!(
game.tnts[0].velocity.y > 0.0,
"TNT should bounce up on slime, got vy {:?}",
game.tnts[0].velocity
);
}
}
@@ -1602,6 +1617,54 @@ mod h255_mob_piston_ground_tests {
}
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn h255_added_tnt_authority_and_exhausted_budget() {
use crate::game::execution_role::ExecutionRole;
for role in [
ExecutionRole::Client,
ExecutionRole::IntegratedServer,
ExecutionRole::DedicatedServer,
] {
with_role_game(role, |game| {
assert!(game.run_command("setblock 5 199 5 slime_block"));
assert!(
game.run_command("summon tnt 5.5 200.5 5.5 {fuse:80,Motion:[0d,-0.4d,0d]}")
);
let mut budget = std::collections::HashMap::new();
let push = |game: &mut Game<'_>,
budget: &mut std::collections::HashMap<_, _>,
movement| {
let tnt = &game.tnts[0];
game.move_pushed(
Target::Entity(EntityHandle::Tnt(0)),
tnt.bounds(),
[tnt.position.x, tnt.position.z],
0.0,
tnt.on_ground,
movement,
Direction::Down,
budget,
);
};
push(game, &mut budget, Vec3::ZERO);
assert_eq!(game.tnts[0].position.y, 200.5);
assert_eq!(game.tnts[0].velocity.y, -0.4);
push(game, &mut budget, Vec3::new(0.0, -0.51, 0.0));
let expected = if role.is_client() {
0.0_f64
} else {
0.3510000138133766
};
assert_eq!(game.tnts[0].velocity.y.to_bits(), expected.to_bits());
game.tnts[0].position.y = 200.5;
game.tnts[0].velocity.y = -0.4;
push(game, &mut budget, Vec3::new(0.0, -0.51, 0.0));
assert_eq!(game.tnts[0].position.y, 200.5);
assert_eq!(game.tnts[0].velocity.y, -0.4);
});
}
}
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn h255_added_no_request_and_exhausted_budget_keep_state() {
with_game(|game| {
let i = added_mob(game, 20, "horse", true, 8.5);
@@ -1613,6 +1676,16 @@ mod h255_mob_piston_ground_tests {
added_push(game, i, Vec3::new(0.51, 0.0, 0.0));
assert!(game.mobs[i].on_ground, "occupied path remains excluded");
assert_eq!(game.mobs[i].position, Vec3::new(9.01, 202.0, 4.5));
assert!(game.run_command("setblock 9 201 4 slime_block"));
game.mobs[i].position.y = 202.25;
game.mobs[i].velocity = Vec3::new(0.0, -1.0, 0.0);
game.mobs[i].sync_position = false;
added_push(game, i, Vec3::new(0.0, -0.5, 0.0));
assert_eq!(
game.mobs[i].velocity.y, 0.0,
"occupied restitution stays outside this slice"
);
assert!(!game.mobs[i].sync_position);
assert!(game.run_command("ride @s dismount"));
assert!(game.riding.is_none());
assert!(game.mobs[i].rider.is_none());
@@ -1655,23 +1728,46 @@ mod h255_mob_piston_ground_tests {
}
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn h255_added_client_role_ai_and_vertical_paths_keep_native_state() {
fn h255_added_client_role_ai_and_vertical_ground_state() {
use crate::game::execution_role::ExecutionRole as Role;
for (role, no_ai, movement) in [
(Role::Client, true, Vec3::new(0.25, 0.0, 0.0)),
(Role::IntegratedServer, false, Vec3::new(0.25, 0.0, 0.0)),
(Role::IntegratedServer, true, Vec3::new(0.0, 0.25, 0.0)),
for (role, no_ai, movement, on_ground) in [
(Role::Client, true, Vec3::new(0.25, 0.0, 0.0), true),
(
Role::IntegratedServer,
false,
Vec3::new(0.25, 0.0, 0.0),
true,
),
(
Role::IntegratedServer,
true,
Vec3::new(0.0, 0.25, 0.0),
false,
),
] {
with_role_game(role, |game| {
let i = added_mob(game, 22, "husk", no_ai, 8.5);
let before = game.mobs[i].position;
added_push(game, i, movement);
assert_eq!(game.mobs[i].position, before.add_vector(movement));
assert!(
game.mobs[i].on_ground,
"excluded native path remains unchanged; not Java parity"
);
assert_eq!(game.mobs[i].on_ground, on_ground);
});
}
}
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn h255_added_partial_push_reads_slime_after_the_position_changes() {
with_game(|game| {
assert!(game.run_command("setblock 8 201 4 slime_block"));
let i = added_mob(game, 23, "iron_golem", true, 8.5);
game.mobs[i].position.y = 202.25;
game.mobs[i].velocity = Vec3::new(0.0, -1.0, 0.0);
game.mobs[i].sync_position = false;
added_push(game, i, Vec3::new(0.0, -0.5, 0.0));
assert_eq!(game.mobs[i].position, Vec3::new(8.5, 202.0, 4.5));
assert!(game.mobs[i].velocity.y > 0.9);
assert!(game.mobs[i].sync_position);
});
}
}
+203 -36
View File
@@ -11,8 +11,8 @@ use horizon_client::mobs::anim::{self, BodyPose, PooledPoses, Poses};
use horizon_client::mobs::{Mob, Part, Polygon, render};
use horizon_hooks::engine;
use horizon_hooks::players::{
Bone, CameraView, Frame, Gear, Kind, Mesh, PartPoses, Pass, PlayerDraw, PlayerModel,
PlayerModels, SpriteStore, Sprites,
Bone, CameraView, Frame, Gear, Kind, Light, Look, Mesh, Motion, PartPoses, Particle, Pass,
PlayerDraw, PlayerModel, PlayerModels, SpriteStore, Sprites, View,
};
use std::sync::Arc;
@@ -182,6 +182,14 @@ fn part_of(mesh: &Arc<Mesh>) -> Arc<Part> {
})
}
/// Full light, packed as the vertices carry it.
const FULL: u32 = 240 | 240 << 8;
thread_local! {
/// What crates draw see-through this frame, added after every player.
static SEE_THROUGH: std::cell::RefCell<Vec<Vertex>> = const { std::cell::RefCell::new(Vec::new()) };
}
/// Forgets the meshes no crate holds any more (once a frame).
fn forget_meshes() {
let _ = MESHES.try_with(|m| {
@@ -199,7 +207,7 @@ impl PartPoses for PosesOf<'_> {
}
}
/// A player model drawn in the world pass, as a crate draws on it: posed on the GPU's skin path
/// A player model drawn, as a crate draws on it: posed on the GPU's skin path
/// when `gpu` (the mob pass's skin frame, begun; the bounds of what went there grow, for
/// culling), else its vertices go to `out`.
struct DrawPlayer<'a, 'g> {
@@ -208,6 +216,7 @@ struct DrawPlayer<'a, 'g> {
pass: Pass,
/// The model's matrix (`render::base_transform`).
base: glam::Mat4,
camera: glam::DVec3,
alpha: f32,
light: u32,
gpu: bool,
@@ -223,6 +232,19 @@ impl DrawPlayer<'_, '_> {
let (key, _) = render::body(self.m);
self.m.kind.layer(&key).unwrap_or(&self.m.kind.model)
}
/// `light` packed; `at`: the place `Light::AtPlace` reads, relative to the camera.
fn packed(&self, light: Light, at: glam::Vec3) -> u32 {
match light {
Light::Full => FULL,
Light::AtPlace => {
let p = (self.camera + at.as_dvec3()).floor();
let l = self.game.world.light(p.x as i32, p.y as i32, p.z as i32);
(u32::from(l >> 4) * 16) | ((u32::from(l & 15) * 16) << 8)
}
_ => self.light,
}
}
}
impl PlayerDraw for DrawPlayer<'_, '_> {
@@ -234,7 +256,52 @@ impl PlayerDraw for DrawPlayer<'_, '_> {
self.m.age as f32 + self.alpha
}
fn base(&self) -> [[f32; 4]; 4] {
self.base.to_cols_array_2d()
}
fn motion(&self) -> Motion {
let (m, a) = (self.m, self.alpha);
let t = f64::from(a);
let (p, n) = (m.previous, m.position);
let feet = [
p.x + (n.x - p.x) * t,
p.y + (n.y - p.y) * t,
p.z + (n.z - p.z) * t,
];
let turn = horizon_client::mobs::living::wrap(m.head_yaw - m.previous_head_yaw);
let yaw = m.previous_head_yaw + turn * a;
let pitch = m.previous_head_pitch + (m.head_pitch - m.previous_head_pitch) * a;
let asleep = m.extra.avatar_pose == horizon_client::pose::Pose::Sleeping;
let swimming = m.extra.swim.amount(a) > 0.0;
Motion::new(feet, yaw, pitch).poses(
m.extra.crouching,
asleep,
m.extra.fall_flying,
swimming,
)
}
fn view(&self) -> View {
let q = self.game.camera_orientation();
let (right, up) = (
(q * glam::Vec3::X).to_array(),
(q * glam::Vec3::Y).to_array(),
);
let (yaw, pitch) = (self.game.yaw.to_radians(), self.game.pitch.to_radians());
let forward = [
-yaw.sin() * pitch.cos(),
-pitch.sin(),
yaw.cos() * pitch.cos(),
];
let left = [yaw.cos(), 0.0, yaw.sin()];
View::new(self.camera.to_array(), right, up).looking(forward, left)
}
fn bone(&mut self, bone: Bone) -> Option<[[f32; 4]; 4]> {
if self.pass == Pass::FirstPerson {
return None;
}
if self.body.is_none() {
let mut poses = Poses::pooled();
poses.reset(self.body());
@@ -260,13 +327,30 @@ impl PlayerDraw for DrawPlayer<'_, '_> {
&mut self,
mesh: &Arc<Mesh>,
matrix: [[f32; 4]; 4],
uv: [f32; 4],
look: Look,
pose: &mut dyn FnMut(&mut dyn PartPoses),
) {
let model = part_of(mesh);
let matrix = glam::Mat4::from_cols_array_2d(&matrix);
let (uv, light) = (look.uv, self.packed(look.light, matrix.w_axis.truncate()));
self.poses.reset(&model);
pose(&mut PosesOf(&mut self.poses));
let poses = &self.poses;
if let Some(alpha) = look.see_through {
let color = ((alpha.clamp(0.0, 1.0) * 255.0) as u32) << 24 | 0x00FF_FFFF;
let pose_of = |p: &Part| poses.pose(p);
SEE_THROUGH.with_borrow_mut(|out| {
let start = out.len();
horizon_client::mobs::render_model(&model, matrix, &pose_of, uv, light, 0, out);
for v in &mut out[start..] {
v.color = color;
// Seen through, a face turned away would add to the near one: `entity.wgsl`
// drops back faces, so it is `alpha` at most.
v.normal[3] = horizon_client::mesher::SHADED_CULL_W;
}
});
return;
}
if self.gpu {
let mut models = self.game.skin_models.borrow_mut();
let mut frame = self.game.skin_frame.borrow_mut();
@@ -276,30 +360,43 @@ impl PlayerDraw for DrawPlayer<'_, '_> {
uv,
scroll: 0.0,
color: 0xFFFF_FFFF,
light: self.light,
light,
overlay: 0,
};
if skin.draw(&model, matrix, &self.poses, paint) {
if skin.draw(&model, matrix, poses, paint) {
self.bounds = skin.bounds;
return;
}
}
let poses = &self.poses;
horizon_client::mobs::render_model(
&model,
matrix,
&|p: &Part| poses.pose(p),
uv,
self.light,
0,
self.out,
);
let pose_of = |p: &Part| poses.pose(p);
horizon_client::mobs::render_model(&model, matrix, &pose_of, uv, light, 0, self.out);
}
fn particles(&mut self, uv: [f32; 4], particles: &[Particle], light: Light) {
let light = self.packed(light, glam::Vec3::ZERO);
SEE_THROUGH.with_borrow_mut(|out| {
for q in particles {
let color = ((q.alpha.clamp(0.0, 1.0) * 255.0) as u32) << 24 | 0x00FF_FFFF;
for (corner, [u, v]) in q.corners.iter().zip(q.uv) {
out.push(Vertex {
pos: *corner,
uv: [uv[0] + (uv[2] - uv[0]) * u, uv[1] + (uv[3] - uv[1]) * v],
layer: 0,
color,
light,
// Unlit: a particle keeps its colour whichever way it faces.
normal: [0, 0, 0, 0],
glint_uv: [0.0, 0.0],
});
}
}
});
}
}
impl Game<'_> {
/// What crates draw on player model `m` in the world pass (`creatures.rs`), then the
/// cosmetics still drawn here: see [`DrawPlayer`]. The bounds of what went to the GPU.
/// What crates draw on player model `m` in the world pass (`creatures.rs`): see
/// [`DrawPlayer`]. The bounds of what went to the GPU.
#[allow(clippy::too_many_arguments)]
pub(super) fn player_layers_geometry(
&self,
@@ -315,33 +412,102 @@ impl Game<'_> {
self.serving.is_none(),
"a server thread calls no client hook"
);
let kind = kind(m)?;
let mut bounds = None;
if engine::any() {
let model = model(m, kind, self.remote_player_uuid(m.id));
let kind = kind(m).filter(|_| engine::any())?;
let model = model(m, kind, self.remote_player_uuid(m.id));
let mut draw = DrawPlayer {
game: self,
m,
pass: Pass::World,
base,
camera,
alpha,
light,
gpu,
out,
bounds: None,
body: None,
poses: Poses::pooled(),
};
engine::player_layers(&model, &mut draw);
draw.bounds
}
/// What crates draw on the window's own model `m` (its vertices to `out`): in the world in
/// third person (`Pass::World`), or in the inventory's picture of it (`Pass::Picture`).
/// `camera`: the world view's camera, or the picture's.
pub(super) fn own_layers_geometry(
&self,
m: &Mob,
pass: Pass,
camera: glam::DVec3,
alpha: f32,
light: u32,
out: &mut Vec<Vertex>,
) {
debug_assert!(
self.serving.is_none(),
"a server thread calls no client hook"
);
if !engine::any() {
return;
}
let model = model(m, Kind::Own, self.remote.as_ref().map(|r| r.profile()));
let mut draw = DrawPlayer {
game: self,
m,
pass,
base: render::base_transform(m, alpha, camera),
camera,
alpha,
light,
gpu: false,
out,
bounds: None,
body: None,
poses: Poses::pooled(),
};
engine::player_layers(&model, &mut draw);
}
/// After every player (`game.rs`): what crates draw around the window's own model in first
/// person, then what was drawn see-through, in one span.
pub(super) fn players_after_geometry(
&self,
camera: glam::DVec3,
alpha: f64,
out: &mut Vec<Vertex>,
) {
if engine::any()
&& !self.own_body_in_view()
&& let Some(m) = self.player_model.as_ref()
{
let own = model(m, Kind::Own, self.remote.as_ref().map(|r| r.profile()));
let own = own.looks(own.gear, own.invisible || self.own_invisible());
self.mark_entity(out.len(), "minecraft:player");
let mut draw = DrawPlayer {
game: self,
m,
pass: Pass::World,
base,
alpha,
light,
gpu,
pass: Pass::FirstPerson,
base: render::base_transform(m, alpha as f32, camera),
camera,
alpha: alpha as f32,
light: FULL,
gpu: false,
out: &mut *out,
bounds: None,
body: None,
poses: Poses::pooled(),
};
engine::player_layers(&model, &mut draw);
bounds = draw.bounds;
}
let worn = super::cosmetics::enabled()
.then(|| self.cosmetics_geometry(m, false, base, Some(camera), alpha, light, gpu, out))
.flatten();
match (bounds, worn) {
(Some((l, h)), Some((lo, hi))) => Some((l.min(lo), h.max(hi))),
(b, w) => b.or(w),
engine::first_person(&own, &mut draw);
}
let _ = SEE_THROUGH.try_with(|v| {
let mut v = v.borrow_mut();
if !v.is_empty() {
self.mark_translucent_entity(out.len(), "minecraft:player");
out.extend_from_slice(&v);
v.clear();
}
});
}
/// Once a frame, before drawing.
@@ -358,6 +524,7 @@ impl Game<'_> {
let frame = Frame::new(connection, self.integrated.is_some());
engine::frame(&frame, &mut HookStore(self));
forget_meshes();
let _ = SEE_THROUGH.try_with(|v| v.borrow_mut().clear());
self.cosmetics_frame();
}
+1 -2
View File
@@ -11463,8 +11463,7 @@ impl Remote {
pub(super) fn listed_player_count(&self) -> usize {
self.listed.len()
}
/// Players in the server's player list, this one included (for Discord).
#[cfg(feature = "discord")]
/// Players in the server's player list, this one included (for the activity hooks).
pub(super) fn player_count(&self) -> usize {
self.players.len()
}
@@ -306,8 +306,6 @@ pub(super) fn run_loading(
App::Loading(loading) => leave_fullscreen_after(&result, &mut loading.settings),
}
result?;
#[cfg(feature = "discord")]
horizon_client::discord_presence::stop();
match app {
App::Ready(mut split) => {
write_report(&split.host)?;
@@ -516,10 +516,9 @@ impl<'a> Split<'a> {
continue;
}
// Opened without the focus: whoever types in the game's window keeps the keyboard.
let attributes =
horizon_client::window::with_horizon_icon(Window::default_attributes())
.with_active(false)
.with_visible(window_shown(true, self.offscreen));
let attributes = horizon_client::window::with_icon(Window::default_attributes())
.with_active(false)
.with_visible(window_shown(true, self.offscreen));
// A monitor's window covers it, borderless. On macOS not the system's fullscreen, a
// Space of its own that hides the other windows as it slides in.
let placement = self.placement(*key).cloned();
@@ -113,6 +113,117 @@ fn fire_from_damage_lights_or_burns_the_stand_though_the_command_fails() {
assert!(health.ends_with(": 16.0f"), "{health}");
}
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn igniting_a_frozen_stand_clears_its_freeze_while_burning_keeps_it() {
let mut game = game();
summon(&mut game, ",TicksFrozen:140");
let (_, frozen) = say(&mut game, &format!("data get entity {STAND} TicksFrozen"));
assert!(frozen.ends_with(": 140"), "{frozen}");
assert!(!game.run_command(&format!("damage {STAND} 1 minecraft:in_fire")));
let (_, fire) = say(&mut game, &format!("data get entity {STAND} Fire"));
assert!(fire.ends_with(": 100s"), "{fire}");
let (ok, frozen_after) = say(&mut game, &format!("data get entity {STAND} TicksFrozen"));
assert!(!ok, "{frozen_after}");
// When already burning, in_fire calls causeDamage(0.15) instead of igniteForSeconds.
assert!(game.run_command(&format!("data merge entity {STAND} {{TicksFrozen:140}}")));
assert!(!game.run_command(&format!("damage {STAND} 1 minecraft:in_fire")));
let (ok, still_frozen) = say(&mut game, &format!("data get entity {STAND} TicksFrozen"));
assert!(ok && still_frozen.ends_with(": 140"), "{still_frozen}");
}
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn damage_immunity_on_worn_boots_refuses_campfire_but_not_in_fire_or_wrong_slot() {
let mut game = game();
summon(
&mut game,
r#",equipment:{feet:{id:"minecraft:diamond_boots",count:1,components:{"minecraft:enchantments":{"minecraft:frost_walker":1}}}}"#,
);
// campfire is in both #ignites_armor_stands and #burn_from_stepping.
assert!(!game.run_command(&format!("damage {STAND} 1 minecraft:campfire")));
let (_, fire) = say(&mut game, &format!("data get entity {STAND} Fire"));
assert!(fire.ends_with(": 0s"), "{fire}");
// in_fire is not in #burn_from_stepping, so it still ignites the stand.
assert!(!game.run_command(&format!("damage {STAND} 1 minecraft:in_fire")));
let (_, fire) = say(&mut game, &format!("data get entity {STAND} Fire"));
assert!(fire.ends_with(": 100s"), "{fire}");
// Frost Walker on a helmet (head) is not in an active slot for the enchantment.
let mut helmeted = self::game();
summon(
&mut helmeted,
r#",equipment:{head:{id:"minecraft:diamond_helmet",count:1,components:{"minecraft:enchantments":{"minecraft:frost_walker":1}}}}"#,
);
assert!(!helmeted.run_command(&format!("damage {STAND} 1 minecraft:campfire")));
let (_, fire) = say(&mut helmeted, &format!("data get entity {STAND} Fire"));
assert!(fire.ends_with(": 100s"), "{fire}");
}
fn capture() {
super::sculk::TEST_POSTED_EVENTS.with(|events| *events.borrow_mut() = Some(Vec::new()));
}
fn take_events() -> Vec<(&'static str, [f64; 3], Option<horizon_client::mobs::Who>)> {
super::sculk::TEST_POSTED_EVENTS.with(|events| events.borrow_mut().take().unwrap_or_default())
}
#[test]
#[ignore = "needs prepared resources in HORIZON_TEST_RESOURCES"]
fn cause_damage_and_explosion_post_attributed_game_events() {
use horizon_client::mobs::Who;
let mut game = game();
summon(&mut game, ",Fire:200s");
assert!(game.run_command("summon pig 14.5 100 2.5 {NoAI:1b}"));
let pig_id = game.mobs[0].id;
let at = [2.5, 100.0, 8.5];
// Burning stand hurt by in_fire (0.15) posts entity_damage attributed to the pig.
capture();
assert!(!game.run_command(&format!(
"damage {STAND} 1 minecraft:in_fire by @e[type=pig,limit=1]"
)));
assert_eq!(
take_events(),
vec![("minecraft:entity_damage", at, Some(Who::Mob(pig_id)))]
);
// Burning stand hurt by on_fire (4.0) while surviving posts entity_damage.
capture();
assert!(!game.run_command(&format!(
"damage {STAND} 1 minecraft:on_fire by @e[type=pig,limit=1]"
)));
assert_eq!(
take_events(),
vec![("minecraft:entity_damage", at, Some(Who::Mob(pig_id)))]
);
// Burning stand broken by on_fire (health <= 0.5) posts entity_die attributed to the pig.
assert!(game.run_command(&format!("data merge entity {STAND} {{Health:4f}}")));
capture();
assert!(!game.run_command(&format!(
"damage {STAND} 1 minecraft:on_fire by @e[type=pig,limit=1]"
)));
assert!(!game.run_command(&format!("execute if entity {STAND}")));
assert_eq!(
take_events(),
vec![("minecraft:entity_die", at, Some(Who::Mob(pig_id)))]
);
// Stand broken by explosion posts entity_die attributed to the pig.
summon(&mut game, "");
capture();
assert!(!game.run_command(&format!(
"damage {STAND} 1 minecraft:explosion by @e[type=pig,limit=1]"
)));
assert!(!game.run_command(&format!("execute if entity {STAND}")));
assert_eq!(
take_events(),
vec![("minecraft:entity_die", at, Some(Who::Mob(pig_id)))]
);
}
// Controls added after the baseline: the guards before the acting sources,
// and a stand broken once however often it is hurt.
@@ -273,9 +273,8 @@ impl ApplicationHandler for Game<'_> {
let fullscreen = self.settings.fullscreen || self.options.fullscreen;
let size = self.options.window_size.map(f64::from);
self.fullscreen = horizon_client::window::FullscreenState::new(fullscreen);
let attributes = horizon_client::window::with_horizon_icon(
Window::default_attributes().with_title("Horizon"),
);
let attributes =
horizon_client::window::with_icon(Window::default_attributes().with_title("Horizon"));
// Wayland names the window by its app id, which the horizon.desktop entry matches.
#[cfg(target_os = "linux")]
let attributes = winit::platform::wayland::WindowAttributesExtWayland::with_name(
+56
View File
@@ -0,0 +1,56 @@
//! Horizon's look, given to the engine's extension points at startup (docs/layers.md): the
//! windows' icon and the colours, sizes and fonts of the menus vanilla doesn't have
//! (`docs/design-system.md`).
//! Its own module so it can leave the engine crate as a pure file move, for the official
//! executable to call.
use horizon_client::menu_style::{Fonts, MenuStyle, OverlayColours, SettingsColours, Sizes};
use horizon_theme as theme;
/// Give the engine Horizon's look; call it once, before the first window opens.
pub(crate) fn give() {
horizon_client::window::set_icon_png(theme::ICON_PNG);
let (blocks, dark) = (theme::BLOCKS_DARK, theme::DARK);
horizon_client::menu_style::install(MenuStyle {
settings: SettingsColours {
page: blocks.page,
ink: blocks.ink,
ink_soft: blocks.ink_soft,
muted: blocks.muted,
outline: blocks.outline,
accent: blocks.accent,
face: blocks.face,
// The face's hover, lighter than `face`: the settings screen's own shade.
face_hover: 0x6a50e6,
success: blocks.success,
warn: blocks.warn,
danger: blocks.danger,
},
overlay: OverlayColours {
page: dark.page,
backdrop_muted: theme::BACKDROP_MUTED,
ink: dark.ink,
ink_soft: dark.ink_soft,
rule: dark.rule,
accent: dark.accent,
on_accent: dark.on_accent,
},
sizes: Sizes {
caption: theme::CAPTION.px,
label: theme::LABEL.px,
ui: theme::UI.px,
body: theme::BODY.px,
title: theme::TITLE.px,
display: theme::DISPLAY.px,
micro: theme::MICRO.px,
radius: theme::RADIUS,
radius_plate: theme::RADIUS_PLATE,
control_large: theme::CONTROL_LARGE,
},
fonts: Some(Fonts {
regular: theme::fonts::GEIST_REGULAR,
medium: theme::fonts::GEIST_MEDIUM,
semibold: theme::fonts::GEIST_SEMIBOLD,
mono: theme::fonts::GEIST_MONO,
}),
});
}
+1
View File
@@ -6,6 +6,7 @@ extern crate self as horizon_client;
pub use horizon_client_lib::*;
pub mod entry;
pub mod game;
mod horizon_look;
pub mod mod_api;
#[cfg(test)]
+32 -23
View File
@@ -849,7 +849,6 @@ impl Mob {
self.horizontal_collision = x_hit || z_hit;
// A server's mobs are authoritative (`isLocalInstanceAuthoritative`):
// the vertical flags update even without vertical movement.
let moved_vertically = wanted.y.abs() > 0.0;
let vertical = wanted.y != moved.y;
self.vertical_collision_below = vertical && wanted.y < 0.0;
self.on_ground = self.vertical_collision_below;
@@ -857,42 +856,51 @@ impl Mob {
// checkFallDamage reads the landing block (getOnPosLegacy).
self.supporting = self.supporting_block(w, moved);
self.species_check_fall_damage(w, moved, events);
// Entity.restituteMovementAfterCollisions: the colliding components
// bounce back by the entity's bounciness or the block's (a slime
// block, a bed), whichever is larger. A mob never sneaks, so nothing
// suppresses its bounce there.
if moved_vertically && vertical || self.horizontal_collision {
// Entity.getOnPos(0.2F): the block whose bounce this move sees.
self.restitute_movement(w.world, w.movement, wanted, moved);
self.movement_emission(w, moved, events);
// Entity.move's last step: soul sand, honey and the like slow the
// horizontal speed of whatever the mob stands in or on.
let factor = self.block_speed_factor(w);
self.velocity = horizon_world::entity_move::scale_by_block_speed(self.velocity, factor);
}
/// `Entity.restituteMovementAfterCollisions`, shared by travel and piston pushes.
pub fn restitute_movement(
&mut self,
world: &crate::world::World,
movement: &horizon_world::movement_properties::BoundMovementProperties,
wanted: Vec3,
moved: Vec3,
) {
let differs = |a: f64, b: f64| (b - a).abs() >= f64::from(1.0e-5_f32);
let x_hit = differs(wanted.x, moved.x);
let z_hit = differs(wanted.z, moved.z);
let vertical = wanted.y != moved.y;
if wanted.y.abs() > 0.0 && vertical || x_hit || z_hit {
let on = (
self.position.x.floor() as i32,
(self.position.y - f64::from(0.2_f32)).floor() as i32,
self.position.z.floor() as i32,
);
let input = RestitutionInput {
block: w.world.block(on.0, on.1, on.2),
block: world.block(on.0, on.1, on.2),
collided_x: x_hit,
collided_z: z_hit,
vertical_collision: vertical,
collision_below: self.vertical_collision_below,
collision_below: vertical && wanted.y < 0.0,
living: true,
resolved_movement: moved,
fall_distance: self.fall_distance,
};
// The port's phases cannot fail for a mob: a block outside the
// registry reads as one with no bounce, never as an error.
// Unknown block states have no bounce; the provider cannot fail.
let _ = restitute_movement(
&mut MobRestitution {
mob: self,
world: w,
world,
movement,
},
input,
);
}
self.movement_emission(w, moved, events);
// Entity.move's last step: soul sand, honey and the like slow the
// horizontal speed of whatever the mob stands in or on.
let factor = self.block_speed_factor(w);
self.velocity = horizon_world::entity_move::scale_by_block_speed(self.velocity, factor);
}
/// `Entity.getBlockSpeedFactor` at the mob's feet.
fn block_speed_factor(&self, w: &MobWorld) -> f32 {
@@ -2103,20 +2111,21 @@ pub fn client_water_splash(mob: &mut Mob, out: &mut Vec<MobEvent>) {
/// mob that never sneaks. The phases themselves are
/// `movement_restitution::restitute_movement`, the same port the player and
/// dropped items use.
struct MobRestitution<'a, 'w> {
struct MobRestitution<'a> {
mob: &'a mut Mob,
world: &'a MobWorld<'w>,
world: &'a crate::world::World,
movement: &'a horizon_world::movement_properties::BoundMovementProperties,
}
impl<'a, 'w> MobRestitution<'a, 'w> {
impl<'a> MobRestitution<'a> {
/// The block's movement data: its coefficients and its bounce tag.
fn movement(
&self,
state: BlockStateId,
) -> Result<horizon_world::movement_properties::MovementBlock, ()> {
self.world.movement.get(state).map_err(|_| ())
self.movement.get(state).map_err(|_| ())
}
}
impl RestitutionWorld for MobRestitution<'_, '_> {
impl RestitutionWorld for MobRestitution<'_> {
// The block data cannot fail here: a state the registry does not know
// reads as a block with no bounce, never as an error.
type Error = ();
@@ -2162,7 +2171,7 @@ impl RestitutionWorld for MobRestitution<'_, '_> {
position.z.floor() as i32,
));
};
let state = self.world.world.block(support[0], support[1], support[2]);
let state = self.world.block(support[0], support[1], support[2]);
let keeps_column = self
.movement(state)
.is_ok_and(|b| b.wall || b.coefficients.fence_gate);
@@ -928,12 +928,12 @@ fn chunk_pois(
return;
};
let kind = |state: u32| poi_of_state(w, horizon_world::registry::BlockStateId(state));
let min = w.world.bottom_y();
for s in (y0 - min) >> 4..=(y1 - min) >> 4 {
let section = &chunk.sections[s as usize];
for &(i, poi) in w.world.pois.get((qx, s, qz), section, kind).iter() {
let (min, mut lists) = (w.world.bottom_y(), Vec::new());
w.world.pois.column(chunk, min, (y0, y1), kind, &mut lists);
for (base, pois) in &lists {
for &(i, poi) in pois.iter() {
let i = i32::from(i);
let y = min + s * 16 + (i >> 8);
let y = base + (i >> 8);
if (y0..=y1).contains(&y) {
visit(poi, [qx * 16 + (i & 15), y, qz * 16 + (i >> 4 & 15)]);
}
-41
View File
@@ -7,7 +7,6 @@ use crate::lan::discovery::Scanner;
use crate::text::{DARK_GRAY, GRAY, Text, format_translation};
use crate::title::confirm_top;
use horizon_protocol::servers::{self, ServerEntry};
pub use page::Form;
use std::{
collections::HashMap,
path::{Path, PathBuf},
@@ -139,8 +138,6 @@ pub enum Screen {
relay: String,
focus: u8,
},
/// A page a crate registered at the title screen's Friends icon, as a form.
Page(Form),
Disconnected {
reason: String,
/// Auto-reconnect's next attempt, until it is cancelled.
@@ -149,21 +146,6 @@ pub enum Screen {
lines: std::cell::Cell<usize>,
},
}
mod page;
/// What the title screen's Friends icon opens: the page a crate registered there
/// (`Place::Title`), else Join a Friend when an invite code can be joined. None: it is inactive.
pub fn title_entry() -> Option<Screen> {
match page::title_page() {
Some(page) => Some(Screen::Page(Form::open(page))),
None => crate::net::joins_friends().then(|| Screen::friend(true)),
}
}
/// Whether the title screen's Friends icon opens something ([`title_entry`]).
pub fn has_title_entry() -> bool {
page::title_page().is_some() || crate::net::joins_friends()
}
/// What a click asks the title screen to do.
pub enum Outcome {
None,
@@ -194,7 +176,6 @@ impl Screen {
Self::Direct { .. } => "direct_connect",
Self::ConfirmDelete { .. } => "server_delete",
Self::Friend { .. } => "friends_join",
Self::Page(form) => form.id(),
Self::Disconnected { .. } => "disconnected",
}
}
@@ -763,7 +744,6 @@ impl Screen {
53,
),
],
Self::Page(form) => form.buttons(w, h),
Self::Friend { code, .. } => vec![
b(
half(w) - 100.0,
@@ -884,7 +864,6 @@ impl Screen {
]),
)
}
Self::Page(form) => form.narration(),
Self::Friend { .. } => ScreenInfo::new(
"multiplayer/friend",
get("horizon.multiplayer.join_friend", "Join a Friend"),
@@ -1339,7 +1318,6 @@ impl Screen {
centered(batch, &line.plain(), top + 17.0 + i as f32 * 9.0, u32::MAX);
}
}
Self::Page(form) => form.draw(atlas, batch, caret, focused_at),
Self::Friend {
code, relay, focus, ..
} => {
@@ -1405,7 +1383,6 @@ impl Screen {
/// selected server or LAN game, as a click on it does.
pub fn confirm(&self) -> Outcome {
match self {
Self::Page(form) => form.confirm(),
Self::Direct { address } if servers::parse_address(address).is_some() => {
Outcome::Connect {
address: direct_address(address),
@@ -1454,9 +1431,6 @@ impl Screen {
saves: &Path,
) -> Outcome {
let (w, h) = size;
if let Self::Page(form) = self {
return form.click(id, x, y);
}
match (&mut *self, id) {
(
Self::List {
@@ -1849,7 +1823,6 @@ impl Screen {
Self::Friend { focus: 0, .. } => 64.0,
Self::Friend { focus: 1, .. } => 105.0,
Self::Friend { .. } => return None,
Self::Page(form) => return form.focused_box(),
_ => return None,
};
Some([(w / 2.0).floor() - 100.0, y, 200.0, 20.0])
@@ -1878,13 +1851,6 @@ impl Screen {
_ => None,
}
}
/// Whether a press off the buttons may land on one of its text fields.
pub fn has_fields(&self) -> bool {
matches!(
self,
Self::Edit { .. } | Self::Friend { .. } | Self::Page(_)
)
}
/// Join a friend, with the relay the player set before.
pub fn friend(from_title: bool) -> Self {
Self::Friend {
@@ -1944,9 +1910,6 @@ impl Screen {
}
/// The focused text field, its id and maximum length (copy and paste).
pub fn focused_text(&mut self) -> Option<(crate::clipboard::FieldId, &mut String, usize)> {
if let Self::Page(form) = self {
return form.focused_text();
}
let id = match self {
Self::Edit { focus: 0, .. } => SERVER_NAME,
Self::Edit { .. } => SERVER_ADDRESS,
@@ -1971,9 +1934,6 @@ impl Screen {
/// round to the first field. `button` is the focused button, if any; a field
/// has the focus (`focus` below 2) only while no button does.
pub fn tab_dir(&mut self, reverse: bool, buttons: &[u8], button: &mut Option<u8>) {
if let Self::Page(form) = self {
return form.tab_dir(reverse, buttons, button);
}
let (Self::Edit { focus, .. } | Self::Friend { focus, .. }) = self else {
return;
};
@@ -2000,7 +1960,6 @@ impl Screen {
pub fn escape(&mut self, saves: &Path) -> bool {
match self {
Self::List { .. }
| Self::Page(_)
| Self::Friend {
from_title: true, ..
} => true,
@@ -1,467 +0,0 @@
//! A page a crate registers at `horizon_hooks::pages::Place::Title`, which the title screen's
//! Friends icon opens: a form drawn as Join a Friend and `ManageServerScreen` are. The title at
//! the top, then the rows from y 53 (a field's grey label, its 200-wide `EditBox` 11 below, the
//! next 41 lower; text 10 a line), and the page's buttons in a column under them from a quarter
//! of the height + 114, 24 apart, the one that leaves it last.
//!
//! The engine keeps each field's text while the form is open (the title screen's caret edits
//! it, as every field of its own) and tells the page each change before anything else reaches
//! it ([`Act::Edit`]), then Enter in a field ([`Act::Submit`]) and the presses. A page joins a
//! server with `horizon_hooks::pages::connect`.
use super::{ButtonSpec, Outcome, centered_x, half, quarter};
use crate::hud::{HudAtlas, HudBatch, rgba};
use horizon_hooks::pages::{self, Act, Page, Place, Row};
use std::cell::RefCell;
use std::time::Instant;
/// The first button's id; button `k` of the page is `FIRST + k`.
const FIRST: u8 = 100;
/// The text a line of the form wraps at.
const WIDTH: f32 = 300.0;
/// The page the title screen's Friends icon opens: the first registered there.
pub(super) fn title_page() -> Option<&'static dyn Page> {
pages::engine::all()
.iter()
.copied()
.find(|page| page.place() == Place::Title)
}
/// An open form: the page, and what the engine keeps while it is open.
#[derive(Clone)]
pub struct Form {
page: &'static dyn Page,
/// Each field's text, in the order the rows have them.
texts: Vec<String>,
/// The text the page last heard of each field.
sent: RefCell<Vec<String>>,
/// The focused field; `texts.len()` (or more) while a button has the focus.
pub(super) focus: usize,
/// Each field's box where the last draw put it.
boxes: RefCell<Vec<[f32; 4]>>,
}
impl std::fmt::Debug for Form {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Form")
.field("page", &self.page.id())
.field("texts", &self.texts)
.field("focus", &self.focus)
.finish()
}
}
/// A button of the form: its row (None: the one that leaves), label key, and whether it acts.
struct Button {
row: Option<usize>,
label: &'static str,
active: bool,
half: bool,
}
impl Form {
/// The form of `page`, its fields holding the text its rows start with, the first focused.
pub fn open(page: &'static dyn Page) -> Self {
let mut rows = Vec::new();
page.rows(&mut rows);
let texts: Vec<String> = rows
.iter()
.filter_map(|row| match row {
Row::Field { text, .. } => Some(text.clone()),
_ => None,
})
.collect();
Self {
page,
sent: RefCell::new(texts.clone()),
boxes: RefCell::new(vec![[0.0; 4]; texts.len()]),
texts,
focus: 0,
}
}
pub fn id(&self) -> &'static str {
self.page.id()
}
/// The page's rows, after it heard every change to its fields.
fn rows(&self) -> Vec<Row> {
let mut rows = Vec::new();
self.page.rows(&mut rows);
let fields = field_rows(&rows);
let mut sent = self.sent.borrow_mut();
let mut told = false;
for ((text, sent), row) in self.texts.iter().zip(sent.iter_mut()).zip(fields) {
if text != sent {
sent.clone_from(text);
self.page.act(row, Act::Edit(text.clone()));
told = true;
}
}
if told {
rows.clear();
self.page.rows(&mut rows);
}
rows
}
fn buttons_of(rows: &[Row], back: &'static str) -> Vec<Button> {
let mut buttons: Vec<Button> = rows
.iter()
.enumerate()
.filter_map(|(r, row)| match row {
Row::Button {
label,
active,
half,
..
} => Some(Button {
row: Some(r),
label,
active: *active,
half: *half,
}),
_ => None,
})
.collect();
buttons.push(Button {
row: None,
label: back,
active: true,
half: false,
});
buttons
}
/// The id of the button that leaves: Cancel's or Done's, for the controller.
fn back_id(&self) -> u8 {
if self.page.back() == "gui.cancel" {
57
} else {
50
}
}
pub fn buttons(&self, w: f32, h: f32) -> Vec<ButtonSpec> {
let rows = self.rows();
let cx = half(w);
let mut y = quarter(h) + 114.0;
let mut beside = false;
let mut out = Vec::new();
for (k, b) in Self::buttons_of(&rows, self.page.back())
.into_iter()
.enumerate()
{
let id = match b.row {
Some(_) => FIRST + k as u8,
None => self.back_id(),
};
let label = crate::lang::get(b.label);
let (x, bw) = match (b.half, beside) {
(true, true) => {
y -= 24.0;
beside = false;
(cx + 2.0, 98.0)
}
(true, false) => {
beside = true;
(cx - 100.0, 98.0)
}
(false, _) => {
beside = false;
(cx - 100.0, 200.0)
}
};
out.push((x, y, bw, label, b.active, id));
y += 24.0;
}
out
}
pub fn draw(
&self,
atlas: &HudAtlas,
batch: &mut HudBatch,
caret: &mut crate::ui::Caret,
focused_at: Instant,
) {
let w = batch.width;
let rows = self.rows();
let title = crate::lang::get(self.page.title());
let tw = HudBatch::text_width(atlas, &title);
batch.text(atlas, &title, centered_x(w, tw), 20.0, u32::MAX, true);
let mut y = 53.0;
let mut field = 0;
let mut boxes = self.boxes.borrow_mut();
for (r, row) in rows.iter().enumerate() {
let (text, color) = match row {
Row::Field { label, max, .. } => {
let Some(value) = self.texts.get(field) else {
break;
};
super::Screen::field(
atlas,
batch,
caret,
focused_at,
&crate::lang::get(label),
value,
("page.field", r),
*max,
(y, y + 11.0),
self.focus == field,
);
boxes[field] = [half(w) - 100.0, y + 11.0, 200.0, 20.0];
field += 1;
y += 41.0;
continue;
}
Row::Space(px) => {
y += f32::from(*px);
continue;
}
Row::Heading(key) => (crate::lang::get(key), u32::MAX),
Row::Note(text) => (text.clone(), rgba(160, 160, 160, 255)),
Row::Text { text, quiet, .. } => {
let grey = rgba(160, 160, 160, 255);
(text.clone(), if *quiet { grey } else { u32::MAX })
}
_ => continue,
};
for line in super::wrap(&text, WIDTH, atlas) {
let lw = HudBatch::text_width(atlas, &line);
batch.text(atlas, &line, centered_x(w, lw), y, color, true);
y += 10.0;
}
}
}
pub fn narration(&self) -> crate::widgets::ScreenInfo {
crate::widgets::ScreenInfo::new(self.page.id(), crate::lang::get(self.page.title()))
}
/// A press on button `id`, or on a field (`id` None).
pub fn click(&mut self, id: Option<u8>, x: f32, y: f32) -> Outcome {
match id {
Some(id) if id == self.back_id() => Outcome::Back,
Some(id) if id >= FIRST => {
let rows = self.rows();
let buttons = Self::buttons_of(&rows, self.page.back());
match buttons.get(usize::from(id - FIRST)) {
Some(Button {
row: Some(r),
active: true,
..
}) => self.act(*r, Act::Press),
_ => Outcome::None,
}
}
Some(_) => Outcome::None,
None => {
let hit = self
.boxes
.borrow()
.iter()
.position(|&[bx, by, bw, bh]| crate::ui::hovered((x, y), bx, by, bw, bh));
if let Some(field) = hit {
self.focus = field;
}
Outcome::None
}
}
}
/// Enter: the focused field submits.
pub fn confirm(&self) -> Outcome {
let rows = self.rows();
match field_rows(&rows).nth(self.focus) {
Some(r) => self.act(r, Act::Submit),
None => Outcome::None,
}
}
/// The page acts; a server it asked to join is joined.
fn act(&self, row: usize, act: Act) -> Outcome {
self.page.act(row, act);
match pages::engine::take_connect() {
Some(address) => Outcome::Connect {
address,
lan: false,
},
None => Outcome::None,
}
}
pub fn focused_box(&self) -> Option<[f32; 4]> {
self.boxes.borrow().get(self.focus).copied()
}
/// The focused field, its id and maximum length.
pub fn focused_text(&mut self) -> Option<(crate::clipboard::FieldId, &mut String, usize)> {
let mut rows = Vec::new();
self.page.rows(&mut rows);
let (r, max) = rows
.iter()
.enumerate()
.filter_map(|(r, row)| match row {
Row::Field { max, .. } => Some((r, *max)),
_ => None,
})
.nth(self.focus)?;
let text = self.texts.get_mut(self.focus)?;
Some((("page.field", r), text, max))
}
/// Tab through the fields, then the enabled `buttons`, then round to the first field.
pub fn tab_dir(&mut self, reverse: bool, buttons: &[u8], button: &mut Option<u8>) {
let fields = self.texts.len();
let stops = fields + buttons.len();
if stops == 0 {
return;
}
let at = match *button {
Some(id) => buttons.iter().position(|&b| b == id).map(|i| fields + i),
None => Some(self.focus.min(fields.saturating_sub(1))),
}
.unwrap_or(0);
let next = if reverse {
(at + stops - 1) % stops
} else {
(at + 1) % stops
};
if next < fields {
self.focus = next;
*button = None;
} else {
self.focus = fields;
*button = Some(buttons[next - fields]);
}
}
}
/// The rows that are fields, in order.
fn field_rows(rows: &[Row]) -> impl Iterator<Item = usize> + '_ {
rows.iter()
.enumerate()
.filter(|(_, row)| matches!(row, Row::Field { .. }))
.map(|(r, _)| r)
}
#[cfg(test)]
mod tests {
use super::*;
use std::sync::Mutex;
/// A join form: a code and a relay, Join while the code has 4 characters or more.
struct Join {
heard: Mutex<Vec<(usize, Act)>>,
code: Mutex<String>,
}
impl Page for Join {
fn id(&self) -> &'static str {
"test.join"
}
fn title(&self) -> &'static str {
"horizon.multiplayer.join_friend"
}
fn place(&self) -> Place {
Place::Title
}
fn rows(&self, rows: &mut Vec<Row>) {
let code = self.code.lock().unwrap().clone();
rows.push(Row::field("horizon.multiplayer.invite_code", code.clone()).max(8));
rows.push(Row::field(
"horizon.multiplayer.relay",
"relay.example:25599",
));
rows.push(Row::button("horizon.multiplayer.join").active(code.len() >= 4));
}
fn act(&self, row: usize, act: Act) {
if let (0, Act::Edit(text)) = (row, &act) {
text.clone_into(&mut self.code.lock().unwrap());
}
if matches!((row, &act), (2, Act::Press) | (0, Act::Submit)) {
pages::connect(format!("friend:{}", self.code.lock().unwrap()));
}
self.heard.lock().unwrap().push((row, act));
}
fn back(&self) -> &'static str {
"gui.cancel"
}
}
fn join() -> &'static Join {
Box::leak(Box::new(Join {
heard: Mutex::new(Vec::new()),
code: Mutex::new(String::new()),
}))
}
#[test]
fn a_form_lays_out_as_join_a_friend() {
let form = Form::open(join());
let buttons = form.buttons(427.0, 240.0);
// Join at a quarter of the height + 114, Cancel 24 below, both 200 wide and centred.
assert_eq!(
buttons
.iter()
.map(|(x, y, w, _, on, id)| (*x, *y, *w, *on, *id))
.collect::<Vec<_>>(),
[
(113.0, 174.0, 200.0, false, FIRST),
(113.0, 198.0, 200.0, true, 57)
]
);
assert_eq!(form.texts, ["", "relay.example:25599"]);
}
#[test]
fn typing_reaches_the_page_before_a_press_and_enter_submits() {
let page = join();
let mut form = Form::open(page);
let (id, text, max) = form.focused_text().unwrap();
assert_eq!((id, max), (("page.field", 0), 8));
text.push_str("AB");
// Join is greyed: the page heard "AB" before the buttons were laid out.
assert!(!form.buttons(427.0, 240.0)[0].4);
form.focused_text().unwrap().1.push_str("CD");
assert!(form.buttons(427.0, 240.0)[0].4);
match form.click(Some(FIRST), 0.0, 0.0) {
Outcome::Connect { address, lan } => {
assert_eq!((address.as_str(), lan), ("friend:ABCD", false))
}
_ => panic!("Join did not connect"),
}
match form.confirm() {
Outcome::Connect { address, .. } => assert_eq!(address, "friend:ABCD"),
_ => panic!("Enter did not submit"),
}
let heard = page.heard.lock().unwrap();
assert_eq!(
*heard,
[
(0, Act::Edit("AB".into())),
(0, Act::Edit("ABCD".into())),
(2, Act::Press),
(0, Act::Submit)
]
);
assert!(matches!(form.click(Some(57), 0.0, 0.0), Outcome::Back));
}
#[test]
fn tab_goes_through_the_fields_then_the_buttons() {
let mut form = Form::open(join());
let mut button = None;
form.tab_dir(false, &[57], &mut button);
assert_eq!((form.focus, button), (1, None));
form.tab_dir(false, &[57], &mut button);
assert_eq!((form.focus, button), (2, Some(57)));
form.tab_dir(false, &[57], &mut button);
assert_eq!((form.focus, button), (0, None));
form.tab_dir(true, &[57], &mut button);
assert_eq!(button, Some(57));
assert!(form.focused_text().is_none());
}
}
-16
View File
@@ -523,22 +523,6 @@ pub fn is_invite(code: &str, full: bool) -> bool {
horizon_hooks::engine::tunnel().is_some_and(|r| r.is_code(code, full))
}
/// Whether an invite code can be joined: a resolver is registered (horizon-official registers
/// horizon-friends'). The title screen's Friends icon, which opens Join a Friend, is inactive
/// without one, as the pause menu's is without a page to share from.
pub fn joins_friends() -> bool {
#[cfg(test)]
if JOINS_FRIENDS_IN_TEST.get() {
return true;
}
horizon_hooks::engine::tunnel().is_some()
}
#[cfg(test)]
thread_local! {
/// A test's stand-in for a registered resolver: the registry is the process's and sealed.
pub(crate) static JOINS_FRIENDS_IN_TEST: std::cell::Cell<bool> = const { std::cell::Cell::new(false) };
}
/// An address as players and logs see it: a friend's invite code stays
/// out of it (its secret is in there).
pub fn shown_address(address: &str) -> String {
+43 -27
View File
@@ -46,11 +46,11 @@ impl NoResources {
let x = ((ui.w - width) / 2.0).round();
let lines: Vec<Vec<String>> = PARAGRAPHS
.iter()
.map(|p| wrap(ui, Face::Regular, BODY, p, width))
.map(|p| wrap(ui, Face::Regular, body(), p, width))
.collect();
let text_h = lines.iter().map(|l| l.len() as f32 * LINE).sum::<f32>()
+ (lines.len() - 1) as f32 * PARAGRAPH_GAP;
let height = TITLE_LINE + 16.0 + text_h + 28.0 + CONTROL + 20.0 + SMALL_LINE;
let height = TITLE_LINE + 16.0 + text_h + 28.0 + control() + 20.0 + SMALL_LINE;
let y = ((ui.h - height) / 2.0).max(24.0).round();
let buttons_y = y + TITLE_LINE + 16.0 + text_h + 28.0;
let mut buttons = Vec::new();
@@ -59,7 +59,7 @@ impl NoResources {
("Download the launcher", Action::Download),
("Quit", Action::Quit),
] {
let w = (ui.measure(Face::Medium, BUTTON_TEXT, label) + 40.0).round();
let w = (ui.measure(Face::Medium, button_text(), label) + 40.0).round();
buttons.push(Button {
label,
action,
@@ -80,21 +80,29 @@ impl NoResources {
pub fn draw(&self, ui: &mut Ui) {
let layout = self.layout(ui);
ui.rounded(0.0, 0.0, ui.w, ui.h, 0.0, color::BG);
ui.rounded(0.0, 0.0, ui.w, ui.h, 0.0, color::bg());
let mut y = layout.y;
ui.text_line(
Face::Medium,
TITLE_SIZE,
title_size(),
TITLE_LINE,
layout.x,
y,
color::TEXT,
color::text(),
TITLE,
);
y += TITLE_LINE + 16.0;
for paragraph in &layout.lines {
for line in paragraph {
ui.text_line(Face::Regular, BODY, LINE, layout.x, y, color::TEXT, line);
ui.text_line(
Face::Regular,
body(),
LINE,
layout.x,
y,
color::text(),
line,
);
y += LINE;
}
y += PARAGRAPH_GAP;
@@ -102,20 +110,20 @@ impl NoResources {
for button in &layout.buttons {
let hovered = button.contains(ui.cursor);
let (plate, ink) = match (button.action, hovered) {
(Action::Download, false) => (color::ACCENT, color::ON_ACCENT),
(Action::Download, false) => (color::accent(), color::on_accent()),
(Action::Download, true) => {
(color::with_alpha(color::ACCENT, 0.85), color::ON_ACCENT)
(color::with_alpha(color::accent(), 0.85), color::on_accent())
}
(Action::Quit, false) => (color::RAISED, color::TEXT),
(Action::Quit, true) => (color::HOVER, color::TEXT),
(Action::Quit, false) => (color::raised(), color::text()),
(Action::Quit, true) => (color::hover(), color::text()),
};
let h = CONTROL;
let h = control();
ui.rounded(button.x, button.y, button.w, h, h / 2.0, plate);
let lw = ui.measure(Face::Medium, BUTTON_TEXT, button.label);
let lw = ui.measure(Face::Medium, button_text(), button.label);
let lx = button.x + ((button.w - lw) / 2.0).round();
ui.text_line(
Face::Medium,
BUTTON_TEXT,
button_text(),
h,
lx,
button.y,
@@ -123,11 +131,11 @@ impl NoResources {
button.label,
);
}
let small_y = layout.buttons[0].y + CONTROL + 20.0;
let small_y = layout.buttons[0].y + control() + 20.0;
for (i, line) in wrap(
ui,
Face::Regular,
ui_theme::SMALL,
ui_theme::small(),
&self.looked_in,
layout.width,
)
@@ -137,11 +145,11 @@ impl NoResources {
let line_y = small_y + i as f32 * SMALL_LINE;
ui.text_line(
Face::Regular,
ui_theme::SMALL,
ui_theme::small(),
SMALL_LINE,
layout.x,
line_y,
color::MUTED,
color::muted(),
line,
);
}
@@ -157,14 +165,22 @@ impl NoResources {
}
}
const TITLE_SIZE: f32 = horizon_theme::TITLE.px;
fn title_size() -> f32 {
ui_theme::sizes().title
}
const TITLE_LINE: f32 = 40.0;
const BODY: f32 = horizon_theme::BODY.px;
fn body() -> f32 {
ui_theme::sizes().body
}
const LINE: f32 = 24.0;
const PARAGRAPH_GAP: f32 = 10.0;
const BUTTON_TEXT: f32 = horizon_theme::UI.px;
fn button_text() -> f32 {
ui_theme::sizes().ui
}
const SMALL_LINE: f32 = 18.0;
const CONTROL: f32 = horizon_theme::CONTROL_LARGE;
fn control() -> f32 {
ui_theme::sizes().control_large
}
struct Layout {
x: f32,
@@ -184,7 +200,7 @@ struct Button {
impl Button {
fn contains(&self, (cx, cy): (f32, f32)) -> bool {
cx >= self.x && cx < self.x + self.w && cy >= self.y && cy < self.y + CONTROL
cx >= self.x && cx < self.x + self.w && cy >= self.y && cy < self.y + control()
}
}
@@ -232,7 +248,7 @@ mod tests {
for size in [[1280, 720], [800, 600], [2560, 1440]] {
let (download, quit, density) = with_ui(size, (0.0, 0.0), |ui| {
let layout = screen.layout(ui);
let center = |b: &Button| (b.x + b.w / 2.0, b.y + CONTROL / 2.0);
let center = |b: &Button| (b.x + b.w / 2.0, b.y + control() / 2.0);
(
center(&layout.buttons[0]),
center(&layout.buttons[1]),
@@ -255,7 +271,7 @@ mod tests {
let layout = screen.layout(ui);
let last = layout.buttons.last().unwrap();
assert!(
last.x + last.w <= ui.w && last.y + CONTROL <= ui.h,
last.x + last.w <= ui.w && last.y + control() <= ui.h,
"{size:?}"
);
});
@@ -266,10 +282,10 @@ mod tests {
fn text_wraps_within_the_column_and_keeps_every_word() {
with_ui([1280, 720], (0.0, 0.0), |ui| {
for paragraph in PARAGRAPHS {
let lines = wrap(ui, Face::Regular, BODY, paragraph, 300.0);
let lines = wrap(ui, Face::Regular, body(), paragraph, 300.0);
assert!(lines.len() > 1, "{paragraph}");
for line in &lines {
assert!(ui.measure(Face::Regular, BODY, line) <= 300.0, "{line}");
assert!(ui.measure(Face::Regular, body(), line) <= 300.0, "{line}");
}
assert_eq!(lines.join(" "), paragraph);
}
+12 -12
View File
@@ -293,16 +293,16 @@ impl Keyboard {
y0 - 12.0,
width + 24.0,
height,
ui_theme::RADIUS_PLATE,
color::with_alpha(color::BG, 0.94),
ui_theme::radius_plate(),
color::with_alpha(color::bg(), 0.94),
);
ui.border(
x0 - 12.0,
y0 - 12.0,
width + 24.0,
height,
ui_theme::RADIUS_PLATE,
color::BORDER,
ui_theme::radius_plate(),
color::border(),
);
for (r, row) in self.rows().iter().enumerate() {
let y = y0 + r as f32 * (KEY_H + GAP);
@@ -314,13 +314,13 @@ impl Keyboard {
let lit = matches!(key, Key::Shift) && (self.shift || self.caps)
|| matches!(key, Key::Layer) && self.symbols;
let (plate, ink) = if focused {
(color::ACCENT, color::ON_ACCENT)
(color::accent(), color::on_accent())
} else if lit {
(color::HOVER, color::TEXT)
(color::hover(), color::text())
} else {
(color::RAISED, color::TEXT)
(color::raised(), color::text())
};
ui.rounded(x, y, w, KEY_H, ui_theme::RADIUS, plate);
ui.rounded(x, y, w, KEY_H, ui_theme::radius(), plate);
let label = match key {
Key::Char(ch) => self.letter(*ch),
Key::Shift if self.caps => "CAPS".into(),
@@ -331,10 +331,10 @@ impl Keyboard {
Key::Backspace => tr("horizon.osk.delete", "Delete"),
Key::Done => tr("gui.done", "Done"),
};
let lw = ui.measure(Face::Medium, ui_theme::BODY, &label);
let lw = ui.measure(Face::Medium, ui_theme::body(), &label);
ui.text_line(
Face::Medium,
ui_theme::BODY,
ui_theme::body(),
KEY_H,
x + ((w - lw) / 2.0).round(),
y,
@@ -359,10 +359,10 @@ impl Keyboard {
.collect();
ui.text_centered(
Face::Regular,
ui_theme::SMALL,
ui_theme::small(),
x0 + width / 2.0,
y0 + 5.0 * (KEY_H + GAP) + 2.0,
color::MUTED,
color::muted(),
&line.join(" "),
);
}
@@ -408,7 +408,7 @@ impl TimelineUi {
let tx = start_x + sec * px_per_sec;
if tx <= start_x + w {
// Major tick line
style::fill(batch, atlas, [tx, y + 8.0, 1.0, 8.0], style::HEAD_RULE);
style::fill(batch, atlas, [tx, y + 8.0, 1.0, 8.0], style::head_rule());
// Label every 2 or 5 seconds depending on width
let is_labeled = if total_secs > 60.0 {
(sec as u32).is_multiple_of(10)
@@ -424,7 +424,7 @@ impl TimelineUi {
"horizon.studio.timeline.seconds",
&[Text::literal(seconds)],
);
batch.text_styled(atlas, &label, tx + 2.0, y + 1.0, style::SOFT, true);
batch.text_styled(atlas, &label, tx + 2.0, y + 1.0, style::soft(), true);
}
}
sec += sec_step;
@@ -459,7 +459,7 @@ impl TimelineUi {
// Base lane well
let lane_rect = [start_x, y, track_w, bar_h];
style::fill(batch, atlas, lane_rect, 0xFF14_171F);
style::ring(batch, atlas, lane_rect, style::ROW_RULE);
style::ring(batch, atlas, lane_rect, style::row_rule());
let total_dur = self.duration_ms.max(1) as f32;
@@ -514,7 +514,7 @@ impl TimelineUi {
&scene_title,
seg_x + 5.0,
y + 5.0,
style::MUTED,
style::muted(),
true,
);
}
@@ -577,7 +577,7 @@ impl TimelineUi {
let px = start_x + norm * track_w;
// Scrubber line from ruler through bottom of tracks
style::fill(batch, atlas, [px - 1.0, y, 2.0, h], style::ACCENT);
style::fill(batch, atlas, [px - 1.0, y, 2.0, h], style::accent());
// Inverted triangle marker at ruler top
let tri_color = style::WHITE;
+8 -4
View File
@@ -178,7 +178,7 @@ impl TopBarUi {
);
}
let color = if open {
style::ACCENT
style::accent()
} else if hovered {
style::WHITE
} else {
@@ -220,7 +220,7 @@ impl TopBarUi {
if pause_hovered {
style::WHITE
} else {
style::MUTED
style::muted()
},
true,
);
@@ -339,7 +339,11 @@ impl TopBarUi {
&Text::translate(key, &[]),
x + 8.0,
y + 6.0,
if hovered { style::WHITE } else { style::MUTED },
if hovered {
style::WHITE
} else {
style::muted()
},
true,
);
if !shortcut.is_empty() {
@@ -350,7 +354,7 @@ impl TopBarUi {
&shortcut,
x + menu_width - shortcut_width - 8.0,
y + 6.0,
style::SOFT,
style::soft(),
true,
);
}
+10 -7
View File
@@ -1940,8 +1940,8 @@ impl Title {
)
.does(crate::widgets::Action::Exit),
];
// CommonButtons' icon buttons: vanilla's Friends button opens a crate's page or
// Join a Friend, inactive with neither (`multiplayer::title_entry`).
// CommonButtons' icon buttons; Horizon's Join a Friend (an
// invite code) sits behind vanilla's Friends button.
for (i, (key, plain, id, icon)) in [
("gui.friends.open", "Friends", 5, "friends/friends"),
("options.language", "Language...", 6, "icon/language"),
@@ -1960,7 +1960,7 @@ impl Title {
y + 72.0,
20.0,
&lang::get_or(key, plain),
id != 5 || crate::multiplayer::has_title_entry(),
true,
id,
);
button.icon = Some((icon, 15.0));
@@ -3658,7 +3658,12 @@ Would you like to enable the Narrator or visit the Accessibility Settings?",
.map(|b| b.id);
if hit.is_some() {
self.focused_button = hit;
} else if matches!(&self.mode, Mode::Multiplayer(screen) if screen.has_fields()) {
} else if matches!(
self.mode,
Mode::Multiplayer(
crate::multiplayer::Screen::Edit { .. } | crate::multiplayer::Screen::Friend { .. }
)
) {
// A press on a text field takes the focus from the button.
self.focused_button = None;
}
@@ -3777,7 +3782,7 @@ Would you like to enable the Narrator or visit the Accessibility Settings?",
crate::multiplayer::Outcome::None => Action::None,
},
(Mode::Main, Some(5)) => {
self.mode = crate::multiplayer::title_entry().map_or(Mode::Main, Mode::Multiplayer);
self.mode = Mode::Multiplayer(crate::multiplayer::Screen::friend(true));
Action::None
}
(Mode::Onboarding(_), Some(onboarding::SOUNDS)) => Action::Sounds,
@@ -5301,8 +5306,6 @@ mod classic_tests {
#[test]
fn classic_main_menu_icons_route_language_and_accessibility() {
// Join a Friend needs a resolver (title/tests.rs tests the icon without one).
crate::net::JOINS_FRIENDS_IN_TEST.set(true);
let mut title = Title::new(
PathBuf::new(),
Path::new("/nonexistent/horizon-test-resources"),
+2 -50
View File
@@ -100,61 +100,13 @@ impl Drop for Fixture {
}
}
/// Join a Friend needs a resolver; these tests stand one in (`net::JOINS_FRIENDS_IN_TEST`).
fn with_resolver() -> Fixture {
crate::net::JOINS_FRIENDS_IN_TEST.set(true);
Fixture::new()
}
#[test]
fn without_a_resolver_the_friends_icon_is_inactive_and_opens_nothing() {
crate::net::JOINS_FRIENDS_IN_TEST.set(false);
let mut f = Fixture::new();
let icons: Vec<_> = f
.title
.buttons(480.0, 262.0)
.into_iter()
.filter(|b| b.icon.is_some())
.map(|b| (b.label.clone(), b.enabled, b.x))
.collect();
// Same place and look as with one, only greyed; Language and Accessibility stay active.
let friends = icons.iter().find(|(label, ..)| label == "Friends").unwrap();
assert!(!friends.1);
assert!(
icons
.iter()
.filter(|(label, ..)| label != "Friends")
.all(|(_, on, _)| *on)
);
assert_eq!(f.click("Friends"), Action::None);
assert!(matches!(f.title.mode, Mode::Main));
crate::net::JOINS_FRIENDS_IN_TEST.set(true);
let with: Vec<_> = f
.title
.buttons(480.0, 262.0)
.into_iter()
.filter(|b| b.icon.is_some())
.map(|b| (b.label.clone(), b.x, b.y))
.collect();
assert_eq!(
with.iter()
.map(|(l, x, _)| (l.clone(), *x))
.collect::<Vec<_>>(),
icons
.iter()
.map(|(l, _, x)| (l.clone(), *x))
.collect::<Vec<_>>()
);
crate::net::JOINS_FRIENDS_IN_TEST.set(false);
}
mod multiplayer_parent_navigation {
use super::*;
use crate::multiplayer::{Outcome, Screen};
#[test]
fn friend_cancel_returns_to_title() {
let mut f = with_resolver();
let mut f = Fixture::new();
f.click("Friends");
assert!(matches!(
f.title.mode,
@@ -166,7 +118,7 @@ mod multiplayer_parent_navigation {
#[test]
fn friend_escape_returns_to_title() {
let mut f = with_resolver();
let mut f = Fixture::new();
f.click("Friends");
assert!(matches!(
f.title.mode,
+111 -46
View File
@@ -1,6 +1,6 @@
//! The design system's widgets drawn in the game (`crates/horizon-theme`:
//! palette, type scale, radii, control sizes, motion and the bundled fonts;
//! `docs/design-system.md`). Every menu is vanilla's (`ui`); what is left
//! The design system's widgets drawn in the game: palette, type scale, radii,
//! control sizes and fonts from `menu_style`, given at startup (in the official
//! game `crates/horizon-theme`, `docs/design-system.md`). Every menu is vanilla's (`ui`); what is left
//! here draws Horizon's own overlays that vanilla has no screen for: the
//! on-screen keyboard a controller types with (`osk`), plus the
//! `horizon.txt` preferences.
@@ -39,44 +39,76 @@ pub(crate) fn set_preference(dir: &Path, key: &str, value: Option<&str>) {
let _ = std::fs::write(dir.join("horizon.txt"), out);
}
/// The dark palette (`horizon_theme::DARK`) in the HUD's colour encoding, plus the
/// The overlays' palette (`menu_style`) in the HUD's colour encoding, plus the
/// translucent plates the overlays draw over the game.
pub(crate) mod color {
use horizon_theme::DARK as P;
pub const fn hex(c: u32, a: u8) -> u32 {
(a as u32) << 24 | (c & 0xff) << 16 | (c >> 8 & 0xff) << 8 | (c >> 16 & 0xff)
use horizon_client_render::menu_style::{self, OverlayColours};
pub use menu_style::hud_colour as hex;
fn p() -> &'static OverlayColours {
&menu_style::get().overlay
}
/// The page, under every veil.
pub const BG: u32 = hex(P.page, 255);
pub fn bg() -> u32 {
hex(p().page, 255)
}
/// Hover plates, secondary buttons, fields, the segmented track: the
/// dark palette's soft plate, as ink over the veil so the plates read the
/// same over any backdrop (over the page colour they are `plate_soft`).
pub const RAISED: u32 = hex(P.ink, 20);
pub fn raised() -> u32 {
hex(p().ink, 20)
}
/// Pressed plates and a switch that is off (`plate`, the same way).
pub const HOVER: u32 = hex(P.ink, 36);
pub fn hover() -> u32 {
hex(p().ink, 36)
}
/// One-pixel rules between rows, slider tracks.
pub const BORDER: u32 = hex(P.rule, 255);
pub fn border() -> u32 {
hex(p().rule, 255)
}
/// Text and selection (`ink`).
pub const TEXT: u32 = hex(P.ink, 255);
pub fn text() -> u32 {
hex(p().ink, 255)
}
/// Values and secondary text (`ink_soft`).
pub const MUTED: u32 = hex(P.ink_soft, 255);
pub const ACCENT: u32 = hex(P.accent, 255);
pub const ON_ACCENT: u32 = hex(P.on_accent, 255);
pub fn muted() -> u32 {
hex(p().ink_soft, 255)
}
pub fn accent() -> u32 {
hex(p().accent, 255)
}
pub fn on_accent() -> u32 {
hex(p().on_accent, 255)
}
pub(crate) fn with_alpha(c: u32, a: f32) -> u32 {
let base = (c >> 24) as f32;
(c & 0x00ff_ffff) | ((base * a.clamp(0.0, 1.0)).round() as u32) << 24
}
}
/// The launcher's type scale and shapes (`horizon_theme`), in dp.
pub(crate) const SMALL: f32 = horizon_theme::CAPTION.px;
pub(crate) const BODY: f32 = horizon_theme::LABEL.px;
/// The boot screen's wordmark (`DISPLAY`) and console lines (`MICRO`).
pub(crate) const DISPLAY: f32 = horizon_theme::DISPLAY.px;
pub(crate) const MICRO: f32 = horizon_theme::MICRO.px;
/// Fields; plates (hover rows, selection); pills (buttons, segments).
pub(crate) const RADIUS: f32 = horizon_theme::RADIUS;
pub(crate) const RADIUS_PLATE: f32 = horizon_theme::RADIUS_PLATE;
/// The type scale and shapes (`menu_style`), in dp.
pub(crate) fn sizes() -> &'static horizon_client_render::menu_style::Sizes {
&horizon_client_render::menu_style::get().sizes
}
pub(crate) fn small() -> f32 {
sizes().caption
}
pub(crate) fn body() -> f32 {
sizes().label
}
/// The boot screen's wordmark (`display`) and console lines (`micro`).
fn display() -> f32 {
sizes().display
}
fn micro() -> f32 {
sizes().micro
}
/// Fields; plates (hover rows, selection).
pub(crate) fn radius() -> f32 {
sizes().radius
}
pub(crate) fn radius_plate() -> f32 {
sizes().radius_plate
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub(crate) enum Face {
@@ -87,20 +119,34 @@ pub(crate) enum Face {
/// Counts, timestamps and the boot screen's console lines.
Mono,
}
#[cfg(not(test))]
const TEST_FONTS: Option<horizon_client_render::menu_style::Fonts> = None;
#[cfg(test)]
const TEST_FONTS: Option<horizon_client_render::menu_style::Fonts> =
Some(horizon_client_render::menu_style::Fonts {
regular: horizon_theme::fonts::GEIST_REGULAR,
medium: horizon_theme::fonts::GEIST_MEDIUM,
semibold: horizon_theme::fonts::GEIST_SEMIBOLD,
mono: horizon_theme::fonts::GEIST_MONO,
});
struct Fonts {
faces: [FontRef<'static>; 4],
}
impl Fonts {
fn load() -> Self {
let f = |b: &'static [u8]| FontRef::try_from_slice(b).expect("bundled font");
Self {
/// The faces given in `menu_style`; none given, none (unit tests take the design system's).
fn load() -> Option<Self> {
let given = horizon_client_render::menu_style::get()
.fonts
.or(TEST_FONTS)?;
let f = |b: &'static [u8]| FontRef::try_from_slice(b).expect("given font");
Some(Self {
faces: [
f(horizon_theme::fonts::GEIST_REGULAR),
f(horizon_theme::fonts::GEIST_MEDIUM),
f(horizon_theme::fonts::GEIST_SEMIBOLD),
f(horizon_theme::fonts::GEIST_MONO),
f(given.regular),
f(given.medium),
f(given.semibold),
f(given.mono),
],
}
})
}
fn face(&self, f: Face) -> &FontRef<'static> {
&self.faces[f as usize]
@@ -142,7 +188,8 @@ struct Cached {
}
/// Glyphs and corner masks rasterized into the atlas region `horizon/ui-text`.
struct Cache {
fonts: Fonts,
/// None: no fonts were given, and text draws nothing.
fonts: Option<Fonts>,
entries: HashMap<Key, Cached>,
shelf: (u32, u32, u32),
pending: Vec<crate::font::Patch>,
@@ -230,9 +277,16 @@ impl Cache {
if let Some(c) = self.entries.get(&key) {
return *c;
}
let scale = self.fonts.scale(face, f32::from(size) / 4.0);
let Some(fonts) = &self.fonts else {
return Cached {
rect: None,
left: 0.0,
top: 0.0,
};
};
let scale = fonts.scale(face, f32::from(size) / 4.0);
let glyph = id.with_scale_and_position(scale, ab_glyph::point(0.0, 0.0));
let made = match self.fonts.face(face).outline_glyph(glyph) {
let made = match fonts.face(face).outline_glyph(glyph) {
Some(outline) => {
let b = outline.px_bounds();
let (w, h) = (b.width() as u32, b.height() as u32);
@@ -459,14 +513,17 @@ impl<'a> Ui<'a> {
let atlas = self.atlas;
let gui = self.scale;
with_cache(atlas, |c| {
let scale = c.fonts.scale(face, px);
let Some(fonts) = &c.fonts else {
return (0.0, 0.0, 0.0, Vec::new());
};
let scale = fonts.scale(face, px);
let (ascent, descent) = {
let f = c.fonts.face(face).as_scaled(scale);
let f = fonts.face(face).as_scaled(scale);
(f.ascent(), f.descent())
};
let chars: Vec<(char, Option<crate::font::Glyph>)> = unformatted(text)
.map(|ch| {
let pack = (!ch.is_whitespace() && c.fonts.face(face).glyph_id(ch).0 == 0)
let pack = (!ch.is_whitespace() && fonts.face(face).glyph_id(ch).0 == 0)
.then(|| atlas.font.glyph(ch))
// The pack lacks it too (its missing glyph): Geist's box, like vanilla's.
.filter(|g| g.rect.is_some() || g.right <= 0.0);
@@ -491,7 +548,10 @@ impl<'a> Ui<'a> {
continue;
}
let (id, advance, kern) = {
let font = c.fonts.face(face);
let Some(fonts) = &c.fonts else {
break;
};
let font = fonts.face(face);
let id = font.glyph_id(ch);
let f = font.as_scaled(scale);
(id, f.h_advance(id), prev.map_or(0.0, |p| f.kern(p, id)))
@@ -606,8 +666,8 @@ pub fn draw_boot(atlas: &HudAtlas, batch: &mut HudBatch, logs: &[String]) {
/// The wordmark with its tagline, centred.
fn wordmark(atlas: &HudAtlas, batch: &mut HudBatch) {
let mut ui = Ui::new(atlas, batch, (0.0, 0.0));
let size = (ui.w / 16.0).clamp(DISPLAY, 96.0);
let small = (size * 0.25).clamp(MICRO, 18.0);
let size = (ui.w / 16.0).clamp(display(), 96.0);
let small = (size * 0.25).clamp(micro(), 18.0);
let block = size * 1.45 + small * 0.6 + small * 1.5;
let top = (ui.h - block) / 2.0;
ui.text_centered(Face::SemiBold, size, ui.w / 2.0, top, BOOT_TEXT, "Horizon");
@@ -629,7 +689,7 @@ pub fn draw_boot_log(atlas: &HudAtlas, batch: &mut HudBatch, logs: &[String]) {
return;
}
let mut ui = Ui::new(atlas, batch, (0.0, 0.0));
let (size, line, pad) = (MICRO, MICRO * 1.5, 16.0);
let (size, line, pad) = (micro(), micro() * 1.5, 16.0);
let max_w = ui.w / 2.0;
let max_rows = (((ui.h - pad) / line) as usize).clamp(1, 24);
let mut y = ui.h - pad - line;
@@ -696,7 +756,12 @@ mod tests {
let atlas = HudAtlas::build(Path::new("/nonexistent/horizon-test-assets")).unwrap();
reset_atlas();
let draw = |cache: &mut Cache| {
let glyph = cache.fonts.face(Face::Regular).glyph_id('A');
let glyph = cache
.fonts
.as_ref()
.unwrap()
.face(Face::Regular)
.glyph_id('A');
assert!(
cache
.glyph(&atlas, Face::Regular, glyph, 16.0)
@@ -782,7 +847,7 @@ mod tests {
let lines = wrapping_lines(
&ui,
Face::Mono,
MICRO,
micro(),
"the quick brown fox jumps over the lazy dog",
90.0,
);
@@ -790,7 +855,7 @@ mod tests {
assert!(
lines
.iter()
.all(|l| ui.measure(Face::Mono, MICRO, l) <= 90.0),
.all(|l| ui.measure(Face::Mono, micro(), l) <= 90.0),
"every wrapped line fits"
);
assert_eq!(
@@ -812,7 +877,7 @@ mod tests {
fn drawn(atlas: &HudAtlas, text: &str) -> (f32, Vec<([f32; 2], [f32; 2])>) {
let mut batch = HudBatch::new([1280, 720]);
let mut ui = Ui::new(atlas, &mut batch, (0.0, 0.0));
let w = ui.text_line(Face::Medium, BODY, 20.0, 10.0, 10.0, color::TEXT, text);
let w = ui.text_line(Face::Medium, body(), 20.0, 10.0, 10.0, color::text(), text);
let quads = batch
.vertices
.iter()
+15
View File
@@ -0,0 +1,15 @@
[package]
name = "horizon-discord"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version.workspace = true
description = "Discord Rich Presence: \"Playing Horizon\" on the player's Discord profile (docs/native-client.md)"
[dependencies]
horizon-platform = { path = "../horizon-platform" }
log = "0.4"
serde_json = "1.0.151"
[lints]
workspace = true
@@ -1,21 +1,30 @@
//! Discord Rich Presence: "Playing Horizon" on the player's Discord profile, with what they are
//! doing (docs/native-client.md). A thread of its own talks to the Discord app on this computer
//! through its local IPC socket (Discord's RPC docs: `discord-ipc-N`, frames of opcode u32 LE +
//! length u32 LE + JSON). The game only calls [`set`] each frame: a change wakes the thread,
//! length u32 LE + JSON). The game says what the player does on each change ([`set`]), which wakes the thread,
//! which connects when Discord runs, retries every 15 s when it doesn't, keeps under Discord's
//! update limit and clears the activity on quit. Nothing is sent with the setting off,
//! or with `HORIZON_NO_DISCORD=1`. It uses nothing else of the game (docs/layers.md: Horizon layer):
//! `game/discord.rs` says what the player does.
//! or with `HORIZON_NO_DISCORD=1`.
//!
//! A Horizon crate (docs/layers.md): the game tells it what the player does through the
//! platform's hooks ([`HOOKS`]: `client_started`, `activity`, `shutdown`), which the official
//! executable (`horizon-official`) registers with the switch: its line of `horizon-extras.txt`
//! ([`SETTING`]) and its row in Extras' Multiplayer group ([`SECTION`]). horizon-client's own
//! executable has no presence.
#![forbid(unsafe_code)]
use std::collections::VecDeque;
use std::io::{self, Read, Write};
use std::path::PathBuf;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Condvar, Mutex, OnceLock};
use std::thread::Thread;
use std::time::{Duration, Instant, SystemTime, UNIX_EPOCH};
use serde_json::{Value, json};
use horizon_command::args::GameMode;
use horizon_platform::hooks::{self, Activity, Dimension, GameMode, Hooks, Play};
use horizon_platform::pages::{Act, Label, Page, Place, Row};
use horizon_platform::settings::Store;
/// The "Horizon" application on Discord's developer portal (public: it names the game). Its
/// Rich Presence assets: `horizon`, the logo.
@@ -40,24 +49,141 @@ const CLOSE: u32 = 2;
const PING: u32 = 3;
const PONG: u32 = 4;
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Dimension {
Overworld,
Nether,
End,
/// The presence's hooks, for `horizon_platform::hooks::register`.
pub static HOOKS: Presence = Presence;
pub struct Presence;
impl Hooks for Presence {
/// Starts the presence thread with the game's window (never for a dedicated server).
fn client_started(&self, client: &hooks::Client) {
start(client.automated);
}
fn activity(&self, now: Activity) {
set(match now {
Activity::Menus => Status::Menus,
Activity::World {
play,
dimension,
mode,
} => Status::World {
play,
dimension,
mode,
},
// Anything a later game says that this crate doesn't know yet.
_ => Status::Off,
});
}
/// On quit: the activity is cleared.
fn shutdown(&self) {
stop();
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Play {
Singleplayer,
/// A server or someone else's LAN world. Its address and name are never shown.
Multiplayer,
/// This world is open to LAN or friends; `players` counts the host, `max` is how many
/// may join.
Hosting {
players: usize,
max: usize,
},
/// The switch's line in `horizon-extras.txt`, where the engine's Extras kept it before.
const KEY: &str = "discordPresence";
/// The switch's row, and what it says on hover.
const LABEL: &str = "horizon.extras.discord_presence";
const ABOUT: &str = "horizon.extras.discord_presence.tooltip";
/// The switch (on by default). One presence per computer: the first splitscreen player's
/// switch, in their settings, on their Extras page; the other players have none.
static ON: AtomicBool = AtomicBool::new(true);
/// Whether the player whose turn it is owns the switch: the first one.
fn first_player() -> bool {
hooks::seat() == 0
}
/// Turns the presence on or off; off clears the activity at once.
pub fn set_enabled(on: bool) {
ON.store(on, Ordering::Relaxed);
let mut shared = lock();
let status = shown(shared.game);
let changed = shared.wanted.update(status, unix_now());
drop(shared);
if let Some(thread) = THREAD.get().filter(|_| changed) {
thread.unpark();
}
}
pub fn enabled() -> bool {
ON.load(Ordering::Relaxed)
}
/// What Discord is told for the game's `status`: nothing with the switch off.
fn shown(status: Status) -> Status {
if enabled() { status } else { Status::Off }
}
/// The switch's line of `horizon-extras.txt`, for `horizon_platform::settings::register`.
pub static SETTING: Setting = Setting;
pub struct Setting;
impl Store for Setting {
fn file(&self) -> &'static str {
"horizon-extras.txt"
}
fn owns(&self, key: &str) -> bool {
key == KEY
}
fn load(&self, _key: &str, value: &str) {
if !first_player() {
return;
}
match value {
"true" => set_enabled(true),
"false" => set_enabled(false),
_ => {}
}
}
fn save(&self, line: &mut dyn FnMut(&str, &str)) {
if first_player() {
line(KEY, if enabled() { "true" } else { "false" });
}
}
fn is_default(&self) -> bool {
enabled() || !first_player()
}
}
/// The switch's row in the Extras page's Multiplayer group, for
/// `horizon_platform::pages::register`.
pub static SECTION: Section = Section;
pub struct Section;
impl Page for Section {
fn id(&self) -> &'static str {
"horizon-discord.extras"
}
fn title(&self) -> &'static str {
"horizon.extras.header.multiplayer"
}
fn place(&self) -> Place {
Place::Extras
}
fn rows(&self, rows: &mut Vec<Row>) {
if !first_player() {
return;
}
rows.push(Row::Toggle {
label: LABEL,
on: enabled(),
});
}
fn act(&self, row: usize, act: Act) {
if row == 0 && first_player() && matches!(act, Act::Press | Act::PressBack) {
set_enabled(!enabled());
}
}
fn tooltip(&self, _row: usize) -> Option<Label> {
Some(Label::Key(ABOUT))
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
@@ -97,11 +223,15 @@ impl Wanted {
}
struct Shared {
/// What the game said last.
game: Status,
/// What Discord is to show: the game's, or nothing with the switch off.
wanted: Wanted,
stop: bool,
stopped: bool,
}
static SHARED: Mutex<Shared> = Mutex::new(Shared {
game: Status::Menus,
wanted: Wanted {
status: Status::Menus,
since: None,
@@ -114,7 +244,8 @@ static THREAD: OnceLock<Thread> = OnceLock::new();
/// Starts the presence thread, once: when the game starts, never for a dedicated server.
/// `automated` runs (offscreen, benchmarks) only talk to a test's fake Discord.
pub fn start(enabled: bool, automated: bool) {
/// The status [`set`] gave before, the switch included, is the first one sent.
pub fn start(automated: bool) {
let fake_discord = std::env::var_os(IPC_DIR_ENV).is_some();
if THREAD.get().is_some()
|| std::env::var_os("HORIZON_NO_DISCORD").is_some_and(|v| v != "0")
@@ -122,9 +253,6 @@ pub fn start(enabled: bool, automated: bool) {
{
return;
}
if !enabled {
lock().wanted.status = Status::Off;
}
match std::thread::Builder::new()
.name("Discord presence".into())
.spawn(run)
@@ -136,12 +264,13 @@ pub fn start(enabled: bool, automated: bool) {
}
}
/// What the player does now; only a change wakes the thread. Free without [`start`].
/// What the player does now; only a change wakes the thread. Kept for [`start`] before it.
pub fn set(status: Status) {
let Some(thread) = THREAD.get() else {
return;
};
if lock().wanted.update(status, unix_now()) {
let mut shared = lock();
shared.game = status;
let changed = shared.wanted.update(shown(status), unix_now());
drop(shared);
if let Some(thread) = THREAD.get().filter(|_| changed) {
thread.unpark();
}
}
@@ -582,6 +711,37 @@ mod tests {
/// A fake Discord: answers the handshake with READY, each command with its nonce, after a ping.
#[cfg(unix)]
/// The switch as the player's settings and the Extras page see it. The only test that
/// touches the presence's statics.
#[test]
fn the_switch_clears_the_activity_at_once() {
let wanted = || lock().wanted.status;
Setting.load(KEY, "false");
set(Status::Menus);
assert!(!enabled());
assert_eq!(wanted(), Status::Off);
let mut rows = Vec::new();
SECTION.rows(&mut rows);
assert_eq!(
rows,
[Row::Toggle {
label: LABEL,
on: false
}]
);
let mut lines = Vec::new();
Setting.save(&mut |k, v| lines.push(format!("{k}:{v}")));
assert_eq!(lines, ["discordPresence:false"]);
assert!(!Setting.is_default());
// On from the page: what the game said last is shown at once.
SECTION.act(0, Act::Press);
assert_eq!(wanted(), Status::Menus);
assert!(Setting.is_default());
SECTION.act(0, Act::Press);
assert_eq!(wanted(), Status::Off);
SECTION.act(0, Act::Press);
}
#[test]
fn talks_to_discord_over_its_socket() {
let dir = std::env::temp_dir().join(format!("horizon-discord-{}", std::process::id()));
+140 -5
View File
@@ -77,12 +77,79 @@ pub trait Hooks: Sync {
/// Draws on a player model, after its vanilla layers, each time it is drawn.
fn player_layers(&self, _model: &players::PlayerModel, _draw: &mut dyn players::PlayerDraw) {}
/// Draws around the window's own model while its body is out of view (first person), once a
/// frame after the first-person model: [`players::Pass::FirstPerson`].
fn first_person(&self, _own: &players::PlayerModel, _draw: &mut dyn players::PlayerDraw) {}
/// The resolver of `friend:` addresses this crate offers ([`tunnel`]); the first hook that
/// offers one is used. Asked on the network thread when joining and on the game thread when
/// an address is shown, never per frame.
fn tunnel(&self) -> Option<&dyn tunnel::Resolver> {
None
}
/// A game window opened: once, before the first frame, for every run that has a window,
/// automated ones included ([`Client::automated`]); never for a dedicated server.
fn client_started(&self, _client: &Client) {}
/// What the player is doing, for a status shown outside the game (Discord's): called when it
/// changes, not every frame. Splitscreen: the first player's only.
fn activity(&self, _now: Activity) {}
}
/// What [`Hooks::client_started`] gets.
#[non_exhaustive]
pub struct Client {
/// A run nobody plays: offscreen, a benchmark, a run that quits by itself after some frames.
pub automated: bool,
}
impl Client {
pub fn new(automated: bool) -> Self {
Self { automated }
}
}
/// What the player is doing ([`Hooks::activity`]).
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[non_exhaustive]
pub enum Activity {
/// On the title screen or another menu outside a world.
Menus,
World {
play: Play,
dimension: Dimension,
mode: GameMode,
},
}
/// How the player is in a world.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Play {
Singleplayer,
/// A server or someone else's LAN world.
Multiplayer,
/// Their world is open to LAN or friends; `players` counts the host, `max` is how many may
/// join.
Hosting {
players: usize,
max: usize,
},
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Dimension {
Overworld,
Nether,
End,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum GameMode {
Survival,
Creative,
Adventure,
Spectator,
}
/// What [`Hooks::started`] gets.
@@ -178,6 +245,32 @@ pub mod engine {
}
}
/// [`Hooks::client_started`].
pub fn client_started(client: &Client) {
for hooks in all() {
hooks.client_started(client);
}
}
/// The activity at the last call (`None` before the first).
static ACTIVITY: std::sync::Mutex<Option<Activity>> = std::sync::Mutex::new(None);
/// [`Hooks::activity`], when `now` differs from the last call's. Cheap enough to call every
/// frame: with no hook registered it only loads the empty list.
pub fn activity(now: Activity) {
let hooks = all();
if hooks.is_empty() {
return;
}
let mut last = ACTIVITY.lock().unwrap_or_else(|e| e.into_inner());
if last.replace(now) != Some(now) {
drop(last);
for h in hooks {
h.activity(now);
}
}
}
/// [`Hooks::shutdown`].
pub fn shutdown() {
for hooks in all() {
@@ -217,6 +310,13 @@ pub mod engine {
}
}
/// [`Hooks::first_person`].
pub fn first_person(own: &players::PlayerModel, draw: &mut dyn players::PlayerDraw) {
for hooks in all() {
hooks.first_person(own, draw);
}
}
/// [`Hooks::camera`].
pub fn camera(own: &players::CameraView) -> Option<players::CameraOverride> {
all().iter().find_map(|h| h.camera(own))
@@ -255,6 +355,9 @@ mod tests {
fn published(&self, open: bool) {
self.0.lock().unwrap().push(format!("published {open}"));
}
fn activity(&self, now: Activity) {
self.0.lock().unwrap().push(format!("{now:?}"));
}
fn frame(&self, frame: &players::Frame, sprites: &mut dyn players::SpriteStore) {
self.0
.lock()
@@ -285,7 +388,14 @@ mod tests {
return;
};
let turn = draw.ticks() / 100.0;
draw.draw(&HAT, head, uv, &mut |p| p.pose("brim")[4] = turn);
let look = players::Look::new(uv);
draw.draw(&HAT, head, look, &mut |p| p.pose("brim")[4] = turn);
}
/// A spark at the eyes, as bright as the head turns.
fn first_person(&self, _: &players::PlayerModel, draw: &mut dyn players::PlayerDraw) {
let alpha = draw.motion().head_yaw / 90.0;
let spark = players::Particle::new([[0.0; 3]; 4], [[0.0; 2]; 4], alpha);
draw.particles([0.0; 4], &[spark], players::Light::Full);
}
fn tick(&self, models: &mut dyn players::PlayerModels) {
let mut ids = Vec::new();
@@ -362,9 +472,10 @@ mod tests {
))
});
/// A player drawn at age 50, its head where the camera is; logs each draw.
/// A player drawn at age 50, its head where the camera is, turned 45 degrees; logs each draw
/// and its particles' alphas.
#[derive(Default)]
struct Canvas(Vec<(String, [[f32; 4]; 4], [f32; 4], f32)>);
struct Canvas(Vec<(String, [[f32; 4]; 4], [f32; 4], f32)>, Vec<f32>);
impl players::PlayerDraw for Canvas {
fn pass(&self) -> players::Pass {
players::Pass::World
@@ -372,6 +483,15 @@ mod tests {
fn ticks(&self) -> f32 {
50.0
}
fn base(&self) -> [[f32; 4]; 4] {
[[1.0, 0.0, 0.0, 0.0]; 4]
}
fn motion(&self) -> players::Motion {
players::Motion::new([0.0; 3], 45.0, 0.0)
}
fn view(&self) -> players::View {
players::View::default()
}
fn bone(&mut self, bone: players::Bone) -> Option<[[f32; 4]; 4]> {
(bone == players::Bone::Head).then_some([[1.0, 0.0, 0.0, 0.0]; 4])
}
@@ -385,7 +505,7 @@ mod tests {
&mut self,
mesh: &std::sync::Arc<players::Mesh>,
matrix: [[f32; 4]; 4],
uv: [f32; 4],
look: players::Look,
pose: &mut dyn FnMut(&mut dyn players::PartPoses),
) {
struct Rest([f32; 9]);
@@ -396,7 +516,10 @@ mod tests {
}
let mut brim = Rest(mesh.children[0].pose);
pose(&mut brim);
self.0.push((mesh.name.clone(), matrix, uv, brim.0[4]));
self.0.push((mesh.name.clone(), matrix, look.uv, brim.0[4]));
}
fn particles(&mut self, _: [f32; 4], particles: &[players::Particle], _: players::Light) {
self.1.extend(particles.iter().map(|p| p.alpha));
}
}
@@ -415,6 +538,14 @@ mod tests {
for open in [false, true, true, true, false, false] {
engine::published(open);
}
let world = Activity::World {
play: Play::Singleplayer,
dimension: Dimension::Nether,
mode: GameMode::Creative,
};
for now in [Activity::Menus, Activity::Menus, world, world] {
engine::activity(now);
}
engine::shutdown();
assert!(engine::any());
let mut atlas = Atlas::default();
@@ -445,6 +576,8 @@ mod tests {
0.5
)]
);
engine::first_person(&model(players::Kind::Own), &mut canvas);
assert_eq!(canvas.1, [0.5]);
let mut models = Two(Default::default());
engine::tick(&mut models);
assert!(models.body_pose(3).is_some() && models.body_pose(7).is_some());
@@ -454,6 +587,8 @@ mod tests {
"started 0.2.31",
"published true",
"published false",
"Menus",
"World { play: Singleplayer, dimension: Nether, mode: Creative }",
"frame 4"
]
);
-55
View File
@@ -19,11 +19,6 @@ pub enum Place {
/// start a group of their own after the page's. A [`Row::Heading`] starts another group. A
/// [`Row::Key`] shows its key there, without changing it: give a page of its own to a key.
Extras,
/// The title screen's Friends icon slot (vanilla's `CommonButtons.friends`, beside Language
/// and Accessibility): with a page registered here the icon opens the first one as a form of
/// its own, as Join a Friend is drawn ([`Row::Field`]). It shows heading, note, text, space,
/// field and button rows; the others belong in the options shell.
Title,
}
/// One page. Its values live in the crate (statics, often its settings [`crate::settings::Store`]);
@@ -45,11 +40,6 @@ pub trait Page: Sync {
fn tooltip(&self, _row: usize) -> Option<Label> {
None
}
/// The label of the button the engine adds to leave a page drawn as its own screen: a
/// translation key, `gui.done` by default (`gui.cancel` for a form that does something).
fn back(&self) -> &'static str {
"gui.done"
}
}
/// A row of a page. Labels are translation keys.
@@ -95,16 +85,6 @@ pub enum Row {
/// A key binding, as Key Binds shows one: `key` is its key name (`key.keyboard.z`,
/// `key.mouse.left`). A press waits for the next key or mouse button ([`Act::Bind`]).
Key { label: &'static str, key: String },
/// A text field ([`Row::field`]) on a page drawn as its own screen, as vanilla's `EditBox`:
/// its label above it, focus by click or Tab, typing, the caret keys, selection, copy and
/// paste, at most `max` characters. `text` is its value when the page opens; the engine then
/// keeps it, and sends each change ([`Act::Edit`]) and Enter ([`Act::Submit`]).
#[non_exhaustive]
Field {
label: &'static str,
text: String,
max: usize,
},
}
impl Row {
@@ -127,23 +107,6 @@ impl Row {
}
}
/// A text field starting with `text`, at most 32 characters (`EditBox`'s default).
pub fn field(label: &'static str, text: impl Into<String>) -> Self {
Self::Field {
label,
text: text.into(),
max: 32,
}
}
/// A text field taking at most `chars` characters.
pub fn max(mut self, chars: usize) -> Self {
if let Self::Field { max, .. } = &mut self {
*max = chars;
}
self
}
/// A button greyed out (`false`): drawn, never pressed.
pub fn active(mut self, on: bool) -> Self {
if let Self::Button { active, .. } = &mut self {
@@ -204,19 +167,6 @@ pub enum Act {
Slide(f32),
/// A key row got its new key: its key name (`key.keyboard.z`).
Bind(String),
/// A field's text changed: all of it.
Edit(String),
/// Enter in a field.
Submit,
}
/// The server a page asked to join ([`connect`]).
static CONNECT: std::sync::Mutex<Option<String>> = std::sync::Mutex::new(None);
/// From a [`Place::Title`] page's [`Page::act`]: join the server at `address` as Direct
/// Connection does (the engine's addresses, `friend:<code>` among them), once the act returns.
pub fn connect(address: impl Into<String>) {
*CONNECT.lock().unwrap_or_else(|e| e.into_inner()) = Some(address.into());
}
static PAGES: Registry<dyn Page> = Registry::new();
@@ -235,9 +185,4 @@ pub mod engine {
pub fn all() -> &'static [&'static dyn Page] {
PAGES.all()
}
/// The server a page asked to join since the last call ([`connect`]).
pub fn take_connect() -> Option<String> {
CONNECT.lock().unwrap_or_else(|e| e.into_inner()).take()
}
}
+152 -5
View File
@@ -274,8 +274,149 @@ impl Bone {
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[non_exhaustive]
pub enum Pass {
/// In the world, seen by the camera.
/// In the world, seen by the camera (the window's own model too, in third person).
World,
/// The inventory's picture of the window's own model.
Picture,
/// The window's own model while its body is out of view (first person): no bone, only what
/// floats around it ([`crate::Hooks::first_person`]).
FirstPerson,
}
/// How a player model moves this frame ([`PlayerDraw::motion`]), with the frame's part of a tick.
#[derive(Clone, Copy, Debug, Default)]
#[non_exhaustive]
pub struct Motion {
/// Where its feet are, in the world.
pub feet: [f64; 3],
/// Where its head turns (degrees, the game's yaw and pitch).
pub head_yaw: f32,
pub head_pitch: f32,
pub crouching: bool,
/// Lies in a bed.
pub asleep: bool,
/// Flies with an elytra.
pub flying: bool,
/// Swims (any part of the swimming pose).
pub swimming: bool,
}
impl Motion {
pub fn new(feet: [f64; 3], head_yaw: f32, head_pitch: f32) -> Self {
Self {
feet,
head_yaw,
head_pitch,
..Self::default()
}
}
/// With its poses: crouching, asleep, flying, swimming.
pub fn poses(self, crouching: bool, asleep: bool, flying: bool, swimming: bool) -> Self {
Self {
crouching,
asleep,
flying,
swimming,
..self
}
}
}
/// The camera a player model is drawn for ([`PlayerDraw::view`]).
#[derive(Clone, Copy, Debug, Default)]
#[non_exhaustive]
pub struct View {
/// Where it is, in the world: matrices and [`Particle`] corners are relative to it.
pub camera: [f64; 3],
/// Its right and up, for what faces it.
pub right: [f32; 3],
pub up: [f32; 3],
/// Where the window's player looks, and their level left (first person).
pub forward: [f32; 3],
pub left: [f32; 3],
}
impl View {
pub fn new(camera: [f64; 3], right: [f32; 3], up: [f32; 3]) -> Self {
Self {
camera,
right,
up,
..Self::default()
}
}
/// With where the window's player looks and their level left.
pub fn looking(self, forward: [f32; 3], left: [f32; 3]) -> Self {
Self {
forward,
left,
..self
}
}
}
/// How a mesh or particles are lit.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[non_exhaustive]
pub enum Light {
/// As the player model is.
Model,
/// Fully lit: it glows.
Full,
/// By the world where the mesh's origin is (as particles: like [`Light::Model`]).
AtPlace,
}
/// How [`PlayerDraw::draw`] draws a mesh.
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct Look {
/// The sprite part it is textured by (u0, v0, u1, v1).
pub uv: [f32; 4],
pub light: Light,
/// Drawn see-through at this alpha, after every player, its back faces dropped.
pub see_through: Option<f32>,
}
impl Look {
/// Opaque, lit as the model.
pub fn new(uv: [f32; 4]) -> Self {
Self {
uv,
light: Light::Model,
see_through: None,
}
}
pub fn lit(self, light: Light) -> Self {
Self { light, ..self }
}
pub fn see_through(self, alpha: f32) -> Self {
Self {
see_through: Some(alpha),
..self
}
}
}
/// A quad that faces the camera ([`PlayerDraw::particles`]).
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct Particle {
/// Its corners, relative to the camera.
pub corners: [[f32; 3]; 4],
/// Each corner's place across the sprite part (0 to 1).
pub uv: [[f32; 2]; 4],
pub alpha: f32,
}
impl Particle {
pub fn new(corners: [[f32; 3]; 4], uv: [[f32; 2]; 4], alpha: f32) -> Self {
Self { corners, uv, alpha }
}
}
/// The poses of a [`Mesh`]'s parts for one [`PlayerDraw::draw`], each at rest to begin with.
@@ -291,19 +432,25 @@ pub trait PlayerDraw {
fn pass(&self) -> Pass;
/// The model's age in ticks, with the frame's part of a tick.
fn ticks(&self) -> f32;
/// Where `bone` is as the body is drawn this frame; None if the model has no such part.
/// The model's own matrix, its origin at the neck (y down, 16 units a block).
fn base(&self) -> [[f32; 4]; 4];
fn motion(&self) -> Motion;
fn view(&self) -> View;
/// Where `bone` is as the body is drawn this frame; None if the model has no such part (or
/// no body is drawn: [`Pass::FirstPerson`]).
fn bone(&mut self, bone: Bone) -> Option<[[f32; 4]; 4]>;
/// The pose laid over the model's body ([`PlayerModels::set_body_pose`]), if any.
fn body_pose(&self) -> Option<&Arc<dyn BodyPose>>;
/// As [`Sprites::get`].
fn sprite(&self, id: u64) -> Option<[f32; 4]>;
/// Draws `mesh` at `matrix`, textured by the sprite part `uv` (u0, v0, u1, v1) and lit as the
/// model is; `pose` poses its parts first.
/// Draws `mesh` at `matrix` as `look` says; `pose` poses its parts first.
fn draw(
&mut self,
mesh: &Arc<Mesh>,
matrix: [[f32; 4]; 4],
uv: [f32; 4],
look: Look,
pose: &mut dyn FnMut(&mut dyn PartPoses),
);
/// Draws `particles`, textured by the sprite part `uv`, see-through after every player.
fn particles(&mut self, uv: [f32; 4], particles: &[Particle], light: Light);
}
+1
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@@ -16,6 +16,7 @@ horizon-platform = { path = "../horizon-platform" }
horizon-heartbeat = { path = "../horizon-heartbeat" }
horizon-friends = { path = "../horizon-friends", features = ["game"] }
horizon-official-servers = { path = "../horizon-official-servers" }
horizon-discord = { path = "../horizon-discord" }
log = "0.4"
[build-dependencies]
+14 -5
View File
@@ -4,27 +4,36 @@
//! (`game-build.yml`); horizon-client keeps its own plain executable.
//!
//! Each Horizon crate that runs in the game gives a `&'static` value implementing
//! `horizon_platform::hooks::Hooks`, and [`register`] adds it. Nothing here depends on an engine
//! crate.
//! `horizon_platform::hooks::Hooks`, and its settings store and pages if it has any, and
//! [`register`] adds them. Nothing here depends on an engine crate.
#![forbid(unsafe_code)]
use horizon_platform::hooks::{self, Hooks};
use horizon_platform::{pages, settings};
/// Every Horizon part in the game, in the order its hooks run.
const PARTS: [&dyn Hooks; 3] = [
const PARTS: [&dyn Hooks; 4] = [
// The anonymous "I'm playing" ping.
&horizon_heartbeat::HOOKS,
// Play with Friends: `friend:` addresses join through its tunnel.
&horizon_friends::game::HOOKS,
// The official server in the player's server list.
&horizon_official_servers::HOOKS,
// "Playing Horizon" on the player's Discord profile.
&horizon_discord::HOOKS,
];
/// Their settings, in the player's settings files.
const STORES: [&dyn settings::Store; 1] = [&horizon_discord::SETTING];
/// Their rows and pages in the options screens.
const PAGES: [&dyn pages::Page; 1] = [&horizon_discord::SECTION];
/// Registers Horizon's in-game parts with the game. The executable calls it before it runs the
/// game, and so does the launcher's generated executable for native mods.
pub fn register() {
for part in PARTS {
if let Err(e) = hooks::register(part) {
let late = PARTS.into_iter().map(hooks::register);
let late = late.chain(STORES.into_iter().map(settings::register));
for result in late.chain(PAGES.into_iter().map(pages::register)) {
if let Err(e) = result {
// The executable registered after starting the game: a bug, not a player's problem.
log::warn!("Horizon: an in-game part did not register: {e}");
}
+8 -5
View File
@@ -50,11 +50,14 @@ pub mod hooks {
/// [`Hooks::tick`] get, the pose a crate lays over a player's body, what goes by their names,
/// the crate's sprites, the camera, and what a crate draws on them.
pub use horizon_hooks::players::{
BODY_PARTS, Badge, BodyPose, Bone, CameraOverride, CameraView, Frame, Gear, Kind, Mark,
Mesh, NameDecoration, PartPoses, Pass, PlayerDraw, PlayerModel, PlayerModels, Quad,
SpriteStore, Sprites,
BODY_PARTS, Badge, BodyPose, Bone, CameraOverride, CameraView, Frame, Gear, Kind, Light,
Look, Mark, Mesh, Motion, NameDecoration, PartPoses, Particle, Pass, PlayerDraw,
PlayerModel, PlayerModels, Quad, SpriteStore, Sprites, View,
};
pub use horizon_hooks::{
Activity, Client, Dimension, GameMode, Hooks, Play, Started, TooLate, register, seat,
tunnel,
};
pub use horizon_hooks::{Hooks, Started, TooLate, register, seat, tunnel};
}
/// The settings store (`horizon_hooks::settings`): a crate's own `key:value` lines in the game
@@ -65,7 +68,7 @@ pub mod settings {
/// Settings pages a crate adds to the options screens (docs/layers.md, "Platform registries").
pub mod pages {
pub use horizon_hooks::pages::{Act, Label, Page, Place, Row, connect, register};
pub use horizon_hooks::pages::{Act, Label, Page, Place, Row, register};
}
/// Drawing on the HUD (docs/layers.md, "Platform registries").
+1
View File
@@ -7,6 +7,7 @@ To play, use [the launcher](../launcher/README.md); the project site is [playhor
- [AGENTS.md](../AGENTS.md) and [Architecture](architecture.md): where each part of the code lives, how `Game` is organised, which harness checks which area.
- [How Horizon is built](how-horizon-is-built.md): who writes Horizon, how changes are checked, and what is safe to run.
- [Release flow](release-flow.md): pull request checks, merging and the automatic Nightly releases that reach players.
- [Operations](operations.md): running Horizon by hand when no agent runs and the maintainer's machines are off: merging, releases, offline runners, the mods registry, Kira, the official server, security.
- [Build from source](../README.md#build-from-source): your own copy of the game, resource preparation, `cargo run`.
- [Build times](build-times.md): `tools/build_times.py` measures cold and incremental builds per crate and the critical path, writes a JSON report and a table, and compares two reports; the first numbers, Windows and Linux.
- [Native client](native-client.md): options, controls, the dedicated server, `horizon-ctl` scripting, packaging, architecture.
+3 -3
View File
@@ -23,14 +23,14 @@ What changes in that build:
|---|---|---|
| Cosmetics, emotes and the emote wheel, "Show me as a Horizon player" | `game/cosmetics.rs` (+ `cosmetics/fx.rs`, `cosmetics/emotes.rs`, `cosmetics/emote_wheel.rs`), crate `horizon-cosmetics` | `game::cosmetics::enabled()`: the service is never asked, nothing is drawn, B opens no wheel |
| The official server added to the server list, the withdrawn partner server taken out | crate `horizon-official-servers` | registered only by the official executable (`horizon-official`); horizon-client's own executable has none |
| Horizon Settings (Extras, PvP & HUD, Splitscreen, Studio, AI Agent, Discord) and Mods (with the registry browser) | `options_ui.rs` (`Page::Horizon` and below), `extras_ui.rs`, `extras.rs`, `pvp.rs`, `game/extras.rs`, `game/tweaks.rs`, `extras_hud.rs` | the Options screen shows vanilla's greyed Telemetry Data instead (`options_ui::HORIZON_EXTRAS`, set in `entry.rs`) |
| Discord Rich Presence | `discord_presence.rs`, `game/discord.rs` | the `discord` feature, which `horizon-extras` turns on |
| Horizon Settings (Extras, PvP & HUD, Splitscreen, Studio, AI Agent) and Mods (with the registry browser) | `options_ui.rs` (`Page::Horizon` and below), `extras_ui.rs`, `extras.rs`, `pvp.rs`, `game/extras.rs`, `game/tweaks.rs`, `extras_hud.rs` | the Options screen shows vanilla's greyed Telemetry Data instead (`options_ui::HORIZON_EXTRAS`, set in `entry.rs`) |
| Discord Rich Presence and its switch | crate `horizon-discord` | registered only by the official executable (`horizon-official`); horizon-client's own executable has none |
| Play with Friends | hosting: `game/friends.rs`, `game/friends/screen.rs`; joining: crate `horizon-friends` (`game`) | hosting: the `friends` feature (`game/friends_off.rs` stands in); joining: only the official executable registers it ([layers.md](layers.md#how-a-horizon-crate-plugs-in)) |
| The anonymous "I'm playing" ping | crate `horizon-heartbeat` | not in horizon-client at all: only the official executable (`horizon-official`) registers it ([layers.md](layers.md#how-a-horizon-crate-plugs-in)) |
Credits & Attribution then says where the official build is (`horizon.plain.official`).
`grep -rn horizon-extras crates/` lists every gate. Apart from the three features above, the gates
`grep -rn horizon-extras crates/` lists every gate. Apart from the `friends` feature above, the gates
are `cfg!(feature = "horizon-extras")`: both sides compile in every build, so no stub has to follow
the code it replaces. To remove an extra for good, delete its files from the table and the lines its
gate guards.
+4 -18
View File
@@ -156,8 +156,8 @@ Horizon's own extras and its product, and every built-in address of an outside s
benchmark uploads, releases and updates, the hosting supervisor, the launcher.
- **Examples:** `horizon-addresses`, `horizon-cosmetics`, `horizon-friends`, `horizon-relay`, `horizon-telemetry`,
`horizon-bench`, `horizon-release-sign`, `horizon-server`, `horizon-mod-registry`, `horizon-heartbeat`,
`horizon-official`, `horizon-official-servers`, `launcher/`. Still in engine crates today: `game/cosmetics.rs`, `game/emotes.rs`,
`game/discord.rs`, `game/extras.rs`, `game/tweaks.rs`, `extras_ui.rs`, `pvp.rs`.
`horizon-official`, `horizon-official-servers`, `horizon-discord`, `launcher/`. Still in engine crates today:
`game/cosmetics.rs`, `game/emotes.rs`, `game/extras.rs`, `game/tweaks.rs`, `extras_ui.rs`, `pvp.rs`.
- **Rules:**
- It uses the platform's public API only, never the engine.
- Until it moves, every Horizon feature in the game sits behind the `horizon-extras` feature
@@ -363,7 +363,7 @@ pub trait Store: Sync {
A page lives in the options screen's shell, and its entry sits on one of the game's menus.
```rust
pub enum Place { HorizonSettings, Pause, Extras, Title }
pub enum Place { HorizonSettings, Title, Pause }
pub trait Page: Sync {
fn id(&self) -> &'static str; // stable, for horizon-ctl and the page stack
fn title(&self) -> &'static str; // translation key
@@ -371,7 +371,6 @@ pub trait Page: Sync {
fn rows(&self, rows: &mut Vec<Row>); // asked when the page is drawn, not every frame elsewhere
fn act(&self, row: usize, act: Act); // a click, a reverse click, a slider's value, a key
fn tooltip(&self, row: usize) -> Option<Label> { None } // hover text, may follow the value
fn back(&self) -> &'static str { "gui.done" } // the leave button of a page drawn as a screen
}
pub enum Row {
Heading(&'static str), // translation key
@@ -383,11 +382,9 @@ pub enum Row {
Key { label: &'static str, key: String }, // a binding: `key.keyboard.z`
Text { text: String, quiet: bool, groups: bool }, // Row::text(..): white or grey, wrapped
Space(u8), // GUI pixels, on a page drawn as a screen
Field { label: &'static str, text: String, max: usize }, // Row::field(..).max(n): an EditBox, on a page drawn as a screen
}
pub enum Label { Key(&'static str), Value(String) }
pub enum Act { Press, PressBack, Slide(f32), Bind(String), Edit(String), Submit }
pub fn connect(address: impl Into<String>); // from a Title page's act: join that server
pub enum Act { Press, PressBack, Slide(f32), Bind(String) }
```
- `HorizonSettings`: a row of the Horizon Settings page, after the engine's own pages. `Title` and `Pause`: a
@@ -398,17 +395,6 @@ pub fn connect(address: impl Into<String>); // from a Title pa
button, `.half()` puts two side by side, `.footer()` sets one beside Done on a page drawn as its own screen,
`.quiet()` greys text, `.groups()` breaks it only between `-`-separated groups (an invite code). In the options
shell, text is notes and space is nothing.
- `Title` is the title screen's Friends icon slot (vanilla's `CommonButtons.friends`), not a new row: the icon
keeps its place and look at every GUI scale, and opens the first page registered there as a form drawn as Join a
Friend is (`multiplayer/page.rs`): the title, the rows from y 53 (a field's grey label, its 200-wide box 11
below, 41 a field), the buttons in a column from a quarter of the height + 114, the back button last
(`Page::back`, `gui.cancel` for a form). It shows heading, note, text, space, field and button rows. With no page
there the icon opens the engine's Join a Friend while an invite-code resolver is registered, else it is
inactive.
- `Field` is vanilla's `EditBox` on a page drawn as its own screen: focus by click or Tab, typing, the caret keys,
selection, copy and paste, at most `max` characters (32 by default). The engine keeps its text while the page is
open and sends each change (`Act::Edit`, before any other act or redraw reaches the page) and Enter
(`Act::Submit`). The options shell has no field.
- Rows are rebuilt when the page is drawn or acted on, like the engine's own pages: no cost while no page is
open.
- The engine keeps native mods' pages (`Page::NativeMod`) as they are. Both kinds sit in one module that
+11 -6
View File
@@ -423,13 +423,18 @@ While Discord runs on the same computer, the player's Discord profile shows
"Playing Horizon" and what they are doing: "In the menus", "Singleplayer",
"Multiplayer" or "Hosting a world" (with the party size, of 8), the dimension
("In the Nether") and the time since they entered the world. It never shows a
world's name or a server's address. Horizon Settings has the switch
(**Discord Rich Presence**, on by default; `discordPresence` in
`horizon-extras.txt`), and `HORIZON_NO_DISCORD=1` turns it off for one run.
world's name or a server's address. The switch is on the Extras page, in its
Multiplayer group (**Discord Rich Presence**, on by default; `discordPresence`
in `horizon-extras.txt`; in splitscreen only the first player has it), and
`HORIZON_NO_DISCORD=1` turns it off for one run.
`crates/horizon-client/src/discord_presence.rs` speaks Discord's local IPC
itself (the `discord-ipc-N` socket or named pipe, no SDK) from a thread of its
own: the frame only hands it a status when it changes. It retries every 15 s
The crate `horizon-discord` (Horizon layer) speaks Discord's local IPC itself
(the `discord-ipc-N` socket or named pipe, no SDK) from a thread of its own.
The game hands it a status only when it changes, through the platform's
`activity` hook (`game/activity.rs` says what the player does), and keeps the
switch itself: its settings store and its Extras row (the platform's settings
and pages registries). Only the official executable (`horizon-official`)
registers it: horizon-client's own executable shows no presence and no switch. It retries every 15 s
while Discord isn't running and stays within Discord's 5 updates per 20 s.
Dedicated servers never start it, and automated runs (offscreen, benchmarks)
only talk to a fake Discord: `lab.game_env` sets `HORIZON_NO_DISCORD=1`, and
+133
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@@ -0,0 +1,133 @@
# Operations: running Horizon by hand
How the Horizon Team and the council keep Horizon working when no AI agent is running and the maintainer's machines
are off. Each section says what normally happens by itself, who can do it by hand, and what to do when it breaks.
How decisions are made is in [GOVERNANCE.md](../GOVERNANCE.md); how a change reaches players is in
[release-flow.md](release-flow.md). This page only says how to operate them.
## Who can do what
| Who | Can |
| --- | --- |
| **Horizon Team** (GitHub team `horizon-team`, write access) | Review, label and merge pull requests; approve a fork's workflow runs; re-run failed jobs; start workflows by hand (`gh workflow run`); add `release-blocker` to an issue; merge in horizon-mods (form pull requests too) and upload its `staging` files |
| **Trusted reviewers** (`.github/trusted-reviewers.txt`) | `/nightly`, `/close`, `/reopen`, `/label`, `/unlabel`, `/unclaim` by comment ([release-flow.md](release-flow.md#trusted-reviewers)) |
| **Council** (🏛️ Council on Discord) | Decide by poll (`/vote`, `/poll start`); emergency actions (GOVERNANCE.md 4.6) |
| **Organisation owners** (today: Ludovic only) | Repository variables and secrets (`SELF_HOSTED_CI`, `RELEASES_PAUSED`), branch protection, adding people to GitHub teams, merging past a missing review, the security advisories |
| **Code owners** (`.github/CODEOWNERS`, today: Ludovic only) | Approve pull requests that touch `.github/`, `tools/ci/`, the release, signing and update code |
The council's first poll gives the organisation a second owner (GOVERNANCE.md section 11). Until then, anything in
the last two rows waits for Ludovic.
## Merging a pull request
Nobody merges automatically. A Team member:
1. Reads the whole diff. For a fork, do it before approving its workflow runs (they wait under **Actions**:
"Approve and run") and before adding `run-parity`.
2. Waits for `verify`, the one required check. A pull request that changes no Rust finishes it in about a minute.
3. Merges with a merge commit once `verify` passed, no change request is open and every comment has been read. A
"don't merge" from anyone holds it. Never merge your own pull request, never use `gh pr merge --auto`, never
force-push a contributor's branch (merge main into it instead).
Risky pull requests (saves, the network or server thread, world generation, the launcher's installs and updates,
the harnesses, anything over ~500 lines) get `needs-proof` and wait until someone has played the change: both
single-player paths, a LAN guest, a screenshot for anything visible. The list is in
[release-flow.md](release-flow.md#merging).
A pull request that touches a CODEOWNERS path needs a code owner's approving review: GitHub keeps its merge button
locked until then. Leave it open and say in the thread that it waits for a code owner.
Pull requests opened by the maintainer's agents (author `ludovic111`, body starting "Opened by Ludovic's AI agent")
are ordinary pull requests: review and merge them like any other, or close them if they went stale. Closing keeps
the branch.
## Releases
Everything below runs by itself on GitHub; you only step in when something is wrong.
- **The Nightly** is the only build players get. The train (`release.yml`, every 10 minutes) starts one after 5
player-facing merges, or when the oldest has waited 6 hours, or at once for a pull request labelled
`release-now`. Only a commit where both `checks` and `parity-main` passed ships. Who may add `release-now` is the
council's choice; until it decides, leave the label to the maintainer.
- **Stopping Nightlies:** open an issue about the problem and label it `release-blocker`. Nothing is published
while it is open, forced builds included. Close it when the fix is on main.
- **Rolling back:** revert the pull request and merge the revert. Players can pick an earlier build on the
launcher's Versions page meanwhile.
- **The reviewers' picks:** `/nightly status` shows the set, `/nightly clear` builds main alone.
- **Launcher releases** follow the same train (`launcher.yml`).
The Nightly's macOS builds, its smoke test and parity-main run on the maintainer's Mac mini. While it is off,
**no Nightly and no launcher release can be published**: players keep the last ones, which keep working. See below.
## Self-hosted runners are offline
Some jobs run only on the maintainer's machines, because they need his own copy of Minecraft or a Mac
([ci-runners.md](ci-runners.md)). When those machines are off, those jobs wait up to a day and then fail. The
**runner watch** opens one issue, "CI: self-hosted runners are not taking jobs", within about 2 hours, listing what
is waiting, and closes it once the runners are back.
| Runner label | What waits | What to do |
| --- | --- | --- |
| `horizon-light` (bots) | Triage and claim commands, labels, overlap notes, the Mojang check | An organisation owner sets `SELF_HOSTED_CI` to `off` (Settings → Secrets and variables → Actions → Variables). Then everything runs on GitHub |
| `horizon-checks` | `verify` of this repository's own pull requests ending in 0 or 1 | Same switch (`off` or `light`), then re-run the waiting checks. Forks' pull requests never use these runners |
| `horizon-game` | A pull request's own parity job | It isn't required: merge on `verify`, and label pull requests that touch gameplay `needs-proof` |
| `horizon-parity-main` | parity-main on main | Nothing can be done on GitHub. Nightlies wait for the last commit it passed on |
| `horizon-nightly`, `horizon-release` | The Nightly's and the launcher's macOS builds | Nothing can be done on GitHub. No Nightly or launcher release until the Mac is back |
What keeps working without them: `verify` and merging, triage and labels (once `SELF_HOSTED_CI=off`), Kira, the
website, the mods registry and its checks, the official server.
What the council decides about it (which pull requests may still merge without the vanilla harnesses, and who could
host a runner with their own Minecraft) is a poll, not a rule on this page.
## Mojang republished the version
The hourly `mojang republish` workflow opens an issue "Mojang republished 26.3: <hash>" when Mojang changes the
version file the game is pinned to. If its text says the jars are unchanged, a pull request that pastes the snippet
from the issue into `research-lock.json` fixes it. New players can't prepare the game until a Nightly with that fix
is out, so label that pull request `release-now` (or ask the council to) once it merged.
## The mods registry (horizon-rust/horizon-mods)
- **Submissions from the website** arrive as pull requests authored by `ludovic111` (the registry's account). A
Team member reviews the mod (what it does, its licence, no sign-in or token handling, no Mojang files; see
`MOD-POLICY.md` there), approves, and squash-merges once `check` passed. Publishing to the registry is hourly
(`publish.yml`).
- **Fork pull requests:** approve their workflow run, and upload the mod's file to the `staging` release as
`<sha256>.<extension>` after checking its hash.
- **Taking a mod down:** a pull request adding it to `revoked.toml`. That file is a code-owner path: today only
Ludovic can approve it. For malware, two council members act at once as an emergency (GOVERNANCE.md 4.6), post
in #mod-log, and ask Ludovic to approve.
## Kira
Kira runs on Railway and needs nobody's machine.
- **Questions Kira can't answer** ("passed to the team") are listed in #kira-handoffs. Answer the member in their
thread.
- **Switches anyone on staff can use:** `/kira-ai off|on` (AI answers), the triage pause.
- **Polls:** `/vote question:` (council members) starts a 24-hour poll; `/poll start` for the other kinds. The
results are in #polls-and-decisions and in `https://kira-production-500e.up.railway.app/decisions.json`.
- **If Kira is down:** only the account holder can reach Railway today. Post in #council so someone tells him.
## The official server
The server (play.playhorizon.dev) runs on its host's panel, not on the maintainer's machines, and keeps running the
engine it has. Engine updates, backups and disk clean-ups are done by people with panel access; who has it, and the
steps, are in the council's private notes. Players' reports go to #mod-chat as usual. If the server is down, a
council member tells the panel holders and the host.
## Security problems
- **Reports** come through GitHub's private vulnerability reporting ([security.md](security.md#reporting-a-security-problem)).
- **A leaked secret, a malicious pull request or mod, a hijacked account:** any two council members act at once
(GOVERNANCE.md 4.6): label an issue `release-blocker` to stop Nightlies, `/nightly clear` the picks, close the pull
request, take the mod down, remove the account's roles, and ask the account holder to rotate the secret. Record it
with `/emergency` in Kira once that command exists, else in #council.
## Who to ask
- Code and merges: the Horizon Team, in #horizon-team.
- Decisions: the council, by poll.
- Accounts (GitHub organisation, Discord ownership, Railway, the server panel, domains): the account holders; the
list is in GOVERNANCE.md section 11.
+1 -2
View File
@@ -53,8 +53,7 @@ router that opened the port, or with a forwarded port, that's it: no server took
(`horizon_hooks::tunnel`, `horizon_platform::hooks::tunnel` for the Horizon layer): the resolver a hook offers
reads codes and opens the tunnel, which the join (`net.rs`) then reaches on a loopback port like any server.
horizon-friends' `game` side offers it, and the official executable (`horizon-official`) registers it;
horizon-client's own executable has none, so there a `friend:` address is refused and the title screen's
Friends icon, which opens Join a Friend, is inactive (`net::joins_friends`). Hosting needs no hook: the
horizon-client's own executable has none, so there a `friend:` address is refused. Hosting needs no hook: the
host end connects to the world's LAN port over loopback, so tunnelled guests are LAN guests. It still lives in
horizon-client (`game/friends.rs`, `game/friends/screen.rs`, the `friends` feature, which comes with
`horizon-extras`) until the pause menu and `horizon-ctl` offer entries to crates above the engine.
+2 -2
View File
@@ -427,8 +427,8 @@ game built in `Game::new`, the integrated server on its own thread. On that base
**Binaries.** The release archives hold `horizon-client`, `horizon-ctl`, `horizon-prepare` and
`horizon-server`. On Linux the release also has `horizon-server-linux-x86_64.tar.gz`: `horizon-server`,
`horizon-prepare` and `horizon-engine`, the game built with `--no-default-features` (no sound, no
controllers, no Discord presence or Play with Friends: the `discord` and `friends` features; nor the "I'm
playing" ping, which only the official executable has), which links neither `libasound.so.2` nor `libudev.so.1`. `release.yml` builds it after the
controllers, no Play with Friends: the `friends` feature; nor Discord presence or the "I'm playing" ping, which
only the official executable has), which links neither `libasound.so.2` nor `libudev.so.1`. `release.yml` builds it after the
client archive (`xtask package-server`) and fails if `tools/check_imports.py --server` finds either library;
CI lints the same build. `horizon-server` runs `horizon-engine` when it is beside it or on the PATH, else
`horizon-client`. Build it yourself with `cargo build --release -p horizon-client --no-default-features`
+9
View File
@@ -6291,6 +6291,14 @@ def moving_piston_presentation_diagnostic():
return moving_piston_presentation(cmd, setup)
def piston_mob_bounce():
try:
from .piston_bounce_corpus import piston_bounce
except ImportError:
from piston_bounce_corpus import piston_bounce
return piston_bounce(cmd, setup)
def piston_entity_tick_order():
"""#9337: entities travel before moving pistons push them, not afterward."""
ops = []
@@ -7481,6 +7489,7 @@ def groups():
('wither spawn', wither_spawn()),
('riding teleport', riding_teleport()),
('piston entity tick order', piston_entity_tick_order()),
('piston mob bounce', piston_mob_bounce()),
('primed tnt box', primed_tnt_box()),
('primed tnt fall', primed_tnt_fall()),
('command block last output', command_block_last_output()),
+20 -7
View File
@@ -9,7 +9,7 @@ The game goes title -> world -> Nether -> quit through horizon-ctl, and the acti
single single player on its server thread
lan a host opens its world to LAN and a guest joins: the guest shows "Multiplayer",
the host "Hosting a world" with a party of 2 of 8
setting off in horizon-extras.txt: nothing reaches Discord; the Horizon Settings switch
setting off in horizon-extras.txt: nothing reaches Discord; the Extras switch
turns it on (the activity appears) and off (it is cleared)
late Discord starts after the game: found within the 15 s retry
@@ -136,7 +136,7 @@ class Game:
self.discord.start()
extra = {'HORIZON_HOME': self.home, 'HORIZON_TELEMETRY_URL': 'off', 'HORIZON_DISCORD_IPC_DIR': self.discord.dir}
self.env = lab.game_env(**extra)
self.ctl_run('launch', '--offscreen', '--game', str(bins / 'horizon-client'), '--resources',
self.ctl_run('launch', '--offscreen', '--game', str(bins / 'horizon-official'), '--resources',
str(lab.RESOURCES.resolve()), *args)
def ctl_run(self, *words, timeout=600):
@@ -207,8 +207,21 @@ def lan(bins):
g.close()
def extras_row(game, label):
"""The Extras page's row whose label starts with `label`, scrolling the list down to it: only
the rows on screen are widgets."""
first = game.ctl_run('ui')['widgets'][0]['bounds']
for _ in range(20):
found = [w for w in game.ctl_run('ui')['widgets'] if (w.get('label') or '').startswith(label)]
if found:
return found[0]
game.ctl_run('scroll-at', str(first[0] + 5), str(first[1] + 5), '-5')
time.sleep(0.3)
raise AssertionError(f'no {label!r} row on the Extras page')
def setting(bins):
"""Off in horizon-extras.txt: Discord never hears from the game. Turned on in Horizon Settings: the
"""Off in horizon-extras.txt: Discord never hears from the game. Turned on in Extras: the
activity appears; off again: it is cleared."""
game = Game(bins, 'setting', extras='discordPresence:false\n')
d = game.discord
@@ -216,8 +229,8 @@ def setting(bins):
game.ctl_run('wait-for', 'screen', 'title')
time.sleep(3)
assert not d.handshakes and not d.activities, (d.handshakes, d.activities)
game.ctl_run('options', 'horizon')
switch = next(w for w in game.ctl_run('ui')['widgets'] if w.get('label', '').startswith('Discord Rich'))
game.ctl_run('options', 'extras')
switch = extras_row(game, 'Discord Rich')
assert switch['label'] == 'Discord Rich Presence: Off', switch
game.ctl_run('click', switch['id'])
d.wait('turned on', shows('In the menus'))
@@ -251,14 +264,14 @@ CHECKS = {'single': single, 'lan': lan, 'setting': setting, 'late': late}
def main():
parser = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
parser.add_argument('--check', choices=[*CHECKS, 'all'], default='all')
parser.add_argument('--bin-dir', help='prebuilt horizon-client and horizon-ctl (default: build with the fast profile)')
parser.add_argument('--bin-dir', help='prebuilt horizon-official and horizon-ctl (default: build with the fast profile)')
args = parser.parse_args()
if sys.platform == 'win32':
sys.exit('the fake Discord is a Unix socket: macOS or Linux only')
if args.bin_dir:
bins = Path(args.bin_dir).resolve()
else:
subprocess.run(['cargo', 'build', '--locked', '--profile', 'fast', '-p', 'horizon-client', '-p', 'horizon-client-lib', '--bins'],
subprocess.run(['cargo', 'build', '--locked', '--profile', 'fast', '-p', 'horizon-official', '-p', 'horizon-client-lib', '--bins'],
cwd=ROOT, check=True)
meta = json.loads(subprocess.run(['cargo', 'metadata', '--format-version', '1', '--no-deps'], cwd=ROOT,
capture_output=True, text=True, check=True).stdout)
+2 -4
View File
@@ -51,6 +51,7 @@
"horizon-addresses": "horizon",
"horizon-bench": "horizon",
"horizon-cosmetics": "horizon",
"horizon-discord": "horizon",
"horizon-friends": "horizon",
"horizon-heartbeat": "horizon",
"horizon-launcher": "horizon",
@@ -95,7 +96,6 @@
"horizon-client -> horizon-shaders",
"horizon-client -> horizon-telemetry",
"horizon-client -> horizon-theme",
"horizon-client-input -> horizon-theme",
"horizon-client-lib -> horizon-anticheat",
"horizon-client-lib -> horizon-bench",
"horizon-client-lib -> horizon-chat-filter",
@@ -106,13 +106,11 @@
"horizon-client-lib -> horizon-shader-api",
"horizon-client-lib -> horizon-shaders",
"horizon-client-lib -> horizon-telemetry",
"horizon-client-lib -> horizon-theme",
"horizon-client-render -> horizon-cosmetics",
"horizon-client-render -> horizon-hdr",
"horizon-client-render -> horizon-optifine",
"horizon-client-render -> horizon-polytone",
"horizon-client-render -> horizon-shader-api",
"horizon-client-render -> horizon-shaders",
"horizon-client-render -> horizon-theme"
"horizon-client-render -> horizon-shaders"
]
}
+64
View File
@@ -0,0 +1,64 @@
"""Actual downward piston pushes onto slime, including the blocked move (#12091)."""
def piston_bounce(cmd, setup):
ops = setup('/tick freeze', '/gamerule spawn_mobs false',
'/gamerule advance_time false', '/forceload add 0 0')
ops.append({'op': 'settle', 'required_chunks': [[0, 0]]})
ops += setup('/tp @s 1.5 200 1.5', '/gamemode creative @s',
'/kill @e[type=!player]', '/fill 0 199 0 15 199 15 stone',
'/fill 0 200 0 15 208 15 air',
'/scoreboard objectives add piston_bounce dummy',
'/execute store result score start piston_bounce run time query gametime')
cases = [('slime_block', 'slime_block', False),
('slime_block', 'stone', False),
('stone', 'slime_block', False),
('slime_block', 'slime_block', True)]
for index, (floor, top, no_ai) in enumerate(cases):
x, z = 4 + index % 2 * 6, 4 + index // 2 * 6
selector = f'@e[tag=piston_bounce_{index},limit=1]'
for command in (f'/setblock {x} 200 {z} {floor}',
f'/setblock {x} 204 {z} {top}',
f'/setblock {x} 205 {z} piston[facing=down]',
f'/summon wither_skeleton {x}.5 201 {z}.5 '
'{PersistenceRequired:1b,Invulnerable:1b,Motion:[0d,0d,0d],'
f'NoAI:{int(no_ai)}b,Tags:["piston_bounce_{index}"]' + '}'):
ops.append(cmd(command, expect_result=1))
ops += setup(f'/attribute {selector} movement_speed base set 0')
fields = (f'Pos:[{x}.5d,201d,{z}.5d],Motion:[0d,0d,0d],'
'Health:20f' + (',NoAI:1b' if no_ai else ''))
ops.append(cmd(f'/execute if entity @e[tag=piston_bounce_{index},limit=1,type=wither_skeleton,nbt={{' + fields + '}]',
expect_result=1))
ops.append(cmd(f'/execute unless entity @e[tag=piston_bounce_{index},nbt={{NoGravity:1b}}]',
expect_result=1))
if not no_ai:
ops.append(cmd(f'/execute unless entity @e[tag=piston_bounce_{index},nbt={{NoAI:1b}}]',
expect_result=1))
for tick in range(7):
if tick == 1:
for x, z in [(4, 4), (10, 4), (4, 10), (10, 10)]:
ops.append(cmd(f'/setblock {x + 1} 205 {z} redstone_block', expect_result=1))
if tick == 3:
# Remove the ceiling so the bounce becomes observable travel.
for x, z in [(4, 4), (10, 4), (4, 10), (10, 10)]:
ops += setup(f'/fill {x} 203 {z} {x} 205 {z} air')
for y in (203, 204, 205):
ops.append(cmd(f'/execute if block {x} {y} {z} air', expect_result=1))
if tick:
ops += setup('/tick step 1')
ops.append({'op': 'tick', 'n': 1})
ops += setup('/execute store result score now piston_bounce run time query gametime',
'/scoreboard players operation now piston_bounce -= start piston_bounce')
ops.append(cmd('/scoreboard players get now piston_bounce', expect_result=tick))
for index in range(len(cases)):
selector = f'@e[tag=piston_bounce_{index},limit=1]'
for field in ('Pos', 'Motion', 'OnGround'):
ops.append(cmd(f'/data get entity {selector} {field}'))
if tick in (1, 2):
x, z = 4 + index % 2 * 6, 4 + index // 2 * 6
ops.append(cmd(f'/execute if block {x} 205 {z} piston[facing=down,extended=true]',
expect_result=1))
ops.append(cmd(f'/data get block {x} 204 {z} progress'))
return ops + setup('/kill @e[type=!player]', '/fill 0 200 0 15 208 15 air',
'/scoreboard objectives remove piston_bounce', '/forceload remove 0 0',
'/tick unfreeze', '/tp @s 8.5 230 8.5 0 0')