core: fix hotbar

This commit is contained in:
2026-01-08 23:52:32 +02:00
parent 2c41f40151
commit 2a0dd51659
8 changed files with 429 additions and 53 deletions

View File

@@ -0,0 +1,198 @@
--!native
--!optimize 2
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Replica = require(ReplicatedStorage.Packages.replica)
local ClientStateService = {}
local HOTBAR_SIZE = 10
local token = Replica.Token("ClientState")
local blockCatalog = {}
local playerReplicas = {} :: {[Player]: any}
local blocksFolder: Folder? = nil
local readyConnections = {} :: {[Player]: RBXScriptConnection}
local function sortBlocks()
table.sort(blockCatalog, function(a, b)
local na = tonumber(a.id)
local nb = tonumber(b.id)
if na and nb then
return na < nb
end
if na then
return true
end
if nb then
return false
end
return a.id < b.id
end)
end
local function rebuildBlockCatalog()
table.clear(blockCatalog)
if not blocksFolder then
return
end
for _, block in ipairs(blocksFolder:GetChildren()) do
local id = block:GetAttribute("n")
if id ~= nil then
table.insert(blockCatalog, {
id = tostring(id),
name = block:GetAttribute("displayName") or block:GetAttribute("dn") or block.Name,
})
end
end
sortBlocks()
end
local function makeBaseState()
local inventory = {}
local hotbar = {}
for _, entry in ipairs(blockCatalog) do
inventory[entry.id] = {
name = entry.name,
count = 999999,
}
if #hotbar < HOTBAR_SIZE then
table.insert(hotbar, entry.id)
end
end
return {
inventory = inventory,
hotbar = hotbar,
selectedSlot = #hotbar > 0 and 1 or 0,
}
end
local function sanitizeSelection(hotbar, selectedSlot)
if type(selectedSlot) ~= "number" then
return (#hotbar > 0) and 1 or 0
end
if selectedSlot < 1 or selectedSlot > HOTBAR_SIZE then
return (#hotbar > 0) and 1 or 0
end
if not hotbar[selectedSlot] then
return (#hotbar > 0) and 1 or 0
end
return selectedSlot
end
local function refreshReplica(replica)
local state = makeBaseState()
replica:Set({"inventory"}, state.inventory)
replica:Set({"hotbar"}, state.hotbar)
replica:Set({"selectedSlot"}, sanitizeSelection(state.hotbar, replica.Data.selectedSlot))
end
function ClientStateService:SetBlocksFolder(folder: Folder?)
blocksFolder = folder
rebuildBlockCatalog()
for _, replica in pairs(playerReplicas) do
refreshReplica(replica)
end
end
function ClientStateService:GetReplica(player: Player)
return playerReplicas[player]
end
function ClientStateService:GetSelectedBlockId(player: Player)
local replica = playerReplicas[player]
if not replica then
return nil
end
local data = replica.Data
local hotbar = data.hotbar or {}
local selectedSlot = sanitizeSelection(hotbar, data.selectedSlot)
return hotbar[selectedSlot]
end
function ClientStateService:HasInInventory(player: Player, blockId: any): boolean
local replica = playerReplicas[player]
if not replica or not blockId then
return false
end
local inv = replica.Data.inventory
return inv and inv[tostring(blockId)] ~= nil or false
end
local function handleReplicaEvents(player: Player, replica)
replica.OnServerEvent:Connect(function(plr, action, payload)
if plr ~= player then
return
end
if action == "SelectHotbarSlot" then
local slot = tonumber(payload)
local hotbar = replica.Data.hotbar
if not hotbar then
return
end
if slot and slot >= 1 and slot <= HOTBAR_SIZE and hotbar[slot] then
replica:Set({"selectedSlot"}, slot)
end
end
end)
end
local function onPlayerAdded(player: Player)
local replica = Replica.New({
Token = token,
Tags = {
UserId = player.UserId,
Player = player,
},
Data = makeBaseState(),
})
if Replica.ReadyPlayers[player] then
replica:Subscribe(player)
else
readyConnections[player] = Replica.NewReadyPlayer:Connect(function(newPlayer)
if newPlayer ~= player then
return
end
if readyConnections[player] then
readyConnections[player]:Disconnect()
readyConnections[player] = nil
end
replica:Subscribe(player)
end)
end
handleReplicaEvents(player, replica)
playerReplicas[player] = replica
end
local function onPlayerRemoving(player: Player)
local replica = playerReplicas[player]
if replica then
replica:Destroy()
playerReplicas[player] = nil
end
if readyConnections[player] then
readyConnections[player]:Disconnect()
readyConnections[player] = nil
end
end
function ClientStateService:Init()
rebuildBlockCatalog()
for _, player in ipairs(Players:GetPlayers()) do
onPlayerAdded(player)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(onPlayerRemoving)
end
return ClientStateService

View File

@@ -2,15 +2,39 @@
--!optimize 2
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local ClientStateService = require(script.Parent.ClientState)
local Shared = ReplicatedStorage:WaitForChild("Shared")
local ModsFolder = ReplicatedStorage:WaitForChild("Mods")
local BlocksFolderRS = ReplicatedStorage:FindFirstChild("Blocks") or Instance.new("Folder")
BlocksFolderRS.Name = "Blocks"
BlocksFolderRS.Parent = ReplicatedStorage
local BlocksFolderSS = ServerStorage:FindFirstChild("Blocks") or Instance.new("Folder")
BlocksFolderSS.Name = "Blocks"
BlocksFolderSS.Parent = ServerStorage
local Util = require(Shared.Util)
local TG = require("./ServerChunkManager/TerrainGen")
local TG = require(script.TerrainGen)
local Players = game:GetService("Players")
local blockIdMap = {}
local rebuildBlockIdMap
local function syncBlocksToServerStorage()
BlocksFolderSS:ClearAllChildren()
for _, child in ipairs(BlocksFolderRS:GetChildren()) do
child:Clone().Parent = BlocksFolderSS
end
ClientStateService:SetBlocksFolder(BlocksFolderSS)
if rebuildBlockIdMap then
rebuildBlockIdMap()
end
end
BlocksFolderRS.ChildAdded:Connect(syncBlocksToServerStorage)
BlocksFolderRS.ChildRemoved:Connect(syncBlocksToServerStorage)
do
local workspaceModFolder = game:GetService("Workspace"):WaitForChild("mods")
@@ -22,6 +46,8 @@ end
local ML = require(Shared.ModLoader)
ML.loadModsS()
syncBlocksToServerStorage()
ClientStateService:Init()
do
local bv = Instance.new("BoolValue")
@@ -67,7 +93,7 @@ local tickRemote = ReplicatedStorage.Tick
local remotes = ReplicatedStorage:WaitForChild("Remotes")
local placeRemote = remotes:WaitForChild("PlaceBlock")
local breakRemote = remotes:WaitForChild("BreakBlock")
local blocksFolder = ReplicatedStorage:WaitForChild("Blocks")
local blocksFolder = BlocksFolderSS
local function propogate(a, cx, cy, cz, x, y, z, bd)
task.synchronize()
tickRemote:FireAllClients(a, cx, cy, cz, x, y, z, bd)
@@ -75,9 +101,8 @@ local function propogate(a, cx, cy, cz, x, y, z, bd)
end
local MAX_REACH = 512
local blockIdMap = {}
local function rebuildBlockIdMap()
rebuildBlockIdMap = function()
table.clear(blockIdMap)
for _, block in ipairs(blocksFolder:GetChildren()) do
local id = block:GetAttribute("n")
@@ -113,6 +138,17 @@ local function resolveBlockId(blockId: any): string | number | nil
return blockIdMap[blockId]
end
local function playerCanUseBlock(player: Player, resolvedId: any): boolean
if not ClientStateService:HasInInventory(player, resolvedId) then
return false
end
local selected = ClientStateService:GetSelectedBlockId(player)
if not selected then
return false
end
return tostring(selected) == tostring(resolvedId)
end
local function getServerChunk(cx: number, cy: number, cz: number)
task.desynchronize()
local chunk = TG:GetChunk(cx, cy, cz)
@@ -176,6 +212,9 @@ placeRemote.OnServerEvent:Connect(function(player, cx, cy, cz, x, y, z, blockId)
if not resolvedId then
return reject("invalid id")
end
if not playerCanUseBlock(player, resolvedId) then
return reject("not in inventory/hotbar")
end
local blockPos = Util.ChunkPosToCFrame(Vector3.new(cx, cy, cz), Vector3.new(x, y, z)).Position
if isBlockInsidePlayer(blockPos) then