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