Add physics simulation to client

This allows the player to fall to the ground when they spawn.
This commit is contained in:
Drew DeVault 2015-05-13 16:26:23 -06:00
parent 240ca3c972
commit 605cbbc2a0
12 changed files with 570 additions and 11 deletions

View File

@ -3,6 +3,7 @@ using TrueCraft.API.Networking;
using TrueCraft.Core.Networking.Packets;
using TrueCraft.Core.Networking;
using TrueCraft.Client.Linux.Events;
using TrueCraft.API;
namespace TrueCraft.Client.Linux.Handlers
{
@ -12,6 +13,7 @@ namespace TrueCraft.Client.Linux.Handlers
{
client.RegisterPacketHandler(new HandshakeResponsePacket().ID, HandleHandshake);
client.RegisterPacketHandler(new ChatMessagePacket().ID, HandleChatMessage);
client.RegisterPacketHandler(new SetPlayerPositionPacket().ID, HandlePositionAndLook);
client.RegisterPacketHandler(new ChunkPreamblePacket().ID, ChunkHandler.HandleChunkPreamble);
client.RegisterPacketHandler(new ChunkDataPacket().ID, ChunkHandler.HandleChunkData);
@ -29,5 +31,12 @@ namespace TrueCraft.Client.Linux.Handlers
Console.WriteLine("Got handshake with {0}", packet.ConnectionHash); // TODO: Authenticate?
client.QueuePacket(new LoginRequestPacket(PacketReader.Version, "TestUser"));
}
public static void HandlePositionAndLook(IPacket _packet, MultiplayerClient client)
{
var packet = (SetPlayerPositionPacket)_packet;
client._Position = new Vector3(packet.X, packet.Y, packet.Z);
// TODO: Pitch and yaw
}
}
}

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@ -7,22 +7,23 @@ using System.Threading;
using TrueCraft.Core.Networking;
using System.Linq;
using TrueCraft.Core.Networking.Packets;
// TODO: Make IMultiplayerClient and so on
using TrueCraft.Client.Linux.Events;
using TrueCraft.Core.Logic;
using TrueCraft.API.Entities;
using TrueCraft.API;
namespace TrueCraft.Client.Linux
{
public delegate void PacketHandler(IPacket packet, MultiplayerClient client);
public class MultiplayerClient
public class MultiplayerClient : IAABBEntity // TODO: Make IMultiplayerClient and so on
{
public event EventHandler<ChatMessageEventArgs> ChatMessage;
public event EventHandler<ChunkEventArgs> ChunkLoaded;
public event EventHandler<ChunkEventArgs> ChunkUnloaded;
public ReadOnlyWorld World { get; private set; }
public PhysicsEngine Physics { get; set; }
private TcpClient Client { get; set; }
private IMinecraftStream Stream { get; set; }
@ -41,6 +42,10 @@ namespace TrueCraft.Client.Linux
PacketHandlers = new PacketHandler[0x100];
Handlers.PacketHandlers.RegisterHandlers(this);
World = new ReadOnlyWorld();
var repo = new BlockRepository();
repo.DiscoverBlockProviders();
World.World.BlockRepository = repo;
Physics = new PhysicsEngine(World, repo);
}
public void RegisterPacketHandler(byte packetId, PacketHandler handler)
@ -53,6 +58,14 @@ namespace TrueCraft.Client.Linux
Client.BeginConnect(endPoint.Address, endPoint.Port, ConnectionComplete, null);
}
public void Disconnect()
{
NetworkWorker.Abort();
new DisconnectPacket("Disconnecting").WritePacket(Stream);
Stream.BaseStream.Flush();
Client.Close();
}
public void QueuePacket(IPacket packet)
{
PacketQueue.Enqueue(packet);
@ -63,6 +76,7 @@ namespace TrueCraft.Client.Linux
Client.EndConnect(result);
Stream = new MinecraftStream(new BufferedStream(Client.GetStream()));
NetworkWorker.Start();
Physics.AddEntity(this);
QueuePacket(new HandshakePacket("TestUser")); // TODO: Get username from somewhere else
}
@ -107,5 +121,86 @@ namespace TrueCraft.Client.Linux
{
if (ChunkUnloaded != null) ChunkUnloaded(this, e);
}
#region IAABBEntity implementation
public const double Width = 0.6;
public const double Height = 1.62;
public const double Depth = 0.6;
public void TerrainCollision(Vector3 collisionPoint, Vector3 collisionDirection)
{
// This space intentionally left blank
}
public BoundingBox BoundingBox
{
get
{
return new BoundingBox(Position, Position + Size);
}
}
public Size Size
{
get { return new Size(Width, Height, Depth); }
}
#endregion
#region IPhysicsEntity implementation
public bool BeginUpdate()
{
return true;
}
public void EndUpdate(Vector3 newPosition)
{
Position = newPosition;
}
internal Vector3 _Position;
public Vector3 Position
{
get
{
return _Position;
}
set
{
if (_Position != value)
QueuePacket(new PlayerPositionAndLookPacket(value.X, value.Y, value.Y + Height, value.Z, 0, 0, false));
_Position = value;
}
}
public Vector3 Velocity { get; set; }
public float AccelerationDueToGravity
{
get
{
return 0.08f;
}
}
public float Drag
{
get
{
return 0.02f;
}
}
public float TerminalVelocity
{
get
{
return 3.92f;
}
}
#endregion
}
}

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@ -0,0 +1,405 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TrueCraft.Core.World;
using TrueCraft.API.Entities;
using TrueCraft.API.World;
using TrueCraft.API;
using TrueCraft.Client.Linux;
namespace TrueCraft
{
// This is a stripped down version of the physics engine that the server uses
// The only thing we use it for is our own movement
public class PhysicsEngine
{
public PhysicsEngine(ReadOnlyWorld world, IBlockPhysicsProvider physicsProvider)
{
World = world;
Entities = new List<IPhysicsEntity>();
EntityLock = new object();
LastUpdate = DateTime.MinValue;
BlockPhysicsProvider = physicsProvider;
MillisecondsBetweenUpdates = 1000 / 20;
}
public int MillisecondsBetweenUpdates { get; set; }
public ReadOnlyWorld World { get; set; }
public IBlockPhysicsProvider BlockPhysicsProvider { get; set; }
public List<IPhysicsEntity> Entities { get; set; }
private object EntityLock { get; set; }
private DateTime LastUpdate { get; set; }
public void AddEntity(IPhysicsEntity entity)
{
if (Entities.Contains(entity))
return;
lock (EntityLock)
Entities.Add(entity);
}
public void RemoveEntity(IPhysicsEntity entity)
{
if (!Entities.Contains(entity))
return;
lock (EntityLock)
Entities.Remove(entity);
}
private BoundingBox TempBoundingBox;
public void Update()
{
double multipler = (DateTime.Now - LastUpdate).TotalMilliseconds / MillisecondsBetweenUpdates;
if (LastUpdate == DateTime.MinValue)
multipler = 1;
if (multipler > 5) multipler = 5;
if (multipler < 0.1) multipler = 0.1;
lock (EntityLock)
{
for (int i = 0; i < Entities.Count; i++)
{
var entity = Entities[i];
if (entity.BeginUpdate())
{
entity.Velocity -= new Vector3(0, entity.AccelerationDueToGravity * multipler, 0);
entity.Velocity.Clamp(entity.TerminalVelocity);
if (entity is IAABBEntity)
CheckWithTerrain((IAABBEntity)entity, World);
entity.EndUpdate(entity.Position + entity.Velocity);
}
}
}
LastUpdate = DateTime.Now;
}
private void CheckWithTerrain(IAABBEntity entity, ReadOnlyWorld world)
{
Vector3 collisionPoint, collisionDirection;
if (entity.Position.Y > 0 && entity.Position.Y <= 127) // Don't do checks outside the map
{
bool fireEvent = entity.Velocity != Vector3.Zero;
// Do terrain collisions
if (AdjustVelocityX(entity, world, out collisionPoint, out collisionDirection))
{
if (fireEvent)
entity.TerrainCollision(collisionPoint, collisionDirection);
}
if (AdjustVelocityY(entity, world, out collisionPoint, out collisionDirection))
{
entity.Velocity *= new Vector3(0.1, 1, 0.1); // TODO: More sophisticated friction
if (fireEvent)
entity.TerrainCollision(collisionPoint, collisionDirection);
}
if (AdjustVelocityZ(entity, world, out collisionPoint, out collisionDirection))
{
if (fireEvent)
entity.TerrainCollision(collisionPoint, collisionDirection);
}
}
}
// TODO: There's a lot of code replication here, perhaps it can be consolidated
/// <summary>
/// Performs terrain collision tests and adjusts the X-axis velocity accordingly
/// </summary>
/// <returns>True if the entity collides with the terrain</returns>
private bool AdjustVelocityX(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
{
collision = Vector3.Zero;
collisionDirection = Vector3.Zero;
if (entity.Velocity.X == 0)
return false;
// Do some enviornment guessing to improve speed
int minY = (int)entity.Position.Y - (entity.Position.Y < 0 ? 1 : 0);
int maxY = (int)(entity.Position.Y + entity.Size.Width) - (entity.Position.Y < 0 ? 1 : 0);
int minZ = (int)entity.Position.Z - (entity.Position.Z < 0 ? 1 : 0);
int maxZ = (int)(entity.Position.Z + entity.Size.Depth) - (entity.Position.Z < 0 ? 1 : 0);
int minX, maxX;
// Expand bounding box to include area to be tested
if (entity.Velocity.X < 0)
{
TempBoundingBox = new BoundingBox(
new Vector3(entity.BoundingBox.Min.X + entity.Velocity.X, entity.BoundingBox.Min.Y, entity.BoundingBox.Min.Z),
entity.BoundingBox.Max);
maxX = (int)(TempBoundingBox.Max.X);
minX = (int)(TempBoundingBox.Min.X + entity.Velocity.X) - 1;
}
else
{
TempBoundingBox = new BoundingBox(
entity.BoundingBox.Min,
new Vector3(entity.BoundingBox.Max.X + entity.Velocity.X, entity.BoundingBox.Max.Y, entity.BoundingBox.Max.Z));
minX = (int)(entity.BoundingBox.Min.X);
maxX = (int)(entity.BoundingBox.Max.X + entity.Velocity.X) + 1;
}
// Do terrain checks
double? collisionPoint = null;
BoundingBox blockBox;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
var position = new Coordinates3D(x, y, z);
var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
if (boundingBox == null)
continue;
blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
if (TempBoundingBox.Intersects(blockBox))
{
if (entity.Velocity.X < 0)
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Max.X;
else if (collisionPoint.Value < blockBox.Max.X)
collisionPoint = blockBox.Max.X;
}
else
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Min.X;
else if (collisionPoint.Value > blockBox.Min.X)
collisionPoint = blockBox.Min.X;
}
collision = position;
}
}
}
}
if (collisionPoint != null)
{
if (entity.Velocity.X < 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X - (TempBoundingBox.Min.X - collisionPoint.Value),
entity.Velocity.Y,
entity.Velocity.Z);
collisionDirection = Vector3.Left;
}
else if (entity.Velocity.X > 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X - (TempBoundingBox.Max.X - collisionPoint.Value),
entity.Velocity.Y,
entity.Velocity.Z);
collisionDirection = Vector3.Right;
}
return true;
}
return false;
}
/// <summary>
/// Performs terrain collision tests and adjusts the Y-axis velocity accordingly
/// </summary>
/// <returns>True if the entity collides with the terrain</returns>
private bool AdjustVelocityY(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
{
collision = Vector3.Zero;
collisionDirection = Vector3.Zero;
if (entity.Velocity.Y == 0)
return false;
// Do some enviornment guessing to improve speed
int minX = (int)entity.Position.X - (entity.Position.X < 0 ? 1 : 0);
int maxX = (int)(entity.Position.X + entity.Size.Width) - (entity.Position.X < 0 ? 1 : 0);
int minZ = (int)entity.Position.Z - (entity.Position.Z < 0 ? 1 : 0);
int maxZ = (int)(entity.Position.Z + entity.Size.Depth) - (entity.Position.Z < 0 ? 1 : 0);
int minY, maxY;
// Expand bounding box to include area to be tested
if (entity.Velocity.Y < 0)
{
TempBoundingBox = new BoundingBox(
new Vector3(entity.BoundingBox.Min.X, entity.BoundingBox.Min.Y + entity.Velocity.Y, entity.BoundingBox.Min.Z),
entity.BoundingBox.Max);
maxY = (int)(TempBoundingBox.Max.Y);
minY = (int)(TempBoundingBox.Min.Y + entity.Velocity.Y) - 1;
}
else
{
TempBoundingBox = new BoundingBox(
entity.BoundingBox.Min,
new Vector3(entity.BoundingBox.Max.X, entity.BoundingBox.Max.Y + entity.Velocity.Y, entity.BoundingBox.Max.Z));
minY = (int)(entity.BoundingBox.Min.Y);
maxY = (int)(entity.BoundingBox.Max.Y + entity.Velocity.Y) + 1;
}
// Clamp Y into map boundaries
if (minY < 0)
minY = 0;
if (minY >= TrueCraft.Core.World.World.Height)
minY = TrueCraft.Core.World.World.Height - 1;
if (maxY < 0)
maxY = 0;
if (maxY >= TrueCraft.Core.World.World.Height)
maxY = TrueCraft.Core.World.World.Height - 1;
// Do terrain checks
double? collisionPoint = null;
BoundingBox blockBox;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
var position = new Coordinates3D(x, y, z);
if (!World.IsValidPosition(position))
continue;
var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
if (boundingBox == null)
continue;
blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
if (TempBoundingBox.Intersects(blockBox))
{
if (entity.Velocity.Y < 0)
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Max.Y;
else if (collisionPoint.Value < blockBox.Max.Y)
collisionPoint = blockBox.Max.Y;
}
else
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Min.Y;
else if (collisionPoint.Value > blockBox.Min.Y)
collisionPoint = blockBox.Min.Y;
}
collision = position;
}
}
}
}
if (collisionPoint != null)
{
if (entity.Velocity.Y < 0)
{
// TODO: Do block event
//var block = world.GetBlock(collision);
//block.OnBlockWalkedOn(world, collision, this);
entity.Velocity = new Vector3(entity.Velocity.X,
entity.Velocity.Y + (collisionPoint.Value - TempBoundingBox.Min.Y),
entity.Velocity.Z);
collisionDirection = Vector3.Down;
}
else if (entity.Velocity.Y > 0)
{
entity.Velocity = new Vector3(entity.Velocity.X,
entity.Velocity.Y - (TempBoundingBox.Max.Y - collisionPoint.Value),
entity.Velocity.Z);
collisionDirection = Vector3.Up;
}
return true;
}
return false;
}
/// <summary>
/// Performs terrain collision tests and adjusts the Z-axis velocity accordingly
/// </summary>
/// <returns>True if the entity collides with the terrain</returns>
private bool AdjustVelocityZ(IAABBEntity entity, ReadOnlyWorld world, out Vector3 collision, out Vector3 collisionDirection)
{
collision = Vector3.Zero;
collisionDirection = Vector3.Zero;
if (entity.Velocity.Z == 0)
return false;
// Do some enviornment guessing to improve speed
int minX = (int)entity.Position.X - (entity.Position.X < 0 ? 1 : 0);
int maxX = (int)(entity.Position.X + entity.Size.Depth) - (entity.Position.X < 0 ? 1 : 0);
int minY = (int)entity.Position.Y - (entity.Position.Y < 0 ? 1 : 0);
int maxY = (int)(entity.Position.Y + entity.Size.Width) - (entity.Position.Y < 0 ? 1 : 0);
int minZ, maxZ;
// Expand bounding box to include area to be tested
if (entity.Velocity.Z < 0)
{
TempBoundingBox = new BoundingBox(
new Vector3(entity.BoundingBox.Min.X, entity.BoundingBox.Min.Y, entity.BoundingBox.Min.Z + entity.Velocity.Z),
entity.BoundingBox.Max);
maxZ = (int)(TempBoundingBox.Max.Z);
minZ = (int)(TempBoundingBox.Min.Z + entity.Velocity.Z) - 1;
}
else
{
TempBoundingBox = new BoundingBox(
entity.BoundingBox.Min,
new Vector3(entity.BoundingBox.Max.X, entity.BoundingBox.Max.Y, entity.BoundingBox.Max.Z + entity.Velocity.Z)
);
minZ = (int)(entity.BoundingBox.Min.Z);
maxZ = (int)(entity.BoundingBox.Max.Z + entity.Velocity.Z) + 1;
}
// Do terrain checks
double? collisionPoint = null;
BoundingBox blockBox;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
for (int z = minZ; z <= maxZ; z++)
{
var position = new Coordinates3D(x, y, z);
var boundingBox = BlockPhysicsProvider.GetBoundingBox(world.World, position);
if (boundingBox == null)
continue;
blockBox = boundingBox.Value.OffsetBy(position + new Vector3(0.5));
if (TempBoundingBox.Intersects(blockBox))
{
if (entity.Velocity.Z < 0)
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Max.Z;
else if (collisionPoint.Value < blockBox.Max.Z)
collisionPoint = blockBox.Max.Z;
}
else
{
if (!collisionPoint.HasValue)
collisionPoint = blockBox.Min.Z;
else if (collisionPoint.Value > blockBox.Min.Z)
collisionPoint = blockBox.Min.Z;
}
collision = position;
}
}
}
}
if (collisionPoint != null)
{
if (entity.Velocity.Z < 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X,
entity.Velocity.Y,
entity.Velocity.Z - (TempBoundingBox.Min.Z - collisionPoint.Value));
collisionDirection = Vector3.Backwards;
}
else if (entity.Velocity.Z > 0)
{
entity.Velocity = new Vector3(
entity.Velocity.X,
entity.Velocity.Y,
entity.Velocity.Z - (TempBoundingBox.Max.Z - collisionPoint.Value));
collisionDirection = Vector3.Forwards;
}
return true;
}
return false;
}
}
}

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@ -13,6 +13,7 @@ namespace TrueCraft.Client.Linux
var client = new MultiplayerClient();
var game = new TrueCraftGame(client, ParseEndPoint(args[0]));
game.Run();
client.Disconnect();
}
private static IPEndPoint ParseEndPoint(string arg)

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@ -48,7 +48,14 @@ namespace TrueCraft.Client.Linux
internal IChunk FindChunk(Coordinates2D coordinates)
{
return World.FindChunk(new Coordinates3D(coordinates.X, 0, coordinates.Z));
try
{
return World.FindChunk(new Coordinates3D(coordinates.X, 0, coordinates.Z));
}
catch
{
return null;
}
}
public ReadOnlyChunk GetChunk(Coordinates2D coordinates)
@ -66,6 +73,11 @@ namespace TrueCraft.Client.Linux
if (UnloadChunks)
World.UnloadChunk(coordinates);
}
public bool IsValidPosition(Coordinates3D coords)
{
return World.IsValidPosition(coords);
}
}
public class ReadOnlyChunk

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@ -37,6 +37,7 @@
<OutputPath>bin\Client</OutputPath>
<WarningLevel>4</WarningLevel>
<Commandlineparameters>127.0.0.1:25565</Commandlineparameters>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Server|AnyCPU' ">
<Optimize>false</Optimize>
@ -71,6 +72,7 @@
<Compile Include="ReadOnlyWorld.cs" />
<Compile Include="Events\ChunkEventArgs.cs" />
<Compile Include="ChunkConverter.cs" />
<Compile Include="PhysicsEngine.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<ItemGroup>

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@ -6,6 +6,7 @@ using System.Collections.Generic;
using TrueCraft.Client.Linux.Interface;
using System.IO;
using System.Net;
using TrueCraft.API;
namespace TrueCraft.Client.Linux
{
@ -18,6 +19,7 @@ namespace TrueCraft.Client.Linux
private SpriteBatch SpriteBatch { get; set; }
private IPEndPoint EndPoint { get; set; }
private ChunkConverter ChunkConverter { get; set; }
private DateTime NextPhysicsUpdate { get; set; }
public TrueCraftGame(MultiplayerClient client, IPEndPoint endPoint)
{
@ -31,6 +33,7 @@ namespace TrueCraft.Client.Linux
EndPoint = endPoint;
ChunkConverter = new ChunkConverter();
Client.ChunkLoaded += (sender, e) => ChunkConverter.QueueChunk(e.Chunk);
NextPhysicsUpdate = DateTime.MinValue;
}
protected override void Initialize()
@ -53,14 +56,44 @@ namespace TrueCraft.Client.Linux
base.LoadContent();
}
protected override void OnExiting(object sender, EventArgs args)
{
ChunkConverter.Stop();
base.OnExiting(sender, args);
}
protected virtual void UpdateKeyboard(GameTime gameTime, KeyboardState state)
{
if (state.IsKeyDown(Keys.Escape))
Exit();
// TODO: Handle rotation
// TODO: Rebindable keys
// TODO: Horizontal terrain collisions
TrueCraft.API.Vector3 delta = TrueCraft.API.Vector3.Zero;
if (state.IsKeyDown(Keys.Left) || state.IsKeyDown(Keys.A))
delta = TrueCraft.API.Vector3.Left;
if (state.IsKeyDown(Keys.Right) || state.IsKeyDown(Keys.D))
delta = TrueCraft.API.Vector3.Right;
if (state.IsKeyDown(Keys.Up) || state.IsKeyDown(Keys.W))
delta = TrueCraft.API.Vector3.Forwards;
if (state.IsKeyDown(Keys.Down) || state.IsKeyDown(Keys.S))
delta = TrueCraft.API.Vector3.Backwards;
Client.Position += delta * (gameTime.ElapsedGameTime.TotalSeconds * 4.3717); // Note: 4.3717 is the speed of a Minecraft player in m/s
}
protected override void Update(GameTime gameTime)
{
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
foreach (var i in Interfaces)
{
i.Update(gameTime);
}
if (NextPhysicsUpdate < DateTime.Now)
{
if (Client.World.FindChunk(new Coordinates2D((int)Client.Position.X, (int)Client.Position.Z)) != null)
Client.Physics.Update();
NextPhysicsUpdate = DateTime.Now.AddMilliseconds(1000 / 20);
}
UpdateKeyboard(gameTime, Keyboard.GetState());
base.Update(gameTime);
}

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@ -6,7 +6,7 @@ using TrueCraft.API.Entities;
using TrueCraft.API;
using TrueCraft.API.World;
namespace TrueCraft
namespace TrueCraft.Core.Logic
{
public class BlockRepository : IBlockRepository, IBlockPhysicsProvider
{
@ -22,7 +22,7 @@ namespace TrueCraft
BlockProviders[provider.ID] = provider;
}
internal void DiscoverBlockProviders()
public void DiscoverBlockProviders()
{
var providerTypes = new List<Type>();
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())

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@ -320,6 +320,7 @@
<Compile Include="Logic\Blocks\WallSignBlock.cs" />
<Compile Include="Logic\Blocks\UprightSignBlock.cs" />
<Compile Include="TerrainGen\Decorators\LiquidDecorator.cs" />
<Compile Include="Logic\BlockRepository.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<ItemGroup>

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@ -14,6 +14,7 @@ using TrueCraft.Core.World;
using TrueCraft.API;
using System.Collections.Concurrent;
using TrueCraft.API.Logging;
using TrueCraft.Core.Logic;
namespace TrueCraft
{

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@ -13,6 +13,7 @@ using TrueCraft.API;
using TrueCraft.Core.Logging;
using TrueCraft.API.Logic;
using TrueCraft.Exceptions;
using TrueCraft.Core.Logic;
namespace TrueCraft
{

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@ -69,12 +69,11 @@
<Compile Include="Handlers\EntityHandlers.cs" />
<Compile Include="Handlers\InteractionHandlers.cs" />
<Compile Include="Commands\DebugCommands.cs" />
<Compile Include="BlockRepository.cs" />
<Compile Include="Exceptions\PlayerDisconnectException.cs" />
<Compile Include="PhysicsEngine.cs" />
<Compile Include="ItemRepository.cs" />
<Compile Include="CraftingRepository.cs" />
<Compile Include="Configuration.cs" />
<Compile Include="PhysicsEngine.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<ItemGroup>