mirror of
https://github.com/mat-1/azalea.git
synced 2025-08-02 23:44:38 +00:00
start converting some functions in az-client into systems
committing because i'm about to try something that might go horribly wrong
This commit is contained in:
parent
24fc8dc188
commit
12269a9dc0
4 changed files with 110 additions and 110 deletions
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@ -36,6 +36,10 @@ use azalea_world::{
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},
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PartialWorld, WeakWorld, WeakWorldContainer,
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};
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use bevy_ecs::{
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schedule::{Schedule, StageLabel, SystemStage},
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system::{Query, SystemParam, SystemState},
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};
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use log::{debug, error, info, trace, warn};
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use parking_lot::{Mutex, RwLock};
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use std::{
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@ -613,12 +617,12 @@ impl Client {
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debug!("Got player position packet {:?}", p);
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let (new_pos, y_rot, x_rot) = {
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let player_entity_id = *client.entity_id.read();
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let mut world = client.world();
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let player_entity_id = *client.entity();
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let world = client.world();
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// let mut player_entity = world.entity_mut(player_entity_id).unwrap();
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let mut entities = world.entities.write();
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let (mut physics, mut position) =
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entities.query_entity_mut::<(&mut entity::Physics, &mut entity::Position)>(
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let (mut physics, position) = entities
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.query_entity_mut::<(&mut entity::Physics, &mut entity::Position)>(
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player_entity_id,
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);
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@ -975,7 +979,7 @@ impl Client {
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ClientboundGamePacket::PlayerCombatEnter(_) => {}
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ClientboundGamePacket::PlayerCombatKill(p) => {
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debug!("Got player kill packet {:?}", p);
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if *client.entity_id.read() == EntityId(p.player_id) {
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if client.entity() == EntityId(p.player_id) {
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// we can't define a variable here with client.dead.lock()
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// because of https://github.com/rust-lang/rust/issues/57478
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if !*client.dead.lock() {
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@ -1029,40 +1033,40 @@ impl Client {
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// TODO: Minecraft bursts up to 10 ticks and then skips, we should too
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game_tick_interval.set_missed_tick_behavior(time::MissedTickBehavior::Burst);
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loop {
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if !client.in_loaded_chunk() {
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continue;
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}
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game_tick_interval.tick().await;
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Self::game_tick(&mut client, &tx).await;
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tx.send(Event::Tick)
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.await
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.expect("Sending tick event should never fail");
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// schedule.run_once(&mut client.world().entities.read().ecs);
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let world = client.world();
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let mut ecs = &mut world.entities.write().ecs;
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client.send_position(
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SystemState::<
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Query<(
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&entity::Position,
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&mut entity::Physics,
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&entity::metadata::Sprinting,
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)>,
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>::new(&mut ecs)
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.get_mut(&mut ecs),
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);
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}
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}
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/// Runs every 50 milliseconds.
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async fn game_tick(client: &mut Client, tx: &Sender<Event>) {
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// return if there's no chunk at the player's position
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/// Whether our player is in a loaded chunk
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fn in_loaded_chunk(&self) -> bool {
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let world = self.world();
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let entities = world.entities.read();
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{
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let world_lock = client.world();
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let player_entity_id = *client.entity_id.read();
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let player_entity = world_lock.entity(player_entity_id);
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let Some(player_entity) = player_entity else {
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return;
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};
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let player_chunk_pos: ChunkPos = player_entity.pos().into();
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if world_lock.get_chunk(&player_chunk_pos).is_none() {
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return;
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}
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}
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let player_entity_id = self.entity();
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let position = entities.query_entity::<&entity::Position>(player_entity_id);
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tx.send(Event::Tick)
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.await
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.expect("Sending tick event should never fail");
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// TODO: if we're a passenger, send the required packets
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if let Err(e) = client.send_position().await {
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warn!("Error sending position: {:?}", e);
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}
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client.ai_step();
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// TODO: minecraft does ambient sounds here
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let player_chunk_pos = ChunkPos::from(position);
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world.get_chunk(&player_chunk_pos).is_some()
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}
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/// Get a reference to our (potentially shared) world.
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@ -1075,29 +1079,17 @@ impl Client {
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self.world.read().shared.clone()
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}
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// /// Returns the entity associated to the player.
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// pub fn entity(&self) -> Entity<Arc<WeakWorld>> {
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// let entity_id = *self.entity_id.read();
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pub fn entity(&self) -> EntityId {
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*self.entity_id.read()
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}
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// let world = self.world();
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// let entity_data = world
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// .entity_storage
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// .read()
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// .get_by_id(entity_id)
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// .expect("Player entity should be in the given world");
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// let entity_ptr = unsafe { entity_data.as_ptr() };
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// Entity::new(world, entity_id, entity_ptr)
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// }
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// pub fn query_entity<'w, Q: bevy_ecs::query::WorldQuery>(
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// &'w self,
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// ) -> bevy_ecs::query::ROQueryItem<'w, Q> {
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// let e = parking_lot::RwLockReadGuard::map(
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// self.world().entity_storage.read(),
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// |entity_storage| entity_storage.query_entity::<'w,
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// Q>(*self.entity_id.read()), );
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// e
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// }
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pub fn query<'w, 's, Param: SystemParam>(
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&'w self,
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) -> <Param::Fetch as bevy_ecs::system::SystemParamFetch<'w, 's>>::Item {
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let world = self.world();
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let mut ecs = &mut world.entities.write().ecs;
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SystemState::<Param>::new(ecs).get_mut(ecs)
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}
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/// Returns whether we have a received the login packet yet.
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pub fn logged_in(&self) -> bool {
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@ -1143,12 +1135,6 @@ impl Client {
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Ok(())
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}
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/// Get your player entity's metadata. You can use this to get your health,
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/// xp score, and other useful information.
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pub fn metadata(&self) -> metadata::Player {
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self.entity().metadata.clone().into_player().unwrap()
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}
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}
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impl<T> From<std::sync::PoisonError<T>> for HandleError {
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@ -1,8 +1,8 @@
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use std::backtrace::Backtrace;
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use crate::Client;
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use crate::{Client, PhysicsState};
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use azalea_core::Vec3;
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use azalea_physics::collision::MoverType;
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use azalea_physics::collision::{move_colliding, MoverType};
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use azalea_protocol::packets::game::serverbound_player_command_packet::ServerboundPlayerCommandPacket;
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use azalea_protocol::packets::game::{
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serverbound_move_player_pos_packet::ServerboundMovePlayerPosPacket,
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@ -11,6 +11,7 @@ use azalea_protocol::packets::game::{
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serverbound_move_player_status_only_packet::ServerboundMovePlayerStatusOnlyPacket,
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};
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use azalea_world::{entity, MoveEntityError};
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use bevy_ecs::system::Query;
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use thiserror::Error;
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#[derive(Error, Debug)]
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@ -33,15 +34,26 @@ impl From<MoveEntityError> for MovePlayerError {
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impl Client {
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/// This gets called automatically every tick.
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pub(crate) async fn send_position(&mut self) -> Result<(), MovePlayerError> {
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self.send_sprinting_if_needed().await?;
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pub(crate) fn send_position(
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&mut self,
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mut query: Query<(
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&entity::Position,
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&mut entity::Physics,
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&entity::metadata::Sprinting,
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)>,
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) -> Result<(), MovePlayerError> {
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let (player_pos, mut physics, sprinting) = query
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.get_mut((*self.entity_id.read()).into())
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.expect("Player should always be in world");
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let mut physics_state = self.physics_state.lock();
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self.send_sprinting_if_needed(sprinting, &mut physics_state)?;
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let packet = {
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// TODO: the camera being able to be controlled by other entities isn't
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// implemented yet if !self.is_controlled_camera() { return };
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let mut physics_state = self.physics_state.lock();
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// i don't like this
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let entity_storage_lock = self.world().entities.clone();
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let mut entity_storage = entity_storage_lock.write();
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@ -128,32 +140,36 @@ impl Client {
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};
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if let Some(packet) = packet {
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self.write_packet(packet).await?;
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tokio::spawn(self.write_packet(packet));
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}
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Ok(())
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}
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async fn send_sprinting_if_needed(&mut self) -> Result<(), MovePlayerError> {
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let is_sprinting = self.entity().metadata.sprinting;
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let was_sprinting = self.physics_state.lock().was_sprinting;
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if is_sprinting != was_sprinting {
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let sprinting_action = if is_sprinting {
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fn send_sprinting_if_needed(
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&mut self,
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sprinting: &entity::metadata::Sprinting,
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physics_state: &mut PhysicsState,
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) -> Result<(), MovePlayerError> {
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let was_sprinting = physics_state.was_sprinting;
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if **sprinting != was_sprinting {
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let sprinting_action = if **sprinting {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::StartSprinting
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} else {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::StopSprinting
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};
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let player_entity_id = *self.entity_id.read();
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self.write_packet(
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ServerboundPlayerCommandPacket {
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id: *player_entity_id,
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action: sprinting_action,
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data: 0,
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}
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.get(),
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)
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.await?;
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self.physics_state.lock().was_sprinting = is_sprinting;
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tokio::spawn(
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self.write_packet(
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ServerboundPlayerCommandPacket {
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id: *player_entity_id,
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action: sprinting_action,
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data: 0,
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}
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.get(),
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),
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);
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physics_state.was_sprinting = **sprinting;
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}
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Ok(())
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@ -170,36 +186,27 @@ impl Client {
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Ok(())
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}
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pub async fn move_entity(&mut self, movement: &Vec3) -> Result<(), MovePlayerError> {
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let mut world_lock = self.world.write();
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let player_entity_id = *self.entity_id.read();
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let mut entity = world_lock
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.entity_mut(player_entity_id)
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.ok_or(MovePlayerError::PlayerNotInWorld(Backtrace::capture()))?;
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log::trace!(
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"move entity bounding box: {} {:?}",
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entity.id,
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entity.bounding_box
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);
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entity.move_colliding(&MoverType::Own, movement)?;
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Ok(())
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}
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/// Makes the bot do one physics tick. Note that this is already handled
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/// automatically by the client.
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pub fn ai_step(&mut self) {
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pub fn ai_step(
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&mut self,
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query: Query<(
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&mut entity::Physics,
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&mut entity::Position,
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&mut entity::metadata::Sprinting,
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&entity::Attributes,
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)>,
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) {
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self.tick_controls(None);
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let (mut physics, mut position, mut sprinting, attributes) =
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query.get_mut((*self.entity_id.read()).into()).unwrap();
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// server ai step
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{
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let mut player_entity = self.entity();
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let physics_state = self.physics_state.lock();
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player_entity.xxa = physics_state.left_impulse;
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player_entity.zza = physics_state.forward_impulse;
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physics.xxa = physics_state.left_impulse;
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physics.zza = physics_state.forward_impulse;
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}
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// TODO: food data and abilities
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@ -225,8 +232,14 @@ impl Client {
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self.set_sprinting(true);
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}
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let mut player_entity = self.entity();
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player_entity.ai_step();
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azalea_physics::ai_step(
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*self.entity_id.read(),
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&self.world(),
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&mut physics,
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&mut position,
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&sprinting,
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attributes,
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);
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}
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/// Update the impulse from self.move_direction. The multipler is used for
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@ -345,6 +358,7 @@ impl Client {
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/// recommended.
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pub fn set_jumping(&mut self, jumping: bool) {
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let mut player_entity = self.entity();
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let physics = self.query::<Query<&entity::Physics>>();
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player_entity.jumping = jumping;
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}
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@ -82,7 +82,7 @@ fn travel(
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/// applies air resistance, calls self.travel(), and some other random
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/// stuff.
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fn ai_step(
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pub fn ai_step(
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entity_id: EntityId,
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world: &WeakWorld,
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physics: &mut entity::Physics,
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@ -63,7 +63,7 @@ pub struct PartialEntityStorage {
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#[derive(Default)]
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pub struct WeakEntityStorage {
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/// The ECS world that actually contains the entities.
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pub(crate) ecs: bevy_ecs::world::World,
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pub ecs: bevy_ecs::world::World,
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/// The number of `PartialWorld`s that have this entity loaded.
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/// (this is reference counting)
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