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start adding sneaking
This commit is contained in:
parent
737af37c19
commit
83dc3dd0e4
13 changed files with 230 additions and 43 deletions
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@ -30,7 +30,7 @@ use azalea_core::{position::Vec3, tick::GameTick};
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use azalea_entity::{
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indexing::{EntityIdIndex, EntityUuidIndex},
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metadata::Health,
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EntityPlugin, EntityUpdateSet, EyeHeight, LocalEntity, Position,
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EntityPlugin, EntityUpdateSet, EyeHeight, LocalEntity, Position, Sneaking,
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};
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use azalea_physics::PhysicsPlugin;
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use azalea_protocol::{
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@ -640,6 +640,7 @@ pub struct JoinedClientBundle {
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pub permission_level: PermissionLevel,
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pub chunk_batch_info: ChunkBatchInfo,
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pub hunger: Hunger,
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pub sneaking: Sneaking,
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pub entity_id_index: EntityIdIndex,
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@ -47,21 +47,6 @@ pub struct LocalGameMode {
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pub previous: Option<GameMode>,
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}
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/// A component that contains the abilities the player has, like flying
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/// or instantly breaking blocks. This is only present on local players.
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#[derive(Clone, Debug, Component, Default)]
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pub struct PlayerAbilities {
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pub invulnerable: bool,
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pub flying: bool,
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pub can_fly: bool,
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/// Whether the player can instantly break blocks and can duplicate blocks
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/// in their inventory.
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pub instant_break: bool,
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pub flying_speed: f32,
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/// Used for the fov
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pub walking_speed: f32,
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}
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impl From<&ClientboundPlayerAbilitiesPacket> for PlayerAbilities {
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fn from(packet: &ClientboundPlayerAbilitiesPacket) -> Self {
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Self {
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@ -1,9 +1,12 @@
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use crate::client::Client;
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use crate::inventory::InventoryComponent;
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use crate::local_player::PlayerAbilities;
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use crate::packet_handling::game::SendPacketEvent;
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use azalea_core::position::Vec3;
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use azalea_core::tick::GameTick;
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use azalea_entity::metadata::{ShiftKeyDown, Sleeping, SleepingPos, Swimming};
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use azalea_entity::{metadata::Sprinting, Attributes, Jumping};
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use azalea_entity::{InLoadedChunk, LastSentPosition, LookDirection, Physics, Position};
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use azalea_entity::{InLoadedChunk, LastSentPosition, LookDirection, Physics, Position, Sneaking};
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use azalea_physics::{ai_step, PhysicsSet};
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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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@ -12,10 +15,11 @@ use azalea_protocol::packets::game::{
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serverbound_move_player_rot_packet::ServerboundMovePlayerRotPacket,
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serverbound_move_player_status_only_packet::ServerboundMovePlayerStatusOnlyPacket,
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};
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use azalea_world::{MinecraftEntityId, MoveEntityError};
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use azalea_world::{InstanceContainer, InstanceName, MinecraftEntityId, MoveEntityError};
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use bevy_app::{App, Plugin, Update};
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use bevy_ecs::prelude::{Event, EventWriter};
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use bevy_ecs::schedule::SystemSet;
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use bevy_ecs::system::Res;
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use bevy_ecs::{
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component::Component, entity::Entity, event::EventReader, query::With,
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schedule::IntoSystemConfigs, system::Query,
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@ -57,11 +61,13 @@ impl Plugin for PlayerMovePlugin {
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.add_systems(
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GameTick,
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(
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(tick_controls, local_player_ai_step)
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(update_sneaking, tick_controls, local_player_ai_step)
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.chain()
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.in_set(PhysicsSet)
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.before(ai_step),
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send_sprinting_if_needed.after(azalea_entity::update_in_loaded_chunk),
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(send_sprinting_if_needed, send_shift_key_down_if_needed)
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.chain()
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.after(azalea_entity::update_in_loaded_chunk),
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send_position.after(PhysicsSet),
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)
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.chain(),
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@ -117,7 +123,7 @@ pub struct LastSentLookDirection {
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pub y_rot: f32,
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}
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/// Component for entities that can move and sprint. Usually only in
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/// Component for entities that can move, sprint, and sneak. Usually only in
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/// [`LocalEntity`]s.
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///
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/// [`LocalEntity`]: azalea_entity::LocalEntity
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@ -126,7 +132,15 @@ pub struct PhysicsState {
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/// Minecraft only sends a movement packet either after 20 ticks or if the
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/// player moved enough. This is that tick counter.
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pub position_remainder: u32,
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pub was_sprinting: bool,
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/// Whether the player was sneaking last tick. You shouldn't modify this.
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///
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/// If you want to check or change the player's sneak state from the ECS,
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/// use the [`ShiftKeyDown`] component.
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pub was_sneaking: bool,
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// Whether we're going to try to start sprinting this tick. Equivalent to
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// holding down ctrl for a tick.
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pub trying_to_sprint: bool,
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@ -251,10 +265,11 @@ fn send_sprinting_if_needed(
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mut query: Query<(Entity, &MinecraftEntityId, &Sprinting, &mut PhysicsState)>,
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mut send_packet_events: EventWriter<SendPacketEvent>,
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) {
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for (entity, minecraft_entity_id, sprinting, mut physics_state) in query.iter_mut() {
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for (entity, &minecraft_entity_id, &Sprinting(sprinting), mut physics_state) in query.iter_mut()
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{
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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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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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@ -262,22 +277,122 @@ fn send_sprinting_if_needed(
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send_packet_events.send(SendPacketEvent {
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entity,
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packet: ServerboundPlayerCommandPacket {
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id: **minecraft_entity_id,
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id: *minecraft_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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physics_state.was_sprinting = **sprinting;
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physics_state.was_sprinting = sprinting;
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}
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}
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}
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fn send_shift_key_down_if_needed(
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mut query: Query<(Entity, &MinecraftEntityId, &ShiftKeyDown, &mut PhysicsState)>,
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mut send_packet_events: EventWriter<SendPacketEvent>,
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) {
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for (entity, &minecraft_entity_id, &ShiftKeyDown(sneaking), mut physics_state) in
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query.iter_mut()
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{
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let was_sneaking = physics_state.was_sneaking;
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if sneaking != was_sneaking {
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let sneaking_action = if sneaking {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::PressShiftKey
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} else {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::ReleaseShiftKey
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};
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send_packet_events.send(SendPacketEvent {
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entity,
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packet: ServerboundPlayerCommandPacket {
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id: *minecraft_entity_id,
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action: sneaking_action,
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data: 0,
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}
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.get(),
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});
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physics_state.was_sneaking = sneaking;
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}
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}
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}
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fn can_player_fit_within_blocks_and_entities_when(
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_pose: azalea_entity::Pose,
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_position: Vec3,
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_instance: &azalea_world::Instance,
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) -> bool {
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// TODO
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true
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}
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pub fn update_sneaking(
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mut query: Query<(
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&PlayerAbilities,
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&Swimming,
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// TODO: isPassenger
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&ShiftKeyDown,
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&SleepingPos,
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&Position,
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&InstanceName,
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&mut Sneaking,
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)>,
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instances: Res<InstanceContainer>,
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) {
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for (
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player_abilities,
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&Swimming(swimming),
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&ShiftKeyDown(shift_key_down),
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&SleepingPos(sleeping_pos),
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&Position(position),
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instance_name,
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mut sneaking,
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) in query.iter_mut()
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{
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let Some(instance) = instances.get(instance_name) else {
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continue;
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};
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// this.crouching = !this.getAbilities().flying
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// && !this.isSwimming()
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// && !this.isPassenger()
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// && this.canPlayerFitWithinBlocksAndEntitiesWhen(Pose.CROUCHING)
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// && (this.isShiftKeyDown()
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// || !this.isSleeping() && !this.canPlayerFitWithinBlocksAndEntitiesWhen(Pose.STANDING));
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let instance = instance.read();
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**sneaking = !player_abilities.flying
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&& !swimming
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// && !isPassenger
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// && this.canPlayerFitWithinBlocksAndEntitiesWhen(Pose.CROUCHING)
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&& can_player_fit_within_blocks_and_entities_when(
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azalea_entity::Pose::Crouching,
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position,
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&instance,
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)
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&& (shift_key_down
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|| (
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sleeping_pos.is_none()
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&& !can_player_fit_within_blocks_and_entities_when(azalea_entity::Pose::Standing, position, &instance)
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)
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);
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}
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}
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fn is_moving_slowly(sneaking: bool, is_visually_crawling: bool) -> bool {
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sneaking || is_visually_crawling
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}
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/// Update the impulse from self.move_direction. The multiplier is used for
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/// sneaking.
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pub(crate) fn tick_controls(mut query: Query<&mut PhysicsState>) {
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for mut physics_state in query.iter_mut() {
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let multiplier: Option<f32> = None;
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pub(crate) fn tick_controls(mut query: Query<(&mut PhysicsState, &Sneaking, &InventoryComponent)>) {
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for (mut physics_state, &Sneaking(sneaking), inventory) in query.iter_mut() {
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let multiplier: Option<f32> = if is_moving_slowly(sneaking, false) {
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let sneaking_speed_bonus =
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azalea_entity::enchantments::get_sneaking_speed_bonus(&inventory.inventory_menu);
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Some(f32::clamp(0.3 + sneaking_speed_bonus, 0., 1.))
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} else {
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None
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};
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let mut forward_impulse: f32 = 0.;
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let mut left_impulse: f32 = 0.;
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@ -397,6 +512,27 @@ impl Client {
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direction,
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});
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}
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/// Start or stop sneaking.
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///
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/// ```rust,no_run
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/// # use azalea_client::{Client, WalkDirection, SprintDirection};
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/// # use std::time::Duration;
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/// # async fn example(mut bot: Client) {
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/// // toggle sneak
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/// bot.sneak(!bot.sneaking());
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/// # }
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/// ```
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pub fn sneak(&mut self, sneaking: bool) {
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let mut ecs = self.ecs.lock();
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let mut sneaking_component = self.query::<&mut ShiftKeyDown>(&mut ecs);
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**sneaking_component = sneaking;
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}
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/// Returns whether the player is sneaking.
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pub fn sneaking(&self) -> bool {
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*self.component::<ShiftKeyDown>()
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}
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}
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/// An event sent when the client starts walking. This does not get sent for
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@ -136,8 +136,9 @@ pub fn process_packet_events(ecs: &mut World) {
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last_sent_direction: crate::movement::LastSentLookDirection::default(),
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abilities: crate::local_player::PlayerAbilities::default(),
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permission_level: crate::local_player::PermissionLevel::default(),
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hunger: Hunger::default(),
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chunk_batch_info: crate::chunks::ChunkBatchInfo::default(),
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hunger: Hunger::default(),
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sneaking: azalea_entity::Sneaking::default(),
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entity_id_index: EntityIdIndex::default(),
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@ -142,9 +142,19 @@ pub enum Pose {
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Sleeping,
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Swimming,
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SpinAttack,
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Sneaking,
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Crouching,
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LongJumping,
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Dying,
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Croaking,
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UsingTongue,
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Sitting,
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Roaring,
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Sniffing,
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Emerging,
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Digging,
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Sliding,
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Shooting,
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Inhaling,
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}
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#[derive(Debug, Clone, McBuf)]
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@ -1,8 +1,14 @@
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use azalea_registry::Enchantment;
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pub fn get_enchant_level(
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_enchantment: azalea_registry::Enchantment,
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_enchantment: Enchantment,
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_player_inventory: &azalea_inventory::Menu,
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) -> u32 {
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// TODO
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0
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}
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pub fn get_sneaking_speed_bonus(player_inventory: &azalea_inventory::Menu) -> f32 {
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get_enchant_level(Enchantment::SwiftSneak, player_inventory) as f32 * 0.15
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}
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@ -4,7 +4,7 @@ pub mod attributes;
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mod data;
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mod dimensions;
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mod effects;
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mod enchantments;
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pub mod enchantments;
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pub mod metadata;
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pub mod mining;
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mod plugin;
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@ -138,7 +138,7 @@ impl Debug for EntityUuid {
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/// You are free to change this; there's systems that update the indexes
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/// automatically.
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#[derive(Component, Clone, Copy, Debug, Default, PartialEq, Deref, DerefMut)]
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pub struct Position(Vec3);
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pub struct Position(pub Vec3);
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impl Position {
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pub fn new(pos: Vec3) -> Self {
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Self(pos)
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@ -425,6 +425,26 @@ impl FluidOnEyes {
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#[derive(Component, Clone, Debug, PartialEq, Deref, DerefMut)]
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pub struct OnClimbable(bool);
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/// A component that indicates whether the player is currently sneaking.
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#[derive(Component, Clone, Deref, DerefMut, Default)]
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pub struct Sneaking(pub bool);
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/// A component that contains the abilities the player has, like flying
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/// or instantly breaking blocks. This is only present on local players.
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#[derive(Clone, Debug, Component, Default)]
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pub struct PlayerAbilities {
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pub invulnerable: bool,
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pub flying: bool,
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pub can_fly: bool,
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/// Whether the player can instantly break blocks and can duplicate blocks
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/// in their inventory.
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pub instant_break: bool,
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pub flying_speed: f32,
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/// Used for the fov
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pub walking_speed: f32,
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}
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// #[cfg(test)]
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// mod tests {
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// use super::*;
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|
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@ -1986,7 +1986,7 @@ impl Default for DolphinMetadataBundle {
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aggressive: Aggressive(false),
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},
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},
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treasure_pos: TreasurePos(Default::default()),
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treasure_pos: TreasurePos(BlockPos::new(0, 0, 0)),
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got_fish: GotFish(false),
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moistness_level: MoistnessLevel(2400),
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}
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@ -3014,7 +3014,7 @@ impl Default for FallingBlockMetadataBundle {
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pose: Pose::default(),
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ticks_frozen: TicksFrozen(0),
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},
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start_pos: StartPos(Default::default()),
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start_pos: StartPos(BlockPos::new(0, 0, 0)),
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}
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}
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}
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|
@ -8604,10 +8604,10 @@ impl Default for TurtleMetadataBundle {
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abstract_ageable_baby: AbstractAgeableBaby(false),
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},
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},
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home_pos: HomePos(Default::default()),
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home_pos: HomePos(BlockPos::new(0, 0, 0)),
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has_egg: HasEgg(false),
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laying_egg: LayingEgg(false),
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travel_pos: TravelPos(Default::default()),
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travel_pos: TravelPos(BlockPos::new(0, 0, 0)),
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going_home: GoingHome(false),
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travelling: Travelling(false),
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}
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|
|
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@ -7,6 +7,7 @@ mod world_collisions;
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use std::ops::Add;
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use azalea_core::{aabb::AABB, direction::Axis, math::EPSILON, position::Vec3};
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use azalea_entity::{metadata::ShiftKeyDown, PlayerAbilities};
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use azalea_world::{Instance, MoveEntityError};
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use bevy_ecs::world::Mut;
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pub use blocks::BlockWithShape;
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|
@ -138,6 +139,7 @@ pub fn move_colliding(
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world: &Instance,
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position: &mut Mut<azalea_entity::Position>,
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physics: &mut azalea_entity::Physics,
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abilities: &PlayerAbilities,
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) -> Result<(), MoveEntityError> {
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// TODO: do all these
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|
@ -250,6 +252,24 @@ pub fn move_colliding(
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Ok(())
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}
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fn maybe_back_off_from_edge(
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abilities: &PlayerAbilities,
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movement: &Vec3,
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mover_type: MoverType,
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is_shift_key_held: &ShiftKeyDown
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) -> Vec3 {
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// if (!this.abilities.flying
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// && movement.y <= 0.0
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// && (moverType == MoverType.SELF || moverType == MoverType.PLAYER)
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// && this.isStayingOnGroundSurface()
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// && this.isAboveGround()) {
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let is_backing_off = !abilities.flying
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&& movement.y <= 0.
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&& matches!(mover_type, MoverType::Own | MoverType::Player)
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}
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fn collide_bounding_box(
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movement: &Vec3,
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entity_bounding_box: &AABB,
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|
|
|
@ -335,7 +335,7 @@ fn handle_on_climbable(
|
|||
|
||||
// sneaking on ladders/vines
|
||||
if y < 0.0
|
||||
&& pose.copied() == Some(Pose::Sneaking)
|
||||
&& pose.copied() == Some(Pose::Crouching)
|
||||
&& azalea_registry::Block::from(
|
||||
world
|
||||
.chunks
|
||||
|
|
|
@ -136,11 +136,19 @@ pub fn register(commands: &mut CommandDispatcher<Mutex<CommandSource>>) {
|
|||
tokio::time::sleep(Duration::from_secs_f32(seconds)).await;
|
||||
bot.walk(WalkDirection::None);
|
||||
});
|
||||
source.reply(&format!("ok, spriting for {seconds} seconds"));
|
||||
source.reply(&format!("ok, sprinting for {seconds} seconds"));
|
||||
1
|
||||
})),
|
||||
);
|
||||
|
||||
commands.register(literal("sneak").executes(|ctx: &Ctx| {
|
||||
let source = ctx.source.lock();
|
||||
let mut bot = source.bot.clone();
|
||||
bot.sneak(!bot.sneaking());
|
||||
source.reply("ok");
|
||||
1
|
||||
}));
|
||||
|
||||
commands.register(literal("north").executes(|ctx: &Ctx| {
|
||||
let mut source = ctx.source.lock();
|
||||
source.bot.set_direction(180., 0.);
|
||||
|
|
|
@ -347,7 +347,7 @@ impl From<EntityDataValue> for UpdateMetadataError {
|
|||
# _marker: Allay,
|
||||
# parent: AbstractCreatureBundle {
|
||||
# on_fire: OnFire(false),
|
||||
# shift_key_down: ShiftKeyDown(false),
|
||||
# sneaking: ShiftKeyDown(false),
|
||||
# },
|
||||
# sprinting: Sprinting(false),
|
||||
# swimming: Swimming(false)
|
||||
|
@ -360,7 +360,7 @@ impl From<EntityDataValue> for UpdateMetadataError {
|
|||
|
||||
def generate_fields(this_entity_id: str):
|
||||
# on_fire: OnFire(false),
|
||||
# shift_key_down: ShiftKeyDown(false),
|
||||
# sneaking: ShiftKeyDown(false),
|
||||
|
||||
# _marker
|
||||
this_entity_struct_name = upper_first_letter(
|
||||
|
|
Loading…
Add table
Reference in a new issue