mirror of
https://github.com/mat-1/azalea.git
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add StartUseItemEvent and improve code related to interactions
This commit is contained in:
parent
e9b3128103
commit
e1d3b902ba
16 changed files with 325 additions and 144 deletions
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@ -25,7 +25,8 @@ is breaking anyways, semantic versioning is not followed.
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- [BREAKING] The `BlockState::id` field is now private, use `.id()` instead.
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- [BREAKING] Update to [Bevy 0.16](https://bevyengine.org/news/bevy-0-16/).
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- [BREAKING] Rename `InstanceContainer::insert` to `get_or_insert`.
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- ClientBuilder and SwarmBuilder are now Send.
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- [BREAKING] Replace `BlockInteractEvent` with the more general-purpose `StartUseItemEvent`, and add `client.start_use_item()`.
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- `ClientBuilder` and `SwarmBuilder` are now Send.
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### Fixed
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@ -17,7 +17,7 @@ use bevy_ecs::prelude::*;
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use tracing::{error, trace};
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use crate::{
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InstanceHolder, interact::handle_block_interact_event, inventory::InventorySet,
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InstanceHolder, interact::handle_start_use_item_queued, inventory::InventorySet,
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packet::game::SendPacketEvent, respawn::perform_respawn,
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};
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@ -33,7 +33,7 @@ impl Plugin for ChunksPlugin {
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)
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.chain()
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.before(InventorySet)
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.before(handle_block_interact_event)
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.before(handle_start_use_item_queued)
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.before(perform_respawn),
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)
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.add_event::<ReceiveChunkEvent>()
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@ -1,21 +1,22 @@
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use std::ops::AddAssign;
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use azalea_block::BlockState;
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use azalea_core::{
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block_hit_result::BlockHitResult,
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direction::Direction,
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game_type::GameMode,
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hit_result::{BlockHitResult, HitResult},
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position::{BlockPos, Vec3},
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tick::GameTick,
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};
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use azalea_entity::{
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Attributes, EyeHeight, LocalEntity, LookDirection, Position, clamp_look_direction, view_vector,
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};
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use azalea_inventory::{ItemStack, ItemStackData, components};
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use azalea_physics::clip::{BlockShapeType, ClipContext, FluidPickType};
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use azalea_physics::{
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PhysicsSet,
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clip::{BlockShapeType, ClipContext, FluidPickType},
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};
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use azalea_protocol::packets::game::{
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s_interact::InteractionHand,
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s_swing::ServerboundSwing,
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s_use_item_on::{BlockHit, ServerboundUseItemOn},
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ServerboundUseItem, s_interact::InteractionHand, s_swing::ServerboundSwing,
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s_use_item_on::ServerboundUseItemOn,
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};
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use azalea_world::{Instance, InstanceContainer, InstanceName};
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use bevy_app::{App, Plugin, Update};
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@ -23,6 +24,7 @@ use bevy_ecs::prelude::*;
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use derive_more::{Deref, DerefMut};
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use tracing::warn;
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use super::mining::{Mining, MiningSet};
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use crate::{
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Client,
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attack::handle_attack_event,
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@ -37,14 +39,14 @@ use crate::{
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pub struct InteractPlugin;
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impl Plugin for InteractPlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<BlockInteractEvent>()
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app.add_event::<StartUseItemEvent>()
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.add_event::<SwingArmEvent>()
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.add_systems(
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Update,
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(
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(
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handle_start_use_item_event,
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update_hit_result_component.after(clamp_look_direction),
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handle_block_interact_event,
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handle_swing_arm_event,
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)
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.after(InventorySet)
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@ -56,34 +58,47 @@ impl Plugin for InteractPlugin {
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.after(MoveEventsSet),
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),
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)
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.add_systems(
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GameTick,
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handle_start_use_item_queued
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.after(MiningSet)
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.before(PhysicsSet),
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)
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.add_observer(handle_swing_arm_trigger);
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}
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}
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impl Client {
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/// Right click a block. The behavior of this depends on the target block,
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/// Right-click a block.
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///
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/// The behavior of this depends on the target block,
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/// and it'll either place the block you're holding in your hand or use the
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/// block you clicked (like toggling a lever).
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///
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/// Note that this may trigger anticheats as it doesn't take into account
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/// whether you're actually looking at the block.
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pub fn block_interact(&self, position: BlockPos) {
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self.ecs.lock().send_event(BlockInteractEvent {
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self.ecs.lock().send_event(StartUseItemEvent {
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entity: self.entity,
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position,
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hand: InteractionHand::MainHand,
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force_block: Some(position),
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});
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}
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}
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/// Right click a block. The behavior of this depends on the target block,
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/// and it'll either place the block you're holding in your hand or use the
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/// block you clicked (like toggling a lever).
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#[derive(Event)]
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pub struct BlockInteractEvent {
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/// The local player entity that's opening the container.
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pub entity: Entity,
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/// The coordinates of the container.
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pub position: BlockPos,
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/// Use the current item.
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///
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/// If the item is consumable, then it'll act as if right-click was held
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/// until the item finished being consumed. You can use this to eat food.
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///
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/// If we're looking at a block or entity, then it will be clicked. Also see
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/// [`Client::block_interact`].
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pub fn start_use_item(&self) {
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self.ecs.lock().send_event(StartUseItemEvent {
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entity: self.entity,
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hand: InteractionHand::MainHand,
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force_block: None,
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});
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}
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}
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/// A component that contains the number of changes this client has made to
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@ -91,66 +106,149 @@ pub struct BlockInteractEvent {
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#[derive(Component, Copy, Clone, Debug, Default, Deref)]
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pub struct CurrentSequenceNumber(u32);
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impl AddAssign<u32> for CurrentSequenceNumber {
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fn add_assign(&mut self, rhs: u32) {
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self.0 += rhs;
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impl CurrentSequenceNumber {
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/// Get the next sequence number that we're going to use and increment the
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/// value.
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pub fn get_and_increment(&mut self) -> u32 {
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let cur = self.0;
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self.0 += 1;
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cur
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}
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}
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/// A component that contains the block that the player is currently looking at.
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/// A component that contains the block or entity that the player is currently
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/// looking at.
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#[doc(alias("looking at", "looking at block", "crosshair"))]
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#[derive(Component, Clone, Debug, Deref, DerefMut)]
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pub struct HitResultComponent(BlockHitResult);
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pub struct HitResultComponent(HitResult);
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pub fn handle_block_interact_event(
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mut events: EventReader<BlockInteractEvent>,
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mut query: Query<(Entity, &mut CurrentSequenceNumber, &HitResultComponent)>,
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/// An event that makes one of our clients simulate a right-click.
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///
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/// This event just inserts the [`StartUseItemQueued`] component on the given
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/// entity.
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#[doc(alias("right click"))]
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#[derive(Event)]
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pub struct StartUseItemEvent {
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pub entity: Entity,
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pub hand: InteractionHand,
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/// See [`QueuedStartUseItem::force_block`].
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pub force_block: Option<BlockPos>,
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}
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pub fn handle_start_use_item_event(
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mut commands: Commands,
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mut events: EventReader<StartUseItemEvent>,
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) {
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for event in events.read() {
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let Ok((entity, mut sequence_number, hit_result)) = query.get_mut(event.entity) else {
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warn!("Sent BlockInteractEvent for entity that doesn't have the required components");
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continue;
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commands.entity(event.entity).insert(StartUseItemQueued {
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hand: event.hand,
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force_block: event.force_block,
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});
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}
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}
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/// A component that makes our client simulate a right-click on the next
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/// [`GameTick`]. It's removed after that tick.
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///
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/// You may find it more convenient to use [`StartUseItemEvent`] instead, which
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/// just inserts this component for you.
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///
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/// [`GameTick`]: azalea_core::tick::GameTick
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#[derive(Component)]
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pub struct StartUseItemQueued {
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pub hand: InteractionHand,
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/// Optionally force us to send a [`ServerboundUseItemOn`] on the given
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/// block.
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///
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/// This is useful if you want to interact with a block without looking at
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/// it, but should be avoided to stay compatible with anticheats.
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pub force_block: Option<BlockPos>,
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}
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pub fn handle_start_use_item_queued(
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mut commands: Commands,
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query: Query<(
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Entity,
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&StartUseItemQueued,
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&mut CurrentSequenceNumber,
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&HitResultComponent,
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&LookDirection,
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Option<&Mining>,
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)>,
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) {
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for (entity, start_use_item, mut sequence_number, hit_result, look_direction, mining) in query {
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commands.entity(entity).remove::<StartUseItemQueued>();
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if mining.is_some() {
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warn!("Got a StartUseItemEvent for a client that was mining");
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}
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// TODO: this also skips if LocalPlayer.handsBusy is true, which is used when
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// rowing a boat
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let mut hit_result = hit_result.0.clone();
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if let Some(force_block) = start_use_item.force_block {
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let hit_result_matches = if let HitResult::Block(block_hit_result) = hit_result {
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block_hit_result.block_pos == force_block
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} else {
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false
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};
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// TODO: check to make sure we're within the world border
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*sequence_number += 1;
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// minecraft also does the interaction client-side (so it looks like clicking a
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// button is instant) but we don't really need that
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// the block_hit data will depend on whether we're looking at the block and
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// whether we can reach it
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let block_hit = if hit_result.block_pos == event.position {
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// we're looking at the block :)
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BlockHit {
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block_pos: hit_result.block_pos,
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direction: hit_result.direction,
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location: hit_result.location,
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inside: hit_result.inside,
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world_border: hit_result.world_border,
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}
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} else {
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if !hit_result_matches {
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// we're not looking at the block, so make up some numbers
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BlockHit {
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block_pos: event.position,
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hit_result = HitResult::Block(BlockHitResult {
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location: force_block.center(),
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direction: Direction::Up,
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location: event.position.center(),
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block_pos: force_block,
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inside: false,
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world_border: false,
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miss: false,
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});
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}
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}
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};
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match hit_result {
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HitResult::Block(block_hit_result) => {
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if block_hit_result.miss {
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commands.trigger(SendPacketEvent::new(
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entity,
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ServerboundUseItem {
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hand: start_use_item.hand,
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sequence: sequence_number.get_and_increment(),
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x_rot: look_direction.x_rot,
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y_rot: look_direction.y_rot,
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},
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));
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} else {
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commands.trigger(SendPacketEvent::new(
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entity,
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ServerboundUseItemOn {
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hand: InteractionHand::MainHand,
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block_hit,
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sequence: sequence_number.0,
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hand: start_use_item.hand,
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block_hit: block_hit_result.into(),
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sequence: sequence_number.get_and_increment(),
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},
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));
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// TODO: depending on the result of useItemOn, this might
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// also need to send a SwingArmEvent.
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// basically, this TODO is for
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// simulating block interactions/placements on the
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// client-side.
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}
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}
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HitResult::Entity => {
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// TODO: implement HitResult::Entity
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// TODO: worldborder check
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// commands.trigger(SendPacketEvent::new(
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// entity,
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// ServerboundInteract {
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// entity_id: todo!(),
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// action: todo!(),
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// using_secondary_action: todo!(),
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// },
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// ));
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}
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}
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}
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}
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@ -198,12 +296,32 @@ pub fn update_hit_result_component(
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}
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}
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/// Get the block or entity that a player would be looking at if their eyes were
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/// at the given direction and position.
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///
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/// If you need to get the block/entity the player is looking at right now, use
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/// [`HitResultComponent`].
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///
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/// Also see [`pick_block`].
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///
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/// TODO: does not currently check for entities
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pub fn pick(
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look_direction: &LookDirection,
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eye_position: &Vec3,
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chunks: &azalea_world::ChunkStorage,
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pick_range: f64,
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) -> HitResult {
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// TODO
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// let entity_hit_result = ;
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HitResult::Block(pick_block(look_direction, eye_position, chunks, pick_range))
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}
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/// Get the block that a player would be looking at if their eyes were at the
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/// given direction and position.
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///
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/// If you need to get the block the player is looking at right now, use
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/// [`HitResultComponent`].
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pub fn pick(
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/// Also see [`pick`].
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pub fn pick_block(
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look_direction: &LookDirection,
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eye_position: &Vec3,
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chunks: &azalea_world::ChunkStorage,
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@ -211,6 +329,7 @@ pub fn pick(
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) -> BlockHitResult {
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let view_vector = view_vector(look_direction);
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let end_position = eye_position + &(view_vector * pick_range);
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azalea_physics::clip::clip(
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chunks,
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ClipContext {
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|
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@ -39,7 +39,8 @@ impl Plugin for MiningPlugin {
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handle_mining_queued,
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)
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.chain()
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.before(PhysicsSet),
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.before(PhysicsSet)
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.in_set(MiningSet),
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)
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.add_systems(
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Update,
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@ -56,7 +57,7 @@ impl Plugin for MiningPlugin {
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.after(azalea_entity::update_fluid_on_eyes)
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.after(crate::interact::update_hit_result_component)
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.after(crate::attack::handle_attack_event)
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.after(crate::interact::handle_block_interact_event)
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.after(crate::interact::handle_start_use_item_queued)
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.before(crate::interact::handle_swing_arm_event),
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);
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}
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|
@ -121,22 +122,25 @@ fn handle_auto_mine(
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current_mining_item,
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) in &mut query.iter_mut()
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{
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let block_pos = hit_result_component.block_pos;
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let block_pos = hit_result_component
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.as_block_hit_result_if_not_miss()
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.map(|b| b.block_pos);
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if (mining.is_none()
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// start mining if we're looking at a block and we're not already mining it
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if let Some(block_pos) = block_pos
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&& (mining.is_none()
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|| !is_same_mining_target(
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block_pos,
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inventory,
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current_mining_pos,
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current_mining_item,
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))
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&& !hit_result_component.miss
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{
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start_mining_block_event.write(StartMiningBlockEvent {
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entity,
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position: block_pos,
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});
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} else if mining.is_some() && hit_result_component.miss {
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} else if mining.is_some() && hit_result_component.is_miss() {
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stop_mining_block_event.write(StopMiningBlockEvent { entity });
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}
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}
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|
@ -166,9 +170,11 @@ fn handle_start_mining_block_event(
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) {
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for event in events.read() {
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let hit_result = query.get_mut(event.entity).unwrap();
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let direction = if hit_result.block_pos == event.position {
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let direction = if let Some(block_hit_result) = hit_result.as_block_hit_result_if_not_miss()
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&& block_hit_result.block_pos == event.position
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{
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// we're looking at the block
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hit_result.direction
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block_hit_result.direction
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} else {
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// we're not looking at the block, arbitrary direction
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Direction::Down
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|
@ -241,7 +247,6 @@ fn handle_mining_queued(
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// is outside of the worldborder
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if game_mode.current == GameMode::Creative {
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*sequence_number += 1;
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finish_mining_events.write(FinishMiningBlockEvent {
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entity,
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position: mining_queued.position,
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|
@ -318,14 +323,13 @@ fn handle_mining_queued(
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});
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}
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*sequence_number += 1;
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commands.trigger(SendPacketEvent::new(
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entity,
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ServerboundPlayerAction {
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action: s_player_action::Action::StartDestroyBlock,
|
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pos: mining_queued.position,
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direction: mining_queued.direction,
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sequence: **sequence_number,
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sequence: sequence_number.get_and_increment(),
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},
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));
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commands.trigger(SwingArmEvent { entity });
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|
@ -558,14 +562,13 @@ pub fn continue_mining_block(
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entity,
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position: mining.pos,
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});
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*sequence_number += 1;
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commands.trigger(SendPacketEvent::new(
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entity,
|
||||
ServerboundPlayerAction {
|
||||
action: s_player_action::Action::StartDestroyBlock,
|
||||
pos: mining.pos,
|
||||
direction: mining.dir,
|
||||
sequence: **sequence_number,
|
||||
sequence: sequence_number.get_and_increment(),
|
||||
},
|
||||
));
|
||||
commands.trigger(SwingArmEvent { entity });
|
||||
|
@ -602,7 +605,6 @@ pub fn continue_mining_block(
|
|||
|
||||
if **mine_progress >= 1. {
|
||||
commands.entity(entity).remove::<Mining>();
|
||||
*sequence_number += 1;
|
||||
println!("finished mining block at {:?}", mining.pos);
|
||||
finish_mining_events.write(FinishMiningBlockEvent {
|
||||
entity,
|
||||
|
@ -614,7 +616,7 @@ pub fn continue_mining_block(
|
|||
action: s_player_action::Action::StopDestroyBlock,
|
||||
pos: mining.pos,
|
||||
direction: mining.dir,
|
||||
sequence: **sequence_number,
|
||||
sequence: sequence_number.get_and_increment(),
|
||||
},
|
||||
));
|
||||
**mine_progress = 0.;
|
||||
|
@ -638,16 +640,16 @@ pub fn continue_mining_block(
|
|||
}
|
||||
}
|
||||
|
||||
fn update_mining_component(
|
||||
pub fn update_mining_component(
|
||||
mut commands: Commands,
|
||||
mut query: Query<(Entity, &mut Mining, &HitResultComponent)>,
|
||||
) {
|
||||
for (entity, mut mining, hit_result_component) in &mut query.iter_mut() {
|
||||
if hit_result_component.miss {
|
||||
commands.entity(entity).remove::<Mining>();
|
||||
if let Some(block_hit_result) = hit_result_component.as_block_hit_result_if_not_miss() {
|
||||
mining.pos = block_hit_result.block_pos;
|
||||
mining.dir = block_hit_result.direction;
|
||||
} else {
|
||||
mining.pos = hit_result_component.block_pos;
|
||||
mining.dir = hit_result_component.direction;
|
||||
commands.entity(entity).remove::<Mining>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use crate::{
|
||||
block_hit_result::BlockHitResult,
|
||||
direction::{Axis, Direction},
|
||||
hit_result::BlockHitResult,
|
||||
math::EPSILON,
|
||||
position::{BlockPos, Vec3},
|
||||
};
|
||||
|
|
|
@ -1,34 +0,0 @@
|
|||
use crate::{
|
||||
direction::Direction,
|
||||
position::{BlockPos, Vec3},
|
||||
};
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct BlockHitResult {
|
||||
pub location: Vec3,
|
||||
pub direction: Direction,
|
||||
pub block_pos: BlockPos,
|
||||
pub miss: bool,
|
||||
pub inside: bool,
|
||||
pub world_border: bool,
|
||||
}
|
||||
|
||||
impl BlockHitResult {
|
||||
pub fn miss(location: Vec3, direction: Direction, block_pos: BlockPos) -> Self {
|
||||
Self {
|
||||
location,
|
||||
direction,
|
||||
block_pos,
|
||||
miss: true,
|
||||
inside: false,
|
||||
world_border: false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn with_direction(&self, direction: Direction) -> Self {
|
||||
Self { direction, ..*self }
|
||||
}
|
||||
pub fn with_position(&self, block_pos: BlockPos) -> Self {
|
||||
Self { block_pos, ..*self }
|
||||
}
|
||||
}
|
68
azalea-core/src/hit_result.rs
Normal file
68
azalea-core/src/hit_result.rs
Normal file
|
@ -0,0 +1,68 @@
|
|||
use crate::{
|
||||
direction::Direction,
|
||||
position::{BlockPos, Vec3},
|
||||
};
|
||||
|
||||
/// The block or entity that our player is looking at and can interact with.
|
||||
///
|
||||
/// If there's nothing, it'll be a [`BlockHitResult`] with `miss` set to true.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub enum HitResult {
|
||||
Block(BlockHitResult),
|
||||
/// TODO
|
||||
Entity,
|
||||
}
|
||||
impl HitResult {
|
||||
pub fn is_miss(&self) -> bool {
|
||||
match self {
|
||||
HitResult::Block(block_hit_result) => block_hit_result.miss,
|
||||
HitResult::Entity => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_block_hit_and_not_miss(&self) -> bool {
|
||||
match self {
|
||||
HitResult::Block(block_hit_result) => !block_hit_result.miss,
|
||||
HitResult::Entity => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the [`BlockHitResult`], if we were looking at a block and it
|
||||
/// wasn't a miss.
|
||||
pub fn as_block_hit_result_if_not_miss(&self) -> Option<&BlockHitResult> {
|
||||
match self {
|
||||
HitResult::Block(block_hit_result) if !block_hit_result.miss => Some(block_hit_result),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct BlockHitResult {
|
||||
pub location: Vec3,
|
||||
pub direction: Direction,
|
||||
pub block_pos: BlockPos,
|
||||
pub inside: bool,
|
||||
pub world_border: bool,
|
||||
pub miss: bool,
|
||||
}
|
||||
|
||||
impl BlockHitResult {
|
||||
pub fn miss(location: Vec3, direction: Direction, block_pos: BlockPos) -> Self {
|
||||
Self {
|
||||
location,
|
||||
direction,
|
||||
block_pos,
|
||||
miss: true,
|
||||
inside: false,
|
||||
world_border: false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn with_direction(&self, direction: Direction) -> Self {
|
||||
Self { direction, ..*self }
|
||||
}
|
||||
pub fn with_position(&self, block_pos: BlockPos) -> Self {
|
||||
Self { block_pos, ..*self }
|
||||
}
|
||||
}
|
|
@ -2,7 +2,6 @@
|
|||
|
||||
pub mod aabb;
|
||||
pub mod bitset;
|
||||
pub mod block_hit_result;
|
||||
pub mod color;
|
||||
pub mod cursor3d;
|
||||
pub mod data_registry;
|
||||
|
@ -11,6 +10,7 @@ pub mod difficulty;
|
|||
pub mod direction;
|
||||
pub mod filterable;
|
||||
pub mod game_type;
|
||||
pub mod hit_result;
|
||||
pub mod math;
|
||||
pub mod objectives;
|
||||
pub mod position;
|
||||
|
|
|
@ -218,9 +218,9 @@ pub struct Jumping(pub bool);
|
|||
/// A component that contains the direction an entity is looking.
|
||||
#[derive(Debug, Component, Copy, Clone, Default, PartialEq, AzBuf)]
|
||||
pub struct LookDirection {
|
||||
/// Left and right. Aka yaw.
|
||||
/// Left and right. AKA yaw.
|
||||
pub y_rot: f32,
|
||||
/// Up and down. Aka pitch.
|
||||
/// Up and down. AKA pitch.
|
||||
pub x_rot: f32,
|
||||
}
|
||||
|
||||
|
|
|
@ -6,8 +6,8 @@ use azalea_block::{
|
|||
};
|
||||
use azalea_core::{
|
||||
aabb::AABB,
|
||||
block_hit_result::BlockHitResult,
|
||||
direction::{Axis, Direction},
|
||||
hit_result::BlockHitResult,
|
||||
math::{self, EPSILON, lerp},
|
||||
position::{BlockPos, Vec3},
|
||||
};
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
use std::{cmp, num::NonZeroU32, sync::LazyLock};
|
||||
|
||||
use azalea_core::{
|
||||
block_hit_result::BlockHitResult,
|
||||
direction::{Axis, AxisCycle, Direction},
|
||||
hit_result::BlockHitResult,
|
||||
math::{EPSILON, binary_search},
|
||||
position::{BlockPos, Vec3},
|
||||
};
|
||||
|
|
|
@ -80,8 +80,9 @@ impl AzaleaRead for ActionType {
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(AzBuf, Clone, Copy, Debug)]
|
||||
#[derive(AzBuf, Clone, Copy, Debug, Default)]
|
||||
pub enum InteractionHand {
|
||||
#[default]
|
||||
MainHand = 0,
|
||||
OffHand = 1,
|
||||
}
|
||||
|
|
|
@ -8,6 +8,6 @@ pub struct ServerboundUseItem {
|
|||
pub hand: InteractionHand,
|
||||
#[var]
|
||||
pub sequence: u32,
|
||||
pub yaw: f32,
|
||||
pub pitch: f32,
|
||||
pub y_rot: f32,
|
||||
pub x_rot: f32,
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@ use std::io::{Cursor, Write};
|
|||
use azalea_buf::{AzBuf, AzaleaRead, AzaleaWrite, BufReadError};
|
||||
use azalea_core::{
|
||||
direction::Direction,
|
||||
hit_result::BlockHitResult,
|
||||
position::{BlockPos, Vec3},
|
||||
};
|
||||
use azalea_protocol_macros::ServerboundGamePacket;
|
||||
|
@ -77,3 +78,19 @@ impl AzaleaRead for BlockHit {
|
|||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl From<BlockHitResult> for BlockHit {
|
||||
/// Converts a [`BlockHitResult`] to a [`BlockHit`].
|
||||
///
|
||||
/// The only difference is that the `miss` field is not present in
|
||||
/// [`BlockHit`].
|
||||
fn from(hit_result: BlockHitResult) -> Self {
|
||||
Self {
|
||||
block_pos: hit_result.block_pos,
|
||||
direction: hit_result.direction,
|
||||
location: hit_result.location,
|
||||
inside: hit_result.inside,
|
||||
world_border: hit_result.world_border,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -104,10 +104,10 @@ pub fn register(commands: &mut CommandDispatcher<Mutex<CommandSource>>) {
|
|||
|
||||
let hit_result = *source.bot.component::<HitResultComponent>();
|
||||
|
||||
if hit_result.miss {
|
||||
let Some(hit_result) = hit_result.as_block_hit_result_if_not_miss() else {
|
||||
source.reply("I'm not looking at anything");
|
||||
return 1;
|
||||
}
|
||||
};
|
||||
|
||||
let block_pos = hit_result.block_pos;
|
||||
let block = source.bot.world().read().get_block_state(&block_pos);
|
||||
|
@ -174,6 +174,13 @@ pub fn register(commands: &mut CommandDispatcher<Mutex<CommandSource>>) {
|
|||
1
|
||||
}));
|
||||
|
||||
commands.register(literal("startuseitem").executes(|ctx: &Ctx| {
|
||||
let source = ctx.source.lock();
|
||||
source.bot.start_use_item();
|
||||
source.reply("Ok!");
|
||||
1
|
||||
}));
|
||||
|
||||
commands.register(literal("debugecsleak").executes(|ctx: &Ctx| {
|
||||
let source = ctx.source.lock();
|
||||
|
||||
|
|
|
@ -212,7 +212,7 @@ impl Goal for ReachBlockPosGoal {
|
|||
|
||||
let eye_position = n.to_vec3_floored() + Vec3::new(0.5, 1.62, 0.5);
|
||||
let look_direction = crate::direction_looking_at(&eye_position, &self.pos.center());
|
||||
let block_hit_result = azalea_client::interact::pick(
|
||||
let block_hit_result = azalea_client::interact::pick_block(
|
||||
&look_direction,
|
||||
&eye_position,
|
||||
&self.chunk_storage,
|
||||
|
|
Loading…
Add table
Reference in a new issue