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implement EntityHitResult

This commit is contained in:
mat 2025-06-17 09:30:09 +12:00
parent 713dae7110
commit fd9bf16871
14 changed files with 485 additions and 189 deletions

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@ -6,6 +6,19 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/).
Due to the complexity of Azalea and the fact that almost every Minecraft version
is breaking anyways, semantic versioning is not followed.
## [Unreleased]
### Added
- `HitResult` now contains the entity that's being looked at.
### Changed
- Renamed `azalea_entity::EntityKind` to `EntityKindComponent` to disambiguate with `azalea_registry::EntityKind`.
- Moved functions and types related to hit results from `azalea::interact` to `azalea::interact::pick`.
### Fixed
## [0.13.0] - 2025-06-15
### Added
@ -44,7 +57,7 @@ is breaking anyways, semantic versioning is not followed.
- Replace `wait_one_tick` and `wait_one_update` with `wait_ticks` and `wait_updates`.
- Functions that took `&Vec3` or `&BlockPos` as arguments now only take them as owned types.
- Rename `azalea_block::Block` to `BlockTrait` to disambiguate with `azalea_registry::Block`.
- `GotoEvent` is now non-enhaustive, it should be constructed by calling its methods now.
- `GotoEvent` is now non-enhaustive and should instead be constructed by calling its methods.
### Fixed

View file

@ -23,7 +23,7 @@ _Currently supported Minecraft version: `1.21.5`._
- [Breaking blocks](https://azalea.matdoes.dev/azalea/struct.Client.html#method.mine)
- [Block interactions & building](https://azalea.matdoes.dev/azalea/struct.Client.html#method.block_interact) (this doesn't predict the block interactions/placement on the client yet, but it's usually fine)
- [Inventories](https://azalea.matdoes.dev/azalea/struct.Client.html#impl-ContainerClientExt-for-Client)
- [Attacking entities](https://azalea.matdoes.dev/azalea/struct.Client.html#method.attack) (but you can't get the entity at the crosshair yet)
- [Attacking entities](https://azalea.matdoes.dev/azalea/struct.Client.html#method.attack)
- [Plugins](#plugins)
## Docs

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@ -1,3 +1,5 @@
pub mod pick;
use std::collections::HashMap;
use azalea_block::BlockState;
@ -9,27 +11,30 @@ use azalea_core::{
tick::GameTick,
};
use azalea_entity::{
Attributes, EyeHeight, LocalEntity, LookDirection, Position, clamp_look_direction, view_vector,
Attributes, LocalEntity, LookDirection,
attributes::{
creative_block_interaction_range_modifier, creative_entity_interaction_range_modifier,
},
clamp_look_direction,
};
use azalea_inventory::{ItemStack, ItemStackData, components};
use azalea_physics::{
PhysicsSet,
clip::{BlockShapeType, ClipContext, FluidPickType},
};
use azalea_physics::PhysicsSet;
use azalea_protocol::packets::game::{
ServerboundUseItem, s_interact::InteractionHand, s_swing::ServerboundSwing,
ServerboundInteract, ServerboundUseItem,
s_interact::{self, InteractionHand},
s_swing::ServerboundSwing,
s_use_item_on::ServerboundUseItemOn,
};
use azalea_world::{Instance, InstanceContainer, InstanceName};
use azalea_world::{Instance, MinecraftEntityId};
use bevy_app::{App, Plugin, Update};
use bevy_ecs::prelude::*;
use derive_more::{Deref, DerefMut};
use tracing::warn;
use super::mining::Mining;
use crate::{
Client,
attack::handle_attack_event,
interact::pick::{HitResultComponent, update_hit_result_component},
inventory::{Inventory, InventorySet},
local_player::{LocalGameMode, PermissionLevel, PlayerAbilities},
movement::MoveEventsSet,
@ -47,24 +52,29 @@ impl Plugin for InteractPlugin {
Update,
(
(
handle_start_use_item_event,
update_hit_result_component.after(clamp_look_direction),
handle_swing_arm_event,
update_attributes_for_held_item,
update_attributes_for_gamemode,
)
.after(InventorySet)
.after(perform_respawn)
.after(handle_attack_event)
.in_set(UpdateAttributesSet)
.chain(),
update_modifiers_for_held_item
.after(InventorySet)
.after(MoveEventsSet),
),
handle_start_use_item_event,
update_hit_result_component.after(clamp_look_direction),
handle_swing_arm_event,
)
.after(InventorySet)
.after(MoveEventsSet)
.after(perform_respawn)
.after(handle_attack_event)
.chain(),
)
.add_systems(GameTick, handle_start_use_item_queued.before(PhysicsSet))
.add_observer(handle_swing_arm_trigger);
}
}
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct UpdateAttributesSet;
impl Client {
/// Right-click a block.
///
@ -190,12 +200,6 @@ impl BlockStatePredictionHandler {
}
}
/// A component that contains the block or entity that the player is currently
/// looking at.
#[doc(alias("looking at", "looking at block", "crosshair"))]
#[derive(Component, Clone, Debug, Deref, DerefMut)]
pub struct HitResultComponent(HitResult);
/// An event that makes one of our clients simulate a right-click.
///
/// This event just inserts the [`StartUseItemQueued`] component on the given
@ -248,6 +252,7 @@ pub fn handle_start_use_item_queued(
&LookDirection,
Option<&Mining>,
)>,
entity_id_query: Query<&MinecraftEntityId>,
) {
for (entity, start_use_item, mut prediction_handler, hit_result, look_direction, mining) in
query
@ -261,7 +266,7 @@ pub fn handle_start_use_item_queued(
// TODO: this also skips if LocalPlayer.handsBusy is true, which is used when
// rowing a boat
let mut hit_result = hit_result.0.clone();
let mut hit_result = (**hit_result).clone();
if let Some(force_block) = start_use_item.force_block {
let hit_result_matches = if let HitResult::Block(block_hit_result) = &hit_result {
@ -284,9 +289,9 @@ pub fn handle_start_use_item_queued(
}
match &hit_result {
HitResult::Block(block_hit_result) => {
HitResult::Block(r) => {
let seq = prediction_handler.start_predicting();
if block_hit_result.miss {
if r.miss {
commands.trigger(SendPacketEvent::new(
entity,
ServerboundUseItem {
@ -301,124 +306,41 @@ pub fn handle_start_use_item_queued(
entity,
ServerboundUseItemOn {
hand: start_use_item.hand,
block_hit: block_hit_result.into(),
block_hit: r.into(),
seq,
},
));
// TODO: depending on the result of useItemOn, this might
// also need to send a SwingArmEvent.
// basically, this TODO is for
// simulating block interactions/placements on the
// client-side.
// basically, this TODO is for simulating block
// interactions/placements on the client-side.
}
}
HitResult::Entity => {
// TODO: implement HitResult::Entity
HitResult::Entity(r) => {
// TODO: worldborder check
// commands.trigger(SendPacketEvent::new(
// entity,
// ServerboundInteract {
// entity_id: todo!(),
// action: todo!(),
// using_secondary_action: todo!(),
// },
// ));
let Ok(entity_id) = entity_id_query.get(r.entity).copied() else {
warn!("tried to interact with an entity that doesn't have MinecraftEntityId");
continue;
};
commands.trigger(SendPacketEvent::new(
entity,
ServerboundInteract {
entity_id,
action: s_interact::ActionType::InteractAt {
location: r.location,
hand: InteractionHand::MainHand,
},
// TODO: sneaking
using_secondary_action: false,
},
));
}
}
}
}
#[allow(clippy::type_complexity)]
pub fn update_hit_result_component(
mut commands: Commands,
mut query: Query<(
Entity,
Option<&mut HitResultComponent>,
&LocalGameMode,
&Position,
&EyeHeight,
&LookDirection,
&InstanceName,
)>,
instance_container: Res<InstanceContainer>,
) {
for (entity, hit_result_ref, game_mode, position, eye_height, look_direction, world_name) in
&mut query
{
let pick_range = if game_mode.current == GameMode::Creative {
6.
} else {
4.5
};
let eye_position = Vec3 {
x: position.x,
y: position.y + **eye_height as f64,
z: position.z,
};
let Some(instance_lock) = instance_container.get(world_name) else {
continue;
};
let instance = instance_lock.read();
let hit_result = pick(*look_direction, eye_position, &instance.chunks, pick_range);
if let Some(mut hit_result_ref) = hit_result_ref {
**hit_result_ref = hit_result;
} else {
commands
.entity(entity)
.insert(HitResultComponent(hit_result));
}
}
}
/// Get the block or entity that a player would be looking at if their eyes were
/// at the given direction and position.
///
/// If you need to get the block/entity the player is looking at right now, use
/// [`HitResultComponent`].
///
/// Also see [`pick_block`].
///
/// TODO: does not currently check for entities
pub fn pick(
look_direction: LookDirection,
eye_position: Vec3,
chunks: &azalea_world::ChunkStorage,
pick_range: f64,
) -> HitResult {
// TODO
// let entity_hit_result = ;
HitResult::Block(pick_block(look_direction, eye_position, chunks, pick_range))
}
/// Get the block that a player would be looking at if their eyes were at the
/// given direction and position.
///
/// Also see [`pick`].
pub fn pick_block(
look_direction: LookDirection,
eye_position: Vec3,
chunks: &azalea_world::ChunkStorage,
pick_range: f64,
) -> BlockHitResult {
let view_vector = view_vector(look_direction);
let end_position = eye_position + (view_vector * pick_range);
azalea_physics::clip::clip(
chunks,
ClipContext {
from: eye_position,
to: end_position,
block_shape_type: BlockShapeType::Outline,
fluid_pick_type: FluidPickType::None,
},
)
}
/// Whether we can't interact with the block, based on your gamemode. If
/// this is false, then we can interact with the block.
///
@ -504,7 +426,7 @@ pub fn handle_swing_arm_event(mut events: EventReader<SwingArmEvent>, mut comman
}
#[allow(clippy::type_complexity)]
fn update_modifiers_for_held_item(
fn update_attributes_for_held_item(
mut query: Query<(&mut Attributes, &Inventory), (With<LocalEntity>, Changed<Inventory>)>,
) {
for (mut attributes, inventory) in &mut query {
@ -558,3 +480,25 @@ fn update_modifiers_for_held_item(
));
}
}
fn update_attributes_for_gamemode(
query: Query<(&mut Attributes, &LocalGameMode), (With<LocalEntity>, Changed<LocalGameMode>)>,
) {
for (mut attributes, game_mode) in query {
if game_mode.current == GameMode::Creative {
attributes
.block_interaction_range
.insert(creative_block_interaction_range_modifier());
attributes
.entity_interaction_range
.insert(creative_entity_interaction_range_modifier());
} else {
attributes
.block_interaction_range
.remove(&creative_block_interaction_range_modifier().id);
attributes
.entity_interaction_range
.remove(&creative_entity_interaction_range_modifier().id);
}
}
}

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@ -0,0 +1,268 @@
use azalea_core::{
aabb::AABB,
direction::Direction,
hit_result::{BlockHitResult, EntityHitResult, HitResult},
position::Vec3,
};
use azalea_entity::{
Attributes, Dead, EyeHeight, LocalEntity, LookDirection, Physics, Position,
metadata::{ArmorStandMarker, Marker},
view_vector,
};
use azalea_physics::{
clip::{BlockShapeType, ClipContext, FluidPickType},
collision::entity_collisions::{PhysicsQuery, get_entities},
};
use azalea_world::{Instance, InstanceContainer, InstanceName};
use bevy_ecs::prelude::*;
use derive_more::{Deref, DerefMut};
/// A component that contains the block or entity that the player is currently
/// looking at.
#[doc(alias("looking at", "looking at block", "crosshair"))]
#[derive(Component, Clone, Debug, Deref, DerefMut)]
pub struct HitResultComponent(HitResult);
#[allow(clippy::type_complexity)]
pub fn update_hit_result_component(
mut commands: Commands,
mut query: Query<
(
Entity,
Option<&mut HitResultComponent>,
&Position,
&EyeHeight,
&LookDirection,
&InstanceName,
&Physics,
&Attributes,
),
With<LocalEntity>,
>,
instance_container: Res<InstanceContainer>,
physics_query: PhysicsQuery,
pickable_query: PickableEntityQuery,
) {
for (
entity,
hit_result_ref,
position,
eye_height,
look_direction,
world_name,
physics,
attributes,
) in &mut query
{
let block_pick_range = attributes.block_interaction_range.calculate();
let entity_pick_range = attributes.entity_interaction_range.calculate();
let eye_position = position.up(eye_height.into());
let Some(world_lock) = instance_container.get(world_name) else {
continue;
};
let world = world_lock.read();
let aabb = &physics.bounding_box;
let hit_result = pick(
entity,
*look_direction,
eye_position,
aabb,
&world,
entity_pick_range,
block_pick_range,
&physics_query,
&pickable_query,
);
if let Some(mut hit_result_ref) = hit_result_ref {
**hit_result_ref = hit_result;
} else {
commands
.entity(entity)
.insert(HitResultComponent(hit_result));
}
}
}
pub type PickableEntityQuery<'world, 'state, 'a> = Query<
'world,
'state,
Option<&'a ArmorStandMarker>,
(Without<Dead>, Without<Marker>, Without<LocalEntity>),
>;
/// Get the block or entity that a player would be looking at if their eyes were
/// at the given direction and position.
///
/// If you need to get the block/entity the player is looking at right now, use
/// [`HitResultComponent`].
///
/// Also see [`pick_block`].
///
/// TODO: does not currently check for entities
pub fn pick(
source_entity: Entity,
look_direction: LookDirection,
eye_position: Vec3,
aabb: &AABB,
world: &Instance,
entity_pick_range: f64,
block_pick_range: f64,
physics_query: &PhysicsQuery,
pickable_query: &PickableEntityQuery,
) -> HitResult {
// vanilla does extra math here to calculate the pick result in between ticks by
// interpolating, but since clients can still only interact on exact ticks, that
// isn't relevant for us.
let mut max_range = entity_pick_range.max(block_pick_range);
let mut max_range_squared = max_range.powi(2);
let block_hit_result = pick_block(look_direction, eye_position, &world.chunks, max_range);
let block_hit_result_dist_squared = block_hit_result.location.distance_squared_to(eye_position);
if !block_hit_result.miss {
max_range_squared = block_hit_result_dist_squared;
max_range = block_hit_result_dist_squared.sqrt();
}
let view_vector = view_vector(look_direction);
let end_position = eye_position + (view_vector * max_range);
let inflate_by = 1.;
let pick_aabb = aabb
.expand_towards(view_vector * max_range)
.inflate_all(inflate_by);
let is_pickable = |entity: Entity| {
// TODO: ender dragon and projectiles have extra logic here. also, we shouldn't
// be able to pick spectators.
if let Ok(armor_stand_marker) = pickable_query.get(entity) {
if let Some(armor_stand_marker) = armor_stand_marker
&& armor_stand_marker.0
{
false
} else {
true
}
} else {
true
}
};
let entity_hit_result = pick_entity(
source_entity,
eye_position,
end_position,
world,
max_range_squared,
&is_pickable,
&pick_aabb,
physics_query,
);
// TODO
if let Some(entity_hit_result) = entity_hit_result
&& entity_hit_result.location.distance_squared_to(eye_position)
< block_hit_result_dist_squared
{
filter_hit_result(
HitResult::Entity(entity_hit_result),
eye_position,
entity_pick_range,
)
} else {
filter_hit_result(
HitResult::Block(block_hit_result),
eye_position,
block_pick_range,
)
}
}
fn filter_hit_result(hit_result: HitResult, eye_position: Vec3, range: f64) -> HitResult {
let location = hit_result.location();
if !location.closer_than(eye_position, range) {
let direction = Direction::nearest(location - eye_position);
HitResult::new_miss(location, direction, location.into())
} else {
hit_result
}
}
/// Get the block that a player would be looking at if their eyes were at the
/// given direction and position.
///
/// Also see [`pick`].
pub fn pick_block(
look_direction: LookDirection,
eye_position: Vec3,
chunks: &azalea_world::ChunkStorage,
pick_range: f64,
) -> BlockHitResult {
let view_vector = view_vector(look_direction);
let end_position = eye_position + (view_vector * pick_range);
azalea_physics::clip::clip(
chunks,
ClipContext {
from: eye_position,
to: end_position,
block_shape_type: BlockShapeType::Outline,
fluid_pick_type: FluidPickType::None,
},
)
}
// port of getEntityHitResult
fn pick_entity(
source_entity: Entity,
eye_position: Vec3,
end_position: Vec3,
world: &azalea_world::Instance,
pick_range_squared: f64,
predicate: &dyn Fn(Entity) -> bool,
aabb: &AABB,
physics_query: &PhysicsQuery,
) -> Option<EntityHitResult> {
let mut picked_distance_squared = pick_range_squared;
let mut result = None;
for (candidate, candidate_aabb) in
get_entities(world, Some(source_entity), aabb, predicate, physics_query)
{
// TODO: if the entity is "REDIRECTABLE_PROJECTILE" then this should be 1.0.
// azalea needs support for entity tags first for this to be possible. see
// getPickRadius in decompiled minecraft source
let candidate_pick_radius = 0.;
let candidate_aabb = candidate_aabb.inflate_all(candidate_pick_radius);
let clip_location = candidate_aabb.clip(eye_position, end_position);
if candidate_aabb.contains(eye_position) {
if picked_distance_squared >= 0. {
result = Some(EntityHitResult {
location: clip_location.unwrap_or(eye_position),
entity: candidate,
});
picked_distance_squared = 0.;
}
} else if let Some(clip_location) = clip_location {
let distance_squared = eye_position.distance_squared_to(clip_location);
if distance_squared < picked_distance_squared || picked_distance_squared == 0. {
// TODO: don't pick the entity we're riding on
// if candidate_root_vehicle == entity_root_vehicle {
// if picked_distance_squared == 0. {
// picked_entity = Some(candidate);
// picked_location = Some(clip_location);
// }
// } else {
result = Some(EntityHitResult {
location: clip_location,
entity: candidate,
});
picked_distance_squared = distance_squared;
}
}
}
result
}

View file

@ -13,8 +13,8 @@ use tracing::trace;
use crate::{
Client,
interact::{
BlockStatePredictionHandler, HitResultComponent, SwingArmEvent, can_use_game_master_blocks,
check_is_interaction_restricted,
BlockStatePredictionHandler, SwingArmEvent, can_use_game_master_blocks,
check_is_interaction_restricted, pick::HitResultComponent,
},
inventory::{Inventory, InventorySet},
local_player::{InstanceHolder, LocalGameMode, PermissionLevel, PlayerAbilities},
@ -57,7 +57,7 @@ impl Plugin for MiningPlugin {
.after(MoveEventsSet)
.before(azalea_entity::update_bounding_box)
.after(azalea_entity::update_fluid_on_eyes)
.after(crate::interact::update_hit_result_component)
.after(crate::interact::pick::update_hit_result_component)
.after(crate::attack::handle_attack_event)
.after(crate::interact::handle_start_use_item_queued)
.before(crate::interact::handle_swing_arm_event),
@ -143,7 +143,7 @@ fn handle_auto_mine(
entity,
position: block_pos,
});
} else if mining.is_some() && hit_result_component.is_miss() {
} else if mining.is_some() && hit_result_component.miss() {
stop_mining_block_event.write(StopMiningBlockEvent { entity });
}
}

View file

@ -7,8 +7,8 @@ use azalea_core::{
position::{ChunkPos, Vec3},
};
use azalea_entity::{
Dead, EntityBundle, EntityKind, LastSentPosition, LoadedBy, LocalEntity, LookDirection,
Physics, Position, RelativeEntityUpdate,
Dead, EntityBundle, EntityKindComponent, LastSentPosition, LoadedBy, LocalEntity,
LookDirection, Physics, Position, RelativeEntityUpdate,
indexing::{EntityIdIndex, EntityUuidIndex},
metadata::{Health, apply_metadata},
};
@ -665,7 +665,7 @@ impl GamePacketHandler<'_> {
Query<(&EntityIdIndex, &InstanceHolder)>,
// this is a separate query since it's applied on the entity id that's being updated
// instead of the player that received the packet
Query<&EntityKind>,
Query<&EntityKindComponent>,
)>(self.ecs, |(mut commands, query, entity_kind_query)| {
let (entity_id_index, instance_holder) = query.get(self.player).unwrap();

View file

@ -1,3 +1,5 @@
use bevy_ecs::entity::Entity;
use crate::{
direction::Direction,
position::{BlockPos, Vec3},
@ -9,30 +11,47 @@ use crate::{
#[derive(Debug, Clone, PartialEq)]
pub enum HitResult {
Block(BlockHitResult),
/// TODO
Entity,
Entity(EntityHitResult),
}
impl HitResult {
pub fn is_miss(&self) -> bool {
pub fn miss(&self) -> bool {
match self {
HitResult::Block(block_hit_result) => block_hit_result.miss,
HitResult::Entity => false,
HitResult::Block(r) => r.miss,
HitResult::Entity(_) => false,
}
}
pub fn location(&self) -> Vec3 {
match self {
HitResult::Block(r) => r.location,
HitResult::Entity(r) => r.location,
}
}
pub fn new_miss(location: Vec3, direction: Direction, block_pos: BlockPos) -> Self {
HitResult::Block(BlockHitResult {
location,
miss: true,
direction,
block_pos,
inside: false,
world_border: 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,
}
matches!(self, HitResult::Block(r) if !r.miss)
}
/// 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,
if let HitResult::Block(r) = self
&& !r.miss
{
Some(r)
} else {
None
}
}
}
@ -40,20 +59,21 @@ impl HitResult {
#[derive(Debug, Clone, PartialEq)]
pub struct BlockHitResult {
pub location: Vec3,
pub miss: bool,
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,
miss: true,
direction,
block_pos,
miss: true,
inside: false,
world_border: false,
}
@ -66,3 +86,20 @@ impl BlockHitResult {
Self { block_pos, ..*self }
}
}
#[derive(Debug, Clone, PartialEq)]
pub struct EntityHitResult {
pub location: Vec3,
pub entity: Entity,
}
impl From<BlockHitResult> for HitResult {
fn from(value: BlockHitResult) -> Self {
HitResult::Block(value)
}
}
impl From<EntityHitResult> for HitResult {
fn from(value: EntityHitResult) -> Self {
HitResult::Entity(value)
}
}

View file

@ -350,6 +350,12 @@ impl Vec3 {
z: self.z.ceil() as i32,
}
}
/// Whether the distance between this point and `other` is less than
/// `range`.
pub fn closer_than(&self, other: Vec3, range: f64) -> bool {
self.distance_squared_to(other) < range.powi(2)
}
}
/// The coordinates of a block in the world.

View file

@ -12,6 +12,9 @@ pub struct Attributes {
pub speed: AttributeInstance,
pub attack_speed: AttributeInstance,
pub water_movement_efficiency: AttributeInstance,
pub block_interaction_range: AttributeInstance,
pub entity_interaction_range: AttributeInstance,
}
#[derive(Clone, Debug)]
@ -93,7 +96,6 @@ pub fn sprinting_modifier() -> AttributeModifier {
operation: AttributeModifierOperation::MultiplyTotal,
}
}
pub fn base_attack_speed_modifier(amount: f64) -> AttributeModifier {
AttributeModifier {
id: ResourceLocation::new("base_attack_speed"),
@ -101,3 +103,18 @@ pub fn base_attack_speed_modifier(amount: f64) -> AttributeModifier {
operation: AttributeModifierOperation::Addition,
}
}
pub fn creative_block_interaction_range_modifier() -> AttributeModifier {
AttributeModifier {
id: ResourceLocation::new("creative_mode_block_range"),
amount: 0.5,
operation: AttributeModifierOperation::Addition,
}
}
pub fn creative_entity_interaction_range_modifier() -> AttributeModifier {
AttributeModifier {
id: ResourceLocation::new("creative_mode_entity_range"),
amount: 2.0,
operation: AttributeModifierOperation::Addition,
}
}

View file

@ -25,6 +25,7 @@ use azalea_core::{
position::{BlockPos, ChunkPos, Vec3},
resource_location::ResourceLocation,
};
use azalea_registry::EntityKind;
use azalea_world::{ChunkStorage, InstanceName};
use bevy_ecs::{bundle::Bundle, component::Component};
pub use data::*;
@ -426,13 +427,13 @@ impl From<&EyeHeight> for f64 {
/// Most of the time, you should be using `azalea_registry::EntityKind`
/// directly instead.
#[derive(Component, Clone, Copy, Debug, PartialEq, Deref)]
pub struct EntityKind(pub azalea_registry::EntityKind);
pub struct EntityKindComponent(pub azalea_registry::EntityKind);
/// A bundle of components that every entity has. This doesn't contain metadata,
/// that has to be added separately.
#[derive(Bundle)]
pub struct EntityBundle {
pub kind: EntityKind,
pub kind: EntityKindComponent,
pub uuid: EntityUuid,
pub world_name: InstanceName,
pub position: Position,
@ -465,7 +466,7 @@ impl EntityBundle {
};
Self {
kind: EntityKind(kind),
kind: EntityKindComponent(kind),
uuid: EntityUuid(uuid),
world_name: InstanceName(world_name),
position: Position(pos),
@ -475,13 +476,7 @@ impl EntityBundle {
eye_height: EyeHeight(eye_height),
direction: LookDirection::default(),
attributes: Attributes {
// TODO: do the correct defaults for everything, some
// entities have different defaults
speed: AttributeInstance::new(0.1),
attack_speed: AttributeInstance::new(4.0),
water_movement_efficiency: AttributeInstance::new(0.0),
},
attributes: default_attributes(EntityKind::Player),
jumping: Jumping(false),
fluid_on_eyes: FluidOnEyes(FluidKind::Empty),
@ -490,6 +485,18 @@ impl EntityBundle {
}
}
pub fn default_attributes(_entity_kind: EntityKind) -> Attributes {
// TODO: do the correct defaults for everything, some
// entities have different defaults
Attributes {
speed: AttributeInstance::new(0.1),
attack_speed: AttributeInstance::new(4.0),
water_movement_efficiency: AttributeInstance::new(0.0),
block_interaction_range: AttributeInstance::new(4.5),
entity_interaction_range: AttributeInstance::new(3.0),
}
}
/// A marker component that signifies that this entity is "local" and shouldn't
/// be updated by other clients.
///

View file

@ -147,11 +147,8 @@ impl PartialEntityInfos {
///
/// Also see [`PartialInstance`].
///
/// The reason this is called "instance" instead of "world" or "dimension" is
/// because "world" already means the entire ECS (which can contain multiple
/// instances if we're in a swarm) and "dimension" can be ambiguous (for
/// instance there can be multiple overworlds, and "dimension" is also a math
/// term)
/// This is sometimes interchangably called a "world". However, this type is
/// called `Instance` to avoid colliding with the `World` type from Bevy ECS.
#[derive(Default, Debug)]
pub struct Instance {
pub chunks: ChunkStorage,

View file

@ -7,11 +7,13 @@ use azalea::{
brigadier::prelude::*,
chunks::ReceiveChunkEvent,
entity::{LookDirection, Position},
interact::HitResultComponent,
interact::pick::HitResultComponent,
packet::game,
pathfinder::{ExecutingPath, Pathfinder},
world::MinecraftEntityId,
};
use azalea_core::hit_result::HitResult;
use azalea_entity::EntityKindComponent;
use azalea_world::InstanceContainer;
use bevy_ecs::event::Events;
use parking_lot::Mutex;
@ -104,15 +106,24 @@ pub fn register(commands: &mut CommandDispatcher<Mutex<CommandSource>>) {
let hit_result = source.bot.component::<HitResultComponent>();
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);
source.reply(&format!("I'm looking at {block:?} at {block_pos:?}"));
match &*hit_result {
HitResult::Block(r) => {
if r.miss {
source.reply("I'm not looking at anything");
return 0;
}
let block_pos = r.block_pos;
let block = source.bot.world().read().get_block_state(block_pos);
source.reply(&format!("I'm looking at {block:?} at {block_pos:?}"));
}
HitResult::Entity(r) => {
let entity_kind = *source.bot.entity_component::<EntityKindComponent>(r.entity);
source.reply(&format!(
"I'm looking at {entity_kind} ({:?}) at {}",
r.entity, r.location
));
}
}
1
}));

View file

@ -237,7 +237,7 @@ impl Goal for ReachBlockPosGoal {
let eye_position = n.center_bottom().up(1.62);
let look_direction = crate::direction_looking_at(eye_position, self.pos.center());
let block_hit_result = azalea_client::interact::pick_block(
let block_hit_result = azalea_client::interact::pick::pick_block(
look_direction,
eye_position,
&self.chunk_storage,

View file

@ -10,7 +10,7 @@ use azalea_core::{
game_type::GameMode, position::Vec3, resource_location::ResourceLocation, tick::GameTick,
};
use azalea_entity::{
Attributes, EntityDimensions, LookDirection, Physics, Position, attributes::AttributeInstance,
Attributes, EntityDimensions, LookDirection, Physics, Position, default_attributes,
};
use azalea_registry::EntityKind;
use azalea_world::{ChunkStorage, Instance, InstanceContainer, MinecraftEntityId, PartialInstance};
@ -38,11 +38,7 @@ impl SimulatedPlayerBundle {
physics: Physics::new(dimensions, position),
physics_state: PhysicsState::default(),
look_direction: LookDirection::default(),
attributes: Attributes {
speed: AttributeInstance::new(0.1),
attack_speed: AttributeInstance::new(4.0),
water_movement_efficiency: AttributeInstance::new(0.0),
},
attributes: default_attributes(EntityKind::Player),
inventory: Inventory::default(),
}
}