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53 commits

Author SHA1 Message Date
8415aaccfe az-physics tests pass 🎉 2023-01-30 17:58:47 +00:00
284a5b645e azalea-ecs stuff compiles 2023-01-30 16:24:37 +00:00
mat
57d91b5220 azalea-ecs 2023-01-29 22:40:18 -06:00
4c6657fe40 start trying to fix tests 2023-01-27 21:15:31 +00:00
mat
3dc910f079 physics (ticking) works 2023-01-15 22:53:29 -06:00
9f634a4d83 azalea compiles lol 2023-01-13 19:53:04 +00:00
f02db24e8c fix warnings 2023-01-10 18:05:38 +00:00
mat
a928d83ade make packet handler work
i still haven't actually tested any of this yet lol but in theory it should all work

i'll probably either actually test az-client and fix all the remaining issues or update the azalea crate next

ok also one thing that i'm not particularly happy with is how the packet handlers are doing ugly queries like
```rs
let local_player = ecs
    .query::<&LocalPlayer>()
    .get_mut(ecs, player_entity)
    .unwrap();
```
i think the right way to solve it would be by putting every packet handler in its own system but i haven't come up with a way to make that not be really annoying yet
2023-01-08 23:30:09 -06:00
mat
50f6578794 packet handling
now it runs the schedule only when we get a tick or packet 😄

also i systemified some more functions and did other random fixes so az-world and az-physics compile

making azalea-client use the ecs is almost done! all the hard parts are done now i hope, i just have to finish writing all the code so it actually works
2023-01-02 18:59:29 -06:00
mat
9193c1b408 separate minecraft entity ids from azalea entity ids + more ecs stuff
i guess i'm using bevy_app now too huh
it's necessary for plugins and it lets us control the tick rate anyways so it's fine i think

i'm still not 100% sure how packet handling that interacts with the world will work, but i think if i can sneak the ecs world into there it'll be fine. Can't put packet handling in the schedule because that'd make it tick-bound, which it's not (technically it'd still work but it'd be wrong and anticheats might realize).
2023-01-01 03:12:48 -06:00
mat
2de5a39f31 start splitting client
i'm probably gonna change it so azalea entity ids are separate from minecraft entity ids next (so stuff like player ids can be consistent and we don't have to wait for the login packet)
2022-12-29 18:58:56 -06:00
mat
12269a9dc0 start converting some functions in az-client into systems
committing because i'm about to try something that might go horribly wrong
2022-12-26 20:50:37 -06:00
mat
13fc403484 change a bunch of entity things to use the components 2022-12-24 19:21:11 -06:00
mat
ba5b7b5cab random fixes 2022-12-24 17:43:33 -06:00
mat
37b9f10b3b make entities have a reference to WeakWorlds instead
... and other exciting bug fixes
2022-12-11 00:15:37 -06:00
b0de28d9bd (cargo-release) version 0.5.0 2022-12-09 15:34:28 +00:00
0cce10d1a5 (cargo-release) version 0.5.0 2022-12-09 15:34:27 +00:00
75db835bfc (cargo-release) version 0.5.0 2022-12-09 15:34:26 +00:00
5d1b8e0339 (cargo-release) version 0.5.0 2022-12-09 15:34:25 +00:00
mat
70e2dfed16 wrap_comments = true 2022-12-08 18:39:35 -06:00
mat
7d901e39bc
1.19.3 (#34)
* start updating to 22w42a

* work a bit more on 22w42a

* player chat packet

* serverbound hello packet

* Update mod.rs

* add more stuff to clientbound player chat packet

* ClientboundPlayerInfoUpdatePacket

* features enabled and container closed

* serverbound chat packets

* make it compile

* 22w43a

* ServerboundChatSessionUpdatePacket

* profile_public_key isn't Option anymore

* Update bitset.rs

* joining a server works

* fix entitydatavalue

* backtraces + fix clientbound chat message

* fix some warnings and add more ecomments

* 22w44a

* generate en_us.json

* add updating guide to codegen/readme

* fix some markdown

* update list of generated things

* metadata stuff

* Replace PJS generator mod with PixLyzer (#38)

* pixlizer extractor

* start working on shape extraction

* fix generating language

* fix pixlyzer shape generation

* use empty_shape

* generate blocks and shapes

* update pixlyzer dir

* Revert "update pixlyzer dir"

This reverts commit ee9a0e7a49.

* fix

* fix

* Revert "fix"

This reverts commit ad12ddcb00.

* fix

* detect pixlyzer fail

* fix pixlyzer

* 22w45a

* gen entities

* add async-trait dep

* update codegen/readme.md

* explain when rust_log should be used

* remove some unused code

* start fixing pixlyzer issues

* fix a thing in codegen

* almost fixed

* more progress towards 1.19.3

* 1.19.3-pre2

* fixes

* revert some hardcoded property names

* Delete clientbound_player_info_packet.rs

* handle 1.19.3 player info packets

* handle playerinforemove

* start updating to 1.19.3-rc1

* optional registries work

* fix some issues with 1.19.3

chat doesn't work yet

* aaaaaaaaaaaaaaaaa

* oh

* ignore unused shapes

* uncomment generate_blocks

* fix migrate

* 1.19.3-rc2

* fix clippy warnings

* 1.19.3-rc3

* split the azalea-buf macro into separate modules

* improve Recipe in protocol

* 1.19.3
2022-12-07 21:09:58 -06:00
mat
631ed63dbd
Swarm (#36)
* make azalea-pathfinder dir

* start writing d* lite impl

* more work on d* lite

* work more on implementing d* lite

* full d* lite impl

* updated edges

* add next() function

* add NoPathError

* why does dstar lite not work

* fix d* lite implementation

* make the test actually check the coords

* replace while loop with if statement

* fix clippy complaints

* make W only have to be PartialOrd

* fix PartialOrd issues

* implement mtd* lite

* add a test to mtd* lite

* remove normal d* lite

* make heuristic only take in one arg

* add `success` function

* Update README.md

* evil black magic to make .entity not need dimension

* start adding moves

* slightly improve the vec3/position situation

new macro that implements all the useful functions

* moves stuff

* make it compile

* update deps in az-pathfinder

* make it compile again

* more pathfinding stuff

* add Bot::look_at

* replace EntityMut and EntityRef with just Entity

* block pos pathfinding stuff

* rename movedirection to walkdirection

* execute path every tick

* advance path

* change az-pf version

* make azalea_client keep plugin state

* fix Plugins::get

* why does it think there is air

* start debugging incorrect air

* update some From methods to use rem_euclid

* start adding swarm

* fix deadlock

i still don't understand why it was happening but the solution was to keep the Client::player lock for shorter so it didn't overlap with the Client::dimension lock

* make lookat actually work probably

* fix going too fast

* Update main.rs

* make a thing immutable

* direction_looking_at

* fix rotations

* import swarm in an example

* fix stuff from merge

* remove azalea_pathfinder import

* delete azalea-pathfinder crate

already in azalea::pathfinder module

* swarms

* start working on shared dimensions

* Shared worlds work

* start adding Swarm::add_account

* add_account works

* change "client" to "bot" in some places

* Fix issues from merge

* Update world.rs

* add SwarmEvent::Disconnect(Account)

* almost add SwarmEvent::Chat and new plugin system

it panics rn

* make plugins have to provide the State associated type

* improve comments

* make fn build slightly cleaner

* fix SwarmEvent::Chat

* change a println in bot/main.rs

* Client::shutdown -> disconnect

* polish

fix clippy warnings + improve some docs a bit

* fix shared worlds*

*there's a bug that entities and bots will have their positions exaggerated because the relative movement packet is applied for every entity once per bot

* i am being trolled by rust

for some reason some stuff is really slow for literally no reason and it makes no sense i am going insane

* make world an RwLock again

* remove debug messages

* fix skipping event ticks

unfortunately now sending events is `.send().await?` instead of just `.send()`

* fix deadlock + warnings

* turns out my floor_mod impl was wrong

and i32::rem_euclid has the correct behavior LOL

* still errors with lots of bots

* make swarm iter & fix new chunks not loading

* improve docs

* start fixing tests

* fix all the tests

except the examples i don't know how to exclude them from the tests

* improve docs some more
2022-11-27 16:25:07 -06:00
mat
5a8f50950a chore: Release 2022-11-19 15:25:55 -06:00
mat
619984fa33
Replace lazy_static with once_cell::sync::Lazy (#43)
* Remove lazy_static in azalea-chat

* replace lazy_static with once_cell everywhere

* fix

* fix import

* ignore a clippy warning in shape codegen
2022-11-19 15:21:54 -06:00
mat
befa22c1f3
Player List (#41)
* keep track of player list

* send player update events
2022-11-18 22:11:30 -06:00
mat
0d004b72ac
Rename "dimension" to "world" (#39)
* rename "dimension" to "world"

* Update mod.rs
2022-11-15 14:52:26 -06:00
614c0df053 clippy 2022-11-15 20:38:32 +00:00
mat
6eee543a33
Pathfinder (#25)
Pathfinding is very much not done, but it works enough and I want to get this merged.
TODO: fast replanning, goals that aren't a single node, falling moves (it should be able to play the dropper), parkour moves
2022-11-12 23:54:05 -06:00
mat
44ab1ad6ef chore: Release 2022-10-30 14:04:11 -05:00
mat
889f742696 add "repository" field to all crates 2022-10-30 14:03:13 -05:00
mat
9de6c03dfb use variables directly in format strings
thanks clippy we love you
2022-10-27 21:22:47 -05:00
mat
b2e54a7ff0 fix identical shapes being defined multiple times 2022-10-27 20:54:17 -05:00
0d55c71cee actually fix out of bounds errors 2022-10-24 19:01:28 +00:00
mat
8d0cad7784 Remove let chains 2022-10-20 22:16:34 -05:00
f66f55955d (cargo-release) version 0.2.0 2022-10-17 16:28:53 +00:00
9a7d2d51b5 (cargo-release) version 0.2.0 2022-10-17 16:28:53 +00:00
4e8bdfe7aa (cargo-release) version 0.2.0 2022-10-17 16:28:52 +00:00
e6f023a38b (cargo-release) version 0.2.0 2022-10-17 16:28:52 +00:00
3f7fb41255 change versions and stuff 2022-10-17 14:37:05 +00:00
mat
98224cf913 fix clippy warnings 2022-10-15 16:53:34 -05:00
mat
37f9f1c6fe add jumping 2022-10-02 14:52:48 -05:00
mat
c9b4dccd7e
All block shapes & collisions (#22)
* start adding shapes

* add more collision stuff

* DiscreteCubeMerger

* more mergers

* start adding BitSetDiscreteVoxelShape::join

* i love rust 😃 😃 😃

* r

* IT COMPILES????

* fix warning

* fix error

* fix more clippy issues

* add box_shape

* more shape stuff

* make DiscreteVoxelShape an enum

* Update shape.rs

* also make VoxelShape an enum

* implement BitSet::clear

* add more missing things

* it compiles

W

* start block shape codegen

* optimize shape codegen

* make az-block/blocks.rs look better (broken)

* almost new block macro

* make the codegen not generate 'type'

* try to fix

* work more on the blocks macro

* wait it compiles

* fix clippy issues

* shapes codegen works

* well it's almost working

* simplify some shape codegen

* enum type names are correct

* W it compiles

* cargo check no longer warns

* fix some clippy issues

* start making it so the shape impl is on BlockStates

* insane code

* new impl compiles

* fix wrong find_bits + TESTS PASS!

* add a test for slab collision

* fix clippy issues

* ok rust

* fix error that happens when on stairs

* add test for top slabs

* start adding join_is_not_empty

* add more to join_is_not_empty

* top slabs still don't work!!

* x..=0 doesn't work in rust 😃 😃 😃 😃 😃 😃 😃 😃 😃 😃 😃 😃 😃 😃

* remove comment since i added more useful names

* remove some printlns

* fix walls in some configurations erroring

* fix some warnings

* change comment to \`\`\`ignore instead of \`\`\`no_run

* players are .6 wide not .8

* fix clippy's complaints

* i missed one clippy warning
2022-10-02 12:29:47 -05:00
mat
528c1a07e3 change example 2022-09-19 20:38:08 -05:00
mat
e9f88ce546 Publish everything* to crates.io
Except azalea-client since it's not ready yet
2022-09-05 10:36:48 -05:00
mat
9ca9519469 .walk :) 2022-09-05 01:04:16 -05:00
mat
4f00ddace0 remove some debug stuff and fix recipe packet 2022-09-04 23:01:15 -05:00
2557d70576 collision test passes??? 2022-09-02 20:50:41 +00:00
1dec4f5664 make collision test work* 2022-09-02 17:22:15 +00:00
mat
cfb190d00c
get rid of Readable & Writable (#21) 2022-09-02 12:11:14 -05:00
7a159bdee5 add collision test 2022-08-31 20:16:39 +00:00