use std::ops::AddAssign; use azalea_block::BlockState; use azalea_core::{ block_hit_result::BlockHitResult, direction::Direction, game_type::GameMode, position::{BlockPos, Vec3}, }; use azalea_entity::{ clamp_look_direction, view_vector, Attributes, EyeHeight, LocalEntity, LookDirection, Position, }; use azalea_inventory::{components, ItemStack, ItemStackData}; use azalea_physics::clip::{BlockShapeType, ClipContext, FluidPickType}; use azalea_protocol::packets::game::{ s_interact::InteractionHand, s_swing::ServerboundSwing, s_use_item_on::{BlockHit, ServerboundUseItemOn}, }; use azalea_world::{Instance, InstanceContainer, InstanceName}; use bevy_app::{App, Plugin, Update}; use bevy_ecs::{ component::Component, entity::Entity, event::{Event, EventReader, EventWriter}, query::{Changed, With}, schedule::IntoSystemConfigs, system::{Commands, Query, Res}, }; use derive_more::{Deref, DerefMut}; use tracing::warn; use crate::{ attack::handle_attack_event, inventory::{Inventory, InventorySet}, local_player::{LocalGameMode, PermissionLevel, PlayerAbilities}, movement::MoveEventsSet, packet_handling::game::{handle_send_packet_event, SendPacketEvent}, respawn::perform_respawn, Client, }; /// A plugin that allows clients to interact with blocks in the world. pub struct InteractPlugin; impl Plugin for InteractPlugin { fn build(&self, app: &mut App) { app.add_event::() .add_event::() .add_systems( Update, ( ( update_hit_result_component.after(clamp_look_direction), handle_block_interact_event, handle_swing_arm_event, ) .before(handle_send_packet_event) .after(InventorySet) .after(perform_respawn) .after(handle_attack_event) .chain(), update_modifiers_for_held_item .after(InventorySet) .after(MoveEventsSet), ), ); } } impl Client { /// Right click a block. The behavior of this depends on the target block, /// and it'll either place the block you're holding in your hand or use the /// block you clicked (like toggling a lever). /// /// Note that this may trigger anticheats as it doesn't take into account /// whether you're actually looking at the block. pub fn block_interact(&mut self, position: BlockPos) { self.ecs.lock().send_event(BlockInteractEvent { entity: self.entity, position, }); } } /// Right click a block. The behavior of this depends on the target block, /// and it'll either place the block you're holding in your hand or use the /// block you clicked (like toggling a lever). #[derive(Event)] pub struct BlockInteractEvent { /// The local player entity that's opening the container. pub entity: Entity, /// The coordinates of the container. pub position: BlockPos, } /// A component that contains the number of changes this client has made to /// blocks. #[derive(Component, Copy, Clone, Debug, Default, Deref)] pub struct CurrentSequenceNumber(u32); impl AddAssign for CurrentSequenceNumber { fn add_assign(&mut self, rhs: u32) { self.0 += rhs; } } /// A component that contains the block that the player is currently looking at. #[derive(Component, Clone, Debug, Deref, DerefMut)] pub struct HitResultComponent(BlockHitResult); pub fn handle_block_interact_event( mut events: EventReader, mut query: Query<(Entity, &mut CurrentSequenceNumber, &HitResultComponent)>, mut send_packet_events: EventWriter, ) { for event in events.read() { let Ok((entity, mut sequence_number, hit_result)) = query.get_mut(event.entity) else { warn!("Sent BlockInteractEvent for entity that doesn't have the required components"); continue; }; // TODO: check to make sure we're within the world border *sequence_number += 1; // minecraft also does the interaction client-side (so it looks like clicking a // button is instant) but we don't really need that // the block_hit data will depend on whether we're looking at the block and // whether we can reach it let block_hit = if hit_result.block_pos == event.position { // we're looking at the block :) BlockHit { block_pos: hit_result.block_pos, direction: hit_result.direction, location: hit_result.location, inside: hit_result.inside, world_border: hit_result.world_border, } } else { // we're not looking at the block, so make up some numbers BlockHit { block_pos: event.position, direction: Direction::Up, location: event.position.center(), inside: false, world_border: false, } }; send_packet_events.send(SendPacketEvent::new( entity, ServerboundUseItemOn { hand: InteractionHand::MainHand, block_hit, sequence: sequence_number.0, }, )); } } #[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, ) { 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 that a player would be looking at if their eyes were at the /// given direction and position. /// /// If you need to get the block the player is looking at right now, use /// [`HitResultComponent`]. pub fn pick( 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. /// /// Passing the inventory, block position, and instance is necessary for the /// adventure mode check. pub fn check_is_interaction_restricted( instance: &Instance, block_pos: &BlockPos, game_mode: &GameMode, inventory: &Inventory, ) -> bool { match game_mode { GameMode::Adventure => { // vanilla checks for abilities.mayBuild here but servers have no // way of modifying that let held_item = inventory.held_item(); if let ItemStack::Present(item) = &held_item { let block = instance.chunks.get_block_state(block_pos); let Some(block) = block else { // block isn't loaded so just say that it is restricted return true; }; check_block_can_be_broken_by_item_in_adventure_mode(item, &block) } else { true } } GameMode::Spectator => true, _ => false, } } /// Check if the item has the `CanDestroy` tag for the block. pub fn check_block_can_be_broken_by_item_in_adventure_mode( item: &ItemStackData, _block: &BlockState, ) -> bool { // minecraft caches the last checked block but that's kind of an unnecessary // optimization and makes the code too complicated if !item.components.has::() { // no CanDestroy tag return false; }; false // for block_predicate in can_destroy { // // TODO // // defined in BlockPredicateArgument.java // } // true } pub fn can_use_game_master_blocks( abilities: &PlayerAbilities, permission_level: &PermissionLevel, ) -> bool { abilities.instant_break && **permission_level >= 2 } /// Swing your arm. This is purely a visual effect and won't interact with /// anything in the world. #[derive(Event)] pub struct SwingArmEvent { pub entity: Entity, } pub fn handle_swing_arm_event( mut events: EventReader, mut send_packet_events: EventWriter, ) { for event in events.read() { send_packet_events.send(SendPacketEvent::new( event.entity, ServerboundSwing { hand: InteractionHand::MainHand, }, )); } } #[allow(clippy::type_complexity)] fn update_modifiers_for_held_item( mut query: Query<(&mut Attributes, &Inventory), (With, Changed)>, ) { for (mut attributes, inventory) in &mut query { let held_item = inventory.held_item(); use azalea_registry::Item; let added_attack_speed = match held_item.kind() { Item::WoodenSword => -2.4, Item::WoodenShovel => -3.0, Item::WoodenPickaxe => -2.8, Item::WoodenAxe => -3.2, Item::WoodenHoe => -3.0, Item::StoneSword => -2.4, Item::StoneShovel => -3.0, Item::StonePickaxe => -2.8, Item::StoneAxe => -3.2, Item::StoneHoe => -2.0, Item::GoldenSword => -2.4, Item::GoldenShovel => -3.0, Item::GoldenPickaxe => -2.8, Item::GoldenAxe => -3.0, Item::GoldenHoe => -3.0, Item::IronSword => -2.4, Item::IronShovel => -3.0, Item::IronPickaxe => -2.8, Item::IronAxe => -3.1, Item::IronHoe => -1.0, Item::DiamondSword => -2.4, Item::DiamondShovel => -3.0, Item::DiamondPickaxe => -2.8, Item::DiamondAxe => -3.0, Item::DiamondHoe => 0.0, Item::NetheriteSword => -2.4, Item::NetheriteShovel => -3.0, Item::NetheritePickaxe => -2.8, Item::NetheriteAxe => -3.0, Item::NetheriteHoe => 0.0, Item::Trident => -2.9, _ => 0., }; attributes .attack_speed .insert(azalea_entity::attributes::base_attack_speed_modifier( added_attack_speed, )); } }