pub mod indexing; mod relative_updates; use std::collections::HashSet; use azalea_block::{BlockState, fluid_state::FluidKind}; use azalea_core::{ position::{BlockPos, ChunkPos, Vec3}, tick::GameTick, }; use azalea_world::{InstanceContainer, InstanceName, MinecraftEntityId}; use bevy_app::{App, Plugin, PreUpdate, Update}; use bevy_ecs::prelude::*; use derive_more::{Deref, DerefMut}; use indexing::EntityUuidIndex; pub use relative_updates::RelativeEntityUpdate; use tracing::debug; use crate::{ Dead, EyeHeight, FluidOnEyes, LocalEntity, LookDirection, OnClimbable, Physics, Position, metadata::Health, }; /// A Bevy [`SystemSet`] for various types of entity updates. #[derive(SystemSet, Debug, Hash, Eq, PartialEq, Clone)] pub enum EntityUpdateSet { /// Create search indexes for entities. Index, /// Remove despawned entities from search indexes. Deindex, } /// Plugin handling some basic entity functionality. pub struct EntityPlugin; impl Plugin for EntityPlugin { fn build(&self, app: &mut App) { // entities get added pre-update // added to indexes during update (done by this plugin) // modified during update // despawned post-update (done by this plugin) app.add_systems( PreUpdate, indexing::remove_despawned_entities_from_indexes.in_set(EntityUpdateSet::Deindex), ) .add_systems( Update, ( ( indexing::update_entity_chunk_positions, indexing::insert_entity_chunk_position, ) .chain() .in_set(EntityUpdateSet::Index), ( relative_updates::debug_detect_updates_received_on_local_entities, debug_new_entity, add_dead, clamp_look_direction, update_fluid_on_eyes, update_on_climbable, ), ), ) .add_systems(Update, update_bounding_box) .add_systems(GameTick, update_in_loaded_chunk) .init_resource::(); } } fn debug_new_entity(query: Query<(Entity, Option<&LocalEntity>), Added>) { for (entity, local) in query.iter() { if local.is_some() { debug!("new local entity: {:?}", entity); } else { debug!("new entity: {:?}", entity); } } } /// System that adds the [`Dead`] marker component if an entity's health is set /// to 0 (or less than 0). This will be present if an entity is doing the death /// animation. /// /// Entities that are dead cannot be revived. pub fn add_dead(mut commands: Commands, query: Query<(Entity, &Health), Changed>) { for (entity, health) in query.iter() { if **health <= 0.0 { commands.entity(entity).insert(Dead); } } } pub fn update_fluid_on_eyes( mut query: Query<(&mut FluidOnEyes, &Position, &EyeHeight, &InstanceName)>, instance_container: Res, ) { for (mut fluid_on_eyes, position, eye_height, instance_name) in query.iter_mut() { let Some(instance) = instance_container.get(instance_name) else { continue; }; let adjusted_eye_y = position.y + (**eye_height as f64) - 0.1111111119389534; let eye_block_pos = BlockPos::from(Vec3::new(position.x, adjusted_eye_y, position.z)); let fluid_at_eye = instance .read() .get_fluid_state(&eye_block_pos) .unwrap_or_default(); let fluid_cutoff_y = (eye_block_pos.y as f32 + fluid_at_eye.height()) as f64; if fluid_cutoff_y > adjusted_eye_y { **fluid_on_eyes = fluid_at_eye.kind; } else { **fluid_on_eyes = FluidKind::Empty; } } } pub fn update_on_climbable( mut query: Query<(&mut OnClimbable, &Position, &InstanceName)>, instance_container: Res, ) { for (mut on_climbable, position, instance_name) in query.iter_mut() { // TODO: there's currently no gamemode component that can be accessed from here, // maybe LocalGameMode should be replaced with two components, maybe called // EntityGameMode and PreviousGameMode? // if game_mode == GameMode::Spectator { // continue; // } let Some(instance) = instance_container.get(instance_name) else { continue; }; let instance = instance.read(); let block_pos = BlockPos::from(position); let block_state_at_feet = instance.get_block_state(&block_pos).unwrap_or_default(); let block_at_feet = Box::::from(block_state_at_feet); let registry_block_at_feet = block_at_feet.as_registry_block(); **on_climbable = azalea_registry::tags::blocks::CLIMBABLE.contains(®istry_block_at_feet) || (azalea_registry::tags::blocks::TRAPDOORS.contains(®istry_block_at_feet) && is_trapdoor_useable_as_ladder(block_state_at_feet, block_pos, &instance)); } } fn is_trapdoor_useable_as_ladder( block_state: BlockState, block_pos: BlockPos, instance: &azalea_world::Instance, ) -> bool { // trapdoor must be open if !block_state .property::() .unwrap_or_default() { return false; } // block below must be a ladder let block_below = instance .get_block_state(&block_pos.down(1)) .unwrap_or_default(); let registry_block_below = Box::::from(block_below).as_registry_block(); if registry_block_below != azalea_registry::Block::Ladder { return false; } // and the ladder must be facing the same direction as the trapdoor let ladder_facing = block_below .property::() .expect("ladder block must have facing property"); let trapdoor_facing = block_state .property::() .expect("trapdoor block must have facing property"); if ladder_facing != trapdoor_facing { return false; } true } /// A component that lists all the local player entities that have this entity /// loaded. If this is empty, the entity will be removed from the ECS. #[derive(Component, Clone, Deref, DerefMut)] pub struct LoadedBy(pub HashSet); pub fn clamp_look_direction(mut query: Query<&mut LookDirection>) { for mut look_direction in &mut query { look_direction.y_rot = look_direction.y_rot.rem_euclid(360.0); look_direction.x_rot = look_direction.x_rot.clamp(-90.0, 90.0) % 360.0; } } /// Sets the position of the entity. This doesn't update the cache in /// azalea-world, and should only be used within azalea-world! /// /// # Safety /// Cached position in the world must be updated. pub fn update_bounding_box(mut query: Query<(&Position, &mut Physics), Changed>) { for (position, mut physics) in query.iter_mut() { let bounding_box = physics.dimensions.make_bounding_box(position); physics.bounding_box = bounding_box; } } /// Marks an entity that's in a loaded chunk. This is updated at the beginning /// of every tick. /// /// Internally, this is only used for player physics. Not to be confused with /// the somewhat similarly named [`LoadedBy`]. #[derive(Component, Clone, Debug, Copy)] pub struct InLoadedChunk; /// Update the [`InLoadedChunk`] component for all entities in the world. pub fn update_in_loaded_chunk( mut commands: bevy_ecs::system::Commands, query: Query<(Entity, &InstanceName, &Position)>, instance_container: Res, ) { for (entity, instance_name, position) in &query { let player_chunk_pos = ChunkPos::from(position); let Some(instance_lock) = instance_container.get(instance_name) else { commands.entity(entity).remove::(); continue; }; let in_loaded_chunk = instance_lock.read().chunks.get(&player_chunk_pos).is_some(); if in_loaded_chunk { commands.entity(entity).insert(InLoadedChunk); } else { commands.entity(entity).remove::(); } } } #[cfg(test)] mod tests { use azalea_block::{ blocks::{Ladder, OakTrapdoor}, properties::{FacingCardinal, TopBottom}, }; use azalea_core::position::{BlockPos, ChunkPos}; use azalea_world::{Chunk, ChunkStorage, Instance, PartialInstance}; use super::is_trapdoor_useable_as_ladder; #[test] fn test_is_trapdoor_useable_as_ladder() { let mut partial_instance = PartialInstance::default(); let mut chunks = ChunkStorage::default(); partial_instance.chunks.set( &ChunkPos { x: 0, z: 0 }, Some(Chunk::default()), &mut chunks, ); partial_instance.chunks.set_block_state( &BlockPos::new(0, 0, 0), azalea_registry::Block::Stone.into(), &chunks, ); let ladder = Ladder { facing: FacingCardinal::East, waterlogged: false, }; partial_instance .chunks .set_block_state(&BlockPos::new(0, 0, 0), ladder.into(), &chunks); let trapdoor = OakTrapdoor { facing: FacingCardinal::East, half: TopBottom::Bottom, open: true, powered: false, waterlogged: false, }; partial_instance .chunks .set_block_state(&BlockPos::new(0, 1, 0), trapdoor.into(), &chunks); let instance = Instance::from(chunks); let trapdoor_matches_ladder = is_trapdoor_useable_as_ladder( instance .get_block_state(&BlockPos::new(0, 1, 0)) .unwrap_or_default(), BlockPos::new(0, 1, 0), &instance, ); assert!(trapdoor_matches_ladder); } }