1
2
Fork 0
mirror of https://github.com/mat-1/azalea.git synced 2025-08-02 14:26:04 +00:00
azalea/azalea-client/src/plugins/events.rs

303 lines
11 KiB
Rust

//! Defines the [`Event`] enum and makes those events trigger when they're sent
//! in the ECS.
use std::sync::Arc;
use azalea_chat::FormattedText;
use azalea_core::tick::GameTick;
use azalea_entity::{Dead, InLoadedChunk};
use azalea_protocol::packets::game::{
ClientboundGamePacket, c_player_combat_kill::ClientboundPlayerCombatKill,
};
use azalea_world::{InstanceName, MinecraftEntityId};
use bevy_app::{App, Plugin, PreUpdate, Update};
use bevy_ecs::{
component::Component,
entity::Entity,
event::EventReader,
query::{Added, With, Without},
schedule::IntoSystemConfigs,
system::{Commands, Query},
};
use derive_more::{Deref, DerefMut};
use tokio::sync::mpsc;
use crate::{
PlayerInfo,
chat::{ChatPacket, ChatReceivedEvent},
disconnect::DisconnectEvent,
packet::game::{
AddPlayerEvent, DeathEvent, KeepAliveEvent, ReceiveGamePacketEvent, RemovePlayerEvent,
UpdatePlayerEvent,
},
};
// (for contributors):
// HOW TO ADD A NEW (packet based) EVENT:
// - Add it as an ECS event first:
// - Make a struct that contains an entity field and some data fields (look
// in packet/game/events.rs for examples. These structs should always have
// their names end with "Event".
// - (the `entity` field is the local player entity that's receiving the
// event)
// - In the GamePacketHandler, you always have a `player` field that you can
// use.
// - Add the event struct in PacketPlugin::build
// - (in the `impl Plugin for PacketPlugin`)
// - To get the event writer, you have to get an EventWriter<ThingEvent>.
// Look at other packets in packet/game/mod.rs for examples.
//
// At this point, you've created a new ECS event. That's annoying for bots to
// use though, so you might wanna add it to the Event enum too:
// - In this file, add a new variant to that Event enum with the same name
// as your event (without the "Event" suffix).
// - Create a new system function like the other ones here, and put that
// system function in the `impl Plugin for EventsPlugin`
/// Something that happened in-game, such as a tick passing or chat message
/// being sent.
///
/// Note: Events are sent before they're processed, so for example game ticks
/// happen at the beginning of a tick before anything has happened.
#[derive(Debug, Clone)]
#[non_exhaustive]
pub enum Event {
/// Happens right after the bot switches into the Game state, but before
/// it's actually spawned. This can be useful for setting the client
/// information with `Client::set_client_information`, so the packet
/// doesn't have to be sent twice.
///
/// You may want to use [`Event::Spawn`] instead to wait for the bot to be
/// in the world.
Init,
/// Fired when we receive a login packet, which is after [`Event::Init`] but
/// before [`Event::Spawn`]. You usually want [`Event::Spawn`] instead.
///
/// Your position may be [`Vec3::ZERO`] immediately after you receive this
/// event, but it'll be ready by the time you get [`Event::Spawn`].
///
/// It's possible for this event to be sent multiple times per client if a
/// server sends multiple login packets (like when switching worlds).
///
/// [`Vec3::ZERO`]: azalea_core::position::Vec3::ZERO
Login,
/// Fired when the player fully spawns into the world (is in a loaded chunk)
/// and is ready to interact with it.
///
/// This is usually the event you should listen for when waiting for the bot
/// to be ready.
///
/// This event will be sent every time the client respawns or switches
/// worlds, as long as the server sends chunks to the client.
Spawn,
/// A chat message was sent in the game chat.
Chat(ChatPacket),
/// Happens 20 times per second, but only when the world is loaded.
Tick,
/// We received a packet from the server.
///
/// ```
/// # use azalea_client::Event;
/// # use azalea_protocol::packets::game::ClientboundGamePacket;
/// # async fn example(event: Event) {
/// # match event {
/// Event::Packet(packet) => match *packet {
/// ClientboundGamePacket::Login(_) => {
/// println!("login packet");
/// }
/// _ => {}
/// },
/// # _ => {}
/// # }
/// # }
/// ```
Packet(Arc<ClientboundGamePacket>),
/// A player joined the game (or more specifically, was added to the tab
/// list).
AddPlayer(PlayerInfo),
/// A player left the game (or maybe is still in the game and was just
/// removed from the tab list).
RemovePlayer(PlayerInfo),
/// A player was updated in the tab list (gamemode, display
/// name, or latency changed).
UpdatePlayer(PlayerInfo),
/// The client player died in-game.
Death(Option<Arc<ClientboundPlayerCombatKill>>),
/// A `KeepAlive` packet was sent by the server.
KeepAlive(u64),
/// The client disconnected from the server.
Disconnect(Option<FormattedText>),
}
/// A component that contains an event sender for events that are only
/// received by local players. The receiver for this is returned by
/// [`Client::start_client`].
///
/// [`Client::start_client`]: crate::Client::start_client
#[derive(Component, Deref, DerefMut)]
pub struct LocalPlayerEvents(pub mpsc::UnboundedSender<Event>);
pub struct EventsPlugin;
impl Plugin for EventsPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
chat_listener,
login_listener,
spawn_listener,
packet_listener,
add_player_listener,
update_player_listener,
remove_player_listener,
keepalive_listener,
death_listener,
disconnect_listener,
),
)
.add_systems(
PreUpdate,
init_listener.before(super::connection::read_packets),
)
.add_systems(GameTick, tick_listener);
}
}
// when LocalPlayerEvents is added, it means the client just started
pub fn init_listener(query: Query<&LocalPlayerEvents, Added<LocalPlayerEvents>>) {
for local_player_events in &query {
let _ = local_player_events.send(Event::Init);
}
}
// when MinecraftEntityId is added, it means the player is now in the world
pub fn login_listener(
query: Query<(Entity, &LocalPlayerEvents), Added<MinecraftEntityId>>,
mut commands: Commands,
) {
for (entity, local_player_events) in &query {
let _ = local_player_events.send(Event::Login);
commands.entity(entity).remove::<SentSpawnEvent>();
}
}
/// A unit struct component that indicates that the entity has sent
/// [`Event::Spawn`].
///
/// This is just used internally by the [`spawn_listener`] system to avoid
/// sending the event twice if we stop being in an unloaded chunk. It's removed
/// when we receive a login packet.
#[derive(Component)]
pub struct SentSpawnEvent;
#[allow(clippy::type_complexity)]
pub fn spawn_listener(
query: Query<(Entity, &LocalPlayerEvents), (Added<InLoadedChunk>, Without<SentSpawnEvent>)>,
mut commands: Commands,
) {
for (entity, local_player_events) in &query {
let _ = local_player_events.send(Event::Spawn);
commands.entity(entity).insert(SentSpawnEvent);
}
}
pub fn chat_listener(query: Query<&LocalPlayerEvents>, mut events: EventReader<ChatReceivedEvent>) {
for event in events.read() {
if let Ok(local_player_events) = query.get(event.entity) {
let _ = local_player_events.send(Event::Chat(event.packet.clone()));
}
}
}
// only tick if we're in a world
pub fn tick_listener(query: Query<&LocalPlayerEvents, With<InstanceName>>) {
for local_player_events in &query {
let _ = local_player_events.send(Event::Tick);
}
}
pub fn packet_listener(
query: Query<&LocalPlayerEvents>,
mut events: EventReader<ReceiveGamePacketEvent>,
) {
for event in events.read() {
if let Ok(local_player_events) = query.get(event.entity) {
let _ = local_player_events.send(Event::Packet(event.packet.clone()));
}
}
}
pub fn add_player_listener(
query: Query<&LocalPlayerEvents>,
mut events: EventReader<AddPlayerEvent>,
) {
for event in events.read() {
let local_player_events = query
.get(event.entity)
.expect("Non-local entities shouldn't be able to receive add player events");
let _ = local_player_events.send(Event::AddPlayer(event.info.clone()));
}
}
pub fn update_player_listener(
query: Query<&LocalPlayerEvents>,
mut events: EventReader<UpdatePlayerEvent>,
) {
for event in events.read() {
let local_player_events = query
.get(event.entity)
.expect("Non-local entities shouldn't be able to receive update player events");
let _ = local_player_events.send(Event::UpdatePlayer(event.info.clone()));
}
}
pub fn remove_player_listener(
query: Query<&LocalPlayerEvents>,
mut events: EventReader<RemovePlayerEvent>,
) {
for event in events.read() {
let local_player_events = query
.get(event.entity)
.expect("Non-local entities shouldn't be able to receive remove player events");
let _ = local_player_events.send(Event::RemovePlayer(event.info.clone()));
}
}
pub fn death_listener(query: Query<&LocalPlayerEvents>, mut events: EventReader<DeathEvent>) {
for event in events.read() {
if let Ok(local_player_events) = query.get(event.entity) {
let _ = local_player_events.send(Event::Death(event.packet.clone().map(|p| p.into())));
}
}
}
/// Send the "Death" event for [`LocalEntity`]s that died with no reason.
///
/// [`LocalEntity`]: azalea_entity::LocalEntity
pub fn dead_component_listener(query: Query<&LocalPlayerEvents, Added<Dead>>) {
for local_player_events in &query {
local_player_events.send(Event::Death(None)).unwrap();
}
}
pub fn keepalive_listener(
query: Query<&LocalPlayerEvents>,
mut events: EventReader<KeepAliveEvent>,
) {
for event in events.read() {
let local_player_events = query
.get(event.entity)
.expect("Non-local entities shouldn't be able to receive keepalive events");
let _ = local_player_events.send(Event::KeepAlive(event.id));
}
}
pub fn disconnect_listener(
query: Query<&LocalPlayerEvents>,
mut events: EventReader<DisconnectEvent>,
) {
for event in events.read() {
if let Ok(local_player_events) = query.get(event.entity) {
let _ = local_player_events.send(Event::Disconnect(event.reason.clone()));
}
}
}