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azalea/azalea-protocol/src/packets/game/c_add_entity.rs
mat e21e1b97bf
Refactor azalea-client (#205)
* start organizing packet_handling more by moving packet handlers into their own functions

* finish writing all the handler functions for packets

* use macro for generating match statement for packet handler functions

* fix set_entity_data

* update config state to also use handler functions

* organize az-client file structure by moving things into plugins directory

* fix merge issues
2025-02-22 21:45:26 -06:00

36 lines
1.3 KiB
Rust
Executable file

use azalea_buf::AzBuf;
use azalea_core::{delta::PositionDelta8, position::Vec3, resource_location::ResourceLocation};
use azalea_entity::{metadata::apply_default_metadata, EntityBundle};
use azalea_protocol_macros::ClientboundGamePacket;
use azalea_world::MinecraftEntityId;
use uuid::Uuid;
#[derive(Clone, Debug, AzBuf, ClientboundGamePacket)]
pub struct ClientboundAddEntity {
/// The numeric ID of the entity being added to the world.
#[var]
pub id: MinecraftEntityId,
pub uuid: Uuid,
pub entity_type: azalea_registry::EntityKind,
pub position: Vec3,
pub x_rot: i8,
pub y_rot: i8,
pub y_head_rot: i8,
#[var]
pub data: u32,
pub velocity: PositionDelta8,
}
impl ClientboundAddEntity {
/// Make the entity into a bundle that can be inserted into the ECS. You
/// must apply the metadata after inserting the bundle with
/// [`Self::apply_metadata`].
pub fn as_entity_bundle(&self, world_name: ResourceLocation) -> EntityBundle {
EntityBundle::new(self.uuid, self.position, self.entity_type, world_name)
}
/// Apply the default metadata for the given entity.
pub fn apply_metadata(&self, entity: &mut bevy_ecs::system::EntityCommands) {
apply_default_metadata(entity, self.entity_type);
}
}