mirror of
https://github.com/mat-1/azalea.git
synced 2025-08-02 23:44:38 +00:00
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
54 lines
1.6 KiB
Rust
Executable file
54 lines
1.6 KiB
Rust
Executable file
use azalea_buf::McBuf;
|
|
use azalea_core::{ResourceLocation, Vec3};
|
|
use azalea_protocol_macros::ClientboundGamePacket;
|
|
use azalea_world::entity::{
|
|
metadata::{apply_default_metadata, PlayerMetadataBundle, UpdateMetadataError},
|
|
EntityBundle,
|
|
};
|
|
use uuid::Uuid;
|
|
|
|
#[derive(Clone, Debug, McBuf, ClientboundGamePacket)]
|
|
pub struct ClientboundAddEntityPacket {
|
|
/// The id of the entity.
|
|
#[var]
|
|
pub id: u32,
|
|
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: i32,
|
|
pub x_vel: i16,
|
|
pub y_vel: i16,
|
|
pub z_vel: i16,
|
|
}
|
|
|
|
// impl From<&ClientboundAddEntityPacket> for EntityData {
|
|
// fn from(p: &ClientboundAddEntityPacket) -> Self {
|
|
// Self::new(
|
|
// p.uuid,
|
|
// Vec3 {
|
|
// x: p.x,
|
|
// y: p.y,
|
|
// z: p.z,
|
|
// },
|
|
// // default metadata for the entity type
|
|
// EntityMetadata::from(p.entity_type),
|
|
// )
|
|
// }
|
|
// }
|
|
|
|
impl ClientboundAddEntityPacket {
|
|
/// 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)
|
|
}
|
|
|
|
pub fn apply_metadata(&self, entity: &mut bevy_ecs::world::EntityMut) {
|
|
apply_default_metadata(entity, self.entity_type);
|
|
}
|
|
}
|