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azalea/azalea-entity/src/lib.rs
2025-03-20 03:30:57 +00:00

503 lines
14 KiB
Rust

#![allow(clippy::derived_hash_with_manual_eq)]
pub mod attributes;
mod data;
mod dimensions;
mod effects;
mod enchantments;
pub mod metadata;
pub mod mining;
pub mod particle;
mod plugin;
pub mod vec_delta_codec;
use std::{
fmt::Debug,
hash::{Hash, Hasher},
};
pub use attributes::Attributes;
use azalea_block::{BlockState, fluid_state::FluidKind};
use azalea_buf::AzBuf;
use azalea_core::{
aabb::AABB,
math,
position::{BlockPos, ChunkPos, Vec3},
resource_location::ResourceLocation,
};
use azalea_world::{ChunkStorage, InstanceName};
use bevy_ecs::{bundle::Bundle, component::Component};
pub use data::*;
use derive_more::{Deref, DerefMut};
pub use dimensions::EntityDimensions;
use plugin::indexing::EntityChunkPos;
use uuid::Uuid;
use vec_delta_codec::VecDeltaCodec;
use self::attributes::AttributeInstance;
pub use crate::plugin::*;
pub fn move_relative(
physics: &mut Physics,
direction: &LookDirection,
speed: f32,
acceleration: &Vec3,
) {
let input_vector = input_vector(direction, speed, acceleration);
physics.velocity += input_vector;
}
pub fn input_vector(direction: &LookDirection, speed: f32, acceleration: &Vec3) -> Vec3 {
let distance = acceleration.length_squared();
if distance < 1.0E-7 {
return Vec3::ZERO;
}
let acceleration = if distance > 1.0 {
acceleration.normalize()
} else {
*acceleration
}
.scale(speed as f64);
let y_rot = math::sin(direction.y_rot * 0.017453292f32);
let x_rot = math::cos(direction.y_rot * 0.017453292f32);
Vec3 {
x: acceleration.x * (x_rot as f64) - acceleration.z * (y_rot as f64),
y: acceleration.y,
z: acceleration.z * (x_rot as f64) + acceleration.x * (y_rot as f64),
}
}
pub fn view_vector(look_direction: &LookDirection) -> Vec3 {
let x_rot = look_direction.x_rot * 0.017453292;
let y_rot = -look_direction.y_rot * 0.017453292;
let y_rot_cos = math::cos(y_rot);
let y_rot_sin = math::sin(y_rot);
let x_rot_cos = math::cos(x_rot);
let x_rot_sin = math::sin(x_rot);
Vec3 {
x: (y_rot_sin * x_rot_cos) as f64,
y: (-x_rot_sin) as f64,
z: (y_rot_cos * x_rot_cos) as f64,
}
}
/// Get the position of the block below the entity, but a little lower.
pub fn on_pos_legacy(chunk_storage: &ChunkStorage, position: &Position) -> BlockPos {
on_pos(0.2, chunk_storage, position)
}
// int x = Mth.floor(this.position.x);
// int y = Mth.floor(this.position.y - (double)var1);
// int z = Mth.floor(this.position.z);
// BlockPos var5 = new BlockPos(x, y, z);
// if (this.level.getBlockState(var5).isAir()) {
// BlockPos var6 = var5.below();
// BlockState var7 = this.level.getBlockState(var6);
// if (var7.is(BlockTags.FENCES) || var7.is(BlockTags.WALLS) ||
// var7.getBlock() instanceof FenceGateBlock) { return var6;
// }
// }
// return var5;
pub fn on_pos(offset: f32, chunk_storage: &ChunkStorage, pos: &Position) -> BlockPos {
let x = pos.x.floor() as i32;
let y = (pos.y - offset as f64).floor() as i32;
let z = pos.z.floor() as i32;
let pos = BlockPos { x, y, z };
// TODO: check if block below is a fence, wall, or fence gate
let block_pos = pos.down(1);
let block_state = chunk_storage.get_block_state(&block_pos);
if block_state == Some(BlockState::AIR) {
let block_pos_below = block_pos.down(1);
let block_state_below = chunk_storage.get_block_state(&block_pos_below);
if let Some(_block_state_below) = block_state_below {
// if block_state_below.is_fence()
// || block_state_below.is_wall()
// || block_state_below.is_fence_gate()
// {
// return block_pos_below;
// }
}
}
pos
}
/// The Minecraft UUID of the entity. For players, this is their actual player
/// UUID, and for other entities it's just random.
#[derive(Component, Deref, DerefMut, Clone, Copy, Default)]
pub struct EntityUuid(Uuid);
impl EntityUuid {
pub fn new(uuid: Uuid) -> Self {
Self(uuid)
}
}
impl Debug for EntityUuid {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
(self.0).fmt(f)
}
}
/// The position of the entity right now.
///
/// You are free to change the value of this component; there's systems that
/// update the indexes automatically.
///
/// Its value is set to a default of [`Vec3::ZERO`] when it receives the login
/// packet, its true position may be set ticks later.
#[derive(Component, Clone, Copy, Debug, Default, PartialEq, Deref, DerefMut)]
pub struct Position(Vec3);
impl Position {
pub fn new(pos: Vec3) -> Self {
Self(pos)
}
}
impl From<&Position> for Vec3 {
fn from(value: &Position) -> Self {
value.0
}
}
impl From<Position> for ChunkPos {
fn from(value: Position) -> Self {
ChunkPos::from(&value.0)
}
}
impl From<Position> for BlockPos {
fn from(value: Position) -> Self {
BlockPos::from(&value.0)
}
}
impl From<&Position> for ChunkPos {
fn from(value: &Position) -> Self {
ChunkPos::from(value.0)
}
}
impl From<&Position> for BlockPos {
fn from(value: &Position) -> Self {
BlockPos::from(value.0)
}
}
/// The second most recent position of the entity that was sent over the
/// network. This is currently only updated for our own local player entities.
#[derive(Component, Clone, Copy, Debug, Default, PartialEq, Deref, DerefMut)]
pub struct LastSentPosition(Vec3);
impl From<&LastSentPosition> for Vec3 {
fn from(value: &LastSentPosition) -> Self {
value.0
}
}
impl From<LastSentPosition> for ChunkPos {
fn from(value: LastSentPosition) -> Self {
ChunkPos::from(&value.0)
}
}
impl From<LastSentPosition> for BlockPos {
fn from(value: LastSentPosition) -> Self {
BlockPos::from(&value.0)
}
}
impl From<&LastSentPosition> for ChunkPos {
fn from(value: &LastSentPosition) -> Self {
ChunkPos::from(value.0)
}
}
impl From<&LastSentPosition> for BlockPos {
fn from(value: &LastSentPosition) -> Self {
BlockPos::from(value.0)
}
}
/// A component for entities that can jump.
///
/// If this is true, the entity will try to jump every tick. It's equivalent to
/// the space key being held in vanilla.
#[derive(Debug, Component, Copy, Clone, Deref, DerefMut, Default, PartialEq, Eq)]
pub struct Jumping(pub bool);
/// A component that contains the direction an entity is looking.
#[derive(Debug, Component, Copy, Clone, Default, PartialEq, AzBuf)]
pub struct LookDirection {
/// Left and right. Aka yaw.
pub y_rot: f32,
/// Up and down. Aka pitch.
pub x_rot: f32,
}
impl LookDirection {
pub fn new(y_rot: f32, x_rot: f32) -> Self {
Self { y_rot, x_rot }
}
}
impl From<LookDirection> for (f32, f32) {
fn from(value: LookDirection) -> Self {
(value.y_rot, value.x_rot)
}
}
impl From<(f32, f32)> for LookDirection {
fn from((y_rot, x_rot): (f32, f32)) -> Self {
Self { y_rot, x_rot }
}
}
impl Hash for LookDirection {
fn hash<H: Hasher>(&self, state: &mut H) {
self.y_rot.to_bits().hash(state);
self.x_rot.to_bits().hash(state);
}
}
impl Eq for LookDirection {}
/// The physics data relating to the entity, such as position, velocity, and
/// bounding box.
#[derive(Debug, Component, Clone, Default)]
pub struct Physics {
/// How fast the entity is moving.
///
/// Sometimes referred to as the delta movement.
pub velocity: Vec3,
pub vec_delta_codec: VecDeltaCodec,
/// The position of the entity before it moved this tick.
///
/// This is set immediately before physics is done.
pub old_position: Vec3,
/// The acceleration here is the force that will be attempted to be added to
/// the entity's velocity next tick.
///
/// You should typically not set this yourself, since it's controlled by how
/// the entity is trying to move.
pub x_acceleration: f32,
pub y_acceleration: f32,
pub z_acceleration: f32,
on_ground: bool,
last_on_ground: bool,
/// The number of ticks until we jump again, if the jump key is being held.
///
/// This must be 0 for us to be able to jump. Sets to 10 when we do a jump
/// and sets to 0 if we're not trying to jump.
pub no_jump_delay: u32,
/// The width and height of the entity.
pub dimensions: EntityDimensions,
/// The bounding box of the entity. This is more than just width and height,
/// unlike dimensions.
pub bounding_box: AABB,
pub has_impulse: bool,
pub horizontal_collision: bool,
// pub minor_horizontal_collision: bool,
pub vertical_collision: bool,
pub water_fluid_height: f64,
pub lava_fluid_height: f64,
pub was_touching_water: bool,
// TODO: implement fall_distance
pub fall_distance: f32,
// TODO: implement remaining_fire_ticks
pub remaining_fire_ticks: i32,
}
impl Physics {
pub fn new(dimensions: EntityDimensions, pos: Vec3) -> Self {
Self {
velocity: Vec3::ZERO,
vec_delta_codec: VecDeltaCodec::new(pos),
old_position: pos,
x_acceleration: 0.,
y_acceleration: 0.,
z_acceleration: 0.,
on_ground: false,
last_on_ground: false,
no_jump_delay: 0,
bounding_box: dimensions.make_bounding_box(&pos),
dimensions,
has_impulse: false,
horizontal_collision: false,
vertical_collision: false,
water_fluid_height: 0.,
lava_fluid_height: 0.,
was_touching_water: false,
fall_distance: 0.,
remaining_fire_ticks: 0,
}
}
pub fn on_ground(&self) -> bool {
self.on_ground
}
/// Updates [`Self::on_ground`] and [`Self::last_on_ground`].
pub fn set_on_ground(&mut self, on_ground: bool) {
self.last_on_ground = self.on_ground;
self.on_ground = on_ground;
}
/// The last value of the on_ground value.
///
/// This is used by Azalea internally for physics, it might not work as you
/// expect since it can be influenced by packets sent by the server.
pub fn last_on_ground(&self) -> bool {
self.last_on_ground
}
pub fn set_last_on_ground(&mut self, last_on_ground: bool) {
self.last_on_ground = last_on_ground;
}
pub fn reset_fall_distance(&mut self) {
self.fall_distance = 0.;
}
pub fn clear_fire(&mut self) {
self.remaining_fire_ticks = 0;
}
pub fn is_in_water(&self) -> bool {
self.was_touching_water
}
pub fn is_in_lava(&self) -> bool {
// TODO: also check `!this.firstTick &&`
self.lava_fluid_height > 0.
}
pub fn set_old_pos(&mut self, pos: &Position) {
self.old_position = **pos;
}
}
/// Marker component for entities that are dead.
///
/// "Dead" means that the entity has 0 health.
#[derive(Component, Copy, Clone, Default)]
pub struct Dead;
/// A component that contains the offset of the entity's eyes from the entity
/// coordinates.
///
/// This is used to calculate the camera position for players, when spectating
/// an entity, and when raycasting from the entity.
#[derive(Component, Clone, Copy, Debug, PartialEq, Deref, DerefMut)]
pub struct EyeHeight(f32);
impl EyeHeight {
pub fn new(height: f32) -> Self {
Self(height)
}
}
impl From<EyeHeight> for f32 {
fn from(value: EyeHeight) -> Self {
value.0
}
}
impl From<EyeHeight> for f64 {
fn from(value: EyeHeight) -> Self {
value.0 as f64
}
}
impl From<&EyeHeight> for f32 {
fn from(value: &EyeHeight) -> Self {
value.0
}
}
impl From<&EyeHeight> for f64 {
fn from(value: &EyeHeight) -> Self {
value.0 as f64
}
}
/// A component NewType for [`azalea_registry::EntityKind`].
///
/// Most of the time, you should be using `azalea_registry::EntityKind`
/// directly instead.
#[derive(Component, Clone, Copy, Debug, PartialEq, Deref)]
pub struct EntityKind(pub azalea_registry::EntityKind);
/// A bundle of components that every entity has. This doesn't contain metadata,
/// that has to be added separately.
#[derive(Bundle)]
pub struct EntityBundle {
pub kind: EntityKind,
pub uuid: EntityUuid,
pub world_name: InstanceName,
pub position: Position,
pub last_sent_position: LastSentPosition,
pub chunk_pos: EntityChunkPos,
pub physics: Physics,
pub direction: LookDirection,
pub eye_height: EyeHeight,
pub attributes: Attributes,
pub jumping: Jumping,
pub fluid_on_eyes: FluidOnEyes,
pub on_climbable: OnClimbable,
}
impl EntityBundle {
pub fn new(
uuid: Uuid,
pos: Vec3,
kind: azalea_registry::EntityKind,
world_name: ResourceLocation,
) -> Self {
let dimensions = EntityDimensions::from(kind);
let eye_height = dimensions.height * 0.85;
Self {
kind: EntityKind(kind),
uuid: EntityUuid(uuid),
world_name: InstanceName(world_name),
position: Position(pos),
chunk_pos: EntityChunkPos(ChunkPos::from(&pos)),
last_sent_position: LastSentPosition(pos),
physics: Physics::new(dimensions, pos),
eye_height: EyeHeight(eye_height),
direction: LookDirection::default(),
attributes: Attributes {
// TODO: do the correct defaults for everything, some
// entities have different defaults
speed: AttributeInstance::new(0.1),
attack_speed: AttributeInstance::new(4.0),
water_movement_efficiency: AttributeInstance::new(0.0),
},
jumping: Jumping(false),
fluid_on_eyes: FluidOnEyes(FluidKind::Empty),
on_climbable: OnClimbable(false),
}
}
}
/// A marker component that signifies that this entity is "local" and shouldn't
/// be updated by other clients.
///
/// If this is for a client then all of our clients will have this.
///
/// This component is not removed from clients when they disconnect.
#[derive(Component, Clone, Debug, Default)]
pub struct LocalEntity;
#[derive(Component, Clone, Debug, PartialEq, Deref, DerefMut)]
pub struct FluidOnEyes(FluidKind);
impl FluidOnEyes {
pub fn new(fluid: FluidKind) -> Self {
Self(fluid)
}
}
#[derive(Component, Clone, Debug, PartialEq, Deref, DerefMut)]
pub struct OnClimbable(bool);