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https://github.com/mat-1/azalea.git
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* make azalea-pathfinder dir * start writing d* lite impl * more work on d* lite * work more on implementing d* lite * full d* lite impl * updated edges * add next() function * add NoPathError * why does dstar lite not work * fix d* lite implementation * make the test actually check the coords * replace while loop with if statement * fix clippy complaints * make W only have to be PartialOrd * fix PartialOrd issues * implement mtd* lite * add a test to mtd* lite * remove normal d* lite * make heuristic only take in one arg * add `success` function * Update README.md * evil black magic to make .entity not need dimension * start adding moves * slightly improve the vec3/position situation new macro that implements all the useful functions * moves stuff * make it compile * update deps in az-pathfinder * make it compile again * more pathfinding stuff * add Bot::look_at * replace EntityMut and EntityRef with just Entity * block pos pathfinding stuff * rename movedirection to walkdirection * execute path every tick * advance path * change az-pf version * make azalea_client keep plugin state * fix Plugins::get * why does it think there is air * start debugging incorrect air * update some From methods to use rem_euclid * start adding swarm * fix deadlock i still don't understand why it was happening but the solution was to keep the Client::player lock for shorter so it didn't overlap with the Client::dimension lock * make lookat actually work probably * fix going too fast * Update main.rs * make a thing immutable * direction_looking_at * fix rotations * import swarm in an example * fix stuff from merge * remove azalea_pathfinder import * delete azalea-pathfinder crate already in azalea::pathfinder module * swarms * start working on shared dimensions * Shared worlds work * start adding Swarm::add_account * add_account works * change "client" to "bot" in some places * Fix issues from merge * Update world.rs * add SwarmEvent::Disconnect(Account) * almost add SwarmEvent::Chat and new plugin system it panics rn * make plugins have to provide the State associated type * improve comments * make fn build slightly cleaner * fix SwarmEvent::Chat * change a println in bot/main.rs * Client::shutdown -> disconnect * polish fix clippy warnings + improve some docs a bit * fix shared worlds* *there's a bug that entities and bots will have their positions exaggerated because the relative movement packet is applied for every entity once per bot * i am being trolled by rust for some reason some stuff is really slow for literally no reason and it makes no sense i am going insane * make world an RwLock again * remove debug messages * fix skipping event ticks unfortunately now sending events is `.send().await?` instead of just `.send()` * fix deadlock + warnings * turns out my floor_mod impl was wrong and i32::rem_euclid has the correct behavior LOL * still errors with lots of bots * make swarm iter & fix new chunks not loading * improve docs * start fixing tests * fix all the tests except the examples i don't know how to exclude them from the tests * improve docs some more
144 lines
5.1 KiB
Rust
Executable file
144 lines
5.1 KiB
Rust
Executable file
use std::fmt::Display;
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use crate::{base_component::BaseComponent, style::ChatFormatting, Component};
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/// A component that contains text that's the same in all locales.
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#[derive(Clone, Debug, Default, PartialEq)]
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pub struct TextComponent {
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pub base: BaseComponent,
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pub text: String,
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}
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const LEGACY_FORMATTING_CODE_SYMBOL: char = '§';
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/// Convert a legacy color code string into a Component
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/// Technically in Minecraft this is done when displaying the text, but AFAIK it's the same as just doing it in TextComponent
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pub fn legacy_color_code_to_text_component(legacy_color_code: &str) -> TextComponent {
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let mut components: Vec<TextComponent> = Vec::with_capacity(1);
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// iterate over legacy_color_code, if it starts with LEGACY_COLOR_CODE_SYMBOL then read the next character and get the style from that
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// otherwise, add the character to the text
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// we don't use a normal for loop since we need to be able to skip after reading the formatter code symbol
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let mut i = 0;
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while i < legacy_color_code.chars().count() {
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if legacy_color_code.chars().nth(i).unwrap() == LEGACY_FORMATTING_CODE_SYMBOL {
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let formatting_code = legacy_color_code.chars().nth(i + 1);
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let formatting_code = match formatting_code {
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Some(formatting_code) => formatting_code,
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None => {
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i += 1;
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continue;
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}
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};
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if let Some(formatter) = ChatFormatting::from_code(formatting_code) {
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if components.is_empty() || !components.last().unwrap().text.is_empty() {
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components.push(TextComponent::new("".to_string()));
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}
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let style = &mut components.last_mut().unwrap().base.style;
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// if the formatter is a reset, then we need to reset the style to the default
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style.apply_formatting(&formatter);
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}
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i += 1;
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} else {
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if components.is_empty() {
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components.push(TextComponent::new("".to_string()));
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}
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components
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.last_mut()
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.unwrap()
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.text
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.push(legacy_color_code.chars().nth(i).unwrap());
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};
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i += 1;
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}
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if components.is_empty() {
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return TextComponent::new("".to_string());
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}
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// create the final component by using the first one as the base, and then adding the rest as siblings
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let mut final_component = components.remove(0);
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for component in components {
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final_component.base.siblings.push(component.get());
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}
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final_component
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}
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impl TextComponent {
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pub fn new(text: String) -> Self {
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// if it contains a LEGACY_FORMATTING_CODE_SYMBOL, format it
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if text.contains(LEGACY_FORMATTING_CODE_SYMBOL) {
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legacy_color_code_to_text_component(&text)
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} else {
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Self {
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base: BaseComponent::new(),
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text,
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}
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}
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}
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fn get(self) -> Component {
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Component::Text(self)
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}
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}
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impl Display for TextComponent {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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// this contains the final string will all the ansi escape codes
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for component in Component::Text(self.clone()).into_iter() {
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let component_text = match &component {
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Component::Text(c) => c.text.to_string(),
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Component::Translatable(c) => c.read()?.to_string(),
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};
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f.write_str(&component_text)?;
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}
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Ok(())
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::style::Ansi;
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use super::*;
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#[test]
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fn test_hypixel_motd() {
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let component =
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TextComponent::new("§aHypixel Network §c[1.8-1.18]\n§b§lHAPPY HOLIDAYS".to_string())
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.get();
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assert_eq!(
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component.to_ansi(None),
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format!(
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"{GREEN}Hypixel Network {RED}[1.8-1.18]\n{BOLD}{AQUA}HAPPY HOLIDAYS{RESET}",
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GREEN = Ansi::rgb(ChatFormatting::Green.color().unwrap()),
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RED = Ansi::rgb(ChatFormatting::Red.color().unwrap()),
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AQUA = Ansi::rgb(ChatFormatting::Aqua.color().unwrap()),
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BOLD = Ansi::BOLD,
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RESET = Ansi::RESET
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)
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);
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}
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#[test]
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fn test_legacy_color_code_to_component() {
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let component = TextComponent::new("§lHello §r§1w§2o§3r§4l§5d".to_string()).get();
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assert_eq!(
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component.to_ansi(None),
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format!(
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"{BOLD}Hello {RESET}{DARK_BLUE}w{DARK_GREEN}o{DARK_AQUA}r{DARK_RED}l{DARK_PURPLE}d{RESET}",
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BOLD = Ansi::BOLD,
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RESET = Ansi::RESET,
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DARK_BLUE = Ansi::rgb(ChatFormatting::DarkBlue.color().unwrap()),
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DARK_GREEN = Ansi::rgb(ChatFormatting::DarkGreen.color().unwrap()),
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DARK_AQUA = Ansi::rgb(ChatFormatting::DarkAqua.color().unwrap()),
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DARK_RED = Ansi::rgb(ChatFormatting::DarkRed.color().unwrap()),
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DARK_PURPLE = Ansi::rgb(ChatFormatting::DarkPurple.color().unwrap())
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)
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);
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}
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}
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