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azalea/azalea-client/src/interact.rs
mat 7405427199
Mining (#95)
* more mining stuff

* initialize azalea-tags crate

* more mining stuff 2

* mining in ecs

* well technically mining works but

no codegen for how long it takes to mine each block yet

* rename downloads to __cache__

it was bothering me since it's not *just* downloads

* codegen block behavior

* fix not sending packet to finish breaking block

* mining animation 🎉

* clippy

* cleanup, move Client::mine into a client extension

* add azalea/src/mining.rs

---------

Co-authored-by: mat <git@matdoes.dev>
2023-07-14 22:20:40 -05:00

307 lines
9.5 KiB
Rust

use std::ops::AddAssign;
use azalea_block::BlockState;
use azalea_core::{BlockHitResult, BlockPos, Direction, GameMode, Vec3};
use azalea_entity::{clamp_look_direction, view_vector, EyeHeight, LookDirection, Position};
use azalea_inventory::{ItemSlot, ItemSlotData};
use azalea_nbt::NbtList;
use azalea_physics::clip::{BlockShapeType, ClipContext, FluidPickType};
use azalea_protocol::packets::game::{
serverbound_interact_packet::InteractionHand,
serverbound_swing_packet::ServerboundSwingPacket,
serverbound_use_item_on_packet::{BlockHit, ServerboundUseItemOnPacket},
};
use azalea_world::{Instance, InstanceContainer, InstanceName};
use bevy_app::{App, Plugin, Update};
use bevy_ecs::{
component::Component,
entity::Entity,
event::{Event, EventReader, EventWriter},
schedule::IntoSystemConfigs,
system::{Commands, Query, Res},
};
use derive_more::{Deref, DerefMut};
use log::warn;
use crate::{
client::{PermissionLevel, PlayerAbilities},
inventory::InventoryComponent,
local_player::{handle_send_packet_event, LocalGameMode, SendPacketEvent},
Client, LocalPlayer,
};
/// A plugin that allows clients to interact with blocks in the world.
pub struct InteractPlugin;
impl Plugin for InteractPlugin {
fn build(&self, app: &mut App) {
app.add_event::<BlockInteractEvent>()
.add_event::<SwingArmEvent>()
.add_systems(
Update,
(
update_hit_result_component.after(clamp_look_direction),
handle_block_interact_event,
handle_swing_arm_event,
)
.before(handle_send_packet_event)
.chain(),
);
}
}
impl Client {
/// Right click a block. The behavior of this depends on the target block,
/// and it'll either place the block you're holding in your hand or use the
/// block you clicked (like toggling a lever).
///
/// Note that this may trigger anticheats as it doesn't take into account
/// whether you're actually looking at the block.
pub fn block_interact(&mut self, position: BlockPos) {
self.ecs.lock().send_event(BlockInteractEvent {
entity: self.entity,
position,
});
}
}
/// Right click a block. The behavior of this depends on the target block,
/// and it'll either place the block you're holding in your hand or use the
/// block you clicked (like toggling a lever).
#[derive(Event)]
pub struct BlockInteractEvent {
/// The local player entity that's opening the container.
pub entity: Entity,
/// The coordinates of the container.
pub position: BlockPos,
}
/// A component that contains the number of changes this client has made to
/// blocks.
#[derive(Component, Copy, Clone, Debug, Default, Deref)]
pub struct CurrentSequenceNumber(u32);
impl AddAssign<u32> for CurrentSequenceNumber {
fn add_assign(&mut self, rhs: u32) {
self.0 += rhs;
}
}
/// A component that contains the block that the player is currently looking at.
#[derive(Component, Clone, Debug, Deref, DerefMut)]
pub struct HitResultComponent(BlockHitResult);
pub fn handle_block_interact_event(
mut events: EventReader<BlockInteractEvent>,
mut query: Query<(
&LocalPlayer,
&mut CurrentSequenceNumber,
&HitResultComponent,
)>,
) {
for event in events.iter() {
let Ok((local_player, mut sequence_number, hit_result)) = query.get_mut(event.entity)
else {
warn!("Sent BlockInteractEvent for entity that isn't LocalPlayer");
continue;
};
// TODO: check to make sure we're within the world border
*sequence_number += 1;
// minecraft also does the interaction client-side (so it looks like clicking a
// button is instant) but we don't really need that
// the block_hit data will depend on whether we're looking at the block and
// whether we can reach it
let block_hit = if hit_result.block_pos == event.position {
// we're looking at the block :)
BlockHit {
block_pos: hit_result.block_pos,
direction: hit_result.direction,
location: hit_result.location,
inside: hit_result.inside,
}
} else {
// we're not looking at the block, so make up some numbers
BlockHit {
block_pos: event.position,
direction: Direction::Up,
location: event.position.center(),
inside: false,
}
};
local_player.write_packet(
ServerboundUseItemOnPacket {
hand: InteractionHand::MainHand,
block_hit,
sequence: sequence_number.0,
}
.get(),
)
}
}
#[allow(clippy::type_complexity)]
fn update_hit_result_component(
mut commands: Commands,
mut query: Query<(
Entity,
Option<&mut HitResultComponent>,
&LocalGameMode,
&Position,
&EyeHeight,
&LookDirection,
&InstanceName,
)>,
instance_container: Res<InstanceContainer>,
) {
for (entity, hit_result_ref, game_mode, position, eye_height, look_direction, world_name) in
&mut query
{
let pick_range = if game_mode.current == GameMode::Creative {
6.
} else {
4.5
};
let eye_position = Vec3 {
x: position.x,
y: position.y + **eye_height as f64,
z: position.z,
};
let Some(instance_lock) = instance_container.get(world_name) else {
continue;
};
let instance = instance_lock.read();
let hit_result = pick(look_direction, &eye_position, &instance, pick_range);
if let Some(mut hit_result_ref) = hit_result_ref {
**hit_result_ref = hit_result;
} else {
commands
.entity(entity)
.insert(HitResultComponent(hit_result));
}
}
}
/// Get the block that a player would be looking at if their eyes were at the
/// given direction and position.
///
/// If you need to get the block the player is looking at right now, use
/// [`HitResultComponent`].
pub fn pick(
look_direction: &LookDirection,
eye_position: &Vec3,
instance: &Instance,
pick_range: f64,
) -> BlockHitResult {
let view_vector = view_vector(look_direction);
let end_position = eye_position + &(view_vector * pick_range);
azalea_physics::clip::clip(
&instance.chunks,
ClipContext {
from: *eye_position,
to: end_position,
block_shape_type: BlockShapeType::Outline,
fluid_pick_type: FluidPickType::None,
},
)
}
/// Whether we can't interact with the block, based on your gamemode. If
/// this is false, then we can interact with the block.
///
/// Passing the inventory, block position, and instance is necessary for the
/// adventure mode check.
pub fn check_is_interaction_restricted(
instance: &Instance,
block_pos: &BlockPos,
game_mode: &GameMode,
inventory: &InventoryComponent,
) -> bool {
match game_mode {
GameMode::Adventure => {
// vanilla checks for abilities.mayBuild here but servers have no
// way of modifying that
let held_item = inventory.held_item();
if let ItemSlot::Present(item) = &held_item {
let block = instance.chunks.get_block_state(block_pos);
let Some(block) = block else {
// block isn't loaded so just say that it is restricted
return true;
};
check_block_can_be_broken_by_item_in_adventure_mode(item, &block)
} else {
true
}
}
GameMode::Spectator => true,
_ => false,
}
}
/// Check if the item has the `CanDestroy` tag for the block.
pub fn check_block_can_be_broken_by_item_in_adventure_mode(
item: &ItemSlotData,
_block: &BlockState,
) -> bool {
// minecraft caches the last checked block but that's kind of an unnecessary
// optimization and makes the code too complicated
let Some(can_destroy) = item
.nbt
.as_compound()
.and_then(|nbt| nbt.get("tag").and_then(|nbt| nbt.as_compound()))
.and_then(|nbt| nbt.get("CanDestroy").and_then(|nbt| nbt.as_list()))
else {
// no CanDestroy tag
return false;
};
let NbtList::String(_can_destroy) = can_destroy else {
// CanDestroy tag must be a list of strings
return false;
};
false
// for block_predicate in can_destroy {
// // TODO
// // defined in BlockPredicateArgument.java
// }
// true
}
pub fn can_use_game_master_blocks(
abilities: &PlayerAbilities,
permission_level: &PermissionLevel,
) -> bool {
abilities.instant_break && **permission_level >= 2
}
/// Swing your arm. This is purely a visual effect and won't interact with
/// anything in the world.
#[derive(Event)]
pub struct SwingArmEvent {
pub entity: Entity,
}
fn handle_swing_arm_event(
mut events: EventReader<SwingArmEvent>,
mut send_packet_events: EventWriter<SendPacketEvent>,
) {
for event in events.iter() {
send_packet_events.send(SendPacketEvent {
entity: event.entity,
packet: ServerboundSwingPacket {
hand: InteractionHand::MainHand,
}
.get(),
});
}
}