mirror of
https://github.com/mat-1/azalea.git
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676 lines
22 KiB
Rust
676 lines
22 KiB
Rust
use crate::client::Client;
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use crate::inventory::InventoryComponent;
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use crate::local_player::PlayerAbilities;
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use crate::packet_handling::game::SendPacketEvent;
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use azalea_core::position::Vec3;
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use azalea_core::tick::GameTick;
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use azalea_entity::metadata::{ShiftKeyDown, Sleeping, SleepingPos, Swimming};
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use azalea_entity::{metadata::Sprinting, Attributes, Jumping};
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use azalea_entity::{InLoadedChunk, LastSentPosition, LookDirection, Physics, Position, Sneaking};
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use azalea_physics::{ai_step, PhysicsSet};
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use azalea_protocol::packets::game::serverbound_player_command_packet::ServerboundPlayerCommandPacket;
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use azalea_protocol::packets::game::{
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serverbound_move_player_pos_packet::ServerboundMovePlayerPosPacket,
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serverbound_move_player_pos_rot_packet::ServerboundMovePlayerPosRotPacket,
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serverbound_move_player_rot_packet::ServerboundMovePlayerRotPacket,
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serverbound_move_player_status_only_packet::ServerboundMovePlayerStatusOnlyPacket,
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};
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use azalea_world::{InstanceContainer, InstanceName, MinecraftEntityId, MoveEntityError};
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use bevy_app::{App, Plugin, Update};
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use bevy_ecs::prelude::{Event, EventWriter};
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use bevy_ecs::schedule::SystemSet;
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use bevy_ecs::system::Res;
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use bevy_ecs::{
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component::Component, entity::Entity, event::EventReader, query::With,
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schedule::IntoSystemConfigs, system::Query,
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};
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use std::backtrace::Backtrace;
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use thiserror::Error;
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#[derive(Error, Debug)]
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pub enum MovePlayerError {
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#[error("Player is not in world")]
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PlayerNotInWorld(Backtrace),
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#[error("{0}")]
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Io(#[from] std::io::Error),
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}
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impl From<MoveEntityError> for MovePlayerError {
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fn from(err: MoveEntityError) -> Self {
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match err {
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MoveEntityError::EntityDoesNotExist(backtrace) => {
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MovePlayerError::PlayerNotInWorld(backtrace)
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}
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}
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}
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}
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pub struct PlayerMovePlugin;
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impl Plugin for PlayerMovePlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<StartWalkEvent>()
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.add_event::<StartSprintEvent>()
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.add_event::<KnockbackEvent>()
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.add_systems(
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Update,
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(handle_sprint, handle_walk, handle_knockback)
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.chain()
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.in_set(MoveEventsSet),
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)
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.add_systems(
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GameTick,
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(
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(update_sneaking, tick_controls, local_player_ai_step)
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.chain()
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.in_set(PhysicsSet)
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.before(ai_step),
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(send_sprinting_if_needed, send_shift_key_down_if_needed)
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.chain()
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.after(azalea_entity::update_in_loaded_chunk),
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send_position.after(PhysicsSet),
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)
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.chain(),
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);
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}
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}
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct MoveEventsSet;
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impl Client {
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/// Set whether we're jumping. This acts as if you held space in
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/// vanilla. If you want to jump once, use the `jump` function.
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///
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/// If you're making a realistic client, calling this function every tick is
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/// recommended.
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pub fn set_jumping(&mut self, jumping: bool) {
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let mut ecs = self.ecs.lock();
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let mut jumping_mut = self.query::<&mut Jumping>(&mut ecs);
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**jumping_mut = jumping;
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}
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/// Returns whether the player will try to jump next tick.
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pub fn jumping(&self) -> bool {
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*self.component::<Jumping>()
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}
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/// Sets the direction the client is looking. `y_rot` is yaw (looking to the
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/// side), `x_rot` is pitch (looking up and down). You can get these
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/// numbers from the vanilla f3 screen.
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/// `y_rot` goes from -180 to 180, and `x_rot` goes from -90 to 90.
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pub fn set_direction(&mut self, y_rot: f32, x_rot: f32) {
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let mut ecs = self.ecs.lock();
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let mut look_direction = self.query::<&mut LookDirection>(&mut ecs);
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(look_direction.y_rot, look_direction.x_rot) = (y_rot, x_rot);
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}
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/// Returns the direction the client is looking. The first value is the y
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/// rotation (ie. yaw, looking to the side) and the second value is the x
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/// rotation (ie. pitch, looking up and down).
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pub fn direction(&self) -> (f32, f32) {
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let look_direction = self.component::<LookDirection>();
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(look_direction.y_rot, look_direction.x_rot)
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}
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}
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/// A component that contains the look direction that was last sent over the
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/// network.
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#[derive(Debug, Component, Clone, Default)]
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pub struct LastSentLookDirection {
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pub x_rot: f32,
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pub y_rot: f32,
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}
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/// Component for entities that can move, sprint, and sneak. Usually only in
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/// [`LocalEntity`]s.
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///
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/// [`LocalEntity`]: azalea_entity::LocalEntity
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#[derive(Default, Component, Clone)]
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pub struct PhysicsState {
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/// Minecraft only sends a movement packet either after 20 ticks or if the
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/// player moved enough. This is that tick counter.
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pub position_remainder: u32,
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pub was_sprinting: bool,
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/// Whether the player was sneaking last tick. You shouldn't modify this.
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///
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/// If you want to check or change the player's sneak state from the ECS,
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/// use the [`ShiftKeyDown`] component.
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pub was_sneaking: bool,
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// Whether we're going to try to start sprinting this tick. Equivalent to
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// holding down ctrl for a tick.
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pub trying_to_sprint: bool,
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pub move_direction: WalkDirection,
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pub forward_impulse: f32,
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pub left_impulse: f32,
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}
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#[allow(clippy::type_complexity)]
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pub fn send_position(
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mut query: Query<
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(
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Entity,
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&Position,
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&LookDirection,
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&mut PhysicsState,
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&mut LastSentPosition,
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&mut Physics,
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&mut LastSentLookDirection,
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),
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With<InLoadedChunk>,
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>,
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mut send_packet_events: EventWriter<SendPacketEvent>,
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) {
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for (
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entity,
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position,
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direction,
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mut physics_state,
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mut last_sent_position,
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mut physics,
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mut last_direction,
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) in query.iter_mut()
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{
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let packet = {
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// TODO: the camera being able to be controlled by other entities isn't
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// implemented yet if !self.is_controlled_camera() { return };
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let x_delta = position.x - last_sent_position.x;
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let y_delta = position.y - last_sent_position.y;
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let z_delta = position.z - last_sent_position.z;
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let y_rot_delta = (direction.y_rot - last_direction.y_rot) as f64;
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let x_rot_delta = (direction.x_rot - last_direction.x_rot) as f64;
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physics_state.position_remainder += 1;
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// boolean sendingPosition = Mth.lengthSquared(xDelta, yDelta, zDelta) >
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// Mth.square(2.0E-4D) || this.positionReminder >= 20;
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let sending_position = ((x_delta.powi(2) + y_delta.powi(2) + z_delta.powi(2))
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> 2.0e-4f64.powi(2))
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|| physics_state.position_remainder >= 20;
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let sending_direction = y_rot_delta != 0.0 || x_rot_delta != 0.0;
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// if self.is_passenger() {
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// TODO: posrot packet for being a passenger
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// }
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let packet = if sending_position && sending_direction {
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Some(
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ServerboundMovePlayerPosRotPacket {
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x: position.x,
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y: position.y,
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z: position.z,
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x_rot: direction.x_rot,
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y_rot: direction.y_rot,
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on_ground: physics.on_ground,
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}
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.get(),
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)
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} else if sending_position {
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Some(
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ServerboundMovePlayerPosPacket {
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x: position.x,
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y: position.y,
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z: position.z,
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on_ground: physics.on_ground,
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}
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.get(),
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)
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} else if sending_direction {
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Some(
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ServerboundMovePlayerRotPacket {
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x_rot: direction.x_rot,
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y_rot: direction.y_rot,
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on_ground: physics.on_ground,
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}
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.get(),
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)
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} else if physics.last_on_ground != physics.on_ground {
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Some(
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ServerboundMovePlayerStatusOnlyPacket {
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on_ground: physics.on_ground,
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}
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.get(),
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)
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} else {
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None
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};
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if sending_position {
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**last_sent_position = **position;
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physics_state.position_remainder = 0;
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}
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if sending_direction {
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last_direction.y_rot = direction.y_rot;
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last_direction.x_rot = direction.x_rot;
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}
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physics.last_on_ground = physics.on_ground;
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// minecraft checks for autojump here, but also autojump is bad so
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packet
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};
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if let Some(packet) = packet {
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send_packet_events.send(SendPacketEvent { entity, packet });
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}
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}
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}
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fn send_sprinting_if_needed(
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mut query: Query<(Entity, &MinecraftEntityId, &Sprinting, &mut PhysicsState)>,
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mut send_packet_events: EventWriter<SendPacketEvent>,
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) {
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for (entity, &minecraft_entity_id, &Sprinting(sprinting), mut physics_state) in query.iter_mut()
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{
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let was_sprinting = physics_state.was_sprinting;
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if sprinting != was_sprinting {
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let sprinting_action = if sprinting {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::StartSprinting
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} else {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::StopSprinting
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};
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send_packet_events.send(SendPacketEvent {
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entity,
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packet: ServerboundPlayerCommandPacket {
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id: *minecraft_entity_id,
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action: sprinting_action,
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data: 0,
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}
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.get(),
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});
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physics_state.was_sprinting = sprinting;
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}
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}
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}
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fn send_shift_key_down_if_needed(
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mut query: Query<(Entity, &MinecraftEntityId, &ShiftKeyDown, &mut PhysicsState)>,
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mut send_packet_events: EventWriter<SendPacketEvent>,
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) {
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for (entity, &minecraft_entity_id, &ShiftKeyDown(sneaking), mut physics_state) in
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query.iter_mut()
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{
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let was_sneaking = physics_state.was_sneaking;
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if sneaking != was_sneaking {
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let sneaking_action = if sneaking {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::PressShiftKey
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} else {
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azalea_protocol::packets::game::serverbound_player_command_packet::Action::ReleaseShiftKey
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};
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send_packet_events.send(SendPacketEvent {
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entity,
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packet: ServerboundPlayerCommandPacket {
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id: *minecraft_entity_id,
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action: sneaking_action,
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data: 0,
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}
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.get(),
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});
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physics_state.was_sneaking = sneaking;
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}
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}
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}
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fn can_player_fit_within_blocks_and_entities_when(
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_pose: azalea_entity::Pose,
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_position: Vec3,
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_instance: &azalea_world::Instance,
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) -> bool {
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// TODO
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true
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}
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pub fn update_sneaking(
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mut query: Query<(
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&PlayerAbilities,
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&Swimming,
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// TODO: isPassenger
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&ShiftKeyDown,
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&SleepingPos,
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&Position,
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&InstanceName,
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&mut Sneaking,
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)>,
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instances: Res<InstanceContainer>,
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) {
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for (
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player_abilities,
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&Swimming(swimming),
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&ShiftKeyDown(shift_key_down),
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&SleepingPos(sleeping_pos),
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&Position(position),
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instance_name,
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mut sneaking,
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) in query.iter_mut()
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{
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let Some(instance) = instances.get(instance_name) else {
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continue;
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};
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// this.crouching = !this.getAbilities().flying
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// && !this.isSwimming()
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// && !this.isPassenger()
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// && this.canPlayerFitWithinBlocksAndEntitiesWhen(Pose.CROUCHING)
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// && (this.isShiftKeyDown()
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// || !this.isSleeping() && !this.canPlayerFitWithinBlocksAndEntitiesWhen(Pose.STANDING));
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let instance = instance.read();
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**sneaking = !player_abilities.flying
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&& !swimming
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// && !isPassenger
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// && this.canPlayerFitWithinBlocksAndEntitiesWhen(Pose.CROUCHING)
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&& can_player_fit_within_blocks_and_entities_when(
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azalea_entity::Pose::Crouching,
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position,
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&instance,
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)
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&& (shift_key_down
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|| (
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sleeping_pos.is_none()
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&& !can_player_fit_within_blocks_and_entities_when(azalea_entity::Pose::Standing, position, &instance)
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)
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);
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}
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}
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fn is_moving_slowly(sneaking: bool, is_visually_crawling: bool) -> bool {
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sneaking || is_visually_crawling
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}
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/// Update the impulse from self.move_direction. The multiplier is used for
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/// sneaking.
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pub(crate) fn tick_controls(mut query: Query<(&mut PhysicsState, &Sneaking, &InventoryComponent)>) {
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for (mut physics_state, &Sneaking(sneaking), inventory) in query.iter_mut() {
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let multiplier: Option<f32> = if is_moving_slowly(sneaking, false) {
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let sneaking_speed_bonus =
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azalea_entity::enchantments::get_sneaking_speed_bonus(&inventory.inventory_menu);
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Some(f32::clamp(0.3 + sneaking_speed_bonus, 0., 1.))
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} else {
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None
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};
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let mut forward_impulse: f32 = 0.;
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let mut left_impulse: f32 = 0.;
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let move_direction = physics_state.move_direction;
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match move_direction {
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WalkDirection::Forward | WalkDirection::ForwardRight | WalkDirection::ForwardLeft => {
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forward_impulse += 1.;
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}
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WalkDirection::Backward
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| WalkDirection::BackwardRight
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| WalkDirection::BackwardLeft => {
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forward_impulse -= 1.;
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}
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_ => {}
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};
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match move_direction {
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WalkDirection::Right | WalkDirection::ForwardRight | WalkDirection::BackwardRight => {
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left_impulse += 1.;
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}
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WalkDirection::Left | WalkDirection::ForwardLeft | WalkDirection::BackwardLeft => {
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left_impulse -= 1.;
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}
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_ => {}
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};
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physics_state.forward_impulse = forward_impulse;
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physics_state.left_impulse = left_impulse;
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if let Some(multiplier) = multiplier {
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physics_state.forward_impulse *= multiplier;
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physics_state.left_impulse *= multiplier;
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}
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}
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}
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/// Makes the bot do one physics tick. Note that this is already handled
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/// automatically by the client.
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pub fn local_player_ai_step(
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mut query: Query<
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(&PhysicsState, &mut Physics, &mut Sprinting, &mut Attributes),
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With<InLoadedChunk>,
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>,
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) {
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for (physics_state, mut physics, mut sprinting, mut attributes) in query.iter_mut() {
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// server ai step
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physics.xxa = physics_state.left_impulse;
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physics.zza = physics_state.forward_impulse;
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// TODO: food data and abilities
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// let has_enough_food_to_sprint = self.food_data().food_level ||
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// self.abilities().may_fly;
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let has_enough_food_to_sprint = true;
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// TODO: double tapping w to sprint i think
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let trying_to_sprint = physics_state.trying_to_sprint;
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if !**sprinting
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&& (
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// !self.is_in_water()
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// || self.is_underwater() &&
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has_enough_impulse_to_start_sprinting(physics_state)
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&& has_enough_food_to_sprint
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// && !self.using_item()
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// && !self.has_effect(MobEffects.BLINDNESS)
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&& trying_to_sprint
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)
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{
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set_sprinting(true, &mut sprinting, &mut attributes);
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}
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}
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}
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|
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impl Client {
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/// Start walking in the given direction. To sprint, use
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/// [`Client::sprint`]. To stop walking, call walk with
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/// `WalkDirection::None`.
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///
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/// # Examples
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///
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/// Walk for 1 second
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/// ```rust,no_run
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/// # use azalea_client::{Client, WalkDirection};
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/// # use std::time::Duration;
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/// # async fn example(mut bot: Client) {
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/// bot.walk(WalkDirection::Forward);
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/// tokio::time::sleep(Duration::from_secs(1)).await;
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/// bot.walk(WalkDirection::None);
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/// # }
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/// ```
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pub fn walk(&mut self, direction: WalkDirection) {
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let mut ecs = self.ecs.lock();
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ecs.send_event(StartWalkEvent {
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entity: self.entity,
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direction,
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});
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}
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/// Start sprinting in the given direction. To stop moving, call
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/// [`Client::walk(WalkDirection::None)`]
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///
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/// # Examples
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///
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/// Sprint for 1 second
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/// ```rust,no_run
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/// # use azalea_client::{Client, WalkDirection, SprintDirection};
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/// # use std::time::Duration;
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/// # async fn example(mut bot: Client) {
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/// bot.sprint(SprintDirection::Forward);
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/// tokio::time::sleep(Duration::from_secs(1)).await;
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|
/// bot.walk(WalkDirection::None);
|
|
/// # }
|
|
/// ```
|
|
pub fn sprint(&mut self, direction: SprintDirection) {
|
|
let mut ecs = self.ecs.lock();
|
|
ecs.send_event(StartSprintEvent {
|
|
entity: self.entity,
|
|
direction,
|
|
});
|
|
}
|
|
|
|
/// Start or stop sneaking.
|
|
///
|
|
/// ```rust,no_run
|
|
/// # use azalea_client::{Client, WalkDirection, SprintDirection};
|
|
/// # use std::time::Duration;
|
|
/// # async fn example(mut bot: Client) {
|
|
/// // toggle sneak
|
|
/// bot.sneak(!bot.sneaking());
|
|
/// # }
|
|
/// ```
|
|
pub fn sneak(&mut self, sneaking: bool) {
|
|
let mut ecs = self.ecs.lock();
|
|
let mut sneaking_component = self.query::<&mut ShiftKeyDown>(&mut ecs);
|
|
**sneaking_component = sneaking;
|
|
}
|
|
|
|
/// Returns whether the player is sneaking.
|
|
pub fn sneaking(&self) -> bool {
|
|
*self.component::<ShiftKeyDown>()
|
|
}
|
|
}
|
|
|
|
/// An event sent when the client starts walking. This does not get sent for
|
|
/// non-local entities.
|
|
///
|
|
/// To stop walking or sprinting, send this event with `WalkDirection::None`.
|
|
#[derive(Event, Debug)]
|
|
pub struct StartWalkEvent {
|
|
pub entity: Entity,
|
|
pub direction: WalkDirection,
|
|
}
|
|
|
|
/// The system that makes the player start walking when they receive a
|
|
/// [`StartWalkEvent`].
|
|
pub fn handle_walk(
|
|
mut events: EventReader<StartWalkEvent>,
|
|
mut query: Query<(&mut PhysicsState, &mut Sprinting, &mut Attributes)>,
|
|
) {
|
|
for event in events.read() {
|
|
if let Ok((mut physics_state, mut sprinting, mut attributes)) = query.get_mut(event.entity)
|
|
{
|
|
physics_state.move_direction = event.direction;
|
|
physics_state.trying_to_sprint = false;
|
|
set_sprinting(false, &mut sprinting, &mut attributes);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// An event sent when the client starts sprinting. This does not get sent for
|
|
/// non-local entities.
|
|
#[derive(Event)]
|
|
pub struct StartSprintEvent {
|
|
pub entity: Entity,
|
|
pub direction: SprintDirection,
|
|
}
|
|
/// The system that makes the player start sprinting when they receive a
|
|
/// [`StartSprintEvent`].
|
|
pub fn handle_sprint(
|
|
mut query: Query<&mut PhysicsState>,
|
|
mut events: EventReader<StartSprintEvent>,
|
|
) {
|
|
for event in events.read() {
|
|
if let Ok(mut physics_state) = query.get_mut(event.entity) {
|
|
physics_state.move_direction = WalkDirection::from(event.direction);
|
|
physics_state.trying_to_sprint = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Change whether we're sprinting by adding an attribute modifier to the
|
|
/// player. You should use the [`walk`] and [`sprint`] methods instead.
|
|
/// Returns if the operation was successful.
|
|
fn set_sprinting(
|
|
sprinting: bool,
|
|
currently_sprinting: &mut Sprinting,
|
|
attributes: &mut Attributes,
|
|
) -> bool {
|
|
**currently_sprinting = sprinting;
|
|
if sprinting {
|
|
attributes
|
|
.speed
|
|
.insert(azalea_entity::attributes::sprinting_modifier())
|
|
.is_ok()
|
|
} else {
|
|
attributes
|
|
.speed
|
|
.remove(&azalea_entity::attributes::sprinting_modifier().uuid)
|
|
.is_none()
|
|
}
|
|
}
|
|
|
|
// Whether the player is moving fast enough to be able to start sprinting.
|
|
fn has_enough_impulse_to_start_sprinting(physics_state: &PhysicsState) -> bool {
|
|
// if self.underwater() {
|
|
// self.has_forward_impulse()
|
|
// } else {
|
|
physics_state.forward_impulse > 0.8
|
|
// }
|
|
}
|
|
|
|
/// An event sent by the server that sets or adds to our velocity. Usually
|
|
/// `KnockbackKind::Set` is used for normal knockback and `KnockbackKind::Add`
|
|
/// is used for explosions, but some servers (notably Hypixel) use explosions
|
|
/// for knockback.
|
|
#[derive(Event)]
|
|
pub struct KnockbackEvent {
|
|
pub entity: Entity,
|
|
pub knockback: KnockbackType,
|
|
}
|
|
|
|
pub enum KnockbackType {
|
|
Set(Vec3),
|
|
Add(Vec3),
|
|
}
|
|
|
|
pub fn handle_knockback(mut query: Query<&mut Physics>, mut events: EventReader<KnockbackEvent>) {
|
|
for event in events.read() {
|
|
if let Ok(mut physics) = query.get_mut(event.entity) {
|
|
match event.knockback {
|
|
KnockbackType::Set(velocity) => {
|
|
physics.velocity = velocity;
|
|
}
|
|
KnockbackType::Add(velocity) => {
|
|
physics.velocity += velocity;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Clone, Copy, Debug, Default)]
|
|
pub enum WalkDirection {
|
|
#[default]
|
|
None,
|
|
Forward,
|
|
Backward,
|
|
Left,
|
|
Right,
|
|
ForwardRight,
|
|
ForwardLeft,
|
|
BackwardRight,
|
|
BackwardLeft,
|
|
}
|
|
|
|
/// The directions that we can sprint in. It's a subset of [`WalkDirection`].
|
|
#[derive(Clone, Copy, Debug)]
|
|
pub enum SprintDirection {
|
|
Forward,
|
|
ForwardRight,
|
|
ForwardLeft,
|
|
}
|
|
|
|
impl From<SprintDirection> for WalkDirection {
|
|
fn from(d: SprintDirection) -> Self {
|
|
match d {
|
|
SprintDirection::Forward => WalkDirection::Forward,
|
|
SprintDirection::ForwardRight => WalkDirection::ForwardRight,
|
|
SprintDirection::ForwardLeft => WalkDirection::ForwardLeft,
|
|
}
|
|
}
|
|
}
|