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azalea/azalea/src/bot.rs

271 lines
8.6 KiB
Rust

use std::f64::consts::PI;
use azalea_client::{
mining::Mining,
tick_broadcast::{TickBroadcast, UpdateBroadcast},
};
use azalea_core::{
position::{BlockPos, Vec3},
tick::GameTick,
};
use azalea_entity::{
EyeHeight, Jumping, LocalEntity, LookDirection, Position, clamp_look_direction,
metadata::Player,
};
use azalea_physics::PhysicsSet;
use bevy_app::Update;
use bevy_ecs::prelude::*;
use futures_lite::Future;
use tracing::trace;
use crate::{
accept_resource_packs::AcceptResourcePacksPlugin,
app::{App, Plugin, PluginGroup, PluginGroupBuilder},
auto_respawn::AutoRespawnPlugin,
container::ContainerPlugin,
ecs::{
component::Component,
entity::Entity,
event::EventReader,
query::{With, Without},
system::{Commands, Query},
},
pathfinder::PathfinderPlugin,
};
#[derive(Clone, Default)]
pub struct BotPlugin;
impl Plugin for BotPlugin {
fn build(&self, app: &mut App) {
app.add_event::<LookAtEvent>()
.add_event::<JumpEvent>()
.add_systems(
Update,
(
insert_bot,
look_at_listener.before(clamp_look_direction),
jump_listener,
),
)
.add_systems(
GameTick,
stop_jumping
.after(PhysicsSet)
.after(azalea_client::movement::send_player_input_packet),
);
}
}
/// A component that clients with [`BotPlugin`] will have. If you just want to
/// check if an entity is one of our bots, you should use [`LocalEntity`].
#[derive(Default, Component)]
pub struct Bot {
jumping_once: bool,
}
/// Insert the [`Bot`] component for any local players that don't have it.
#[allow(clippy::type_complexity)]
fn insert_bot(
mut commands: Commands,
mut query: Query<Entity, (Without<Bot>, With<LocalEntity>, With<Player>)>,
) {
for entity in &mut query {
commands.entity(entity).insert(Bot::default());
}
}
fn stop_jumping(mut query: Query<(&mut Jumping, &mut Bot)>) {
for (mut jumping, mut bot) in &mut query {
if bot.jumping_once && **jumping {
bot.jumping_once = false;
**jumping = false;
}
}
}
pub trait BotClientExt {
/// Queue a jump for the next tick.
fn jump(&self);
/// Turn the bot's head to look at the coordinate in the world.
fn look_at(&self, pos: Vec3);
/// Get a receiver that will receive a message every tick.
fn get_tick_broadcaster(&self) -> tokio::sync::broadcast::Receiver<()>;
/// Get a receiver that will receive a message every ECS Update.
fn get_update_broadcaster(&self) -> tokio::sync::broadcast::Receiver<()>;
/// Wait for the specified number of game ticks.
fn wait_ticks(&self, n: usize) -> impl Future<Output = ()> + Send;
/// Wait for the specified number of ECS `Update`s.
fn wait_updates(&self, n: usize) -> impl Future<Output = ()> + Send;
/// Mine a block. This won't turn the bot's head towards the block, so if
/// that's necessary you'll have to do that yourself with [`look_at`].
///
/// [`look_at`]: crate::prelude::BotClientExt::look_at
fn mine(&self, position: BlockPos) -> impl Future<Output = ()> + Send;
}
impl BotClientExt for azalea_client::Client {
fn jump(&self) {
let mut ecs = self.ecs.lock();
ecs.send_event(JumpEvent {
entity: self.entity,
});
}
fn look_at(&self, position: Vec3) {
let mut ecs = self.ecs.lock();
ecs.send_event(LookAtEvent {
entity: self.entity,
position,
});
}
/// Returns a Receiver that receives a message every game tick.
///
/// This is useful if you want to efficiently loop until a certain condition
/// is met.
///
/// ```
/// # use azalea::prelude::*;
/// # use azalea::container::WaitingForInventoryOpen;
/// # async fn example(bot: &mut azalea::Client) {
/// let mut ticks = bot.get_tick_broadcaster();
/// while ticks.recv().await.is_ok() {
/// let ecs = bot.ecs.lock();
/// if ecs.get::<WaitingForInventoryOpen>(bot.entity).is_none() {
/// break;
/// }
/// }
/// # }
/// ```
fn get_tick_broadcaster(&self) -> tokio::sync::broadcast::Receiver<()> {
let ecs = self.ecs.lock();
let tick_broadcast = ecs.resource::<TickBroadcast>();
tick_broadcast.subscribe()
}
/// Returns a Receiver that receives a message every ECS Update.
///
/// ECS Updates happen at least at the frequency of game ticks, usually
/// faster.
///
/// This is useful if you're sending an ECS event and want to make sure it's
/// been handled before continuing.
fn get_update_broadcaster(&self) -> tokio::sync::broadcast::Receiver<()> {
let ecs = self.ecs.lock();
let update_broadcast = ecs.resource::<UpdateBroadcast>();
update_broadcast.subscribe()
}
/// Wait for the specified number of ticks using
/// [`Self::get_tick_broadcaster`].
///
/// If you're going to run this in a loop, you may want to use that function
/// instead and use the `Receiver` from it to avoid accidentally skipping
/// ticks and having to wait longer.
async fn wait_ticks(&self, n: usize) {
let mut receiver = self.get_tick_broadcaster();
for _ in 0..n {
let _ = receiver.recv().await;
}
}
/// Waits for the specified number of ECS `Update`s using
/// [`Self::get_update_broadcaster`].
///
/// These are basically equivalent to frames because even though we have no
/// rendering, some game mechanics depend on frames.
///
/// If you're going to run this in a loop, you may want to use that function
/// instead and use the `Receiver` from it to avoid accidentally skipping
/// ticks and having to wait longer.
async fn wait_updates(&self, n: usize) {
let mut receiver = self.get_update_broadcaster();
for _ in 0..n {
let _ = receiver.recv().await;
}
}
async fn mine(&self, position: BlockPos) {
self.start_mining(position);
let mut receiver = self.get_tick_broadcaster();
while receiver.recv().await.is_ok() {
let ecs = self.ecs.lock();
if ecs.get::<Mining>(self.entity).is_none() {
break;
}
}
}
}
/// Event to jump once.
#[derive(Event)]
pub struct JumpEvent {
pub entity: Entity,
}
pub fn jump_listener(
mut query: Query<(&mut Jumping, &mut Bot)>,
mut events: EventReader<JumpEvent>,
) {
for event in events.read() {
if let Ok((mut jumping, mut bot)) = query.get_mut(event.entity) {
**jumping = true;
bot.jumping_once = true;
}
}
}
/// Make an entity look towards a certain position in the world.
#[derive(Event)]
pub struct LookAtEvent {
pub entity: Entity,
/// The position we want the entity to be looking at.
pub position: Vec3,
}
fn look_at_listener(
mut events: EventReader<LookAtEvent>,
mut query: Query<(&Position, &EyeHeight, &mut LookDirection)>,
) {
for event in events.read() {
if let Ok((position, eye_height, mut look_direction)) = query.get_mut(event.entity) {
let new_look_direction =
direction_looking_at(position.up(eye_height.into()), event.position);
trace!("look at {} (currently at {})", event.position, **position);
*look_direction = new_look_direction;
}
}
}
/// Return the look direction that would make a client at `current` be
/// looking at `target`.
pub fn direction_looking_at(current: Vec3, target: Vec3) -> LookDirection {
// borrowed from mineflayer's Bot.lookAt because i didn't want to do math
let delta = target - current;
let y_rot = (PI - f64::atan2(-delta.x, -delta.z)) * (180.0 / PI);
let ground_distance = f64::sqrt(delta.x * delta.x + delta.z * delta.z);
let x_rot = f64::atan2(delta.y, ground_distance) * -(180.0 / PI);
// clamp
let y_rot = y_rot.rem_euclid(360.0);
let x_rot = x_rot.clamp(-90.0, 90.0) % 360.0;
LookDirection {
x_rot: x_rot as f32,
y_rot: y_rot as f32,
}
}
/// A [`PluginGroup`] for the plugins that add extra bot functionality to the
/// client.
pub struct DefaultBotPlugins;
impl PluginGroup for DefaultBotPlugins {
fn build(self) -> PluginGroupBuilder {
PluginGroupBuilder::start::<Self>()
.add(BotPlugin)
.add(PathfinderPlugin)
.add(ContainerPlugin)
.add(AutoRespawnPlugin)
.add(AcceptResourcePacksPlugin)
}
}