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azalea/azalea
mat a5672815cc
Use an ECS (#52)
* add EntityData::kind

* start making metadata use hecs

* make entity codegen generate ecs stuff

* fix registry codegen

* get rid of worldhaver

it's not even used

* add bevy_ecs to deps

* rename Component to FormattedText

also start making the metadata use bevy_ecs but bevy_ecs doesn't let you query on Bundles so it's annoying

* generate metadata.rs correctly for bevy_ecs

* start switching more entity stuff to use ecs

* more ecs stuff for entity storage

* ok well it compiles but

it definitely doesn't work

* random fixes

* change a bunch of entity things to use the components

* some ecs stuff in az-client

* packet handler uses the ecs now

and other fun changes

i still need to make ticking use the ecs but that's tricker, i'm considering using bevy_ecs systems for those

bevy_ecs systems can't be async but the only async things in ticking is just sending packets which can just be done as a tokio task so that's not a big deal

* start converting some functions in az-client into systems

committing because i'm about to try something that might go horribly wrong

* start splitting client

i'm probably gonna change it so azalea entity ids are separate from minecraft entity ids next (so stuff like player ids can be consistent and we don't have to wait for the login packet)

* separate minecraft entity ids from azalea entity ids + more ecs stuff

i guess i'm using bevy_app now too huh
it's necessary for plugins and it lets us control the tick rate anyways so it's fine i think

i'm still not 100% sure how packet handling that interacts with the world will work, but i think if i can sneak the ecs world into there it'll be fine. Can't put packet handling in the schedule because that'd make it tick-bound, which it's not (technically it'd still work but it'd be wrong and anticheats might realize).

* packet handling

now it runs the schedule only when we get a tick or packet 😄

also i systemified some more functions and did other random fixes so az-world and az-physics compile

making azalea-client use the ecs is almost done! all the hard parts are done now i hope, i just have to finish writing all the code so it actually works

* start figuring out how functions in Client will work

generally just lifetimes being annoying but i think i can get it all to work

* make writing packets work synchronously*

* huh az-client compiles

* start fixing stuff

* start fixing some packets

* make packet handler work

i still haven't actually tested any of this yet lol but in theory it should all work

i'll probably either actually test az-client and fix all the remaining issues or update the azalea crate next

ok also one thing that i'm not particularly happy with is how the packet handlers are doing ugly queries like
```rs
let local_player = ecs
    .query::<&LocalPlayer>()
    .get_mut(ecs, player_entity)
    .unwrap();
```
i think the right way to solve it would be by putting every packet handler in its own system but i haven't come up with a way to make that not be really annoying yet

* fix warnings

* ok what if i just have a bunch of queries and a single packet handler system

* simple example for azalea-client

* 🐛

* maybe fix deadlock idk

can't test it rn lmao

* make physicsstate its own component

* use the default plugins

* azalea compiles lol

* use systemstate for packet handler

* fix entities

basically moved some stuff from being in the world to just being components

* physics (ticking) works

* try to add a .entity_by function

still doesn't work because i want to make the predicate magic

* try to make entity_by work

well it does work but i couldn't figure out how to make it look not terrible. Will hopefully change in the future

* everything compiles

* start converting swarm to use builder

* continue switching swarm to builder and fix stuff

* make swarm use builder

still have to fix some stuff and make client use builder

* fix death event

* client builder

* fix some warnings

* document plugins a bit

* start trying to fix tests

* azalea-ecs

* azalea-ecs stuff compiles

* az-physics tests pass 🎉

* fix all the tests

* clippy on azalea-ecs-macros

* remove now-unnecessary trait_upcasting feature

* fix some clippy::pedantic warnings lol

* why did cargo fmt not remove the trailing spaces

* FIX ALL THE THINGS

* when i said 'all' i meant non-swarm bugs

* start adding task pool

* fix entity deduplication

* fix pathfinder not stopping

* fix some more random bugs

* fix panic that sometimes happens in swarms

* make pathfinder run in task

* fix some tests

* fix doctests and clippy

* deadlock

* fix systems running in wrong order

* fix non-swarm bots
2023-02-04 19:32:27 -06:00
..
examples Use an ECS (#52) 2023-02-04 19:32:27 -06:00
src Use an ECS (#52) 2023-02-04 19:32:27 -06:00
Cargo.toml Use an ECS (#52) 2023-02-04 19:32:27 -06:00
README.md Use an ECS (#52) 2023-02-04 19:32:27 -06:00

Azalea is a framework for creating Minecraft bots.

Internally, it's just a wrapper over azalea_client, adding useful functions for making bots. Because of this, lots of the documentation will refer to azalea_client. You can just replace these with azalea in your code, since everything from azalea_client is re-exported in azalea.

Installation

First, install Rust nightly with rustup install nightly and rustup default nightly.

Then, add one of the following lines to your Cargo.toml:

Latest bleeding-edge version: azalea = { git="https://github.com/mat-1/azalea" }
Latest "stable" release: azalea = "0.5.0"

Optimization

For faster compile times, make a .cargo/config.toml file in your project and copy this file into it. You may have to install the LLD linker.

For faster performance in debug mode, add the following code to your Cargo.toml:

[profile.dev]
opt-level = 1
[profile.dev.package."*"]
opt-level = 3

Examples

A bot that logs chat messages sent in the server to the console.

use azalea::prelude::*;
use parking_lot::Mutex;
use std::sync::Arc;

#[tokio::main]
async fn main() {
    let account = Account::offline("bot");
    // or Account::microsoft("example@example.com").await.unwrap();

    azalea::start(azalea::Options {
        account,
        address: "localhost",
        state: State::default(),
        plugins: plugins![],
        handle,
    })
    .await
    .unwrap();
}

#[derive(Default, Clone, Component)]
pub struct State {}

async fn handle(bot: Client, event: Event, state: State) -> anyhow::Result<()> {
    match event {
        Event::Chat(m) => {
            println!("{}", m.message().to_ansi());
        }
        _ => {}
    }

    Ok(())
}

Plugins

Azalea uses Bevy ECS internally to store information about the world and clients. Bevy plugins are more powerful than async handler functions, but more difficult to use. See pathfinder as an example of how to make a plugin. You can then use a plugin by adding .add_plugin(ExamplePlugin) in the client or swarm builder.

Also note that just because something is an entity in the ECS doesn't mean that it's a Minecraft entity. You can filter for that by having With<MinecraftEntityId> as a filter.

See the [https://bevy-cheatbook.github.io/programming/ecs-intro.html](Bevy Cheatbook) to learn more about Bevy ECS (and ECS in general).