mirror of
https://github.com/mat-1/azalea.git
synced 2025-08-02 06:16:04 +00:00
* 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
601 lines
19 KiB
Rust
Executable file
601 lines
19 KiB
Rust
Executable file
//! An internal crate used by `azalea_block`.
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mod utils;
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use proc_macro::TokenStream;
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use quote::quote;
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use std::collections::HashMap;
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use std::fmt::Write;
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use syn::{
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self, braced,
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ext::IdentExt,
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parse::{Parse, ParseStream, Result},
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parse_macro_input,
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punctuated::Punctuated,
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Expr, Ident, LitStr, Token,
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};
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use utils::{combinations_of, to_pascal_case};
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enum PropertyType {
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/// `Axis { X, Y, Z }`
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Enum {
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type_name: Ident,
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variants: Punctuated<Ident, Token![,]>,
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},
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/// `bool`
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Boolean,
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}
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/// `"snowy" => bool`
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struct PropertyDefinition {
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name: LitStr,
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property_type: PropertyType,
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}
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/// Comma separated PropertyDefinitions (`"snowy" => bool,`)
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struct PropertyDefinitions {
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properties: Vec<PropertyDefinition>,
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}
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/// `snowy: false` or `axis: Axis::Y`
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#[derive(Debug)]
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struct PropertyWithNameAndDefault {
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name: Ident,
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property_type: Ident,
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is_enum: bool,
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default: proc_macro2::TokenStream,
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}
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/// ```ignore
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/// grass_block => BlockBehavior::default(), {
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/// snowy: false,
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/// },
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/// ```
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struct BlockDefinition {
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name: Ident,
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behavior: Expr,
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properties_and_defaults: Vec<PropertyWithNameAndDefault>,
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}
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impl Parse for PropertyWithNameAndDefault {
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fn parse(input: ParseStream) -> Result<Self> {
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// `snowy: false` or `axis: Axis::Y`
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let property_name = input.parse()?;
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input.parse::<Token![:]>()?;
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let first_ident = input.call(Ident::parse_any)?;
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let first_ident_string = first_ident.to_string();
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let mut property_default = quote! { #first_ident };
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let property_type: Ident;
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let mut is_enum = false;
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if input.parse::<Token![::]>().is_ok() {
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is_enum = true;
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property_type = first_ident;
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let variant = input.parse::<Ident>()?;
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property_default.extend(quote! { ::#variant });
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} else if first_ident_string == "true" || first_ident_string == "false" {
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property_type = Ident::new("bool", first_ident.span());
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} else {
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return Err(input.error("Expected a boolean or an enum variant"));
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};
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Ok(PropertyWithNameAndDefault {
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name: property_name,
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property_type,
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is_enum,
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default: property_default,
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})
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}
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}
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struct BlockDefinitions {
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blocks: Vec<BlockDefinition>,
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}
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struct MakeBlockStates {
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property_definitions: PropertyDefinitions,
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block_definitions: BlockDefinitions,
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}
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impl Parse for PropertyType {
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fn parse(input: ParseStream) -> Result<Self> {
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// like `Axis { X, Y, Z }` or `bool`
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let keyword = Ident::parse(input)?;
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let keyword_string = keyword.to_string();
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if keyword_string == "bool" {
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Ok(Self::Boolean)
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} else {
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let content;
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braced!(content in input);
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let variants = content.parse_terminated(Ident::parse)?;
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Ok(Self::Enum {
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type_name: keyword,
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variants,
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})
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}
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}
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}
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impl Parse for PropertyDefinition {
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fn parse(input: ParseStream) -> Result<Self> {
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// "face" => Face {
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// Floor,
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// Wall,
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// Ceiling
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// },
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// if you're wondering, the reason it's in quotes is because `type` is
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// a keyword in rust so if we don't put it in quotes it results in a
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// syntax error
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let name = input.parse()?;
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input.parse::<Token![=>]>()?;
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let property_type = input.parse()?;
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input.parse::<Token![,]>()?;
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Ok(PropertyDefinition {
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name,
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property_type,
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})
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}
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}
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impl Parse for PropertyDefinitions {
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fn parse(input: ParseStream) -> Result<Self> {
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let mut property_definitions = Vec::new();
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while !input.is_empty() {
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property_definitions.push(input.parse()?);
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}
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Ok(PropertyDefinitions {
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properties: property_definitions,
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})
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}
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}
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impl Parse for BlockDefinition {
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fn parse(input: ParseStream) -> Result<Self> {
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// acacia_button => BlockBehavior::default(), {
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// Facing=North,
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// Powered=False,
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// Face=Wall,
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// }
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let name = input.parse()?;
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input.parse::<Token![=>]>()?;
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let behavior = input.parse()?;
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input.parse::<Token![,]>()?;
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let content;
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braced!(content in input);
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let mut properties_and_defaults = Vec::new();
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// read the things comma-separated
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let property_and_default_punctuated: Punctuated<PropertyWithNameAndDefault, Token![,]> =
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content.parse_terminated(PropertyWithNameAndDefault::parse)?;
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for property_and_default in property_and_default_punctuated {
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properties_and_defaults.push(property_and_default);
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}
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Ok(BlockDefinition {
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name,
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behavior,
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properties_and_defaults,
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})
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}
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}
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impl Parse for BlockDefinitions {
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fn parse(input: ParseStream) -> Result<Self> {
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let mut blocks = Vec::new();
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let block_definitions_punctuated: Punctuated<BlockDefinition, Token![,]> =
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input.parse_terminated(BlockDefinition::parse)?;
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for block_definition in block_definitions_punctuated {
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blocks.push(block_definition);
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}
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Ok(BlockDefinitions { blocks })
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}
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}
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impl Parse for MakeBlockStates {
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fn parse(input: ParseStream) -> Result<Self> {
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// Properties => { ... } Blocks => { ... }
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let properties_ident = input.parse::<Ident>()?;
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assert_eq!(properties_ident.to_string(), "Properties");
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input.parse::<Token![=>]>()?;
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let content;
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braced!(content in input);
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let properties = content.parse()?;
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input.parse::<Token![,]>()?;
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let blocks_ident = input.parse::<Ident>()?;
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assert_eq!(blocks_ident.to_string(), "Blocks");
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input.parse::<Token![=>]>()?;
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let content;
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braced!(content in input);
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let blocks = content.parse()?;
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Ok(MakeBlockStates {
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property_definitions: properties,
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block_definitions: blocks,
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})
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}
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}
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#[proc_macro]
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pub fn make_block_states(input: TokenStream) -> TokenStream {
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let input = parse_macro_input!(input as MakeBlockStates);
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let mut property_enums = quote! {};
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let mut properties_map = HashMap::new();
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let mut property_struct_names_to_names = HashMap::new();
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let mut state_id: usize = 0;
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for property in &input.property_definitions.properties {
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let property_type_name: Ident;
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let mut property_variant_types = Vec::new();
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match &property.property_type {
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PropertyType::Enum {
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type_name,
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variants,
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} => {
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let mut property_enum_variants = quote! {};
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let mut property_from_number_variants = quote! {};
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property_type_name = type_name.clone();
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property_struct_names_to_names.insert(
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property_type_name.to_string(),
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property.name.clone().value(),
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);
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for i in 0..variants.len() {
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let variant = &variants[i];
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let i_lit = syn::Lit::Int(syn::LitInt::new(
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&i.to_string(),
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proc_macro2::Span::call_site(),
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));
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property_enum_variants.extend(quote! {
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#variant = #i_lit,
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});
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// i_lit is used here instead of i because otherwise it says 0size
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// in the expansion and that looks uglier
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property_from_number_variants.extend(quote! {
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#i_lit => #property_type_name::#variant,
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});
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property_variant_types.push(variant.to_string());
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}
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property_enums.extend(quote! {
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#[derive(Debug, Clone, Copy)]
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pub enum #property_type_name {
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#property_enum_variants
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}
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impl From<usize> for #property_type_name {
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fn from(value: usize) -> Self {
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match value {
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#property_from_number_variants
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_ => panic!("Invalid property value: {}", value),
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}
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}
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}
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});
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}
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PropertyType::Boolean => {
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property_type_name = Ident::new("bool", proc_macro2::Span::call_site());
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// property_type_name =
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// Ident::new(&property.name.value(), proc_macro2::Span::call_site());
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property_variant_types = vec!["true".to_string(), "false".to_string()];
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}
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}
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properties_map.insert(property_type_name.to_string(), property_variant_types);
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// properties_map.insert(property.name.value(), property_variant_types);
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}
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let mut block_state_enum_variants = quote! {};
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let mut block_structs = quote! {};
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let mut from_state_to_block_match = quote! {};
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for block in &input.block_definitions.blocks {
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let block_property_names = &block
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.properties_and_defaults
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.iter()
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.map(|p| p.property_type.to_string())
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.collect::<Vec<_>>();
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let mut block_properties_vec = Vec::new();
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for property_name in block_property_names {
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// if property_name == "stage" {
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// panic!("{:?}", block.properties_and_defaults);
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// }
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let property_variants = properties_map
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.get(property_name)
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.unwrap_or_else(|| panic!("Property '{property_name}' not found"))
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.clone();
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block_properties_vec.push(property_variants);
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}
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let mut properties_with_name: Vec<PropertyWithNameAndDefault> =
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Vec::with_capacity(block.properties_and_defaults.len());
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// Used to determine the index of the property so we can optionally add a number
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// to it
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let mut previous_names: Vec<String> = Vec::new();
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for property in &block.properties_and_defaults {
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let index: Option<usize> = if block
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.properties_and_defaults
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.iter()
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.filter(|p| p.name == property.name)
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.count()
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> 1
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{
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Some(
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previous_names
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.iter()
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.filter(|&p| p == &property.name.to_string())
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.count(),
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)
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} else {
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None
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};
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// ```ignore
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// let mut property_name = property_struct_names_to_names
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// .get(&property.property_type.to_string())
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// .unwrap_or_else(|| panic!("Property '{}' is bad", property.property_type))
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// .clone();
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// ```
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let mut property_name = property_struct_names_to_names
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.get(&property.name.to_string())
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.cloned()
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.unwrap_or_else(|| property.name.to_string());
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previous_names.push(property_name.clone());
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if let Some(index) = index {
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// property_name.push_str(&format!("_{}", &index.to_string()));
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write!(property_name, "_{index}").unwrap();
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}
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properties_with_name.push(PropertyWithNameAndDefault {
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name: Ident::new(&property_name, proc_macro2::Span::call_site()),
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property_type: property.property_type.clone(),
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is_enum: property.is_enum,
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default: property.default.clone(),
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});
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}
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drop(previous_names);
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// pub face: properties::Face,
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// pub facing: properties::Facing,
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// pub powered: properties::Powered,
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// or
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// pub has_bottle_0: HasBottle,
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// pub has_bottle_1: HasBottle,
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// pub has_bottle_2: HasBottle,
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let mut block_struct_fields = quote! {};
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for PropertyWithNameAndDefault {
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property_type: struct_name,
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name,
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..
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} in &properties_with_name
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{
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// let property_name_snake =
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// Ident::new(&property.to_string(), proc_macro2::Span::call_site());
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block_struct_fields.extend(quote! {
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pub #name: #struct_name,
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});
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}
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let block_name_pascal_case = Ident::new(
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&to_pascal_case(&block.name.to_string()),
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proc_macro2::Span::call_site(),
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);
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let block_struct_name = Ident::new(
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&format!("{block_name_pascal_case}Block"),
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proc_macro2::Span::call_site(),
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);
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let mut from_block_to_state_match_inner = quote! {};
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let first_state_id = state_id;
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// if there's no properties, then the block is just a single state
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if block_properties_vec.is_empty() {
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block_state_enum_variants.extend(quote! {
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#block_name_pascal_case,
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});
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state_id += 1;
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}
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for combination in combinations_of(&block_properties_vec) {
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state_id += 1;
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let variant_name = Ident::new(
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&format!(
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"{}_{}",
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block_name_pascal_case,
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combination
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.iter()
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.map(|v| v[0..1].to_uppercase() + &v[1..])
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.collect::<String>()
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),
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proc_macro2::Span::call_site(),
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);
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block_state_enum_variants.extend(quote! {
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#variant_name,
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});
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// face: properties::Face::Floor,
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// facing: properties::Facing::North,
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// powered: properties::Powered::True,
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let mut from_block_to_state_combination_match_inner = quote! {};
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for i in 0..properties_with_name.len() {
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let property = &properties_with_name[i];
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let property_name = &property.name;
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let property_struct_name_ident = &property.property_type;
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let variant =
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Ident::new(&combination[i].to_string(), proc_macro2::Span::call_site());
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let property_type = if property.is_enum {
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quote! {#property_struct_name_ident::#variant}
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} else {
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quote! {#variant}
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};
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from_block_to_state_combination_match_inner.extend(quote! {
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#property_name: #property_type,
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});
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}
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from_block_to_state_match_inner.extend(quote! {
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#block_struct_name {
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#from_block_to_state_combination_match_inner
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} => BlockState::#variant_name,
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});
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}
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// 7035..=7058 => {
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// let b = b - 7035;
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// &AcaciaButtonBlock {
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// powered: Powered::from((b / 1) % 2),
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// facing: Facing::from((b / 2) % 4),
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// face: Face::from((b / 8) % 3),
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// }
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// }
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let mut from_state_to_block_inner = quote! {};
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let mut division = 1usize;
|
|
for i in (0..properties_with_name.len()).rev() {
|
|
let PropertyWithNameAndDefault {
|
|
property_type: property_struct_name_ident,
|
|
name: property_name,
|
|
..
|
|
} = &properties_with_name[i];
|
|
|
|
let property_variants = &block_properties_vec[i];
|
|
let property_variants_count = property_variants.len();
|
|
let conversion_code = {
|
|
if &property_struct_name_ident.to_string() == "bool" {
|
|
assert_eq!(property_variants_count, 2);
|
|
quote! {(b / #division) % #property_variants_count != 0}
|
|
} else {
|
|
quote! {#property_struct_name_ident::from((b / #division) % #property_variants_count)}
|
|
}
|
|
};
|
|
from_state_to_block_inner.extend(quote! {
|
|
#property_name: #conversion_code,
|
|
});
|
|
|
|
division *= property_variants_count;
|
|
}
|
|
|
|
let last_state_id = state_id - 1;
|
|
from_state_to_block_match.extend(quote! {
|
|
#first_state_id..=#last_state_id => {
|
|
let b = b - #first_state_id;
|
|
Box::new(#block_struct_name {
|
|
#from_state_to_block_inner
|
|
})
|
|
},
|
|
});
|
|
|
|
let mut block_default_fields = quote! {};
|
|
for PropertyWithNameAndDefault {
|
|
name,
|
|
default: property_default,
|
|
..
|
|
} in properties_with_name
|
|
{
|
|
block_default_fields.extend(quote! { #name: #property_default, });
|
|
}
|
|
|
|
let block_behavior = &block.behavior;
|
|
let block_id = block.name.to_string();
|
|
|
|
let from_block_to_state_match = if block.properties_and_defaults.is_empty() {
|
|
quote! { BlockState::#block_name_pascal_case }
|
|
} else {
|
|
quote! {
|
|
match b {
|
|
#from_block_to_state_match_inner
|
|
}
|
|
}
|
|
};
|
|
|
|
let block_struct = quote! {
|
|
#[derive(Debug, Copy, Clone)]
|
|
pub struct #block_struct_name {
|
|
#block_struct_fields
|
|
}
|
|
|
|
impl Block for #block_struct_name {
|
|
fn behavior(&self) -> BlockBehavior {
|
|
#block_behavior
|
|
}
|
|
fn id(&self) -> &'static str {
|
|
#block_id
|
|
}
|
|
}
|
|
|
|
impl From<#block_struct_name> for BlockState {
|
|
fn from(b: #block_struct_name) -> Self {
|
|
#from_block_to_state_match
|
|
}
|
|
}
|
|
|
|
impl Default for #block_struct_name {
|
|
fn default() -> Self {
|
|
Self {
|
|
#block_default_fields
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
block_structs.extend(block_struct);
|
|
}
|
|
|
|
let last_state_id = (state_id - 1) as u32;
|
|
let mut generated = quote! {
|
|
#property_enums
|
|
|
|
#[repr(u32)]
|
|
#[derive(Copy, Clone, PartialEq, Eq)]
|
|
pub enum BlockState {
|
|
#block_state_enum_variants
|
|
}
|
|
|
|
impl BlockState {
|
|
/// Returns the highest possible state
|
|
#[inline]
|
|
pub fn max_state() -> u32 {
|
|
#last_state_id
|
|
}
|
|
}
|
|
|
|
impl std::fmt::Debug for BlockState {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
// having a big match statement here would take up 700kb
|
|
f.write_str("BlockState")
|
|
}
|
|
}
|
|
};
|
|
|
|
generated.extend(quote! {
|
|
#block_structs
|
|
|
|
impl From<BlockState> for Box<dyn Block> {
|
|
fn from(b: BlockState) -> Self {
|
|
let b = b as usize;
|
|
match b {
|
|
#from_state_to_block_match
|
|
_ => panic!("Invalid block state: {}", b),
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
generated.into()
|
|
}
|