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azalea/azalea-client/src/attack.rs
mat cde7e35046
Attacking (#96)
* add Client::attack

* partially implement attack cooldowns

* attack speed modifiers

* don't care clippy

---------

Co-authored-by: mat <git@matdoes.dev>
2023-07-15 04:39:43 -05:00

138 lines
4.2 KiB
Rust

use azalea_core::GameMode;
use azalea_entity::{
metadata::{ShiftKeyDown, Sprinting},
Attributes, Physics,
};
use azalea_protocol::packets::game::serverbound_interact_packet::{
self, ServerboundInteractPacket,
};
use azalea_world::MinecraftEntityId;
use bevy_app::{App, FixedUpdate, Plugin, Update};
use bevy_ecs::prelude::*;
use derive_more::{Deref, DerefMut};
use crate::{
interact::SwingArmEvent,
local_player::{LocalGameMode, SendPacketEvent},
Client,
};
pub struct AttackPlugin;
impl Plugin for AttackPlugin {
fn build(&self, app: &mut App) {
app.add_event::<AttackEvent>()
.add_systems(Update, handle_attack_event)
.add_systems(
FixedUpdate,
(
increment_ticks_since_last_attack,
update_attack_strength_scale,
)
.chain(),
);
}
}
impl Client {
/// Attack the entity with the given id.
pub fn attack(&mut self, entity_id: MinecraftEntityId) {
self.ecs.lock().send_event(AttackEvent {
entity: self.entity,
target: entity_id,
});
}
/// Whether the player has an attack cooldown.
pub fn has_attack_cooldown(&self) -> bool {
let ticks_since_last_attack = *self.component::<AttackStrengthScale>();
ticks_since_last_attack < 1.0
}
}
#[derive(Event)]
pub struct AttackEvent {
pub entity: Entity,
pub target: MinecraftEntityId,
}
pub fn handle_attack_event(
mut events: EventReader<AttackEvent>,
mut query: Query<(
&LocalGameMode,
&mut TicksSinceLastAttack,
&mut Physics,
&mut Sprinting,
&mut ShiftKeyDown,
)>,
mut send_packet_events: EventWriter<SendPacketEvent>,
mut swing_arm_event: EventWriter<SwingArmEvent>,
) {
for event in events.iter() {
let (game_mode, mut ticks_since_last_attack, mut physics, mut sprinting, sneaking) =
query.get_mut(event.entity).unwrap();
swing_arm_event.send(SwingArmEvent {
entity: event.entity,
});
send_packet_events.send(SendPacketEvent {
entity: event.entity,
packet: ServerboundInteractPacket {
entity_id: *event.target,
action: serverbound_interact_packet::ActionType::Attack,
using_secondary_action: **sneaking,
}
.get(),
});
// we can't attack if we're in spectator mode but it still sends the attack
// packet
if game_mode.current == GameMode::Spectator {
continue;
};
ticks_since_last_attack.0 = 0;
physics.delta = physics.delta.multiply(0.6, 1.0, 0.6);
**sprinting = false;
}
}
#[derive(Default, Bundle)]
pub struct AttackBundle {
pub ticks_since_last_attack: TicksSinceLastAttack,
pub attack_strength_scale: AttackStrengthScale,
}
#[derive(Default, Component, Clone, Deref, DerefMut)]
pub struct TicksSinceLastAttack(pub u32);
pub fn increment_ticks_since_last_attack(mut query: Query<&mut TicksSinceLastAttack>) {
for mut ticks_since_last_attack in query.iter_mut() {
**ticks_since_last_attack += 1;
}
}
#[derive(Default, Component, Clone, Deref, DerefMut)]
pub struct AttackStrengthScale(pub f32);
pub fn update_attack_strength_scale(
mut query: Query<(&TicksSinceLastAttack, &Attributes, &mut AttackStrengthScale)>,
) {
for (ticks_since_last_attack, attributes, mut attack_strength_scale) in query.iter_mut() {
// look 0.5 ticks into the future because that's what vanilla does
**attack_strength_scale =
get_attack_strength_scale(ticks_since_last_attack.0, attributes, 0.5);
}
}
/// Returns how long it takes for the attack cooldown to reset (in ticks).
pub fn get_attack_strength_delay(attributes: &Attributes) -> f32 {
((1. / attributes.attack_speed.calculate()) * 20.) as f32
}
pub fn get_attack_strength_scale(
ticks_since_last_attack: u32,
attributes: &Attributes,
in_ticks: f32,
) -> f32 {
let attack_strength_delay = get_attack_strength_delay(attributes);
let attack_strength = (ticks_since_last_attack as f32 + in_ticks) / attack_strength_delay;
attack_strength.clamp(0., 1.)
}