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