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azalea/azalea-client/src/mining.rs
mat 08958c2278
Refactor azalea-protocol (#190)
* start updating to 1.21.4

* fix block codegen and stop using block data from burger

* rename packet related modules and structs to be simpler

* ItemSlot -> ItemStack for more consistency with mojmap

* .get() -> .into_packet()

* simplify declare_state_packets by removing packet ids

* rename read_from and write_into to azalea_read and azalea_write

* rename McBufReadable and McBufWritable to AzaleaRead and AzaleaWrite

* McBuf -> AzBuf

* remove most uses of into_variant

* update codegen and use resourcelocation names for packets

* implement #[limit(i)] attribute for AzBuf derive macro

* fixes for 1.21.4

* fix examples

* update some physics code and fix ChatType

* remove unused imports in codegen

* re-add some things to migrate.py and update +mc version numbers automatically

* downgrade to 1.21.3 lol
2024-11-27 19:31:40 -06:00

643 lines
21 KiB
Rust

use azalea_block::{Block, BlockState, FluidState};
use azalea_core::{direction::Direction, game_type::GameMode, position::BlockPos, tick::GameTick};
use azalea_entity::{mining::get_mine_progress, FluidOnEyes, Physics};
use azalea_inventory::ItemStack;
use azalea_physics::PhysicsSet;
use azalea_protocol::packets::game::s_player_action::{self, ServerboundPlayerAction};
use azalea_world::{InstanceContainer, InstanceName};
use bevy_app::{App, Plugin, Update};
use bevy_ecs::prelude::*;
use derive_more::{Deref, DerefMut};
use crate::{
interact::{
can_use_game_master_blocks, check_is_interaction_restricted, CurrentSequenceNumber,
HitResultComponent, SwingArmEvent,
},
inventory::{Inventory, InventorySet},
local_player::{LocalGameMode, PermissionLevel, PlayerAbilities},
movement::MoveEventsSet,
packet_handling::game::SendPacketEvent,
Client,
};
/// A plugin that allows clients to break blocks in the world.
pub struct MinePlugin;
impl Plugin for MinePlugin {
fn build(&self, app: &mut App) {
app.add_event::<StartMiningBlockEvent>()
.add_event::<StartMiningBlockWithDirectionEvent>()
.add_event::<FinishMiningBlockEvent>()
.add_event::<StopMiningBlockEvent>()
.add_event::<MineBlockProgressEvent>()
.add_event::<AttackBlockEvent>()
.add_systems(
GameTick,
(continue_mining_block, handle_auto_mine)
.chain()
.before(PhysicsSet),
)
.add_systems(
Update,
(
handle_start_mining_block_event,
handle_start_mining_block_with_direction_event,
handle_finish_mining_block_event,
handle_stop_mining_block_event,
)
.chain()
.in_set(MiningSet)
.after(InventorySet)
.after(MoveEventsSet)
.before(azalea_entity::update_bounding_box)
.after(azalea_entity::update_fluid_on_eyes)
.after(crate::interact::update_hit_result_component)
.after(crate::attack::handle_attack_event)
.after(crate::interact::handle_block_interact_event)
.before(crate::interact::handle_swing_arm_event),
);
}
}
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
pub struct MiningSet;
impl Client {
pub fn start_mining(&mut self, position: BlockPos) {
self.ecs.lock().send_event(StartMiningBlockEvent {
entity: self.entity,
position,
});
}
/// When enabled, the bot will mine any block that it is looking at if it is
/// reachable.
pub fn left_click_mine(&self, enabled: bool) {
let mut ecs = self.ecs.lock();
let mut entity_mut = ecs.entity_mut(self.entity);
if enabled {
entity_mut.insert(LeftClickMine);
} else {
entity_mut.remove::<LeftClickMine>();
}
}
}
/// A component that simulates the client holding down left click to mine the
/// block that it's facing, but this only interacts with blocks and not
/// entities.
#[derive(Component)]
pub struct LeftClickMine;
#[allow(clippy::type_complexity)]
fn handle_auto_mine(
mut query: Query<
(
&HitResultComponent,
Entity,
Option<&Mining>,
&Inventory,
&MineBlockPos,
&MineItem,
),
With<LeftClickMine>,
>,
mut start_mining_block_event: EventWriter<StartMiningBlockEvent>,
mut stop_mining_block_event: EventWriter<StopMiningBlockEvent>,
) {
for (
hit_result_component,
entity,
mining,
inventory,
current_mining_pos,
current_mining_item,
) in &mut query.iter_mut()
{
let block_pos = hit_result_component.block_pos;
if (mining.is_none()
|| !is_same_mining_target(
block_pos,
inventory,
current_mining_pos,
current_mining_item,
))
&& !hit_result_component.miss
{
start_mining_block_event.send(StartMiningBlockEvent {
entity,
position: block_pos,
});
} else if mining.is_some() && hit_result_component.miss {
stop_mining_block_event.send(StopMiningBlockEvent { entity });
}
}
}
/// Information about the block we're currently mining. This is only present if
/// we're currently mining a block.
#[derive(Component)]
pub struct Mining {
pub pos: BlockPos,
pub dir: Direction,
}
/// Start mining the block at the given position.
///
/// If we're looking at the block then the correct direction will be used,
/// otherwise it'll be [`Direction::Down`].
#[derive(Event)]
pub struct StartMiningBlockEvent {
pub entity: Entity,
pub position: BlockPos,
}
fn handle_start_mining_block_event(
mut events: EventReader<StartMiningBlockEvent>,
mut start_mining_events: EventWriter<StartMiningBlockWithDirectionEvent>,
mut query: Query<&HitResultComponent>,
) {
for event in events.read() {
let hit_result = query.get_mut(event.entity).unwrap();
let direction = if hit_result.block_pos == event.position {
// we're looking at the block
hit_result.direction
} else {
// we're not looking at the block, arbitrary direction
Direction::Down
};
start_mining_events.send(StartMiningBlockWithDirectionEvent {
entity: event.entity,
position: event.position,
direction,
});
}
}
#[derive(Event)]
pub struct StartMiningBlockWithDirectionEvent {
pub entity: Entity,
pub position: BlockPos,
pub direction: Direction,
}
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
fn handle_start_mining_block_with_direction_event(
mut events: EventReader<StartMiningBlockWithDirectionEvent>,
mut finish_mining_events: EventWriter<FinishMiningBlockEvent>,
mut send_packet_events: EventWriter<SendPacketEvent>,
mut attack_block_events: EventWriter<AttackBlockEvent>,
mut mine_block_progress_events: EventWriter<MineBlockProgressEvent>,
mut query: Query<(
&InstanceName,
&LocalGameMode,
&Inventory,
&FluidOnEyes,
&Physics,
Option<&Mining>,
&mut CurrentSequenceNumber,
&mut MineDelay,
&mut MineProgress,
&mut MineTicks,
&mut MineItem,
&mut MineBlockPos,
)>,
instances: Res<InstanceContainer>,
mut commands: Commands,
) {
for event in events.read() {
let (
instance_name,
game_mode,
inventory,
fluid_on_eyes,
physics,
mining,
mut sequence_number,
mut mine_delay,
mut mine_progress,
mut mine_ticks,
mut current_mining_item,
mut current_mining_pos,
) = query.get_mut(event.entity).unwrap();
let instance_lock = instances.get(instance_name).unwrap();
let instance = instance_lock.read();
if check_is_interaction_restricted(
&instance,
&event.position,
&game_mode.current,
inventory,
) {
continue;
}
// TODO (when world border is implemented): vanilla ignores if the block
// is outside of the worldborder
if game_mode.current == GameMode::Creative {
*sequence_number += 1;
finish_mining_events.send(FinishMiningBlockEvent {
entity: event.entity,
position: event.position,
});
**mine_delay = 5;
} else if mining.is_none()
|| !is_same_mining_target(
event.position,
inventory,
&current_mining_pos,
&current_mining_item,
)
{
if mining.is_some() {
// send a packet to stop mining since we just changed target
send_packet_events.send(SendPacketEvent::new(
event.entity,
ServerboundPlayerAction {
action: s_player_action::Action::AbortDestroyBlock,
pos: current_mining_pos
.expect("IsMining is true so MineBlockPos must be present"),
direction: event.direction,
sequence: 0,
},
));
}
let target_block_state = instance
.get_block_state(&event.position)
.unwrap_or_default();
*sequence_number += 1;
let target_registry_block = azalea_registry::Block::from(target_block_state);
// we can't break blocks if they don't have a bounding box
// TODO: So right now azalea doesn't differenciate between different types of
// bounding boxes. See ClipContext::block_shape for more info. Ideally this
// should just call ClipContext::block_shape and check if it's empty.
let block_is_solid = !target_block_state.is_air()
// this is a hack to make sure we can't break water or lava
&& !matches!(
target_registry_block,
azalea_registry::Block::Water | azalea_registry::Block::Lava
);
if block_is_solid && **mine_progress == 0. {
// interact with the block (like note block left click) here
attack_block_events.send(AttackBlockEvent {
entity: event.entity,
position: event.position,
});
}
let block = Box::<dyn Block>::from(target_block_state);
let held_item = inventory.held_item();
if block_is_solid
&& get_mine_progress(
block.as_ref(),
held_item.kind(),
&inventory.inventory_menu,
fluid_on_eyes,
physics,
) >= 1.
{
// block was broken instantly
finish_mining_events.send(FinishMiningBlockEvent {
entity: event.entity,
position: event.position,
});
} else {
commands.entity(event.entity).insert(Mining {
pos: event.position,
dir: event.direction,
});
**current_mining_pos = Some(event.position);
**current_mining_item = held_item;
**mine_progress = 0.;
**mine_ticks = 0.;
mine_block_progress_events.send(MineBlockProgressEvent {
entity: event.entity,
position: event.position,
destroy_stage: mine_progress.destroy_stage(),
});
}
send_packet_events.send(SendPacketEvent::new(
event.entity,
ServerboundPlayerAction {
action: s_player_action::Action::StartDestroyBlock,
pos: event.position,
direction: event.direction,
sequence: **sequence_number,
},
));
}
}
}
#[derive(Event)]
pub struct MineBlockProgressEvent {
pub entity: Entity,
pub position: BlockPos,
pub destroy_stage: Option<u32>,
}
/// A player left clicked on a block, used for stuff like interacting with note
/// blocks.
#[derive(Event)]
pub struct AttackBlockEvent {
pub entity: Entity,
pub position: BlockPos,
}
/// Returns whether the block and item are still the same as when we started
/// mining.
fn is_same_mining_target(
target_block: BlockPos,
inventory: &Inventory,
current_mining_pos: &MineBlockPos,
current_mining_item: &MineItem,
) -> bool {
let held_item = inventory.held_item();
Some(target_block) == current_mining_pos.0 && held_item == current_mining_item.0
}
/// A component bundle for players that can mine blocks.
#[derive(Bundle, Default)]
pub struct MineBundle {
pub delay: MineDelay,
pub progress: MineProgress,
pub ticks: MineTicks,
pub mining_pos: MineBlockPos,
pub mine_item: MineItem,
}
/// A component that counts down until we start mining the next block.
#[derive(Component, Debug, Default, Deref, DerefMut)]
pub struct MineDelay(pub u32);
/// A component that stores the progress of the current mining operation. This
/// is a value between 0 and 1.
#[derive(Component, Debug, Default, Deref, DerefMut)]
pub struct MineProgress(pub f32);
impl MineProgress {
pub fn destroy_stage(&self) -> Option<u32> {
if self.0 > 0. {
Some((self.0 * 10.) as u32)
} else {
None
}
}
}
/// A component that stores the number of ticks that we've been mining the same
/// block for. This is a float even though it should only ever be a round
/// number.
#[derive(Component, Clone, Debug, Default, Deref, DerefMut)]
pub struct MineTicks(pub f32);
/// A component that stores the position of the block we're currently mining.
#[derive(Component, Clone, Debug, Default, Deref, DerefMut)]
pub struct MineBlockPos(pub Option<BlockPos>);
/// A component that contains the item we're currently using to mine. If we're
/// not mining anything, it'll be [`ItemStack::Empty`].
#[derive(Component, Clone, Debug, Default, Deref, DerefMut)]
pub struct MineItem(pub ItemStack);
/// Sent when we completed mining a block.
#[derive(Event)]
pub struct FinishMiningBlockEvent {
pub entity: Entity,
pub position: BlockPos,
}
pub fn handle_finish_mining_block_event(
mut events: EventReader<FinishMiningBlockEvent>,
mut query: Query<(
&InstanceName,
&LocalGameMode,
&Inventory,
&PlayerAbilities,
&PermissionLevel,
&mut CurrentSequenceNumber,
)>,
instances: Res<InstanceContainer>,
) {
for event in events.read() {
let (instance_name, game_mode, inventory, abilities, permission_level, _sequence_number) =
query.get_mut(event.entity).unwrap();
let instance_lock = instances.get(instance_name).unwrap();
let instance = instance_lock.read();
if check_is_interaction_restricted(
&instance,
&event.position,
&game_mode.current,
inventory,
) {
continue;
}
if game_mode.current == GameMode::Creative {
let held_item = inventory.held_item().kind();
if matches!(
held_item,
azalea_registry::Item::Trident | azalea_registry::Item::DebugStick
) || azalea_registry::tags::items::SWORDS.contains(&held_item)
{
continue;
}
}
let Some(block_state) = instance.get_block_state(&event.position) else {
continue;
};
let registry_block = Box::<dyn Block>::from(block_state).as_registry_block();
if !can_use_game_master_blocks(abilities, permission_level)
&& matches!(
registry_block,
azalea_registry::Block::CommandBlock | azalea_registry::Block::StructureBlock
)
{
continue;
}
if block_state == BlockState::AIR {
continue;
}
// when we break a waterlogged block we want to keep the water there
let fluid_state = FluidState::from(block_state);
let block_state_for_fluid = BlockState::from(fluid_state);
instance.set_block_state(&event.position, block_state_for_fluid);
}
}
/// Abort mining a block.
#[derive(Event)]
pub struct StopMiningBlockEvent {
pub entity: Entity,
}
pub fn handle_stop_mining_block_event(
mut events: EventReader<StopMiningBlockEvent>,
mut send_packet_events: EventWriter<SendPacketEvent>,
mut mine_block_progress_events: EventWriter<MineBlockProgressEvent>,
mut query: Query<(&mut Mining, &MineBlockPos, &mut MineProgress)>,
mut commands: Commands,
) {
for event in events.read() {
let (mut _mining, mine_block_pos, mut mine_progress) = query.get_mut(event.entity).unwrap();
let mine_block_pos =
mine_block_pos.expect("IsMining is true so MineBlockPos must be present");
send_packet_events.send(SendPacketEvent::new(
event.entity,
ServerboundPlayerAction {
action: s_player_action::Action::AbortDestroyBlock,
pos: mine_block_pos,
direction: Direction::Down,
sequence: 0,
},
));
commands.entity(event.entity).remove::<Mining>();
**mine_progress = 0.;
mine_block_progress_events.send(MineBlockProgressEvent {
entity: event.entity,
position: mine_block_pos,
destroy_stage: None,
});
}
}
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub fn continue_mining_block(
mut query: Query<(
Entity,
&InstanceName,
&LocalGameMode,
&Inventory,
&MineBlockPos,
&MineItem,
&FluidOnEyes,
&Physics,
&Mining,
&mut MineDelay,
&mut MineProgress,
&mut MineTicks,
&mut CurrentSequenceNumber,
)>,
mut send_packet_events: EventWriter<SendPacketEvent>,
mut mine_block_progress_events: EventWriter<MineBlockProgressEvent>,
mut finish_mining_events: EventWriter<FinishMiningBlockEvent>,
mut start_mining_events: EventWriter<StartMiningBlockWithDirectionEvent>,
mut swing_arm_events: EventWriter<SwingArmEvent>,
instances: Res<InstanceContainer>,
mut commands: Commands,
) {
for (
entity,
instance_name,
game_mode,
inventory,
current_mining_pos,
current_mining_item,
fluid_on_eyes,
physics,
mining,
mut mine_delay,
mut mine_progress,
mut mine_ticks,
mut sequence_number,
) in query.iter_mut()
{
if **mine_delay > 0 {
**mine_delay -= 1;
continue;
}
if game_mode.current == GameMode::Creative {
// TODO: worldborder check
**mine_delay = 5;
finish_mining_events.send(FinishMiningBlockEvent {
entity,
position: mining.pos,
});
*sequence_number += 1;
send_packet_events.send(SendPacketEvent::new(
entity,
ServerboundPlayerAction {
action: s_player_action::Action::StartDestroyBlock,
pos: mining.pos,
direction: mining.dir,
sequence: **sequence_number,
},
));
swing_arm_events.send(SwingArmEvent { entity });
} else if is_same_mining_target(
mining.pos,
inventory,
current_mining_pos,
current_mining_item,
) {
let instance_lock = instances.get(instance_name).unwrap();
let instance = instance_lock.read();
let target_block_state = instance.get_block_state(&mining.pos).unwrap_or_default();
if target_block_state.is_air() {
commands.entity(entity).remove::<Mining>();
continue;
}
let block = Box::<dyn Block>::from(target_block_state);
**mine_progress += get_mine_progress(
block.as_ref(),
current_mining_item.kind(),
&inventory.inventory_menu,
fluid_on_eyes,
physics,
);
if **mine_ticks % 4. == 0. {
// vanilla makes a mining sound here
}
**mine_ticks += 1.;
if **mine_progress >= 1. {
commands.entity(entity).remove::<Mining>();
*sequence_number += 1;
finish_mining_events.send(FinishMiningBlockEvent {
entity,
position: mining.pos,
});
send_packet_events.send(SendPacketEvent::new(
entity,
ServerboundPlayerAction {
action: s_player_action::Action::StopDestroyBlock,
pos: mining.pos,
direction: mining.dir,
sequence: **sequence_number,
},
));
**mine_progress = 0.;
**mine_ticks = 0.;
**mine_delay = 0;
}
mine_block_progress_events.send(MineBlockProgressEvent {
entity,
position: mining.pos,
destroy_stage: mine_progress.destroy_stage(),
});
swing_arm_events.send(SwingArmEvent { entity });
} else {
start_mining_events.send(StartMiningBlockWithDirectionEvent {
entity,
position: mining.pos,
direction: mining.dir,
});
}
swing_arm_events.send(SwingArmEvent { entity });
}
}