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https://github.com/mat-1/azalea.git
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* Put physics module in azalea-entity * port aabb * add more stuff to PositionXYZ * azalea-physics * important collision things * more physics stuff * backup because i'm about to delete shapes * more shape stuff * CubeVoxelShape * no compile errors??? insane * impl VoxelShape for ArrayVoxelShape * Shapes stuff * collide_x but it doesn't work yet * binary_search * it compiles * Entity has bounding box * Update discrete_voxel_shape.rs * Entity::make_bounding_box * ok i'm about to merge az-entity and az-world might be a terrible idea which is why i'm committing first * ok so i moved entity to world * on_pos and move_entity compiles * add send_position * move collision stuff to collision module in az-physics * dimension is no longer an Option * start trying to do collision for the client * collision works 🎉 * start adding palette resizing * get_and_set (pain) * it compiles but probably won't work * add a test * remove printlns * add more tests for palette stuff * ClientboundMoveVec3Packet -> ClientboundMoveEntityPosPacket i think i changed this on accident once * palette resizing works todo: remove the printlns * Remove printlns in palette.rs * fix issues from merge * fixes + work a bit more on physics * Better entities (#19) * well it compiles * add tests to entity storage * add suggestions in azalea-brigadier * this probably causes ub * fix brigadiersuggestions * get rid of entityid * test From<EntityMut> for EntityRef * don't mention other libraries since there's too many * fix warnings * do todos in brigadier suggestions * work on physics * more physics stuff * remove trait feature on az-block i think rust gets confused and compiles the macro without the feature * bump ahash * aes tests in az-crypto * optimize aes's deps * fix crashes * fix section_index for negative numbers and test * fix BlockPos protocol implementation * remove some debug prints * prepare to add ai_step * make ai step work * clippy
84 lines
2.4 KiB
Rust
84 lines
2.4 KiB
Rust
use crate::packets::BufReadError;
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use azalea_buf::{McBuf, McBufReadable, McBufVarReadable, McBufVarWritable, McBufWritable};
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use azalea_core::Vec3;
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use packet_macros::ServerboundGamePacket;
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use std::io::{Read, Write};
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#[derive(Clone, Debug, McBuf, ServerboundGamePacket)]
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pub struct ServerboundInteractPacket {
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#[var]
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pub entity_id: u32,
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pub action: ActionType,
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/// Whether the player is sneaking
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pub using_secondary_action: bool,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum ActionType {
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Interact {
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hand: InteractionHand,
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},
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Attack,
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InteractAt {
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location: Vec3,
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hand: InteractionHand,
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},
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}
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impl McBufWritable for ActionType {
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fn write_into(&self, buf: &mut impl Write) -> Result<(), std::io::Error> {
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match self {
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ActionType::Interact { hand } => {
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0u32.var_write_into(buf)?;
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hand.write_into(buf)?;
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}
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ActionType::Attack => {
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1u32.var_write_into(buf)?;
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}
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ActionType::InteractAt { location, hand } => {
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2u32.var_write_into(buf)?;
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(location.x as f32).write_into(buf)?;
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(location.y as f32).write_into(buf)?;
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(location.z as f32).write_into(buf)?;
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hand.write_into(buf)?;
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}
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}
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Ok(())
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}
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}
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impl McBufReadable for ActionType {
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fn read_from(buf: &mut impl Read) -> Result<Self, BufReadError> {
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let action_type = u32::var_read_from(buf)?;
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match action_type {
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0 => {
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let hand = InteractionHand::read_from(buf)?;
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Ok(ActionType::Interact { hand })
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}
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1 => Ok(ActionType::Attack),
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2 => {
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let x = f32::read_from(buf)?;
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let y = f32::read_from(buf)?;
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let z = f32::read_from(buf)?;
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let hand = InteractionHand::read_from(buf)?;
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Ok(ActionType::InteractAt {
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location: Vec3 {
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x: x as f64,
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y: y as f64,
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z: z as f64,
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},
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hand,
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})
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}
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_ => Err(BufReadError::UnexpectedEnumVariant {
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id: action_type as i32,
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}),
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}
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}
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}
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#[derive(McBuf, Clone, Copy, Debug)]
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pub enum InteractionHand {
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MainHand = 0,
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OffHand = 1,
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}
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