mirror of
https://github.com/mat-1/azalea.git
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505 lines
16 KiB
Rust
505 lines
16 KiB
Rust
pub mod pick;
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use std::collections::HashMap;
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use azalea_block::BlockState;
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use azalea_core::{
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direction::Direction,
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game_type::GameMode,
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hit_result::{BlockHitResult, HitResult},
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position::{BlockPos, Vec3},
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tick::GameTick,
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};
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use azalea_entity::{
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Attributes, LocalEntity, LookDirection,
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attributes::{
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creative_block_interaction_range_modifier, creative_entity_interaction_range_modifier,
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},
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clamp_look_direction,
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};
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use azalea_inventory::{ItemStack, ItemStackData, components};
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use azalea_physics::PhysicsSet;
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use azalea_protocol::packets::game::{
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ServerboundInteract, ServerboundUseItem,
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s_interact::{self, InteractionHand},
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s_swing::ServerboundSwing,
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s_use_item_on::ServerboundUseItemOn,
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};
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use azalea_world::{Instance, MinecraftEntityId};
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use bevy_app::{App, Plugin, Update};
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use bevy_ecs::prelude::*;
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use tracing::warn;
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use super::mining::Mining;
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use crate::{
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Client,
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attack::handle_attack_event,
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interact::pick::{HitResultComponent, update_hit_result_component},
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inventory::{Inventory, InventorySet},
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local_player::{LocalGameMode, PermissionLevel, PlayerAbilities},
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movement::MoveEventsSet,
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packet::game::SendPacketEvent,
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respawn::perform_respawn,
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};
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/// A plugin that allows clients to interact with blocks in the world.
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pub struct InteractPlugin;
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impl Plugin for InteractPlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<StartUseItemEvent>()
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.add_event::<SwingArmEvent>()
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.add_systems(
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Update,
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(
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(
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update_attributes_for_held_item,
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update_attributes_for_gamemode,
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)
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.in_set(UpdateAttributesSet)
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.chain(),
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handle_start_use_item_event,
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update_hit_result_component.after(clamp_look_direction),
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handle_swing_arm_event,
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)
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.after(InventorySet)
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.after(MoveEventsSet)
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.after(perform_respawn)
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.after(handle_attack_event)
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.chain(),
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)
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.add_systems(GameTick, handle_start_use_item_queued.before(PhysicsSet))
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.add_observer(handle_swing_arm_trigger);
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}
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}
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#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
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pub struct UpdateAttributesSet;
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impl Client {
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/// Right-click a block.
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///
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/// The behavior of this depends on the target block,
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/// and it'll either place the block you're holding in your hand or use the
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/// block you clicked (like toggling a lever).
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///
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/// Note that this may trigger anticheats as it doesn't take into account
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/// whether you're actually looking at the block.
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pub fn block_interact(&self, position: BlockPos) {
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self.ecs.lock().send_event(StartUseItemEvent {
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entity: self.entity,
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hand: InteractionHand::MainHand,
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force_block: Some(position),
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});
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}
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/// Right-click the currently held item.
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///
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/// If the item is consumable, then it'll act as if right-click was held
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/// until the item finishes being consumed. You can use this to eat food.
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///
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/// If we're looking at a block or entity, then it will be clicked. Also see
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/// [`Client::block_interact`].
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pub fn start_use_item(&self) {
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self.ecs.lock().send_event(StartUseItemEvent {
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entity: self.entity,
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hand: InteractionHand::MainHand,
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force_block: None,
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});
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}
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}
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/// A component that contains information about our local block state
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/// predictions.
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#[derive(Component, Clone, Debug, Default)]
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pub struct BlockStatePredictionHandler {
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/// The total number of changes that this client has made to blocks.
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seq: u32,
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server_state: HashMap<BlockPos, ServerVerifiedState>,
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}
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#[derive(Clone, Debug)]
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struct ServerVerifiedState {
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seq: u32,
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block_state: BlockState,
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/// Used for teleporting the player back if we're colliding with the block
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/// that got placed back.
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#[allow(unused)]
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player_pos: Vec3,
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}
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impl BlockStatePredictionHandler {
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/// Get the next sequence number that we're going to use and increment the
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/// value.
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pub fn start_predicting(&mut self) -> u32 {
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self.seq += 1;
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self.seq
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}
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/// Should be called right before the client updates a block with its
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/// prediction.
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///
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/// This is used to make sure that we can rollback to this state if the
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/// server acknowledges the sequence number (with
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/// [`ClientboundBlockChangedAck`]) without having sent a block update.
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///
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/// [`ClientboundBlockChangedAck`]: azalea_protocol::packets::game::ClientboundBlockChangedAck
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pub fn retain_known_server_state(
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&mut self,
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pos: BlockPos,
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old_state: BlockState,
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player_pos: Vec3,
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) {
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self.server_state
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.entry(pos)
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.and_modify(|s| s.seq = self.seq)
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.or_insert(ServerVerifiedState {
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seq: self.seq,
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block_state: old_state,
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player_pos,
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});
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}
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/// Save this update as the correct server state so when the server sends a
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/// [`ClientboundBlockChangedAck`] we don't roll back this new update.
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///
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/// This should be used when we receive a block update from the server.
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///
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/// [`ClientboundBlockChangedAck`]: azalea_protocol::packets::game::ClientboundBlockChangedAck
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pub fn update_known_server_state(&mut self, pos: BlockPos, state: BlockState) -> bool {
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if let Some(s) = self.server_state.get_mut(&pos) {
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s.block_state = state;
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true
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} else {
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false
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}
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}
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pub fn end_prediction_up_to(&mut self, seq: u32, world: &Instance) {
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let mut to_remove = Vec::new();
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for (pos, state) in &self.server_state {
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if state.seq > seq {
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continue;
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}
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to_remove.push(*pos);
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// syncBlockState
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let client_block_state = world.get_block_state(*pos).unwrap_or_default();
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let server_block_state = state.block_state;
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if client_block_state == server_block_state {
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continue;
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}
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world.set_block_state(*pos, server_block_state);
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// TODO: implement these two functions
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// if is_colliding(player, *pos, server_block_state) {
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// abs_snap_to(state.player_pos);
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// }
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}
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for pos in to_remove {
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self.server_state.remove(&pos);
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}
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}
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}
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/// An event that makes one of our clients simulate a right-click.
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///
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/// This event just inserts the [`StartUseItemQueued`] component on the given
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/// entity.
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#[doc(alias("right click"))]
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#[derive(Event)]
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pub struct StartUseItemEvent {
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pub entity: Entity,
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pub hand: InteractionHand,
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/// See [`StartUseItemQueued::force_block`].
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pub force_block: Option<BlockPos>,
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}
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pub fn handle_start_use_item_event(
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mut commands: Commands,
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mut events: EventReader<StartUseItemEvent>,
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) {
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for event in events.read() {
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commands.entity(event.entity).insert(StartUseItemQueued {
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hand: event.hand,
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force_block: event.force_block,
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});
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}
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}
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/// A component that makes our client simulate a right-click on the next
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/// [`GameTick`]. It's removed after that tick.
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///
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/// You may find it more convenient to use [`StartUseItemEvent`] instead, which
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/// just inserts this component for you.
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///
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/// [`GameTick`]: azalea_core::tick::GameTick
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#[derive(Component, Debug)]
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pub struct StartUseItemQueued {
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pub hand: InteractionHand,
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/// Optionally force us to send a [`ServerboundUseItemOn`] on the given
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/// block.
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///
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/// This is useful if you want to interact with a block without looking at
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/// it, but should be avoided to stay compatible with anticheats.
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pub force_block: Option<BlockPos>,
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}
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#[allow(clippy::type_complexity)]
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pub fn handle_start_use_item_queued(
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mut commands: Commands,
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query: Query<(
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Entity,
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&StartUseItemQueued,
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&mut BlockStatePredictionHandler,
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&HitResultComponent,
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&LookDirection,
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Option<&Mining>,
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)>,
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entity_id_query: Query<&MinecraftEntityId>,
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) {
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for (entity, start_use_item, mut prediction_handler, hit_result, look_direction, mining) in
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query
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{
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commands.entity(entity).remove::<StartUseItemQueued>();
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if mining.is_some() {
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warn!("Got a StartUseItemEvent for a client that was mining");
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}
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// TODO: this also skips if LocalPlayer.handsBusy is true, which is used when
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// rowing a boat
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let mut hit_result = (**hit_result).clone();
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if let Some(force_block) = start_use_item.force_block {
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let hit_result_matches = if let HitResult::Block(block_hit_result) = &hit_result {
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block_hit_result.block_pos == force_block
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} else {
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false
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};
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if !hit_result_matches {
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// we're not looking at the block, so make up some numbers
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hit_result = HitResult::Block(BlockHitResult {
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location: force_block.center(),
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direction: Direction::Up,
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block_pos: force_block,
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inside: false,
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world_border: false,
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miss: false,
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});
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}
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}
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match &hit_result {
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HitResult::Block(r) => {
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let seq = prediction_handler.start_predicting();
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if r.miss {
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commands.trigger(SendPacketEvent::new(
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entity,
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ServerboundUseItem {
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hand: start_use_item.hand,
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seq,
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x_rot: look_direction.x_rot,
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y_rot: look_direction.y_rot,
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},
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));
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} else {
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commands.trigger(SendPacketEvent::new(
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entity,
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ServerboundUseItemOn {
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hand: start_use_item.hand,
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block_hit: r.into(),
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seq,
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},
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));
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// TODO: depending on the result of useItemOn, this might
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// also need to send a SwingArmEvent.
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// basically, this TODO is for simulating block
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// interactions/placements on the client-side.
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}
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}
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HitResult::Entity(r) => {
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// TODO: worldborder check
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let Ok(entity_id) = entity_id_query.get(r.entity).copied() else {
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warn!("tried to interact with an entity that doesn't have MinecraftEntityId");
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continue;
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};
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commands.trigger(SendPacketEvent::new(
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entity,
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ServerboundInteract {
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entity_id,
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action: s_interact::ActionType::InteractAt {
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location: r.location,
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hand: InteractionHand::MainHand,
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},
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// TODO: sneaking
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using_secondary_action: false,
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},
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));
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}
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}
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}
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}
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/// Whether we can't interact with the block, based on your gamemode. If
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/// this is false, then we can interact with the block.
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///
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/// Passing the inventory, block position, and instance is necessary for the
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/// adventure mode check.
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pub fn check_is_interaction_restricted(
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instance: &Instance,
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block_pos: BlockPos,
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game_mode: &GameMode,
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inventory: &Inventory,
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) -> bool {
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match game_mode {
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GameMode::Adventure => {
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// vanilla checks for abilities.mayBuild here but servers have no
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// way of modifying that
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let held_item = inventory.held_item();
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match &held_item {
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ItemStack::Present(item) => {
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let block = instance.chunks.get_block_state(block_pos);
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let Some(block) = block else {
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// block isn't loaded so just say that it is restricted
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return true;
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};
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check_block_can_be_broken_by_item_in_adventure_mode(item, &block)
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}
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_ => true,
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}
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}
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GameMode::Spectator => true,
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_ => false,
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}
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}
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/// Check if the item has the `CanDestroy` tag for the block.
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pub fn check_block_can_be_broken_by_item_in_adventure_mode(
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item: &ItemStackData,
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_block: &BlockState,
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) -> bool {
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// minecraft caches the last checked block but that's kind of an unnecessary
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// optimization and makes the code too complicated
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if !item.components.has::<components::CanBreak>() {
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// no CanDestroy tag
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return false;
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};
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false
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// for block_predicate in can_destroy {
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// // TODO
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// // defined in BlockPredicateArgument.java
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// }
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// true
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}
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pub fn can_use_game_master_blocks(
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abilities: &PlayerAbilities,
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permission_level: &PermissionLevel,
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) -> bool {
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abilities.instant_break && **permission_level >= 2
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}
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/// Swing your arm. This is purely a visual effect and won't interact with
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/// anything in the world.
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#[derive(Event, Clone, Debug)]
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pub struct SwingArmEvent {
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pub entity: Entity,
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}
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pub fn handle_swing_arm_trigger(trigger: Trigger<SwingArmEvent>, mut commands: Commands) {
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commands.trigger(SendPacketEvent::new(
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trigger.event().entity,
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ServerboundSwing {
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hand: InteractionHand::MainHand,
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},
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));
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}
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pub fn handle_swing_arm_event(mut events: EventReader<SwingArmEvent>, mut commands: Commands) {
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for event in events.read() {
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commands.trigger(event.clone());
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}
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}
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#[allow(clippy::type_complexity)]
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fn update_attributes_for_held_item(
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mut query: Query<(&mut Attributes, &Inventory), (With<LocalEntity>, Changed<Inventory>)>,
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) {
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for (mut attributes, inventory) in &mut query {
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let held_item = inventory.held_item();
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use azalea_registry::Item;
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let added_attack_speed = match held_item.kind() {
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Item::WoodenSword => -2.4,
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Item::WoodenShovel => -3.0,
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Item::WoodenPickaxe => -2.8,
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Item::WoodenAxe => -3.2,
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Item::WoodenHoe => -3.0,
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Item::StoneSword => -2.4,
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Item::StoneShovel => -3.0,
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Item::StonePickaxe => -2.8,
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Item::StoneAxe => -3.2,
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Item::StoneHoe => -2.0,
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Item::GoldenSword => -2.4,
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Item::GoldenShovel => -3.0,
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Item::GoldenPickaxe => -2.8,
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Item::GoldenAxe => -3.0,
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Item::GoldenHoe => -3.0,
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Item::IronSword => -2.4,
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Item::IronShovel => -3.0,
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Item::IronPickaxe => -2.8,
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Item::IronAxe => -3.1,
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Item::IronHoe => -1.0,
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Item::DiamondSword => -2.4,
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Item::DiamondShovel => -3.0,
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Item::DiamondPickaxe => -2.8,
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Item::DiamondAxe => -3.0,
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Item::DiamondHoe => 0.0,
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Item::NetheriteSword => -2.4,
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Item::NetheriteShovel => -3.0,
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Item::NetheritePickaxe => -2.8,
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Item::NetheriteAxe => -3.0,
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Item::NetheriteHoe => 0.0,
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Item::Trident => -2.9,
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_ => 0.,
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};
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attributes
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.attack_speed
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.insert(azalea_entity::attributes::base_attack_speed_modifier(
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added_attack_speed,
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));
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}
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}
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#[allow(clippy::type_complexity)]
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fn update_attributes_for_gamemode(
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query: Query<(&mut Attributes, &LocalGameMode), (With<LocalEntity>, Changed<LocalGameMode>)>,
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) {
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for (mut attributes, game_mode) in query {
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if game_mode.current == GameMode::Creative {
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attributes
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.block_interaction_range
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.insert(creative_block_interaction_range_modifier());
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attributes
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.entity_interaction_range
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.insert(creative_entity_interaction_range_modifier());
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} else {
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attributes
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.block_interaction_range
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.remove(&creative_block_interaction_range_modifier().id);
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attributes
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.entity_interaction_range
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.remove(&creative_entity_interaction_range_modifier().id);
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}
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}
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}
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