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authormat <27899617+mat-1@users.noreply.github.com>2025-02-22 21:45:26 -0600
committerGitHub <noreply@github.com>2025-02-22 21:45:26 -0600
commite21e1b97bf9337e9f4747cd1b545b1b3a03e2ce7 (patch)
treeadd6f8bfce40d0c07845d8aa4c9945a0b918444c /azalea-client/src/interact.rs
parentf8130c3c92946d2293634ba4e252d6bc93026c3c (diff)
downloadazalea-drasl-e21e1b97bf9337e9f4747cd1b545b1b3a03e2ce7.tar.xz
Refactor azalea-client (#205)
* start organizing packet_handling more by moving packet handlers into their own functions * finish writing all the handler functions for packets * use macro for generating match statement for packet handler functions * fix set_entity_data * update config state to also use handler functions * organize az-client file structure by moving things into plugins directory * fix merge issues
Diffstat (limited to 'azalea-client/src/interact.rs')
-rw-r--r--azalea-client/src/interact.rs369
1 files changed, 0 insertions, 369 deletions
diff --git a/azalea-client/src/interact.rs b/azalea-client/src/interact.rs
deleted file mode 100644
index fdeff197..00000000
--- a/azalea-client/src/interact.rs
+++ /dev/null
@@ -1,369 +0,0 @@
-use std::ops::AddAssign;
-
-use azalea_block::BlockState;
-use azalea_core::{
- block_hit_result::BlockHitResult,
- direction::Direction,
- game_type::GameMode,
- position::{BlockPos, Vec3},
-};
-use azalea_entity::{
- Attributes, EyeHeight, LocalEntity, LookDirection, Position, clamp_look_direction, view_vector,
-};
-use azalea_inventory::{ItemStack, ItemStackData, components};
-use azalea_physics::clip::{BlockShapeType, ClipContext, FluidPickType};
-use azalea_protocol::packets::game::{
- s_interact::InteractionHand,
- s_swing::ServerboundSwing,
- s_use_item_on::{BlockHit, ServerboundUseItemOn},
-};
-use azalea_world::{Instance, InstanceContainer, InstanceName};
-use bevy_app::{App, Plugin, Update};
-use bevy_ecs::{
- component::Component,
- entity::Entity,
- event::{Event, EventReader, EventWriter},
- query::{Changed, With},
- schedule::IntoSystemConfigs,
- system::{Commands, Query, Res},
-};
-use derive_more::{Deref, DerefMut};
-use tracing::warn;
-
-use crate::{
- Client,
- attack::handle_attack_event,
- inventory::{Inventory, InventorySet},
- local_player::{LocalGameMode, PermissionLevel, PlayerAbilities},
- movement::MoveEventsSet,
- packet_handling::game::{SendPacketEvent, handle_send_packet_event},
- respawn::perform_respawn,
-};
-
-/// A plugin that allows clients to interact with blocks in the world.
-pub struct InteractPlugin;
-impl Plugin for InteractPlugin {
- fn build(&self, app: &mut App) {
- app.add_event::<BlockInteractEvent>()
- .add_event::<SwingArmEvent>()
- .add_systems(
- Update,
- (
- (
- update_hit_result_component.after(clamp_look_direction),
- handle_block_interact_event,
- handle_swing_arm_event,
- )
- .before(handle_send_packet_event)
- .after(InventorySet)
- .after(perform_respawn)
- .after(handle_attack_event)
- .chain(),
- update_modifiers_for_held_item
- .after(InventorySet)
- .after(MoveEventsSet),
- ),
- );
- }
-}
-
-impl Client {
- /// Right click a block. The behavior of this depends on the target block,
- /// and it'll either place the block you're holding in your hand or use the
- /// block you clicked (like toggling a lever).
- ///
- /// Note that this may trigger anticheats as it doesn't take into account
- /// whether you're actually looking at the block.
- pub fn block_interact(&mut self, position: BlockPos) {
- self.ecs.lock().send_event(BlockInteractEvent {
- entity: self.entity,
- position,
- });
- }
-}
-
-/// Right click a block. The behavior of this depends on the target block,
-/// and it'll either place the block you're holding in your hand or use the
-/// block you clicked (like toggling a lever).
-#[derive(Event)]
-pub struct BlockInteractEvent {
- /// The local player entity that's opening the container.
- pub entity: Entity,
- /// The coordinates of the container.
- pub position: BlockPos,
-}
-
-/// A component that contains the number of changes this client has made to
-/// blocks.
-#[derive(Component, Copy, Clone, Debug, Default, Deref)]
-pub struct CurrentSequenceNumber(u32);
-
-impl AddAssign<u32> for CurrentSequenceNumber {
- fn add_assign(&mut self, rhs: u32) {
- self.0 += rhs;
- }
-}
-
-/// A component that contains the block that the player is currently looking at.
-#[derive(Component, Clone, Debug, Deref, DerefMut)]
-pub struct HitResultComponent(BlockHitResult);
-
-pub fn handle_block_interact_event(
- mut events: EventReader<BlockInteractEvent>,
- mut query: Query<(Entity, &mut CurrentSequenceNumber, &HitResultComponent)>,
- mut send_packet_events: EventWriter<SendPacketEvent>,
-) {
- for event in events.read() {
- let Ok((entity, mut sequence_number, hit_result)) = query.get_mut(event.entity) else {
- warn!("Sent BlockInteractEvent for entity that doesn't have the required components");
- continue;
- };
-
- // TODO: check to make sure we're within the world border
-
- *sequence_number += 1;
-
- // minecraft also does the interaction client-side (so it looks like clicking a
- // button is instant) but we don't really need that
-
- // the block_hit data will depend on whether we're looking at the block and
- // whether we can reach it
-
- let block_hit = if hit_result.block_pos == event.position {
- // we're looking at the block :)
- BlockHit {
- block_pos: hit_result.block_pos,
- direction: hit_result.direction,
- location: hit_result.location,
- inside: hit_result.inside,
- world_border: hit_result.world_border,
- }
- } else {
- // we're not looking at the block, so make up some numbers
- BlockHit {
- block_pos: event.position,
- direction: Direction::Up,
- location: event.position.center(),
- inside: false,
- world_border: false,
- }
- };
-
- send_packet_events.send(SendPacketEvent::new(
- entity,
- ServerboundUseItemOn {
- hand: InteractionHand::MainHand,
- block_hit,
- sequence: sequence_number.0,
- },
- ));
- }
-}
-
-#[allow(clippy::type_complexity)]
-pub fn update_hit_result_component(
- mut commands: Commands,
- mut query: Query<(
- Entity,
- Option<&mut HitResultComponent>,
- &LocalGameMode,
- &Position,
- &EyeHeight,
- &LookDirection,
- &InstanceName,
- )>,
- instance_container: Res<InstanceContainer>,
-) {
- for (entity, hit_result_ref, game_mode, position, eye_height, look_direction, world_name) in
- &mut query
- {
- let pick_range = if game_mode.current == GameMode::Creative {
- 6.
- } else {
- 4.5
- };
- let eye_position = Vec3 {
- x: position.x,
- y: position.y + **eye_height as f64,
- z: position.z,
- };
-
- let Some(instance_lock) = instance_container.get(world_name) else {
- continue;
- };
- let instance = instance_lock.read();
-
- let hit_result = pick(look_direction, &eye_position, &instance.chunks, pick_range);
- if let Some(mut hit_result_ref) = hit_result_ref {
- **hit_result_ref = hit_result;
- } else {
- commands
- .entity(entity)
- .insert(HitResultComponent(hit_result));
- }
- }
-}
-
-/// Get the block that a player would be looking at if their eyes were at the
-/// given direction and position.
-///
-/// If you need to get the block the player is looking at right now, use
-/// [`HitResultComponent`].
-pub fn pick(
- look_direction: &LookDirection,
- eye_position: &Vec3,
- chunks: &azalea_world::ChunkStorage,
- pick_range: f64,
-) -> BlockHitResult {
- let view_vector = view_vector(look_direction);
- let end_position = eye_position + &(view_vector * pick_range);
- azalea_physics::clip::clip(
- chunks,
- ClipContext {
- from: *eye_position,
- to: end_position,
- block_shape_type: BlockShapeType::Outline,
- fluid_pick_type: FluidPickType::None,
- },
- )
-}
-
-/// Whether we can't interact with the block, based on your gamemode. If
-/// this is false, then we can interact with the block.
-///
-/// Passing the inventory, block position, and instance is necessary for the
-/// adventure mode check.
-pub fn check_is_interaction_restricted(
- instance: &Instance,
- block_pos: &BlockPos,
- game_mode: &GameMode,
- inventory: &Inventory,
-) -> bool {
- match game_mode {
- GameMode::Adventure => {
- // vanilla checks for abilities.mayBuild here but servers have no
- // way of modifying that
-
- let held_item = inventory.held_item();
- match &held_item {
- ItemStack::Present(item) => {
- let block = instance.chunks.get_block_state(block_pos);
- let Some(block) = block else {
- // block isn't loaded so just say that it is restricted
- return true;
- };
- check_block_can_be_broken_by_item_in_adventure_mode(item, &block)
- }
- _ => true,
- }
- }
- GameMode::Spectator => true,
- _ => false,
- }
-}
-
-/// Check if the item has the `CanDestroy` tag for the block.
-pub fn check_block_can_be_broken_by_item_in_adventure_mode(
- item: &ItemStackData,
- _block: &BlockState,
-) -> bool {
- // minecraft caches the last checked block but that's kind of an unnecessary
- // optimization and makes the code too complicated
-
- if !item.components.has::<components::CanBreak>() {
- // no CanDestroy tag
- return false;
- };
-
- false
-
- // for block_predicate in can_destroy {
- // // TODO
- // // defined in BlockPredicateArgument.java
- // }
-
- // true
-}
-
-pub fn can_use_game_master_blocks(
- abilities: &PlayerAbilities,
- permission_level: &PermissionLevel,
-) -> bool {
- abilities.instant_break && **permission_level >= 2
-}
-
-/// Swing your arm. This is purely a visual effect and won't interact with
-/// anything in the world.
-#[derive(Event)]
-pub struct SwingArmEvent {
- pub entity: Entity,
-}
-pub fn handle_swing_arm_event(
- mut events: EventReader<SwingArmEvent>,
- mut send_packet_events: EventWriter<SendPacketEvent>,
-) {
- for event in events.read() {
- send_packet_events.send(SendPacketEvent::new(
- event.entity,
- ServerboundSwing {
- hand: InteractionHand::MainHand,
- },
- ));
- }
-}
-
-#[allow(clippy::type_complexity)]
-fn update_modifiers_for_held_item(
- mut query: Query<(&mut Attributes, &Inventory), (With<LocalEntity>, Changed<Inventory>)>,
-) {
- for (mut attributes, inventory) in &mut query {
- let held_item = inventory.held_item();
-
- use azalea_registry::Item;
- let added_attack_speed = match held_item.kind() {
- Item::WoodenSword => -2.4,
- Item::WoodenShovel => -3.0,
- Item::WoodenPickaxe => -2.8,
- Item::WoodenAxe => -3.2,
- Item::WoodenHoe => -3.0,
-
- Item::StoneSword => -2.4,
- Item::StoneShovel => -3.0,
- Item::StonePickaxe => -2.8,
- Item::StoneAxe => -3.2,
- Item::StoneHoe => -2.0,
-
- Item::GoldenSword => -2.4,
- Item::GoldenShovel => -3.0,
- Item::GoldenPickaxe => -2.8,
- Item::GoldenAxe => -3.0,
- Item::GoldenHoe => -3.0,
-
- Item::IronSword => -2.4,
- Item::IronShovel => -3.0,
- Item::IronPickaxe => -2.8,
- Item::IronAxe => -3.1,
- Item::IronHoe => -1.0,
-
- Item::DiamondSword => -2.4,
- Item::DiamondShovel => -3.0,
- Item::DiamondPickaxe => -2.8,
- Item::DiamondAxe => -3.0,
- Item::DiamondHoe => 0.0,
-
- Item::NetheriteSword => -2.4,
- Item::NetheriteShovel => -3.0,
- Item::NetheritePickaxe => -2.8,
- Item::NetheriteAxe => -3.0,
- Item::NetheriteHoe => 0.0,
-
- Item::Trident => -2.9,
- _ => 0.,
- };
- attributes
- .attack_speed
- .insert(azalea_entity::attributes::base_attack_speed_modifier(
- added_attack_speed,
- ));
- }
-}