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| author | mat <27899617+mat-1@users.noreply.github.com> | 2022-11-27 16:25:07 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-11-27 16:25:07 -0600 |
| commit | 631ed63dbdc7167df4de02a55b5c2ef1cea909e9 (patch) | |
| tree | 104e567c332f2aeb30ea6acefef8c73f9b2f158b /azalea-client/src/movement.rs | |
| parent | 962b9fcaae917c7e5bef718469fba31f6ff7c3cb (diff) | |
| download | azalea-drasl-631ed63dbdc7167df4de02a55b5c2ef1cea909e9.tar.xz | |
Swarm (#36)
* make azalea-pathfinder dir
* start writing d* lite impl
* more work on d* lite
* work more on implementing d* lite
* full d* lite impl
* updated edges
* add next() function
* add NoPathError
* why does dstar lite not work
* fix d* lite implementation
* make the test actually check the coords
* replace while loop with if statement
* fix clippy complaints
* make W only have to be PartialOrd
* fix PartialOrd issues
* implement mtd* lite
* add a test to mtd* lite
* remove normal d* lite
* make heuristic only take in one arg
* add `success` function
* Update README.md
* evil black magic to make .entity not need dimension
* start adding moves
* slightly improve the vec3/position situation
new macro that implements all the useful functions
* moves stuff
* make it compile
* update deps in az-pathfinder
* make it compile again
* more pathfinding stuff
* add Bot::look_at
* replace EntityMut and EntityRef with just Entity
* block pos pathfinding stuff
* rename movedirection to walkdirection
* execute path every tick
* advance path
* change az-pf version
* make azalea_client keep plugin state
* fix Plugins::get
* why does it think there is air
* start debugging incorrect air
* update some From methods to use rem_euclid
* start adding swarm
* fix deadlock
i still don't understand why it was happening but the solution was to keep the Client::player lock for shorter so it didn't overlap with the Client::dimension lock
* make lookat actually work probably
* fix going too fast
* Update main.rs
* make a thing immutable
* direction_looking_at
* fix rotations
* import swarm in an example
* fix stuff from merge
* remove azalea_pathfinder import
* delete azalea-pathfinder crate
already in azalea::pathfinder module
* swarms
* start working on shared dimensions
* Shared worlds work
* start adding Swarm::add_account
* add_account works
* change "client" to "bot" in some places
* Fix issues from merge
* Update world.rs
* add SwarmEvent::Disconnect(Account)
* almost add SwarmEvent::Chat and new plugin system
it panics rn
* make plugins have to provide the State associated type
* improve comments
* make fn build slightly cleaner
* fix SwarmEvent::Chat
* change a println in bot/main.rs
* Client::shutdown -> disconnect
* polish
fix clippy warnings + improve some docs a bit
* fix shared worlds*
*there's a bug that entities and bots will have their positions exaggerated because the relative movement packet is applied for every entity once per bot
* i am being trolled by rust
for some reason some stuff is really slow for literally no reason and it makes no sense i am going insane
* make world an RwLock again
* remove debug messages
* fix skipping event ticks
unfortunately now sending events is `.send().await?` instead of just `.send()`
* fix deadlock + warnings
* turns out my floor_mod impl was wrong
and i32::rem_euclid has the correct behavior LOL
* still errors with lots of bots
* make swarm iter & fix new chunks not loading
* improve docs
* start fixing tests
* fix all the tests
except the examples i don't know how to exclude them from the tests
* improve docs some more
Diffstat (limited to 'azalea-client/src/movement.rs')
| -rw-r--r--[-rwxr-xr-x] | azalea-client/src/movement.rs | 39 |
1 files changed, 35 insertions, 4 deletions
diff --git a/azalea-client/src/movement.rs b/azalea-client/src/movement.rs index 87ac8d85..5fca924b 100755..100644 --- a/azalea-client/src/movement.rs +++ b/azalea-client/src/movement.rs @@ -1,3 +1,5 @@ +use std::backtrace::Backtrace; + use crate::Client; use azalea_core::Vec3; use azalea_physics::collision::{MovableEntity, MoverType}; @@ -15,7 +17,7 @@ use thiserror::Error; #[derive(Error, Debug)] pub enum MovePlayerError { #[error("Player is not in world")] - PlayerNotInWorld, + PlayerNotInWorld(Backtrace), #[error("{0}")] Io(#[from] std::io::Error), } @@ -23,7 +25,9 @@ pub enum MovePlayerError { impl From<MoveEntityError> for MovePlayerError { fn from(err: MoveEntityError) -> Self { match err { - MoveEntityError::EntityDoesNotExist => MovePlayerError::PlayerNotInWorld, + MoveEntityError::EntityDoesNotExist(backtrace) => { + MovePlayerError::PlayerNotInWorld(backtrace) + } } } } @@ -152,7 +156,7 @@ impl Client { } // Set our current position to the provided Vec3, potentially clipping through blocks. - pub async fn set_pos(&mut self, new_pos: Vec3) -> Result<(), MovePlayerError> { + pub async fn set_position(&mut self, new_pos: Vec3) -> Result<(), MovePlayerError> { let player_entity_id = *self.entity_id.read(); let mut world_lock = self.world.write(); @@ -167,7 +171,7 @@ impl Client { let mut entity = world_lock .entity_mut(player_entity_id) - .ok_or(MovePlayerError::PlayerNotInWorld)?; + .ok_or(MovePlayerError::PlayerNotInWorld(Backtrace::capture()))?; log::trace!( "move entity bounding box: {} {:?}", entity.id, @@ -258,6 +262,19 @@ impl Client { /// Start walking in the given direction. To sprint, use /// [`Client::sprint`]. To stop walking, call walk with /// `WalkDirection::None`. + /// + /// # Examples + /// + /// Walk for 1 second + /// ```rust,no_run + /// # use azalea_client::{Client, WalkDirection}; + /// # use std::time::Duration; + /// # async fn example(mut bot: Client) { + /// bot.walk(WalkDirection::Forward); + /// tokio::time::sleep(Duration::from_secs(1)).await; + /// bot.walk(WalkDirection::None); + /// # } + /// ``` pub fn walk(&mut self, direction: WalkDirection) { { let mut physics_state = self.physics_state.lock(); @@ -269,6 +286,19 @@ impl Client { /// Start sprinting in the given direction. To stop moving, call /// [`Client::walk(WalkDirection::None)`] + /// + /// # Examples + /// + /// Sprint for 1 second + /// ```rust,no_run + /// # use azalea_client::{Client, WalkDirection, SprintDirection}; + /// # use std::time::Duration; + /// # async fn example(mut bot: Client) { + /// bot.sprint(SprintDirection::Forward); + /// tokio::time::sleep(Duration::from_secs(1)).await; + /// bot.walk(WalkDirection::None); + /// # } + /// ``` pub fn sprint(&mut self, direction: SprintDirection) { let mut physics_state = self.physics_state.lock(); physics_state.move_direction = WalkDirection::from(direction); @@ -321,6 +351,7 @@ impl Client { /// Sets your rotation. `y_rot` is yaw (looking to the side), `x_rot` is /// pitch (looking up and down). You can get these numbers from the vanilla /// f3 screen. + /// `y_rot` goes from -180 to 180, and `x_rot` goes from -90 to 90. pub fn set_rotation(&mut self, y_rot: f32, x_rot: f32) { let mut player_entity = self.entity_mut(); player_entity.set_rotation(y_rot, x_rot); |
