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authormat <27899617+mat-1@users.noreply.github.com>2022-11-27 16:25:07 -0600
committerGitHub <noreply@github.com>2022-11-27 16:25:07 -0600
commit631ed63dbdc7167df4de02a55b5c2ef1cea909e9 (patch)
tree104e567c332f2aeb30ea6acefef8c73f9b2f158b /azalea-client/src/movement.rs
parent962b9fcaae917c7e5bef718469fba31f6ff7c3cb (diff)
downloadazalea-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.rs39
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);