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authormat <27899617+mat-1@users.noreply.github.com>2025-12-27 22:02:00 -0600
committerGitHub <noreply@github.com>2025-12-27 22:02:00 -0600
commit9513f42e87f64c409cdb2a100500a50e5a713bac (patch)
treebb6aa8b6d50fddf967bcb1f759e023754ea84e49 /azalea-client
parent588902ba4a3965982bdd84d92b20c6f7613f3978 (diff)
downloadazalea-drasl-9513f42e87f64c409cdb2a100500a50e5a713bac.tar.xz
Move Client struct to azalea crate (#297)
* move the Client struct out of azalea-client into azalea * actually add client impls in azalea
Diffstat (limited to 'azalea-client')
-rw-r--r--azalea-client/README.md4
-rw-r--r--azalea-client/src/client.rs503
-rw-r--r--azalea-client/src/entity_query.rs261
-rw-r--r--azalea-client/src/lib.rs4
-rw-r--r--azalea-client/src/local_player.rs11
-rw-r--r--azalea-client/src/plugins/attack.rs45
-rw-r--r--azalea-client/src/plugins/chat/mod.rs48
-rw-r--r--azalea-client/src/plugins/client_information.rs37
-rw-r--r--azalea-client/src/plugins/interact/mod.rs47
-rw-r--r--azalea-client/src/plugins/inventory/mod.rs41
-rw-r--r--azalea-client/src/plugins/mining.rs26
-rw-r--r--azalea-client/src/plugins/mod.rs2
-rw-r--r--azalea-client/src/plugins/movement.rs101
-rw-r--r--azalea-client/src/plugins/tick_broadcast.rs50
-rw-r--r--azalea-client/src/plugins/tick_counter.rs10
15 files changed, 24 insertions, 1166 deletions
diff --git a/azalea-client/README.md b/azalea-client/README.md
index 73ef1769..3f7b149d 100644
--- a/azalea-client/README.md
+++ b/azalea-client/README.md
@@ -1,5 +1,5 @@
# `azalea-client`
-A library that can mimic everything that a normal Minecraft client can do.
+A library for creating Minecraft clients with Bevy.
-To make a bot with higher-level functions, consider using the `azalea` crate instead.
+If you intend on creating a bot, consider using the [`azalea`](https://docs.rs/azalea) crate instead.
diff --git a/azalea-client/src/client.rs b/azalea-client/src/client.rs
index 0b6de086..4c45b537 100644
--- a/azalea-client/src/client.rs
+++ b/azalea-client/src/client.rs
@@ -1,5 +1,4 @@
use std::{
- collections::HashMap,
fmt::Debug,
mem,
sync::Arc,
@@ -7,521 +6,35 @@ use std::{
time::{Duration, Instant},
};
-use azalea_auth::game_profile::GameProfile;
-use azalea_core::{
- data_registry::{DataRegistryWithKey, ResolvableDataRegistry},
- position::Vec3,
- tick::GameTick,
-};
+use azalea_core::tick::GameTick;
use azalea_entity::{
- Attributes, EntityUpdateSystems, PlayerAbilities, Position,
- dimensions::EntityDimensions,
- indexing::{EntityIdIndex, EntityUuidIndex},
- inventory::Inventory,
- metadata::Health,
+ EntityUpdateSystems, PlayerAbilities, indexing::EntityIdIndex, inventory::Inventory,
};
use azalea_physics::local_player::PhysicsState;
-use azalea_protocol::{
- address::{ResolvableAddr, ResolvedAddr},
- connect::Proxy,
- packets::{Packet, game::ServerboundGamePacket},
- resolve::ResolveError,
-};
-use azalea_registry::{DataRegistryKeyRef, identifier::Identifier};
-use azalea_world::{Instance, InstanceContainer, InstanceName, MinecraftEntityId, PartialInstance};
+use azalea_world::InstanceContainer;
use bevy_app::{App, AppExit, Plugin, PluginsState, SubApp, Update};
use bevy_ecs::{
message::MessageCursor,
prelude::*,
schedule::{InternedScheduleLabel, LogLevel, ScheduleBuildSettings},
};
-use parking_lot::{Mutex, RwLock};
-use tokio::{
- sync::{
- mpsc::{self},
- oneshot,
- },
- time,
-};
+use parking_lot::Mutex;
+use tokio::{sync::oneshot, time};
use tracing::{info, warn};
-use uuid::Uuid;
use crate::{
- Account, DefaultPlugins,
- attack::{self},
+ attack,
block_update::QueuedServerBlockUpdates,
chunks::ChunkBatchInfo,
connection::RawConnection,
cookies::ServerCookies,
- disconnect::DisconnectEvent,
- events::Event,
interact::BlockStatePredictionHandler,
- join::{ConnectOpts, StartJoinServerEvent},
local_player::{Hunger, InstanceHolder, PermissionLevel, TabList},
- mining::{self},
+ mining,
movement::LastSentLookDirection,
- packet::game::SendGamePacketEvent,
- player::{GameProfileComponent, PlayerInfo, retroactively_add_game_profile_component},
+ player::retroactively_add_game_profile_component,
};
-/// A Minecraft client instance that can interact with the world.
-///
-/// To make a new client, use either [`azalea::ClientBuilder`] or
-/// [`Client::join`].
-///
-/// Note that `Client` is inaccessible from systems (i.e. plugins), but you can
-/// achieve everything that client can do with ECS events.
-///
-/// [`azalea::ClientBuilder`]: https://docs.rs/azalea/latest/azalea/struct.ClientBuilder.html
-#[derive(Clone)]
-pub struct Client {
- /// The entity for this client in the ECS.
- pub entity: Entity,
-
- /// A mutually exclusive reference to the entity component system (ECS).
- ///
- /// You probably don't need to access this directly. Note that if you're
- /// using a shared world (i.e. a swarm), the ECS will contain all entities
- /// in all instances/dimensions.
- pub ecs: Arc<Mutex<World>>,
-}
-
-pub struct StartClientOpts {
- pub ecs_lock: Arc<Mutex<World>>,
- pub account: Account,
- pub connect_opts: ConnectOpts,
- pub event_sender: Option<mpsc::UnboundedSender<Event>>,
-}
-
-impl StartClientOpts {
- pub fn new(
- account: Account,
- address: ResolvedAddr,
- event_sender: Option<mpsc::UnboundedSender<Event>>,
- ) -> StartClientOpts {
- let mut app = App::new();
- app.add_plugins(DefaultPlugins);
-
- // appexit_rx is unused here since the user should be able to handle it
- // themselves if they're using StartClientOpts::new
- let (ecs_lock, start_running_systems, _appexit_rx) = start_ecs_runner(app.main_mut());
- start_running_systems();
-
- Self {
- ecs_lock,
- account,
- connect_opts: ConnectOpts {
- address,
- server_proxy: None,
- sessionserver_proxy: None,
- },
- event_sender,
- }
- }
-
- /// Configure the SOCKS5 proxy used for connecting to the server and for
- /// authenticating with Mojang.
- ///
- /// To configure these separately, for example to only use the proxy for the
- /// Minecraft server and not for authentication, you may use
- /// [`Self::server_proxy`] and [`Self::sessionserver_proxy`] individually.
- pub fn proxy(self, proxy: Proxy) -> Self {
- self.server_proxy(proxy.clone()).sessionserver_proxy(proxy)
- }
- /// Configure the SOCKS5 proxy that will be used for connecting to the
- /// Minecraft server.
- ///
- /// To avoid errors on servers with the "prevent-proxy-connections" option
- /// set, you should usually use [`Self::proxy`] instead.
- ///
- /// Also see [`Self::sessionserver_proxy`].
- pub fn server_proxy(mut self, proxy: Proxy) -> Self {
- self.connect_opts.server_proxy = Some(proxy);
- self
- }
- /// Configure the SOCKS5 proxy that this bot will use for authenticating the
- /// server join with Mojang's API.
- ///
- /// Also see [`Self::proxy`] and [`Self::server_proxy`].
- pub fn sessionserver_proxy(mut self, proxy: Proxy) -> Self {
- self.connect_opts.sessionserver_proxy = Some(proxy);
- self
- }
-}
-
-impl Client {
- /// Create a new client from the given [`GameProfile`], ECS Entity, ECS
- /// World, and schedule runner function.
- /// You should only use this if you want to change these fields from the
- /// defaults, otherwise use [`Client::join`].
- pub fn new(entity: Entity, ecs: Arc<Mutex<World>>) -> Self {
- Self {
- // default our id to 0, it'll be set later
- entity,
-
- ecs,
- }
- }
-
- /// Connect to a Minecraft server.
- ///
- /// To change the render distance and other settings, use
- /// [`Client::set_client_information`]. To watch for events like packets
- /// sent by the server, use the `rx` variable this function returns.
- ///
- /// # Examples
- ///
- /// ```rust,no_run
- /// use azalea_client::{Account, Client};
- ///
- /// #[tokio::main]
- /// async fn main() -> Result<(), Box<dyn std::error::Error>> {
- /// let account = Account::offline("bot");
- /// let (client, rx) = Client::join(account, "localhost").await?;
- /// client.chat("Hello, world!");
- /// client.disconnect();
- /// Ok(())
- /// }
- /// ```
- pub async fn join(
- account: Account,
- address: impl ResolvableAddr,
- ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
- let address = address.resolve().await?;
- let (tx, rx) = mpsc::unbounded_channel();
-
- let client = Self::start_client(StartClientOpts::new(account, address, Some(tx))).await;
- Ok((client, rx))
- }
-
- pub async fn join_with_proxy(
- account: Account,
- address: impl ResolvableAddr,
- proxy: Proxy,
- ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
- let address = address.resolve().await?;
- let (tx, rx) = mpsc::unbounded_channel();
-
- let client =
- Self::start_client(StartClientOpts::new(account, address, Some(tx)).proxy(proxy)).await;
- Ok((client, rx))
- }
-
- /// Create a [`Client`] when you already have the ECS made with
- /// [`start_ecs_runner`]. You'd usually want to use [`Self::join`] instead.
- pub async fn start_client(
- StartClientOpts {
- ecs_lock,
- account,
- connect_opts,
- event_sender,
- }: StartClientOpts,
- ) -> Self {
- // send a StartJoinServerEvent
-
- let (start_join_callback_tx, mut start_join_callback_rx) =
- mpsc::unbounded_channel::<Entity>();
-
- ecs_lock.lock().write_message(StartJoinServerEvent {
- account,
- connect_opts,
- event_sender,
- start_join_callback_tx: Some(start_join_callback_tx),
- });
-
- let entity = start_join_callback_rx.recv().await.expect(
- "start_join_callback should not be dropped before sending a message, this is a bug in Azalea",
- );
-
- Client::new(entity, ecs_lock)
- }
-
- /// Write a packet directly to the server.
- pub fn write_packet(&self, packet: impl Packet<ServerboundGamePacket>) {
- let packet = packet.into_variant();
- self.ecs
- .lock()
- .commands()
- .trigger(SendGamePacketEvent::new(self.entity, packet));
- }
-
- /// Disconnect this client from the server by ending all tasks.
- ///
- /// The OwnedReadHalf for the TCP connection is in one of the tasks, so it
- /// automatically closes the connection when that's dropped.
- pub fn disconnect(&self) {
- self.ecs.lock().write_message(DisconnectEvent {
- entity: self.entity,
- reason: None,
- });
- }
-
- pub fn with_raw_connection<R>(&self, f: impl FnOnce(&RawConnection) -> R) -> R {
- self.query_self::<&RawConnection, _>(f)
- }
- pub fn with_raw_connection_mut<R>(&self, f: impl FnOnce(Mut<'_, RawConnection>) -> R) -> R {
- self.query_self::<&mut RawConnection, _>(f)
- }
-
- /// Get a component from this client. This will clone the component and
- /// return it.
- ///
- ///
- /// If the component can't be cloned, try [`Self::query_self`] instead.
- /// If it isn't guaranteed to be present, you can use
- /// [`Self::get_component`] or [`Self::query_self`].
- ///
- ///
- /// You may also use [`Self::ecs`] directly if you need more control over
- /// when the ECS is locked.
- ///
- /// # Panics
- ///
- /// This will panic if the component doesn't exist on the client.
- ///
- /// # Examples
- ///
- /// ```
- /// # use azalea_world::InstanceName;
- /// # fn example(client: &azalea_client::Client) {
- /// let world_name = client.component::<InstanceName>();
- /// # }
- pub fn component<T: Component + Clone>(&self) -> T {
- self.query_self::<&T, _>(|t| t.clone())
- }
-
- /// Get a component from this client, or `None` if it doesn't exist.
- ///
- /// If the component can't be cloned, consider using [`Self::query_self`]
- /// with `Option<&T>` instead.
- ///
- /// You may also have to use [`Self::query_self`] directly.
- pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
- self.query_self::<Option<&T>, _>(|t| t.cloned())
- }
-
- /// Get a resource from the ECS. This will clone the resource and return it.
- pub fn resource<T: Resource + Clone>(&self) -> T {
- self.ecs.lock().resource::<T>().clone()
- }
-
- /// Get a required ECS resource and call the given function with it.
- pub fn map_resource<T: Resource, R>(&self, f: impl FnOnce(&T) -> R) -> R {
- let ecs = self.ecs.lock();
- let value = ecs.resource::<T>();
- f(value)
- }
-
- /// Get an optional ECS resource and call the given function with it.
- pub fn map_get_resource<T: Resource, R>(&self, f: impl FnOnce(Option<&T>) -> R) -> R {
- let ecs = self.ecs.lock();
- let value = ecs.get_resource::<T>();
- f(value)
- }
-
- /// Get an `RwLock` with a reference to our (potentially shared) world.
- ///
- /// This gets the [`Instance`] from the client's [`InstanceHolder`]
- /// component. If it's a normal client, then it'll be the same as the
- /// world the client has loaded. If the client is using a shared world,
- /// then the shared world will be a superset of the client's world.
- pub fn world(&self) -> Arc<RwLock<Instance>> {
- let instance_holder = self.component::<InstanceHolder>();
- instance_holder.instance.clone()
- }
-
- /// Get an `RwLock` with a reference to the world that this client has
- /// loaded.
- ///
- /// ```
- /// # use azalea_core::position::ChunkPos;
- /// # fn example(client: &azalea_client::Client) {
- /// let world = client.partial_world();
- /// let is_0_0_loaded = world.read().chunks.limited_get(&ChunkPos::new(0, 0)).is_some();
- /// # }
- pub fn partial_world(&self) -> Arc<RwLock<PartialInstance>> {
- let instance_holder = self.component::<InstanceHolder>();
- instance_holder.partial_instance.clone()
- }
-
- /// Returns whether we have a received the login packet yet.
- pub fn logged_in(&self) -> bool {
- // the login packet tells us the world name
- self.query_self::<Option<&InstanceName>, _>(|ins| ins.is_some())
- }
-}
-
-impl Client {
- /// Get the position of this client.
- ///
- /// This is a shortcut for `Vec3::from(&bot.component::<Position>())`.
- ///
- /// Note that this value is given a default of [`Vec3::ZERO`] when it
- /// receives the login packet, its true position may be set ticks
- /// later.
- pub fn position(&self) -> Vec3 {
- Vec3::from(
- &self
- .get_component::<Position>()
- .expect("the client's position hasn't been initialized yet"),
- )
- }
-
- /// Get the bounding box dimensions for our client, which contains our
- /// width, height, and eye height.
- ///
- /// This is a shortcut for
- /// `self.component::<EntityDimensions>()`.
- pub fn dimensions(&self) -> EntityDimensions {
- self.component::<EntityDimensions>()
- }
-
- /// Get the position of this client's eyes.
- ///
- /// This is a shortcut for
- /// `bot.position().up(bot.dimensions().eye_height)`.
- pub fn eye_position(&self) -> Vec3 {
- self.query_self::<(&Position, &EntityDimensions), _>(|(pos, dim)| {
- pos.up(dim.eye_height as f64)
- })
- }
-
- /// Get the health of this client.
- ///
- /// This is a shortcut for `*bot.component::<Health>()`.
- pub fn health(&self) -> f32 {
- *self.component::<Health>()
- }
-
- /// Get the hunger level of this client, which includes both food and
- /// saturation.
- ///
- /// This is a shortcut for `self.component::<Hunger>().to_owned()`.
- pub fn hunger(&self) -> Hunger {
- self.component::<Hunger>().to_owned()
- }
-
- /// Get the username of this client.
- ///
- /// This is a shortcut for
- /// `bot.component::<GameProfileComponent>().name.to_owned()`.
- pub fn username(&self) -> String {
- self.profile().name.to_owned()
- }
-
- /// Get the Minecraft UUID of this client.
- ///
- /// This is a shortcut for `bot.component::<GameProfileComponent>().uuid`.
- pub fn uuid(&self) -> Uuid {
- self.profile().uuid
- }
-
- /// Get a map of player UUIDs to their information in the tab list.
- ///
- /// This is a shortcut for `*bot.component::<TabList>()`.
- pub fn tab_list(&self) -> HashMap<Uuid, PlayerInfo> {
- (*self.component::<TabList>()).clone()
- }
-
- /// Returns the [`GameProfile`] for our client. This contains your username,
- /// UUID, and skin data.
- ///
- /// These values are set by the server upon login, which means they might
- /// not match up with your actual game profile. Also, note that the username
- /// and skin that gets displayed in-game will actually be the ones from
- /// the tab list, which you can get from [`Self::tab_list`].
- ///
- /// This as also available from the ECS as [`GameProfileComponent`].
- pub fn profile(&self) -> GameProfile {
- (*self.component::<GameProfileComponent>()).clone()
- }
-
- /// Returns the attribute values of our player, which can be used to
- /// determine things like our movement speed.
- pub fn attributes(&self) -> Attributes {
- self.component::<Attributes>()
- }
-
- /// A convenience function to get the Minecraft Uuid of a player by their
- /// username, if they're present in the tab list.
- ///
- /// You can chain this with [`Client::entity_by_uuid`] to get the ECS
- /// `Entity` for the player.
- pub fn player_uuid_by_username(&self, username: &str) -> Option<Uuid> {
- self.tab_list()
- .values()
- .find(|player| player.profile.name == username)
- .map(|player| player.profile.uuid)
- }
-
- /// Get an ECS `Entity` in the world by its Minecraft UUID, if it's within
- /// render distance.
- pub fn entity_by_uuid(&self, uuid: Uuid) -> Option<Entity> {
- self.map_resource::<EntityUuidIndex, _>(|entity_uuid_index| entity_uuid_index.get(&uuid))
- }
-
- /// Convert an ECS `Entity` to a [`MinecraftEntityId`].
- pub fn minecraft_entity_by_ecs_entity(&self, entity: Entity) -> Option<MinecraftEntityId> {
- self.query_self::<&EntityIdIndex, _>(|entity_id_index| {
- entity_id_index.get_by_ecs_entity(entity)
- })
- }
- /// Convert a [`MinecraftEntityId`] to an ECS `Entity`.
- pub fn ecs_entity_by_minecraft_entity(&self, entity: MinecraftEntityId) -> Option<Entity> {
- self.query_self::<&EntityIdIndex, _>(|entity_id_index| {
- entity_id_index.get_by_minecraft_entity(entity)
- })
- }
-
- /// Call the given function with the client's [`RegistryHolder`].
- ///
- /// The player's instance (aka world) will be locked during this time, which
- /// may result in a deadlock if you try to access the instance again while
- /// in the function.
- ///
- /// [`RegistryHolder`]: azalea_core::registry_holder::RegistryHolder
- pub fn with_registry_holder<R>(
- &self,
- f: impl FnOnce(&azalea_core::registry_holder::RegistryHolder) -> R,
- ) -> R {
- let instance = self.world();
- let registries = &instance.read().registries;
- f(registries)
- }
-
- /// Resolve the given registry to its name.
- ///
- /// This is necessary for data-driven registries like [`Enchantment`].
- ///
- /// [`Enchantment`]: azalea_registry::data::Enchantment
- pub fn resolve_registry_name(
- &self,
- registry: &impl ResolvableDataRegistry,
- ) -> Option<Identifier> {
- self.with_registry_holder(|registries| registry.key(registries).map(|r| r.into_ident()))
- }
- /// Resolve the given registry to its name and data and call the given
- /// function with it.
- ///
- /// This is necessary for data-driven registries like [`Enchantment`].
- ///
- /// If you just want the value name, use [`Self::resolve_registry_name`]
- /// instead.
- ///
- /// [`Enchantment`]: azalea_registry::data::Enchantment
- pub fn with_resolved_registry<R: ResolvableDataRegistry, Ret>(
- &self,
- registry: R,
- f: impl FnOnce(&Identifier, &R::DeserializesTo) -> Ret,
- ) -> Option<Ret> {
- self.with_registry_holder(|registries| {
- registry
- .resolve(registries)
- .map(|(name, data)| f(name, data))
- })
- }
-}
-
/// A bundle of components that's inserted right when we switch to the `login`
/// state and stay present on our clients until we disconnect.
///
diff --git a/azalea-client/src/entity_query.rs b/azalea-client/src/entity_query.rs
deleted file mode 100644
index b291fe7d..00000000
--- a/azalea-client/src/entity_query.rs
+++ /dev/null
@@ -1,261 +0,0 @@
-use std::{any, sync::Arc};
-
-use azalea_core::position::Vec3;
-use azalea_entity::Position;
-use azalea_world::InstanceName;
-use bevy_ecs::{
- component::Component,
- entity::Entity,
- query::{QueryData, QueryEntityError, QueryFilter, QueryItem, ROQueryItem},
- world::World,
-};
-use parking_lot::Mutex;
-
-use crate::Client;
-
-impl Client {
- /// A convenience function for getting components from our client's entity.
- ///
- /// To query another entity, you can use [`Self::query_entity`].
- ///
- /// # Examples
- /// ```
- /// # use azalea_world::InstanceName;
- /// # fn example(mut client: azalea_client::Client) {
- /// let is_logged_in = client.query_self::<Option<&InstanceName>, _>(|ins| ins.is_some());
- /// # }
- /// ```
- ///
- /// # Panics
- ///
- /// This will panic if the component doesn't exist on the client.
- pub fn query_self<D: QueryData, R>(&self, f: impl FnOnce(QueryItem<D>) -> R) -> R {
- let mut ecs = self.ecs.lock();
- let mut qs = ecs.query::<D>();
- let res = qs.get_mut(&mut ecs, self.entity).unwrap_or_else(|_| {
- panic!(
- "Our client is missing a required component {:?}",
- any::type_name::<D>()
- )
- });
- f(res)
- }
-
- /// A convenience function for getting components from any entity.
- ///
- /// If you're querying the client, you should use [`Self::query_self`].
- ///
- /// # Panics
- ///
- /// This will panic if the entity doesn't exist or if the query isn't valid
- /// for the entity. For a non-panicking version, you may use
- /// [`Self::try_query_entity`].
- pub fn query_entity<D: QueryData, R>(
- &self,
- entity: Entity,
- f: impl FnOnce(QueryItem<D>) -> R,
- ) -> R {
- self.try_query_entity(entity, f).unwrap_or_else(|_| {
- panic!(
- "Entity is missing a required component {:?}",
- any::type_name::<D>()
- )
- })
- }
-
- /// A convenience function for getting components from any entity, or None
- /// if the query fails.
- ///
- /// If you're sure that the entity exists and that the query will succeed,
- /// you can use [`Self::query_entity`].
- pub fn try_query_entity<D: QueryData, R>(
- &self,
- entity: Entity,
- f: impl FnOnce(QueryItem<D>) -> R,
- ) -> Result<R, QueryEntityError> {
- let mut ecs = self.ecs.lock();
- let mut qs = ecs.query::<D>();
- qs.get_mut(&mut ecs, entity).map(f)
- }
-
- /// Quickly returns a lightweight [`Entity`] for an arbitrary entity that
- /// matches the given predicate function that is in the same
- /// [`Instance`] as the client.
- ///
- /// You can then use [`Self::entity_component`] to get components from this
- /// entity.
- ///
- /// If you want to find the nearest entity, consider using
- /// [`Self::nearest_entity_by`] instead. If you want to find all entities
- /// that match the predicate, use [`Self::nearest_entities_by`].
- ///
- /// # Example
- /// ```
- /// use azalea_client::{Client, player::GameProfileComponent};
- /// use azalea_entity::{Position, metadata::Player};
- /// use bevy_ecs::query::With;
- ///
- /// # fn example(mut bot: Client, sender_name: String) {
- /// let entity = bot.any_entity_by::<&GameProfileComponent, With<Player>>(
- /// |profile: &GameProfileComponent| profile.name == sender_name,
- /// );
- /// if let Some(entity) = entity {
- /// let position = bot.entity_component::<Position>(entity);
- /// // ...
- /// }
- /// # }
- /// ```
- ///
- /// [`Entity`]: bevy_ecs::entity::Entity
- /// [`Instance`]: azalea_world::Instance
- pub fn any_entity_by<Q: QueryData, F: QueryFilter>(
- &self,
- predicate: impl EntityPredicate<Q, F>,
- ) -> Option<Entity> {
- let instance_name = self.get_component::<InstanceName>()?;
- predicate.find_any(self.ecs.clone(), &instance_name)
- }
-
- /// Return a lightweight [`Entity`] for the nearest entity that matches the
- /// given predicate function.
- ///
- /// You can then use [`Self::entity_component`] to get components from this
- /// entity.
- ///
- /// If you don't need the entity to be the nearest one, it may be more
- /// efficient to use [`Self::any_entity_by`] instead. You can also use
- /// [`Self::nearest_entities_by`] to get all nearby entities.
- ///
- /// ```
- /// use azalea_entity::{LocalEntity, Position, metadata::Player};
- /// use bevy_ecs::query::{With, Without};
- ///
- /// # fn example(mut bot: azalea_client::Client, sender_name: String) {
- /// // get the position of the nearest player
- /// if let Some(nearest_player) =
- /// bot.nearest_entity_by::<(), (With<Player>, Without<LocalEntity>)>(|_: ()| true)
- /// {
- /// let nearest_player_pos = *bot.entity_component::<Position>(nearest_player);
- /// bot.chat(format!("You are at {nearest_player_pos}"));
- /// }
- /// # }
- /// ```
- ///
- /// [`Entity`]: bevy_ecs::entity::Entity
- pub fn nearest_entity_by<Q: QueryData, F: QueryFilter>(
- &self,
- predicate: impl EntityPredicate<Q, F>,
- ) -> Option<Entity> {
- self.nearest_entities_by(predicate).first().copied()
- }
-
- /// Similar to [`Self::nearest_entity_by`] but returns a `Vec<Entity>` of
- /// all entities in our instance that match the predicate.
- ///
- /// The first entity is the nearest one.
- ///
- /// ```
- /// # use azalea_entity::{LocalEntity, Position, metadata::Player};
- /// # use bevy_ecs::query::{With, Without};
- /// # fn example(mut bot: azalea_client::Client, sender_name: String) {
- /// let nearby_players =
- /// bot.nearest_entities_by::<(), (With<Player>, Without<LocalEntity>)>(|_: ()| true);
- /// # }
- /// ```
- pub fn nearest_entities_by<Q: QueryData, F: QueryFilter>(
- &self,
- predicate: impl EntityPredicate<Q, F>,
- ) -> Vec<Entity> {
- let Some(instance_name) = self.get_component::<InstanceName>() else {
- return vec![];
- };
- let Some(position) = self.get_component::<Position>() else {
- return vec![];
- };
- predicate.find_all_sorted(self.ecs.clone(), &instance_name, (&position).into())
- }
-
- /// Get a component from an entity.
- ///
- /// Note that this will return an owned type (i.e. not a reference) so it
- /// may be expensive for larger types.
- ///
- /// If you're trying to get a component for this client, use
- /// [`Self::component`].
- pub fn entity_component<Q: Component + Clone>(&self, entity: Entity) -> Q {
- let mut ecs = self.ecs.lock();
- let mut q = ecs.query::<&Q>();
- let components = q.get(&ecs, entity).unwrap_or_else(|_| {
- panic!(
- "Entity is missing a required component {:?}",
- any::type_name::<Q>()
- )
- });
- components.clone()
- }
-
- /// Get a component from an entity, if it exists.
- ///
- /// This is similar to [`Self::entity_component`] but returns an `Option`
- /// instead of panicking if the component isn't present.
- pub fn get_entity_component<Q: Component + Clone>(&self, entity: Entity) -> Option<Q> {
- let mut ecs = self.ecs.lock();
- let mut q = ecs.query::<&Q>();
- let components = q.get(&ecs, entity).ok();
- components.cloned()
- }
-}
-
-pub trait EntityPredicate<Q: QueryData, Filter: QueryFilter> {
- fn find_any(&self, ecs_lock: Arc<Mutex<World>>, instance_name: &InstanceName)
- -> Option<Entity>;
- fn find_all_sorted(
- &self,
- ecs_lock: Arc<Mutex<World>>,
- instance_name: &InstanceName,
- nearest_to: Vec3,
- ) -> Vec<Entity>;
-}
-impl<F, Q: QueryData, Filter: QueryFilter> EntityPredicate<Q, Filter> for F
-where
- F: Fn(ROQueryItem<Q>) -> bool,
- for<'w, 's> <<Q as QueryData>::ReadOnly as QueryData>::Item<'w, 's>: Copy,
-{
- fn find_any(
- &self,
- ecs_lock: Arc<Mutex<World>>,
- instance_name: &InstanceName,
- ) -> Option<Entity> {
- let mut ecs = ecs_lock.lock();
- let mut query = ecs.query_filtered::<(Entity, &InstanceName, Q), Filter>();
- query
- .iter(&ecs)
- .find(|(_, e_instance_name, q)| *e_instance_name == instance_name && (self)(*q))
- .map(|(e, _, _)| e)
- }
-
- fn find_all_sorted(
- &self,
- ecs_lock: Arc<Mutex<World>>,
- instance_name: &InstanceName,
- nearest_to: Vec3,
- ) -> Vec<Entity> {
- let mut ecs = ecs_lock.lock();
- let mut query = ecs.query_filtered::<(Entity, &InstanceName, &Position, Q), Filter>();
- let mut entities = query
- .iter(&ecs)
- .filter(|(_, e_instance_name, _, q)| *e_instance_name == instance_name && (self)(*q))
- .map(|(e, _, position, _)| (e, Vec3::from(position)))
- .collect::<Vec<(Entity, Vec3)>>();
-
- entities.sort_by_cached_key(|(_, position)| {
- // to_bits is fine here as long as the number is positive
- position.distance_squared_to(nearest_to).to_bits()
- });
-
- entities
- .into_iter()
- .map(|(e, _)| e)
- .collect::<Vec<Entity>>()
- }
-}
diff --git a/azalea-client/src/lib.rs b/azalea-client/src/lib.rs
index cff0b03a..d9e66333 100644
--- a/azalea-client/src/lib.rs
+++ b/azalea-client/src/lib.rs
@@ -4,7 +4,6 @@
mod account;
mod client;
-mod entity_query;
pub mod local_player;
pub mod ping;
pub mod player;
@@ -21,8 +20,7 @@ pub use azalea_protocol::common::client_information::ClientInformation;
// version.
pub use bevy_tasks;
pub use client::{
- Client, InConfigState, InGameState, JoinedClientBundle, LocalPlayerBundle, StartClientOpts,
- start_ecs_runner,
+ InConfigState, InGameState, JoinedClientBundle, LocalPlayerBundle, start_ecs_runner,
};
pub use events::Event;
pub use movement::{StartSprintEvent, StartWalkEvent};
diff --git a/azalea-client/src/local_player.rs b/azalea-client/src/local_player.rs
index 4062e32e..977b38f3 100644
--- a/azalea-client/src/local_player.rs
+++ b/azalea-client/src/local_player.rs
@@ -63,13 +63,12 @@ pub struct PermissionLevel(pub u8);
///
/// ```
/// # use azalea_client::local_player::TabList;
-/// # fn example(client: &azalea_client::Client) {
-/// let tab_list = client.component::<TabList>();
-/// println!("Online players:");
-/// for (uuid, player_info) in tab_list.iter() {
-/// println!("- {} ({}ms)", player_info.profile.name, player_info.latency);
+/// fn example(tab_list: &TabList) {
+/// println!("Online players:");
+/// for (uuid, player_info) in tab_list.iter() {
+/// println!("- {} ({}ms)", player_info.profile.name, player_info.latency);
+/// }
/// }
-/// # }
/// ```
///
/// For convenience, `TabList` is also a resource in the ECS.
diff --git a/azalea-client/src/plugins/attack.rs b/azalea-client/src/plugins/attack.rs
index baab4333..41ce114d 100644
--- a/azalea-client/src/plugins/attack.rs
+++ b/azalea-client/src/plugins/attack.rs
@@ -12,7 +12,7 @@ use tracing::warn;
use super::packet::game::SendGamePacketEvent;
use crate::{
- Client, interact::SwingArmEvent, local_player::LocalGameMode, movement::MoveEventsSystems,
+ interact::SwingArmEvent, local_player::LocalGameMode, movement::MoveEventsSystems,
respawn::perform_respawn,
};
@@ -43,49 +43,6 @@ impl Plugin for AttackPlugin {
}
}
-impl Client {
- /// Attack an entity in the world.
- ///
- /// This doesn't automatically look at the entity or perform any
- /// range/visibility checks, so it might trigger anticheats.
- pub fn attack(&self, entity: Entity) {
- self.ecs.lock().write_message(AttackEvent {
- entity: self.entity,
- target: entity,
- });
- }
-
- /// Whether the player has an attack cooldown.
- ///
- /// Also see [`Client::attack_cooldown_remaining_ticks`].
- pub fn has_attack_cooldown(&self) -> bool {
- let Some(attack_strength_scale) = self.get_component::<AttackStrengthScale>() else {
- // they don't even have an AttackStrengthScale so they probably can't even
- // attack? whatever, just return false
- return false;
- };
- *attack_strength_scale < 1.0
- }
-
- /// Returns the number of ticks until we can attack at full strength again.
- ///
- /// Also see [`Client::has_attack_cooldown`].
- pub fn attack_cooldown_remaining_ticks(&self) -> usize {
- let mut ecs = self.ecs.lock();
- let Ok((attributes, ticks_since_last_attack)) = ecs
- .query::<(&Attributes, &TicksSinceLastAttack)>()
- .get(&ecs, self.entity)
- else {
- return 0;
- };
-
- let attack_strength_delay = get_attack_strength_delay(attributes);
- let remaining_ticks = attack_strength_delay - **ticks_since_last_attack as f32;
-
- remaining_ticks.max(0.).ceil() as usize
- }
-}
-
/// A component that indicates that this client will be attacking the given
/// entity next tick.
#[derive(Clone, Component, Debug)]
diff --git a/azalea-client/src/plugins/chat/mod.rs b/azalea-client/src/plugins/chat/mod.rs
index bd90a8d6..11ad742c 100644
--- a/azalea-client/src/plugins/chat/mod.rs
+++ b/azalea-client/src/plugins/chat/mod.rs
@@ -14,8 +14,6 @@ use bevy_ecs::prelude::*;
use handler::{SendChatKindEvent, handle_send_chat_kind_event};
use uuid::Uuid;
-use crate::client::Client;
-
pub struct ChatPlugin;
impl Plugin for ChatPlugin {
fn build(&self, app: &mut App) {
@@ -187,52 +185,6 @@ impl ChatPacket {
}
}
-impl Client {
- /// Send a chat message to the server.
- ///
- /// This only sends the chat packet and not the command packet, which means
- /// on some servers you can use this to send chat messages that start
- /// with a `/`. The [`Client::chat`] function handles checking whether
- /// the message is a command and using the proper packet for you, so you
- /// should use that instead.
- pub fn write_chat_packet(&self, message: &str) {
- self.ecs.lock().write_message(SendChatKindEvent {
- entity: self.entity,
- content: message.to_owned(),
- kind: ChatKind::Message,
- });
- }
-
- /// Send a command packet to the server. The `command` argument should not
- /// include the slash at the front.
- ///
- /// You can also just use [`Client::chat`] and start your message with a `/`
- /// to send a command.
- pub fn write_command_packet(&self, command: &str) {
- self.ecs.lock().write_message(SendChatKindEvent {
- entity: self.entity,
- content: command.to_owned(),
- kind: ChatKind::Command,
- });
- }
-
- /// Send a message in chat.
- ///
- /// ```rust,no_run
- /// # use azalea_client::Client;
- /// # async fn example(bot: Client) -> anyhow::Result<()> {
- /// bot.chat("Hello, world!");
- /// # Ok(())
- /// # }
- /// ```
- pub fn chat(&self, content: impl Into<String>) {
- self.ecs.lock().write_message(SendChatEvent {
- entity: self.entity,
- content: content.into(),
- });
- }
-}
-
/// A client received a chat message packet.
#[derive(Clone, Debug, Message)]
pub struct ChatReceivedEvent {
diff --git a/azalea-client/src/plugins/client_information.rs b/azalea-client/src/plugins/client_information.rs
index 98f69a2d..92b4f70a 100644
--- a/azalea-client/src/plugins/client_information.rs
+++ b/azalea-client/src/plugins/client_information.rs
@@ -1,13 +1,13 @@
use azalea_protocol::{
common::client_information::ClientInformation,
- packets::{config::s_client_information::ServerboundClientInformation, game},
+ packets::config::s_client_information::ServerboundClientInformation,
};
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use tracing::{debug, warn};
use super::packet::config::SendConfigPacketEvent;
-use crate::{Client, brand::send_brand, packet::login::InLoginState};
+use crate::{brand::send_brand, packet::login::InLoginState};
/// Send [`ServerboundClientInformation`] on join.
pub struct ClientInformationPlugin;
@@ -42,36 +42,3 @@ pub fn send_client_information(
));
}
}
-
-impl Client {
- /// Tell the server we changed our game options (i.e. render distance, main
- /// hand).
- ///
- /// If this is not set before the login packet, the default will be sent.
- ///
- /// ```rust,no_run
- /// # use azalea_client::{Client, ClientInformation};
- /// # async fn example(bot: Client) -> Result<(), Box<dyn std::error::Error>> {
- /// bot.set_client_information(ClientInformation {
- /// view_distance: 2,
- /// ..Default::default()
- /// });
- /// # Ok(())
- /// # }
- /// ```
- pub fn set_client_information(&self, client_information: ClientInformation) {
- self.query_self::<&mut ClientInformation, _>(|mut ci| {
- *ci = client_information.clone();
- });
-
- if self.logged_in() {
- debug!(
- "Sending client information (already logged in): {:?}",
- client_information
- );
- self.write_packet(game::s_client_information::ServerboundClientInformation {
- client_information,
- });
- }
- }
-}
diff --git a/azalea-client/src/plugins/interact/mod.rs b/azalea-client/src/plugins/interact/mod.rs
index df614b8a..d2a4ef44 100644
--- a/azalea-client/src/plugins/interact/mod.rs
+++ b/azalea-client/src/plugins/interact/mod.rs
@@ -38,7 +38,6 @@ use tracing::warn;
use super::mining::Mining;
use crate::{
- Client,
attack::handle_attack_event,
interact::pick::{HitResultComponent, update_hit_result_component},
inventory::InventorySystems,
@@ -85,52 +84,6 @@ impl Plugin for InteractPlugin {
#[derive(Clone, Debug, Eq, Hash, PartialEq, SystemSet)]
pub struct UpdateAttributesSystems;
-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(&self, position: BlockPos) {
- self.ecs.lock().write_message(StartUseItemEvent {
- entity: self.entity,
- hand: InteractionHand::MainHand,
- force_block: Some(position),
- });
- }
-
- /// Right-click an entity.
- ///
- /// This can click through walls, which may trigger anticheats. If that
- /// behavior isn't desired, consider using [`Client::start_use_item`]
- /// instead.
- pub fn entity_interact(&self, entity: Entity) {
- self.ecs.lock().trigger(EntityInteractEvent {
- client: self.entity,
- target: entity,
- location: None,
- });
- }
-
- /// Right-click the currently held item.
- ///
- /// If the item is consumable, then it'll act as if right-click was held
- /// until the item finishes being consumed. You can use this to eat food.
- ///
- /// If we're looking at a block or entity, then it will be clicked. Also see
- /// [`Client::block_interact`] and [`Client::entity_interact`].
- pub fn start_use_item(&self) {
- self.ecs.lock().write_message(StartUseItemEvent {
- entity: self.entity,
- hand: InteractionHand::MainHand,
- force_block: None,
- });
- }
-}
-
/// A component that contains information about our local block state
/// predictions.
#[derive(Clone, Component, Debug, Default)]
diff --git a/azalea-client/src/plugins/inventory/mod.rs b/azalea-client/src/plugins/inventory/mod.rs
index 09c0d78f..740decb1 100644
--- a/azalea-client/src/plugins/inventory/mod.rs
+++ b/azalea-client/src/plugins/inventory/mod.rs
@@ -18,7 +18,6 @@ use indexmap::IndexMap;
use tracing::{error, warn};
use crate::{
- Client,
inventory::equipment_effects::{collect_equipment_changes, handle_equipment_changes},
packet::game::SendGamePacketEvent,
};
@@ -56,46 +55,6 @@ impl Plugin for InventoryPlugin {
#[derive(Clone, Debug, Eq, Hash, PartialEq, SystemSet)]
pub struct InventorySystems;
-impl Client {
- /// Return the menu that is currently open, or the player's inventory if no
- /// menu is open.
- pub fn menu(&self) -> Menu {
- self.query_self::<&Inv, _>(|inv| inv.menu().clone())
- }
-
- /// Returns the index of the hotbar slot that's currently selected.
- ///
- /// If you want to access the actual held item, you can get the current menu
- /// with [`Client::menu`] and then get the slot index by offsetting from
- /// the start of [`azalea_inventory::Menu::hotbar_slots_range`].
- ///
- /// You can use [`Self::set_selected_hotbar_slot`] to change it.
- pub fn selected_hotbar_slot(&self) -> u8 {
- self.query_self::<&Inv, _>(|inv| inv.selected_hotbar_slot)
- }
-
- /// Update the selected hotbar slot index.
- ///
- /// This will run next `Update`, so you might want to call
- /// `bot.wait_updates(1)` after calling this if you're using `azalea`.
- ///
- /// # Panics
- ///
- /// This will panic if `new_hotbar_slot_index` is not in the range 0..=8.
- pub fn set_selected_hotbar_slot(&self, new_hotbar_slot_index: u8) {
- assert!(
- new_hotbar_slot_index < 9,
- "Hotbar slot index must be in the range 0..=8"
- );
-
- let mut ecs = self.ecs.lock();
- ecs.trigger(SetSelectedHotbarSlotEvent {
- entity: self.entity,
- slot: new_hotbar_slot_index,
- });
- }
-}
-
/// A Bevy trigger that's fired when our client should show a new screen (like a
/// chest or crafting table).
///
diff --git a/azalea-client/src/plugins/mining.rs b/azalea-client/src/plugins/mining.rs
index 56136362..e9dcbe59 100644
--- a/azalea-client/src/plugins/mining.rs
+++ b/azalea-client/src/plugins/mining.rs
@@ -15,7 +15,6 @@ use derive_more::{Deref, DerefMut};
use tracing::{debug, trace, warn};
use crate::{
- Client,
interact::{
BlockStatePredictionHandler, SwingArmEvent, can_use_game_master_blocks,
check_is_interaction_restricted, pick::HitResultComponent,
@@ -71,31 +70,6 @@ impl Plugin for MiningPlugin {
#[derive(Clone, Debug, Eq, Hash, PartialEq, SystemSet)]
pub struct MiningSystems;
-impl Client {
- pub fn start_mining(&self, position: BlockPos) {
- let mut ecs = self.ecs.lock();
-
- ecs.write_message(StartMiningBlockEvent {
- entity: self.entity,
- position,
- force: true,
- });
- }
-
- /// When enabled, the bot will mine any block that it is looking at if it is
- /// reachable.
- pub fn left_click_mine(&self, enabled: bool) {
- let mut ecs = self.ecs.lock();
- let mut entity_mut = ecs.entity_mut(self.entity);
-
- if enabled {
- entity_mut.insert(LeftClickMine);
- } else {
- entity_mut.remove::<LeftClickMine>();
- }
- }
-}
-
/// A component that simulates the client holding down left click to mine the
/// block that it's facing, but this only interacts with blocks and not
/// entities.
diff --git a/azalea-client/src/plugins/mod.rs b/azalea-client/src/plugins/mod.rs
index 2ccbb3cc..a4aec19f 100644
--- a/azalea-client/src/plugins/mod.rs
+++ b/azalea-client/src/plugins/mod.rs
@@ -24,7 +24,6 @@ pub mod packet;
pub mod pong;
pub mod respawn;
pub mod task_pool;
-pub mod tick_broadcast;
pub mod tick_counter;
pub mod tick_end;
@@ -58,7 +57,6 @@ impl PluginGroup for DefaultPlugins {
.add(loading::PlayerLoadedPlugin)
.add(brand::BrandPlugin)
.add(client_information::ClientInformationPlugin)
- .add(tick_broadcast::TickBroadcastPlugin)
.add(tick_counter::TickCounterPlugin)
.add(pong::PongPlugin)
.add(connection::ConnectionPlugin)
diff --git a/azalea-client/src/plugins/movement.rs b/azalea-client/src/plugins/movement.rs
index c4409722..c9473ebf 100644
--- a/azalea-client/src/plugins/movement.rs
+++ b/azalea-client/src/plugins/movement.rs
@@ -35,7 +35,6 @@ use bevy_app::{App, Plugin, Update};
use bevy_ecs::prelude::*;
use crate::{
- client::Client,
local_player::{Hunger, InstanceHolder, LocalGameMode},
packet::game::SendGamePacketEvent,
};
@@ -77,55 +76,6 @@ impl Plugin for MovementPlugin {
#[derive(Clone, Debug, Eq, Hash, PartialEq, SystemSet)]
pub struct MoveEventsSystems;
-impl Client {
- /// Set whether we're jumping. This acts as if you held space in
- /// vanilla.
- ///
- /// If you want to jump once, use the `jump` function in `azalea`.
- ///
- /// If you're making a realistic client, calling this function every tick is
- /// recommended.
- pub fn set_jumping(&self, jumping: bool) {
- self.query_self::<&mut Jumping, _>(|mut j| **j = jumping);
- }
-
- /// Returns whether the player will try to jump next tick.
- pub fn jumping(&self) -> bool {
- *self.component::<Jumping>()
- }
-
- pub fn set_crouching(&self, crouching: bool) {
- self.query_self::<&mut PhysicsState, _>(|mut p| p.trying_to_crouch = crouching);
- }
-
- /// Whether the client is currently trying to sneak.
- ///
- /// You may want to check the [`Pose`] instead.
- pub fn crouching(&self) -> bool {
- self.query_self::<&PhysicsState, _>(|p| p.trying_to_crouch)
- }
-
- /// Sets the direction the client is looking.
- ///
- /// `y_rot` is yaw (looking to the side, between -180 to 180), and `x_rot`
- /// is pitch (looking up and down, between -90 to 90).
- ///
- /// You can get these numbers from the vanilla f3 screen.
- pub fn set_direction(&self, y_rot: f32, x_rot: f32) {
- self.query_self::<&mut LookDirection, _>(|mut ld| {
- ld.update(LookDirection::new(y_rot, x_rot));
- });
- }
-
- /// Returns the direction the client is looking.
- ///
- /// See [`Self::set_direction`] for more details.
- pub fn direction(&self) -> (f32, f32) {
- let look_direction: LookDirection = self.component::<LookDirection>();
- (look_direction.y_rot(), look_direction.x_rot())
- }
-}
-
/// A component that contains the look direction that was last sent over the
/// network.
#[derive(Clone, Component, Debug, Default)]
@@ -515,57 +465,6 @@ fn distance_to_unit_square(v: Vec2) -> f32 {
(1. + ratio * ratio).sqrt()
}
-impl Client {
- /// Start walking in the given direction.
- ///
- /// To sprint, use [`Client::sprint`]. To stop walking, call walk with
- /// [`WalkDirection::None`].
- ///
- /// # Example
- ///
- /// ```rust,no_run
- /// # use azalea_client::{Client, WalkDirection};
- /// # use std::time::Duration;
- /// # async fn example(mut bot: Client) {
- /// // walk for one second
- /// bot.walk(WalkDirection::Forward);
- /// tokio::time::sleep(Duration::from_secs(1)).await;
- /// bot.walk(WalkDirection::None);
- /// # }
- /// ```
- pub fn walk(&self, direction: WalkDirection) {
- let mut ecs = self.ecs.lock();
- ecs.write_message(StartWalkEvent {
- entity: self.entity,
- direction,
- });
- }
-
- /// Start sprinting in the given direction.
- ///
- /// o stop moving, call [`bot.walk(WalkDirection::None)`](Self::walk)
- ///
- /// # Example
- ///
- /// ```rust,no_run
- /// # use azalea_client::{Client, WalkDirection, SprintDirection};
- /// # use std::time::Duration;
- /// # async fn example(mut bot: Client) {
- /// // sprint for one second
- /// bot.sprint(SprintDirection::Forward);
- /// tokio::time::sleep(Duration::from_secs(1)).await;
- /// bot.walk(WalkDirection::None);
- /// # }
- /// ```
- pub fn sprint(&self, direction: SprintDirection) {
- let mut ecs = self.ecs.lock();
- ecs.write_message(StartSprintEvent {
- entity: self.entity,
- direction,
- });
- }
-}
-
/// An event sent when the client starts walking.
///
/// This does not get sent for non-local entities.
diff --git a/azalea-client/src/plugins/tick_broadcast.rs b/azalea-client/src/plugins/tick_broadcast.rs
deleted file mode 100644
index e51716cc..00000000
--- a/azalea-client/src/plugins/tick_broadcast.rs
+++ /dev/null
@@ -1,50 +0,0 @@
-use azalea_core::tick::GameTick;
-use bevy_app::prelude::*;
-use bevy_ecs::prelude::*;
-use derive_more::Deref;
-use tokio::sync::broadcast;
-
-/// A resource that contains a [`broadcast::Sender`] that will be sent every
-/// Minecraft tick.
-///
-/// This is useful for running code every schedule from async user code.
-///
-/// ```
-/// use azalea_client::tick_broadcast::TickBroadcast;
-/// # async fn example(client: azalea_client::Client) {
-/// let mut receiver = {
-/// let ecs = client.ecs.lock();
-/// let tick_broadcast = ecs.resource::<TickBroadcast>();
-/// tick_broadcast.subscribe()
-/// };
-/// while receiver.recv().await.is_ok() {
-/// // do something
-/// }
-/// # }
-/// ```
-#[derive(Deref, Resource)]
-pub struct TickBroadcast(broadcast::Sender<()>);
-/// A resource that contains a [`broadcast::Sender`] that will be sent every
-/// Azalea ECS Update.
-///
-/// Also see [`TickBroadcast`].
-#[derive(Deref, Resource)]
-pub struct UpdateBroadcast(broadcast::Sender<()>);
-
-pub fn send_tick_broadcast(tick_broadcast: ResMut<TickBroadcast>) {
- let _ = tick_broadcast.0.send(());
-}
-pub fn send_update_broadcast(update_broadcast: ResMut<UpdateBroadcast>) {
- let _ = update_broadcast.0.send(());
-}
-/// A plugin that makes the [`UpdateBroadcast`] and [`TickBroadcast`] resources
-/// available.
-pub struct TickBroadcastPlugin;
-impl Plugin for TickBroadcastPlugin {
- fn build(&self, app: &mut App) {
- app.insert_resource(TickBroadcast(broadcast::channel(1).0))
- .insert_resource(UpdateBroadcast(broadcast::channel(1).0))
- .add_systems(GameTick, send_tick_broadcast)
- .add_systems(Update, send_update_broadcast);
- }
-}
diff --git a/azalea-client/src/plugins/tick_counter.rs b/azalea-client/src/plugins/tick_counter.rs
index 2f4086a0..e4b5f0a4 100644
--- a/azalea-client/src/plugins/tick_counter.rs
+++ b/azalea-client/src/plugins/tick_counter.rs
@@ -4,7 +4,7 @@ use azalea_world::InstanceName;
use bevy_app::{App, Plugin};
use bevy_ecs::prelude::*;
-use crate::{mining::MiningSystems, movement::send_position, tick_broadcast::send_tick_broadcast};
+use crate::{mining::MiningSystems, movement::send_position};
/// Counts the number of game ticks elapsed on the **local client** since the
/// `login` packet was received.
@@ -22,14 +22,14 @@ impl Plugin for TickCounterPlugin {
increment_counter
.before(PhysicsSystems)
.before(MiningSystems)
- .before(send_position)
- .before(send_tick_broadcast),
+ .before(send_position),
);
}
}
-/// Increment the [`GameTickCounter`] on every entity that lives in an instance.
-fn increment_counter(mut query: Query<&mut TicksConnected, With<InstanceName>>) {
+/// Increment the [`TicksConnected`] component on every entity
+/// that lives in an instance.
+pub fn increment_counter(mut query: Query<&mut TicksConnected, With<InstanceName>>) {
for mut counter in &mut query {
counter.0 += 1;
}