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authormat <27899617+mat-1@users.noreply.github.com>2026-01-12 02:09:41 -0600
committerGitHub <noreply@github.com>2026-01-12 02:09:41 -0600
commit1accbac964168af5fa0d87cb170389f0a9d01363 (patch)
tree1509b26c19beaa23a492289f6bf00d3958be44d5 /azalea-entity/src/lib.rs
parent58339b9d229592dee40e15b8648fe4075cc391f4 (diff)
downloadazalea-drasl-1accbac964168af5fa0d87cb170389f0a9d01363.tar.xz
Make Bevy dependencies optional in azalea-protocol (#303)
* Make Bevy dependencies optional in azalea-protocol * derive serde traits on Direction again * update docs for types that may not have Component
Diffstat (limited to 'azalea-entity/src/lib.rs')
-rw-r--r--azalea-entity/src/lib.rs229
1 files changed, 36 insertions, 193 deletions
diff --git a/azalea-entity/src/lib.rs b/azalea-entity/src/lib.rs
index 40f80930..87e249c1 100644
--- a/azalea-entity/src/lib.rs
+++ b/azalea-entity/src/lib.rs
@@ -6,9 +6,11 @@ mod data;
pub mod dimensions;
mod effects;
pub mod inventory;
+#[cfg(feature = "bevy_ecs")]
pub mod metadata;
pub mod mining;
pub mod particle;
+#[cfg(feature = "bevy_ecs")]
mod plugin;
pub mod vec_delta_codec;
@@ -19,25 +21,23 @@ use std::{
};
pub use attributes::Attributes;
-use azalea_block::{BlockState, fluid_state::FluidKind};
+use azalea_block::fluid_state::FluidKind;
use azalea_buf::AzBuf;
use azalea_core::{
aabb::Aabb,
math,
position::{BlockPos, ChunkPos, Vec3},
};
-use azalea_registry::{builtin::EntityKind, identifier::Identifier};
-use azalea_world::{ChunkStorage, InstanceName};
-use bevy_ecs::{bundle::Bundle, component::Component};
+use azalea_registry::builtin::EntityKind;
pub use data::*;
use derive_more::{Deref, DerefMut};
pub use effects::{ActiveEffects, MobEffectData};
-use plugin::indexing::EntityChunkPos;
use uuid::Uuid;
use vec_delta_codec::VecDeltaCodec;
use self::attributes::AttributeInstance;
use crate::dimensions::EntityDimensions;
+#[cfg(feature = "bevy_ecs")]
pub use crate::plugin::*;
pub fn move_relative(
@@ -84,53 +84,12 @@ pub fn view_vector(look_direction: LookDirection) -> Vec3 {
}
}
-/// Get the position of the block below the entity, but a little lower.
-pub fn on_pos_legacy(chunk_storage: &ChunkStorage, position: Position) -> BlockPos {
- on_pos(0.2, chunk_storage, position)
-}
-
-// int x = Mth.floor(this.position.x);
-// int y = Mth.floor(this.position.y - (double)var1);
-// int z = Mth.floor(this.position.z);
-// BlockPos var5 = new BlockPos(x, y, z);
-// if (this.level.getBlockState(var5).isAir()) {
-// BlockPos var6 = var5.below();
-// BlockState var7 = this.level.getBlockState(var6);
-// if (var7.is(BlockTags.FENCES) || var7.is(BlockTags.WALLS) ||
-// var7.getBlock() instanceof FenceGateBlock) { return var6;
-// }
-// }
-// return var5;
-pub fn on_pos(offset: f32, chunk_storage: &ChunkStorage, pos: Position) -> BlockPos {
- let x = pos.x.floor() as i32;
- let y = (pos.y - offset as f64).floor() as i32;
- let z = pos.z.floor() as i32;
- let pos = BlockPos { x, y, z };
-
- // TODO: check if block below is a fence, wall, or fence gate
- let block_pos = pos.down(1);
- let block_state = chunk_storage.get_block_state(block_pos);
- if block_state == Some(BlockState::AIR) {
- let block_pos_below = block_pos.down(1);
- let block_state_below = chunk_storage.get_block_state(block_pos_below);
- if let Some(_block_state_below) = block_state_below {
- // if block_state_below.is_fence()
- // || block_state_below.is_wall()
- // || block_state_below.is_fence_gate()
- // {
- // return block_pos_below;
- // }
- }
- }
-
- pos
-}
-
/// The Minecraft UUID of the entity.
///
/// For players, this is their actual player UUID, and for other entities it's
/// just random.
-#[derive(Clone, Component, Copy, Default, Deref, DerefMut, PartialEq)]
+#[cfg_attr(feature = "bevy_ecs", derive(bevy_ecs::component::Component))]
+#[derive(Clone, Copy, Default, Deref, DerefMut, PartialEq)]
pub struct EntityUuid(Uuid);
impl EntityUuid {
pub fn new(uuid: Uuid) -> Self {
@@ -145,12 +104,13 @@ impl Debug for EntityUuid {
/// The position of the entity right now.
///
-/// You are free to change the value of this component; there's systems that
-/// update the indexes automatically.
+/// If this is being used as an ECS component then you are free to modify it,
+/// because there are systems that will update the indexes automatically.
///
/// Its value is set to a default of [`Vec3::ZERO`] when it receives the login
/// packet, its true position may be set ticks later.
-#[derive(Clone, Component, Copy, Debug, Default, Deref, DerefMut, PartialEq)]
+#[cfg_attr(feature = "bevy_ecs", derive(bevy_ecs::component::Component))]
+#[derive(Clone, Copy, Debug, Default, Deref, DerefMut, PartialEq)]
pub struct Position(Vec3);
impl Position {
pub fn new(pos: Vec3) -> Self {
@@ -183,50 +143,12 @@ impl From<&Position> for BlockPos {
}
}
-/// The second most recent position of the entity that was sent over the
-/// network.
-///
-/// This is currently only updated for our own local player entities.
-#[derive(Clone, Component, Copy, Debug, Default, Deref, DerefMut, PartialEq)]
-pub struct LastSentPosition(Vec3);
-impl From<&LastSentPosition> for Vec3 {
- fn from(value: &LastSentPosition) -> Self {
- value.0
- }
-}
-impl From<LastSentPosition> for ChunkPos {
- fn from(value: LastSentPosition) -> Self {
- ChunkPos::from(&value.0)
- }
-}
-impl From<LastSentPosition> for BlockPos {
- fn from(value: LastSentPosition) -> Self {
- BlockPos::from(&value.0)
- }
-}
-impl From<&LastSentPosition> for ChunkPos {
- fn from(value: &LastSentPosition) -> Self {
- ChunkPos::from(value.0)
- }
-}
-impl From<&LastSentPosition> for BlockPos {
- fn from(value: &LastSentPosition) -> Self {
- BlockPos::from(value.0)
- }
-}
-
-/// A component for entities that can jump.
-///
-/// If this is true, the entity will try to jump every tick. It's equivalent to
-/// the space key being held in vanilla.
-#[derive(Clone, Component, Copy, Debug, Default, Deref, DerefMut, Eq, PartialEq)]
-pub struct Jumping(pub bool);
-
-/// A component that contains the direction an entity is looking, in degrees.
+/// The direction that an entity is looking, in degrees.
///
/// To avoid flagging anticheats, consider using [`Self::update`] when updating
/// the values of this struct.
-#[derive(AzBuf, Clone, Component, Copy, Debug, Default, PartialEq)]
+#[cfg_attr(feature = "bevy_ecs", derive(bevy_ecs::component::Component))]
+#[derive(AzBuf, Clone, Copy, Debug, Default, PartialEq)]
pub struct LookDirection {
/// Left and right. AKA yaw. In degrees.
y_rot: f32,
@@ -237,7 +159,7 @@ pub struct LookDirection {
impl LookDirection {
/// Create a new look direction and clamp the `x_rot` to the allowed values.
pub fn new(y_rot: f32, x_rot: f32) -> Self {
- apply_clamp_look_direction(Self { y_rot, x_rot })
+ Self { y_rot, x_rot }.clamped()
}
/// Returns yaw (left and right) in degrees.
///
@@ -303,6 +225,14 @@ impl LookDirection {
self.y_rot += delta_y_rot;
self.x_rot += delta_x_rot;
}
+
+ /// Force the [`Self::x_rot`] to be between -90 and 90 degrees, and return
+ /// the new look direction.
+ #[must_use]
+ pub fn clamped(mut self) -> Self {
+ self.x_rot = self.x_rot.clamp(-90., 90.);
+ self
+ }
}
impl From<LookDirection> for (f32, f32) {
@@ -326,7 +256,8 @@ impl Eq for LookDirection {}
/// The physics data relating to the entity, such as position, velocity, and
/// bounding box.
-#[derive(Clone, Component, Debug, Default)]
+#[cfg_attr(feature = "bevy_ecs", derive(bevy_ecs::component::Component))]
+#[derive(Clone, Debug, Default)]
pub struct Physics {
/// How fast the entity is moving. Sometimes referred to as the delta
/// movement.
@@ -454,69 +385,6 @@ impl Physics {
}
}
-/// Marker component for entities that are dead.
-///
-/// "Dead" means that the entity has 0 health.
-#[derive(Clone, Component, Copy, Default)]
-pub struct Dead;
-
-/// A component NewType for [`EntityKind`].
-///
-/// Most of the time, you should be using `azalea_registry::EntityKind`
-/// directly instead.
-#[derive(Clone, Component, Copy, Debug, Deref, PartialEq)]
-pub struct EntityKindComponent(pub EntityKind);
-
-/// A bundle of components that every entity has.
-///
-/// This doesn't contain metadata; that has to be added separately.
-#[derive(Bundle)]
-pub struct EntityBundle {
- pub kind: EntityKindComponent,
- pub uuid: EntityUuid,
- pub world_name: InstanceName,
- pub position: Position,
- pub last_sent_position: LastSentPosition,
-
- pub chunk_pos: EntityChunkPos,
-
- pub physics: Physics,
- pub direction: LookDirection,
- pub dimensions: EntityDimensions,
- pub attributes: Attributes,
- pub jumping: Jumping,
- pub crouching: Crouching,
- pub fluid_on_eyes: FluidOnEyes,
- pub on_climbable: OnClimbable,
- pub active_effects: ActiveEffects,
-}
-
-impl EntityBundle {
- pub fn new(uuid: Uuid, pos: Vec3, kind: EntityKind, world_name: Identifier) -> Self {
- let dimensions = EntityDimensions::from(kind);
-
- Self {
- kind: EntityKindComponent(kind),
- uuid: EntityUuid(uuid),
- world_name: InstanceName(world_name),
- position: Position(pos),
- chunk_pos: EntityChunkPos(ChunkPos::from(&pos)),
- last_sent_position: LastSentPosition(pos),
- physics: Physics::new(&dimensions, pos),
- dimensions,
- direction: LookDirection::default(),
-
- attributes: Attributes::new(EntityKind::Player),
-
- jumping: Jumping(false),
- crouching: Crouching(false),
- fluid_on_eyes: FluidOnEyes(FluidKind::Empty),
- on_climbable: OnClimbable(false),
- active_effects: ActiveEffects::default(),
- }
- }
-}
-
impl Attributes {
pub fn new(_entity_kind: EntityKind) -> Self {
// TODO: do the correct defaults for everything, some
@@ -534,43 +402,12 @@ impl Attributes {
}
}
-/// A marker component that signifies that this entity is "local" and shouldn't
-/// be updated by other clients.
+/// The abilities that a player has, such as flying or being able to instantly
+/// break blocks.
///
-/// If this is for a client then all of our clients will have this.
-///
-/// This component is not removed from clients when they disconnect.
-#[derive(Clone, Component, Copy, Debug, Default)]
-pub struct LocalEntity;
-
-#[derive(Clone, Component, Copy, Debug, Deref, DerefMut, PartialEq)]
-pub struct FluidOnEyes(FluidKind);
-
-impl FluidOnEyes {
- pub fn new(fluid: FluidKind) -> Self {
- Self(fluid)
- }
-}
-
-#[derive(Clone, Component, Copy, Debug, Deref, DerefMut, PartialEq)]
-pub struct OnClimbable(bool);
-
-/// A component that indicates whether the player is currently sneaking.
-///
-/// If the entity isn't a local player, then this is just a shortcut for
-/// checking if the [`Pose`] is `Crouching`.
-///
-/// If you need to modify this value, use
-/// `azalea_client::PhysicsState::trying_to_crouch` or `Client::set_crouching`
-/// instead.
-#[derive(Clone, Component, Copy, Default, Deref, DerefMut)]
-pub struct Crouching(bool);
-
-/// A component that contains the abilities the player has, like flying
-/// or instantly breaking blocks.
-///
-/// This is only present on local players.
-#[derive(Clone, Component, Debug, Default)]
+/// This should only be present on local players.
+#[cfg_attr(feature = "bevy_ecs", derive(bevy_ecs::component::Component))]
+#[derive(Clone, Debug, Default)]
pub struct PlayerAbilities {
pub invulnerable: bool,
pub flying: bool,
@@ -583,3 +420,9 @@ pub struct PlayerAbilities {
/// Used for the fov
pub walking_speed: f32,
}
+
+/// The type of fluid that is at an entity's eye position, while also accounting
+/// for fluid height.
+#[cfg_attr(feature = "bevy_ecs", derive(bevy_ecs::component::Component))]
+#[derive(Clone, Copy, Debug, Deref, DerefMut, PartialEq)]
+pub struct FluidOnEyes(FluidKind);