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authormat <git@matdoes.dev>2025-06-03 03:48:36 +0500
committermat <git@matdoes.dev>2025-06-03 03:48:36 +0500
commitabf995a70245028f9cc860ee231dc671f14adfcc (patch)
tree3e6052c028c409e4bc7279dbd2e6bcc6bed63748 /azalea/src/bot.rs
parent04dd6dd0a44faa760906bd60c9861a1b06a664a1 (diff)
downloadazalea-drasl-abf995a70245028f9cc860ee231dc671f14adfcc.tar.xz
replace wait_one_tick with wait_ticks and some other api improvements
Diffstat (limited to 'azalea/src/bot.rs')
-rw-r--r--azalea/src/bot.rs42
1 files changed, 24 insertions, 18 deletions
diff --git a/azalea/src/bot.rs b/azalea/src/bot.rs
index 8bc9d594..9e8566bf 100644
--- a/azalea/src/bot.rs
+++ b/azalea/src/bot.rs
@@ -92,10 +92,10 @@ pub trait BotClientExt {
fn get_tick_broadcaster(&self) -> tokio::sync::broadcast::Receiver<()>;
/// Get a receiver that will receive a message every ECS Update.
fn get_update_broadcaster(&self) -> tokio::sync::broadcast::Receiver<()>;
- /// Wait for one tick.
- fn wait_one_tick(&self) -> impl Future<Output = ()> + Send;
- /// Wait for one ECS Update.
- fn wait_one_update(&self) -> impl Future<Output = ()> + Send;
+ /// Wait for the specified number of game ticks.
+ fn wait_ticks(&self, n: usize) -> impl Future<Output = ()> + Send;
+ /// Wait for the specified number of ECS `Update`s.
+ fn wait_updates(&self, n: usize) -> impl Future<Output = ()> + Send;
/// Mine a block. This won't turn the bot's head towards the block, so if
/// that's necessary you'll have to do that yourself with [`look_at`].
///
@@ -156,23 +156,32 @@ impl BotClientExt for azalea_client::Client {
update_broadcast.subscribe()
}
- /// Wait for one tick using [`Self::get_tick_broadcaster`].
+ /// Wait for the specified number of ticks using
+ /// [`Self::get_tick_broadcaster`].
///
/// If you're going to run this in a loop, you may want to use that function
- /// instead and use the `Receiver` from it as it'll be more efficient.
- async fn wait_one_tick(&self) {
+ /// instead and use the `Receiver` from it to avoid accidentally skipping
+ /// ticks and having to wait longer.
+ async fn wait_ticks(&self, n: usize) {
let mut receiver = self.get_tick_broadcaster();
- // wait for the next tick
- let _ = receiver.recv().await;
+ for _ in 0..n {
+ let _ = receiver.recv().await;
+ }
}
- /// Waits for one ECS Update using [`Self::get_update_broadcaster`].
+ /// Waits for the specified number of ECS `Update`s using
+ /// [`Self::get_update_broadcaster`].
+ ///
+ /// These are basically equivalent to frames because even though we have no
+ /// rendering, some game mechanics depend on frames.
///
/// If you're going to run this in a loop, you may want to use that function
- /// instead and use the `Receiver` from it as it'll be more efficient.
- async fn wait_one_update(&self) {
+ /// instead and use the `Receiver` from it to avoid accidentally skipping
+ /// ticks and having to wait longer.
+ async fn wait_updates(&self, n: usize) {
let mut receiver = self.get_update_broadcaster();
- // wait for the next tick
- let _ = receiver.recv().await;
+ for _ in 0..n {
+ let _ = receiver.recv().await;
+ }
}
async fn mine(&self, position: BlockPos) {
@@ -221,10 +230,7 @@ fn look_at_listener(
if let Ok((position, eye_height, mut look_direction)) = query.get_mut(event.entity) {
let new_look_direction =
direction_looking_at(&position.up(eye_height.into()), &event.position);
- trace!(
- "look at {:?} (currently at {:?})",
- event.position, **position
- );
+ trace!("look at {} (currently at {})", event.position, **position);
*look_direction = new_look_direction;
}
}