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+use azalea_core::{BlockHitResult, BlockPos, Direction, GameMode, Vec3};
+use azalea_physics::clip::{BlockShapeType, ClipContext, FluidPickType};
+use azalea_protocol::packets::game::{
+ serverbound_interact_packet::InteractionHand,
+ serverbound_use_item_on_packet::{BlockHit, ServerboundUseItemOnPacket},
+};
+use azalea_world::{
+ entity::{clamp_look_direction, view_vector, EyeHeight, LookDirection, Position, WorldName},
+ InstanceContainer,
+};
+use bevy_app::{App, Plugin};
+use bevy_ecs::{
+ component::Component,
+ entity::Entity,
+ event::EventReader,
+ schedule::{IntoSystemConfig, IntoSystemConfigs},
+ system::{Commands, Query, Res},
+};
+use derive_more::{Deref, DerefMut};
+use log::warn;
+
+use crate::{
+ local_player::{handle_send_packet_event, LocalGameMode},
+ Client, LocalPlayer,
+};
+
+/// A plugin that allows clients to interact with blocks in the world.
+pub struct InteractPlugin;
+impl Plugin for InteractPlugin {
+ fn build(&self, app: &mut App) {
+ app.add_event::<BlockInteractEvent>().add_systems(
+ (
+ update_hit_result_component.after(clamp_look_direction),
+ handle_block_interact_event,
+ )
+ .before(handle_send_packet_event)
+ .chain(),
+ );
+ }
+}
+
+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(&mut self, position: BlockPos) {
+ self.ecs.lock().send_event(BlockInteractEvent {
+ entity: self.entity,
+ position,
+ });
+ }
+}
+
+/// 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).
+pub struct BlockInteractEvent {
+ /// The local player entity that's opening the container.
+ pub entity: Entity,
+ /// The coordinates of the container.
+ pub position: BlockPos,
+}
+
+/// A component that contains the number of changes this client has made to
+/// blocks.
+#[derive(Component, Copy, Clone, Debug, Default, Deref, DerefMut)]
+pub struct CurrentSequenceNumber(u32);
+
+/// A component that contains the block that the player is currently looking at.
+#[derive(Component, Clone, Debug, Deref, DerefMut)]
+pub struct HitResultComponent(BlockHitResult);
+
+fn handle_block_interact_event(
+ mut events: EventReader<BlockInteractEvent>,
+ mut query: Query<(
+ &LocalPlayer,
+ &mut CurrentSequenceNumber,
+ &HitResultComponent,
+ )>,
+) {
+ for event in events.iter() {
+ let Ok((local_player, mut sequence_number, hit_result)) = query.get_mut(event.entity) else {
+ warn!("Sent BlockInteractEvent for entity that isn't LocalPlayer");
+ continue;
+ };
+
+ // TODO: check to make sure we're within the world border
+
+ **sequence_number += 1;
+
+ // minecraft also does the interaction client-side (so it looks like clicking a
+ // button is instant) but we don't really need that
+
+ // the block_hit data will depend on whether we're looking at the block and
+ // whether we can reach it
+
+ let block_hit = if hit_result.block_pos == event.position {
+ // we're looking at the block :)
+ BlockHit {
+ block_pos: hit_result.block_pos,
+ direction: hit_result.direction,
+ location: hit_result.location,
+ inside: hit_result.inside,
+ }
+ } else {
+ // we're not looking at the block, so make up some numbers
+ BlockHit {
+ block_pos: event.position,
+ direction: Direction::Up,
+ location: event.position.center(),
+ inside: false,
+ }
+ };
+
+ local_player.write_packet(
+ ServerboundUseItemOnPacket {
+ hand: InteractionHand::MainHand,
+ block_hit,
+ sequence: sequence_number.0,
+ }
+ .get(),
+ )
+ }
+}
+
+#[allow(clippy::type_complexity)]
+fn update_hit_result_component(
+ mut commands: Commands,
+ mut query: Query<(
+ Entity,
+ Option<&mut HitResultComponent>,
+ &LocalGameMode,
+ &Position,
+ &EyeHeight,
+ &LookDirection,
+ &WorldName,
+ )>,
+ instance_container: Res<InstanceContainer>,
+) {
+ for (entity, hit_result_ref, game_mode, position, eye_height, look_direction, world_name) in
+ &mut query
+ {
+ let pick_range = if game_mode.current == GameMode::Creative {
+ 6.
+ } else {
+ 4.5
+ };
+ let eye_position = Vec3 {
+ x: position.x,
+ y: position.y + **eye_height as f64,
+ z: position.z,
+ };
+ let hit_result = pick(
+ look_direction,
+ &eye_position,
+ world_name,
+ &instance_container,
+ pick_range,
+ );
+ if let Some(mut hit_result_ref) = hit_result_ref {
+ **hit_result_ref = hit_result;
+ } else {
+ commands
+ .entity(entity)
+ .insert(HitResultComponent(hit_result));
+ }
+ }
+}
+
+/// Get the block that a player would be looking at if their eyes were at the
+/// given direction and position.
+///
+/// If you need to get the block the player is looking at right now, use
+/// [`HitResultComponent`].
+pub fn pick(
+ look_direction: &LookDirection,
+ eye_position: &Vec3,
+ world_name: &WorldName,
+ instance_container: &InstanceContainer,
+ pick_range: f64,
+) -> BlockHitResult {
+ let view_vector = view_vector(look_direction);
+ let end_position = eye_position + &(view_vector * pick_range);
+ let instance_lock = instance_container
+ .get(world_name)
+ .expect("entities must always be in a valid world");
+ let instance = instance_lock.read();
+ azalea_physics::clip::clip(
+ &instance.chunks,
+ ClipContext {
+ from: *eye_position,
+ to: end_position,
+ block_shape_type: BlockShapeType::Outline,
+ fluid_pick_type: FluidPickType::None,
+ },
+ )
+}