use azalea_core::{game_type::GameMode, tick::GameTick}; use azalea_entity::{ Attributes, Physics, indexing::EntityIdIndex, metadata::Sprinting, update_bounding_box, }; use azalea_physics::PhysicsSystems; use azalea_protocol::packets::game::ServerboundAttack; use bevy_app::{App, Plugin, Update}; use bevy_ecs::prelude::*; use derive_more::{Deref, DerefMut}; use tracing::warn; use super::packet::game::SendGamePacketEvent; use crate::{ interact::SwingArmEvent, local_player::LocalGameMode, movement::MoveEventsSystems, respawn::perform_respawn, }; pub struct AttackPlugin; impl Plugin for AttackPlugin { fn build(&self, app: &mut App) { app.add_message::() .add_systems( Update, handle_attack_event .before(update_bounding_box) .before(MoveEventsSystems) .after(perform_respawn), ) .add_systems( GameTick, ( increment_ticks_since_last_attack, update_attack_strength_scale.after(PhysicsSystems), // in vanilla, handle_attack_queued is part of `handleKeybinds` handle_attack_queued .before(super::movement::send_sprinting_if_needed) .before(super::tick_end::game_tick_packet) .before(super::movement::send_position), ) .chain(), ); } } /// A component that indicates that this client will be attacking the given /// entity next tick. #[derive(Clone, Component, Debug)] pub struct AttackQueued { pub target: Entity, } #[allow(clippy::type_complexity)] pub fn handle_attack_queued( mut commands: Commands, mut query: Query<( Entity, &mut TicksSinceLastAttack, &mut Physics, &mut Sprinting, &AttackQueued, &LocalGameMode, &EntityIdIndex, )>, ) { for ( client_entity, mut ticks_since_last_attack, mut physics, mut sprinting, attack_queued, game_mode, entity_id_index, ) in &mut query { let target_entity = attack_queued.target; let Some(target_entity_id) = entity_id_index.get_by_ecs_entity(target_entity) else { warn!("tried to attack entity {target_entity} which isn't in our EntityIdIndex"); continue; }; commands.entity(client_entity).remove::(); commands.trigger(SendGamePacketEvent::new( client_entity, ServerboundAttack { entity_id: target_entity_id, }, )); commands.trigger(SwingArmEvent { entity: client_entity, }); // we can't attack if we're in spectator mode but it still sends the attack // packet if game_mode.current == GameMode::Spectator { continue; }; ticks_since_last_attack.0 = 0; physics.velocity = physics.velocity.multiply(0.6, 1.0, 0.6); **sprinting = false; } } /// Queues up an attack packet for next tick by inserting the [`AttackQueued`] /// component to our client. #[derive(Message)] pub struct AttackEvent { /// Our client entity that will send the packets to attack. pub entity: Entity, /// The entity that will be attacked. pub target: Entity, } pub fn handle_attack_event(mut events: MessageReader, mut commands: Commands) { for event in events.read() { commands.entity(event.entity).insert(AttackQueued { target: event.target, }); } } #[derive(Bundle, Default)] pub struct AttackBundle { pub ticks_since_last_attack: TicksSinceLastAttack, pub attack_strength_scale: AttackStrengthScale, } #[derive(Clone, Component, Default, Deref, DerefMut)] pub struct TicksSinceLastAttack(pub u32); pub fn increment_ticks_since_last_attack(mut query: Query<&mut TicksSinceLastAttack>) { for mut ticks_since_last_attack in query.iter_mut() { **ticks_since_last_attack += 1; } } #[derive(Clone, Component, Default, Deref, DerefMut)] pub struct AttackStrengthScale(pub f32); pub fn update_attack_strength_scale( mut query: Query<(&TicksSinceLastAttack, &Attributes, &mut AttackStrengthScale)>, ) { for (ticks_since_last_attack, attributes, mut attack_strength_scale) in query.iter_mut() { // look 0.5 ticks into the future because that's what vanilla does **attack_strength_scale = get_attack_strength_scale(ticks_since_last_attack.0, attributes, 0.5); } } /// Returns how long it takes for the attack cooldown to reset (in ticks). pub fn get_attack_strength_delay(attributes: &Attributes) -> f32 { ((1. / attributes.attack_speed.calculate()) * 20.) as f32 } pub fn get_attack_strength_scale( ticks_since_last_attack: u32, attributes: &Attributes, in_ticks: f32, ) -> f32 { let attack_strength_delay = get_attack_strength_delay(attributes); let attack_strength = (ticks_since_last_attack as f32 + in_ticks) / attack_strength_delay; attack_strength.clamp(0., 1.) }