pub mod pick; use std::collections::HashMap; use azalea_block::BlockState; use azalea_core::{ direction::Direction, game_type::GameMode, hit_result::{BlockHitResult, HitResult}, position::{BlockPos, Vec3}, tick::GameTick, }; use azalea_entity::{ Attributes, LocalEntity, LookDirection, attributes::{ creative_block_interaction_range_modifier, creative_entity_interaction_range_modifier, }, clamp_look_direction, }; use azalea_inventory::{ItemStack, ItemStackData, components}; use azalea_physics::PhysicsSet; use azalea_protocol::packets::game::{ ServerboundInteract, ServerboundUseItem, s_interact::{self, InteractionHand}, s_swing::ServerboundSwing, s_use_item_on::ServerboundUseItemOn, }; use azalea_world::{Instance, MinecraftEntityId}; use bevy_app::{App, Plugin, Update}; use bevy_ecs::prelude::*; use tracing::warn; use super::mining::Mining; use crate::{ Client, attack::handle_attack_event, interact::pick::{HitResultComponent, update_hit_result_component}, inventory::{Inventory, InventorySet}, local_player::{LocalGameMode, PermissionLevel, PlayerAbilities}, movement::MoveEventsSet, packet::game::SendPacketEvent, respawn::perform_respawn, }; /// 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::() .add_event::() .add_systems( Update, ( ( update_attributes_for_held_item, update_attributes_for_gamemode, ) .in_set(UpdateAttributesSet) .chain(), handle_start_use_item_event, update_hit_result_component.after(clamp_look_direction), handle_swing_arm_event, ) .after(InventorySet) .after(MoveEventsSet) .after(perform_respawn) .after(handle_attack_event) .chain(), ) .add_systems(GameTick, handle_start_use_item_queued.before(PhysicsSet)) .add_observer(handle_swing_arm_trigger); } } #[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)] pub struct UpdateAttributesSet; 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().send_event(StartUseItemEvent { entity: self.entity, hand: InteractionHand::MainHand, force_block: Some(position), }); } /// 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`]. pub fn start_use_item(&self) { self.ecs.lock().send_event(StartUseItemEvent { entity: self.entity, hand: InteractionHand::MainHand, force_block: None, }); } } /// A component that contains information about our local block state /// predictions. #[derive(Component, Clone, Debug, Default)] pub struct BlockStatePredictionHandler { /// The total number of changes that this client has made to blocks. seq: u32, server_state: HashMap, } #[derive(Clone, Debug)] struct ServerVerifiedState { seq: u32, block_state: BlockState, /// Used for teleporting the player back if we're colliding with the block /// that got placed back. #[allow(unused)] player_pos: Vec3, } impl BlockStatePredictionHandler { /// Get the next sequence number that we're going to use and increment the /// value. pub fn start_predicting(&mut self) -> u32 { self.seq += 1; self.seq } /// Should be called right before the client updates a block with its /// prediction. /// /// This is used to make sure that we can rollback to this state if the /// server acknowledges the sequence number (with /// [`ClientboundBlockChangedAck`]) without having sent a block update. /// /// [`ClientboundBlockChangedAck`]: azalea_protocol::packets::game::ClientboundBlockChangedAck pub fn retain_known_server_state( &mut self, pos: BlockPos, old_state: BlockState, player_pos: Vec3, ) { self.server_state .entry(pos) .and_modify(|s| s.seq = self.seq) .or_insert(ServerVerifiedState { seq: self.seq, block_state: old_state, player_pos, }); } /// Save this update as the correct server state so when the server sends a /// [`ClientboundBlockChangedAck`] we don't roll back this new update. /// /// This should be used when we receive a block update from the server. /// /// [`ClientboundBlockChangedAck`]: azalea_protocol::packets::game::ClientboundBlockChangedAck pub fn update_known_server_state(&mut self, pos: BlockPos, state: BlockState) -> bool { if let Some(s) = self.server_state.get_mut(&pos) { s.block_state = state; true } else { false } } pub fn end_prediction_up_to(&mut self, seq: u32, world: &Instance) { let mut to_remove = Vec::new(); for (pos, state) in &self.server_state { if state.seq > seq { continue; } to_remove.push(*pos); // syncBlockState let client_block_state = world.get_block_state(*pos).unwrap_or_default(); let server_block_state = state.block_state; if client_block_state == server_block_state { continue; } world.set_block_state(*pos, server_block_state); // TODO: implement these two functions // if is_colliding(player, *pos, server_block_state) { // abs_snap_to(state.player_pos); // } } for pos in to_remove { self.server_state.remove(&pos); } } } /// An event that makes one of our clients simulate a right-click. /// /// This event just inserts the [`StartUseItemQueued`] component on the given /// entity. #[doc(alias("right click"))] #[derive(Event)] pub struct StartUseItemEvent { pub entity: Entity, pub hand: InteractionHand, /// See [`StartUseItemQueued::force_block`]. pub force_block: Option, } pub fn handle_start_use_item_event( mut commands: Commands, mut events: EventReader, ) { for event in events.read() { commands.entity(event.entity).insert(StartUseItemQueued { hand: event.hand, force_block: event.force_block, }); } } /// A component that makes our client simulate a right-click on the next /// [`GameTick`]. It's removed after that tick. /// /// You may find it more convenient to use [`StartUseItemEvent`] instead, which /// just inserts this component for you. /// /// [`GameTick`]: azalea_core::tick::GameTick #[derive(Component, Debug)] pub struct StartUseItemQueued { pub hand: InteractionHand, /// Optionally force us to send a [`ServerboundUseItemOn`] on the given /// block. /// /// This is useful if you want to interact with a block without looking at /// it, but should be avoided to stay compatible with anticheats. pub force_block: Option, } #[allow(clippy::type_complexity)] pub fn handle_start_use_item_queued( mut commands: Commands, query: Query<( Entity, &StartUseItemQueued, &mut BlockStatePredictionHandler, &HitResultComponent, &LookDirection, Option<&Mining>, )>, entity_id_query: Query<&MinecraftEntityId>, ) { for (entity, start_use_item, mut prediction_handler, hit_result, look_direction, mining) in query { commands.entity(entity).remove::(); if mining.is_some() { warn!("Got a StartUseItemEvent for a client that was mining"); } // TODO: this also skips if LocalPlayer.handsBusy is true, which is used when // rowing a boat let mut hit_result = (**hit_result).clone(); if let Some(force_block) = start_use_item.force_block { let hit_result_matches = if let HitResult::Block(block_hit_result) = &hit_result { block_hit_result.block_pos == force_block } else { false }; if !hit_result_matches { // we're not looking at the block, so make up some numbers hit_result = HitResult::Block(BlockHitResult { location: force_block.center(), direction: Direction::Up, block_pos: force_block, inside: false, world_border: false, miss: false, }); } } match &hit_result { HitResult::Block(r) => { let seq = prediction_handler.start_predicting(); if r.miss { commands.trigger(SendPacketEvent::new( entity, ServerboundUseItem { hand: start_use_item.hand, seq, x_rot: look_direction.x_rot, y_rot: look_direction.y_rot, }, )); } else { commands.trigger(SendPacketEvent::new( entity, ServerboundUseItemOn { hand: start_use_item.hand, block_hit: r.into(), seq, }, )); // TODO: depending on the result of useItemOn, this might // also need to send a SwingArmEvent. // basically, this TODO is for simulating block // interactions/placements on the client-side. } } HitResult::Entity(r) => { // TODO: worldborder check let Ok(entity_id) = entity_id_query.get(r.entity).copied() else { warn!("tried to interact with an entity that doesn't have MinecraftEntityId"); continue; }; commands.trigger(SendPacketEvent::new( entity, ServerboundInteract { entity_id, action: s_interact::ActionType::InteractAt { location: r.location, hand: InteractionHand::MainHand, }, // TODO: sneaking using_secondary_action: false, }, )); } } } } /// Whether we can't interact with the block, based on your gamemode. If /// this is false, then we can interact with the block. /// /// Passing the inventory, block position, and instance is necessary for the /// adventure mode check. pub fn check_is_interaction_restricted( instance: &Instance, block_pos: BlockPos, game_mode: &GameMode, inventory: &Inventory, ) -> bool { match game_mode { GameMode::Adventure => { // vanilla checks for abilities.mayBuild here but servers have no // way of modifying that let held_item = inventory.held_item(); match &held_item { ItemStack::Present(item) => { let block = instance.chunks.get_block_state(block_pos); let Some(block) = block else { // block isn't loaded so just say that it is restricted return true; }; check_block_can_be_broken_by_item_in_adventure_mode(item, &block) } _ => true, } } GameMode::Spectator => true, _ => false, } } /// Check if the item has the `CanDestroy` tag for the block. pub fn check_block_can_be_broken_by_item_in_adventure_mode( item: &ItemStackData, _block: &BlockState, ) -> bool { // minecraft caches the last checked block but that's kind of an unnecessary // optimization and makes the code too complicated if item.get_component::().is_none() { // no CanDestroy tag return false; }; false // for block_predicate in can_destroy { // // TODO // // defined in BlockPredicateArgument.java // } // true } pub fn can_use_game_master_blocks( abilities: &PlayerAbilities, permission_level: &PermissionLevel, ) -> bool { abilities.instant_break && **permission_level >= 2 } /// Swing your arm. This is purely a visual effect and won't interact with /// anything in the world. #[derive(Event, Clone, Debug)] pub struct SwingArmEvent { pub entity: Entity, } pub fn handle_swing_arm_trigger(trigger: Trigger, mut commands: Commands) { commands.trigger(SendPacketEvent::new( trigger.event().entity, ServerboundSwing { hand: InteractionHand::MainHand, }, )); } pub fn handle_swing_arm_event(mut events: EventReader, mut commands: Commands) { for event in events.read() { commands.trigger(event.clone()); } } #[allow(clippy::type_complexity)] fn update_attributes_for_held_item( mut query: Query<(&mut Attributes, &Inventory), (With, Changed)>, ) { for (mut attributes, inventory) in &mut query { let held_item = inventory.held_item(); use azalea_registry::Item; let added_attack_speed = match held_item.kind() { Item::WoodenSword => -2.4, Item::WoodenShovel => -3.0, Item::WoodenPickaxe => -2.8, Item::WoodenAxe => -3.2, Item::WoodenHoe => -3.0, Item::StoneSword => -2.4, Item::StoneShovel => -3.0, Item::StonePickaxe => -2.8, Item::StoneAxe => -3.2, Item::StoneHoe => -2.0, Item::GoldenSword => -2.4, Item::GoldenShovel => -3.0, Item::GoldenPickaxe => -2.8, Item::GoldenAxe => -3.0, Item::GoldenHoe => -3.0, Item::IronSword => -2.4, Item::IronShovel => -3.0, Item::IronPickaxe => -2.8, Item::IronAxe => -3.1, Item::IronHoe => -1.0, Item::DiamondSword => -2.4, Item::DiamondShovel => -3.0, Item::DiamondPickaxe => -2.8, Item::DiamondAxe => -3.0, Item::DiamondHoe => 0.0, Item::NetheriteSword => -2.4, Item::NetheriteShovel => -3.0, Item::NetheritePickaxe => -2.8, Item::NetheriteAxe => -3.0, Item::NetheriteHoe => 0.0, Item::Trident => -2.9, _ => 0., }; attributes .attack_speed .insert(azalea_entity::attributes::base_attack_speed_modifier( added_attack_speed, )); } } #[allow(clippy::type_complexity)] fn update_attributes_for_gamemode( query: Query<(&mut Attributes, &LocalGameMode), (With, Changed)>, ) { for (mut attributes, game_mode) in query { if game_mode.current == GameMode::Creative { attributes .block_interaction_range .insert(creative_block_interaction_range_modifier()); attributes .entity_interaction_range .insert(creative_entity_interaction_range_modifier()); } else { attributes .block_interaction_range .remove(&creative_block_interaction_range_modifier().id); attributes .entity_interaction_range .remove(&creative_entity_interaction_range_modifier().id); } } }