use std::io::{Cursor, Write}; use azalea_buf::{AzBuf, AzaleaRead, AzaleaWrite, BufReadError}; use azalea_core::{bitset::FixedBitSet, position::Vec3}; use azalea_protocol_macros::ClientboundGamePacket; #[derive(Clone, Debug, AzBuf, ClientboundGamePacket)] pub struct ClientboundPlayerPosition { #[var] pub id: u32, pub change: PositionMoveRotation, pub relative: RelativeMovements, } /// These values are either absolute or relative, depending on the fields from /// the [`RelativeMovements`]. #[derive(Clone, Debug, AzBuf)] pub struct PositionMoveRotation { pub pos: Vec3, /// The updated delta movement (velocity). pub delta: Vec3, pub y_rot: f32, pub x_rot: f32, } #[derive(Debug, Clone)] pub struct RelativeMovements { pub x: bool, pub y: bool, pub z: bool, pub y_rot: bool, pub x_rot: bool, pub delta_x: bool, pub delta_y: bool, pub delta_z: bool, pub rotate_delta: bool, } impl AzaleaRead for RelativeMovements { fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result { // yes minecraft seriously wastes that many bits, smh let set = FixedBitSet::<32>::azalea_read(buf)?; Ok(RelativeMovements { x: set.index(0), y: set.index(1), z: set.index(2), y_rot: set.index(3), x_rot: set.index(4), delta_x: set.index(5), delta_y: set.index(6), delta_z: set.index(7), rotate_delta: set.index(8), }) } } impl AzaleaWrite for RelativeMovements { fn azalea_write(&self, buf: &mut impl Write) -> Result<(), std::io::Error> { let mut set = FixedBitSet::<32>::new(); let mut set_bit = |index: usize, value: bool| { if value { set.set(index); } }; set_bit(0, self.x); set_bit(1, self.y); set_bit(2, self.z); set_bit(3, self.y_rot); set_bit(4, self.x_rot); set_bit(5, self.delta_x); set_bit(6, self.delta_y); set_bit(7, self.delta_z); set_bit(8, self.rotate_delta); set.azalea_write(buf) } }