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use azalea_auth::game_profile::GameProfile;
use azalea_chat::FormattedText;
use azalea_core::game_type::GameMode;
use azalea_entity::indexing::EntityUuidIndex;
use bevy_ecs::{
component::Component,
message::MessageReader,
system::{Commands, Res},
};
use derive_more::{Deref, DerefMut};
use uuid::Uuid;
use crate::packet::game::AddPlayerEvent;
/// A player in the tab list.
#[derive(Clone, Debug)]
pub struct PlayerInfo {
/// Information about the player's Minecraft account, including their
/// username.
pub profile: GameProfile,
/// The player's UUID.
pub uuid: Uuid,
/// The current gamemode of the player, like survival or creative.
pub gamemode: GameMode,
/// The player's latency in milliseconds.
///
/// The bars in the tab screen depend on this.
pub latency: i32,
/// The player's display name in the tab list, but only if it's different
/// from the player's normal username.
///
/// Use [`GameProfile::name`] to get the player's actual username.
pub display_name: Option<Box<FormattedText>>,
}
/// A component only present in players that contains the [`GameProfile`] (which
/// you can use to get a player's name).
///
/// Note that it's possible for this to be missing in a player if the server
/// never sent the player info for them (though this is uncommon).
#[derive(Clone, Component, Debug, Deref, DerefMut)]
pub struct GameProfileComponent(pub GameProfile);
/// Add a [`GameProfileComponent`] when an [`AddPlayerEvent`] is received.
/// Usually the `GameProfileComponent` will be added from the
/// `ClientboundGamePacket::AddPlayer` handler though.
pub fn retroactively_add_game_profile_component(
mut commands: Commands,
mut events: MessageReader<AddPlayerEvent>,
entity_uuid_index: Res<EntityUuidIndex>,
) {
for event in events.read() {
if let Some(entity) = entity_uuid_index.get(&event.info.uuid) {
commands
.entity(entity)
.insert(GameProfileComponent(event.info.profile.clone()));
}
}
}
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