aboutsummaryrefslogtreecommitdiff
path: root/azalea-client/src/plugins/interact.rs
blob: 31b5acf4b29ff693a61c000cdd4e70dd889db43b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
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, EyeHeight, LocalEntity, LookDirection, Position, clamp_look_direction, view_vector,
};
use azalea_inventory::{ItemStack, ItemStackData, components};
use azalea_physics::{
    PhysicsSet,
    clip::{BlockShapeType, ClipContext, FluidPickType},
};
use azalea_protocol::packets::game::{
    ServerboundUseItem, s_interact::InteractionHand, s_swing::ServerboundSwing,
    s_use_item_on::ServerboundUseItemOn,
};
use azalea_world::{Instance, InstanceContainer, InstanceName};
use bevy_app::{App, Plugin, Update};
use bevy_ecs::prelude::*;
use derive_more::{Deref, DerefMut};
use tracing::warn;

use super::mining::Mining;
use crate::{
    Client,
    attack::handle_attack_event,
    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::<StartUseItemEvent>()
            .add_event::<SwingArmEvent>()
            .add_systems(
                Update,
                (
                    (
                        handle_start_use_item_event,
                        update_hit_result_component.after(clamp_look_direction),
                        handle_swing_arm_event,
                    )
                        .after(InventorySet)
                        .after(perform_respawn)
                        .after(handle_attack_event)
                        .chain(),
                    update_modifiers_for_held_item
                        .after(InventorySet)
                        .after(MoveEventsSet),
                ),
            )
            .add_systems(GameTick, handle_start_use_item_queued.before(PhysicsSet))
            .add_observer(handle_swing_arm_trigger);
    }
}

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<BlockPos, ServerVerifiedState>,
}
#[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: 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);
        }
    }
}

/// A component that contains the block or entity that the player is currently
/// looking at.
#[doc(alias("looking at", "looking at block", "crosshair"))]
#[derive(Component, Clone, Debug, Deref, DerefMut)]
pub struct HitResultComponent(HitResult);

/// 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<BlockPos>,
}
pub fn handle_start_use_item_event(
    mut commands: Commands,
    mut events: EventReader<StartUseItemEvent>,
) {
    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<BlockPos>,
}
#[allow(clippy::type_complexity)]
pub fn handle_start_use_item_queued(
    mut commands: Commands,
    query: Query<(
        Entity,
        &StartUseItemQueued,
        &mut BlockStatePredictionHandler,
        &HitResultComponent,
        &LookDirection,
        Option<&Mining>,
    )>,
) {
    for (entity, start_use_item, mut prediction_handler, hit_result, look_direction, mining) in
        query
    {
        commands.entity(entity).remove::<StartUseItemQueued>();

        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.0.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(block_hit_result) => {
                let seq = prediction_handler.start_predicting();
                if block_hit_result.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: block_hit_result.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 => {
                // TODO: implement HitResult::Entity

                // TODO: worldborder check

                // commands.trigger(SendPacketEvent::new(
                //     entity,
                //     ServerboundInteract {
                //         entity_id: todo!(),
                //         action: todo!(),
                //         using_secondary_action: todo!(),
                //     },
                // ));
            }
        }
    }
}

#[allow(clippy::type_complexity)]
pub fn update_hit_result_component(
    mut commands: Commands,
    mut query: Query<(
        Entity,
        Option<&mut HitResultComponent>,
        &LocalGameMode,
        &Position,
        &EyeHeight,
        &LookDirection,
        &InstanceName,
    )>,
    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 Some(instance_lock) = instance_container.get(world_name) else {
            continue;
        };
        let instance = instance_lock.read();

        let hit_result = pick(look_direction, &eye_position, &instance.chunks, 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 or entity that a player would be looking at if their eyes were
/// at the given direction and position.
///
/// If you need to get the block/entity the player is looking at right now, use
/// [`HitResultComponent`].
///
/// Also see [`pick_block`].
///
/// TODO: does not currently check for entities
pub fn pick(
    look_direction: &LookDirection,
    eye_position: &Vec3,
    chunks: &azalea_world::ChunkStorage,
    pick_range: f64,
) -> HitResult {
    // TODO
    // let entity_hit_result = ;

    HitResult::Block(pick_block(look_direction, eye_position, chunks, pick_range))
}

/// Get the block that a player would be looking at if their eyes were at the
/// given direction and position.
///
/// Also see [`pick`].
pub fn pick_block(
    look_direction: &LookDirection,
    eye_position: &Vec3,
    chunks: &azalea_world::ChunkStorage,
    pick_range: f64,
) -> BlockHitResult {
    let view_vector = view_vector(look_direction);
    let end_position = eye_position + &(view_vector * pick_range);

    azalea_physics::clip::clip(
        chunks,
        ClipContext {
            from: *eye_position,
            to: end_position,
            block_shape_type: BlockShapeType::Outline,
            fluid_pick_type: FluidPickType::None,
        },
    )
}

/// 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.components.has::<components::CanBreak>() {
        // 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<SwingArmEvent>, mut commands: Commands) {
    commands.trigger(SendPacketEvent::new(
        trigger.event().entity,
        ServerboundSwing {
            hand: InteractionHand::MainHand,
        },
    ));
}
pub fn handle_swing_arm_event(mut events: EventReader<SwingArmEvent>, mut commands: Commands) {
    for event in events.read() {
        commands.trigger(event.clone());
    }
}

#[allow(clippy::type_complexity)]
fn update_modifiers_for_held_item(
    mut query: Query<(&mut Attributes, &Inventory), (With<LocalEntity>, Changed<Inventory>)>,
) {
    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,
            ));
    }
}