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|
//! Define some types needed for entity metadata.
use std::io::{self, Cursor, Write};
use azalea_auth::game_profile::{GameProfile, GameProfileProperties};
use azalea_buf::{AzBuf, AzaleaRead, AzaleaReadVar, AzaleaWrite, AzaleaWriteVar, BufReadError};
use azalea_chat::FormattedText;
use azalea_core::{
direction::Direction,
position::{BlockPos, GlobalPos, Vec3f32},
resource_location::ResourceLocation,
};
use azalea_inventory::ItemStack;
use bevy_ecs::component::Component;
use derive_more::Deref;
use enum_as_inner::EnumAsInner;
use uuid::Uuid;
use crate::particle::Particle;
#[derive(Clone, Debug, Deref, PartialEq)]
pub struct EntityMetadataItems(pub Vec<EntityDataItem>);
#[derive(Clone, Debug, PartialEq)]
pub struct EntityDataItem {
// we can't identify what the index is for here because we don't know the
// entity type
pub index: u8,
pub value: EntityDataValue,
}
impl AzaleaRead for EntityMetadataItems {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
let mut metadata = Vec::new();
loop {
let id = u8::azalea_read(buf)?;
if id == 0xff {
break;
}
let value = EntityDataValue::azalea_read(buf)?;
metadata.push(EntityDataItem { index: id, value });
}
Ok(EntityMetadataItems(metadata))
}
}
impl AzaleaWrite for EntityMetadataItems {
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
for item in &self.0 {
item.index.azalea_write(buf)?;
item.value.azalea_write(buf)?;
}
0xffu8.azalea_write(buf)?;
Ok(())
}
}
// Note: This enum is partially generated and parsed by
// codegen/lib/code/entity.py
#[derive(Clone, Debug, EnumAsInner, AzBuf, PartialEq)]
pub enum EntityDataValue {
Byte(u8),
Int(#[var] i32),
Long(#[var] i64),
Float(f32),
String(String),
FormattedText(FormattedText),
OptionalFormattedText(Option<FormattedText>),
ItemStack(ItemStack),
Boolean(bool),
Rotations(Rotations),
BlockPos(BlockPos),
OptionalBlockPos(Option<BlockPos>),
Direction(Direction),
OptionalLivingEntityReference(Option<Uuid>),
BlockState(azalea_block::BlockState),
/// If this is air, that means it's absent,
OptionalBlockState(azalea_block::BlockState),
Particle(Particle),
Particles(Vec<Particle>),
VillagerData(VillagerData),
// 0 for absent; 1 + actual value otherwise. Used for entity IDs.
OptionalUnsignedInt(OptionalUnsignedInt),
Pose(Pose),
CatVariant(azalea_registry::CatVariant),
ChickenVariant(azalea_registry::ChickenVariant),
CowVariant(azalea_registry::CowVariant),
WolfVariant(azalea_registry::WolfVariant),
WolfSoundVariant(azalea_registry::WolfSoundVariant),
FrogVariant(azalea_registry::FrogVariant),
PigVariant(azalea_registry::PigVariant),
OptionalGlobalPos(Option<GlobalPos>),
PaintingVariant(azalea_registry::PaintingVariant),
SnifferState(SnifferStateKind),
ArmadilloState(ArmadilloStateKind),
CopperGolemState(CopperGolemStateKind),
WeatheringCopperState(WeatheringCopperStateKind),
Vector3(Vec3f32),
Quaternion(Quaternion),
ResolvableProfile(ResolvableProfile),
}
#[derive(Clone, Debug, PartialEq)]
pub struct OptionalUnsignedInt(pub Option<u32>);
#[derive(Clone, Debug, AzBuf, PartialEq)]
pub struct Quaternion {
pub x: f32,
pub y: f32,
pub z: f32,
pub w: f32,
}
#[derive(Clone, Debug, AzBuf, Default, PartialEq)]
pub struct ResolvableProfile {
pub unpack: Box<PartialOrFullProfile>,
pub skin_patch: Box<PlayerSkinPatch>,
}
#[derive(Clone, Debug, AzBuf, PartialEq)]
pub enum PartialOrFullProfile {
Partial(PartialProfile),
Full(GameProfile),
}
impl Default for PartialOrFullProfile {
fn default() -> Self {
Self::Partial(PartialProfile::default())
}
}
#[derive(Clone, Debug, AzBuf, Default, PartialEq)]
pub struct PartialProfile {
#[limit(16)]
pub name: Option<String>,
pub id: Option<Uuid>,
pub properties: GameProfileProperties,
}
#[derive(Clone, Debug, AzBuf, Default, PartialEq)]
pub struct PlayerSkinPatch {
pub body: Option<ResourceTexture>,
pub cape: Option<ResourceTexture>,
pub elytra: Option<ResourceTexture>,
pub model: Option<PlayerModelType>,
}
#[derive(Clone, Debug, Copy, AzBuf, Default, PartialEq)]
pub enum PlayerModelType {
#[default]
Wide,
Slim,
}
#[derive(Clone, Debug, AzBuf, PartialEq)]
pub struct ResourceTexture {
pub id: ResourceLocation,
}
// mojang just calls this ArmadilloState but i added "Kind" since otherwise it
// collides with a name in metadata.rs
#[derive(Clone, Debug, Copy, Default, AzBuf, PartialEq)]
pub enum ArmadilloStateKind {
#[default]
Idle,
Rolling,
Scared,
}
impl AzaleaRead for OptionalUnsignedInt {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
let val = u32::azalea_read_var(buf)?;
Ok(OptionalUnsignedInt(if val == 0 {
None
} else {
Some(val - 1)
}))
}
}
impl AzaleaWrite for OptionalUnsignedInt {
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
match self.0 {
Some(val) => (val + 1).azalea_write_var(buf),
None => 0u32.azalea_write_var(buf),
}
}
}
/// A set of x, y, and z rotations. This is used for armor stands.
#[derive(Clone, Debug, AzBuf, Default, PartialEq)]
pub struct Rotations {
pub x: f32,
pub y: f32,
pub z: f32,
}
#[derive(Clone, Debug, Copy, AzBuf, Default, Component, Eq, PartialEq)]
pub enum Pose {
#[default]
Standing = 0,
FallFlying,
Sleeping,
Swimming,
SpinAttack,
Crouching,
LongJumping,
Dying,
Croaking,
UsingTongue,
Sitting,
Roaring,
Sniffing,
Emerging,
Digging,
Sliding,
Shooting,
Inhaling,
}
#[derive(Debug, Clone, AzBuf, PartialEq)]
pub struct VillagerData {
pub kind: azalea_registry::VillagerKind,
pub profession: azalea_registry::VillagerProfession,
#[var]
pub level: u32,
}
#[derive(Debug, Copy, Clone, AzBuf, Default, PartialEq)]
pub enum SnifferStateKind {
#[default]
Idling,
FeelingHappy,
Scenting,
Sniffing,
Searching,
Digging,
Rising,
}
#[derive(Debug, Copy, Clone, AzBuf, Default, PartialEq)]
pub enum CopperGolemStateKind {
#[default]
Idle,
GettingItem,
GettingNoItem,
DroppingItem,
DroppingNoItem,
}
#[derive(Debug, Copy, Clone, AzBuf, Default, PartialEq)]
pub enum WeatheringCopperStateKind {
#[default]
Unaffected,
Exposed,
Weathered,
Oxidized,
}
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