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use azalea_buf::AzBuf;
use azalea_core::{delta::LpVec3, entity_id::MinecraftEntityId, position::Vec3};
use azalea_protocol_macros::ClientboundGamePacket;
use azalea_registry::builtin::EntityKind;
#[cfg(feature = "bevy_ecs")]
use azalea_world::WorldName;
use uuid::Uuid;
#[derive(AzBuf, ClientboundGamePacket, Clone, Debug, PartialEq)]
pub struct ClientboundAddEntity {
/// The numeric ID of the entity being added to the world.
#[var]
pub id: MinecraftEntityId,
pub uuid: Uuid,
pub entity_type: EntityKind,
pub position: Vec3,
pub movement: LpVec3,
pub x_rot: i8,
pub y_rot: i8,
pub y_head_rot: i8,
/// The entity's "object data". This is unused for most entities.
///
/// Projectiles and fishing hooks treat this like a [`MinecraftEntityId`].
/// Falling blocks treat it as a [`BlockState`](azalea_block::BlockState).
/// Other entities may treat it as another enum variant.
///
/// See [the wiki](https://minecraft.wiki/w/Java_Edition_protocol/Object_data)
/// for more information about this field.
#[var]
pub data: i32,
}
impl ClientboundAddEntity {
/// Make the entity into a bundle that can be inserted into the ECS.
///
/// You must apply the metadata after inserting the bundle with
/// [`Self::apply_metadata`].
#[cfg(feature = "bevy_ecs")]
pub fn as_entity_bundle(&self, world_name: WorldName) -> azalea_entity::EntityBundle {
azalea_entity::EntityBundle::new(self.uuid, self.position, self.entity_type, world_name)
}
/// Apply the default metadata for the given entity.
#[cfg(feature = "bevy_ecs")]
pub fn apply_metadata(&self, entity: &mut bevy_ecs::system::EntityCommands) {
azalea_entity::metadata::apply_default_metadata(entity, self.entity_type);
}
}
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