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use std::io::{self, Cursor, Write};
use azalea_buf::{AzBuf, BufReadError};
use azalea_core::bitset::FixedBitSet;
use azalea_entity::PlayerAbilities;
use azalea_protocol_macros::ClientboundGamePacket;
#[derive(AzBuf, ClientboundGamePacket, Clone, Debug, PartialEq)]
pub struct ClientboundPlayerAbilities {
pub flags: PlayerAbilitiesFlags,
pub flying_speed: f32,
/// Used for the fov
pub walking_speed: f32,
}
#[derive(Clone, Debug, PartialEq)]
pub struct PlayerAbilitiesFlags {
pub invulnerable: bool,
pub flying: bool,
pub can_fly: bool,
pub instant_break: bool,
}
impl AzBuf for PlayerAbilitiesFlags {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
let set = FixedBitSet::<4>::azalea_read(buf)?;
Ok(PlayerAbilitiesFlags {
invulnerable: set.index(0),
flying: set.index(1),
can_fly: set.index(2),
instant_break: set.index(3),
})
}
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
let mut set = FixedBitSet::<4>::new();
if self.invulnerable {
set.set(0);
}
if self.flying {
set.set(1);
}
if self.can_fly {
set.set(2);
}
if self.instant_break {
set.set(3);
}
set.azalea_write(buf)
}
}
impl From<&ClientboundPlayerAbilities> for PlayerAbilities {
fn from(packet: &ClientboundPlayerAbilities) -> Self {
Self {
invulnerable: packet.flags.invulnerable,
flying: packet.flags.flying,
can_fly: packet.flags.can_fly,
instant_break: packet.flags.instant_break,
flying_speed: packet.flying_speed,
walking_speed: packet.walking_speed,
}
}
}
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