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use std::io::{self, Cursor, Write};
use azalea_buf::{AzBuf, BufReadError};
use azalea_core::{
direction::Direction,
hit_result::BlockHitResult,
position::{BlockPos, Vec3, Vec3f32},
};
use azalea_protocol_macros::ServerboundGamePacket;
use crate::packets::game::s_interact::InteractionHand;
#[derive(AzBuf, Clone, Debug, PartialEq, ServerboundGamePacket)]
pub struct ServerboundUseItemOn {
pub hand: InteractionHand,
pub block_hit: BlockHit,
#[var]
pub seq: u32,
}
#[derive(Clone, Debug, PartialEq)]
pub struct BlockHit {
/// The block that we clicked.
pub block_pos: BlockPos,
/// The face of the block that was clicked.
pub direction: Direction,
/// The exact coordinates of the world where the block was clicked.
///
/// In the network, this is transmitted as the difference between the
/// location and block position.
pub location: Vec3,
/// Whether the player's head is inside a block.
pub inside: bool,
/// Whether the player's hitting the world border.
pub world_border: bool,
}
impl AzBuf for BlockHit {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
let block_pos = BlockPos::azalea_read(buf)?;
let direction = Direction::azalea_read(buf)?;
let cursor = Vec3f32::azalea_read(buf)?;
let inside = bool::azalea_read(buf)?;
let world_border = bool::azalea_read(buf)?;
Ok(Self {
block_pos,
direction,
location: Vec3 {
x: f64::from(block_pos.x) + f64::from(cursor.x),
y: f64::from(block_pos.y) + f64::from(cursor.y),
z: f64::from(block_pos.z) + f64::from(cursor.z),
},
inside,
world_border,
})
}
fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
self.block_pos.azalea_write(buf)?;
self.direction.azalea_write(buf)?;
let cursor = Vec3 {
x: self.location.x - f64::from(self.block_pos.x),
y: self.location.y - f64::from(self.block_pos.y),
z: self.location.z - f64::from(self.block_pos.z),
};
Vec3f32::from(cursor).azalea_write(buf)?;
self.inside.azalea_write(buf)?;
self.world_border.azalea_write(buf)?;
Ok(())
}
}
impl From<&BlockHitResult> for BlockHit {
/// Converts a [`BlockHitResult`] to a [`BlockHit`].
///
/// The only difference is that the `miss` field is not present in
/// [`BlockHit`].
fn from(hit_result: &BlockHitResult) -> Self {
Self {
block_pos: hit_result.block_pos,
direction: hit_result.direction,
location: hit_result.location,
inside: hit_result.inside,
world_border: hit_result.world_border,
}
}
}
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