azalea/
container.rs

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
use std::fmt::Debug;
use std::fmt::Formatter;

use azalea_client::{
    inventory::{CloseContainerEvent, ContainerClickEvent, Inventory},
    packet_handling::game::PacketEvent,
    Client,
};
use azalea_core::position::BlockPos;
use azalea_inventory::{operations::ClickOperation, ItemSlot, Menu};
use azalea_protocol::packets::game::ClientboundGamePacket;
use bevy_app::{App, Plugin, Update};
use bevy_ecs::{component::Component, prelude::EventReader, system::Commands};
use futures_lite::Future;

use crate::bot::BotClientExt;

pub struct ContainerPlugin;
impl Plugin for ContainerPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, handle_menu_opened_event);
    }
}

pub trait ContainerClientExt {
    fn open_container_at(
        &mut self,
        pos: BlockPos,
    ) -> impl Future<Output = Option<ContainerHandle>> + Send;
    fn open_inventory(&mut self) -> Option<ContainerHandle>;
    fn get_open_container(&self) -> Option<ContainerHandleRef>;
}

impl ContainerClientExt for Client {
    /// Open a container in the world, like a chest. Use
    /// [`Client::open_inventory`] to open your own inventory.
    ///
    /// ```
    /// # use azalea::prelude::*;
    /// # async fn example(mut bot: azalea::Client) {
    /// let target_pos = bot
    ///     .world()
    ///     .read()
    ///     .find_block(bot.position(), &azalea::registry::Block::Chest.into());
    /// let Some(target_pos) = target_pos else {
    ///     bot.chat("no chest found");
    ///     return;
    /// };
    /// let container = bot.open_container_at(target_pos).await;
    /// # }
    /// ```
    async fn open_container_at(&mut self, pos: BlockPos) -> Option<ContainerHandle> {
        self.ecs
            .lock()
            .entity_mut(self.entity)
            .insert(WaitingForInventoryOpen);
        self.block_interact(pos);

        let mut receiver = self.get_tick_broadcaster();
        while receiver.recv().await.is_ok() {
            let ecs = self.ecs.lock();
            if ecs.get::<WaitingForInventoryOpen>(self.entity).is_none() {
                break;
            }
        }

        let ecs = self.ecs.lock();
        let inventory = ecs.get::<Inventory>(self.entity).expect("no inventory");
        if inventory.id == 0 {
            None
        } else {
            Some(ContainerHandle::new(inventory.id, self.clone()))
        }
    }

    /// Open the player's inventory. This will return None if another
    /// container is open.
    ///
    /// Note that this will send a packet to the server once it's dropped. Also,
    /// due to how it's implemented, you could call this function multiple times
    /// while another inventory handle already exists (but you shouldn't).
    ///
    /// If you just want to get the items in the player's inventory without
    /// sending any packets, use [`Client::menu`], [`Menu::player_slots_range`],
    /// and [`Menu::slots`].
    fn open_inventory(&mut self) -> Option<ContainerHandle> {
        let ecs = self.ecs.lock();
        let inventory = ecs.get::<Inventory>(self.entity).expect("no inventory");

        if inventory.id == 0 {
            Some(ContainerHandle::new(0, self.clone()))
        } else {
            None
        }
    }

    /// Get a handle to the open container. This will return None if no
    /// container is open. This will not close the container when it's dropped.
    ///
    /// See [`Client::open_inventory`] or [`Client::menu`] if you want to open
    /// your own inventory.
    fn get_open_container(&self) -> Option<ContainerHandleRef> {
        let ecs = self.ecs.lock();
        let inventory = ecs.get::<Inventory>(self.entity).expect("no inventory");

        if inventory.id == 0 {
            None
        } else {
            Some(ContainerHandleRef {
                id: inventory.id,
                client: self.clone(),
            })
        }
    }
}

/// A handle to a container that may be open. This does not close the container
/// when it's dropped. See [`ContainerHandle`] if that behavior is desired.
pub struct ContainerHandleRef {
    id: u8,
    client: Client,
}
impl Debug for ContainerHandleRef {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("ContainerHandle")
            .field("id", &self.id())
            .finish()
    }
}
impl ContainerHandleRef {
    pub fn close(&self) {
        self.client.ecs.lock().send_event(CloseContainerEvent {
            entity: self.client.entity,
            id: self.id,
        });
    }

    /// Get the id of the container. If this is 0, that means it's the player's
    /// inventory. Otherwise, the number isn't really meaningful since only one
    /// container can be open at a time.
    pub fn id(&self) -> u8 {
        self.id
    }

    /// Returns the menu of the container. If the container is closed, this
    /// will return `None`.
    ///
    /// Note that any modifications you make to the `Menu` you're given will not
    /// actually cause any packets to be sent. If you're trying to modify your
    /// inventory, use [`ContainerHandle::click`] instead
    pub fn menu(&self) -> Option<Menu> {
        let ecs = self.client.ecs.lock();
        let inventory = ecs
            .get::<Inventory>(self.client.entity)
            .expect("no inventory");

        // this also makes sure we can't access the inventory while a container is open
        if inventory.id == self.id {
            if self.id == 0 {
                Some(inventory.inventory_menu.clone())
            } else {
                Some(inventory.container_menu.clone().unwrap())
            }
        } else {
            None
        }
    }

    /// Returns the item slots in the container, not including the player's
    /// inventory. If the container is closed, this will return `None`.
    pub fn contents(&self) -> Option<Vec<ItemSlot>> {
        self.menu().map(|menu| menu.contents())
    }

    pub fn click(&self, operation: impl Into<ClickOperation>) {
        let operation = operation.into();
        self.client.ecs.lock().send_event(ContainerClickEvent {
            entity: self.client.entity,
            window_id: self.id,
            operation,
        });
    }
}

/// A handle to the open container. The container will be closed once this is
/// dropped.
pub struct ContainerHandle(ContainerHandleRef);

impl Drop for ContainerHandle {
    fn drop(&mut self) {
        self.0.close();
    }
}
impl Debug for ContainerHandle {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("ContainerHandle")
            .field("id", &self.id())
            .finish()
    }
}
impl ContainerHandle {
    fn new(id: u8, client: Client) -> Self {
        Self(ContainerHandleRef { id, client })
    }

    /// Get the id of the container. If this is 0, that means it's the player's
    /// inventory. Otherwise, the number isn't really meaningful since only one
    /// container can be open at a time.
    pub fn id(&self) -> u8 {
        self.0.id()
    }

    /// Returns the menu of the container. If the container is closed, this
    /// will return `None`.
    ///
    /// Note that any modifications you make to the `Menu` you're given will not
    /// actually cause any packets to be sent. If you're trying to modify your
    /// inventory, use [`ContainerHandle::click`] instead
    pub fn menu(&self) -> Option<Menu> {
        self.0.menu()
    }

    /// Returns the item slots in the container, not including the player's
    /// inventory. If the container is closed, this will return `None`.
    pub fn contents(&self) -> Option<Vec<ItemSlot>> {
        self.0.contents()
    }

    pub fn click(&self, operation: impl Into<ClickOperation>) {
        self.0.click(operation);
    }
}

#[derive(Component, Debug)]
pub struct WaitingForInventoryOpen;

fn handle_menu_opened_event(mut commands: Commands, mut events: EventReader<PacketEvent>) {
    for event in events.read() {
        if let ClientboundGamePacket::ContainerSetContent { .. } = event.packet.as_ref() {
            commands
                .entity(event.entity)
                .remove::<WaitingForInventoryOpen>();
        }
    }
}