azalea/pathfinder/
simulation.rs

1//! Simulate the Minecraft world, currently only used for tests.
2
3use std::sync::Arc;
4
5use azalea_client::{
6    PhysicsState, interact::BlockStatePredictionHandler, inventory::Inventory,
7    local_player::LocalGameMode, mining::MineBundle, packet::game::SendPacketEvent,
8};
9use azalea_core::{
10    game_type::GameMode, position::Vec3, resource_location::ResourceLocation, tick::GameTick,
11};
12use azalea_entity::{
13    Attributes, LookDirection, Physics, Position, default_attributes, dimensions::EntityDimensions,
14};
15use azalea_registry::EntityKind;
16use azalea_world::{ChunkStorage, Instance, InstanceContainer, MinecraftEntityId, PartialInstance};
17use bevy_app::App;
18use bevy_ecs::prelude::*;
19use parking_lot::RwLock;
20use uuid::Uuid;
21
22#[derive(Bundle, Clone)]
23pub struct SimulatedPlayerBundle {
24    pub position: Position,
25    pub physics: Physics,
26    pub physics_state: PhysicsState,
27    pub look_direction: LookDirection,
28    pub attributes: Attributes,
29    pub inventory: Inventory,
30}
31
32impl SimulatedPlayerBundle {
33    pub fn new(position: Vec3) -> Self {
34        let dimensions = EntityDimensions::from(EntityKind::Player);
35
36        SimulatedPlayerBundle {
37            position: Position::new(position),
38            physics: Physics::new(&dimensions, position),
39            physics_state: PhysicsState::default(),
40            look_direction: LookDirection::default(),
41            attributes: default_attributes(EntityKind::Player),
42            inventory: Inventory::default(),
43        }
44    }
45}
46
47fn simulation_instance_name() -> ResourceLocation {
48    ResourceLocation::new("azalea:simulation")
49}
50
51fn create_simulation_instance(chunks: ChunkStorage) -> (App, Arc<RwLock<Instance>>) {
52    let instance_name = simulation_instance_name();
53
54    let instance = Arc::new(RwLock::new(Instance {
55        chunks,
56        ..Default::default()
57    }));
58
59    let mut app = App::new();
60    // we don't use all the default azalea plugins because we don't need all of them
61    app.add_plugins((
62        azalea_physics::PhysicsPlugin,
63        azalea_entity::EntityPlugin,
64        azalea_client::movement::MovementPlugin,
65        super::PathfinderPlugin,
66        crate::BotPlugin,
67        azalea_client::task_pool::TaskPoolPlugin::default(),
68        // for mining
69        azalea_client::inventory::InventoryPlugin,
70        azalea_client::mining::MiningPlugin,
71        azalea_client::interact::InteractPlugin,
72        azalea_client::loading::PlayerLoadedPlugin,
73    ))
74    .insert_resource(InstanceContainer {
75        instances: [(instance_name.clone(), Arc::downgrade(&instance.clone()))]
76            .iter()
77            .cloned()
78            .collect(),
79    })
80    .add_event::<SendPacketEvent>();
81
82    app.edit_schedule(bevy_app::Main, |schedule| {
83        schedule.set_executor_kind(bevy_ecs::schedule::ExecutorKind::SingleThreaded);
84    });
85
86    (app, instance)
87}
88
89fn create_simulation_player_complete_bundle(
90    instance: Arc<RwLock<Instance>>,
91    player: &SimulatedPlayerBundle,
92) -> impl Bundle {
93    let instance_name = simulation_instance_name();
94
95    (
96        MinecraftEntityId(0),
97        azalea_entity::LocalEntity,
98        azalea_entity::metadata::PlayerMetadataBundle::default(),
99        azalea_entity::EntityBundle::new(
100            Uuid::nil(),
101            *player.position,
102            azalea_registry::EntityKind::Player,
103            instance_name,
104        ),
105        azalea_client::local_player::InstanceHolder {
106            // partial_instance is never actually used by the pathfinder so
107            partial_instance: Arc::new(RwLock::new(PartialInstance::default())),
108            instance: instance.clone(),
109        },
110        Inventory::default(),
111        LocalGameMode::from(GameMode::Survival),
112        MineBundle::default(),
113        BlockStatePredictionHandler::default(),
114        azalea_client::local_player::PermissionLevel::default(),
115        azalea_entity::PlayerAbilities::default(),
116    )
117}
118
119fn create_simulation_player(
120    ecs: &mut World,
121    instance: Arc<RwLock<Instance>>,
122    player: SimulatedPlayerBundle,
123) -> Entity {
124    let mut entity = ecs.spawn(create_simulation_player_complete_bundle(instance, &player));
125    entity.insert(player);
126    entity.id()
127}
128
129/// Simulate the Minecraft world to see if certain movements would be possible.
130pub struct Simulation {
131    pub app: App,
132    pub entity: Entity,
133    _instance: Arc<RwLock<Instance>>,
134}
135
136impl Simulation {
137    pub fn new(chunks: ChunkStorage, player: SimulatedPlayerBundle) -> Self {
138        let (mut app, instance) = create_simulation_instance(chunks);
139        let entity = create_simulation_player(app.world_mut(), instance.clone(), player);
140        Self {
141            app,
142            entity,
143            _instance: instance,
144        }
145    }
146
147    pub fn tick(&mut self) {
148        self.app.update();
149        self.app.world_mut().run_schedule(GameTick);
150    }
151    pub fn component<T: Component + Clone>(&self) -> T {
152        self.app.world().get::<T>(self.entity).unwrap().clone()
153    }
154    pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
155        self.app.world().get::<T>(self.entity).cloned()
156    }
157    pub fn position(&self) -> Vec3 {
158        *self.component::<Position>()
159    }
160    pub fn is_mining(&self) -> bool {
161        // return true if the component is present and Some
162        self.get_component::<azalea_client::mining::MineBlockPos>()
163            .and_then(|c| *c)
164            .is_some()
165    }
166}
167
168/// A set of simulations, useful for efficiently doing multiple simulations.
169pub struct SimulationSet {
170    pub app: App,
171    instance: Arc<RwLock<Instance>>,
172}
173impl SimulationSet {
174    pub fn new(chunks: ChunkStorage) -> Self {
175        let (app, instance) = create_simulation_instance(chunks);
176        Self { app, instance }
177    }
178    pub fn tick(&mut self) {
179        self.app.update();
180        self.app.world_mut().run_schedule(GameTick);
181    }
182
183    pub fn spawn(&mut self, player: SimulatedPlayerBundle) -> Entity {
184        create_simulation_player(self.app.world_mut(), self.instance.clone(), player)
185    }
186    pub fn despawn(&mut self, entity: Entity) {
187        self.app.world_mut().despawn(entity);
188    }
189
190    pub fn position(&self, entity: Entity) -> Vec3 {
191        **self.app.world().get::<Position>(entity).unwrap()
192    }
193}