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, EntityDimensions, LookDirection, Physics, Position, default_attributes,
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    ))
73    .insert_resource(InstanceContainer {
74        instances: [(instance_name.clone(), Arc::downgrade(&instance.clone()))]
75            .iter()
76            .cloned()
77            .collect(),
78    })
79    .add_event::<SendPacketEvent>();
80
81    app.edit_schedule(bevy_app::Main, |schedule| {
82        schedule.set_executor_kind(bevy_ecs::schedule::ExecutorKind::SingleThreaded);
83    });
84
85    (app, instance)
86}
87
88fn create_simulation_player_complete_bundle(
89    instance: Arc<RwLock<Instance>>,
90    player: &SimulatedPlayerBundle,
91) -> impl Bundle {
92    let instance_name = simulation_instance_name();
93
94    (
95        MinecraftEntityId(0),
96        azalea_entity::LocalEntity,
97        azalea_entity::metadata::PlayerMetadataBundle::default(),
98        azalea_entity::EntityBundle::new(
99            Uuid::nil(),
100            *player.position,
101            azalea_registry::EntityKind::Player,
102            instance_name,
103        ),
104        azalea_client::local_player::InstanceHolder {
105            // partial_instance is never actually used by the pathfinder so
106            partial_instance: Arc::new(RwLock::new(PartialInstance::default())),
107            instance: instance.clone(),
108        },
109        Inventory::default(),
110        LocalGameMode::from(GameMode::Survival),
111        MineBundle::default(),
112        BlockStatePredictionHandler::default(),
113        azalea_client::local_player::PermissionLevel::default(),
114        azalea_client::local_player::PlayerAbilities::default(),
115    )
116}
117
118fn create_simulation_player(
119    ecs: &mut World,
120    instance: Arc<RwLock<Instance>>,
121    player: SimulatedPlayerBundle,
122) -> Entity {
123    let mut entity = ecs.spawn(create_simulation_player_complete_bundle(instance, &player));
124    entity.insert(player);
125    entity.id()
126}
127
128/// Simulate the Minecraft world to see if certain movements would be possible.
129pub struct Simulation {
130    pub app: App,
131    pub entity: Entity,
132    _instance: Arc<RwLock<Instance>>,
133}
134
135impl Simulation {
136    pub fn new(chunks: ChunkStorage, player: SimulatedPlayerBundle) -> Self {
137        let (mut app, instance) = create_simulation_instance(chunks);
138        let entity = create_simulation_player(app.world_mut(), instance.clone(), player);
139        Self {
140            app,
141            entity,
142            _instance: instance,
143        }
144    }
145
146    pub fn tick(&mut self) {
147        self.app.update();
148        self.app.world_mut().run_schedule(GameTick);
149    }
150    pub fn component<T: Component + Clone>(&self) -> T {
151        self.app.world().get::<T>(self.entity).unwrap().clone()
152    }
153    pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
154        self.app.world().get::<T>(self.entity).cloned()
155    }
156    pub fn position(&self) -> Vec3 {
157        *self.component::<Position>()
158    }
159    pub fn is_mining(&self) -> bool {
160        // return true if the component is present and Some
161        self.get_component::<azalea_client::mining::MineBlockPos>()
162            .and_then(|c| *c)
163            .is_some()
164    }
165}
166
167/// A set of simulations, useful for efficiently doing multiple simulations.
168pub struct SimulationSet {
169    pub app: App,
170    instance: Arc<RwLock<Instance>>,
171}
172impl SimulationSet {
173    pub fn new(chunks: ChunkStorage) -> Self {
174        let (app, instance) = create_simulation_instance(chunks);
175        Self { app, instance }
176    }
177    pub fn tick(&mut self) {
178        self.app.update();
179        self.app.world_mut().run_schedule(GameTick);
180    }
181
182    pub fn spawn(&mut self, player: SimulatedPlayerBundle) -> Entity {
183        create_simulation_player(self.app.world_mut(), self.instance.clone(), player)
184    }
185    pub fn despawn(&mut self, entity: Entity) {
186        self.app.world_mut().despawn(entity);
187    }
188
189    pub fn position(&self, entity: Entity) -> Vec3 {
190        **self.app.world().get::<Position>(entity).unwrap()
191    }
192}