azalea_client/local_player.rs
1use std::{
2 collections::HashMap,
3 error, io,
4 sync::{Arc, PoisonError},
5};
6
7use azalea_core::game_type::GameMode;
8use azalea_world::{Instance, PartialInstance};
9use bevy_ecs::{component::Component, prelude::*};
10use derive_more::{Deref, DerefMut};
11use parking_lot::RwLock;
12use thiserror::Error;
13use tokio::sync::mpsc;
14use tracing::error;
15use uuid::Uuid;
16
17use crate::{ClientInformation, events::Event as AzaleaEvent, player::PlayerInfo};
18
19/// A component that keeps strong references to our [`PartialInstance`] and
20/// [`Instance`] for local players.
21///
22/// This can also act as a convenience for accessing the player's Instance since
23/// the alternative is to look up the player's [`InstanceName`] in the
24/// [`InstanceContainer`].
25///
26/// [`InstanceContainer`]: azalea_world::InstanceContainer
27/// [`InstanceName`]: azalea_world::InstanceName
28#[derive(Component, Clone)]
29pub struct InstanceHolder {
30 /// The partial instance is the world this client currently has loaded. It
31 /// has a limited render distance.
32 pub partial_instance: Arc<RwLock<PartialInstance>>,
33 /// The world is the combined [`PartialInstance`]s of all clients in the
34 /// same world.
35 ///
36 /// This is only relevant if you're using a shared world (i.e. a
37 /// swarm).
38 pub instance: Arc<RwLock<Instance>>,
39}
40
41/// The gamemode of a local player. For a non-local player, you can look up the
42/// player in the [`TabList`].
43#[derive(Component, Clone, Debug, Copy)]
44pub struct LocalGameMode {
45 pub current: GameMode,
46 pub previous: Option<GameMode>,
47}
48impl From<GameMode> for LocalGameMode {
49 fn from(current: GameMode) -> Self {
50 LocalGameMode {
51 current,
52 previous: None,
53 }
54 }
55}
56
57/// Level must be 0..=4
58#[derive(Component, Clone, Default, Deref, DerefMut)]
59pub struct PermissionLevel(pub u8);
60
61/// A component that contains a map of player UUIDs to their information in the
62/// tab list.
63///
64/// ```
65/// # use azalea_client::local_player::TabList;
66/// # fn example(client: &azalea_client::Client) {
67/// let tab_list = client.component::<TabList>();
68/// println!("Online players:");
69/// for (uuid, player_info) in tab_list.iter() {
70/// println!("- {} ({}ms)", player_info.profile.name, player_info.latency);
71/// }
72/// # }
73/// ```
74///
75/// For convenience, `TabList` is also a resource in the ECS.
76/// It's set to be the same as the tab list for the last client whose tab list
77/// was updated.
78/// This means you should avoid using `TabList` as a resource unless you know
79/// all of your clients will have the same tab list.
80#[derive(Component, Resource, Clone, Debug, Deref, DerefMut, Default)]
81pub struct TabList(HashMap<Uuid, PlayerInfo>);
82
83#[derive(Component, Clone)]
84pub struct Hunger {
85 /// The main hunger bar. Goes from 0 to 20.
86 pub food: u32,
87 /// The amount of saturation the player has. This isn't shown in normal
88 /// vanilla clients but it's a separate counter that makes it so your hunger
89 /// only starts decreasing when this is 0.
90 pub saturation: f32,
91}
92
93impl Default for Hunger {
94 fn default() -> Self {
95 Hunger {
96 food: 20,
97 saturation: 5.,
98 }
99 }
100}
101impl Hunger {
102 /// Returns true if we have enough food level to sprint.
103 ///
104 /// Note that this doesn't consider our gamemode or passenger status.
105 pub fn is_enough_to_sprint(&self) -> bool {
106 // hasEnoughFoodToSprint
107 self.food >= 6
108 }
109}
110
111impl InstanceHolder {
112 /// Create a new `InstanceHolder` for the given entity.
113 ///
114 /// The partial instance will be created for you. The render distance will
115 /// be set to a default value, which you can change by creating a new
116 /// partial_instance.
117 pub fn new(entity: Entity, instance: Arc<RwLock<Instance>>) -> Self {
118 let client_information = ClientInformation::default();
119
120 InstanceHolder {
121 instance,
122 partial_instance: Arc::new(RwLock::new(PartialInstance::new(
123 azalea_world::chunk_storage::calculate_chunk_storage_range(
124 client_information.view_distance.into(),
125 ),
126 Some(entity),
127 ))),
128 }
129 }
130
131 /// Reset the `Instance` to a new reference to an empty instance, but with
132 /// the same registries as the current one.
133 ///
134 /// This is used by Azalea when entering the config state.
135 pub fn reset(&mut self) {
136 let registries = self.instance.read().registries.clone();
137
138 let new_instance = Instance {
139 registries,
140 ..Default::default()
141 };
142 self.instance = Arc::new(RwLock::new(new_instance));
143
144 self.partial_instance.write().reset();
145 }
146}
147
148#[derive(Error, Debug)]
149pub enum HandlePacketError {
150 #[error("{0}")]
151 Poison(String),
152 #[error(transparent)]
153 Io(#[from] io::Error),
154 #[error(transparent)]
155 Other(#[from] Box<dyn error::Error + Send + Sync>),
156 #[error("{0}")]
157 Send(#[from] mpsc::error::SendError<AzaleaEvent>),
158}
159
160impl<T> From<PoisonError<T>> for HandlePacketError {
161 fn from(e: PoisonError<T>) -> Self {
162 HandlePacketError::Poison(e.to_string())
163 }
164}