azalea_client/plugins/
attack.rs

1use azalea_core::{game_type::GameMode, tick::GameTick};
2use azalea_entity::{
3    Attributes, Physics,
4    metadata::{ShiftKeyDown, Sprinting},
5    update_bounding_box,
6};
7use azalea_physics::PhysicsSet;
8use azalea_protocol::packets::game::s_interact::{self, ServerboundInteract};
9use azalea_world::MinecraftEntityId;
10use bevy_app::{App, Plugin, Update};
11use bevy_ecs::prelude::*;
12use derive_more::{Deref, DerefMut};
13
14use super::packet::game::SendPacketEvent;
15use crate::{
16    Client, interact::SwingArmEvent, local_player::LocalGameMode, movement::MoveEventsSet,
17    respawn::perform_respawn,
18};
19
20pub struct AttackPlugin;
21impl Plugin for AttackPlugin {
22    fn build(&self, app: &mut App) {
23        app.add_event::<AttackEvent>()
24            .add_systems(
25                Update,
26                handle_attack_event
27                    .before(update_bounding_box)
28                    .before(MoveEventsSet)
29                    .after(perform_respawn),
30            )
31            .add_systems(
32                GameTick,
33                (
34                    increment_ticks_since_last_attack,
35                    update_attack_strength_scale.after(PhysicsSet),
36                    handle_attack_queued
37                        .before(super::tick_end::game_tick_packet)
38                        .after(super::movement::send_sprinting_if_needed),
39                )
40                    .chain(),
41            );
42    }
43}
44
45impl Client {
46    /// Attack the entity with the given id.
47    pub fn attack(&self, entity_id: MinecraftEntityId) {
48        self.ecs.lock().send_event(AttackEvent {
49            entity: self.entity,
50            target: entity_id,
51        });
52    }
53
54    /// Whether the player has an attack cooldown.
55    pub fn has_attack_cooldown(&self) -> bool {
56        let Some(AttackStrengthScale(ticks_since_last_attack)) =
57            self.get_component::<AttackStrengthScale>()
58        else {
59            // they don't even have an AttackStrengthScale so they probably can't attack
60            // lmao, just return false
61            return false;
62        };
63        ticks_since_last_attack < 1.0
64    }
65}
66
67/// A component that indicates that this client will be attacking the given
68/// entity next tick.
69#[derive(Component, Clone, Debug)]
70struct AttackQueued {
71    pub target: MinecraftEntityId,
72}
73fn handle_attack_queued(
74    mut commands: Commands,
75    mut query: Query<(
76        Entity,
77        &AttackQueued,
78        &LocalGameMode,
79        &mut TicksSinceLastAttack,
80        &mut Physics,
81        &mut Sprinting,
82        &ShiftKeyDown,
83    )>,
84) {
85    for (
86        entity,
87        attack_queued,
88        game_mode,
89        mut ticks_since_last_attack,
90        mut physics,
91        mut sprinting,
92        sneaking,
93    ) in &mut query
94    {
95        commands.entity(entity).remove::<AttackQueued>();
96
97        commands.trigger(SendPacketEvent::new(
98            entity,
99            ServerboundInteract {
100                entity_id: attack_queued.target,
101                action: s_interact::ActionType::Attack,
102                using_secondary_action: **sneaking,
103            },
104        ));
105        commands.trigger(SwingArmEvent { entity });
106
107        // we can't attack if we're in spectator mode but it still sends the attack
108        // packet
109        if game_mode.current == GameMode::Spectator {
110            continue;
111        };
112
113        ticks_since_last_attack.0 = 0;
114
115        physics.velocity = physics.velocity.multiply(0.6, 1.0, 0.6);
116        **sprinting = false;
117    }
118}
119
120/// Queues up an attack packet for next tick by inserting the [`AttackQueued`]
121/// component to our client.
122#[derive(Event)]
123pub struct AttackEvent {
124    /// Our client entity that will send the packets to attack.
125    pub entity: Entity,
126    pub target: MinecraftEntityId,
127}
128pub fn handle_attack_event(mut events: EventReader<AttackEvent>, mut commands: Commands) {
129    for event in events.read() {
130        commands.entity(event.entity).insert(AttackQueued {
131            target: event.target,
132        });
133    }
134}
135
136#[derive(Default, Bundle)]
137pub struct AttackBundle {
138    pub ticks_since_last_attack: TicksSinceLastAttack,
139    pub attack_strength_scale: AttackStrengthScale,
140}
141
142#[derive(Default, Component, Clone, Deref, DerefMut)]
143pub struct TicksSinceLastAttack(pub u32);
144pub fn increment_ticks_since_last_attack(mut query: Query<&mut TicksSinceLastAttack>) {
145    for mut ticks_since_last_attack in query.iter_mut() {
146        **ticks_since_last_attack += 1;
147    }
148}
149
150#[derive(Default, Component, Clone, Deref, DerefMut)]
151pub struct AttackStrengthScale(pub f32);
152pub fn update_attack_strength_scale(
153    mut query: Query<(&TicksSinceLastAttack, &Attributes, &mut AttackStrengthScale)>,
154) {
155    for (ticks_since_last_attack, attributes, mut attack_strength_scale) in query.iter_mut() {
156        // look 0.5 ticks into the future because that's what vanilla does
157        **attack_strength_scale =
158            get_attack_strength_scale(ticks_since_last_attack.0, attributes, 0.5);
159    }
160}
161
162/// Returns how long it takes for the attack cooldown to reset (in ticks).
163pub fn get_attack_strength_delay(attributes: &Attributes) -> f32 {
164    ((1. / attributes.attack_speed.calculate()) * 20.) as f32
165}
166
167pub fn get_attack_strength_scale(
168    ticks_since_last_attack: u32,
169    attributes: &Attributes,
170    in_ticks: f32,
171) -> f32 {
172    let attack_strength_delay = get_attack_strength_delay(attributes);
173    let attack_strength = (ticks_since_last_attack as f32 + in_ticks) / attack_strength_delay;
174    attack_strength.clamp(0., 1.)
175}