azalea_client/plugins/
attack.rs

1use azalea_core::{game_type::GameMode, tick::GameTick};
2use azalea_entity::{
3    Attributes, Crouching, Physics, indexing::EntityIdIndex, metadata::Sprinting,
4    update_bounding_box,
5};
6use azalea_physics::PhysicsSet;
7use azalea_protocol::packets::game::s_interact::{self, ServerboundInteract};
8use bevy_app::{App, Plugin, Update};
9use bevy_ecs::prelude::*;
10use derive_more::{Deref, DerefMut};
11use tracing::warn;
12
13use super::packet::game::SendPacketEvent;
14use crate::{
15    Client, interact::SwingArmEvent, local_player::LocalGameMode, movement::MoveEventsSet,
16    respawn::perform_respawn,
17};
18
19pub struct AttackPlugin;
20impl Plugin for AttackPlugin {
21    fn build(&self, app: &mut App) {
22        app.add_event::<AttackEvent>()
23            .add_systems(
24                Update,
25                handle_attack_event
26                    .before(update_bounding_box)
27                    .before(MoveEventsSet)
28                    .after(perform_respawn),
29            )
30            .add_systems(
31                GameTick,
32                (
33                    increment_ticks_since_last_attack,
34                    update_attack_strength_scale.after(PhysicsSet),
35                    handle_attack_queued
36                        .before(super::tick_end::game_tick_packet)
37                        .after(super::movement::send_sprinting_if_needed)
38                        .before(super::movement::send_position),
39                )
40                    .chain(),
41            );
42    }
43}
44
45impl Client {
46    /// Attack the entity with the given id.
47    pub fn attack(&self, entity: Entity) {
48        self.ecs.lock().send_event(AttackEvent {
49            entity: self.entity,
50            target: entity,
51        });
52    }
53
54    /// Whether the player has an attack cooldown.
55    ///
56    /// Also see [`Client::attack_cooldown_remaining_ticks`].
57    pub fn has_attack_cooldown(&self) -> bool {
58        let Some(attack_strength_scale) = self.get_component::<AttackStrengthScale>() else {
59            // they don't even have an AttackStrengthScale so they probably can't even
60            // attack? whatever, just return false
61            return false;
62        };
63        *attack_strength_scale < 1.0
64    }
65
66    /// Returns the number of ticks until we can attack at full strength again.
67    ///
68    /// Also see [`Client::has_attack_cooldown`].
69    pub fn attack_cooldown_remaining_ticks(&self) -> usize {
70        let mut ecs = self.ecs.lock();
71        let Ok((attributes, ticks_since_last_attack)) = ecs
72            .query::<(&Attributes, &TicksSinceLastAttack)>()
73            .get(&ecs, self.entity)
74        else {
75            return 0;
76        };
77
78        let attack_strength_delay = get_attack_strength_delay(attributes);
79        let remaining_ticks = attack_strength_delay - **ticks_since_last_attack as f32;
80
81        remaining_ticks.max(0.).ceil() as usize
82    }
83}
84
85/// A component that indicates that this client will be attacking the given
86/// entity next tick.
87#[derive(Component, Clone, Debug)]
88pub struct AttackQueued {
89    pub target: Entity,
90}
91#[allow(clippy::type_complexity)]
92pub fn handle_attack_queued(
93    mut commands: Commands,
94    mut query: Query<(
95        Entity,
96        &mut TicksSinceLastAttack,
97        &mut Physics,
98        &mut Sprinting,
99        &AttackQueued,
100        &LocalGameMode,
101        &Crouching,
102        &EntityIdIndex,
103    )>,
104) {
105    for (
106        client_entity,
107        mut ticks_since_last_attack,
108        mut physics,
109        mut sprinting,
110        attack_queued,
111        game_mode,
112        crouching,
113        entity_id_index,
114    ) in &mut query
115    {
116        let target_entity = attack_queued.target;
117        let Some(target_entity_id) = entity_id_index.get_by_ecs_entity(target_entity) else {
118            warn!("tried to attack entity {target_entity} which isn't in our EntityIdIndex");
119            continue;
120        };
121
122        commands.entity(client_entity).remove::<AttackQueued>();
123
124        commands.trigger(SendPacketEvent::new(
125            client_entity,
126            ServerboundInteract {
127                entity_id: target_entity_id,
128                action: s_interact::ActionType::Attack,
129                using_secondary_action: **crouching,
130            },
131        ));
132        commands.trigger(SwingArmEvent {
133            entity: client_entity,
134        });
135
136        // we can't attack if we're in spectator mode but it still sends the attack
137        // packet
138        if game_mode.current == GameMode::Spectator {
139            continue;
140        };
141
142        ticks_since_last_attack.0 = 0;
143
144        physics.velocity = physics.velocity.multiply(0.6, 1.0, 0.6);
145        **sprinting = false;
146    }
147}
148
149/// Queues up an attack packet for next tick by inserting the [`AttackQueued`]
150/// component to our client.
151#[derive(Event)]
152pub struct AttackEvent {
153    /// Our client entity that will send the packets to attack.
154    pub entity: Entity,
155    /// The entity that will be attacked.
156    pub target: Entity,
157}
158pub fn handle_attack_event(mut events: EventReader<AttackEvent>, mut commands: Commands) {
159    for event in events.read() {
160        commands.entity(event.entity).insert(AttackQueued {
161            target: event.target,
162        });
163    }
164}
165
166#[derive(Default, Bundle)]
167pub struct AttackBundle {
168    pub ticks_since_last_attack: TicksSinceLastAttack,
169    pub attack_strength_scale: AttackStrengthScale,
170}
171
172#[derive(Default, Component, Clone, Deref, DerefMut)]
173pub struct TicksSinceLastAttack(pub u32);
174pub fn increment_ticks_since_last_attack(mut query: Query<&mut TicksSinceLastAttack>) {
175    for mut ticks_since_last_attack in query.iter_mut() {
176        **ticks_since_last_attack += 1;
177    }
178}
179
180#[derive(Default, Component, Clone, Deref, DerefMut)]
181pub struct AttackStrengthScale(pub f32);
182pub fn update_attack_strength_scale(
183    mut query: Query<(&TicksSinceLastAttack, &Attributes, &mut AttackStrengthScale)>,
184) {
185    for (ticks_since_last_attack, attributes, mut attack_strength_scale) in query.iter_mut() {
186        // look 0.5 ticks into the future because that's what vanilla does
187        **attack_strength_scale =
188            get_attack_strength_scale(ticks_since_last_attack.0, attributes, 0.5);
189    }
190}
191
192/// Returns how long it takes for the attack cooldown to reset (in ticks).
193pub fn get_attack_strength_delay(attributes: &Attributes) -> f32 {
194    ((1. / attributes.attack_speed.calculate()) * 20.) as f32
195}
196
197pub fn get_attack_strength_scale(
198    ticks_since_last_attack: u32,
199    attributes: &Attributes,
200    in_ticks: f32,
201) -> f32 {
202    let attack_strength_delay = get_attack_strength_delay(attributes);
203    let attack_strength = (ticks_since_last_attack as f32 + in_ticks) / attack_strength_delay;
204    attack_strength.clamp(0., 1.)
205}