azalea_entity/
lib.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
#![allow(clippy::derived_hash_with_manual_eq)]

pub mod attributes;
mod data;
mod dimensions;
mod effects;
mod enchantments;
pub mod metadata;
pub mod mining;
pub mod particle;
mod plugin;

use std::{
    fmt::Debug,
    hash::{Hash, Hasher},
};

pub use attributes::Attributes;
use azalea_block::BlockState;
use azalea_core::{
    aabb::AABB,
    math,
    position::{BlockPos, ChunkPos, Vec3},
    resource_location::ResourceLocation,
};
use azalea_world::{ChunkStorage, InstanceName};
use bevy_ecs::{bundle::Bundle, component::Component};
pub use data::*;
use derive_more::{Deref, DerefMut};
pub use dimensions::EntityDimensions;
use plugin::indexing::EntityChunkPos;
use uuid::Uuid;

use self::attributes::AttributeInstance;
pub use crate::plugin::*;

pub fn move_relative(
    physics: &mut Physics,
    direction: &LookDirection,
    speed: f32,
    acceleration: &Vec3,
) {
    let input_vector = input_vector(direction, speed, acceleration);
    physics.velocity += input_vector;
}

pub fn input_vector(direction: &LookDirection, speed: f32, acceleration: &Vec3) -> Vec3 {
    let distance = acceleration.length_squared();
    if distance < 1.0E-7 {
        return Vec3::default();
    }
    let acceleration = if distance > 1.0 {
        acceleration.normalize()
    } else {
        *acceleration
    }
    .scale(speed as f64);
    let y_rot = math::sin(direction.y_rot * 0.017453292f32);
    let x_rot = math::cos(direction.y_rot * 0.017453292f32);
    Vec3 {
        x: acceleration.x * (x_rot as f64) - acceleration.z * (y_rot as f64),
        y: acceleration.y,
        z: acceleration.z * (x_rot as f64) + acceleration.x * (y_rot as f64),
    }
}

pub fn view_vector(look_direction: &LookDirection) -> Vec3 {
    let x_rot = look_direction.x_rot * 0.017453292;
    let y_rot = -look_direction.y_rot * 0.017453292;
    let y_rot_cos = math::cos(y_rot);
    let y_rot_sin = math::sin(y_rot);
    let x_rot_cos = math::cos(x_rot);
    let x_rot_sin = math::sin(x_rot);
    Vec3 {
        x: (y_rot_sin * x_rot_cos) as f64,
        y: (-x_rot_sin) as f64,
        z: (y_rot_cos * x_rot_cos) as f64,
    }
}

/// Get the position of the block below the entity, but a little lower.
pub fn on_pos_legacy(chunk_storage: &ChunkStorage, position: &Position) -> BlockPos {
    on_pos(0.2, chunk_storage, position)
}

// int x = Mth.floor(this.position.x);
// int y = Mth.floor(this.position.y - (double)var1);
// int z = Mth.floor(this.position.z);
// BlockPos var5 = new BlockPos(x, y, z);
// if (this.level.getBlockState(var5).isAir()) {
//    BlockPos var6 = var5.below();
//    BlockState var7 = this.level.getBlockState(var6);
//    if (var7.is(BlockTags.FENCES) || var7.is(BlockTags.WALLS) ||
// var7.getBlock() instanceof FenceGateBlock) {       return var6;
//    }
// }
// return var5;
pub fn on_pos(offset: f32, chunk_storage: &ChunkStorage, pos: &Position) -> BlockPos {
    let x = pos.x.floor() as i32;
    let y = (pos.y - offset as f64).floor() as i32;
    let z = pos.z.floor() as i32;
    let pos = BlockPos { x, y, z };

    // TODO: check if block below is a fence, wall, or fence gate
    let block_pos = pos.down(1);
    let block_state = chunk_storage.get_block_state(&block_pos);
    if block_state == Some(BlockState::AIR) {
        let block_pos_below = block_pos.down(1);
        let block_state_below = chunk_storage.get_block_state(&block_pos_below);
        if let Some(_block_state_below) = block_state_below {
            // if block_state_below.is_fence()
            //     || block_state_below.is_wall()
            //     || block_state_below.is_fence_gate()
            // {
            //     return block_pos_below;
            // }
        }
    }

    pos
}

/// The Minecraft UUID of the entity. For players, this is their actual player
/// UUID, and for other entities it's just random.
#[derive(Component, Deref, DerefMut, Clone, Copy, Default)]
pub struct EntityUuid(Uuid);
impl EntityUuid {
    pub fn new(uuid: Uuid) -> Self {
        Self(uuid)
    }
}
impl Debug for EntityUuid {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        (self.0).fmt(f)
    }
}

/// The position of the entity right now.
///
/// You are free to change this; there's systems that update the indexes
/// automatically.
#[derive(Component, Clone, Copy, Debug, Default, PartialEq, Deref, DerefMut)]
pub struct Position(Vec3);
impl Position {
    pub fn new(pos: Vec3) -> Self {
        Self(pos)
    }
}
impl From<&Position> for Vec3 {
    fn from(value: &Position) -> Self {
        value.0
    }
}
impl From<Position> for ChunkPos {
    fn from(value: Position) -> Self {
        ChunkPos::from(&value.0)
    }
}
impl From<Position> for BlockPos {
    fn from(value: Position) -> Self {
        BlockPos::from(&value.0)
    }
}
impl From<&Position> for ChunkPos {
    fn from(value: &Position) -> Self {
        ChunkPos::from(value.0)
    }
}
impl From<&Position> for BlockPos {
    fn from(value: &Position) -> Self {
        BlockPos::from(value.0)
    }
}

/// The last position of the entity that was sent over the network.
#[derive(Component, Clone, Copy, Debug, Default, PartialEq, Deref, DerefMut)]
pub struct LastSentPosition(Vec3);
impl From<&LastSentPosition> for Vec3 {
    fn from(value: &LastSentPosition) -> Self {
        value.0
    }
}
impl From<LastSentPosition> for ChunkPos {
    fn from(value: LastSentPosition) -> Self {
        ChunkPos::from(&value.0)
    }
}
impl From<LastSentPosition> for BlockPos {
    fn from(value: LastSentPosition) -> Self {
        BlockPos::from(&value.0)
    }
}
impl From<&LastSentPosition> for ChunkPos {
    fn from(value: &LastSentPosition) -> Self {
        ChunkPos::from(value.0)
    }
}
impl From<&LastSentPosition> for BlockPos {
    fn from(value: &LastSentPosition) -> Self {
        BlockPos::from(value.0)
    }
}

/// A component for entities that can jump.
///
/// If this is true, the entity will try to jump every tick. (It's equivalent to
/// the space key being held in vanilla.)
#[derive(Debug, Component, Copy, Clone, Deref, DerefMut, Default)]
pub struct Jumping(bool);

/// A component that contains the direction an entity is looking.
#[derive(Debug, Component, Copy, Clone, Default, PartialEq)]
pub struct LookDirection {
    /// Left and right. Aka yaw.
    pub y_rot: f32,
    /// Up and down. Aka pitch.
    pub x_rot: f32,
}

impl LookDirection {
    pub fn new(y_rot: f32, x_rot: f32) -> Self {
        Self { y_rot, x_rot }
    }
}

impl From<LookDirection> for (f32, f32) {
    fn from(value: LookDirection) -> Self {
        (value.y_rot, value.x_rot)
    }
}
impl From<(f32, f32)> for LookDirection {
    fn from((y_rot, x_rot): (f32, f32)) -> Self {
        Self { y_rot, x_rot }
    }
}

impl Hash for LookDirection {
    fn hash<H: Hasher>(&self, state: &mut H) {
        self.y_rot.to_bits().hash(state);
        self.x_rot.to_bits().hash(state);
    }
}
impl Eq for LookDirection {}

/// The physics data relating to the entity, such as position, velocity, and
/// bounding box.
#[derive(Debug, Component, Clone)]
pub struct Physics {
    /// How fast the entity is moving.
    pub velocity: Vec3,

    /// X acceleration.
    pub xxa: f32,
    /// Y acceleration.
    pub yya: f32,
    /// Z acceleration.
    pub zza: f32,

    pub on_ground: bool,
    pub last_on_ground: bool,

    /// The width and height of the entity.
    pub dimensions: EntityDimensions,
    /// The bounding box of the entity. This is more than just width and height,
    /// unlike dimensions.
    pub bounding_box: AABB,

    pub has_impulse: bool,

    pub horizontal_collision: bool,
    // pub minor_horizontal_collision: bool,
    pub vertical_collision: bool,
}

impl Physics {
    pub fn new(dimensions: EntityDimensions, pos: &Vec3) -> Self {
        Self {
            velocity: Vec3::default(),

            xxa: 0.,
            yya: 0.,
            zza: 0.,

            on_ground: false,
            last_on_ground: false,

            bounding_box: dimensions.make_bounding_box(pos),
            dimensions,

            has_impulse: false,

            horizontal_collision: false,
            vertical_collision: false,
        }
    }
}

/// Marker component for entities that are dead.
///
/// "Dead" means that the entity has 0 health.
#[derive(Component, Copy, Clone, Default)]
pub struct Dead;

/// A component that contains the offset of the entity's eyes from the entity
/// coordinates.
///
/// This is used to calculate the camera position for players, when spectating
/// an entity, and when raycasting from the entity.
#[derive(Component, Clone, Copy, Debug, PartialEq, Deref, DerefMut)]
pub struct EyeHeight(f32);
impl EyeHeight {
    pub fn new(height: f32) -> Self {
        Self(height)
    }
}
impl From<EyeHeight> for f32 {
    fn from(value: EyeHeight) -> Self {
        value.0
    }
}
impl From<EyeHeight> for f64 {
    fn from(value: EyeHeight) -> Self {
        value.0 as f64
    }
}
impl From<&EyeHeight> for f32 {
    fn from(value: &EyeHeight) -> Self {
        value.0
    }
}
impl From<&EyeHeight> for f64 {
    fn from(value: &EyeHeight) -> Self {
        value.0 as f64
    }
}

/// A component NewType for [`azalea_registry::EntityKind`].
///
/// Most of the time, you should be using `azalea_registry::EntityKind`
/// directly instead.
#[derive(Component, Clone, Copy, Debug, PartialEq, Deref)]
pub struct EntityKind(pub azalea_registry::EntityKind);

/// A bundle of components that every entity has. This doesn't contain metadata,
/// that has to be added separately.
#[derive(Bundle)]
pub struct EntityBundle {
    pub kind: EntityKind,
    pub uuid: EntityUuid,
    pub world_name: InstanceName,
    pub position: Position,
    pub last_sent_position: LastSentPosition,

    pub chunk_pos: EntityChunkPos,

    pub physics: Physics,
    pub direction: LookDirection,
    pub eye_height: EyeHeight,
    pub attributes: Attributes,
    pub jumping: Jumping,
    pub fluid_on_eyes: FluidOnEyes,
    pub on_climbable: OnClimbable,
}

impl EntityBundle {
    pub fn new(
        uuid: Uuid,
        pos: Vec3,
        kind: azalea_registry::EntityKind,
        world_name: ResourceLocation,
    ) -> Self {
        // TODO: get correct entity dimensions by having them codegen'd somewhere
        let dimensions = EntityDimensions {
            width: 0.6,
            height: 1.8,
        };
        let eye_height = dimensions.height * 0.85;

        Self {
            kind: EntityKind(kind),
            uuid: EntityUuid(uuid),
            world_name: InstanceName(world_name),
            position: Position(pos),
            chunk_pos: EntityChunkPos(ChunkPos::from(&pos)),
            last_sent_position: LastSentPosition(pos),
            physics: Physics::new(dimensions, &pos),
            eye_height: EyeHeight(eye_height),
            direction: LookDirection::default(),

            attributes: Attributes {
                // TODO: do the correct defaults for everything, some
                // entities have different defaults
                speed: AttributeInstance::new(0.1),
                attack_speed: AttributeInstance::new(4.0),
            },

            jumping: Jumping(false),
            fluid_on_eyes: FluidOnEyes(azalea_registry::Fluid::Empty),
            on_climbable: OnClimbable(false),
        }
    }
}

/// A bundle of the components that are always present for a player.
#[derive(Bundle)]
pub struct PlayerBundle {
    pub entity: EntityBundle,
    pub metadata: metadata::PlayerMetadataBundle,
}

/// A marker component that signifies that this entity is "local" and shouldn't
/// be updated by other clients.
///
/// If this is for a client then all of our clients will have this.
#[derive(Component, Clone)]
pub struct LocalEntity;

#[derive(Component, Clone, Debug, PartialEq, Deref, DerefMut)]
pub struct FluidOnEyes(azalea_registry::Fluid);

impl FluidOnEyes {
    pub fn new(fluid: azalea_registry::Fluid) -> Self {
        Self(fluid)
    }
}

#[derive(Component, Clone, Debug, PartialEq, Deref, DerefMut)]
pub struct OnClimbable(bool);

// #[cfg(test)]
// mod tests {
//     use super::*;
//     use crate::PartialWorld;

//     #[test]
//     fn from_mut_entity_to_ref_entity() {
//         let mut world = PartialWorld::default();
//         let uuid = Uuid::from_u128(100);
//         world.add_entity(
//             0,
//             EntityData::new(
//                 uuid,
//                 Vec3::default(),
//                 EntityMetadata::Player(metadata::Player::default()),
//             ),
//         );
//         let entity: Entity = world.entity_mut(0).unwrap();
//         assert_eq!(entity.uuid, uuid);
//     }
// }