azalea_protocol/packets/game/
s_use_item_on.rs1use std::io::{self, Cursor, Write};
2
3use azalea_buf::{AzBuf, AzaleaRead, AzaleaWrite, BufReadError};
4use azalea_core::{
5 direction::Direction,
6 hit_result::BlockHitResult,
7 position::{BlockPos, Vec3},
8};
9use azalea_protocol_macros::ServerboundGamePacket;
10
11use crate::packets::game::s_interact::InteractionHand;
12
13#[derive(Clone, Debug, AzBuf, PartialEq, ServerboundGamePacket)]
14pub struct ServerboundUseItemOn {
15 pub hand: InteractionHand,
16 pub block_hit: BlockHit,
17 #[var]
18 pub seq: u32,
19}
20
21#[derive(Clone, Debug, PartialEq)]
22pub struct BlockHit {
23 pub block_pos: BlockPos,
25 pub direction: Direction,
27 pub location: Vec3,
32 pub inside: bool,
34 pub world_border: bool,
36}
37
38impl AzaleaWrite for BlockHit {
39 fn azalea_write(&self, buf: &mut impl Write) -> io::Result<()> {
40 self.block_pos.azalea_write(buf)?;
41 self.direction.azalea_write(buf)?;
42 f32::azalea_write(
43 &((self.location.x - f64::from(self.block_pos.x)) as f32),
44 buf,
45 )?;
46 f32::azalea_write(
47 &((self.location.y - f64::from(self.block_pos.y)) as f32),
48 buf,
49 )?;
50 f32::azalea_write(
51 &((self.location.z - f64::from(self.block_pos.z)) as f32),
52 buf,
53 )?;
54 self.inside.azalea_write(buf)?;
55 self.world_border.azalea_write(buf)?;
56 Ok(())
57 }
58}
59
60impl AzaleaRead for BlockHit {
61 fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
62 let block_pos = BlockPos::azalea_read(buf)?;
63 let direction = Direction::azalea_read(buf)?;
64 let cursor_x = f32::azalea_read(buf)?;
65 let cursor_y = f32::azalea_read(buf)?;
66 let cursor_z = f32::azalea_read(buf)?;
67 let inside = bool::azalea_read(buf)?;
68 let world_border = bool::azalea_read(buf)?;
69 Ok(Self {
70 block_pos,
71 direction,
72 location: Vec3 {
73 x: f64::from(block_pos.x) + f64::from(cursor_x),
74 y: f64::from(block_pos.y) + f64::from(cursor_y),
75 z: f64::from(block_pos.z) + f64::from(cursor_z),
76 },
77 inside,
78 world_border,
79 })
80 }
81}
82
83impl From<&BlockHitResult> for BlockHit {
84 fn from(hit_result: &BlockHitResult) -> Self {
89 Self {
90 block_pos: hit_result.block_pos,
91 direction: hit_result.direction,
92 location: hit_result.location,
93 inside: hit_result.inside,
94 world_border: hit_result.world_border,
95 }
96 }
97}