use std::sync::{atomic::AtomicBool, Arc}; use crossbeam::atomic::AtomicCell; use num_derive::FromPrimitive; use pumpkin_core::math::{ boundingbox::{BoundingBox, BoundingBoxSize}, get_section_cord, position::WorldPosition, vector2::Vector2, vector3::Vector3, }; use pumpkin_entity::{entity_type::EntityType, pose::EntityPose, EntityId}; use pumpkin_protocol::{ client::play::{CSetEntityMetadata, Metadata}, VarInt, }; use crate::world::World; pub mod living; pub mod player; /// Represents a not living Entity (e.g. Item, Egg, Snowball...) pub struct Entity { /// A unique identifier for the entity pub entity_id: EntityId, /// The type of entity (e.g., player, zombie, item) pub entity_type: EntityType, /// The world in which the entity exists. pub world: Arc, /// The entity's current position in the world pub pos: AtomicCell>, /// The entity's position rounded to the nearest block coordinates pub block_pos: AtomicCell, /// The chunk coordinates of the entity's current position pub chunk_pos: AtomicCell>, /// Indicates whether the entity is sneaking pub sneaking: AtomicBool, /// Indicates whether the entity is sprinting pub sprinting: AtomicBool, /// Indicates whether the entity is flying due to a fall pub fall_flying: AtomicBool, /// The entity's current velocity vector, aka Knockback pub velocity: AtomicCell>, /// Indicates whether the entity is on the ground (may not always be accurate). pub on_ground: AtomicBool, /// The entity's yaw rotation (horizontal rotation) ← → pub yaw: AtomicCell, /// The entity's head yaw rotation (horizontal rotation of the head) pub head_yaw: AtomicCell, /// The entity's pitch rotation (vertical rotation) ↑ ↓ pub pitch: AtomicCell, /// The height of the entity's eyes from the ground. pub standing_eye_height: f32, /// The entity's current pose (e.g., standing, sitting, swimming). pub pose: AtomicCell, /// The bounding box of an entity (hitbox) pub bounding_box: AtomicCell, ///The size (width and height) of the bounding box pub bounding_box_size: AtomicCell, } impl Entity { pub fn new( entity_id: EntityId, world: Arc, entity_type: EntityType, standing_eye_height: f32, bounding_box: AtomicCell, bounding_box_size: AtomicCell, ) -> Self { Self { entity_id, entity_type, on_ground: AtomicBool::new(false), pos: AtomicCell::new(Vector3::new(0.0, 0.0, 0.0)), block_pos: AtomicCell::new(WorldPosition(Vector3::new(0, 0, 0))), chunk_pos: AtomicCell::new(Vector2::new(0, 0)), sneaking: AtomicBool::new(false), world, // TODO: Load this from previous instance sprinting: AtomicBool::new(false), fall_flying: AtomicBool::new(false), yaw: AtomicCell::new(0.0), head_yaw: AtomicCell::new(0.0), pitch: AtomicCell::new(0.0), velocity: AtomicCell::new(Vector3::new(0.0, 0.0, 0.0)), standing_eye_height, pose: AtomicCell::new(EntityPose::Standing), bounding_box, bounding_box_size, } } /// Updates the entity's position, block position, and chunk position. /// /// This function calculates the new position, block position, and chunk position based on the provided coordinates. If any of these values change, the corresponding fields are updated. #[expect(clippy::float_cmp)] pub fn set_pos(&self, x: f64, y: f64, z: f64) { let pos = self.pos.load(); if pos.x != x || pos.y != y || pos.z != z { self.pos.store(Vector3::new(x, y, z)); self.bounding_box.store(BoundingBox::new_from_pos( pos.x, pos.y, pos.z, &self.bounding_box_size.load(), )); let floor_x = x.floor() as i32; let floor_y = y.floor() as i32; let floor_z = z.floor() as i32; let block_pos = self.block_pos.load(); let block_pos_vec = block_pos.0; if floor_x != block_pos_vec.x || floor_y != block_pos_vec.y || floor_z != block_pos_vec.z { let new_block_pos = Vector3::new(floor_x, floor_y, floor_z); self.block_pos.store(WorldPosition(new_block_pos)); let chunk_pos = self.chunk_pos.load(); if get_section_cord(floor_x) != chunk_pos.x || get_section_cord(floor_z) != chunk_pos.z { self.chunk_pos.store(Vector2::new( get_section_cord(new_block_pos.x), get_section_cord(new_block_pos.z), )); } } } } /// Sets the Entity yaw & pitch Rotation pub fn set_rotation(&self, yaw: f32, pitch: f32) { // TODO self.yaw.store(yaw); self.pitch.store(pitch); } /// Removes the Entity from their current World pub async fn remove(&self) { self.world.remove_entity(self).await; } /// Applies knockback to the entity, following vanilla Minecraft's mechanics. /// /// This function calculates the entity's new velocity based on the specified knockback strength and direction. pub fn knockback(&self, strength: f64, x: f64, z: f64) { // This has some vanilla magic let mut x = x; let mut z = z; while x.mul_add(x, z * z) < 1.0E-5 { x = (rand::random::() - rand::random::()) * 0.01; z = (rand::random::() - rand::random::()) * 0.01; } let var8 = Vector3::new(x, 0.0, z).normalize() * strength; let velocity = self.velocity.load(); self.velocity.store(Vector3::new( velocity.x / 2.0 - var8.x, if self.on_ground.load(std::sync::atomic::Ordering::Relaxed) { (velocity.y / 2.0 + strength).min(0.4) } else { velocity.y }, velocity.z / 2.0 - var8.z, )); } pub async fn set_sneaking(&self, sneaking: bool) { assert!(self.sneaking.load(std::sync::atomic::Ordering::Relaxed) != sneaking); self.sneaking .store(sneaking, std::sync::atomic::Ordering::Relaxed); self.set_flag(Flag::Sneaking, sneaking).await; // if sneaking { // self.set_pose(EntityPose::Crouching).await; // } else { // self.set_pose(EntityPose::Standing).await; // } } pub async fn set_sprinting(&self, sprinting: bool) { assert!(self.sprinting.load(std::sync::atomic::Ordering::Relaxed) != sprinting); self.sprinting .store(sprinting, std::sync::atomic::Ordering::Relaxed); self.set_flag(Flag::Sprinting, sprinting).await; } pub fn check_fall_flying(&self) -> bool { !self.on_ground.load(std::sync::atomic::Ordering::Relaxed) } pub async fn set_fall_flying(&self, fall_flying: bool) { assert!(self.fall_flying.load(std::sync::atomic::Ordering::Relaxed) != fall_flying); self.fall_flying .store(fall_flying, std::sync::atomic::Ordering::Relaxed); self.set_flag(Flag::FallFlying, fall_flying).await; } async fn set_flag(&self, flag: Flag, value: bool) { let index = flag as u8; let mut b = 0i8; if value { b |= 1 << index; } else { b &= !(1 << index); } let packet = CSetEntityMetadata::new(self.entity_id.into(), Metadata::new(0, 0.into(), b)); self.world.broadcast_packet_all(&packet).await; } pub async fn set_pose(&self, pose: EntityPose) { self.pose.store(pose); let pose = pose as i32; let packet = CSetEntityMetadata::::new( self.entity_id.into(), Metadata::new(6, 20.into(), (pose).into()), ); self.world.broadcast_packet_all(&packet).await; } } #[derive(Clone, Copy, Debug, PartialEq, Eq, FromPrimitive)] /// Represents various entity flags that are sent in entity metadata. /// /// These flags are used by the client to modify the rendering of entities based on their current state. /// /// **Purpose:** /// /// This enum provides a more type-safe and readable way to represent entity flags compared to using raw integer values. #[repr(u8)] pub enum Flag { /// Indicates if the entity is on fire. OnFire = 0, /// Indicates if the entity is sneaking. Sneaking = 1, /// Indicates if the entity is sprinting. Sprinting = 3, /// Indicates if the entity is swimming. Swimming = 4, /// Indicates if the entity is invisible. Invisible = 5, /// Indicates if the entity is glowing. Glowing = 6, /// Indicates if the entity is flying due to a fall. FallFlying = 7, }