mirror of
https://github.com/Pumpkin-MC/Pumpkin.git
synced 2026-08-30 20:14:23 +00:00
* replace slot with ItemStackSeralizer * Dismantle current inv logic * Disassemble even more, items need fixing markd with TODO: Inv * Player inventory methods implmented * make some fields private * remove invalid comment * Partial screen handler and slot * Add armorslot * prepare for crafting * implement some more crafting traits * Fix ItemStack * Fix pickup and remove faulty crafting (getting reworked in inv revamp) * fix * fix error * add readme * move readme file * asd * remove readme * add uppsercase readme * Some more work * merge * Move from generics to dynamics * fix * move to same impl * Some changes * add player open logic * Basic impl of sync and listeners * Why did mojang complicate it so much * bruh * Simplify things with DefaultScreenHandlerBehaviour * Implement partial slot clicks * add * itemhashes are broken * Start implementing packets * fix deadlock * new vanilla update * Use static item refs and use Arc Mutex on invs * working normal click * fix deadlock * implement sync handler * small patch * Implement quick_move * Implement Swap click type * pickup, update bug * start fixing updates * fix pickup desync * Make Inventories non mutexes * Implement some finishing stuff * close screen on player leave * fix pick item * Move to item hashes * remove some logs * begin implementing barrels * Begin implementing barrel * implement barrels * fix clippy + typos * Fix merge conflicts * Fix lint error * don't use unwrap when getting equipment slot * Fix typo and single threaded * Accidentally removed tokio completley * Fix crash when opening barrel holding item * Add support for marking block entities dirty * Player Equipment changes * Make ScreenHandlerFactory own inventory instead of passing in optional * remove log * replace todo's * fix clippy --------- Co-authored-by: Alexander Medvedev <lilalexmed@proton.me>
587 lines
20 KiB
Rust
587 lines
20 KiB
Rust
use crate::server::Server;
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use async_trait::async_trait;
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use bytes::BufMut;
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use core::f32;
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use crossbeam::atomic::AtomicCell;
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use living::LivingEntity;
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use player::Player;
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use pumpkin_data::{
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block_properties::{Facing, HorizontalFacing},
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damage::DamageType,
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entity::{EntityPose, EntityType},
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sound::{Sound, SoundCategory},
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};
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use pumpkin_nbt::{compound::NbtCompound, tag::NbtTag};
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use pumpkin_protocol::{
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client::play::{
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CEntityPositionSync, CEntityVelocity, CHeadRot, CSetEntityMetadata, CSpawnEntity,
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CUpdateEntityRot, MetaDataType, Metadata,
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},
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codec::var_int::VarInt,
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ser::serializer::Serializer,
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};
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use pumpkin_util::math::{
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boundingbox::{BoundingBox, EntityDimensions},
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get_section_cord,
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position::BlockPos,
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vector2::Vector2,
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vector3::Vector3,
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wrap_degrees,
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};
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use serde::Serialize;
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use std::sync::{
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Arc,
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atomic::{
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AtomicBool, AtomicI32,
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Ordering::{Relaxed, SeqCst},
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},
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};
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use tokio::sync::RwLock;
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use crate::world::World;
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pub mod ai;
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pub mod effect;
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pub mod experience_orb;
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pub mod hunger;
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pub mod item;
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pub mod living;
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pub mod mob;
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pub mod player;
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pub mod projectile;
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pub mod tnt;
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mod combat;
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pub type EntityId = i32;
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#[async_trait]
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pub trait EntityBase: Send + Sync {
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/// Gets Called every tick
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async fn tick(&self, server: &Server) {
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if let Some(living) = self.get_living_entity() {
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living.tick(server).await;
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} else {
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self.get_entity().tick(server).await;
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}
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}
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/// Returns if damage was successful or not
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async fn damage(&self, amount: f32, damage_type: DamageType) -> bool {
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if let Some(living) = self.get_living_entity() {
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living.damage(amount, damage_type).await
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} else {
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self.get_entity().damage(amount, damage_type).await
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}
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}
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/// Called when a player collides with a entity
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async fn on_player_collision(&self, _player: Arc<Player>) {}
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fn get_entity(&self) -> &Entity;
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fn get_living_entity(&self) -> Option<&LivingEntity>;
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}
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static CURRENT_ID: AtomicI32 = AtomicI32::new(0);
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/// Represents a non-living Entity (e.g. Item, Egg, Snowball...)
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pub struct Entity {
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/// A unique identifier for the entity
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pub entity_id: EntityId,
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/// A persistent, unique identifier for the entity
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pub entity_uuid: uuid::Uuid,
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/// The type of entity (e.g., player, zombie, item)
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pub entity_type: EntityType,
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/// The world in which the entity exists.
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pub world: Arc<RwLock<Arc<World>>>,
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/// The entity's current position in the world
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pub pos: AtomicCell<Vector3<f64>>,
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/// The entity's position rounded to the nearest block coordinates
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pub block_pos: AtomicCell<BlockPos>,
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/// The chunk coordinates of the entity's current position
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pub chunk_pos: AtomicCell<Vector2<i32>>,
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/// Indicates whether the entity is sneaking
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pub sneaking: AtomicBool,
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/// Indicates whether the entity is sprinting
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pub sprinting: AtomicBool,
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/// Indicates whether the entity is flying due to a fall
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pub fall_flying: AtomicBool,
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/// The entity's current velocity vector, aka knockback
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pub velocity: AtomicCell<Vector3<f64>>,
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/// Indicates whether the entity is on the ground (may not always be accurate).
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pub on_ground: AtomicBool,
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/// The entity's yaw rotation (horizontal rotation) ← →
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pub yaw: AtomicCell<f32>,
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/// The entity's head yaw rotation (horizontal rotation of the head)
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pub head_yaw: AtomicCell<f32>,
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/// The entity's pitch rotation (vertical rotation) ↑ ↓
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pub pitch: AtomicCell<f32>,
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/// The height of the entity's eyes from the ground.
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pub standing_eye_height: f32,
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/// The entity's current pose (e.g., standing, sitting, swimming).
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pub pose: AtomicCell<EntityPose>,
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/// The bounding box of an entity (hitbox)
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pub bounding_box: AtomicCell<BoundingBox>,
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///The size (width and height) of the bounding box
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pub bounding_box_size: AtomicCell<EntityDimensions>,
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/// Whether this entity is invulnerable to all damage
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pub invulnerable: AtomicBool,
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/// List of damage types this entity is immune to
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pub damage_immunities: Vec<DamageType>,
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}
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impl Entity {
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pub fn new(
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entity_uuid: uuid::Uuid,
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world: Arc<World>,
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position: Vector3<f64>,
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entity_type: EntityType,
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invulnerable: bool,
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) -> Self {
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let floor_x = position.x.floor() as i32;
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let floor_y = position.y.floor() as i32;
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let floor_z = position.z.floor() as i32;
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let bounding_box_size = EntityDimensions {
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width: entity_type.dimension[0],
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height: entity_type.dimension[1],
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};
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Self {
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entity_id: CURRENT_ID.fetch_add(1, Relaxed),
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entity_uuid,
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entity_type,
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on_ground: AtomicBool::new(false),
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pos: AtomicCell::new(position),
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block_pos: AtomicCell::new(BlockPos(Vector3::new(floor_x, floor_y, floor_z))),
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chunk_pos: AtomicCell::new(Vector2::new(floor_x, floor_z)),
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sneaking: AtomicBool::new(false),
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world: Arc::new(RwLock::new(world)),
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sprinting: AtomicBool::new(false),
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fall_flying: AtomicBool::new(false),
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yaw: AtomicCell::new(0.0),
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head_yaw: AtomicCell::new(0.0),
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pitch: AtomicCell::new(0.0),
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velocity: AtomicCell::new(Vector3::new(0.0, 0.0, 0.0)),
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standing_eye_height: entity_type.eye_height,
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pose: AtomicCell::new(EntityPose::Standing),
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bounding_box: AtomicCell::new(BoundingBox::new_from_pos(
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position.x,
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position.y,
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position.z,
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&bounding_box_size,
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)),
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bounding_box_size: AtomicCell::new(bounding_box_size),
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invulnerable: AtomicBool::new(invulnerable),
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damage_immunities: Vec::new(),
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}
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}
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pub async fn set_velocity(&self, velocity: Vector3<f64>) {
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self.velocity.store(velocity);
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self.world
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.read()
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.await
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.broadcast_packet_all(&CEntityVelocity::new(self.entity_id.into(), velocity))
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.await;
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}
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/// Updates the entity's position, block position, and chunk position.
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///
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/// 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.
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pub fn set_pos(&self, new_position: Vector3<f64>) {
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let pos = self.pos.load();
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if pos != new_position {
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self.pos.store(new_position);
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self.bounding_box.store(BoundingBox::new_from_pos(
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new_position.x,
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new_position.y,
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new_position.z,
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&self.bounding_box_size.load(),
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));
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let floor_x = new_position.x.floor() as i32;
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let floor_y = new_position.y.floor() as i32;
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let floor_z = new_position.z.floor() as i32;
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let block_pos = self.block_pos.load();
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let block_pos_vec = block_pos.0;
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if floor_x != block_pos_vec.x
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|| floor_y != block_pos_vec.y
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|| floor_z != block_pos_vec.z
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{
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let new_block_pos = Vector3::new(floor_x, floor_y, floor_z);
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self.block_pos.store(BlockPos(new_block_pos));
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let chunk_pos = self.chunk_pos.load();
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if get_section_cord(floor_x) != chunk_pos.x
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|| get_section_cord(floor_z) != chunk_pos.z
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{
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self.chunk_pos.store(Vector2::new(
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get_section_cord(new_block_pos.x),
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get_section_cord(new_block_pos.z),
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));
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}
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}
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}
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}
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/// Returns entity rotation as vector
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pub fn rotation(&self) -> Vector3<f32> {
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// Convert degrees to radians if necessary
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let yaw_rad = self.yaw.load().to_radians();
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let pitch_rad = self.pitch.load().to_radians();
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Vector3::new(
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yaw_rad.cos() * pitch_rad.cos(),
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pitch_rad.sin(),
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yaw_rad.sin() * pitch_rad.cos(),
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)
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.normalize()
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}
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/// Changes this entity's pitch and yaw to look at target
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pub async fn look_at(&self, target: Vector3<f64>) {
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let position = self.pos.load();
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let delta = target.sub(&position);
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let root = delta.x.hypot(delta.z);
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let pitch = wrap_degrees(-delta.y.atan2(root) as f32 * 180.0 / f32::consts::PI);
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let yaw = wrap_degrees((delta.z.atan2(delta.x) as f32 * 180.0 / f32::consts::PI) - 90.0);
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self.pitch.store(pitch);
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self.yaw.store(yaw);
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// Broadcast the update packet.
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// TODO: Do caching to only send the packet when needed.
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let yaw = (yaw * 256.0 / 360.0).rem_euclid(256.0);
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let pitch = (pitch * 256.0 / 360.0).rem_euclid(256.0);
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self.world
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.read()
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.await
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.broadcast_packet_all(&CUpdateEntityRot::new(
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self.entity_id.into(),
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yaw as u8,
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pitch as u8,
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self.on_ground.load(Relaxed),
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))
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.await;
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self.world
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.read()
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.await
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.broadcast_packet_all(&CHeadRot::new(self.entity_id.into(), yaw as u8))
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.await;
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}
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pub async fn teleport(&self, position: Vector3<f64>, yaw: f32, pitch: f32) {
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self.world
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.read()
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.await
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.broadcast_packet_all(&CEntityPositionSync::new(
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self.entity_id.into(),
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position,
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Vector3::new(0.0, 0.0, 0.0),
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yaw,
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pitch,
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// TODO
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self.on_ground.load(SeqCst),
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))
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.await;
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self.set_pos(position);
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self.set_rotation(yaw, pitch);
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}
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/// Sets the `Entity` yaw & pitch rotation
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pub fn set_rotation(&self, yaw: f32, pitch: f32) {
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// TODO
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self.yaw.store(yaw);
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self.pitch.store(pitch.clamp(-90.0, 90.0) % 360.0);
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}
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/// Removes the `Entity` from their current `World`
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pub async fn remove(&self) {
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self.world.read().await.remove_entity(self).await;
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}
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pub fn create_spawn_packet(&self) -> CSpawnEntity {
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let entity_loc = self.pos.load();
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let entity_vel = self.velocity.load();
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CSpawnEntity::new(
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VarInt(self.entity_id),
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self.entity_uuid,
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VarInt(i32::from(self.entity_type.id)),
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entity_loc,
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self.pitch.load(),
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self.yaw.load(),
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self.head_yaw.load(), // todo: head_yaw and yaw are swapped, find out why
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0.into(),
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entity_vel,
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)
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}
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pub fn width(&self) -> f32 {
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self.bounding_box_size.load().width
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}
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pub fn height(&self) -> f32 {
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self.bounding_box_size.load().height
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}
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/// Applies knockback to the entity, following vanilla Minecraft's mechanics.
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///
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/// This function calculates the entity's new velocity based on the specified knockback strength and direction.
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pub fn knockback(&self, strength: f64, x: f64, z: f64) {
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// This has some vanilla magic
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let mut x = x;
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let mut z = z;
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while x.mul_add(x, z * z) < 1.0E-5 {
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x = (rand::random::<f64>() - rand::random::<f64>()) * 0.01;
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z = (rand::random::<f64>() - rand::random::<f64>()) * 0.01;
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}
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let var8 = Vector3::new(x, 0.0, z).normalize() * strength;
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let velocity = self.velocity.load();
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self.velocity.store(Vector3::new(
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velocity.x / 2.0 - var8.x,
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if self.on_ground.load(Relaxed) {
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(velocity.y / 2.0 + strength).min(0.4)
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} else {
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velocity.y
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},
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velocity.z / 2.0 - var8.z,
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));
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}
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pub async fn set_sneaking(&self, sneaking: bool) {
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assert!(self.sneaking.load(Relaxed) != sneaking);
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self.sneaking.store(sneaking, Relaxed);
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self.set_flag(Flag::Sneaking, sneaking).await;
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if sneaking {
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self.set_pose(EntityPose::Crouching).await;
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} else {
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self.set_pose(EntityPose::Standing).await;
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}
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}
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pub fn get_horizontal_facing(&self) -> HorizontalFacing {
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let adjusted_yaw = (self.yaw.load() % 360.0 + 360.0) % 360.0; // Normalize yaw to [0, 360)
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match adjusted_yaw {
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0.0..=45.0 | 315.0..=360.0 => HorizontalFacing::South,
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45.0..=135.0 => HorizontalFacing::West,
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135.0..=225.0 => HorizontalFacing::North,
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225.0..=315.0 => HorizontalFacing::East,
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_ => HorizontalFacing::South, // Default case, should not occur
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}
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}
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pub fn get_facing(&self) -> Facing {
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let pitch = self.pitch.load().to_radians();
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let yaw = -self.yaw.load().to_radians();
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let (sin_p, cos_p) = pitch.sin_cos();
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let (sin_y, cos_y) = yaw.sin_cos();
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let x = sin_y * cos_p;
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let y = -sin_p;
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let z = cos_y * cos_p;
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let ax = x.abs();
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let ay = y.abs();
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let az = z.abs();
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if ax > ay && ax > az {
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if x > 0.0 { Facing::East } else { Facing::West }
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} else if ay > ax && ay > az {
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if y > 0.0 { Facing::Up } else { Facing::Down }
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} else if z > 0.0 {
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Facing::South
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} else {
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Facing::North
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}
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}
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pub async fn set_sprinting(&self, sprinting: bool) {
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assert!(self.sprinting.load(Relaxed) != sprinting);
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self.sprinting.store(sprinting, Relaxed);
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self.set_flag(Flag::Sprinting, sprinting).await;
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}
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pub fn check_fall_flying(&self) -> bool {
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!self.on_ground.load(Relaxed)
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}
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pub async fn set_fall_flying(&self, fall_flying: bool) {
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assert!(self.fall_flying.load(Relaxed) != fall_flying);
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self.fall_flying.store(fall_flying, Relaxed);
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self.set_flag(Flag::FallFlying, fall_flying).await;
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}
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async fn set_flag(&self, flag: Flag, value: bool) {
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let index = flag as u8;
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let mut b = 0i8;
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if value {
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b |= 1 << index;
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} else {
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b &= !(1 << index);
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}
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self.send_meta_data(&[Metadata::new(0, MetaDataType::Byte, b)])
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.await;
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}
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/// Plays sound at this entity's position with the entity's sound category
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pub async fn play_sound(&self, sound: Sound) {
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self.world
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.read()
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.await
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.play_sound(sound, SoundCategory::Neutral, &self.pos.load())
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.await;
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}
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|
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pub async fn send_meta_data<T>(&self, meta: &[Metadata<T>])
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where
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T: Serialize,
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{
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let mut buf = Vec::new();
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for meta in meta {
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let mut serializer_buf = Vec::new();
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let mut serializer = Serializer::new(&mut serializer_buf);
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meta.serialize(&mut serializer).unwrap();
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buf.extend(serializer_buf);
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}
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buf.put_u8(255);
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self.world
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.read()
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.await
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.broadcast_packet_all(&CSetEntityMetadata::new(self.entity_id.into(), buf.into()))
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.await;
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}
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pub async fn set_pose(&self, pose: EntityPose) {
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self.pose.store(pose);
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let pose = pose as i32;
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self.send_meta_data(&[Metadata::new(6, MetaDataType::EntityPose, VarInt(pose))])
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.await;
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}
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|
|
pub fn is_invulnerable_to(&self, damage_type: &DamageType) -> bool {
|
|
self.invulnerable.load(Relaxed) || self.damage_immunities.contains(damage_type)
|
|
}
|
|
|
|
fn velocity_multiplier(_pos: Vector3<f64>) -> f32 {
|
|
// let world = self.world.read().await;
|
|
// TODO: handle when player is outside world
|
|
// let block = world.get_block(&self.block_pos.load()).await;
|
|
// block.velocity_multiplier
|
|
1.0
|
|
// if velo_multiplier == 1.0 {
|
|
// const VELOCITY_OFFSET: f64 = 0.500001; // Vanilla
|
|
// let pos_with_y_offset = BlockPos(Vector3::new(
|
|
// pos.x.floor() as i32,
|
|
// (pos.y - VELOCITY_OFFSET).floor() as i32,
|
|
// pos.z.floor() as i32,
|
|
// ));
|
|
// let block = world.get_block(&pos_with_y_offset).await.unwrap();
|
|
// block.velocity_multiplier
|
|
// } else {
|
|
// }
|
|
}
|
|
}
|
|
|
|
#[async_trait]
|
|
impl EntityBase for Entity {
|
|
async fn damage(&self, _amount: f32, _damage_type: DamageType) -> bool {
|
|
false
|
|
}
|
|
|
|
async fn tick(&self, _: &Server) {
|
|
//Todo! Tick
|
|
}
|
|
|
|
fn get_entity(&self) -> &Entity {
|
|
self
|
|
}
|
|
|
|
fn get_living_entity(&self) -> Option<&LivingEntity> {
|
|
None
|
|
}
|
|
}
|
|
|
|
#[async_trait]
|
|
impl NBTStorage for Entity {
|
|
async fn write_nbt(&self, nbt: &mut pumpkin_nbt::compound::NbtCompound) {
|
|
let position = self.pos.load();
|
|
nbt.put(
|
|
"Pos",
|
|
NbtTag::List(
|
|
vec![position.x.into(), position.y.into(), position.z.into()].into_boxed_slice(),
|
|
),
|
|
);
|
|
let velocity = self.velocity.load();
|
|
nbt.put(
|
|
"Motion",
|
|
NbtTag::List(
|
|
vec![velocity.x.into(), velocity.y.into(), velocity.z.into()].into_boxed_slice(),
|
|
),
|
|
);
|
|
nbt.put(
|
|
"Rotation",
|
|
NbtTag::List(vec![self.yaw.load().into(), self.pitch.load().into()].into_boxed_slice()),
|
|
);
|
|
nbt.put_bool("OnGround", self.on_ground.load(Relaxed));
|
|
|
|
// todo more...
|
|
}
|
|
|
|
async fn read_nbt(&mut self, nbt: &mut pumpkin_nbt::compound::NbtCompound) {
|
|
let position = nbt.get_list("Pos").unwrap();
|
|
let x = position[0].extract_double().unwrap_or(0.0);
|
|
let y = position[1].extract_double().unwrap_or(0.0);
|
|
let z = position[2].extract_double().unwrap_or(0.0);
|
|
self.set_pos(Vector3::new(x, y, z));
|
|
let velocity = nbt.get_list("Motion").unwrap();
|
|
let x = velocity[0].extract_double().unwrap_or(0.0);
|
|
let y = velocity[1].extract_double().unwrap_or(0.0);
|
|
let z = velocity[2].extract_double().unwrap_or(0.0);
|
|
self.velocity.store(Vector3::new(x, y, z));
|
|
let rotation = nbt.get_list("Rotation").unwrap();
|
|
let yaw = rotation[0].extract_float().unwrap_or(0.0);
|
|
let pitch = rotation[1].extract_float().unwrap_or(0.0);
|
|
self.set_rotation(yaw, pitch);
|
|
self.head_yaw.store(yaw);
|
|
self.on_ground
|
|
.store(nbt.get_bool("OnGround").unwrap_or(false), Relaxed);
|
|
// todo more...
|
|
}
|
|
}
|
|
|
|
#[async_trait]
|
|
pub trait NBTStorage: Send + Sync {
|
|
async fn write_nbt(&self, nbt: &mut NbtCompound);
|
|
|
|
async fn read_nbt(&mut self, _nbt: &mut NbtCompound) {}
|
|
|
|
async fn read_nbt_non_mut(&self, _nbt: &mut NbtCompound) {}
|
|
}
|
|
|
|
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
|
/// 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.
|
|
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,
|
|
}
|