Add PlayerAbilities
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80ffaff777
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65d8093694
@ -65,12 +65,19 @@ pub(crate) fn init_command_tree<'a>() -> CommandTree<'a> {
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let gamemode = parse_arg_gamemode(args)?;
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return if let Player(target) = sender {
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target.set_gamemode(server, gamemode);
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target.send_system_message(TextComponent::text(&format!(
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"Game mode was set to {:?}",
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gamemode
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)));
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dbg!("1");
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if target.gamemode == gamemode {
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target.send_system_message(TextComponent::text(&format!(
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"You already in {:?} gamemode",
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gamemode
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)));
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} else {
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target.set_gamemode(server, gamemode);
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target.send_system_message(TextComponent::text(&format!(
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"Game mode was set to {:?}",
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gamemode
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)));
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}
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Ok(())
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} else {
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Err(InvalidRequirementError)
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@ -82,11 +89,18 @@ pub(crate) fn init_command_tree<'a>() -> CommandTree<'a> {
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let gamemode = parse_arg_gamemode(args)?;
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let target = parse_arg_player(sender, ARG_TARGET, args)?;
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target.set_gamemode(server, gamemode);
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target.send_system_message(TextComponent::text(&format!(
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"Set own game mode to {:?}",
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gamemode
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)));
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if target.gamemode == gamemode {
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target.send_system_message(TextComponent::text(&format!(
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"You already in {:?} gamemode",
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gamemode
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)));
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} else {
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target.set_gamemode(server, gamemode);
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target.send_system_message(TextComponent::text(&format!(
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"Game mode was set to {:?}",
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gamemode
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)));
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}
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Ok(())
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},
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@ -8,8 +8,8 @@ use pumpkin_inventory::player::PlayerInventory;
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use pumpkin_protocol::{
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bytebuf::{packet_id::Packet, DeserializerError},
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client::play::{
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CGameEvent, CPlayDisconnect, CPlayerInfoUpdate, CSyncPlayerPosition, CSystemChatMessage,
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PlayerAction,
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CGameEvent, CPlayDisconnect, CPlayerAbilities, CPlayerInfoUpdate, CSyncPlayerPosition,
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CSystemChatMessage, PlayerAction,
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},
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position::WorldPosition,
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server::play::{
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@ -25,6 +25,28 @@ use serde::{Deserialize, Serialize};
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use crate::{client::Client, server::Server, util::boundingbox::BoundingBox};
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pub struct PlayerAbilities {
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pub invulnerable: bool,
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pub flying: bool,
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pub allow_flying: bool,
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pub creative: bool,
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pub fly_speed: f32,
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pub walk_speed_fov: f32,
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}
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impl Default for PlayerAbilities {
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fn default() -> Self {
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Self {
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invulnerable: false,
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flying: false,
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allow_flying: false,
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creative: false,
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fly_speed: 0.5,
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walk_speed_fov: 0.1,
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}
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}
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}
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pub struct Player {
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pub client: Client,
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pub entity: Entity,
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@ -35,6 +57,8 @@ pub struct Player {
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pub food: i32,
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pub food_saturation: f32,
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pub inventory: PlayerInventory,
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/// send `send_abilties_update` when changed
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pub abilities: PlayerAbilities,
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// Client side value, Should be not trusted
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pub on_ground: bool,
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@ -70,6 +94,7 @@ impl Player {
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velocity: Vector3::new(0.0, 0.0, 0.0),
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inventory: PlayerInventory::new(),
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teleport_id_count: 0,
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abilities: PlayerAbilities::default(),
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gamemode,
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}
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}
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@ -100,6 +125,29 @@ impl Player {
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);
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}
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pub fn send_abilties_update(&mut self) {
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let mut b = 0i8;
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let abilities = &self.abilities;
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if abilities.invulnerable {
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b |= 1;
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}
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if abilities.flying {
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b |= 2;
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}
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if abilities.allow_flying {
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b |= 4;
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}
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if abilities.creative {
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b |= 8;
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}
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self.client.send_packet(&CPlayerAbilities::new(
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b,
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abilities.fly_speed,
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abilities.walk_speed_fov,
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));
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}
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pub fn teleport(&mut self, x: f64, y: f64, z: f64, yaw: f32, pitch: f32) {
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// this is the ultra special magic code used to create the teleport id
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self.teleport_id_count += 1;
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@ -163,7 +211,14 @@ impl Player {
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}
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pub fn set_gamemode(&mut self, server: &mut Server, gamemode: GameMode) {
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// We could send the same gamemode without problems. But why waste bandwidth ?
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assert!(
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self.gamemode != gamemode,
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"Setting the same gamemode as already is"
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);
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self.gamemode = gamemode;
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// So a little story time. I actually made an abitlties_from_gamemode function. I looked at vanilla and they always send the abilties from the gamemode. But the funny thing actually is. That the client
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// does actually use the same method and set the abilties when receiving the CGameEvent gamemode packet. Just Mojang nonsense
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server.broadcast_packet(
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self,
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&CPlayerInfoUpdate::new(
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