Pumpkin/pumpkin/src/entity/mod.rs
2024-09-12 12:33:33 +02:00

230 lines
8.2 KiB
Rust

use std::sync::{atomic::AtomicBool, Arc, Mutex};
use num_derive::{FromPrimitive, ToPrimitive};
use num_traits::ToPrimitive;
use pumpkin_core::math::{
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 player;
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<World>,
/// The entity's current health level.
pub health: Mutex<f32>,
/// The entity's current position in the world
pub pos: Mutex<Vector3<f64>>,
/// The entity's position rounded to the nearest block coordinates
pub block_pos: Mutex<WorldPosition>,
/// The chunk coordinates of the entity's current position
pub chunk_pos: Mutex<Vector2<i32>>,
/// 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: Mutex<Vector3<f64>>,
/// 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: Mutex<f32>,
/// The entity's head yaw rotation (horizontal rotation of the head)
pub head_yaw: Mutex<f32>,
/// The entity's pitch rotation (vertical rotation) ↑ ↓
pub pitch: Mutex<f32>,
/// The height of the entity's eyes from the ground.
// TODO: Change this in diffrent poses
pub standing_eye_height: f32,
/// The entity's current pose (e.g., standing, sitting, swimming).
pub pose: Mutex<EntityPose>,
}
impl Entity {
pub fn new(
entity_id: EntityId,
world: Arc<World>,
entity_type: EntityType,
standing_eye_height: f32,
) -> Self {
Self {
entity_id,
entity_type,
on_ground: AtomicBool::new(false),
pos: Mutex::new(Vector3::new(0.0, 0.0, 0.0)),
block_pos: Mutex::new(WorldPosition(Vector3::new(0, 0, 0))),
chunk_pos: Mutex::new(Vector2::new(0, 0)),
sneaking: AtomicBool::new(false),
world,
// TODO: Load this from previous instance
health: Mutex::new(20.0),
sprinting: AtomicBool::new(false),
fall_flying: AtomicBool::new(false),
yaw: Mutex::new(0.0),
head_yaw: Mutex::new(0.0),
pitch: Mutex::new(0.0),
velocity: Mutex::new(Vector3::new(0.0, 0.0, 0.0)),
standing_eye_height,
pose: Mutex::new(EntityPose::Standing),
}
}
/// 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.
pub fn set_pos(&self, x: f64, y: f64, z: f64) {
let mut pos = self.pos.lock().unwrap();
if pos.x != x || pos.y != y || pos.z != z {
*pos = Vector3::new(x, y, z);
let i = x.floor() as i32;
let j = y.floor() as i32;
let k = z.floor() as i32;
let mut block_pos = self.block_pos.lock().unwrap();
let block_pos_vec = block_pos.0;
if i != block_pos_vec.x || j != block_pos_vec.y || k != block_pos_vec.z {
*block_pos = WorldPosition(Vector3::new(i, j, k));
let mut chunk_pos = self.chunk_pos.lock().unwrap();
if get_section_cord(i) != chunk_pos.x || get_section_cord(k) != chunk_pos.z {
*chunk_pos = Vector2::new(
get_section_cord(block_pos_vec.x),
get_section_cord(block_pos_vec.z),
);
}
}
}
}
/// Sets the Entity yaw & pitch Rotation
pub fn set_rotation(&self, yaw: f32, pitch: f32) {
// TODO
*self.yaw.lock().unwrap() = yaw;
*self.pitch.lock().unwrap() = pitch
}
/// Removes the Entity from their current World
pub async fn remove(&mut self) {
self.world.remove_entity(self);
}
/// 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 * x + z * z < 1.0E-5 {
x = (rand::random::<f64>() - rand::random::<f64>()) * 0.01;
z = (rand::random::<f64>() - rand::random::<f64>()) * 0.01;
}
let var8 = Vector3::new(x, 0.0, z).normalize() * strength;
let mut velocity = self.velocity.lock().unwrap();
*velocity = 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.to_u32().unwrap();
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);
}
pub async fn set_pose(&self, pose: EntityPose) {
*self.pose.lock().unwrap() = pose;
let pose = pose as i32;
let packet = CSetEntityMetadata::<VarInt>::new(
self.entity_id.into(),
Metadata::new(6, 20.into(), (pose).into()),
);
self.world.broadcast_packet_all(&packet)
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, FromPrimitive, ToPrimitive)]
/// 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,
/// Indicates if the entity is sneaking.
Sneaking,
/// Indicates if the entity is sprinting.
Sprinting,
/// Indicates if the entity is swimming.
Swimming,
/// Indicates if the entity is invisible.
Invisible,
/// Indicates if the entity is glowing.
Glowing,
/// Indicates if the entity is flying due to a fall.
FallFlying,
}