Pumpkin/pumpkin/src/entity/player.rs
2026-01-20 18:59:05 +01:00

2831 lines
101 KiB
Rust

use core::f32;
use std::collections::{BinaryHeap, HashSet, VecDeque};
use std::f64::consts::TAU;
use std::mem;
use std::num::NonZeroU8;
use std::ops::AddAssign;
use std::sync::Arc;
use std::sync::atomic::{AtomicBool, AtomicI32, AtomicI64, AtomicU8, AtomicU32, Ordering};
use std::time::{Duration, Instant};
use crossbeam::atomic::AtomicCell;
use crossbeam::channel::Receiver;
use log::warn;
use pumpkin_data::dimension::Dimension;
use pumpkin_data::meta_data_type::MetaDataType;
use pumpkin_data::tracked_data::TrackedData;
use pumpkin_inventory::player::ender_chest_inventory::EnderChestInventory;
use pumpkin_protocol::bedrock::client::level_chunk::CLevelChunk;
use pumpkin_protocol::bedrock::client::set_time::CSetTime;
use pumpkin_protocol::bedrock::client::update_abilities::{
Ability, AbilityLayer, CUpdateAbilities,
};
use pumpkin_protocol::bedrock::server::text::SText;
use pumpkin_protocol::codec::item_stack_seralizer::ItemStackSerializer;
use pumpkin_world::chunk::{ChunkData, ChunkEntityData};
use pumpkin_world::inventory::Inventory;
use tokio::sync::{Mutex, RwLock};
use tokio::task::JoinHandle;
use uuid::Uuid;
use pumpkin_data::damage::DamageType;
use pumpkin_data::data_component_impl::{AttributeModifiersImpl, Operation};
use pumpkin_data::data_component_impl::{EquipmentSlot, EquippableImpl};
use pumpkin_data::effect::StatusEffect;
use pumpkin_data::entity::{EntityPose, EntityStatus, EntityType};
use pumpkin_data::particle::Particle;
use pumpkin_data::sound::{Sound, SoundCategory};
use pumpkin_data::tag::Taggable;
use pumpkin_data::{Block, BlockState, tag};
use pumpkin_inventory::player::{
player_inventory::PlayerInventory, player_screen_handler::PlayerScreenHandler,
};
use pumpkin_inventory::screen_handler::{
InventoryPlayer, PlayerFuture, ScreenHandler, ScreenHandlerFactory, ScreenHandlerListener,
};
use pumpkin_inventory::sync_handler::SyncHandler;
use pumpkin_macros::send_cancellable;
use pumpkin_nbt::compound::NbtCompound;
use pumpkin_nbt::tag::NbtTag;
use pumpkin_protocol::IdOr;
use pumpkin_protocol::codec::var_int::VarInt;
use pumpkin_protocol::java::client::play::{
Animation, CAcknowledgeBlockChange, CActionBar, CChangeDifficulty, CChunkBatchEnd,
CChunkBatchStart, CChunkData, CCloseContainer, CCombatDeath, CDisguisedChatMessage,
CEntityAnimation, CEntityPositionSync, CGameEvent, CKeepAlive, COpenScreen, CParticle,
CPlayerAbilities, CPlayerInfoUpdate, CPlayerPosition, CPlayerSpawnPosition, CRespawn,
CSetContainerContent, CSetContainerProperty, CSetContainerSlot, CSetCursorItem, CSetEquipment,
CSetExperience, CSetHealth, CSetPlayerInventory, CSetSelectedSlot, CSoundEffect, CStopSound,
CSubtitle, CSystemChatMessage, CTitleAnimation, CTitleText, CUnloadChunk, CUpdateMobEffect,
CUpdateTime, GameEvent, Metadata, PlayerAction, PlayerInfoFlags, PreviousMessage,
};
use pumpkin_protocol::java::server::play::SClickSlot;
use pumpkin_util::math::{
boundingbox::BoundingBox, experience, position::BlockPos, vector2::Vector2, vector3::Vector3,
};
use pumpkin_util::permission::PermissionLvl;
use pumpkin_util::resource_location::ResourceLocation;
use pumpkin_util::text::TextComponent;
use pumpkin_util::text::click::ClickEvent;
use pumpkin_util::text::hover::HoverEvent;
use pumpkin_util::{GameMode, Hand};
use pumpkin_world::biome;
use pumpkin_world::cylindrical_chunk_iterator::Cylindrical;
use pumpkin_world::item::ItemStack;
use pumpkin_world::level::{Level, SyncChunk, SyncEntityChunk};
use crate::block::blocks::bed::BedBlock;
use crate::command::client_suggestions;
use crate::command::dispatcher::CommandDispatcher;
use crate::data::op_data::OPERATOR_CONFIG;
use crate::entity::{EntityBaseFuture, NbtFuture, TeleportFuture};
use crate::net::{ClientPlatform, GameProfile};
use crate::net::{DisconnectReason, PlayerConfig};
use crate::plugin::player::player_change_world::PlayerChangeWorldEvent;
use crate::plugin::player::player_gamemode_change::PlayerGamemodeChangeEvent;
use crate::plugin::player::player_teleport::PlayerTeleportEvent;
use crate::server::Server;
use crate::world::World;
use crate::{PERMISSION_MANAGER, block};
use super::combat::{self, AttackType, player_attack_sound};
use super::hunger::HungerManager;
use super::item::ItemEntity;
use super::living::LivingEntity;
use super::{Entity, EntityBase, NBTStorage, NBTStorageInit};
use pumpkin_data::potion::Effect;
use pumpkin_world::chunk_system::ChunkLoading;
const MAX_CACHED_SIGNATURES: u8 = 128; // Vanilla: 128
const MAX_PREVIOUS_MESSAGES: u8 = 20; // Vanilla: 20
pub const DATA_VERSION: i32 = 4671; // 1.21.11
enum BatchState {
Initial,
Waiting,
Count(u8),
}
struct HeapNode(i32, Vector2<i32>, SyncChunk);
impl Eq for HeapNode {}
impl PartialEq<Self> for HeapNode {
fn eq(&self, other: &Self) -> bool {
self.0 == other.0
}
}
impl PartialOrd<Self> for HeapNode {
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
Some(self.cmp(other))
}
}
impl Ord for HeapNode {
fn cmp(&self, other: &Self) -> std::cmp::Ordering {
self.0.cmp(&other.0).reverse()
}
}
pub struct ChunkManager {
chunks_per_tick: usize,
center: Vector2<i32>,
view_distance: u8,
chunk_listener: Receiver<(Vector2<i32>, SyncChunk)>,
chunk_sent: HashSet<Vector2<i32>>,
chunk_queue: BinaryHeap<HeapNode>,
entity_chunk_queue: VecDeque<(Vector2<i32>, SyncEntityChunk)>,
batches_sent_since_ack: BatchState,
}
impl ChunkManager {
pub const NOTCHIAN_BATCHES_WITHOUT_ACK_UNTIL_PAUSE: u8 = 10;
#[must_use]
pub fn new(
chunks_per_tick: usize,
chunk_listener: Receiver<(Vector2<i32>, SyncChunk)>,
) -> Self {
Self {
chunks_per_tick,
center: Vector2::<i32>::new(0, 0),
view_distance: 0,
chunk_listener,
chunk_sent: HashSet::new(),
chunk_queue: BinaryHeap::new(),
entity_chunk_queue: VecDeque::new(),
batches_sent_since_ack: BatchState::Initial,
}
}
pub fn pull_new_chunks(&mut self) {
// log::debug!("pull new chunks");
while let Ok((pos, chunk)) = self.chunk_listener.try_recv() {
let dst = (pos.x - self.center.x)
.abs()
.max((pos.y - self.center.y).abs());
if dst > i32::from(self.view_distance) {
continue;
}
if self.chunk_sent.insert(pos) {
// log::debug!("receive new chunk {pos:?}");
self.chunk_queue.push(HeapNode(dst, pos, chunk));
}
}
// log::debug!("chunk_queue size {}", self.chunk_queue.len());
// log::debug!("chunk_sent size {}", self.chunk_sent.len());
}
pub fn update_center_and_view_distance(
&mut self,
center: Vector2<i32>,
mut view_distance: u8,
level: &Arc<Level>,
) {
view_distance += 1;
let old_center = self.center;
let old_view_distance = self.view_distance;
{
let mut lock = level.chunk_loading.lock().unwrap();
lock.add_ticket(
center,
ChunkLoading::get_level_from_view_distance(view_distance),
);
if old_center != center || old_view_distance != view_distance {
lock.remove_ticket(
old_center,
ChunkLoading::get_level_from_view_distance(old_view_distance),
);
}
lock.send_change();
};
let view_distance_i32 = i32::from(view_distance);
self.chunk_sent.retain(|pos| {
(pos.x - center.x).abs().max((pos.y - center.y).abs()) <= view_distance_i32
});
let mut new_queue = BinaryHeap::with_capacity(self.chunk_queue.len());
for node in &self.chunk_queue {
let dst = (node.1.x - center.x).abs().max((node.1.y - center.y).abs());
if dst <= view_distance_i32 {
new_queue.push(HeapNode(dst, node.1, node.2.clone()));
}
}
self.chunk_queue = new_queue;
self.center = center;
self.view_distance = view_distance;
for dx in (-view_distance_i32)..=view_distance_i32 {
for dy in (-view_distance_i32)..=view_distance_i32 {
let new_pos = center.add_raw(dx, dy);
if !self.chunk_sent.contains(&new_pos)
&& let Some(chunk) = level.loaded_chunks.get(&new_pos)
{
self.push_chunk(new_pos, chunk.value().clone());
}
}
}
}
pub fn clean_up(&mut self, level: &Arc<Level>) {
let mut lock = level.chunk_loading.lock().unwrap();
lock.remove_ticket(
self.center,
ChunkLoading::get_level_from_view_distance(self.view_distance),
);
let (_rx, tx) = crossbeam::channel::unbounded();
// drop old channel
self.chunk_listener = tx;
}
pub fn change_world(&mut self, old_level: &Arc<Level>, new_level: &Arc<Level>) {
let mut lock = old_level.chunk_loading.lock().unwrap();
lock.remove_ticket(
self.center,
ChunkLoading::get_level_from_view_distance(self.view_distance),
);
drop(lock);
self.chunk_listener = new_level.chunk_listener.add_global_chunk_listener();
self.chunk_sent.clear();
self.chunk_queue.clear();
}
pub fn handle_acknowledge(&mut self, chunks_per_tick: f32) {
self.batches_sent_since_ack = BatchState::Count(0);
self.chunks_per_tick = chunks_per_tick.ceil() as usize;
}
pub fn push_chunk(&mut self, position: Vector2<i32>, chunk: SyncChunk) {
self.chunk_sent.insert(position);
let dst = (position.x - self.center.x)
.abs()
.max((position.y - self.center.y).abs());
self.chunk_queue.push(HeapNode(dst, position, chunk));
}
pub fn push_entity(&mut self, position: Vector2<i32>, chunk: SyncEntityChunk) {
self.entity_chunk_queue.push_back((position, chunk));
}
#[must_use]
pub fn can_send_chunk(&self) -> bool {
let state_available = match self.batches_sent_since_ack {
BatchState::Count(count) => count < Self::NOTCHIAN_BATCHES_WITHOUT_ACK_UNTIL_PAUSE,
BatchState::Initial => true,
BatchState::Waiting => false,
};
state_available && !self.chunk_queue.is_empty()
}
pub fn next_chunk(&mut self) -> Box<[SyncChunk]> {
let mut chunk_size = self.chunk_queue.len().min(self.chunks_per_tick);
let mut chunks = Vec::<Arc<RwLock<ChunkData>>>::with_capacity(chunk_size);
while chunk_size > 0 {
chunks.push(self.chunk_queue.pop().unwrap().2);
chunk_size -= 1;
}
match &mut self.batches_sent_since_ack {
BatchState::Count(count) => {
count.add_assign(1);
}
state @ BatchState::Initial => *state = BatchState::Waiting,
BatchState::Waiting => (),
}
chunks.into_boxed_slice()
}
pub fn next_entity(&mut self) -> Box<[SyncEntityChunk]> {
let chunk_size = self.entity_chunk_queue.len().min(self.chunks_per_tick);
let chunks: Vec<Arc<RwLock<ChunkEntityData>>> = self
.entity_chunk_queue
.drain(0..chunk_size)
.map(|(_, chunk)| chunk)
.collect();
match &mut self.batches_sent_since_ack {
BatchState::Count(count) => {
count.add_assign(1);
}
state @ BatchState::Initial => *state = BatchState::Waiting,
BatchState::Waiting => unreachable!(),
}
chunks.into_boxed_slice()
}
}
/// Represents a Minecraft player entity.
///
/// A `Player` is a special type of entity that represents a human player connected to the server.
pub struct Player {
/// The underlying living entity object that represents the player.
pub living_entity: LivingEntity,
/// The player's game profile information, including their username and UUID.
pub gameprofile: GameProfile,
/// The client connection associated with the player.
pub client: ClientPlatform,
/// The player's inventory.
pub inventory: Arc<PlayerInventory>,
/// The player's `EnderChest` inventory.
pub ender_chest_inventory: Arc<EnderChestInventory>,
/// The player's configuration settings. Changes when the player changes their settings.
pub config: RwLock<PlayerConfig>,
/// The player's current gamemode (e.g., Survival, Creative, Adventure).
pub gamemode: AtomicCell<GameMode>,
/// The player's previous gamemode
pub previous_gamemode: AtomicCell<Option<GameMode>>,
/// The player's spawnpoint
pub respawn_point: AtomicCell<Option<RespawnPoint>>,
/// The player's sleep status
pub sleeping_since: AtomicCell<Option<u8>>,
/// Manages the player's hunger level.
pub hunger_manager: HungerManager,
/// The ID of the currently open container (if any).
pub open_container: AtomicCell<Option<u64>>,
/// The item currently being held by the player.
pub carried_item: Mutex<Option<ItemStack>>,
/// The player's abilities and special powers.
///
/// This field represents the various abilities that the player possesses, such as flight, invulnerability, and other special effects.
///
/// **Note:** When the `abilities` field is updated, the server should send a `send_abilities_update` packet to the client to notify them of the changes.
pub abilities: Mutex<Abilities>,
/// The current stage of block destruction of the block the player is breaking.
pub current_block_destroy_stage: AtomicI32,
/// Indicates if the player is currently mining a block.
pub mining: AtomicBool,
pub start_mining_time: AtomicI32,
pub tick_counter: AtomicI32,
pub packet_sequence: AtomicI32,
pub mining_pos: Mutex<BlockPos>,
/// A counter for teleport IDs used to track pending teleports.
pub teleport_id_count: AtomicI32,
/// The pending teleport information, including the teleport ID and target location.
pub awaiting_teleport: Mutex<Option<(VarInt, Vector3<f64>)>>,
/// The coordinates of the chunk section the player is currently watching.
pub watched_section: AtomicCell<Cylindrical>,
/// Whether we are waiting for a response after sending a keep alive packet.
pub wait_for_keep_alive: AtomicBool,
/// The keep alive packet payload we send. The client should respond with the same id.
pub keep_alive_id: AtomicI64,
/// The last time we sent a keep alive packet.
pub last_keep_alive_time: AtomicCell<Instant>,
/// The amount of ticks since the player's last attack.
pub last_attacked_ticks: AtomicU32,
/// The player's last known experience level.
pub last_sent_xp: AtomicI32,
pub last_sent_health: AtomicI32,
pub last_sent_food: AtomicU8,
pub last_food_saturation: AtomicBool,
/// The player's permission level.
pub permission_lvl: AtomicCell<PermissionLvl>,
/// Whether the client has reported that it has loaded.
pub client_loaded: AtomicBool,
/// The amount of time (in ticks) the client has to report having finished loading before being timed out.
pub client_loaded_timeout: AtomicU32,
/// The player's experience level.
pub experience_level: AtomicI32,
/// The player's experience progress (`0.0` to `1.0`)
pub experience_progress: AtomicCell<f32>,
/// The player's total experience points.
pub experience_points: AtomicI32,
pub experience_pick_up_delay: Mutex<u32>,
pub chunk_manager: Mutex<ChunkManager>,
pub has_played_before: AtomicBool,
pub chat_session: Arc<Mutex<ChatSession>>,
pub signature_cache: Mutex<MessageCache>,
pub player_screen_handler: Arc<Mutex<PlayerScreenHandler>>,
pub current_screen_handler: Mutex<Arc<Mutex<dyn ScreenHandler>>>,
pub screen_handler_sync_id: AtomicU8,
pub screen_handler_listener: Arc<dyn ScreenHandlerListener>,
pub screen_handler_sync_handler: Arc<SyncHandler>,
}
impl Player {
pub async fn new(
client: ClientPlatform,
gameprofile: GameProfile,
config: PlayerConfig,
world: Arc<World>,
gamemode: GameMode,
) -> Self {
struct ScreenListener;
impl ScreenHandlerListener for ScreenListener {}
let server = world.server.upgrade().unwrap();
let player_uuid = gameprofile.id;
let living_entity = LivingEntity::new(Entity::new(
player_uuid,
world.clone(),
Vector3::new(0.0, 100.0, 0.0),
&EntityType::PLAYER,
matches!(gamemode, GameMode::Creative | GameMode::Spectator),
));
let inventory = Arc::new(PlayerInventory::new(
living_entity.entity_equipment.clone(),
living_entity.equipment_slots.clone(),
));
let ender_chest_inventory = Arc::new(EnderChestInventory::new());
let player_screen_handler = Arc::new(Mutex::new(
PlayerScreenHandler::new(&inventory, None, 0).await,
));
Self {
living_entity,
config: RwLock::new(config),
gameprofile,
client,
awaiting_teleport: Mutex::new(None),
// TODO: Load this from previous instance
hunger_manager: HungerManager::default(),
current_block_destroy_stage: AtomicI32::new(-1),
open_container: AtomicCell::new(None),
tick_counter: AtomicI32::new(0),
packet_sequence: AtomicI32::new(-1),
start_mining_time: AtomicI32::new(0),
carried_item: Mutex::new(None),
experience_pick_up_delay: Mutex::new(0),
teleport_id_count: AtomicI32::new(0),
mining: AtomicBool::new(false),
mining_pos: Mutex::new(BlockPos::ZERO),
abilities: Mutex::new(Abilities::default()),
gamemode: AtomicCell::new(gamemode),
previous_gamemode: AtomicCell::new(None),
// TODO: Send the CPlayerSpawnPosition packet when the client connects with proper values
respawn_point: AtomicCell::new(None),
sleeping_since: AtomicCell::new(None),
// We want this to be an impossible watched section so that `chunker::update_position`
// will mark chunks as watched for a new join rather than a respawn.
// (We left shift by one so we can search around that chunk)
watched_section: AtomicCell::new(Cylindrical::new(
Vector2::new(0, 0),
// Since 1 is not possible in vanilla it is used as uninit
NonZeroU8::new(1).unwrap(),
)),
wait_for_keep_alive: AtomicBool::new(false),
keep_alive_id: AtomicI64::new(0),
last_keep_alive_time: AtomicCell::new(std::time::Instant::now()),
last_attacked_ticks: AtomicU32::new(0),
client_loaded: AtomicBool::new(false),
client_loaded_timeout: AtomicU32::new(60),
// Minecraft has no way to change the default permission level of new players.
// Minecraft's default permission level is 0.
permission_lvl: OPERATOR_CONFIG.read().await.get_entry(&player_uuid).map_or(
AtomicCell::new(server.advanced_config.commands.default_op_level),
|op| AtomicCell::new(op.level),
),
inventory,
ender_chest_inventory,
experience_level: AtomicI32::new(0),
experience_progress: AtomicCell::new(0.0),
experience_points: AtomicI32::new(0),
// Default to sending 16 chunks per tick.
chunk_manager: Mutex::new(ChunkManager::new(
16,
world.level.chunk_listener.add_global_chunk_listener(),
)),
last_sent_xp: AtomicI32::new(-1),
last_sent_health: AtomicI32::new(-1),
last_sent_food: AtomicU8::new(0),
last_food_saturation: AtomicBool::new(true),
has_played_before: AtomicBool::new(false),
chat_session: Arc::new(Mutex::new(ChatSession::default())), // Placeholder value until the player actually sets their session id
signature_cache: Mutex::new(MessageCache::default()),
player_screen_handler: player_screen_handler.clone(),
current_screen_handler: Mutex::new(player_screen_handler),
screen_handler_sync_id: AtomicU8::new(0),
screen_handler_listener: Arc::new(ScreenListener {}),
screen_handler_sync_handler: Arc::new(SyncHandler::new()),
}
}
/// Spawns a task associated with this player-client. All tasks spawned with this method are awaited
/// when the client. This means tasks should complete in a reasonable amount of time or select
/// on `Self::await_close_interrupt` to cancel the task when the client is closed
///
/// Returns an `Option<JoinHandle<F::Output>>`. If the client is closed, this returns `None`.
pub fn spawn_task<F>(&self, task: F) -> Option<JoinHandle<F::Output>>
where
F: Future + Send + 'static,
F::Output: Send + 'static,
{
self.client.spawn_task(task)
}
pub fn inventory(&self) -> &Arc<PlayerInventory> {
&self.inventory
}
pub fn ender_chest_inventory(&self) -> &Arc<EnderChestInventory> {
&self.ender_chest_inventory
}
/// Removes the [`Player`] out of the current [`World`].
pub async fn remove(self: &Arc<Self>) {
let world = self.world();
world.remove_player(self, true).await;
let cylindrical = self.watched_section.load();
self.chunk_manager.lock().await.clean_up(&world.level);
// Radial chunks are all of the chunks the player is theoretically viewing.
// Given enough time, all of these chunks will be in memory.
let radial_chunks = cylindrical.all_chunks_within();
log::debug!(
"Removing player {}, unwatching {} chunks",
self.gameprofile.name,
radial_chunks.len()
);
let level = &world.level;
// Decrement the value of watched chunks
let chunks_to_clean = level.mark_chunks_as_not_watched(&radial_chunks).await;
// Remove chunks with no watchers from the cache
level.clean_entity_chunks(&chunks_to_clean).await;
// Remove left over entries from all possiblily loaded chunks
level.clean_memory();
log::debug!(
"Removed player id {} from world {} ({} chunks remain cached)",
self.gameprofile.name,
"world", // TODO: Add world names
level.loaded_chunk_count(),
);
level.clean_up_log().await;
//self.world().level.list_cached();
}
pub async fn attack(&self, victim: Arc<dyn EntityBase>) {
let world = self.world();
let server = world.server.upgrade().unwrap();
let victim_entity = victim.get_entity();
let attacker_entity = &self.living_entity.entity;
let config = &server.advanced_config.pvp;
let inventory = self.inventory();
let item_stack = inventory.held_item();
let base_damage = 1.0;
let base_attack_speed = 4.0;
let mut damage_multiplier = 1.0;
let mut add_damage = 0.0;
let mut add_speed = 0.0;
// Get the attack damage
// TODO: this should be cached in memory, we shouldn't just use default here either
if let Some(modifiers) = item_stack
.lock()
.await
.get_data_component::<AttributeModifiersImpl>()
{
for item_mod in modifiers.attribute_modifiers.iter() {
if item_mod.operation == Operation::AddValue {
if item_mod.id == "minecraft:base_attack_damage" {
add_damage = item_mod.amount;
} else if item_mod.id == "minecraft:base_attack_speed" {
add_speed = item_mod.amount;
}
}
}
}
let attack_speed = base_attack_speed + add_speed;
let attack_cooldown_progress = self.get_attack_cooldown_progress(
f64::from(server.basic_config.tps),
0.5,
attack_speed,
);
self.last_attacked_ticks.store(0, Ordering::Relaxed);
// Only reduce attack damage if in cooldown
// TODO: Enchantments are reduced in the same way, just without the square.
if attack_cooldown_progress < 1.0 {
damage_multiplier = 0.2 + attack_cooldown_progress.powi(2) * 0.8;
}
// Modify the added damage based on the multiplier.
let mut damage = base_damage + add_damage * damage_multiplier;
let pos = victim_entity.pos.load();
let attack_type = AttackType::new(self, attack_cooldown_progress as f32).await;
if matches!(attack_type, AttackType::Critical) {
damage *= 1.5;
}
if !victim
.damage_with_context(
&*victim,
damage as f32,
DamageType::PLAYER_ATTACK,
None,
Some(&self.living_entity.entity),
Some(&self.living_entity.entity),
)
.await
{
world
.play_sound(
Sound::EntityPlayerAttackNodamage,
SoundCategory::Players,
&self.living_entity.entity.pos.load(),
)
.await;
return;
}
if victim.get_living_entity().is_some() {
let mut knockback_strength = 1.0;
player_attack_sound(&pos, world, attack_type).await;
match attack_type {
AttackType::Knockback => knockback_strength += 1.0,
AttackType::Sweeping => {
combat::spawn_sweep_particle(attacker_entity, world, &pos).await;
}
_ => {}
}
if config.knockback {
combat::handle_knockback(attacker_entity, victim_entity, knockback_strength);
}
}
if config.swing {}
}
pub async fn set_respawn_point(
&self,
dimension: Dimension,
block_pos: BlockPos,
yaw: f32,
pitch: f32,
) -> bool {
if let Some(respawn_point) = self.respawn_point.load()
&& dimension == respawn_point.dimension
&& block_pos == respawn_point.position
{
return false;
}
self.respawn_point.store(Some(RespawnPoint {
dimension,
position: block_pos,
yaw,
force: false,
}));
self.client
.send_packet_now(&CPlayerSpawnPosition::new(
block_pos,
yaw,
pitch,
dimension.minecraft_name.to_owned(),
))
.await;
true
}
pub async fn get_respawn_point(&self) -> Option<(Vector3<f64>, f32, f32)> {
let respawn_point = self.respawn_point.load()?;
let block = self.world().get_block(&respawn_point.position).await;
if respawn_point.dimension == Dimension::OVERWORLD
&& block.has_tag(&tag::Block::MINECRAFT_BEDS)
{
// TODO: calculate respawn position
Some((respawn_point.position.to_f64(), respawn_point.yaw, 0.0))
} else if respawn_point.dimension == Dimension::THE_NETHER
&& block == &Block::RESPAWN_ANCHOR
{
// TODO: calculate respawn position
// TODO: check if there is fuel for respawn
Some((respawn_point.position.to_f64(), respawn_point.yaw, 0.0))
} else {
self.client
.send_packet_now(&CGameEvent::new(GameEvent::NoRespawnBlockAvailable, 0.0))
.await;
None
}
}
pub async fn sleep(&self, bed_head_pos: BlockPos) {
// TODO: Stop riding
self.get_entity().set_pose(EntityPose::Sleeping).await;
self.living_entity
.entity
.set_pos(bed_head_pos.to_f64().add_raw(0.5, 0.6875, 0.5));
self.get_entity()
.send_meta_data(&[Metadata::new(
TrackedData::DATA_SLEEPING_POSITION,
MetaDataType::OptionalBlockPos,
Some(bed_head_pos),
)])
.await;
self.get_entity().set_velocity(Vector3::default()).await;
self.sleeping_since.store(Some(0));
}
pub async fn get_off_ground_speed(&self) -> f64 {
let sprinting = self.get_entity().sprinting.load(Ordering::Relaxed);
if !self.get_entity().has_vehicle().await {
let fly_speed = {
let abilities = self.abilities.lock().await;
abilities.flying.then_some(f64::from(abilities.fly_speed))
};
if let Some(flying) = fly_speed {
return if sprinting { flying * 2.0 } else { flying };
}
}
if sprinting { 0.025_999_999 } else { 0.02 }
}
pub async fn is_flying(&self) -> bool {
let abilities = self.abilities.lock().await;
abilities.flying
}
pub async fn wake_up(&self) {
let world = self.world();
let respawn_point = self
.respawn_point
.load()
.expect("Player waking up should have it's respawn point set on the bed.");
let (bed, bed_state) = world.get_block_and_state_id(&respawn_point.position).await;
BedBlock::set_occupied(false, world, bed, &respawn_point.position, bed_state).await;
self.living_entity
.entity
.set_pose(EntityPose::Standing)
.await;
self.living_entity.entity.set_pos(self.position());
self.living_entity
.entity
.send_meta_data(&[Metadata::new(
TrackedData::DATA_SLEEPING_POSITION,
MetaDataType::OptionalBlockPos,
None::<BlockPos>,
)])
.await;
world
.broadcast_packet_all(&CEntityAnimation::new(
self.entity_id().into(),
Animation::LeaveBed,
))
.await;
self.sleeping_since.store(None);
}
pub async fn show_title(&self, text: &TextComponent, mode: &TitleMode) {
match mode {
TitleMode::Title => self.client.enqueue_packet(&CTitleText::new(text)).await,
TitleMode::SubTitle => self.client.enqueue_packet(&CSubtitle::new(text)).await,
TitleMode::ActionBar => self.client.enqueue_packet(&CActionBar::new(text)).await,
}
}
pub async fn send_title_animation(&self, fade_in: i32, stay: i32, fade_out: i32) {
self.client
.enqueue_packet(&CTitleAnimation::new(fade_in, stay, fade_out))
.await;
}
pub async fn spawn_particle(
&self,
position: Vector3<f64>,
offset: Vector3<f32>,
max_speed: f32,
particle_count: i32,
particle: Particle,
) {
self.client
.enqueue_packet(&CParticle::new(
false,
false,
position,
offset,
max_speed,
particle_count,
VarInt(particle as i32),
&[],
))
.await;
}
pub async fn play_sound(
&self,
sound_id: u16,
category: SoundCategory,
position: &Vector3<f64>,
volume: f32,
pitch: f32,
seed: f64,
) {
self.client
.enqueue_packet(&CSoundEffect::new(
IdOr::Id(sound_id),
category,
position,
volume,
pitch,
seed,
))
.await;
}
/// Stops a sound playing on the client.
///
/// # Arguments
///
/// * `sound_id`: An optional [`ResourceLocation`] specifying the sound to stop. If [`None`], all sounds in the specified category (if any) will be stopped.
/// * `category`: An optional [`SoundCategory`] specifying the sound category to stop. If [`None`], all sounds with the specified resource location (if any) will be stopped.
pub async fn stop_sound(
&self,
sound_id: Option<ResourceLocation>,
category: Option<SoundCategory>,
) {
self.client
.enqueue_packet(&CStopSound::new(sound_id, category))
.await;
}
// TODO Abstract the chunk sending
#[expect(clippy::too_many_lines)]
pub async fn tick(self: &Arc<Self>, server: &Server) {
self.current_screen_handler
.lock()
.await
.lock()
.await
.send_content_updates()
.await;
// if self.client.closed.load(Ordering::Relaxed) {
// return;
// }
let seq = self.packet_sequence.swap(-1, Ordering::Relaxed);
if seq != -1 {
self.client
.send_packet_now(&CAcknowledgeBlockChange::new(seq.into()))
.await;
}
{
let mut xp = self.experience_pick_up_delay.lock().await;
if *xp > 0 {
*xp -= 1;
}
}
let chunk_of_chunks = {
let mut chunk_manager = self.chunk_manager.lock().await;
chunk_manager.pull_new_chunks();
if let ClientPlatform::Java(_) = self.client {
// Java clients can only send a limited amount of chunks per tick.
// If we have sent too many chunks without receiving an ack, we stop sending chunks.
chunk_manager
.can_send_chunk()
.then(|| chunk_manager.next_chunk())
} else {
Some(chunk_manager.next_chunk())
}
};
if let Some(chunk_of_chunks) = chunk_of_chunks {
let chunk_count = chunk_of_chunks.len();
match &self.client {
ClientPlatform::Java(java_client) => {
java_client.send_packet_now(&CChunkBatchStart).await;
for chunk in chunk_of_chunks {
let chunk = chunk.read().await;
// log::debug!("send chunk {:?}", chunk.position);
// TODO: Can we check if we still need to send the chunk? Like if it's a fast moving
// player or something.
java_client.send_packet_now(&CChunkData(&chunk)).await;
}
java_client
.send_packet_now(&CChunkBatchEnd::new(chunk_count as u16))
.await;
}
ClientPlatform::Bedrock(bedrock_client) => {
for chunk in chunk_of_chunks {
let chunk = chunk.read().await;
bedrock_client
.send_game_packet(&CLevelChunk {
dimension: 0,
cache_enabled: false,
chunk: &chunk,
})
.await;
}
}
}
}
self.tick_counter.fetch_add(1, Ordering::Relaxed);
if let Some(sleeping_since) = self.sleeping_since.load()
&& sleeping_since < 101
{
self.sleeping_since.store(Some(sleeping_since + 1));
}
if self.mining.load(Ordering::Relaxed) {
let pos = self.mining_pos.lock().await;
let world = self.world();
let state = world.get_block_state(&pos).await;
// Is the block broken?
if state.is_air() {
world
.set_block_breaking(&self.living_entity.entity, *pos, -1)
.await;
self.current_block_destroy_stage
.store(-1, Ordering::Relaxed);
self.mining.store(false, Ordering::Relaxed);
} else {
self.continue_mining(
*pos,
world,
state,
self.start_mining_time.load(Ordering::Relaxed),
)
.await;
}
}
self.last_attacked_ticks.fetch_add(1, Ordering::Relaxed);
self.living_entity.tick(self.clone(), server).await;
self.hunger_manager.tick(self).await;
// experience handling
self.tick_experience().await;
self.tick_health().await;
// Timeout/keep alive handling
self.tick_client_load_timeout();
// TODO This should only be handled by the ClientPlatform
let now = Instant::now();
if now.duration_since(self.last_keep_alive_time.load()) >= Duration::from_secs(15) {
if matches!(self.client, ClientPlatform::Bedrock(_)) {
return;
}
// We never got a response from the last keep alive we sent.
if self.wait_for_keep_alive.load(Ordering::Relaxed) {
self.kick(
DisconnectReason::Timeout,
TextComponent::translate("disconnect.timeout", []),
)
.await;
return;
}
self.wait_for_keep_alive.store(true, Ordering::Relaxed);
self.last_keep_alive_time.store(now);
let id = now.elapsed().as_millis() as i64;
self.keep_alive_id.store(id, Ordering::Relaxed);
self.client.enqueue_packet(&CKeepAlive::new(id)).await;
}
}
async fn continue_mining(
&self,
location: BlockPos,
world: &World,
state: &BlockState,
starting_time: i32,
) {
let time = self.tick_counter.load(Ordering::Relaxed) - starting_time;
let speed = block::calc_block_breaking(self, state, Block::from_state_id(state.id)).await
* (time + 1) as f32;
let progress = (speed * 10.0) as i32;
if progress != self.current_block_destroy_stage.load(Ordering::Relaxed) {
world
.set_block_breaking(&self.living_entity.entity, location, progress)
.await;
self.current_block_destroy_stage
.store(progress, Ordering::Relaxed);
}
}
pub async fn jump(&self) {
if self.living_entity.entity.sprinting.load(Ordering::Relaxed) {
self.add_exhaustion(0.2).await;
} else {
self.add_exhaustion(0.05).await;
}
}
pub async fn progress_motion(&self, delta_pos: Vector3<f64>) {
// TODO: Swimming, gliding...
if self.living_entity.entity.on_ground.load(Ordering::Relaxed) {
let delta = (delta_pos.horizontal_length() * 100.0).round() as f32;
if delta > 0.0 {
if self.living_entity.entity.sprinting.load(Ordering::Relaxed) {
self.add_exhaustion(0.1 * delta * 0.01).await;
} else {
self.add_exhaustion(0.0 * delta * 0.01).await;
}
}
}
}
pub fn has_client_loaded(&self) -> bool {
self.client_loaded.load(Ordering::Relaxed)
|| self.client_loaded_timeout.load(Ordering::Relaxed) == 0
}
pub fn set_client_loaded(&self, loaded: bool) {
if !loaded {
self.client_loaded_timeout.store(60, Ordering::Relaxed);
}
self.client_loaded.store(loaded, Ordering::Relaxed);
}
pub fn get_attack_cooldown_progress(&self, tps: f64, base_time: f64, attack_speed: f64) -> f64 {
let x = f64::from(self.last_attacked_ticks.load(Ordering::Acquire)) + base_time;
let progress_per_tick = tps / attack_speed;
let progress = x / progress_per_tick;
progress.clamp(0.0, 1.0)
}
pub const fn entity_id(&self) -> i32 {
self.living_entity.entity.entity_id
}
pub fn world(&self) -> &Arc<World> {
&self.living_entity.entity.world
}
pub fn position(&self) -> Vector3<f64> {
self.living_entity.entity.pos.load()
}
pub fn eye_position(&self) -> Vector3<f64> {
let eye_height = f64::from(self.living_entity.entity.entity_dimension.load().eye_height);
Vector3::new(
self.living_entity.entity.pos.load().x,
self.living_entity.entity.pos.load().y + eye_height,
self.living_entity.entity.pos.load().z,
)
}
/// Returns the player's rotation.
/// Yaw then Pitch
pub fn rotation(&self) -> (f32, f32) {
(
self.living_entity.entity.yaw.load(),
self.living_entity.entity.pitch.load(),
)
}
/// Updates the current abilities the player has.
pub async fn send_abilities_update(&self) {
match &self.client {
ClientPlatform::Java(java) => {
let mut b = 0;
let abilities = &self.abilities.lock().await;
if abilities.invulnerable {
b |= 1;
}
if abilities.flying {
b |= 2;
}
if abilities.allow_flying {
b |= 4;
}
if abilities.creative {
b |= 8;
}
java.enqueue_packet(&CPlayerAbilities::new(
b,
abilities.fly_speed,
abilities.walk_speed,
))
.await;
}
ClientPlatform::Bedrock(bedrock) => {
let mut ability_value = 0;
let abilities = &self.abilities.lock().await;
if abilities.invulnerable {
ability_value |= 1 << Ability::Invulnerable as u32;
}
if abilities.flying {
ability_value |= 1 << Ability::Flying as u32;
}
if abilities.allow_flying {
ability_value |= 1 << Ability::MayFly as u32;
}
if abilities.creative {
ability_value |= 1 << Ability::OperatorCommands as u32;
ability_value |= 1 << Ability::Teleport as u32;
ability_value |= 1 << Ability::Invulnerable as u32;
}
// Todo: Integrate this into the system
ability_value |= 1 << Ability::AttackMobs as u32;
ability_value |= 1 << Ability::AttackPlayers as u32;
ability_value |= 1 << Ability::Build as u32;
ability_value |= 1 << Ability::DoorsAndSwitches as u32;
ability_value |= 1 << Ability::Instabuild as u32;
ability_value |= 1 << Ability::Mine as u32;
let packet = CUpdateAbilities {
target_player_raw_id: self.entity_id().into(),
player_permission: 2,
command_permission: 4,
layers: vec![AbilityLayer {
serialized_layer: 1,
abilities_set: (1 << Ability::AbilityCount as u32) - 1,
ability_value,
fly_speed: 0.05,
vertical_fly_speed: 1.0,
walk_speed: 0.1,
}],
};
bedrock.send_game_packet(&packet).await;
}
}
}
/// Updates the client of the player's current permission level.
pub async fn send_permission_lvl_update(&self) {
let status = match self.permission_lvl.load() {
PermissionLvl::Zero => EntityStatus::SetOpLevel0,
PermissionLvl::One => EntityStatus::SetOpLevel1,
PermissionLvl::Two => EntityStatus::SetOpLevel2,
PermissionLvl::Three => EntityStatus::SetOpLevel3,
PermissionLvl::Four => EntityStatus::SetOpLevel4,
};
self.world()
.send_entity_status(&self.living_entity.entity, status)
.await;
}
/// Sets the player's difficulty level.
pub async fn send_difficulty_update(&self) {
let world = self.world();
let level_info = world.level_info.read().await;
self.client
.enqueue_packet(&CChangeDifficulty::new(
level_info.difficulty as u8,
level_info.difficulty_locked,
))
.await;
}
/// Sets the player's permission level and notifies the client.
pub async fn set_permission_lvl(
self: &Arc<Self>,
lvl: PermissionLvl,
command_dispatcher: &CommandDispatcher,
) {
self.permission_lvl.store(lvl);
self.send_permission_lvl_update().await;
client_suggestions::send_c_commands_packet(self, command_dispatcher).await;
}
/// Sends the world time to only this player.
pub async fn send_time(&self, world: &World) {
let l_world = world.level_time.lock().await;
match &self.client {
ClientPlatform::Java(java_client) => {
java_client
.enqueue_packet(&CUpdateTime::new(
l_world.world_age,
l_world.time_of_day,
true,
))
.await;
}
ClientPlatform::Bedrock(bedrock_client) => {
bedrock_client
.send_game_packet(&CSetTime {
time: VarInt(l_world.query_daytime() as _),
})
.await;
}
}
}
async fn unload_watched_chunks(&self, world: &World) {
let radial_chunks = self.watched_section.load().all_chunks_within();
let level = &world.level;
let chunks_to_clean = level.mark_chunks_as_not_watched(&radial_chunks).await;
// level.clean_chunks(&chunks_to_clean).await;
for chunk in chunks_to_clean {
self.client
.enqueue_packet(&CUnloadChunk::new(chunk.x, chunk.y))
.await;
}
self.watched_section.store(Cylindrical::new(
Vector2::new(0, 0),
NonZeroU8::new(1).unwrap(),
));
}
/// Teleports the player to a different world or dimension with an optional position, yaw, and pitch.
pub async fn teleport_world(
self: &Arc<Self>,
new_world: Arc<World>,
position: Vector3<f64>,
yaw: Option<f32>,
pitch: Option<f32>,
) {
let current_world = self.living_entity.entity.world.clone();
let yaw = yaw.unwrap_or(new_world.level_info.read().await.spawn_yaw);
let pitch = pitch.unwrap_or(new_world.level_info.read().await.spawn_pitch);
send_cancellable! {{
PlayerChangeWorldEvent {
player: self.clone(),
previous_world: current_world.clone(),
new_world: new_world.clone(),
position,
yaw,
pitch,
cancelled: false,
};
'after: {
// TODO: this is duplicate code from world
let position = event.position;
let yaw = event.yaw;
let pitch = event.pitch;
let new_world = event.new_world;
self.set_client_loaded(false);
let uuid = self.gameprofile.id;
current_world.remove_player(self, false).await;
new_world.players.write().await.insert(uuid, Arc::new(Self::new(
self.client.clone(),
self.gameprofile.clone(),
self.config.read().await.clone(),
new_world.clone(),
self.gamemode.load(),
)
.await));
self.unload_watched_chunks(&current_world).await;
self.chunk_manager.lock().await.change_world(&current_world.level, &new_world.level);
let last_pos = self.living_entity.entity.last_pos.load();
let death_dimension = ResourceLocation::from(self.world().dimension.minecraft_name);
let death_location = BlockPos(Vector3::new(
last_pos.x.round() as i32,
last_pos.y.round() as i32,
last_pos.z.round() as i32,
));
self.client
.send_packet_now(&CRespawn::new(
(new_world.dimension.id).into(),
ResourceLocation::from(new_world.dimension.minecraft_name),
biome::hash_seed(new_world.level.seed.0), // seed
self.gamemode.load() as u8,
self.gamemode.load() as i8,
false,
false,
Some((death_dimension, death_location)),
VarInt(self.get_entity().portal_cooldown.load(Ordering::Relaxed) as i32),
new_world.sea_level.into(),
1,
)).await
;
self.send_permission_lvl_update().await;
self.clone().request_teleport(position, yaw, pitch).await;
self.living_entity.entity.last_pos.store(position);
self.send_abilities_update().await;
self.enqueue_set_held_item_packet(&CSetSelectedSlot::new(
self.get_inventory().get_selected_slot() as i8,
)).await;
self.on_screen_handler_opened(self.player_screen_handler.clone()).await;
self.send_health().await;
new_world.send_world_info(self, position, yaw, pitch).await;
}
}}
}
/// `yaw` and `pitch` are in degrees.
/// Rarly used, for example when waking up the player from a bed or their first time spawn. Otherwise, the `teleport` method should be used.
/// The player should respond with the `SConfirmTeleport` packet.
pub async fn request_teleport(self: &Arc<Self>, position: Vector3<f64>, yaw: f32, pitch: f32) {
// This is the ultra special magic code used to create the teleport id
// This returns the old value
// This operation wraps around on overflow.
send_cancellable! {{
PlayerTeleportEvent {
player: self.clone(),
from: self.living_entity.entity.pos.load(),
to: position,
cancelled: false,
};
'after: {
let position = event.to;
let i = self
.teleport_id_count
.fetch_add(1, Ordering::Relaxed);
let teleport_id = i + 1;
self.living_entity.entity.set_pos(position);
let entity = &self.living_entity.entity;
entity.set_rotation(yaw, pitch);
*self.awaiting_teleport.lock().await = Some((teleport_id.into(), position));
self.client
.send_packet_now(&CPlayerPosition::new(
teleport_id.into(),
position,
Vector3::new(0.0, 0.0, 0.0),
yaw,
pitch,
// TODO
Vec::new(),
)).await;
}
}}
}
pub fn block_interaction_range(&self) -> f64 {
if self.gamemode.load() == GameMode::Creative {
5.0
} else {
4.5
}
}
pub fn can_interact_with_block_at(&self, position: &BlockPos, additional_range: f64) -> bool {
let d = self.block_interaction_range() + additional_range;
let box_pos = BoundingBox::from_block(position);
let entity_pos = self.living_entity.entity.pos.load();
let standing_eye_height = self.living_entity.entity.entity_dimension.load().eye_height;
box_pos.squared_magnitude(Vector3 {
x: entity_pos.x,
y: entity_pos.y + f64::from(standing_eye_height),
z: entity_pos.z,
}) < d * d
}
pub async fn kick(&self, reason: DisconnectReason, message: TextComponent) {
self.client.kick(reason, message).await;
}
pub fn can_food_heal(&self) -> bool {
let health = self.living_entity.health.load();
let max_health = 20.0; // TODO
health > 0.0 && health < max_health
}
pub async fn add_exhaustion(&self, exhaustion: f32) {
if self.abilities.lock().await.invulnerable {
return;
}
self.hunger_manager.add_exhaustion(exhaustion);
}
pub async fn heal(&self, additional_health: f32) {
self.living_entity.heal(additional_health).await;
self.send_health().await;
}
pub async fn send_health(&self) {
self.client
.enqueue_packet(&CSetHealth::new(
self.living_entity.health.load(),
self.hunger_manager.level.load().into(),
self.hunger_manager.saturation.load(),
))
.await;
}
pub async fn tick_health(&self) {
let health = self.living_entity.health.load() as i32;
let food = self.hunger_manager.level.load();
let saturation = self.hunger_manager.saturation.load();
let last_health = self.last_sent_health.load(Ordering::Relaxed);
let last_food = self.last_sent_food.load(Ordering::Relaxed);
let last_saturation = self.last_food_saturation.load(Ordering::Relaxed);
if health != last_health || food != last_food || (saturation == 0.0) != last_saturation {
self.last_sent_health.store(health, Ordering::Relaxed);
self.last_sent_food.store(food, Ordering::Relaxed);
self.last_food_saturation
.store(saturation == 0.0, Ordering::Relaxed);
self.send_health().await;
}
}
pub async fn set_health(&self, health: f32) {
self.living_entity.set_health(health).await;
self.send_health().await;
}
pub fn tick_client_load_timeout(&self) {
if !self.client_loaded.load(Ordering::Relaxed) {
let timeout = self.client_loaded_timeout.load(Ordering::Relaxed);
self.client_loaded_timeout
.store(timeout.saturating_sub(1), Ordering::Relaxed);
}
}
async fn handle_killed(&self, death_msg: TextComponent) {
self.set_client_loaded(false);
let block_pos = self.position().to_block_pos();
let keep_inventory = {
self.world()
.level_info
.read()
.await
.game_rules
.keep_inventory
};
if !keep_inventory {
for item in &self.inventory().main_inventory {
let mut lock = item.lock().await;
self.world()
.drop_stack(
&block_pos,
mem::replace(&mut *lock, ItemStack::EMPTY.clone()),
)
.await;
}
}
self.client
.send_packet_now(&CCombatDeath::new(self.entity_id().into(), &death_msg))
.await;
}
pub async fn set_gamemode(self: &Arc<Self>, gamemode: GameMode) {
// We could send the same gamemode without any problems. But why waste bandwidth?
assert_ne!(
self.gamemode.load(),
gamemode,
"Attempt to set the gamemode to the already current gamemode"
);
send_cancellable! {{
PlayerGamemodeChangeEvent {
player: self.clone(),
new_gamemode: gamemode,
previous_gamemode: self.gamemode.load(),
cancelled: false,
};
'after: {
let gamemode = event.new_gamemode;
self.gamemode.store(gamemode);
// TODO: Fix this when mojang fixes it
// This is intentional to keep the pure vanilla mojang experience
// self.previous_gamemode.store(self.previous_gamemode.load());
{
// Use another scope so that we instantly unlock `abilities`.
let mut abilities = self.abilities.lock().await;
abilities.set_for_gamemode(gamemode);
};
self.send_abilities_update().await;
self.living_entity.entity.invulnerable.store(
matches!(gamemode, GameMode::Creative | GameMode::Spectator),
Ordering::Relaxed,
);
self.living_entity
.entity
.world
.broadcast_packet_all(&CPlayerInfoUpdate::new(
PlayerInfoFlags::UPDATE_GAME_MODE.bits(),
&[pumpkin_protocol::java::client::play::Player {
uuid: self.gameprofile.id,
actions: &[PlayerAction::UpdateGameMode((gamemode as i32).into())],
}],
))
.await;
self.client
.enqueue_packet(&CGameEvent::new(
GameEvent::ChangeGameMode,
gamemode as i32 as f32,
)).await;
}
}}
}
/// Send the player's skin layers and used hand to all players.
pub async fn send_client_information(&self) {
let config = self.config.read().await;
self.living_entity
.entity
.send_meta_data(&[
Metadata::new(
TrackedData::DATA_PLAYER_MODE_CUSTOMIZATION_ID,
MetaDataType::Byte,
config.skin_parts,
),
// Metadata::new(
// TrackedData::DATA_MAIN_ARM_ID,
// MetaDataType::Arm,
// VarInt(config.main_hand as u8 as i32),
// ),
])
.await;
}
pub async fn can_harvest(&self, state: &BlockState, block: &'static Block) -> bool {
!state.tool_required()
|| self
.inventory
.held_item()
.lock()
.await
.is_correct_for_drops(block)
}
pub async fn get_mining_speed(&self, block: &'static Block) -> f32 {
let mut speed = self.inventory.held_item().lock().await.get_speed(block);
// Haste
if self.living_entity.has_effect(&StatusEffect::HASTE).await
|| self
.living_entity
.has_effect(&StatusEffect::CONDUIT_POWER)
.await
{
speed *= 1.0 + (self.get_haste_amplifier().await + 1) as f32 * 0.2;
}
// Fatigue
if let Some(fatigue) = self
.living_entity
.get_effect(&StatusEffect::MINING_FATIGUE)
.await
{
let fatigue_speed = match fatigue.amplifier {
0 => 0.3,
1 => 0.09,
2 => 0.0027,
_ => 8.1E-4,
};
speed *= fatigue_speed;
}
// TODO: Handle when in water
if !self.living_entity.entity.on_ground.load(Ordering::Relaxed) {
speed /= 5.0;
}
speed
}
async fn get_haste_amplifier(&self) -> u32 {
let mut i = 0;
let mut j = 0;
if let Some(effect) = self.living_entity.get_effect(&StatusEffect::HASTE).await {
i = effect.amplifier;
}
if let Some(effect) = self
.living_entity
.get_effect(&StatusEffect::CONDUIT_POWER)
.await
{
j = effect.amplifier;
}
u32::from(i.max(j))
}
pub async fn send_message(
&self,
message: &TextComponent,
chat_type: u8,
sender_name: &TextComponent,
target_name: Option<&TextComponent>,
) {
self.client
.enqueue_packet(&CDisguisedChatMessage::new(
message,
(chat_type + 1).into(),
sender_name,
target_name,
))
.await;
}
pub async fn drop_item(&self, item_stack: ItemStack) {
let item_pos = self.living_entity.entity.pos.load()
+ Vector3::new(0.0, f64::from(EntityType::PLAYER.eye_height) - 0.3, 0.0);
let entity = Entity::new(
Uuid::new_v4(),
self.world().clone(),
item_pos,
&EntityType::ITEM,
false,
);
let pitch = f64::from(self.living_entity.entity.pitch.load()).to_radians();
let yaw = f64::from(self.living_entity.entity.yaw.load()).to_radians();
let pitch_sin = pitch.sin();
let pitch_cos = pitch.cos();
let yaw_sin = yaw.sin();
let yaw_cos = yaw.cos();
let horizontal_offset = rand::random::<f64>() * TAU;
let l = 0.02 * rand::random::<f64>();
let velocity = Vector3::new(
-yaw_sin * pitch_cos * 0.3 + horizontal_offset.cos() * l,
-pitch_sin * 0.3 + 0.1 + (rand::random::<f64>() - rand::random::<f64>()) * 0.1,
yaw_cos * pitch_cos * 0.3 + horizontal_offset.sin() * l,
);
// TODO: Merge stacks together
let item_entity =
Arc::new(ItemEntity::new_with_velocity(entity, item_stack, velocity, 40).await);
self.world().spawn_entity(item_entity).await;
}
pub async fn drop_held_item(&self, drop_stack: bool) {
// should be locked first otherwise cause deadlock in tick() (this thread lock stack, that thread lock screen_handler)
let binding = self.inventory.held_item();
let mut item_stack = binding.lock().await;
if !item_stack.is_empty() {
let drop_amount = if drop_stack { item_stack.item_count } else { 1 };
self.drop_item(item_stack.copy_with_count(drop_amount))
.await;
item_stack.decrement(drop_amount);
let selected_slot = self.inventory.get_selected_slot();
let inv: Arc<dyn Inventory> = self.inventory.clone();
let screen_binding = self.current_screen_handler.lock().await;
let mut screen_handler = screen_binding.lock().await;
let slot_index = screen_handler
.get_slot_index(&inv, selected_slot as usize)
.await;
if let Some(slot_index) = slot_index {
screen_handler.set_received_stack(slot_index, item_stack.clone());
}
}
}
pub async fn swap_item(&self) {
let (main_hand_item, off_hand_item) = self.inventory.swap_item().await;
let equipment = &[
(EquipmentSlot::MAIN_HAND, main_hand_item),
(EquipmentSlot::OFF_HAND, off_hand_item),
];
self.living_entity.send_equipment_changes(equipment).await;
// todo this.player.stopUsingItem();
}
pub async fn send_system_message(&self, text: &TextComponent) {
match &self.client {
ClientPlatform::Java(client) => {
client
.enqueue_packet(&CSystemChatMessage::new(text, false))
.await;
}
ClientPlatform::Bedrock(client) => {
client
.send_game_packet(&SText::system_message(text.clone().get_text()))
.await;
}
}
}
pub async fn send_system_message_raw(&self, text: &TextComponent, overlay: bool) {
match &self.client {
ClientPlatform::Java(client) => {
client
.enqueue_packet(&CSystemChatMessage::new(text, overlay))
.await;
}
ClientPlatform::Bedrock(client) => {
client
.send_game_packet(&SText::system_message(text.clone().get_text()))
.await;
}
}
}
pub async fn tick_experience(&self) {
let level = self.experience_level.load(Ordering::Relaxed);
if self.last_sent_xp.load(Ordering::Relaxed) != level {
let progress = self.experience_progress.load();
let points = self.experience_points.load(Ordering::Relaxed);
self.last_sent_xp.store(level, Ordering::Relaxed);
self.client
.send_packet_now(&CSetExperience::new(
progress.clamp(0.0, 1.0),
points.into(),
level.into(),
))
.await;
}
}
/// Sets the player's experience level and notifies the client.
pub async fn set_experience(&self, level: i32, progress: f32, points: i32) {
// TODO: These should be atomic together, not isolated; make a struct containing these. can cause ABA issues
self.experience_level.store(level, Ordering::Relaxed);
self.experience_progress.store(progress.clamp(0.0, 1.0));
self.experience_points.store(points, Ordering::Relaxed);
self.last_sent_xp.store(-1, Ordering::Relaxed);
self.tick_experience().await;
self.client
.enqueue_packet(&CSetExperience::new(
progress.clamp(0.0, 1.0),
points.into(),
level.into(),
))
.await;
}
/// Sets the player's experience level directly.
pub async fn set_experience_level(&self, new_level: i32, keep_progress: bool) {
let progress = self.experience_progress.load();
let mut points = self.experience_points.load(Ordering::Relaxed);
// If `keep_progress` is `true` then calculate the number of points needed to keep the same progress scaled.
if keep_progress {
// Get our current level
let current_level = self.experience_level.load(Ordering::Relaxed);
let current_max_points = experience::points_in_level(current_level);
// Calculate the max value for the new level
let new_max_points = experience::points_in_level(new_level);
// Calculate the scaling factor
let scale = new_max_points as f32 / current_max_points as f32;
// Scale the points (Vanilla doesn't seem to recalculate progress so we won't)
points = (points as f32 * scale) as i32;
}
self.set_experience(new_level, progress, points).await;
}
pub async fn add_effect(&self, effect: Effect) {
self.send_effect(effect.clone()).await;
self.living_entity.add_effect(effect).await;
}
pub async fn send_active_effects(&self) {
let effects = self.living_entity.active_effects.lock().await;
for effect in effects.values() {
self.send_effect(effect.clone()).await;
}
}
pub async fn send_effect(&self, effect: Effect) {
let mut flag: i8 = 0;
if effect.ambient {
flag |= 1;
}
if effect.show_particles {
flag |= 2;
}
if effect.show_icon {
flag |= 4;
}
if effect.blend {
flag |= 8;
}
let effect_id = VarInt(i32::from(effect.effect_type.id));
self.client
.enqueue_packet(&CUpdateMobEffect::new(
self.entity_id().into(),
effect_id,
effect.amplifier.into(),
effect.duration.into(),
flag,
))
.await;
}
pub async fn remove_effect(&self, effect_type: &'static StatusEffect) {
let effect_id = VarInt(i32::from(effect_type.id));
self.client
.enqueue_packet(
&pumpkin_protocol::java::client::play::CRemoveMobEffect::new(
self.entity_id().into(),
effect_id,
),
)
.await;
self.living_entity.remove_effect(effect_type).await;
// TODO broadcast metadata
}
pub async fn remove_all_effect(&self) -> u8 {
let mut count = 0;
let mut effect_list = vec![];
for effect in self.living_entity.active_effects.lock().await.keys() {
effect_list.push(*effect);
let effect_id = VarInt(i32::from(effect.id));
self.client
.enqueue_packet(
&pumpkin_protocol::java::client::play::CRemoveMobEffect::new(
self.entity_id().into(),
effect_id,
),
)
.await;
count += 1;
}
//Need to remove effect after because the player effect are lock in the for before
for effect in effect_list {
self.living_entity.remove_effect(effect).await;
}
count
}
/// Add experience levels to the player.
pub async fn add_experience_levels(&self, added_levels: i32) {
let current_level = self.experience_level.load(Ordering::Relaxed);
let new_level = current_level + added_levels;
self.set_experience_level(new_level, true).await;
}
/// Set the player's experience points directly. Returns `true` if successful.
pub async fn set_experience_points(&self, new_points: i32) -> bool {
let current_points = self.experience_points.load(Ordering::Relaxed);
if new_points == current_points {
return true;
}
let current_level = self.experience_level.load(Ordering::Relaxed);
let max_points = experience::points_in_level(current_level);
if new_points < 0 || new_points > max_points {
return false;
}
let progress = new_points as f32 / max_points as f32;
self.set_experience(current_level, progress, new_points)
.await;
true
}
/// Add experience points to the player.
pub async fn add_experience_points(&self, added_points: i32) {
let current_level = self.experience_level.load(Ordering::Relaxed);
let current_points = self.experience_points.load(Ordering::Relaxed);
let total_exp = experience::points_to_level(current_level) + current_points;
let new_total_exp = total_exp + added_points;
let (new_level, new_points) = experience::total_to_level_and_points(new_total_exp);
let progress = experience::progress_in_level(new_points, new_level);
self.set_experience(new_level, progress, new_points).await;
}
pub fn increment_screen_handler_sync_id(&self) {
let current_id = self.screen_handler_sync_id.load(Ordering::Relaxed);
self.screen_handler_sync_id
.store(current_id % 100 + 1, Ordering::Relaxed);
}
pub async fn close_handled_screen(&self) {
self.client
.enqueue_packet(&CCloseContainer::new(
self.current_screen_handler
.lock()
.await
.lock()
.await
.sync_id()
.into(),
))
.await;
self.on_handled_screen_closed().await;
}
pub async fn on_handled_screen_closed(&self) {
self.current_screen_handler
.lock()
.await
.lock()
.await
.on_closed(self)
.await;
let player_screen_handler: Arc<Mutex<dyn ScreenHandler>> =
self.player_screen_handler.clone();
let current_screen_handler: Arc<Mutex<dyn ScreenHandler>> =
self.current_screen_handler.lock().await.clone();
if !Arc::ptr_eq(&player_screen_handler, &current_screen_handler) {
player_screen_handler
.lock()
.await
.copy_shared_slots(current_screen_handler)
.await;
}
*self.current_screen_handler.lock().await = self.player_screen_handler.clone();
}
pub async fn on_screen_handler_opened(&self, screen_handler: Arc<Mutex<dyn ScreenHandler>>) {
let mut screen_handler = screen_handler.lock().await;
screen_handler
.add_listener(self.screen_handler_listener.clone())
.await;
screen_handler
.update_sync_handler(self.screen_handler_sync_handler.clone())
.await;
}
pub async fn open_handled_screen(
&self,
screen_handler_factory: &dyn ScreenHandlerFactory,
) -> Option<u8> {
if !self
.current_screen_handler
.lock()
.await
.lock()
.await
.as_any()
.is::<PlayerScreenHandler>()
{
self.close_handled_screen().await;
}
self.increment_screen_handler_sync_id();
if let Some(screen_handler) = screen_handler_factory
.create_screen_handler(
self.screen_handler_sync_id.load(Ordering::Relaxed),
&self.inventory,
self,
)
.await
{
let screen_handler_temp = screen_handler.lock().await;
self.client
.enqueue_packet(&COpenScreen::new(
screen_handler_temp.sync_id().into(),
(screen_handler_temp
.window_type()
.expect("Can't open PlayerScreenHandler") as i32)
.into(),
&screen_handler_factory.get_display_name(),
))
.await;
drop(screen_handler_temp);
self.on_screen_handler_opened(screen_handler.clone()).await;
*self.current_screen_handler.lock().await = screen_handler;
Some(self.screen_handler_sync_id.load(Ordering::Relaxed))
} else {
//TODO: Send message if spectator
None
}
}
pub async fn on_slot_click(&self, packet: SClickSlot) {
let screen_handler = self.current_screen_handler.lock().await;
let mut screen_handler = screen_handler.lock().await;
let behaviour = screen_handler.get_behaviour();
// behaviour is dropped here
if i32::from(behaviour.sync_id) != packet.sync_id.0 {
return;
}
if self.gamemode.load() == GameMode::Spectator {
screen_handler.sync_state().await;
return;
}
if !screen_handler.can_use(self) {
warn!(
"Player {} interacted with invalid menu {:?}",
self.gameprofile.name,
screen_handler.window_type()
);
return;
}
let slot = packet.slot;
if !screen_handler.is_slot_valid(i32::from(slot)).await {
warn!(
"Player {} clicked invalid slot index: {}, available slots: {}",
self.gameprofile.name,
slot,
screen_handler.get_behaviour().slots.len()
);
return;
}
let not_in_sync = packet.revision.0 != (behaviour.revision.load(Ordering::Relaxed) as i32);
screen_handler.disable_sync();
screen_handler
.on_slot_click(
i32::from(slot),
i32::from(packet.button),
packet.mode.clone(),
self,
)
.await;
for (key, value) in packet.array_of_changed_slots {
screen_handler.set_received_hash(key as usize, value);
}
screen_handler.set_received_cursor_hash(packet.carried_item);
screen_handler.enable_sync();
if not_in_sync {
screen_handler.update_to_client().await;
} else {
screen_handler.send_content_updates().await;
drop(screen_handler);
}
}
/// Check if the player has a specific permission
pub async fn has_permission(&self, node: &str) -> bool {
let perm_manager = PERMISSION_MANAGER.read().await;
perm_manager
.has_permission(&self.gameprofile.id, node, self.permission_lvl.load())
.await
}
pub fn is_creative(&self) -> bool {
self.gamemode.load() == GameMode::Creative
}
/// Swing the hand of the player
pub async fn swing_hand(&self, hand: Hand, all: bool) {
let world = self.world();
let entity_id = VarInt(self.entity_id());
let animation = match hand {
Hand::Left => Animation::SwingMainArm,
Hand::Right => Animation::SwingOffhand,
};
let packet = CEntityAnimation::new(entity_id, animation);
if all {
world.broadcast_packet_all(&packet).await;
} else {
world
.broadcast_packet_except(&[self.gameprofile.id], &packet)
.await;
}
}
}
impl PartialEq for Player {
fn eq(&self, other: &Self) -> bool {
self.gameprofile.id == other.gameprofile.id
}
}
impl NBTStorage for Player {
fn write_nbt<'a>(&'a self, nbt: &'a mut NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async move {
nbt.put_int("DataVersion", DATA_VERSION);
self.living_entity.write_nbt(nbt).await;
self.inventory.write_nbt(nbt).await;
self.ender_chest_inventory.write_nbt(nbt).await;
self.abilities.lock().await.write_nbt(nbt).await;
// Store total XP instead of individual components
let total_exp =
experience::points_to_level(self.experience_level.load(Ordering::Relaxed))
+ self.experience_points.load(Ordering::Relaxed);
nbt.put_int("XpTotal", total_exp);
nbt.put_byte("playerGameType", self.gamemode.load() as i8);
if let Some(previous_gamemode) = self.previous_gamemode.load() {
nbt.put_byte("previousPlayerGameType", previous_gamemode as i8);
}
nbt.put_bool(
"HasPlayedBefore",
self.has_played_before.load(Ordering::Relaxed),
);
// Store food level, saturation, exhaustion, and tick timer
self.hunger_manager.write_nbt(nbt).await;
nbt.put_string(
"Dimension",
ResourceLocation::from(self.world().dimension.minecraft_name).to_string(),
);
})
}
fn read_nbt<'a>(&'a mut self, nbt: &'a mut NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async move {
self.living_entity.read_nbt(nbt).await;
self.inventory.read_nbt_non_mut(nbt).await;
self.ender_chest_inventory.read_nbt_non_mut(nbt).await;
self.abilities.lock().await.read_nbt(nbt).await;
self.gamemode.store(
GameMode::try_from(nbt.get_byte("playerGameType").unwrap_or(0))
.unwrap_or(GameMode::Survival),
);
self.previous_gamemode.store(
nbt.get_byte("previousPlayerGameType")
.and_then(|byte| GameMode::try_from(byte).ok()),
);
self.has_played_before.store(
nbt.get_bool("HasPlayedBefore").unwrap_or(false),
Ordering::Relaxed,
);
// Load food level, saturation, exhaustion, and tick timer
self.hunger_manager.read_nbt(nbt).await;
// Load from total XP
let total_exp = nbt.get_int("XpTotal").unwrap_or(0);
let (level, points) = experience::total_to_level_and_points(total_exp);
let progress = experience::progress_in_level(level, points);
self.experience_level.store(level, Ordering::Relaxed);
self.experience_progress.store(progress);
self.experience_points.store(points, Ordering::Relaxed);
})
}
}
impl NBTStorageInit for Player {}
impl NBTStorage for PlayerInventory {
fn write_nbt<'a>(&'a self, nbt: &'a mut NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async move {
// Save the selected slot (hotbar)
nbt.put_int("SelectedItemSlot", i32::from(self.get_selected_slot()));
// Create inventory list with the correct capacity (inventory size)
let mut items: Vec<NbtTag> = Vec::with_capacity(41);
for (i, item) in self.main_inventory.iter().enumerate() {
let stack = item.lock().await;
if !stack.is_empty() {
let mut item_compound = NbtCompound::new();
item_compound.put_byte("Slot", i as i8);
stack.write_item_stack(&mut item_compound);
drop(stack);
items.push(NbtTag::Compound(item_compound));
}
}
let mut equipment_compound = NbtCompound::new();
for slot in self.equipment_slots.values() {
let stack_binding = self.entity_equipment.lock().await.get(slot);
let stack = stack_binding.lock().await;
if !stack.is_empty() {
let mut item_compound = NbtCompound::new();
stack.write_item_stack(&mut item_compound);
drop(stack);
match slot {
EquipmentSlot::OffHand(_) => {
equipment_compound.put_component("offhand", item_compound);
}
EquipmentSlot::Feet(_) => {
equipment_compound.put_component("feet", item_compound);
}
EquipmentSlot::Legs(_) => {
equipment_compound.put_component("legs", item_compound);
}
EquipmentSlot::Chest(_) => {
equipment_compound.put_component("chest", item_compound);
}
EquipmentSlot::Head(_) => {
equipment_compound.put_component("head", item_compound);
}
_ => {
warn!("Invalid equipment slot for a player");
}
}
}
}
nbt.put_component("equipment", equipment_compound);
nbt.put("Inventory", NbtTag::List(items));
})
}
fn read_nbt_non_mut<'a>(&'a self, nbt: &'a NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async {
// Read selected hotbar slot
self.set_selected_slot(nbt.get_int("SelectedItemSlot").unwrap_or(0) as u8);
// Process inventory list
if let Some(inventory_list) = nbt.get_list("Inventory") {
for tag in inventory_list {
if let Some(item_compound) = tag.extract_compound()
&& let Some(slot_byte) = item_compound.get_byte("Slot")
{
let slot = slot_byte as usize;
if let Some(item_stack) = ItemStack::read_item_stack(item_compound) {
self.set_stack(slot, item_stack).await;
}
}
}
}
if let Some(equipment) = nbt.get_compound("equipment") {
if let Some(offhand) = equipment.get_compound("offhand")
&& let Some(item_stack) = ItemStack::read_item_stack(offhand)
{
self.set_stack(40, item_stack).await;
}
if let Some(head) = equipment.get_compound("head")
&& let Some(item_stack) = ItemStack::read_item_stack(head)
{
self.set_stack(39, item_stack).await;
}
if let Some(chest) = equipment.get_compound("chest")
&& let Some(item_stack) = ItemStack::read_item_stack(chest)
{
self.set_stack(38, item_stack).await;
}
if let Some(legs) = equipment.get_compound("legs")
&& let Some(item_stack) = ItemStack::read_item_stack(legs)
{
self.set_stack(37, item_stack).await;
}
if let Some(feet) = equipment.get_compound("feet")
&& let Some(item_stack) = ItemStack::read_item_stack(feet)
{
self.set_stack(36, item_stack).await;
}
}
})
}
}
impl NBTStorageInit for PlayerInventory {}
impl NBTStorage for EnderChestInventory {
fn write_nbt<'a>(&'a self, nbt: &'a mut NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async {
// Create item list with the correct capacity (inventory size)
let mut items: Vec<NbtTag> = Vec::with_capacity(Self::INVENTORY_SIZE);
for (i, item) in self.items.iter().enumerate() {
let stack = item.lock().await;
if !stack.is_empty() {
let mut item_compound = NbtCompound::new();
item_compound.put_byte("Slot", i as i8);
stack.write_item_stack(&mut item_compound);
drop(stack);
items.push(NbtTag::Compound(item_compound));
}
}
nbt.put("EnderItems", NbtTag::List(items));
})
}
fn read_nbt_non_mut<'a>(&'a self, nbt: &'a NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async {
// Process item list
if let Some(item_list) = nbt.get_list("EnderItems") {
for tag in item_list {
if let Some(item_compound) = tag.extract_compound()
&& let Some(slot_byte) = item_compound.get_byte("Slot")
{
let slot = slot_byte as usize;
if let Some(item_stack) = ItemStack::read_item_stack(item_compound) {
self.set_stack(slot, item_stack).await;
}
}
}
}
})
}
}
impl NBTStorageInit for EnderChestInventory {}
impl EntityBase for Player {
fn damage_with_context<'a>(
&'a self,
caller: &'a dyn EntityBase,
amount: f32,
damage_type: DamageType,
position: Option<Vector3<f64>>,
source: Option<&'a dyn EntityBase>,
cause: Option<&'a dyn EntityBase>,
) -> EntityBaseFuture<'a, bool> {
Box::pin(async move {
if self.abilities.lock().await.invulnerable && damage_type != DamageType::GENERIC_KILL {
return false;
}
let dyn_self = self
.living_entity
.entity
.world
.get_entity_by_id(self.living_entity.entity.entity_id)
.await
.expect("Entity not found in world");
let result = self
.living_entity
.damage_with_context(caller, amount, damage_type, position, source, cause)
.await;
if result {
let health = self.living_entity.health.load();
if health <= 0.0 {
let death_message =
LivingEntity::get_death_message(&*dyn_self, damage_type, source, cause)
.await;
self.handle_killed(death_message).await;
}
}
result
})
}
fn teleport(
self: Arc<Self>,
position: Vector3<f64>,
yaw: Option<f32>,
pitch: Option<f32>,
world: Arc<World>,
) -> TeleportFuture {
Box::pin(async move {
if Arc::ptr_eq(&world, self.world()) {
// Same world
let yaw = yaw.unwrap_or(self.living_entity.entity.yaw.load());
let pitch = pitch.unwrap_or(self.living_entity.entity.pitch.load());
send_cancellable! {{
PlayerTeleportEvent {
player: self.clone(),
from: self.living_entity.entity.pos.load(),
to: position,
cancelled: false,
};
'after: {
let position = event.to;
let entity = self.get_entity();
self.request_teleport(position, yaw, pitch).await;
entity
.world
.broadcast_packet_except(&[self.gameprofile.id], &CEntityPositionSync::new(
self.living_entity.entity.entity_id.into(),
position,
Vector3::new(0.0, 0.0, 0.0),
yaw,
pitch,
entity.on_ground.load(Ordering::SeqCst),
))
.await;
}
}}
} else {
self.teleport_world(world, position, yaw, pitch).await;
}
})
}
fn get_entity(&self) -> &Entity {
&self.living_entity.entity
}
fn get_living_entity(&self) -> Option<&LivingEntity> {
Some(&self.living_entity)
}
fn get_player(&self) -> Option<&Player> {
Some(self)
}
fn is_spectator(&self) -> bool {
self.gamemode.load() == GameMode::Spectator
}
fn get_name(&self) -> TextComponent {
//TODO: team color
TextComponent::text(self.gameprofile.name.clone())
}
fn get_display_name(&self) -> EntityBaseFuture<'_, TextComponent> {
let name = self.get_name();
let name_clone = name.clone();
let mut name = name.click_event(ClickEvent::SuggestCommand {
command: format!("/tell {} ", self.gameprofile.name.clone()).into(),
});
name = name.hover_event(HoverEvent::show_entity(
self.living_entity.entity.entity_uuid.to_string(),
self.living_entity.entity.entity_type.resource_name.into(),
Some(name_clone),
));
Box::pin(async move { name.insertion(self.gameprofile.name.clone()) })
}
fn as_nbt_storage(&self) -> &dyn NBTStorage {
self
}
}
#[derive(Debug)]
pub enum TitleMode {
Title,
SubTitle,
ActionBar,
}
/// Represents a player's abilities and special powers.
///
/// This struct contains information about the player's current abilities, such as flight, invulnerability, and creative mode.
pub struct Abilities {
/// Indicates whether the player is invulnerable to damage.
pub invulnerable: bool,
/// Indicates whether the player is currently flying.
pub flying: bool,
/// Indicates whether the player is allowed to fly (if enabled).
pub allow_flying: bool,
/// Indicates whether the player is in creative mode.
pub creative: bool,
/// Indicates whether the player is allowed to modify the world.
pub allow_modify_world: bool,
/// The player's flying speed.
pub fly_speed: f32,
/// The field of view adjustment when the player is walking or sprinting.
pub walk_speed: f32,
}
impl NBTStorage for Abilities {
fn write_nbt<'a>(&'a self, nbt: &'a mut NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async {
let mut component = NbtCompound::new();
component.put_bool("invulnerable", self.invulnerable);
component.put_bool("flying", self.flying);
component.put_bool("mayfly", self.allow_flying);
component.put_bool("instabuild", self.creative);
component.put_bool("mayBuild", self.allow_modify_world);
component.put_float("flySpeed", self.fly_speed);
component.put_float("walkSpeed", self.walk_speed);
nbt.put_component("abilities", component);
})
}
fn read_nbt<'a>(&'a mut self, nbt: &'a mut NbtCompound) -> NbtFuture<'a, ()> {
Box::pin(async move {
if let Some(component) = nbt.get_compound("abilities") {
self.invulnerable = component.get_bool("invulnerable").unwrap_or(false);
self.flying = component.get_bool("flying").unwrap_or(false);
self.allow_flying = component.get_bool("mayfly").unwrap_or(false);
self.creative = component.get_bool("instabuild").unwrap_or(false);
self.allow_modify_world = component.get_bool("mayBuild").unwrap_or(false);
self.fly_speed = component.get_float("flySpeed").unwrap_or(0.05);
self.walk_speed = component.get_float("walkSpeed").unwrap_or(0.1);
}
})
}
}
impl NBTStorageInit for Abilities {}
impl Default for Abilities {
fn default() -> Self {
Self {
invulnerable: false,
flying: false,
allow_flying: false,
creative: false,
allow_modify_world: true,
fly_speed: 0.05,
walk_speed: 0.1,
}
}
}
impl Abilities {
pub fn set_for_gamemode(&mut self, gamemode: GameMode) {
match gamemode {
GameMode::Creative => {
// self.flying = false; // Start not flying
self.allow_flying = true;
self.creative = true;
self.invulnerable = true;
}
GameMode::Spectator => {
self.flying = true;
self.allow_flying = true;
self.creative = false;
self.invulnerable = true;
}
_ => {
self.flying = false;
self.allow_flying = false;
self.creative = false;
self.invulnerable = false;
}
}
}
}
/// Represents the player's respawn point.
#[derive(Copy, Debug, Clone, PartialEq)]
pub struct RespawnPoint {
pub dimension: Dimension,
pub position: BlockPos,
pub yaw: f32,
pub force: bool,
}
/// Represents the player's chat mode settings.
#[derive(Debug, Clone)]
pub enum ChatMode {
/// Chat is enabled for the player.
Enabled,
/// The player should only see chat messages from commands.
CommandsOnly,
/// All messages should be hidden.
Hidden,
}
pub struct InvalidChatMode;
impl TryFrom<i32> for ChatMode {
type Error = InvalidChatMode;
fn try_from(value: i32) -> Result<Self, Self::Error> {
match value {
0 => Ok(Self::Enabled),
1 => Ok(Self::CommandsOnly),
2 => Ok(Self::Hidden),
_ => Err(InvalidChatMode),
}
}
}
/// Player's current chat session
pub struct ChatSession {
pub session_id: uuid::Uuid,
pub expires_at: i64,
pub public_key: Box<[u8]>,
pub signature: Box<[u8]>,
pub messages_sent: i32,
pub messages_received: i32,
pub signature_cache: Vec<Box<[u8]>>,
}
impl Default for ChatSession {
fn default() -> Self {
Self::new(Uuid::nil(), 0, Box::new([]), Box::new([]))
}
}
impl ChatSession {
#[must_use]
pub fn new(
session_id: Uuid,
expires_at: i64,
public_key: Box<[u8]>,
key_signature: Box<[u8]>,
) -> Self {
Self {
session_id,
expires_at,
public_key,
signature: key_signature,
messages_sent: 0,
messages_received: 0,
signature_cache: Vec::new(),
}
}
}
#[derive(Clone, Default)]
pub struct LastSeen(Vec<Box<[u8]>>);
impl From<LastSeen> for Vec<Box<[u8]>> {
fn from(seen: LastSeen) -> Self {
seen.0
}
}
impl AsRef<[Box<[u8]>]> for LastSeen {
fn as_ref(&self) -> &[Box<[u8]>] {
&self.0
}
}
impl LastSeen {
/// The sender's `last_seen` signatures are sent as ID's if the recipient has them in their cache.
/// Otherwise, the full signature is sent. (ID:0 indicates full signature is being sent)
pub async fn indexed_for(&self, recipient: &Arc<Player>) -> Box<[PreviousMessage]> {
let mut indexed = Vec::new();
for signature in &self.0 {
let index = recipient
.signature_cache
.lock()
.await
.full_cache
.iter()
.position(|s| s == signature);
if let Some(index) = index {
indexed.push(PreviousMessage {
// Send ID reference to recipient's cache (index + 1 because 0 is reserved for full signature)
id: VarInt(1 + index as i32),
signature: None,
});
} else {
indexed.push(PreviousMessage {
// Send ID as 0 for full signature
id: VarInt(0),
signature: Some(signature.clone()),
});
}
}
indexed.into_boxed_slice()
}
}
pub struct MessageCache {
/// max 128 cached message signatures. Most recent FIRST.
/// Server should (when possible) reference indexes in this (recipient's) cache instead of sending full signatures in last seen.
/// Must be 1:1 with client's signature cache.
full_cache: VecDeque<Box<[u8]>>,
/// max 20 last seen messages by the sender. Most Recent LAST
pub last_seen: LastSeen,
}
impl Default for MessageCache {
fn default() -> Self {
Self {
full_cache: VecDeque::with_capacity(MAX_CACHED_SIGNATURES as usize),
last_seen: LastSeen::default(),
}
}
}
impl MessageCache {
/// Not used for caching seen messages. Only for non-indexed signatures from senders.
pub fn cache_signatures(&mut self, signatures: &[Box<[u8]>]) {
for sig in signatures.iter().rev() {
if self.full_cache.contains(sig) {
continue;
}
// If the cache is maxed, and someone sends a signature older than the oldest in cache, ignore it
if self.full_cache.len() < MAX_CACHED_SIGNATURES as usize {
self.full_cache.push_back(sig.clone()); // Recipient never saw this message so it must be older than the oldest in cache
}
}
}
/// Adds a seen signature to `last_seen` and `full_cache`.
pub fn add_seen_signature(&mut self, signature: &[u8]) {
if self.last_seen.0.len() >= MAX_PREVIOUS_MESSAGES as usize {
self.last_seen.0.remove(0);
}
self.last_seen.0.push(signature.into());
// This probably doesn't need to be a loop, but better safe than sorry
while self.full_cache.len() >= MAX_CACHED_SIGNATURES as usize {
self.full_cache.pop_back();
}
self.full_cache.push_front(signature.into()); // Since recipient saw this message it will be most recent in cache
}
}
impl InventoryPlayer for Player {
fn drop_item(&self, item: ItemStack, _retain_ownership: bool) -> PlayerFuture<'_, ()> {
Box::pin(async move {
self.drop_item(item).await;
})
}
// Synchronous methods remain unchanged
fn has_infinite_materials(&self) -> bool {
self.gamemode.load() == GameMode::Creative
}
fn get_inventory(&self) -> Arc<PlayerInventory> {
self.inventory.clone()
}
fn enqueue_inventory_packet<'a>(
&'a self,
packet: &'a CSetContainerContent,
) -> PlayerFuture<'a, ()> {
Box::pin(async move {
self.client.enqueue_packet(packet).await;
})
}
fn enqueue_slot_packet<'a>(&'a self, packet: &'a CSetContainerSlot) -> PlayerFuture<'a, ()> {
Box::pin(async move {
self.client.enqueue_packet(packet).await;
})
}
fn enqueue_cursor_packet<'a>(&'a self, packet: &'a CSetCursorItem) -> PlayerFuture<'a, ()> {
Box::pin(async move {
self.client.enqueue_packet(packet).await;
})
}
fn enqueue_property_packet<'a>(
&'a self,
packet: &'a CSetContainerProperty,
) -> PlayerFuture<'a, ()> {
Box::pin(async move {
self.client.enqueue_packet(packet).await;
})
}
fn enqueue_slot_set_packet<'a>(
&'a self,
packet: &'a CSetPlayerInventory,
) -> PlayerFuture<'a, ()> {
Box::pin(async move {
self.client.enqueue_packet(packet).await;
})
}
fn enqueue_set_held_item_packet<'a>(
&'a self,
packet: &'a CSetSelectedSlot,
) -> PlayerFuture<'a, ()> {
Box::pin(async move {
self.client.enqueue_packet(packet).await;
})
}
fn enqueue_equipment_change<'a>(
&'a self,
slot: &'a EquipmentSlot,
stack: &'a ItemStack,
) -> PlayerFuture<'a, ()> {
Box::pin(async move {
self.world()
.broadcast_packet_except(
&[self.get_entity().entity_uuid],
&CSetEquipment::new(
self.entity_id().into(),
vec![(
slot.discriminant(),
ItemStackSerializer::from(stack.clone()),
)],
),
)
.await;
if let Some(equippable) = stack.get_data_component::<EquippableImpl>()
&& let Some(sound) = Sound::from_name(
equippable
.equip_sound
.strip_prefix("minecraft:")
.unwrap_or(equippable.equip_sound),
)
{
self.world()
.play_sound(sound, SoundCategory::Players, &self.position())
.await;
}
})
}
}