Pumpkin/pumpkin/src/entity/player.rs

482 lines
16 KiB
Rust

use std::sync::Arc;
use num_derive::FromPrimitive;
use num_traits::ToPrimitive;
use pumpkin_core::{
math::{boundingbox::BoundingBox, position::WorldPosition, vector3::Vector3},
text::TextComponent,
GameMode,
};
use pumpkin_entity::{entity_type::EntityType, pose::EntityPose, Entity, EntityId};
use pumpkin_inventory::player::PlayerInventory;
use pumpkin_protocol::{
bytebuf::{packet_id::Packet, DeserializerError},
client::play::{
CGameEvent, CPlayDisconnect, CPlayerAbilities, CPlayerInfoUpdate, CSetEntityMetadata,
CSyncPlayerPosition, CSystemChatMessage, Metadata, PlayerAction,
},
server::play::{
SChatCommand, SChatMessage, SClickContainer, SClientInformationPlay, SConfirmTeleport,
SInteract, SPlayPingRequest, SPlayerAction, SPlayerCommand, SPlayerPosition,
SPlayerPositionRotation, SPlayerRotation, SSetCreativeSlot, SSetHeldItem, SSetPlayerGround,
SSwingArm, SUseItem, SUseItemOn,
},
ConnectionState, RawPacket, ServerPacket, VarInt,
};
use pumpkin_protocol::server::play::SCloseContainer;
use pumpkin_world::item::ItemStack;
use crate::{
client::{authentication::GameProfile, Client, PlayerConfig},
server::Server,
world::World,
};
pub struct PlayerAbilities {
pub invulnerable: bool,
pub flying: bool,
pub allow_flying: bool,
pub creative: bool,
pub fly_speed: f32,
pub walk_speed_fov: f32,
}
impl Default for PlayerAbilities {
fn default() -> Self {
Self {
invulnerable: false,
flying: false,
allow_flying: false,
creative: false,
fly_speed: 0.5,
walk_speed_fov: 0.1,
}
}
}
pub struct Player {
pub gameprofile: GameProfile,
pub client: Client,
pub entity: Entity,
pub config: PlayerConfig,
// TODO: Put this into entity
pub world: Arc<tokio::sync::Mutex<World>>,
/// Current gamemode
pub gamemode: GameMode,
// TODO: prbly should put this into an Living Entitiy or something
pub health: f32,
pub food: i32,
pub food_saturation: f32,
pub inventory: PlayerInventory,
pub open_container: Option<u64>,
pub carried_item: Option<ItemStack>,
/// send `send_abilties_update` when changed
pub abilities: PlayerAbilities,
pub lastx: f64,
pub lasty: f64,
pub lastz: f64,
// Client side value, Should be not trusted
pub on_ground: bool,
pub sneaking: bool,
pub sprinting: bool,
// TODO: This is currently unused, We have to calculate the block breaking speed our own and then break the block our own if its done
pub current_block_destroy_stage: u8,
// TODO: prbly should put this into an Living Entitiy or something
pub velocity: Vector3<f64>,
pub teleport_id_count: i32,
// Current awaiting teleport id and location, None if did not teleport
pub awaiting_teleport: Option<(VarInt, Vector3<f64>)>,
pub watched_section: Vector3<i32>,
}
impl Player {
pub fn new(
client: Client,
world: Arc<tokio::sync::Mutex<World>>,
entity_id: EntityId,
gamemode: GameMode,
) -> Self {
let gameprofile = match client.gameprofile.clone() {
Some(profile) => profile,
None => {
log::error!("No gameprofile?. Impossible");
GameProfile {
id: uuid::Uuid::new_v4(),
name: "".to_string(),
properties: vec![],
profile_actions: None,
}
}
};
let config = client.config.clone().unwrap_or_default();
Self {
config,
gameprofile,
client,
entity: Entity::new(entity_id, EntityType::Player, 1.62),
world,
on_ground: false,
awaiting_teleport: None,
sneaking: false,
sprinting: false,
// TODO: Load this from previous instance
health: 20.0,
food: 20,
food_saturation: 20.0,
current_block_destroy_stage: 0,
velocity: Vector3::new(0.0, 0.0, 0.0),
inventory: PlayerInventory::new(),
open_container: None,
carried_item: None,
teleport_id_count: 0,
abilities: PlayerAbilities::default(),
gamemode,
watched_section: Vector3::new(0, 0, 0),
lastx: 0.0,
lasty: 0.0,
lastz: 0.0,
}
}
// TODO: Put this into entity
/// Removes the Player out of the current World
pub async fn remove(&mut self) {
self.world.lock().await.remove_player(self);
}
pub fn entity_id(&self) -> EntityId {
self.entity.entity_id
}
pub fn knockback(&mut 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 var7 = self.velocity;
self.velocity = Vector3::new(
var7.x / 2.0 - var8.x,
if self.on_ground {
(var7.y / 2.0 + strength).min(0.4)
} else {
var7.y
},
var7.z / 2.0 - var8.z,
);
}
pub fn send_abilties_update(&mut self) {
let mut b = 0i8;
let abilities = &self.abilities;
if abilities.invulnerable {
b |= 1;
}
if abilities.flying {
b |= 2;
}
if abilities.allow_flying {
b |= 4;
}
if abilities.creative {
b |= 8;
}
self.client.send_packet(&CPlayerAbilities::new(
b,
abilities.fly_speed,
abilities.walk_speed_fov,
));
}
pub async fn set_sneaking(&mut self, sneaking: bool) {
assert!(self.sneaking != sneaking);
self.sneaking = sneaking;
self.set_flag(Self::SNEAKING_FLAG_INDEX, sneaking).await;
// if sneaking {
// self.set_pose(EntityPose::Crouching).await;
// } else {
// self.set_pose(EntityPose::Standing).await;
// }
}
pub async fn set_sprinting(&mut self, sprinting: bool) {
assert!(self.sprinting != sprinting);
self.sprinting = sprinting;
self.set_flag(Self::SPRINTING_FLAG_INDEX, sprinting).await;
}
pub const ON_FIRE_FLAG_INDEX: u32 = 0;
pub const SNEAKING_FLAG_INDEX: u32 = 1;
pub const SPRINTING_FLAG_INDEX: u32 = 3;
pub const SWIMMING_FLAG_INDEX: u32 = 4;
pub const INVISIBLE_FLAG_INDEX: u32 = 5;
pub const GLOWING_FLAG_INDEX: u32 = 6;
pub const FALL_FLYING_FLAG_INDEX: u32 = 7;
async fn set_flag(&mut self, index: u32, value: bool) {
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.client.send_packet(&packet);
self.world
.lock()
.await
.broadcast_packet(&[&self.client.token], &packet);
}
pub async fn set_pose(&mut self, pose: EntityPose) {
self.entity.pose = pose;
let pose = self.entity.pose as i32;
let packet = CSetEntityMetadata::<VarInt>::new(
self.entity_id().into(),
Metadata::new(6, 20.into(), (pose).into()),
);
self.client.send_packet(&packet);
self.world
.lock()
.await
.broadcast_packet(&[&self.client.token], &packet)
}
pub fn teleport(&mut self, x: f64, y: f64, z: f64, yaw: f32, pitch: f32) {
// this is the ultra special magic code used to create the teleport id
self.teleport_id_count += 1;
if self.teleport_id_count == i32::MAX {
self.teleport_id_count = 0;
}
let entity = &mut self.entity;
entity.set_pos(x, y, z);
self.lastx = x;
self.lasty = y;
self.lastz = z;
entity.yaw = yaw;
entity.pitch = pitch;
self.awaiting_teleport = Some((self.teleport_id_count.into(), Vector3::new(x, y, z)));
self.client.send_packet(&CSyncPlayerPosition::new(
x,
y,
z,
yaw,
pitch,
0,
self.teleport_id_count.into(),
));
}
pub fn block_interaction_range(&self) -> f64 {
if self.gamemode == GameMode::Creative {
5.0
} else {
4.5
}
}
pub fn can_interact_with_block_at(&self, pos: &WorldPosition, additional_range: f64) -> bool {
let d = self.block_interaction_range() + additional_range;
let box_pos = BoundingBox::from_block(pos);
box_pos.squared_magnitude(Vector3 {
x: self.entity.pos.x,
y: self.entity.pos.y + self.entity.standing_eye_height as f64,
z: self.entity.pos.z,
}) < d * d
}
/// Kicks the Client with a reason depending on the connection state
pub fn kick(&mut self, reason: TextComponent) {
assert!(self.client.connection_state == ConnectionState::Play);
dbg!(&reason);
self.client
.try_send_packet(&CPlayDisconnect::new(reason))
.unwrap_or_else(|_| self.client.close());
self.client.close()
}
pub fn update_health(&mut self, health: f32, food: i32, food_saturation: f32) {
self.health = health;
self.food = food;
self.food_saturation = food_saturation;
}
pub async fn set_gamemode(&mut self, gamemode: GameMode) {
// We could send the same gamemode without problems. But why waste bandwidth ?
assert!(
self.gamemode != gamemode,
"Setting the same gamemode as already is"
);
self.gamemode = gamemode;
// 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
// does actually use the same method and set the abilties when receiving the CGameEvent gamemode packet. Just Mojang nonsense
// TODO: fix this ugly mess :c, It gives me a liftime error when saving packet as a var
self.client.send_packet(&CPlayerInfoUpdate::new(
0x04,
&[pumpkin_protocol::client::play::Player {
uuid: self.gameprofile.id,
actions: vec![PlayerAction::UpdateGameMode((self.gamemode as i32).into())],
}],
));
self.world.lock().await.broadcast_packet(
&[&self.client.token],
&CPlayerInfoUpdate::new(
0x04,
&[pumpkin_protocol::client::play::Player {
uuid: self.gameprofile.id,
actions: vec![PlayerAction::UpdateGameMode((self.gamemode as i32).into())],
}],
),
);
self.client
.send_packet(&CGameEvent::new(3, gamemode.to_f32().unwrap()));
}
pub fn send_system_message(&mut self, text: TextComponent) {
self.client
.send_packet(&CSystemChatMessage::new(text, false));
}
}
impl Player {
pub async fn process_packets(&mut self, server: &mut Server) {
while let Some(mut packet) = self.client.client_packets_queue.pop() {
match self.handle_play_packet(server, &mut packet).await {
Ok(_) => {}
Err(e) => {
let text = format!("Error while reading incoming packet {}", e);
log::error!("{}", text);
self.kick(TextComponent::text(&text))
}
};
}
}
pub async fn handle_play_packet(
&mut self,
server: &mut Server,
packet: &mut RawPacket,
) -> Result<(), DeserializerError> {
let bytebuf = &mut packet.bytebuf;
match packet.id.0 {
SConfirmTeleport::PACKET_ID => {
self.handle_confirm_teleport(server, SConfirmTeleport::read(bytebuf)?);
Ok(())
}
SChatCommand::PACKET_ID => {
self.handle_chat_command(server, SChatCommand::read(bytebuf)?);
Ok(())
}
SPlayerPosition::PACKET_ID => {
self.handle_position(server, SPlayerPosition::read(bytebuf)?)
.await;
Ok(())
}
SPlayerPositionRotation::PACKET_ID => {
self.handle_position_rotation(server, SPlayerPositionRotation::read(bytebuf)?)
.await;
Ok(())
}
SPlayerRotation::PACKET_ID => {
self.handle_rotation(server, SPlayerRotation::read(bytebuf)?)
.await;
Ok(())
}
SSetPlayerGround::PACKET_ID => {
self.handle_player_ground(server, SSetPlayerGround::read(bytebuf)?);
Ok(())
}
SPlayerCommand::PACKET_ID => {
self.handle_player_command(server, SPlayerCommand::read(bytebuf)?)
.await;
Ok(())
}
SSwingArm::PACKET_ID => {
self.handle_swing_arm(server, SSwingArm::read(bytebuf)?)
.await;
Ok(())
}
SChatMessage::PACKET_ID => {
self.handle_chat_message(server, SChatMessage::read(bytebuf)?)
.await;
Ok(())
}
SClientInformationPlay::PACKET_ID => {
self.handle_client_information_play(server, SClientInformationPlay::read(bytebuf)?);
Ok(())
}
SInteract::PACKET_ID => {
self.handle_interact(server, SInteract::read(bytebuf)?)
.await;
Ok(())
}
SPlayerAction::PACKET_ID => {
self.handle_player_action(server, SPlayerAction::read(bytebuf)?)
.await;
Ok(())
}
SUseItemOn::PACKET_ID => {
self.handle_use_item_on(server, SUseItemOn::read(bytebuf)?)
.await;
Ok(())
}
SUseItem::PACKET_ID => {
self.handle_use_item(server, SUseItem::read(bytebuf)?);
Ok(())
}
SSetHeldItem::PACKET_ID => {
self.handle_set_held_item(server, SSetHeldItem::read(bytebuf)?);
Ok(())
}
SSetCreativeSlot::PACKET_ID => {
self.handle_set_creative_slot(server, SSetCreativeSlot::read(bytebuf)?);
Ok(())
}
SPlayPingRequest::PACKET_ID => {
self.handle_play_ping_request(server, SPlayPingRequest::read(bytebuf)?);
Ok(())
}
SClickContainer::PACKET_ID => {
self.handle_click_container(server, SClickContainer::read(bytebuf)?);
Ok(())
}
SCloseContainer::PACKET_ID => {
self.handle_close_container(server, SCloseContainer::read(bytebuf)?);
Ok(())
}
_ => {
log::error!("Failed to handle player packet id {:#04x}", packet.id.0);
Ok(())
}
}
}
}
#[derive(FromPrimitive, Clone)]
pub enum Hand {
Main,
Off,
}
#[derive(FromPrimitive, Clone)]
pub enum ChatMode {
Enabled,
CommandsOnly,
Hidden,
}