bedrocktool/handlers/worlds/entity.go

293 lines
7.9 KiB
Go

package worlds
import (
"github.com/bedrock-tool/bedrocktool/utils/behaviourpack"
"github.com/bedrock-tool/bedrocktool/utils/nbtconv"
"github.com/df-mc/dragonfly/server/block/cube"
"github.com/df-mc/dragonfly/server/world"
"github.com/go-gl/mathgl/mgl32"
"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
)
type entityState struct {
RuntimeID uint64
UniqueID int64
EntityType string
Position mgl32.Vec3
Pitch, Yaw float32
HeadYaw, BodyYaw float32
Velocity mgl32.Vec3
Metadata protocol.EntityMetadata
Inventory map[byte]map[byte]protocol.ItemInstance
Helmet *protocol.ItemInstance
Chestplate *protocol.ItemInstance
Leggings *protocol.ItemInstance
Boots *protocol.ItemInstance
}
type serverEntityType struct {
Encoded string
NBT map[string]any
}
func (t serverEntityType) EncodeEntity() string {
return t.Encoded
}
func (t serverEntityType) BBox(e world.Entity) cube.BBox {
return cube.Box(-0.5, 0, -0.5, 0.5, 1, 0.5)
}
func (t serverEntityType) DecodeNBT(m map[string]any) world.Entity {
return nil // not implemented, and never should
}
func (t serverEntityType) EncodeNBT(e world.Entity) map[string]any {
return t.NBT
}
type serverEntity struct {
world.Entity
EntityType serverEntityType
}
var _ world.SaveableEntityType = &serverEntityType{}
func (e serverEntity) Type() world.EntityType {
return e.EntityType
}
func (w *worldsHandler) processAddActor(pk *packet.AddActor) {
e, ok := w.worldState.entities[pk.EntityRuntimeID]
if !ok {
e = &entityState{
RuntimeID: pk.EntityRuntimeID,
UniqueID: pk.EntityUniqueID,
EntityType: pk.EntityType,
Inventory: make(map[byte]map[byte]protocol.ItemInstance),
Metadata: make(map[uint32]any),
}
w.worldState.entities[pk.EntityRuntimeID] = e
w.bp.AddEntity(behaviourpack.EntityIn{
Identifier: pk.EntityType,
Attr: pk.Attributes,
Meta: pk.EntityMetadata,
})
}
e.Position = pk.Position
e.Pitch = pk.Pitch
e.Yaw = pk.Yaw
e.BodyYaw = pk.BodyYaw
e.HeadYaw = pk.HeadYaw
e.Velocity = pk.Velocity
for k, v := range pk.EntityMetadata {
e.Metadata[k] = v
}
}
var flagNames = map[uint8]string{
protocol.EntityDataFlagSheared: "Sheared",
protocol.EntityDataFlagCaptain: "IsIllagerCaptain",
protocol.EntityDataFlagSitting: "Sitting",
protocol.EntityDataFlagBaby: "IsBaby",
protocol.EntityDataFlagTamed: "IsTamed",
protocol.EntityDataFlagTrusting: "IsTrusting",
protocol.EntityDataFlagOrphaned: "IsOrphaned",
protocol.EntityDataFlagAngry: "IsAngry",
protocol.EntityDataFlagOutOfControl: "IsOutOfControl",
protocol.EntityDataFlagSaddled: "Saddled",
protocol.EntityDataFlagChested: "Chested",
protocol.EntityDataFlagShowBottom: "ShowBottom",
protocol.EntityDataFlagGliding: "IsGliding",
protocol.EntityDataFlagSwimming: "IsSwimming",
protocol.EntityDataFlagEating: "IsEating",
protocol.EntityDataFlagScared: "IsScared",
protocol.EntityDataFlagStunned: "IsStunned",
protocol.EntityDataFlagRoaring: "IsRoaring",
}
func entityMetadataToNBT(metadata protocol.EntityMetadata, nbt map[string]any) {
if variant, ok := metadata[protocol.EntityDataKeyVariant]; ok {
nbt["Variant"] = variant
}
if markVariant, ok := metadata[protocol.EntityDataKeyMarkVariant]; ok {
nbt["MarkVariant"] = markVariant
}
if color, ok := metadata[protocol.EntityDataKeyColorIndex]; ok {
nbt["Color"] = color
}
if color2, ok := metadata[protocol.EntityDataKeyColorTwoIndex]; ok {
nbt["Color2"] = color2
}
if skinID, ok := metadata[protocol.EntityDataKeySkinID]; ok {
nbt["SkinID"] = int32(skinID.(int32))
}
if name, ok := metadata[protocol.EntityDataKeyName]; ok {
nbt["CustomName"] = name
}
if ShowNameTag, ok := metadata[protocol.EntityDataKeyAlwaysShowNameTag]; ok {
if ShowNameTag != 0 {
nbt["CustomNameVisible"] = true
} else {
nbt["CustomNameVisible"] = false
}
}
if _, ok := metadata[protocol.EntityDataKeyFlags]; ok {
if metadata.Flag(protocol.EntityDataKeyFlags, protocol.EntityDataFlagNoAI) {
nbt["IsAutonomous"] = false
}
for k, v := range flagNames {
nbt[v] = metadata.Flag(protocol.EntityDataKeyFlags, k)
}
AlwaysShowName := metadata.Flag(protocol.EntityDataKeyFlags, protocol.EntityDataFlagAlwaysShowName)
if AlwaysShowName {
nbt["CustomNameVisible"] = true
}
type effect struct {
Id byte
Amplifier byte
Duration int32
DurationEasy int32
DurationNormal int32
DurationHard int32
Ambient bool
ShowParticles bool
DisplayOnScreenTextureAnimation bool
}
activeEffects := []effect{}
addEffect := func(id int, showParticles bool) {
activeEffects = append(activeEffects, effect{
Id: byte(id),
Amplifier: 1,
Duration: 10000000,
ShowParticles: false,
})
}
invisible := metadata.Flag(protocol.EntityDataKeyFlags, protocol.EntityDataFlagInvisible)
if invisible {
addEffect(packet.EffectInvisibility, false)
}
if len(activeEffects) > 0 {
nbt["ActiveEffects"] = activeEffects
}
}
}
func vec3float32(x mgl32.Vec3) []float32 {
return []float32{float32(x[0]), float32(x[1]), float32(x[2])}
}
func (s *entityState) ToServerEntity() serverEntity {
e := serverEntity{
EntityType: serverEntityType{
Encoded: s.EntityType,
NBT: map[string]any{
"Pos": vec3float32(s.Position),
"Rotation": []float32{s.Yaw, s.Pitch},
"Motion": vec3float32(s.Velocity),
"UniqueID": int64(s.UniqueID),
},
},
}
entityMetadataToNBT(s.Metadata, e.EntityType.NBT)
if s.Helmet != nil || s.Chestplate != nil || s.Leggings != nil || s.Boots != nil {
e.EntityType.NBT["Armor"] = []map[string]any{
nbtconv.WriteItem(stackToItem(s.Helmet.Stack), true),
nbtconv.WriteItem(stackToItem(s.Chestplate.Stack), true),
nbtconv.WriteItem(stackToItem(s.Leggings.Stack), true),
nbtconv.WriteItem(stackToItem(s.Boots.Stack), true),
}
}
return e
}
func (w *worldsHandler) ProcessEntityPackets(pk packet.Packet) packet.Packet {
if !w.settings.SaveEntities {
return pk
}
switch pk := pk.(type) {
case *packet.AddActor:
w.processAddActor(pk)
case *packet.RemoveActor:
case *packet.SetActorData:
e, ok := w.worldState.entities[pk.EntityRuntimeID]
if ok {
e.Metadata = pk.EntityMetadata
w.bp.AddEntity(behaviourpack.EntityIn{
Identifier: e.EntityType,
Attr: nil,
Meta: pk.EntityMetadata,
})
}
case *packet.SetActorMotion:
e, ok := w.worldState.entities[pk.EntityRuntimeID]
if ok {
e.Velocity = pk.Velocity
}
case *packet.MoveActorDelta:
e, ok := w.worldState.entities[pk.EntityRuntimeID]
if ok {
if pk.Flags&packet.MoveActorDeltaFlagHasX != 0 {
e.Position[0] = pk.Position[0]
}
if pk.Flags&packet.MoveActorDeltaFlagHasY != 0 {
e.Position[1] = pk.Position[1]
}
if pk.Flags&packet.MoveActorDeltaFlagHasZ != 0 {
e.Position[2] = pk.Position[2]
}
if pk.Flags&packet.MoveActorDeltaFlagHasRotX != 0 {
e.Pitch = pk.Rotation.X()
}
if pk.Flags&packet.MoveActorDeltaFlagHasRotY != 0 {
e.Yaw = pk.Rotation.Y()
}
//if pk.Flags&packet.MoveActorDeltaFlagHasRotZ != 0 {
// no roll
//}
}
case *packet.MoveActorAbsolute:
e, ok := w.worldState.entities[pk.EntityRuntimeID]
if ok {
e.Position = pk.Position
e.Pitch = pk.Rotation.X()
e.Yaw = pk.Rotation.Y()
}
case *packet.MobEquipment:
e, ok := w.worldState.entities[pk.EntityRuntimeID]
if ok {
w, ok := e.Inventory[pk.WindowID]
if !ok {
w = make(map[byte]protocol.ItemInstance)
e.Inventory[pk.WindowID] = w
}
w[pk.HotBarSlot] = pk.NewItem
}
case *packet.MobArmourEquipment:
e, ok := w.worldState.entities[pk.EntityRuntimeID]
if ok {
e.Helmet = &pk.Helmet
e.Chestplate = &pk.Chestplate
e.Leggings = &pk.Chestplate
e.Boots = &pk.Boots
}
}
return pk
}