refactor(world)!: create find_all variants of entity filters
This commit is contained in:
170
src/lua/client/world/mod.rs
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170
src/lua/client/world/mod.rs
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#[macro_use]
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mod queries;
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use super::{Client, Direction, Vec3};
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use azalea::{
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BlockPos,
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auto_tool::AutoToolClientExt,
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blocks::{BlockState, BlockStates},
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ecs::query::{With, Without},
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entity::{
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Dead, EntityKind, EntityUuid, LookDirection, Pose, Position as AzaleaPosition,
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metadata::{CustomName, Owneruuid, Player},
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},
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world::{InstanceName, MinecraftEntityId},
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};
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use mlua::{Function, Lua, Result, Table, UserDataRef};
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pub fn best_tool_for_block(lua: &Lua, client: &Client, block_state: u16) -> Result<Table> {
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let result = client.best_tool_in_hotbar_for_block(BlockState { id: block_state });
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let table = lua.create_table()?;
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table.set("index", result.index)?;
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table.set("percentage_per_tick", result.percentage_per_tick)?;
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Ok(table)
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}
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pub fn dimension(_lua: &Lua, client: &Client) -> Result<String> {
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Ok(client.component::<InstanceName>().to_string())
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}
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pub fn find_blocks(
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_lua: &Lua,
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client: &Client,
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(nearest_to, block_states): (Vec3, Vec<u16>),
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) -> Result<Vec<Vec3>> {
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#[allow(clippy::cast_possible_truncation)]
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Ok(client
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.world()
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.read()
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.find_blocks(
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BlockPos::new(
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nearest_to.x as i32,
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nearest_to.y as i32,
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nearest_to.z as i32,
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),
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&BlockStates {
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set: block_states.iter().map(|&id| BlockState { id }).collect(),
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},
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)
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.map(Vec3::from)
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.collect())
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}
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pub async fn find_all_entities(lua: Lua, client: UserDataRef<Client>, (): ()) -> Result<Vec<Table>> {
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let mut matched = Vec::new();
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for (position, custom_name, kind, uuid, direction, id, owner_uuid, pose) in
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get_entities!(client)
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{
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let table = lua.create_table()?;
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table.set("position", position)?;
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table.set("custom_name", custom_name)?;
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table.set("kind", kind)?;
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table.set("uuid", uuid)?;
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table.set("direction", direction)?;
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table.set("id", id)?;
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table.set(
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"owner_uuid",
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owner_uuid.and_then(|v| *v).map(|v| v.to_string()),
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)?;
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table.set("pose", pose)?;
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matched.push(table);
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}
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Ok(matched)
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}
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pub async fn find_entities(
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lua: Lua,
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client: UserDataRef<Client>,
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filter_fn: Function,
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) -> Result<Vec<Table>> {
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let mut matched = Vec::new();
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for (position, custom_name, kind, uuid, direction, id, owner_uuid, pose) in
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get_entities!(client)
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{
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let table = lua.create_table()?;
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table.set("position", position)?;
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table.set("custom_name", custom_name)?;
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table.set("kind", kind)?;
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table.set("uuid", uuid)?;
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table.set("direction", direction)?;
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table.set("id", id)?;
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table.set(
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"owner_uuid",
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owner_uuid.and_then(|v| *v).map(|v| v.to_string()),
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)?;
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table.set("pose", pose)?;
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if filter_fn.call_async::<bool>(&table).await? {
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matched.push(table);
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}
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}
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Ok(matched)
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}
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pub async fn find_all_players(lua: Lua, client: UserDataRef<Client>, (): ()) -> Result<Vec<Table>> {
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let mut matched = Vec::new();
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for (id, uuid, kind, position, direction, pose) in get_players!(client) {
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let table = lua.create_table()?;
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table.set("id", id)?;
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table.set("uuid", uuid)?;
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table.set("kind", kind)?;
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table.set("position", position)?;
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table.set("direction", direction)?;
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table.set("pose", pose)?;
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matched.push(table);
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}
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Ok(matched)
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}
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pub async fn find_players(
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lua: Lua,
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client: UserDataRef<Client>,
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filter_fn: Function,
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) -> Result<Vec<Table>> {
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let mut matched = Vec::new();
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for (id, uuid, kind, position, direction, pose) in get_players!(client) {
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let table = lua.create_table()?;
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table.set("id", id)?;
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table.set("uuid", uuid)?;
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table.set("kind", kind)?;
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table.set("position", position)?;
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table.set("direction", direction)?;
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table.set("pose", pose)?;
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if filter_fn.call_async::<bool>(&table).await? {
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matched.push(table);
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}
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}
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Ok(matched)
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}
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pub fn get_block_state(_lua: &Lua, client: &Client, position: Vec3) -> Result<Option<u16>> {
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#[allow(clippy::cast_possible_truncation)]
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Ok(client
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.world()
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.read()
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.get_block_state(&BlockPos::new(
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position.x as i32,
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position.y as i32,
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position.z as i32,
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))
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.map(|b| b.id))
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}
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pub fn get_fluid_state(lua: &Lua, client: &Client, position: Vec3) -> Result<Option<Table>> {
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#[allow(clippy::cast_possible_truncation)]
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Ok(
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if let Some(state) = client.world().read().get_fluid_state(&BlockPos::new(
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position.x as i32,
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position.y as i32,
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position.z as i32,
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)) {
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let table = lua.create_table()?;
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table.set("kind", state.kind as u8)?;
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table.set("amount", state.amount)?;
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table.set("falling", state.falling)?;
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Some(table)
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} else {
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None
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},
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)
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}
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