refactor(lua/client/world): split finders into module
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parent
0f2a5a0dc5
commit
8150e5c09c
@ -56,10 +56,10 @@ impl UserData for Client {
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}
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}
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fn add_methods<M: UserDataMethods<Self>>(m: &mut M) {
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fn add_methods<M: UserDataMethods<Self>>(m: &mut M) {
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m.add_async_method("find_all_entities", world::find_all_entities);
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m.add_async_method("find_all_entities", world::find::all_entities);
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m.add_async_method("find_all_players", world::find_all_players);
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m.add_async_method("find_all_players", world::find::all_players);
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m.add_async_method("find_entities", world::find_entities);
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m.add_async_method("find_entities", world::find::entities);
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m.add_async_method("find_players", world::find_players);
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m.add_async_method("find_players", world::find::players);
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m.add_async_method("go_to", movement::go_to);
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m.add_async_method("go_to", movement::go_to);
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m.add_async_method("mine", interaction::mine);
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m.add_async_method("mine", interaction::mine);
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m.add_async_method("open_container_at", container::open_container_at);
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m.add_async_method("open_container_at", container::open_container_at);
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@ -67,7 +67,7 @@ impl UserData for Client {
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m.add_method("best_tool_for_block", world::best_tool_for_block);
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m.add_method("best_tool_for_block", world::best_tool_for_block);
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m.add_method("chat", chat);
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m.add_method("chat", chat);
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m.add_method("disconnect", disconnect);
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m.add_method("disconnect", disconnect);
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m.add_method("find_blocks", world::find_blocks);
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m.add_method("find_blocks", world::find::blocks);
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m.add_method("get_block_state", world::get_block_state);
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m.add_method("get_block_state", world::get_block_state);
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m.add_method("get_fluid_state", world::get_fluid_state);
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m.add_method("get_fluid_state", world::get_fluid_state);
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m.add_method("set_component", state::set_component);
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m.add_method("set_component", state::set_component);
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121
src/lua/client/world/find.rs
Normal file
121
src/lua/client/world/find.rs
Normal file
@ -0,0 +1,121 @@
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use super::{Client, Direction, Vec3};
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use azalea::{
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BlockPos,
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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::MinecraftEntityId,
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};
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use mlua::{Function, Lua, Result, Table, UserDataRef};
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pub fn 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 all_entities(lua: Lua, client: UserDataRef<Client>, (): ()) -> Result<Vec<Table>> {
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let mut matched = Vec::with_capacity(256);
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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 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 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 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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@ -1,19 +1,10 @@
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#[macro_use]
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#[macro_use]
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mod queries;
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mod queries;
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pub mod find;
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use super::{Client, Direction, Vec3};
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use super::{Client, Direction, Vec3};
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use azalea::{
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use azalea::{BlockPos, auto_tool::AutoToolClientExt, blocks::BlockState, world::InstanceName};
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BlockPos,
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use mlua::{Lua, Result, Table};
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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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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 result = client.best_tool_in_hotbar_for_block(BlockState { id: block_state });
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@ -28,119 +19,6 @@ pub fn dimension(_lua: &Lua, client: &Client) -> Result<String> {
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Ok(client.component::<InstanceName>().to_string())
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Ok(client.component::<InstanceName>().to_string())
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}
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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(
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lua: Lua,
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client: UserDataRef<Client>,
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(): (),
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) -> Result<Vec<Table>> {
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let mut matched = Vec::with_capacity(256);
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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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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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#[allow(clippy::cast_possible_truncation)]
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Ok(client
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Ok(client
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