* add EntityData::kind
* start making metadata use hecs
* make entity codegen generate ecs stuff
* fix registry codegen
* get rid of worldhaver
it's not even used
* add bevy_ecs to deps
* rename Component to FormattedText
also start making the metadata use bevy_ecs but bevy_ecs doesn't let you query on Bundles so it's annoying
* generate metadata.rs correctly for bevy_ecs
* start switching more entity stuff to use ecs
* more ecs stuff for entity storage
* ok well it compiles but
it definitely doesn't work
* random fixes
* change a bunch of entity things to use the components
* some ecs stuff in az-client
* packet handler uses the ecs now
and other fun changes
i still need to make ticking use the ecs but that's tricker, i'm considering using bevy_ecs systems for those
bevy_ecs systems can't be async but the only async things in ticking is just sending packets which can just be done as a tokio task so that's not a big deal
* start converting some functions in az-client into systems
committing because i'm about to try something that might go horribly wrong
* start splitting client
i'm probably gonna change it so azalea entity ids are separate from minecraft entity ids next (so stuff like player ids can be consistent and we don't have to wait for the login packet)
* separate minecraft entity ids from azalea entity ids + more ecs stuff
i guess i'm using bevy_app now too huh
it's necessary for plugins and it lets us control the tick rate anyways so it's fine i think
i'm still not 100% sure how packet handling that interacts with the world will work, but i think if i can sneak the ecs world into there it'll be fine. Can't put packet handling in the schedule because that'd make it tick-bound, which it's not (technically it'd still work but it'd be wrong and anticheats might realize).
* packet handling
now it runs the schedule only when we get a tick or packet 😄
also i systemified some more functions and did other random fixes so az-world and az-physics compile
making azalea-client use the ecs is almost done! all the hard parts are done now i hope, i just have to finish writing all the code so it actually works
* start figuring out how functions in Client will work
generally just lifetimes being annoying but i think i can get it all to work
* make writing packets work synchronously*
* huh az-client compiles
* start fixing stuff
* start fixing some packets
* make packet handler work
i still haven't actually tested any of this yet lol but in theory it should all work
i'll probably either actually test az-client and fix all the remaining issues or update the azalea crate next
ok also one thing that i'm not particularly happy with is how the packet handlers are doing ugly queries like
```rs
let local_player = ecs
.query::<&LocalPlayer>()
.get_mut(ecs, player_entity)
.unwrap();
```
i think the right way to solve it would be by putting every packet handler in its own system but i haven't come up with a way to make that not be really annoying yet
* fix warnings
* ok what if i just have a bunch of queries and a single packet handler system
* simple example for azalea-client
* 🐛
* maybe fix deadlock idk
can't test it rn lmao
* make physicsstate its own component
* use the default plugins
* azalea compiles lol
* use systemstate for packet handler
* fix entities
basically moved some stuff from being in the world to just being components
* physics (ticking) works
* try to add a .entity_by function
still doesn't work because i want to make the predicate magic
* try to make entity_by work
well it does work but i couldn't figure out how to make it look not terrible. Will hopefully change in the future
* everything compiles
* start converting swarm to use builder
* continue switching swarm to builder and fix stuff
* make swarm use builder
still have to fix some stuff and make client use builder
* fix death event
* client builder
* fix some warnings
* document plugins a bit
* start trying to fix tests
* azalea-ecs
* azalea-ecs stuff compiles
* az-physics tests pass 🎉
* fix all the tests
* clippy on azalea-ecs-macros
* remove now-unnecessary trait_upcasting feature
* fix some clippy::pedantic warnings lol
* why did cargo fmt not remove the trailing spaces
* FIX ALL THE THINGS
* when i said 'all' i meant non-swarm bugs
* start adding task pool
* fix entity deduplication
* fix pathfinder not stopping
* fix some more random bugs
* fix panic that sometimes happens in swarms
* make pathfinder run in task
* fix some tests
* fix doctests and clippy
* deadlock
* fix systems running in wrong order
* fix non-swarm bots
* start updating to 22w42a
* work a bit more on 22w42a
* player chat packet
* serverbound hello packet
* Update mod.rs
* add more stuff to clientbound player chat packet
* ClientboundPlayerInfoUpdatePacket
* features enabled and container closed
* serverbound chat packets
* make it compile
* 22w43a
* ServerboundChatSessionUpdatePacket
* profile_public_key isn't Option anymore
* Update bitset.rs
* joining a server works
* fix entitydatavalue
* backtraces + fix clientbound chat message
* fix some warnings and add more ecomments
* 22w44a
* generate en_us.json
* add updating guide to codegen/readme
* fix some markdown
* update list of generated things
* metadata stuff
* Replace PJS generator mod with PixLyzer (#38)
* pixlizer extractor
* start working on shape extraction
* fix generating language
* fix pixlyzer shape generation
* use empty_shape
* generate blocks and shapes
* update pixlyzer dir
* Revert "update pixlyzer dir"
This reverts commit ee9a0e7a49.
* fix
* fix
* Revert "fix"
This reverts commit ad12ddcb00.
* fix
* detect pixlyzer fail
* fix pixlyzer
* 22w45a
* gen entities
* add async-trait dep
* update codegen/readme.md
* explain when rust_log should be used
* remove some unused code
* start fixing pixlyzer issues
* fix a thing in codegen
* almost fixed
* more progress towards 1.19.3
* 1.19.3-pre2
* fixes
* revert some hardcoded property names
* Delete clientbound_player_info_packet.rs
* handle 1.19.3 player info packets
* handle playerinforemove
* start updating to 1.19.3-rc1
* optional registries work
* fix some issues with 1.19.3
chat doesn't work yet
* aaaaaaaaaaaaaaaaa
* oh
* ignore unused shapes
* uncomment generate_blocks
* fix migrate
* 1.19.3-rc2
* fix clippy warnings
* 1.19.3-rc3
* split the azalea-buf macro into separate modules
* improve Recipe in protocol
* 1.19.3
* make azalea-pathfinder dir
* start writing d* lite impl
* more work on d* lite
* work more on implementing d* lite
* full d* lite impl
* updated edges
* add next() function
* add NoPathError
* why does dstar lite not work
* fix d* lite implementation
* make the test actually check the coords
* replace while loop with if statement
* fix clippy complaints
* make W only have to be PartialOrd
* fix PartialOrd issues
* implement mtd* lite
* add a test to mtd* lite
* remove normal d* lite
* make heuristic only take in one arg
* add `success` function
* Update README.md
* evil black magic to make .entity not need dimension
* start adding moves
* slightly improve the vec3/position situation
new macro that implements all the useful functions
* moves stuff
* make it compile
* update deps in az-pathfinder
* make it compile again
* more pathfinding stuff
* add Bot::look_at
* replace EntityMut and EntityRef with just Entity
* block pos pathfinding stuff
* rename movedirection to walkdirection
* execute path every tick
* advance path
* change az-pf version
* make azalea_client keep plugin state
* fix Plugins::get
* why does it think there is air
* start debugging incorrect air
* update some From methods to use rem_euclid
* start adding swarm
* fix deadlock
i still don't understand why it was happening but the solution was to keep the Client::player lock for shorter so it didn't overlap with the Client::dimension lock
* make lookat actually work probably
* fix going too fast
* Update main.rs
* make a thing immutable
* direction_looking_at
* fix rotations
* import swarm in an example
* fix stuff from merge
* remove azalea_pathfinder import
* delete azalea-pathfinder crate
already in azalea::pathfinder module
* swarms
* start working on shared dimensions
* Shared worlds work
* start adding Swarm::add_account
* add_account works
* change "client" to "bot" in some places
* Fix issues from merge
* Update world.rs
* add SwarmEvent::Disconnect(Account)
* almost add SwarmEvent::Chat and new plugin system
it panics rn
* make plugins have to provide the State associated type
* improve comments
* make fn build slightly cleaner
* fix SwarmEvent::Chat
* change a println in bot/main.rs
* Client::shutdown -> disconnect
* polish
fix clippy warnings + improve some docs a bit
* fix shared worlds*
*there's a bug that entities and bots will have their positions exaggerated because the relative movement packet is applied for every entity once per bot
* i am being trolled by rust
for some reason some stuff is really slow for literally no reason and it makes no sense i am going insane
* make world an RwLock again
* remove debug messages
* fix skipping event ticks
unfortunately now sending events is `.send().await?` instead of just `.send()`
* fix deadlock + warnings
* turns out my floor_mod impl was wrong
and i32::rem_euclid has the correct behavior LOL
* still errors with lots of bots
* make swarm iter & fix new chunks not loading
* improve docs
* start fixing tests
* fix all the tests
except the examples i don't know how to exclude them from the tests
* improve docs some more
Pathfinding is very much not done, but it works enough and I want to get this merged.
TODO: fast replanning, goals that aren't a single node, falling moves (it should be able to play the dropper), parkour moves
* add example generated metadata.rs
* metadata.rs codegen
* add the files
* add comment to top of metadata.rs
* avoid clone
* metadata
* defaults
* defaults
* fix metadata readers and writers
* fix bad bitmasks and ignore some clippy warnings in generated code
* add set_index function to entity metadatas
* applying metadata
This PR removes all println statements and logs them on trace level instead. Normally, libraries shouldn't print to stdout using println, since there's no control over them.
* Start getting rid of Cursor
* try to make the tests pass and fail
* make the tests pass
* remove unused uses
* fix clippy warnings
* fix potential OOM exploits
* fix OOM in az-nbt
* fix nbt benchmark
* fix a test
* start replacing it with Cursor<Vec<u8>>
* wip
* fix all the issues
* fix all tests
* fix nbt benchmark
* fix warnings