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use std::{collections::HashMap, sync::Arc};
use azalea_auth::game_profile::GameProfile;
use azalea_client::{
DefaultPlugins,
account::Account,
connection::RawConnection,
disconnect::DisconnectEvent,
join::{ConnectOpts, StartJoinServerEvent},
local_player::{Experience, Hunger, TabList, WorldHolder},
packet::game::SendGamePacketEvent,
player::{GameProfileComponent, PlayerInfo},
start_ecs_runner,
tick_counter::TicksConnected,
};
use azalea_core::{
data_registry::{DataRegistryWithKey, ResolvableDataRegistry},
entity_id::MinecraftEntityId,
};
use azalea_entity::indexing::{EntityIdIndex, EntityUuidIndex};
use azalea_protocol::{
address::{ResolvableAddr, ResolvedAddr},
connect::Proxy,
packets::{Packet, game::ServerboundGamePacket},
resolve::ResolveError,
};
use azalea_registry::{DataRegistryKeyRef, identifier::Identifier};
use azalea_world::{PartialWorld, World, WorldName};
use bevy_app::{App, AppExit};
use bevy_ecs::{entity::Entity, resource::Resource, world::Mut};
use parking_lot::RwLock;
use tokio::sync::mpsc;
use uuid::Uuid;
use crate::{
bot::DefaultBotPlugins,
entity_ref::EntityRef,
events::{Event, LocalPlayerEvents},
swarm::DefaultSwarmPlugins,
};
pub mod attack;
pub mod chat;
pub mod client_information;
pub mod entity_query;
pub mod interact;
pub mod inventory;
pub mod mining;
pub mod movement;
/// A Minecraft client instance that can interact with the world.
///
/// To make a new client, use either [`azalea::ClientBuilder`] or
/// [`Client::join`].
///
/// Note that `Client` is inaccessible from systems (i.e. plugins), but you can
/// achieve everything that client can do with ECS events.
///
/// [`azalea::ClientBuilder`]: https://docs.rs/azalea/latest/azalea/struct.ClientBuilder.html
#[derive(Clone)]
pub struct Client {
/// The entity for this client in the ECS.
pub entity: Entity,
/// A mutually exclusive reference to the entity component system (ECS).
///
/// You probably don't need to access this directly. Note that if you're
/// using a shared world (i.e. a swarm), the ECS will also contain all
/// entities in all worlds.
///
/// You can nearly always use [`Self::component`], [`Self::query_self`],
/// [`Self::query_entity`], or another one of those related functions to
/// access the ECS instead.
pub ecs: Arc<RwLock<bevy_ecs::world::World>>,
}
pub struct StartClientOpts {
pub ecs_lock: Arc<RwLock<bevy_ecs::world::World>>,
pub account: Account,
pub connect_opts: ConnectOpts,
pub event_sender: Option<mpsc::UnboundedSender<Event>>,
}
impl StartClientOpts {
pub fn new(
account: Account,
address: ResolvedAddr,
event_sender: Option<mpsc::UnboundedSender<Event>>,
) -> StartClientOpts {
let mut app = App::new();
app.add_plugins((DefaultPlugins, DefaultBotPlugins, DefaultSwarmPlugins));
// appexit_rx is unused here since the user should be able to handle it
// themselves if they're using StartClientOpts::new
let (ecs_lock, start_running_systems, _appexit_rx) = start_ecs_runner(app.main_mut());
start_running_systems();
Self {
ecs_lock,
account,
connect_opts: ConnectOpts {
address,
server_proxy: None,
sessionserver_proxy: None,
},
event_sender,
}
}
/// Configure the SOCKS5 proxy used for connecting to the server and for
/// authenticating with Mojang.
///
/// To configure these separately, for example to only use the proxy for the
/// Minecraft server and not for authentication, you may use
/// [`Self::server_proxy`] and [`Self::sessionserver_proxy`] individually.
pub fn proxy(self, proxy: Proxy) -> Self {
self.server_proxy(proxy.clone()).sessionserver_proxy(proxy)
}
/// Configure the SOCKS5 proxy that will be used for connecting to the
/// Minecraft server.
///
/// To avoid errors on servers with the "prevent-proxy-connections" option
/// set, you should usually use [`Self::proxy`] instead.
///
/// Also see [`Self::sessionserver_proxy`].
pub fn server_proxy(mut self, proxy: Proxy) -> Self {
self.connect_opts.server_proxy = Some(proxy);
self
}
/// Configure the SOCKS5 proxy that this bot will use for authenticating the
/// server join with Mojang's API.
///
/// Also see [`Self::proxy`] and [`Self::server_proxy`].
pub fn sessionserver_proxy(mut self, proxy: Proxy) -> Self {
self.connect_opts.sessionserver_proxy = Some(proxy);
self
}
}
impl Client {
/// Create a new client from the given [`GameProfile`], ECS Entity, ECS
/// World, and schedule runner function.
/// You should only use this if you want to change these fields from the
/// defaults, otherwise use [`Client::join`].
pub fn new(entity: Entity, ecs: Arc<RwLock<bevy_ecs::world::World>>) -> Self {
Self {
// default our id to 0, it'll be set later
entity,
ecs,
}
}
/// Connect to a Minecraft server.
///
/// To change the render distance and other settings, use
/// [`Client::set_client_information`]. To watch for events like packets
/// sent by the server, use the `rx` variable this function returns.
///
/// # Examples
///
/// ```rust,no_run
/// use azalea::{Account, Client};
///
/// #[tokio::main]
/// async fn main() -> Result<(), Box<dyn std::error::Error>> {
/// let account = Account::offline("bot");
/// let (client, rx) = Client::join(account, "localhost").await?;
/// client.chat("Hello, world!");
/// client.disconnect();
/// Ok(())
/// }
/// ```
pub async fn join(
account: Account,
address: impl ResolvableAddr,
) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
let address = address.resolve().await?;
let (tx, rx) = mpsc::unbounded_channel();
let client = Self::start_client(StartClientOpts::new(account, address, Some(tx))).await;
Ok((client, rx))
}
pub async fn join_with_proxy(
account: Account,
address: impl ResolvableAddr,
proxy: Proxy,
) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
let address = address.resolve().await?;
let (tx, rx) = mpsc::unbounded_channel();
let client =
Self::start_client(StartClientOpts::new(account, address, Some(tx)).proxy(proxy)).await;
Ok((client, rx))
}
/// Create a [`Client`] when you already have the ECS made with
/// [`start_ecs_runner`]. You'd usually want to use [`Self::join`] instead.
pub async fn start_client(
StartClientOpts {
ecs_lock,
account,
connect_opts,
event_sender,
}: StartClientOpts,
) -> Self {
// send a StartJoinServerEvent
let (start_join_callback_tx, mut start_join_callback_rx) =
mpsc::unbounded_channel::<Entity>();
ecs_lock.write().write_message(StartJoinServerEvent {
account,
connect_opts,
start_join_callback_tx: Some(start_join_callback_tx),
});
let entity = start_join_callback_rx.recv().await.expect(
"start_join_callback should not be dropped before sending a message, this is a bug in Azalea",
);
if let Some(event_sender) = event_sender {
ecs_lock
.write()
.entity_mut(entity)
.insert(LocalPlayerEvents(event_sender));
}
Client::new(entity, ecs_lock)
}
/// Write a packet directly to the server.
pub fn write_packet(&self, packet: impl Packet<ServerboundGamePacket>) {
let packet = packet.into_variant();
self.ecs
.write()
.commands()
.trigger(SendGamePacketEvent::new(self.entity, packet));
}
/// Disconnect this client from the server by ending all tasks.
///
/// The OwnedReadHalf for the TCP connection is in one of the tasks, so it
/// automatically closes the connection when that's dropped.
///
/// Note that this will not return from your client builder. If you need
/// that, consider using [`Self::exit`] instead.
pub fn disconnect(&self) {
self.ecs.write().write_message(DisconnectEvent {
entity: self.entity,
reason: None,
});
}
/// End the entire client or swarm, and return from
/// [`ClientBuilder::start`] or [`SwarmBuilder::start`].
///
/// You should typically avoid calling this if you intend on creating the
/// client again, because creating an entirely new swarm can be a
/// relatively expensive process.
///
/// If you only want to change the server that the bots are connecting to,
/// it may be better to access the client's internal [`Swarm`] and call
/// [`Swarm::add_with_opts`] with a different server address.
///
/// For convenience, this is also duplicated on `Swarm` as [`Swarm::exit`].
///
/// [`ClientBuilder::start`]: crate::ClientBuilder::start
/// [`SwarmBuilder::start`]: crate::swarm::SwarmBuilder::start
/// [`Swarm`]: crate::swarm::Swarm
/// [`Swarm::add_with_opts`]: crate::swarm::Swarm::add_with_opts
/// [`Swarm::exit`]: crate::swarm::Swarm::exit
///
/// ```no_run
/// // a bot that joins a server and prints "done!" when it's disconnected or if it fails to connect.
/// use azalea::{NoState, prelude::*};
/// #[tokio::main]
/// async fn main() {
/// let account = Account::offline("bot");
/// ClientBuilder::new()
/// .set_handler(handle)
/// .start(account, "localhost")
/// .await;
/// println!("done!");
/// }
/// async fn handle(bot: Client, event: Event, _state: NoState) -> eyre::Result<()> {
/// match event {
/// Event::Disconnect(_) | Event::ConnectionFailed(_) => {
/// bot.exit();
/// }
/// _ => {}
/// }
/// Ok(())
/// }
/// ```
pub fn exit(&self) {
self.ecs.write().write_message(AppExit::Success);
}
pub fn with_raw_connection<R>(&self, f: impl FnOnce(&RawConnection) -> R) -> R {
self.query_self::<&RawConnection, _>(f)
}
pub fn with_raw_connection_mut<R>(&self, f: impl FnOnce(Mut<'_, RawConnection>) -> R) -> R {
self.query_self::<&mut RawConnection, _>(f)
}
/// Get a resource from the ECS. This will clone the resource and return it.
pub fn resource<T: Resource + Clone>(&self) -> T {
self.ecs.read().resource::<T>().clone()
}
/// Get a required ECS resource and call the given function with it.
pub fn map_resource<T: Resource, R>(&self, f: impl FnOnce(&T) -> R) -> R {
let ecs = self.ecs.read();
let value = ecs.resource::<T>();
f(value)
}
/// Get an optional ECS resource and call the given function with it.
pub fn map_get_resource<T: Resource, R>(&self, f: impl FnOnce(Option<&T>) -> R) -> R {
let ecs = self.ecs.read();
let value = ecs.get_resource::<T>();
f(value)
}
/// Get an `RwLock` with a reference to our (potentially shared) Minecraft
/// world.
///
/// This gets the [`World`] from the client's [`WorldHolder`]
/// component. If it's a normal client, then it'll be the same as the
/// world the client has loaded. If the client is using a shared world,
/// then the shared world will be a superset of the client's world.
pub fn world(&self) -> Arc<RwLock<World>> {
let world_holder = self.component::<WorldHolder>();
world_holder.shared.clone()
}
/// Get an `RwLock` with a reference to the world that this client has
/// loaded.
///
/// ```
/// # use azalea_core::position::ChunkPos;
/// # fn example(client: &azalea::Client) {
/// let world = client.partial_world();
/// let is_0_0_loaded = world.read().chunks.limited_get(&ChunkPos::new(0, 0)).is_some();
/// # }
pub fn partial_world(&self) -> Arc<RwLock<PartialWorld>> {
let world_holder = self.component::<WorldHolder>();
world_holder.partial.clone()
}
/// Returns whether we have a received the login packet yet.
pub fn logged_in(&self) -> bool {
// the login packet tells us the world name
self.query_self::<Option<&WorldName>, _>(|ins| ins.is_some())
}
/// Returns the client as an [`EntityRef`], allowing you to treat it as any
/// other entity.
pub fn entity(&self) -> EntityRef {
self.entity_ref_for(self.entity)
}
/// Create an [`EntityRef`] for the given ECS entity.
pub fn entity_ref_for(&self, entity: Entity) -> EntityRef {
EntityRef::new(self.clone(), entity)
}
}
impl Client {
/// Get the hunger level of this client, which includes both food and
/// saturation.
///
/// This is a shortcut for `self.component::<Hunger>().to_owned()`.
pub fn hunger(&self) -> Hunger {
self.component::<Hunger>().to_owned()
}
/// Get the experience of this client.
///
/// This is a shortcut for `self.component::<Experience>().to_owned()`.
pub fn experience(&self) -> Experience {
self.component::<Experience>().to_owned()
}
/// Get the username of this client.
///
/// This is a shortcut for
/// `bot.component::<GameProfileComponent>().name.to_owned()`.
pub fn username(&self) -> String {
self.profile().name.to_owned()
}
/// Get a map of player UUIDs to their information in the tab list.
///
/// This is a shortcut for `*bot.component::<TabList>()`.
pub fn tab_list(&self) -> HashMap<Uuid, PlayerInfo> {
(**self.component::<TabList>()).clone()
}
/// Returns the [`GameProfile`] for our client. This contains your username,
/// UUID, and skin data.
///
/// These values are set by the server upon login, which means they might
/// not match up with your actual game profile. Also, note that the username
/// and skin that gets displayed in-game will actually be the ones from
/// the tab list, which you can get from [`Self::tab_list`].
///
/// This as also available from the ECS as [`GameProfileComponent`].
pub fn profile(&self) -> GameProfile {
(**self.component::<GameProfileComponent>()).clone()
}
/// Returns the [`Account`] for our client.
pub fn account(&self) -> Account {
self.component::<Account>().clone()
}
/// A convenience function to get the Minecraft Uuid of a player by their
/// username, if they're present in the tab list.
///
/// You can chain this with [`Client::entity_by_uuid`] to get the ECS
/// `Entity` for the player.
pub fn player_uuid_by_username(&self, username: &str) -> Option<Uuid> {
self.tab_list()
.values()
.find(|player| player.profile.name == username)
.map(|player| player.profile.uuid)
}
/// Get an [`Entity`] in the world by its Minecraft UUID, if it's within
/// render distance.
///
/// Also see [`Self::entity_by_uuid`] and
/// [`Self::entity_id_by_minecraft_id`].
pub fn entity_id_by_uuid(&self, uuid: Uuid) -> Option<Entity> {
self.map_resource::<EntityUuidIndex, _>(|entity_uuid_index| entity_uuid_index.get(&uuid))
}
/// Get an [`EntityRef`] in the world by its Minecraft UUID, if it's within
/// render distance.
///
/// Also see [`Self::entity_id_by_uuid`].
pub fn entity_by_uuid(&self, uuid: Uuid) -> Option<EntityRef> {
self.entity_id_by_uuid(uuid).map(|e| self.entity_ref_for(e))
}
/// Get an [`Entity`] in the world by its [`MinecraftEntityId`].
///
/// Also see [`Self::entity_by_uuid`] and [`Self::entity_id_by_uuid`].
pub fn entity_id_by_minecraft_id(&self, id: MinecraftEntityId) -> Option<Entity> {
self.query_self::<&EntityIdIndex, _>(|entity_id_index| {
entity_id_index.get_by_minecraft_entity(id)
})
}
/// Get an [`EntityRef`] in the world by its [`MinecraftEntityId`].
///
/// Also see [`Self::entity_id_by_uuid`].
pub fn entity_by_minecraft_id(&self, id: MinecraftEntityId) -> Option<EntityRef> {
self.entity_id_by_minecraft_id(id)
.map(|e| EntityRef::new(self.clone(), e))
}
/// Call the given function with the client's [`RegistryHolder`].
///
/// Note that the player's world will be locked during this time, which may
/// result in a deadlock if you try to access the world again while
/// in the function.
///
/// [`RegistryHolder`]: azalea_core::registry_holder::RegistryHolder
pub fn with_registry_holder<R>(
&self,
f: impl FnOnce(&azalea_core::registry_holder::RegistryHolder) -> R,
) -> R {
let world = self.world();
let registries = &world.read().registries;
f(registries)
}
/// Resolve the given registry to its name.
///
/// This is necessary for data-driven registries like [`Enchantment`].
///
/// [`Enchantment`]: azalea_registry::data::Enchantment
#[deprecated = "use `bot.resolve_registry_key(registry).map(|r| r.into_ident())` instead."]
pub fn resolve_registry_name(
&self,
registry: &impl ResolvableDataRegistry,
) -> Option<Identifier> {
self.with_registry_holder(|registries| registry.key(registries).map(|r| r.into_ident()))
}
/// Resolve the given registry entry to its key (aka name).
///
/// This is necessary for data-driven registries like [`Enchantment`] and
/// [`Biome`](azalea_registry::data::Biome).
///
/// To get the key as an [`Identifier`], you can map the return value like
/// `.map(|r| r.into_ident())`.
///
/// [`Enchantment`]: azalea_registry::data::Enchantment
pub fn resolve_registry_key<R: ResolvableDataRegistry>(&self, registry: &R) -> Option<R::Key> {
self.with_registry_holder(|registries| registry.key_owned(registries))
}
/// Resolve the given registry to its name and data and call the given
/// function with it.
///
/// This is necessary for data-driven registries like [`Enchantment`].
///
/// If you just want the value name, use [`Self::resolve_registry_name`]
/// instead.
///
/// [`Enchantment`]: azalea_registry::data::Enchantment
pub fn with_resolved_registry<R: ResolvableDataRegistry, Ret>(
&self,
registry: R,
f: impl FnOnce(&Identifier, &R::DeserializesTo) -> Ret,
) -> Option<Ret> {
self.with_registry_holder(|registries| {
registry
.resolve(registries)
.map(|(name, data)| f(name, data))
})
}
/// Returns the number of ticks since the `login` packet was received, or 0
/// if the client isn't in the world.
///
/// This is a shortcut for getting the [`TicksConnected`] component.
pub fn ticks_connected(&self) -> u64 {
self.get_component::<TicksConnected>()
.map(|c| c.0)
.unwrap_or(0)
}
}