Add 1.21.2 & 1.21.0 support

This commit is contained in:
AkmalFairuz
2025-01-01 13:40:15 +07:00
parent 123f125d4e
commit f6548dd6a7
29 changed files with 7641 additions and 7 deletions

View File

@@ -0,0 +1,92 @@
package legacypacket
import (
"github.com/akmalfairuz/legacy-version/legacyver/proto"
"github.com/go-gl/mathgl/mgl32"
"github.com/google/uuid"
"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
)
// AddPlayer is sent by the server to the client to make a player entity show up client-side. It is one of the
// few entities that cannot be sent using the AddActor packet.
type AddPlayer struct {
// UUID is the UUID of the player. It is the same UUID that the client sent in the Login packet at the
// start of the session. A player with this UUID must exist in the player list (built up using the
// PlayerList packet), for it to show up in-game.
UUID uuid.UUID
// Username is the name of the player. This username is the username that will be set as the initial
// name tag of the player.
Username string
// EntityRuntimeID is the runtime ID of the player. The runtime ID is unique for each world session, and
// entities are generally identified in packets using this runtime ID.
EntityRuntimeID uint64
// PlatformChatID is an identifier only set for particular platforms when chatting (presumably only for
// Nintendo Switch). It is otherwise an empty string, and is used to decide which players are able to
// chat with each other.
PlatformChatID string
// Position is the position to spawn the player on. If the player is on a distance that the viewer cannot
// see it, the player will still show up if the viewer moves closer.
Position mgl32.Vec3
// Velocity is the initial velocity the player spawns with. This velocity will initiate client side
// movement of the player.
Velocity mgl32.Vec3
// Pitch is the vertical rotation of the player. Facing straight forward yields a pitch of 0. Pitch is
// measured in degrees.
Pitch float32
// Yaw is the horizontal rotation of the player. Yaw is also measured in degrees.
Yaw float32
// HeadYaw is the same as Yaw, except that it applies specifically to the head of the player. A different
// value for HeadYaw than Yaw means that the player will have its head turned.
HeadYaw float32
// HeldItem is the item that the player is holding. The item is shown to the viewer as soon as the player
// itself shows up. Needless to say that this field is rather pointless, as additional packets still must
// be sent for armour to show up.
HeldItem protocol.ItemInstance
// GameType is the game type of the player. If set to GameTypeSpectator, the player will not be shown to viewers.
GameType int32
// EntityMetadata is a map of entity metadata, which includes flags and data properties that alter in
// particular the way the player looks. Flags include ones such as 'on fire' and 'sprinting'.
// The metadata values are indexed by their property key.
EntityMetadata map[uint32]any
// EntityProperties is a list of properties that the entity inhibits. These properties define and alter specific
// attributes of the entity.
EntityProperties protocol.EntityProperties
// AbilityData represents various data about the abilities of a player, such as ability layers or permissions.
AbilityData protocol.AbilityData
// EntityLinks is a list of entity links that are currently active on the player. These links alter the
// way the player shows up when first spawned in terms of it shown as riding an entity. Setting these
// links is important for new viewers to see the player is riding another entity.
EntityLinks []proto.EntityLink
// DeviceID is the device ID set in one of the files found in the storage of the device of the player. It
// may be changed freely, so it should not be relied on for anything.
DeviceID string
// BuildPlatform is the build platform/device OS of the player that is about to be added, as it sent in
// the Login packet when joining.
BuildPlatform int32
}
// ID ...
func (*AddPlayer) ID() uint32 {
return packet.IDAddPlayer
}
func (pk *AddPlayer) Marshal(io protocol.IO) {
io.UUID(&pk.UUID)
io.String(&pk.Username)
io.Varuint64(&pk.EntityRuntimeID)
io.String(&pk.PlatformChatID)
io.Vec3(&pk.Position)
io.Vec3(&pk.Velocity)
io.Float32(&pk.Pitch)
io.Float32(&pk.Yaw)
io.Float32(&pk.HeadYaw)
io.ItemInstance(&pk.HeldItem)
io.Varint32(&pk.GameType)
io.EntityMetadata(&pk.EntityMetadata)
protocol.Single(io, &pk.EntityProperties)
protocol.Single(io, &pk.AbilityData)
protocol.Slice(io, &pk.EntityLinks)
io.String(&pk.DeviceID)
io.Int32(&pk.BuildPlatform)
}