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 proto.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) }