Minecraft-Console-Client/MinecraftClient/ChatBot.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MinecraftClient
{
///
/// Welcome to the Bot API file !
/// The virtual class "ChatBot" contains anything you need for creating chat bots
/// Inherit from this class while adding your bot class to the folder "ChatBots".
/// Override the methods you want for handling events: Initialize, Update, GetText.
/// Once your bot is created, read the explanations below to start using it in the MinecraftClient app.
///
/// Pieces of code to add in other parts of the program for your bot. Line numbers are approximative.
/// McTcpClient:110 | if (Settings.YourBot_Enabled) { handler.BotLoad(new ChatBots.YourBot()); }
/// Settings.cs:73 | public static bool YourBot_Enabled = false;
/// Settings.cs:74 | private enum ParseMode { /* [...] */, YourBot };
/// Settings.cs:106 | case "yourbot": pMode = ParseMode.YourBot; break;
/// Settings.cs:197 | case ParseMode.YourBot: switch (argName.ToLower()) { case "enabled": YourBot_Enabled = str2bool(argValue); break; } break;
/// Settings.cs:267 | + "[YourBot]\r\n" + "enabled=false\r\n"
/// Here your are. Now you will have a setting in MinecraftClient.ini for enabling your brand new bot.
/// Delete MinecraftClient.ini to re-generate it or add the lines [YourBot] and enabled=true to the existing one.
///
/// <summary>
/// The virtual class containing anything you need for creating chat bots.
/// </summary>
public abstract class ChatBot
{
public enum DisconnectReason { InGameKick, LoginRejected, ConnectionLost };
//Will be automatically set on bot loading, don't worry about this
public void SetHandler(McTcpClient handler) { this.handler = handler; }
private McTcpClient handler;
/* ================================================== */
/* Main methods to override for creating your bot */
/* ================================================== */
/// <summary>
/// Anything you want to initialize your bot, will be called on load by MinecraftCom
/// </summary>
public virtual void Initialize() { }
/// <summary>
/// Will be called every ~100ms (10fps) if loaded in MinecraftCom
/// </summary>
public virtual void Update() { }
/// <summary>
/// Any text sent by the server will be sent here by MinecraftCom
/// </summary>
/// <param name="text">Text from the server</param>
public virtual void GetText(string text) { }
/// <summary>
/// Is called when the client has been disconnected fom the server
/// </summary>
/// <param name="reason">Disconnect Reason</param>
/// <param name="message">Kick message, if any</param>
/// <returns>Return TRUE if the client is about to restart</returns>
public virtual bool OnDisconnect(DisconnectReason reason, string message) { return false; }
/* =================================================================== */
/* ToolBox - Methods below might be useful while creating your bot. */
/* You should not need to interact with other classes of the program. */
/* =================================================================== */
/// <summary>
/// Send text to the server. Can be anything such as chat messages or commands
/// </summary>
/// <param name="text">Text to send to the server</param>
/// <returns>True if the text was sent with no error</returns>
protected bool SendText(string text)
{
ConsoleIO.WriteLineFormatted("§8BOT:" + text, false);
return handler.SendText(text);
}
/// <summary>
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
/// </summary>
/// <param name="command">The command to process</param>
/// <returns>TRUE if the command was indeed an internal MCC command</returns>
protected bool performInternalCommand(string command)
{
string temp = "";
return handler.performInternalCommand(command, ref temp);
}
/// <summary>
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
/// </summary>
/// <param name="command">The command to process</param>
/// <param name="response_msg">May contain a confirmation or error message after processing the command, or "" otherwise.</param>
/// <returns>TRUE if the command was indeed an internal MCC command</returns>
protected bool performInternalCommand(string command, ref string response_msg)
{
return handler.performInternalCommand(command, ref response_msg);
}
/// <summary>
/// Remove color codes ("§c") from a text message received from the server
/// </summary>
protected static string getVerbatim(string text)
{
if ( String.IsNullOrEmpty(text) )
return String.Empty;
int idx = 0;
var data = new char[text.Length];
for ( int i = 0; i < text.Length; i++ )
if ( text[i] != '§' )
data[idx++] = text[i];
else
i++;
return new string(data, 0, idx);
}
/// <summary>
/// Verify that a string contains only a-z A-Z 0-9 and _ characters.
/// </summary>
protected static bool isValidName(string username)
{
if ( String.IsNullOrEmpty(username) )
return false;
foreach ( char c in username )
if ( !((c >= 'a' && c <= 'z')
|| (c >= 'A' && c <= 'Z')
|| (c >= '0' && c <= '9')
|| c == '_') )
return false;
return true;
}
/// <summary>
/// Returns true if the text passed is a private message sent to the bot
/// </summary>
/// <param name="text">text to test</param>
/// <param name="message">if it's a private message, this will contain the message</param>
/// <param name="sender">if it's a private message, this will contain the player name that sends the message</param>
/// <returns>Returns true if the text is a private message</returns>
protected static bool isPrivateMessage(string text, ref string message, ref string sender)
{
text = getVerbatim(text);
if (text == "") { return false; }
string[] tmp = text.Split(' ');
try
{
//Detect vanilla /tell messages
//Someone whispers message (MC 1.5)
//Someone whispers to you: message (MC 1.7)
if (tmp.Length > 2 && tmp[1] == "whispers")
{
if (tmp.Length > 4 && tmp[2] == "to" && tmp[3] == "you:")
{
message = text.Substring(tmp[0].Length + 18); //MC 1.7
}
else message = text.Substring(tmp[0].Length + 10); //MC 1.5
sender = tmp[0];
return isValidName(sender);
}
//Detect Essentials (Bukkit) /m messages
//[Someone -> me] message
else if (text[0] == '[' && tmp.Length > 3 && tmp[1] == "->"
&& (tmp[2] == "me]" || tmp[2] == "moi]")) //'me' is replaced by 'moi' in french servers
{
message = text.Substring(tmp[0].Length + 4 + tmp[2].Length + 1);
sender = tmp[0].Substring(1);
if (sender[0] == '~') { sender = sender.Substring(1); }
return isValidName(sender);
}
else return false;
}
catch (IndexOutOfRangeException) { return false; }
}
/// <summary>
/// Returns true if the text passed is a public message written by a player on the chat
/// </summary>
/// <param name="text">text to test</param>
/// <param name="message">if it's message, this will contain the message</param>
/// <param name="sender">if it's message, this will contain the player name that sends the message</param>
/// <returns>Returns true if the text is a chat message</returns>
protected static bool isChatMessage(string text, ref string message, ref string sender)
{
//Detect chat messages
//<Someone> message
//<*Faction Someone> message
//<*Faction Someone>: message
//<*Faction ~Nicknamed>: message
text = getVerbatim(text);
if (text == "") { return false; }
if (text[0] == '<')
{
try
{
text = text.Substring(1);
string[] tmp = text.Split('>');
sender = tmp[0];
message = text.Substring(sender.Length + 2);
if (message.Length > 1 && message[0] == ' ')
{ message = message.Substring(1); }
tmp = sender.Split(' ');
sender = tmp[tmp.Length - 1];
if (sender[0] == '~') { sender = sender.Substring(1); }
return isValidName(sender);
}
catch (IndexOutOfRangeException) { return false; }
}
else return false;
}
/// <summary>
/// Returns true if the text passed is a teleport request (Essentials)
/// </summary>
/// <param name="text">Text to parse</param>
/// <param name="sender">Will contain the sender's username, if it's a teleport request</param>
/// <returns>Returns true if the text is a teleport request</returns>
protected static bool isTeleportRequest(string text, ref string sender)
{
text = getVerbatim(text);
sender = text.Split(' ')[0];
if (text.EndsWith("has requested to teleport to you.")
|| text.EndsWith("has requested that you teleport to them."))
{
return isValidName(sender);
}
else return false;
}
/// <summary>
/// Writes some text in the console. Nothing will be sent to the server.
/// </summary>
/// <param name="text">Log text to write</param>
public static void LogToConsole(string text)
{
ConsoleIO.WriteLineFormatted("§8[BOT] " + text);
}
/// <summary>
/// Disconnect from the server and restart the program
/// It will unload & reload all the bots and then reconnect to the server
/// </summary>
protected void ReconnectToTheServer() { ReconnectToTheServer(3); }
/// <summary>
/// Disconnect from the server and restart the program
/// It will unload & reload all the bots and then reconnect to the server
/// </summary>
/// <param name="attempts">If connection fails, the client will make X extra attempts</param>
protected void ReconnectToTheServer(int ExtraAttempts)
{
McTcpClient.AttemptsLeft = ExtraAttempts;
Program.Restart();
}
/// <summary>
/// Disconnect from the server and exit the program
/// </summary>
protected void DisconnectAndExit()
{
Program.Exit();
}
/// <summary>
/// Unload the chatbot, and release associated memory.
/// </summary>
protected void UnloadBot()
{
handler.BotUnLoad(this);
}
/// <summary>
/// Send a private message to a player
/// </summary>
/// <param name="player">Player name</param>
/// <param name="message">Message</param>
protected void SendPrivateMessage(string player, string message)
{
SendText("/tell " + player + ' ' + message);
}
/// <summary>
/// Run a script from a file using a Scripting bot
/// </summary>
/// <param name="filename">File name</param>
/// <param name="playername">Player name to send error messages, if applicable</param>
protected void RunScript(string filename, string playername = "")
{
handler.BotLoad(new ChatBots.Script(filename, playername));
}
}
}