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AuotoAttack: add support for multiple interact modes (#2044)
* Adds support for multiple interact modes * Entity interaction: Implement enum Co-authored-by: ORelio <ORelio@users.noreply.github.com>
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commit
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8 changed files with 116 additions and 80 deletions
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@ -212,7 +212,7 @@ namespace MinecraftClient
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if (Settings.ScriptScheduler_Enabled) { BotLoad(new ChatBots.ScriptScheduler(Settings.ExpandVars(Settings.ScriptScheduler_TasksFile))); }
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if (Settings.RemoteCtrl_Enabled) { BotLoad(new ChatBots.RemoteControl()); }
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if (Settings.AutoRespond_Enabled) { BotLoad(new ChatBots.AutoRespond(Settings.AutoRespond_Matches)); }
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if (Settings.AutoAttack_Enabled) { BotLoad(new ChatBots.AutoAttack(Settings.AutoAttack_Mode, Settings.AutoAttack_Priority, Settings.AutoAttack_OverrideAttackSpeed, Settings.AutoAttack_CooldownSeconds)); }
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if (Settings.AutoAttack_Enabled) { BotLoad(new ChatBots.AutoAttack(Settings.AutoAttack_Mode, Settings.AutoAttack_Priority, Settings.AutoAttack_OverrideAttackSpeed, Settings.AutoAttack_CooldownSeconds, Settings.AutoAttack_Interaction)); }
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if (Settings.AutoFishing_Enabled) { BotLoad(new ChatBots.AutoFishing()); }
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if (Settings.AutoEat_Enabled) { BotLoad(new ChatBots.AutoEat(Settings.AutoEat_hungerThreshold)); }
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if (Settings.Mailer_Enabled) { BotLoad(new ChatBots.Mailer()); }
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@ -1632,23 +1632,23 @@ namespace MinecraftClient
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/// Interact with an entity
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/// </summary>
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/// <param name="EntityID"></param>
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/// <param name="type">0: interact, 1: attack, 2: interact at</param>
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/// <param name="type">Type of interaction (interact, attack...)</param>
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/// <param name="hand">Hand.MainHand or Hand.OffHand</param>
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/// <returns>TRUE if interaction succeeded</returns>
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public bool InteractEntity(int entityID, int type, Hand hand = Hand.MainHand)
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public bool InteractEntity(int entityID, InteractType type, Hand hand = Hand.MainHand)
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{
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if (InvokeRequired)
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return InvokeOnMainThread(() => InteractEntity(entityID, type, hand));
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if (entities.ContainsKey(entityID))
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{
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if (type == 0)
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if (type == InteractType.Interact)
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{
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return handler.SendInteractEntity(entityID, type, (int)hand);
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return handler.SendInteractEntity(entityID, (int)type, (int)hand);
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}
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else
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{
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return handler.SendInteractEntity(entityID, type);
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return handler.SendInteractEntity(entityID, (int)type);
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}
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}
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else return false;
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