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https://github.com/MCCTeam/Minecraft-Console-Client
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Implement unified achievements feature: data model, protocol handling, state management, ChatBot API, and /achievement command
Agent-Logs-Url: https://github.com/MCCTeam/Minecraft-Console-Client/sessions/9db483a8-4a5f-47b1-a6f4-30b6e39075bd Co-authored-by: milutinke <441903+milutinke@users.noreply.github.com>
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36
MinecraftClient/Achievement.cs
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36
MinecraftClient/Achievement.cs
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@ -0,0 +1,36 @@
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using System.Collections.Generic;
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namespace MinecraftClient
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{
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/// <summary>
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/// The type of an achievement or advancement.
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/// </summary>
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public enum AchievementType
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{
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Task,
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Challenge,
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Goal,
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Legacy
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}
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/// <summary>
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/// Represents a Minecraft achievement (pre-1.12) or advancement (1.12+).
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/// </summary>
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/// <param name="Id">Resource identifier, e.g. "minecraft:story/root" or "achievement.openInventory"</param>
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/// <param name="Title">Display title (null for legacy achievements without display info)</param>
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/// <param name="Description">Display description (null for legacy achievements without display info)</param>
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/// <param name="Type">The frame type / achievement category</param>
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/// <param name="IsHidden">Whether this advancement is hidden in the UI</param>
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/// <param name="IsCompleted">Whether all requirements have been met</param>
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/// <param name="Requirements">OR-groups of criterion names; all groups must be satisfied</param>
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/// <param name="CriteriaProgress">Per-criterion completion status</param>
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public record Achievement(
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string Id,
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string? Title,
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string? Description,
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AchievementType Type,
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bool IsHidden,
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bool IsCompleted,
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IReadOnlyList<IReadOnlyList<string>> Requirements,
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IReadOnlyDictionary<string, bool> CriteriaProgress);
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}
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106
MinecraftClient/Commands/AchievementCommand.cs
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106
MinecraftClient/Commands/AchievementCommand.cs
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@ -0,0 +1,106 @@
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using System.Linq;
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using System.Text;
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using Brigadier.NET;
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using Brigadier.NET.Builder;
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using MinecraftClient.CommandHandler;
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namespace MinecraftClient.Commands
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{
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public class AchievementCommand : Command
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{
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public override string CmdName => "achievement";
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public override string CmdUsage => "achievement <list|locked|unlocked>";
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public override string CmdDesc => Translations.cmd_achievement_desc;
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public override void RegisterCommand(CommandDispatcher<CmdResult> dispatcher)
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{
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dispatcher.Register(l => l.Literal("help")
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.Then(l => l.Literal(CmdName)
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.Executes(r => GetUsage(r.Source, string.Empty))
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.Then(l => l.Literal("list")
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.Executes(r => GetUsage(r.Source, "list")))
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.Then(l => l.Literal("locked")
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.Executes(r => GetUsage(r.Source, "locked")))
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.Then(l => l.Literal("unlocked")
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.Executes(r => GetUsage(r.Source, "unlocked")))
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)
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);
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dispatcher.Register(l => l.Literal(CmdName)
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.Executes(r => ListAchievements(r.Source, null))
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.Then(l => l.Literal("list")
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.Executes(r => ListAchievements(r.Source, null)))
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.Then(l => l.Literal("locked")
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.Executes(r => ListAchievements(r.Source, false)))
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.Then(l => l.Literal("unlocked")
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.Executes(r => ListAchievements(r.Source, true)))
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.Then(l => l.Literal("_help")
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.Executes(r => GetUsage(r.Source, string.Empty))
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.Redirect(dispatcher.GetRoot().GetChild("help").GetChild(CmdName)))
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);
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}
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private int GetUsage(CmdResult r, string? cmd)
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{
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return r.SetAndReturn(cmd switch
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{
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#pragma warning disable format
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"list" => GetCmdDescTranslated(),
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"locked" => GetCmdDescTranslated(),
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"unlocked" => GetCmdDescTranslated(),
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_ => GetCmdDescTranslated(),
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#pragma warning restore format
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});
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}
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/// <param name="completed">null = all, true = unlocked only, false = locked only</param>
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private static int ListAchievements(CmdResult r, bool? completed)
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{
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McClient handler = CmdResult.currentHandler!;
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Achievement[] items = completed switch
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{
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true => handler.GetUnlockedAchievements(),
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false => handler.GetLockedAchievements(),
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null => handler.GetAchievements()
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};
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if (items.Length == 0)
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{
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string msg = completed switch
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{
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true => Translations.cmd_achievement_none_unlocked,
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false => Translations.cmd_achievement_none_locked,
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_ => Translations.cmd_achievement_none
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};
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return r.SetAndReturn(CmdResult.Status.Done, msg);
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}
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string header = completed switch
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{
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true => Translations.cmd_achievement_header_unlocked,
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false => Translations.cmd_achievement_header_locked,
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_ => Translations.cmd_achievement_header
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};
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StringBuilder sb = new();
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sb.AppendLine(header);
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foreach (Achievement a in items.OrderBy(static a => a.Id))
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{
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string status = a.IsCompleted
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? Translations.cmd_achievement_done
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: Translations.cmd_achievement_todo;
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string display = a.Title is not null
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? string.Format(Translations.cmd_achievement_entry_titled, status, a.Title, a.Id, a.Type)
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: string.Format(Translations.cmd_achievement_entry, status, a.Id, a.Type);
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sb.AppendLine(display);
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}
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handler.Log.Info(sb.ToString().TrimEnd());
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return r.SetAndReturn(CmdResult.Status.Done);
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}
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}
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}
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@ -45,11 +45,14 @@ namespace MinecraftClient
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private readonly Queue<Action> threadTasks = new();
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private readonly Lock threadTasksLock = new();
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private readonly Lock recipeBookLock = new();
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private readonly Lock achievementsLock = new();
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private readonly List<ChatBot> bots = new();
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private static readonly List<ChatBot> botsOnHold = new();
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private static readonly Dictionary<int, Container> inventories = new();
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private readonly Dictionary<string, RecipeBookRecipeEntry> unlockedRecipes = new(StringComparer.Ordinal);
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private readonly Dictionary<string, Achievement> achievements = new(StringComparer.Ordinal);
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private string? activeAdvancementTab;
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private readonly Dictionary<string, List<ChatBot>> registeredBotPluginChannels = new();
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private readonly List<string> registeredServerPluginChannels = new();
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@ -1353,6 +1356,42 @@ namespace MinecraftClient
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}
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}
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/// <summary>
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/// Get all achievements/advancements known to the client.
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/// </summary>
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/// <returns>Snapshot of all achievements</returns>
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public Achievement[] GetAchievements()
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{
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lock (achievementsLock)
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{
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return [.. achievements.Values];
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}
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}
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/// <summary>
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/// Get only completed achievements/advancements.
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/// </summary>
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/// <returns>Snapshot of completed achievements</returns>
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public Achievement[] GetUnlockedAchievements()
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{
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lock (achievementsLock)
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{
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return achievements.Values.Where(static a => a.IsCompleted).ToArray();
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}
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}
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/// <summary>
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/// Get only incomplete achievements/advancements.
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/// </summary>
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/// <returns>Snapshot of locked achievements</returns>
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public Achievement[] GetLockedAchievements()
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{
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lock (achievementsLock)
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{
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return achievements.Values.Where(static a => !a.IsCompleted).ToArray();
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}
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}
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/// <summary>
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/// Get all Entities
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/// </summary>
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@ -4139,6 +4178,67 @@ namespace MinecraftClient
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}
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}
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public void OnAchievementsUpdate(IReadOnlyList<Achievement> added, IReadOnlyList<string> removedIds, bool reset)
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{
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lock (achievementsLock)
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{
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if (reset)
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achievements.Clear();
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// Remove entries
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foreach (string id in removedIds)
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achievements.Remove(id);
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// Add/update entries. For progress-only updates (no definition),
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// merge with existing definition if available.
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foreach (Achievement entry in added)
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{
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if (entry.Title is null && achievements.TryGetValue(entry.Id, out Achievement? existing))
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{
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// Progress-only update - merge with existing definition
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bool isCompleted = ComputeAchievementCompleted(existing.Requirements, entry.CriteriaProgress);
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achievements[entry.Id] = existing with { IsCompleted = isCompleted, CriteriaProgress = entry.CriteriaProgress };
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}
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else
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{
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achievements[entry.Id] = entry;
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}
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}
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}
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DispatchBotEvent(bot => bot.OnAchievementUpdate(added, removedIds, reset));
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}
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public void OnSelectAdvancementTab(string? tabId)
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{
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activeAdvancementTab = tabId;
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}
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/// <summary>
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/// Compute whether an achievement is completed based on AND-of-ORs requirements.
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/// </summary>
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private static bool ComputeAchievementCompleted(IReadOnlyList<IReadOnlyList<string>> requirements, IReadOnlyDictionary<string, bool> criteria)
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{
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if (requirements.Count == 0)
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return true;
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foreach (IReadOnlyList<string> group in requirements)
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{
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bool groupSatisfied = false;
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foreach (string criterion in group)
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{
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if (criteria.TryGetValue(criterion, out bool done) && done)
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{
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groupSatisfied = true;
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break;
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}
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}
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if (!groupSatisfied)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Send a click container button packet to the server.
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/// Used for Enchanting table, Lectern, stone cutter and loom
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@ -3132,6 +3132,14 @@ namespace MinecraftClient.Protocol.Handlers
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case PacketTypesIn.RecipeBookSettings:
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break;
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case PacketTypesIn.Advancements:
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HandleAdvancements(packetData);
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break;
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case PacketTypesIn.SelectAdvancementTab:
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HandleSelectAdvancementTab(packetData);
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break;
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default:
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return false; //Ignored packet
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}
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@ -3139,6 +3147,189 @@ namespace MinecraftClient.Protocol.Handlers
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return true; //Packet processed
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}
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/// <summary>
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/// Handle the Advancements packet (1.12+).
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/// Also handles the Statistics packet for pre-1.12 legacy achievements.
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/// </summary>
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private void HandleAdvancements(Queue<byte> packetData)
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{
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bool reset = dataTypes.ReadNextBool(packetData);
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// --- Added advancements ---
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int addedCount = dataTypes.ReadNextVarInt(packetData);
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var added = new List<Achievement>(addedCount);
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var addedDefinitions = new Dictionary<string, (string? title, string? description, AchievementType type, bool isHidden, List<List<string>> requirements)>(addedCount);
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for (int i = 0; i < addedCount; i++)
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{
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string id = dataTypes.ReadNextString(packetData);
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// Parent
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bool hasParent = dataTypes.ReadNextBool(packetData);
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if (hasParent)
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dataTypes.ReadNextString(packetData); // parentId - read and discard
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// Display
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string? title = null;
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string? description = null;
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var type = AchievementType.Task;
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bool isHidden = false;
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bool hasDisplay = dataTypes.ReadNextBool(packetData);
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if (hasDisplay)
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{
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title = dataTypes.ReadNextChat(packetData);
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description = dataTypes.ReadNextChat(packetData);
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dataTypes.ReadNextItemSlot(packetData, itemPalette); // icon - read and discard
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int frameType = dataTypes.ReadNextVarInt(packetData);
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type = frameType switch
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{
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1 => AchievementType.Challenge,
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2 => AchievementType.Goal,
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_ => AchievementType.Task
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};
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int flags = dataTypes.ReadNextInt(packetData);
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isHidden = (flags & 0x04) != 0;
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if ((flags & 0x01) != 0)
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dataTypes.ReadNextString(packetData); // background texture - read and discard
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dataTypes.ReadNextFloat(packetData); // x
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dataTypes.ReadNextFloat(packetData); // y
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}
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// Criteria and requirements differ by version
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var requirements = new List<List<string>>();
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if (protocolVersion < MC_1_20_6_Version)
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{
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// Builder-based: criteria names list, then requirements
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int criteriaCount = dataTypes.ReadNextVarInt(packetData);
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for (int c = 0; c < criteriaCount; c++)
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dataTypes.ReadNextString(packetData); // criterion name only, no trigger data
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int reqGroupCount = dataTypes.ReadNextVarInt(packetData);
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for (int g = 0; g < reqGroupCount; g++)
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{
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int groupSize = dataTypes.ReadNextVarInt(packetData);
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var group = new List<string>(groupSize);
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for (int s = 0; s < groupSize; s++)
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group.Add(dataTypes.ReadNextString(packetData));
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requirements.Add(group);
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}
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}
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else
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{
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// AdvancementHolder-based (1.20.6+): requirements only, then sendsTelemetryEvent
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int reqGroupCount = dataTypes.ReadNextVarInt(packetData);
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for (int g = 0; g < reqGroupCount; g++)
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{
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int groupSize = dataTypes.ReadNextVarInt(packetData);
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var group = new List<string>(groupSize);
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for (int s = 0; s < groupSize; s++)
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group.Add(dataTypes.ReadNextString(packetData));
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requirements.Add(group);
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}
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dataTypes.ReadNextBool(packetData); // sendsTelemetryEvent
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}
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addedDefinitions[id] = (title, description, type, isHidden, requirements);
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}
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// --- Removed advancement IDs ---
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int removedCount = dataTypes.ReadNextVarInt(packetData);
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var removedIds = new List<string>(removedCount);
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for (int i = 0; i < removedCount; i++)
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removedIds.Add(dataTypes.ReadNextString(packetData));
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// --- Progress updates ---
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int progressCount = dataTypes.ReadNextVarInt(packetData);
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var progressMap = new Dictionary<string, Dictionary<string, bool>>(progressCount);
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for (int i = 0; i < progressCount; i++)
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{
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string id = dataTypes.ReadNextString(packetData);
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int criteriaEntries = dataTypes.ReadNextVarInt(packetData);
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var criteria = new Dictionary<string, bool>(criteriaEntries);
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for (int c = 0; c < criteriaEntries; c++)
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{
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string criterionName = dataTypes.ReadNextString(packetData);
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bool isDone = dataTypes.ReadNextBool(packetData);
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if (isDone)
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dataTypes.ReadNextLong(packetData); // epochMs - read and discard
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criteria[criterionName] = isDone;
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}
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progressMap[id] = criteria;
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}
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// showAdvancements boolean added in 1.21.11+
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if (protocolVersion >= MC_1_21_11_Version)
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dataTypes.ReadNextBool(packetData); // showAdvancements - read and discard
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// Build Achievement records from definitions + progress
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foreach (var (id, def) in addedDefinitions)
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{
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progressMap.TryGetValue(id, out var criteria);
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criteria ??= new Dictionary<string, bool>();
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bool isCompleted = ComputeAdvancementCompleted(def.requirements, criteria);
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var readOnlyReqs = def.requirements.ConvertAll<IReadOnlyList<string>>(static g => g.AsReadOnly());
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added.Add(new Achievement(id, def.title, def.description, def.type, def.isHidden, isCompleted, readOnlyReqs.AsReadOnly(), criteria));
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}
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// Also build Achievement records for progress-only updates (no definition change)
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var progressOnly = new List<Achievement>();
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foreach (var (id, criteria) in progressMap)
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{
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if (!addedDefinitions.ContainsKey(id))
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progressOnly.Add(new Achievement(id, null, null, AchievementType.Task, false, false, [], criteria));
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}
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handler.OnAchievementsUpdate([.. added, .. progressOnly], removedIds, reset);
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}
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/// <summary>
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/// Compute whether an advancement is completed based on AND-of-ORs requirements.
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/// </summary>
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private static bool ComputeAdvancementCompleted(List<List<string>> requirements, Dictionary<string, bool> criteria)
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{
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// Zero requirements = automatically done
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if (requirements.Count == 0)
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return true;
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// Each OR-group must have at least one satisfied criterion
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foreach (var group in requirements)
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{
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bool groupSatisfied = false;
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foreach (string criterion in group)
|
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{
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if (criteria.TryGetValue(criterion, out bool done) && done)
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{
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groupSatisfied = true;
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break;
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}
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}
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if (!groupSatisfied)
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return false;
|
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}
|
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return true;
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}
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|
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/// <summary>
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/// Handle the SelectAdvancementTab packet.
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/// </summary>
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private void HandleSelectAdvancementTab(Queue<byte> packetData)
|
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{
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bool hasTab = dataTypes.ReadNextBool(packetData);
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string? tabId = hasTab ? dataTypes.ReadNextString(packetData) : null;
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handler.OnSelectAdvancementTab(tabId);
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}
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private void HandleUnlockRecipes(Queue<byte> packetData)
|
||||
{
|
||||
int action = dataTypes.ReadNextVarInt(packetData);
|
||||
|
|
|
|||
|
|
@ -530,6 +530,20 @@ namespace MinecraftClient.Protocol
|
|||
/// <param name="recipeIds">Recipe identifiers to remove</param>
|
||||
public void OnRecipeBookRemove(string[] recipeIds);
|
||||
|
||||
/// <summary>
|
||||
/// Called when achievement/advancement data is received from the server.
|
||||
/// </summary>
|
||||
/// <param name="added">Achievements that were added or updated</param>
|
||||
/// <param name="removedIds">IDs of achievements that were removed</param>
|
||||
/// <param name="reset">True if all existing state should be cleared before applying</param>
|
||||
public void OnAchievementsUpdate(IReadOnlyList<Achievement> added, IReadOnlyList<string> removedIds, bool reset);
|
||||
|
||||
/// <summary>
|
||||
/// Called when the server selects an advancement tab.
|
||||
/// </summary>
|
||||
/// <param name="tabId">The tab identifier, or null if no tab is selected</param>
|
||||
public void OnSelectAdvancementTab(string? tabId);
|
||||
|
||||
/// <summary>
|
||||
/// Send a click container button packet to the server.
|
||||
/// Used for Enchanting table, Lectern, stone cutter and loom
|
||||
|
|
|
|||
|
|
@ -7174,5 +7174,104 @@ namespace MinecraftClient {
|
|||
return ResourceManager.GetString("cmd.minimap.position_set", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to list achievements/advancements from the server..
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_desc {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.desc", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to No achievements/advancements received yet..
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_none {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.none", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to No completed achievements/advancements..
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_none_unlocked {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.none_unlocked", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to No incomplete achievements/advancements..
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_none_locked {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.none_locked", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Achievements/Advancements:.
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_header {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.header", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Completed achievements/advancements:.
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_header_unlocked {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.header_unlocked", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to Incomplete achievements/advancements:.
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_header_locked {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.header_locked", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to [DONE].
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_done {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.done", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to [TODO].
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_todo {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.todo", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to {0} {1} ({2}) [{3}].
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_entry_titled {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.entry_titled", resourceCulture);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Looks up a localized string similar to {0} {1} [{2}].
|
||||
/// </summary>
|
||||
internal static string cmd_achievement_entry {
|
||||
get {
|
||||
return ResourceManager.GetString("cmd.achievement.entry", resourceCulture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2527,4 +2527,37 @@ see item details.</value>
|
|||
<data name="cmd.minimap.position_set" xml:space="preserve">
|
||||
<value>Minimap position set to: {0}</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.desc" xml:space="preserve">
|
||||
<value>list achievements/advancements from the server.</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.none" xml:space="preserve">
|
||||
<value>No achievements/advancements received yet.</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.none_unlocked" xml:space="preserve">
|
||||
<value>No completed achievements/advancements.</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.none_locked" xml:space="preserve">
|
||||
<value>No incomplete achievements/advancements.</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.header" xml:space="preserve">
|
||||
<value>Achievements/Advancements:</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.header_unlocked" xml:space="preserve">
|
||||
<value>Completed achievements/advancements:</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.header_locked" xml:space="preserve">
|
||||
<value>Incomplete achievements/advancements:</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.done" xml:space="preserve">
|
||||
<value>[DONE]</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.todo" xml:space="preserve">
|
||||
<value>[TODO]</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.entry_titled" xml:space="preserve">
|
||||
<value>{0} {1} ({2}) [{3}]</value>
|
||||
</data>
|
||||
<data name="cmd.achievement.entry" xml:space="preserve">
|
||||
<value>{0} {1} [{2}]</value>
|
||||
</data>
|
||||
</root>
|
||||
|
|
|
|||
|
|
@ -514,6 +514,14 @@ namespace MinecraftClient.Scripting
|
|||
/// <param name="block">The block</param>
|
||||
public virtual void OnBlockChange(Location location, Block block) { }
|
||||
|
||||
/// <summary>
|
||||
/// Called when achievement/advancement data is updated.
|
||||
/// </summary>
|
||||
/// <param name="updated">Achievements that were added or updated</param>
|
||||
/// <param name="removedIds">IDs of achievements that were removed</param>
|
||||
/// <param name="reset">Whether the achievement state was fully reset before this update</param>
|
||||
public virtual void OnAchievementUpdate(IReadOnlyList<Achievement> updated, IReadOnlyList<string> removedIds, bool reset) { }
|
||||
|
||||
/* =================================================================== */
|
||||
/* ToolBox - Methods below might be useful while creating your bot. */
|
||||
/* You should not need to interact with other classes of the program. */
|
||||
|
|
@ -1120,6 +1128,33 @@ namespace MinecraftClient.Scripting
|
|||
return Handler.GetEntities();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all achievements/advancements.
|
||||
/// </summary>
|
||||
/// <returns>Snapshot of all achievements</returns>
|
||||
protected Achievement[] GetAchievements()
|
||||
{
|
||||
return Handler.GetAchievements();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get only completed achievements/advancements.
|
||||
/// </summary>
|
||||
/// <returns>Snapshot of unlocked achievements</returns>
|
||||
protected Achievement[] GetUnlockedAchievements()
|
||||
{
|
||||
return Handler.GetUnlockedAchievements();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get only incomplete achievements/advancements.
|
||||
/// </summary>
|
||||
/// <returns>Snapshot of locked achievements</returns>
|
||||
protected Achievement[] GetLockedAchievements()
|
||||
{
|
||||
return Handler.GetLockedAchievements();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get all players Latency
|
||||
/// </summary>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue