Finish AutoCraft core functional part

This commit is contained in:
ReinforceZwei 2020-07-09 22:21:39 +08:00 committed by ORelio
parent 82fb081828
commit 97d7325939
5 changed files with 220 additions and 52 deletions

View file

@ -9,21 +9,86 @@ namespace MinecraftClient.ChatBots
{
class AutoCarft : ChatBot
{
private bool waitingForResult = false;
private int inventoryInUse;
private bool waitingForUpdate = false;
private int inventoryInUse = -2;
private int index = 0;
private Recipe recipeInUse;
private int updateDebounce = 0;
private bool craftingFailed = false;
private enum ActionType
{
MoveTo,
LeftClick,
ShiftClick,
WaitForUpdate,
ResetCraftArea,
Repeat
}
private class ActionStep
{
public ActionType Action;
public int Slot;
public int InventoryID;
public ActionType ActionType;
public int Slot = -2;
public int InventoryID = -2;
public ItemType ItemType;
public ActionStep(ActionType actionType)
{
ActionType = actionType;
}
public ActionStep(ActionType actionType, int inventoryID)
{
ActionType = actionType;
InventoryID = inventoryID;
}
public ActionStep(ActionType actionType, int inventoryID, int slot)
{
ActionType = actionType;
Slot = slot;
InventoryID = inventoryID;
}
public ActionStep(ActionType actionType, int inventoryID, ItemType itemType)
{
ActionType = actionType;
InventoryID = inventoryID;
ItemType = itemType;
}
}
private List<ActionStep> actionSteps = new List<ActionStep>();
private class Recipe
{
public ItemType ResultItem;
public ContainerType CraftingAreaType;
public Dictionary<int, ItemType> Materials;
public Recipe(Dictionary<int, ItemType> materials, ItemType resultItem, ContainerType type)
{
Materials = materials;
ResultItem = resultItem;
CraftingAreaType = type;
}
public static Recipe ConvertToCraftingTable(Recipe recipe)
{
if (recipe.CraftingAreaType == ContainerType.PlayerInventory)
{
if (recipe.Materials.ContainsKey(4))
{
recipe.Materials[5] = recipe.Materials[4];
recipe.Materials.Remove(4);
}
if (recipe.Materials.ContainsKey(3))
{
recipe.Materials[4] = recipe.Materials[3];
recipe.Materials.Remove(3);
}
}
return recipe;
}
}
public override void Initialize()
@ -55,64 +120,134 @@ namespace MinecraftClient.ChatBots
public string CraftCommand(string command, string[] args)
{
Dictionary<int, ItemType> recipe = new Dictionary<int, ItemType>
Dictionary<int, ItemType> materials = new Dictionary<int, ItemType>
{
{ 1, ItemType.Stone }
{ 1, ItemType.Coal },
{ 3, ItemType.Stick }
};
var inventory = GetInventories()[0];
int slotToPut = -2;
int slotToTake = -2;
Recipe recipe = new Recipe(materials, ItemType.StoneButton, ContainerType.PlayerInventory);
inventoryInUse = 0;
foreach (KeyValuePair<int, ItemType> slot in recipe)
recipeInUse = recipe;
craftingFailed = false;
waitingForUpdate = false;
index = 0;
var inventory = GetInventories()[inventoryInUse];
foreach (KeyValuePair<int, ItemType> slot in recipe.Materials)
{
slotToPut = slot.Key + 1;
slotToTake = -2;
// Find material in our inventory
foreach (KeyValuePair<int, Item> item in inventory.Items)
{
if (slot.Value == item.Value.Type)
{
slotToTake = item.Key;
break;
}
}
if (slotToTake != -2)
{
// move found material to correct crafting slot
WindowAction(0, slotToTake, WindowActionType.LeftClick);
WindowAction(0, slotToPut, WindowActionType.LeftClick);
}
actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Value));
actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Key));
}
if (slotToPut != -2 && slotToTake != -2)
if (actionSteps.Count > 0)
{
waitingForResult = true;
// Now wait for server to update the slot 0, craft result
return "Waiting for result";
actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse, 0));
actionSteps.Add(new ActionStep(ActionType.ShiftClick, inventoryInUse, 0));
actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse));
actionSteps.Add(new ActionStep(ActionType.Repeat));
HandleNextStep();
return "AutoCraft start!";
}
else return "Failed before waiting for result";
else return "AutoCraft cannot be started. Check your available materials";
}
public override void OnInventoryUpdate(int inventoryId)
{
ConsoleIO.WriteLine("Inventory " + inventoryId + " is being updated");
if (waitingForResult && inventoryInUse == inventoryId)
if (waitingForUpdate && inventoryInUse == inventoryId)
{
var inventory = GetInventories()[inventoryId];
if (inventory.Items.ContainsKey(0))
updateDebounce = 2;
}
}
public override void Update()
{
if (updateDebounce > 0)
{
updateDebounce--;
if (updateDebounce <= 0)
InventoryUpdateFinished();
}
}
private void InventoryUpdateFinished()
{
waitingForUpdate = false;
HandleNextStep();
}
private void HandleNextStep()
{
while (actionSteps.Count > 0)
{
if (waitingForUpdate) break;
ActionStep step = actionSteps[index];
index++;
switch (step.ActionType)
{
// slot 0 have item, click on it
WindowAction(0, 0, WindowActionType.LeftClick);
// Now wait for server to update our inventory
ConsoleIO.WriteLine("Crafting success");
}
else if (inventory.Items.ContainsKey(-1))
{
// Server have updated our cursor to the item we want to take out from craft result
// Now put the item back to our inventory
WindowAction(0, 37, WindowActionType.LeftClick);
ConsoleIO.WriteLine("Moved crafted item to inventory");
waitingForResult = false;
case ActionType.LeftClick:
if (step.Slot != -2)
{
WindowAction(step.InventoryID, step.Slot, WindowActionType.LeftClick);
}
else
{
int[] slots = GetInventories()[step.InventoryID].SearchItem(step.ItemType);
if (slots.Count() > 0)
{
int ignoredSlot;
if (recipeInUse.CraftingAreaType == ContainerType.PlayerInventory)
ignoredSlot = 9;
else
ignoredSlot = 10;
slots = slots.Where(slot => slot >= ignoredSlot).ToArray();
if (slots.Count() > 0)
WindowAction(step.InventoryID, slots[0], WindowActionType.LeftClick);
else
craftingFailed = true;
}
else craftingFailed = true;
}
break;
case ActionType.ShiftClick:
if (step.Slot == 0)
{
WindowAction(step.InventoryID, step.Slot, WindowActionType.ShiftClick);
}
else craftingFailed = true;
break;
case ActionType.WaitForUpdate:
if (step.InventoryID != -2)
{
waitingForUpdate = true;
}
else craftingFailed = true;
break;
case ActionType.ResetCraftArea:
if (step.InventoryID != -2)
CloseInventory(step.InventoryID);
else
craftingFailed = true;
break;
case ActionType.Repeat:
index = 0;
break;
}
HandleError();
}
}
private void HandleError()
{
if (craftingFailed)
{
actionSteps.Clear();
CloseInventory(inventoryInUse);
ConsoleIO.WriteLogLine("Crafting aborted! Check your available materials.");
}
}
}