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https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-10-14 21:22:49 +00:00
Close Window & Toggle Setting
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parent
5895a4161f
commit
9c0e3f3bcb
6 changed files with 75 additions and 21 deletions
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@ -26,12 +26,14 @@ namespace MinecraftClient
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private readonly List<ChatBot> bots = new List<ChatBot>();
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private static readonly List<ChatBot> botsOnHold = new List<ChatBot>();
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private static List<Inventory> inventories = new List<Inventory>();
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private readonly Dictionary<string, List<ChatBot>> registeredBotPluginChannels = new Dictionary<string, List<ChatBot>>();
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private readonly List<string> registeredServerPluginChannels = new List<String>();
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private bool terrainAndMovementsEnabled;
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private bool terrainAndMovementsRequested = false;
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private bool inventoryHandling;
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private object locationLock = new object();
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private bool locationReceived = false;
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private World world = new World();
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@ -47,8 +49,7 @@ namespace MinecraftClient
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private string username;
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private string uuid;
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private string sessionid;
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private Inventory inventory;
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private Inventory playerInventory;
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public int GetServerPort() { return port; }
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public string GetServerHost() { return host; }
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@ -105,6 +106,7 @@ namespace MinecraftClient
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private void StartClient(string user, string uuid, string sessionID, string server_ip, ushort port, int protocolversion, ForgeInfo forgeInfo, bool singlecommand, string command)
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{
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terrainAndMovementsEnabled = Settings.TerrainAndMovements;
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inventoryHandling = Settings.InventoryHandling;
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bool retry = false;
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this.sessionid = sessionID;
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@ -419,6 +421,14 @@ namespace MinecraftClient
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return terrainAndMovementsEnabled;
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}
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/// <summary>
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/// Get Inventory Handling Mode
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/// </summary>
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public bool GetInventoryEnabled()
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{
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return inventoryHandling;
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}
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/// <summary>
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/// Enable or disable Terrain and Movements.
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/// Please note that Enabling will be deferred until next relog, respawn or world change.
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@ -598,6 +608,28 @@ namespace MinecraftClient
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public void onInventoryOpen(Inventory inventory)
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{
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//TODO: Handle Inventory
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if (!inventories.Contains(inventory))
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{
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inventories.Add(inventory);
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}
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}
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/// <summary>
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/// When an inventory is close
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/// </summary>
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/// <param name="inventoryID">Location to reach</param>
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public void onInventoryClose(byte inventoryID)
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{
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for (int i = 0; i < inventories.Count; i++)
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{
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Inventory inventory = inventories[i];
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if (inventory == null) continue;
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if (inventory.id == inventoryID)
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{
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inventories.Remove(inventory);
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return;
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}
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}
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}
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/// <summary>
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