Rework of MineCube.cs and further improvements to CalculatePath() (#2014)

* Add function to determine if the client is executing a walking process
* Add comments
* Remove test bot entry
* Add funtion to approach a block as close as possible
* Add funtion to approach a block as close as possible
* Add funtion to approach a block as close as possible
* Add comment to function in McClient.cs
* Improve concurrency and reduce potential calculation power
* Apply code suggestions
* Apply code suggestions
* Improve CalculatePath() function to allow approaching
* Fix typo in MinecraftClient/ChatBot.cs
* Add comments to Chatbot fucntion
* Add break to for loop to exit quicker
* Allow to give a maxOffset to the goal
* Comment the sample bot again.
* Add parameter for calculation timeout
* Remove TestBot again
* Implement timeout in Chatbot class
* Remove test commands
* Update comment in Chatbot.cs
* Set timeout to default 5 sec
* Change order of parameters back
* Add suggested improvements
* Move task and fix missing methods in .NET 4.0
* Create switch for tool handling
* Remove unused function
* Improve movement
* Improve performance of CalculatePath()

 - Replace Hashset OpenSet with a Binary Heap
  - Temporary remove maxOffset / minOffset features
 - Round start location for easier calculation
 - Add 0.5 to each location in reconstruct path to avoid getting stuck
    on edges

* Add diagonal movement
* Remove direct block movement
- causes kick for invalid packet movement if moving on the block you are
  currently standing on

* Floor start in A* and improve diagonal walking check
* Add helperfunctions to McClient.cs
* Prevent client from falling into danger
* Add comment to function and remove dependencies
* Add comments
* Remove debug settings

Co-authored-by: ORelio <ORelio@users.noreply.github.com>
This commit is contained in:
Daenges 2022-08-15 18:26:40 +02:00 committed by GitHub
parent ea6788278d
commit aa1f54d0d8
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5 changed files with 787 additions and 502 deletions

View file

@ -1,165 +0,0 @@
using System;
using System.Collections.Generic;
namespace MinecraftClient.Mapping
{
/// <summary>
/// A row of blocks that will be mined
/// </summary>
public class Row
{
public readonly List<Location> BlocksInRow;
/// <summary>
/// Initialize a row of blocks
/// </summary>
/// <param name="bIL"> Enter a list of blocks </param>
public Row(List<Location> blocksInRow = null)
{
BlocksInRow = blocksInRow ?? new List<Location>();
}
}
/// <summary>
/// Several rows are summarized in a layer
/// </summary>
public class Layer
{
public readonly List<Row> RowsInLayer;
/// <summary>
/// Add a new row to this layer
/// </summary>
/// <param name="givenRow"> enter a row that should be added </param>
/// <returns> Index of the last row </returns>
public void AddRow(Row givenRow = null)
{
RowsInLayer.Add(givenRow ?? new Row());
}
/// <summary>
/// Initialize a layer
/// </summary>
/// <param name="rTM"> Enter a list of rows </param>
public Layer(List<Row> rowInLayer = null)
{
RowsInLayer = rowInLayer ?? new List<Row>();
}
}
/// <summary>
/// Several layers result in a cube
/// </summary>
public class Cube
{
public readonly List<Layer> LayersInCube;
/// <summary>
/// Add a new layer to the cube
/// </summary>
/// <param name="givenLayer"> Enter a layer that should be added </param>
/// <returns> Index of the last layer </returns>
public void AddLayer(Layer givenLayer = null)
{
LayersInCube.Add(givenLayer ?? new Layer());
}
/// <summary>
/// Initialize a cube
/// </summary>
/// <param name="lTM"> Enter a list of layers </param>
public Cube(List<Layer> layerInCube = null)
{
LayersInCube = layerInCube ?? new List<Layer>();
}
}
public static class CubeFromWorld
{
/// <summary>
/// Creates a cube of blocks out of two coordinates.
/// </summary>
/// <param name="startBlock">Start Location</param>
/// <param name="stopBlock">Stop Location</param>
/// <returns>A cube of blocks consisting of Layers, Rows and single blocks</returns>
public static Cube GetBlocksAsCube(World currentWorld, Location startBlock, Location stopBlock, List<Material> materialList = null, bool isBlacklist = true)
{
// Initialize cube to mine.
Cube cubeToMine = new Cube();
// Get the distance between start and finish as Vector.
Location vectorToStopPosition = stopBlock - startBlock;
// Initialize Iteration process
int[] iterateX = GetNumbersFromTo(0, Convert.ToInt32(Math.Round(vectorToStopPosition.X))).ToArray();
int[] iterateY = GetNumbersFromTo(0, Convert.ToInt32(Math.Round(vectorToStopPosition.Y))).ToArray();
int[] iterateZ = GetNumbersFromTo(0, Convert.ToInt32(Math.Round(vectorToStopPosition.Z))).ToArray();
// Iterate through all coordinates relative to the start block.
foreach (int y in iterateY)
{
Layer tempLayer = new Layer();
foreach (int x in iterateX)
{
Row tempRow = new Row();
foreach (int z in iterateZ)
{
if (materialList != null && materialList.Count > 0)
{
Location tempLocation = new Location(Math.Round(startBlock.X + x), Math.Round(startBlock.Y + y), Math.Round(startBlock.Z + z));
Material tempLocationMaterial = currentWorld.GetBlock(tempLocation).Type;
// XOR
// If blacklist == true and it does not contain the material (false); Add it.
// If blacklist == false (whitelist) and it contains the item (true); Add it.
if (isBlacklist ^ materialList.Contains(tempLocationMaterial))
{
tempRow.BlocksInRow.Add(tempLocation);
}
}
else
{
tempRow.BlocksInRow.Add(new Location(Math.Round(startBlock.X + x), Math.Round(startBlock.Y + y), Math.Round(startBlock.Z + z)));
}
}
if (tempRow.BlocksInRow.Count > 0)
{
tempLayer.AddRow(tempRow);
}
}
if (tempLayer.RowsInLayer.Count > 0)
{
cubeToMine.AddLayer(tempLayer);
}
}
return cubeToMine;
}
/// <summary>
/// Get all numbers between from and to.
/// </summary>
/// <param name="start">Number to start</param>
/// <param name="end">Number to stop</param>
/// <returns>All numbers between the start and stop number, including the stop number</returns>
private static List<int> GetNumbersFromTo(int start, int stop)
{
List<int> tempList = new List<int>();
if (start <= stop)
{
for (int i = start; i <= stop; i++)
{
tempList.Add(i);
}
}
else
{
for (int i = start; i >= stop; i--)
{
tempList.Add(i);
}
}
return tempList;
}
}
}

View file

@ -15,7 +15,13 @@ namespace MinecraftClient.Mapping
West = 1, West = 1,
North = 2, North = 2,
East = 3, East = 3,
Up = 4, Up = 4,
Down = 5 Down = 5,
NorthEast = 6,
SouthEast = 7,
SouthWest = 8,
NorthWest = 9,
} }
} }

View file

@ -1,6 +1,5 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Threading; using System.Threading;
using System.Threading.Tasks; using System.Threading.Tasks;
@ -61,7 +60,7 @@ namespace MinecraftClient.Mapping
} }
else else
{ {
foreach (Direction dir in new []{ Direction.East, Direction.West, Direction.North, Direction.South }) foreach (Direction dir in new[] { Direction.East, Direction.West, Direction.North, Direction.South })
if (CanMove(world, location, dir) && IsOnGround(world, Move(location, dir)) && (allowUnsafe || IsSafe(world, Move(location, dir)))) if (CanMove(world, location, dir) && IsOnGround(world, Move(location, dir)) && (allowUnsafe || IsSafe(world, Move(location, dir))))
availableMoves.Add(Move(location, dir)); availableMoves.Add(Move(location, dir));
availableMoves.Add(Move(location, Direction.Down)); availableMoves.Add(Move(location, Direction.Down));
@ -164,72 +163,77 @@ namespace MinecraftClient.Mapping
/// <returns>A list of locations, or null if calculation failed</returns> /// <returns>A list of locations, or null if calculation failed</returns>
public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, CancellationToken ct) public static Queue<Location> CalculatePath(World world, Location start, Location goal, bool allowUnsafe, int maxOffset, int minOffset, CancellationToken ct)
{ {
// This is a bad configuration
if (minOffset > maxOffset) if (minOffset > maxOffset)
throw new ArgumentException("minOffset must be lower or equal to maxOffset", "minOffset"); throw new ArgumentException("minOffset must be lower or equal to maxOffset", "minOffset");
// Round start coordinates for easier calculation
start = new Location(Math.Floor(start.X), Math.Floor(start.Y), Math.Floor(start.Z));
// We always use distance squared so our limits must also be squared. // We always use distance squared so our limits must also be squared.
minOffset *= minOffset; minOffset *= minOffset;
maxOffset *= maxOffset; maxOffset *= maxOffset;
Location current = new Location(); // Location that is currently processed ///---///
Location closestGoal = new Location(); // Closest Location to the goal. Used for approaching if goal can not be reached or was not found. // Prepare variables and datastructures for A*
HashSet<Location> ClosedSet = new HashSet<Location>(); // The set of locations already evaluated. ///---///
HashSet<Location> OpenSet = new HashSet<Location>(new[] { start }); // The set of tentative nodes to be evaluated, initially containing the start node
Dictionary<Location, Location> Came_From = new Dictionary<Location, Location>(); // The map of navigated nodes. // Dictionary that contains the relation between all coordinates and resolves the final path
Dictionary<Location, Location> CameFrom = new Dictionary<Location, Location>();
// Create a Binary Heap for all open positions => Allows fast access to Nodes with lowest scores
BinaryHeap openSet = new BinaryHeap();
// Dictionary to keep track of the G-Score of every location
Dictionary<Location, int> gScoreDict = new Dictionary<Location, int>();
Dictionary<Location, int> g_score = new Dictionary<Location, int>(); //:= map with default value of Infinity // Set start values for variables
g_score[start] = 0; // Cost from start along best known path. openSet.Insert(0, (int)start.DistanceSquared(goal), start);
// Estimated total cost from start to goal through y. gScoreDict[start] = 0;
Dictionary<Location, int> f_score = new Dictionary<Location, int>(); //:= map with default value of Infinity BinaryHeap.Node current = null;
f_score[start] = (int)start.DistanceSquared(goal); //heuristic_cost_estimate(start, goal)
while (OpenSet.Count > 0) ///---///
// Start of A*
///---///
// Execute while we have nodes to process and we are not cancelled
while (openSet.Count() > 0 && !ct.IsCancellationRequested)
{ {
current = //the node in OpenSet having the lowest f_score[] value // Get the root node of the Binary Heap
OpenSet.Select(location => f_score.ContainsKey(location) // Node with the lowest F-Score or lowest H-Score on tie
? new KeyValuePair<Location, int>(location, f_score[location]) current = openSet.GetRootLocation();
: new KeyValuePair<Location, int>(location, int.MaxValue))
.OrderBy(pair => pair.Value).
// Sort for h-score (f-score - g-score) to get smallest distance to goal if f-scores are equal
ThenBy(pair => f_score[pair.Key]-g_score[pair.Key]).First().Key;
// Only assert a value if it is of actual use later
if (maxOffset > 0 && ClosedSet.Count > 0)
// Get the block that currently is closest to the goal
closestGoal = ClosedSet.OrderBy(checkedLocation => checkedLocation.DistanceSquared(goal)).First();
// Stop when goal is reached or we are close enough // Return if goal found and no maxOffset was given OR current node is between minOffset and maxOffset
if (current == goal || (minOffset > 0 && current.DistanceSquared(goal) <= minOffset)) if ((current.Location == goal && maxOffset <= 0) || (maxOffset > 0 && current.H_score >= minOffset && current.H_score <= maxOffset))
return ReconstructPath(Came_From, current);
else if (ct.IsCancellationRequested)
break; // Return if we are cancelled
OpenSet.Remove(current);
ClosedSet.Add(current);
foreach (Location neighbor in GetAvailableMoves(world, current, allowUnsafe))
{ {
if (ct.IsCancellationRequested) return ReconstructPath(CameFrom, current.Location);
break; // Stop searching for blocks if we are cancelled. }
if (ClosedSet.Contains(neighbor))
continue; // Ignore the neighbor which is already evaluated.
int tentative_g_score = g_score[current] + (int)current.DistanceSquared(neighbor); //dist_between(current,neighbor) // length of this path.
if (!OpenSet.Contains(neighbor)) // Discover a new node
OpenSet.Add(neighbor);
else if (tentative_g_score >= g_score[neighbor])
continue; // This is not a better path.
// This path is the best until now. Record it! // Discover neighbored blocks
Came_From[neighbor] = current; foreach (Location neighbor in GetAvailableMoves(world, current.Location, allowUnsafe))
g_score[neighbor] = tentative_g_score; {
f_score[neighbor] = g_score[neighbor] + (int)neighbor.DistanceSquared(goal); //heuristic_cost_estimate(neighbor, goal) // If we are cancelled: break
if (ct.IsCancellationRequested)
break;
// tentative_gScore is the distance from start to the neighbor through current
int tentativeGScore = current.G_score + (int)current.Location.DistanceSquared(neighbor);
// If the neighbor is not in the gScoreDict OR its current tentativeGScore is lower than the previously saved one:
if (!gScoreDict.ContainsKey(neighbor) || (gScoreDict.ContainsKey(neighbor) && tentativeGScore < gScoreDict[neighbor]))
{
// Save the new relation between the neighbored block and the current one
CameFrom[neighbor] = current.Location;
gScoreDict[neighbor] = tentativeGScore;
// If this location is not already included in the Binary Heap: save it
if (!openSet.ContainsLocation(neighbor))
openSet.Insert(tentativeGScore, (int)neighbor.DistanceSquared(goal), neighbor);
}
} }
} }
// Goal could not be reached. Set the path to the closest location if close enough //// Goal could not be reached. Set the path to the closest location if close enough
if (maxOffset == int.MaxValue || goal.DistanceSquared(closestGoal) <= maxOffset) if (current != null && (maxOffset == int.MaxValue || openSet.MinH_ScoreNode.H_score <= maxOffset))
return ReconstructPath(Came_From, closestGoal); return ReconstructPath(CameFrom, openSet.MinH_ScoreNode.Location);
else else
return null; return null;
} }
@ -242,16 +246,196 @@ namespace MinecraftClient.Mapping
/// <returns>the path that leads to current from the start position</returns> /// <returns>the path that leads to current from the start position</returns>
private static Queue<Location> ReconstructPath(Dictionary<Location, Location> Came_From, Location current) private static Queue<Location> ReconstructPath(Dictionary<Location, Location> Came_From, Location current)
{ {
List<Location> total_path = new List<Location>(new[] { current }); // Add 0.5 to walk over the middle of a block and avoid collisions
List<Location> total_path = new List<Location>(new[] { current + new Location(0.5, 0, 0.5) });
while (Came_From.ContainsKey(current)) while (Came_From.ContainsKey(current))
{ {
current = Came_From[current]; current = Came_From[current];
total_path.Add(current); total_path.Add(current + new Location(0.5, 0, 0.5));
} }
total_path.Reverse(); total_path.Reverse();
return new Queue<Location>(total_path); return new Queue<Location>(total_path);
} }
/// <summary>
/// A datastructure to store Locations as Nodes and provide them in sorted and queued order.
/// !!!
/// CAN BE REPLACED WITH PriorityQueue IN .NET-6
/// https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.priorityqueue-2?view=net-6.0
/// !!!
/// </summary>
public class BinaryHeap
{
/// <summary>
/// Represents a location and its attributes
/// </summary>
public class Node
{
// Distance to start
public int G_score;
// Distance to Goal
public int H_score;
public int F_score { get { return H_score + G_score; } }
public Location Location;
public Node(int g_score, int h_score, Location loc)
{
this.G_score = g_score;
this.H_score = h_score;
Location = loc;
}
}
// List which contains all nodes in form of a Binary Heap
private List<Node> heapList;
// Hashset for quick checks of locations included in the heap
private HashSet<Location> locationList;
public Node MinH_ScoreNode;
public BinaryHeap()
{
heapList = new List<Node>();
locationList = new HashSet<Location>();
MinH_ScoreNode = null;
}
/// <summary>
/// Insert a new location in the heap
/// </summary>
/// <param name="newG_Score">G-Score of the location</param>
/// <param name="newH_Score">H-Score of the location</param>
/// <param name="loc">The location</param>
public void Insert(int newG_Score, int newH_Score, Location loc)
{
// Begin at the end of the list
int i = heapList.Count;
// Temporarily save the node created with the parameters to allow comparisons
Node newNode = new Node(newG_Score, newH_Score, loc);
// Add new note to the end of the list
heapList.Add(newNode);
locationList.Add(loc);
// Save node with the smallest H-Score => Distance to goal
if (MinH_ScoreNode == null || newNode.H_score < MinH_ScoreNode.H_score)
MinH_ScoreNode = newNode;
// There is no need of sorting for one node.
if (i > 0)
{
/// Go up the heap from child to parent and move parent down...
// while we are not looking at the root node AND the new node has better attributes than the parent node ((i - 1) / 2)
while (i > 0 && FirstNodeBetter(newNode /* Current Child */, heapList[(i - 1) / 2] /* Coresponding Parent */))
{
// Move parent down and replace current child -> New free space is created
heapList[i] = heapList[(i - 1) / 2];
// Select the next parent to check
i = (i - 1) / 2;
}
/// Nodes were moved down at position I there is now a free space at the correct position for our new node:
// Insert new node in position
heapList[i] = newNode;
}
}
/// <summary>
/// Obtain the root which represents the node the the best attributes currently
/// </summary>
/// <returns>node with the best attributes currently</returns>
/// <exception cref="InvalidOperationException"></exception>
public Node GetRootLocation()
{
// The heap is empty. There is nothing to return.
if (heapList.Count == 0)
{
throw new InvalidOperationException("The heap is empty.");
}
// Save the root node
Node rootNode = heapList[0];
locationList.Remove(rootNode.Location);
// Temporarirly store the last item's value.
Node lastNode = heapList[heapList.Count - 1];
// Remove the last value.
heapList.RemoveAt(heapList.Count - 1);
if (heapList.Count > 0)
{
// Start at the first index.
int currentParentPos = 0;
/// Go through the heap from root to bottom...
// Continue until the halfway point of the heap.
while (currentParentPos < heapList.Count / 2)
{
// Select the left child of the current parent
int currentChildPos = (2 * currentParentPos) + 1;
// If the currently selected child is not the last entry of the list AND right child has better attributes
if ((currentChildPos < heapList.Count - 1) && FirstNodeBetter(heapList[currentChildPos + 1], heapList[currentChildPos]))
{
// Select the right child
currentChildPos++;
}
// If the last item is smaller than both siblings at the
// current height, break.
if (FirstNodeBetter(lastNode, heapList[currentChildPos]))
{
break;
}
// Move the item at index j up one level.
heapList[currentParentPos] = heapList[currentChildPos];
// Move index i to the appropriate branch.
currentParentPos = currentChildPos;
}
// Insert the last node into the currently free position
heapList[currentParentPos] = lastNode;
}
return rootNode;
}
/// <summary>
/// Compares two nodes and evaluates their position to the goal.
/// </summary>
/// <param name="firstNode">First node to compare</param>
/// <param name="secondNode">Second node to compare</param>
/// <returns>True if the first node has a more promissing position to the goal than the second</returns>
private static bool FirstNodeBetter(Node firstNode, Node secondNode)
{
// Is the F_score smaller?
return (firstNode.F_score < secondNode.F_score) ||
// If F_score is equal, evaluate the h-score
(firstNode.F_score == secondNode.F_score && firstNode.H_score < secondNode.H_score);
}
/// <summary>
/// Get the size of the heap
/// </summary>
/// <returns>size of the heap</returns>
public int Count()
{
return heapList.Count;
}
/// <summary>
/// Check if the heap contains a node with a certain location
/// </summary>
/// <param name="loc">Location to check</param>
/// <returns>true if a node with the given location is in the heap</returns>
public bool ContainsLocation(Location loc)
{
return locationList.Contains(loc);
}
}
/* ========= LOCATION PROPERTIES ========= */ /* ========= LOCATION PROPERTIES ========= */
/// <summary> /// <summary>
@ -313,22 +497,47 @@ namespace MinecraftClient.Mapping
{ {
switch (direction) switch (direction)
{ {
// Move vertical
case Direction.Down: case Direction.Down:
return !IsOnGround(world, location); return !IsOnGround(world, location);
case Direction.Up: case Direction.Up:
return (IsOnGround(world, location) || IsSwimming(world, location)) return (IsOnGround(world, location) || IsSwimming(world, location))
&& !world.GetBlock(Move(Move(location, Direction.Up), Direction.Up)).Type.IsSolid(); && !world.GetBlock(Move(Move(location, Direction.Up), Direction.Up)).Type.IsSolid();
// Move horizontal
case Direction.East: case Direction.East:
case Direction.West: case Direction.West:
case Direction.South: case Direction.South:
case Direction.North: case Direction.North:
return !world.GetBlock(Move(location, direction)).Type.IsSolid() return PlayerFitsHere(world, Move(location, direction));
&& !world.GetBlock(Move(Move(location, direction), Direction.Up)).Type.IsSolid();
// Move diagonal
case Direction.NorthEast:
return PlayerFitsHere(world, Move(location, Direction.North)) && PlayerFitsHere(world, Move(location, Direction.East)) && PlayerFitsHere(world, Move(location, direction));
case Direction.SouthEast:
return PlayerFitsHere(world, Move(location, Direction.South)) && PlayerFitsHere(world, Move(location, Direction.East)) && PlayerFitsHere(world, Move(location, direction));
case Direction.SouthWest:
return PlayerFitsHere(world, Move(location, Direction.South)) && PlayerFitsHere(world, Move(location, Direction.West)) && PlayerFitsHere(world, Move(location, direction));
case Direction.NorthWest:
return PlayerFitsHere(world, Move(location, Direction.North)) && PlayerFitsHere(world, Move(location, Direction.West)) && PlayerFitsHere(world, Move(location, direction));
default: default:
throw new ArgumentException("Unknown direction", "direction"); throw new ArgumentException("Unknown direction", "direction");
} }
} }
/// <summary>
/// Evaluates if a player fits in this location
/// </summary>
/// <param name="world">Current world</param>
/// <param name="location">Location to check</param>
/// <returns>True if a player is able to stand in this location</returns>
public static bool PlayerFitsHere(World world, Location location)
{
return !world.GetBlock(location).Type.IsSolid()
&& !world.GetBlock(Move(location, Direction.Up)).Type.IsSolid();
}
/// <summary> /// <summary>
/// Get an updated location for moving in the specified direction /// Get an updated location for moving in the specified direction
/// </summary> /// </summary>
@ -350,10 +559,13 @@ namespace MinecraftClient.Mapping
{ {
switch (direction) switch (direction)
{ {
// Move vertical
case Direction.Down: case Direction.Down:
return new Location(0, -1, 0); return new Location(0, -1, 0);
case Direction.Up: case Direction.Up:
return new Location(0, 1, 0); return new Location(0, 1, 0);
// Move horizontal straight
case Direction.East: case Direction.East:
return new Location(1, 0, 0); return new Location(1, 0, 0);
case Direction.West: case Direction.West:
@ -362,6 +574,17 @@ namespace MinecraftClient.Mapping
return new Location(0, 0, 1); return new Location(0, 0, 1);
case Direction.North: case Direction.North:
return new Location(0, 0, -1); return new Location(0, 0, -1);
// Move horizontal diagonal
case Direction.NorthEast:
return Move(Direction.North) + Move(Direction.East);
case Direction.SouthEast:
return Move(Direction.South) + Move(Direction.East);
case Direction.SouthWest:
return Move(Direction.South) + Move(Direction.West);
case Direction.NorthWest:
return Move(Direction.North) + Move(Direction.West);
default: default:
throw new ArgumentException("Unknown direction", "direction"); throw new ArgumentException("Unknown direction", "direction");
} }

View file

@ -60,6 +60,8 @@ namespace MinecraftClient
private float playerYaw; private float playerYaw;
private float playerPitch; private float playerPitch;
private double motionY; private double motionY;
public enum MovementType { Sneak, Walk, Sprint}
public int currentMovementSpeed = 4;
private int sequenceId; // User for player block synchronization (Aka. digging, placing blocks, etc..) private int sequenceId; // User for player block synchronization (Aka. digging, placing blocks, etc..)
private string host; private string host;
@ -344,7 +346,7 @@ namespace MinecraftClient
{ {
lock (locationLock) lock (locationLock)
{ {
for (int i = 0; i < 2; i++) //Needs to run at 20 tps; MCC runs at 10 tps for (int i = 0; i < currentMovementSpeed; i++) //Needs to run at 20 tps; MCC runs at 10 tps
{ {
if (_yaw == null || _pitch == null) if (_yaw == null || _pitch == null)
{ {
@ -1125,9 +1127,7 @@ namespace MinecraftClient
else else
{ {
// Calculate path through pathfinding. Path contains a list of 1-block movement that will be divided into steps // Calculate path through pathfinding. Path contains a list of 1-block movement that will be divided into steps
if (Movement.GetAvailableMoves(world, this.location, allowUnsafe).Contains(location)) path = Movement.CalculatePath(world, this.location, location, allowUnsafe, maxOffset, minOffset, timeout ?? TimeSpan.FromSeconds(5));
path = new Queue<Location>(new[] { location });
else path = Movement.CalculatePath(world, this.location, location, allowUnsafe, maxOffset, minOffset, timeout ?? TimeSpan.FromSeconds(5));
return path != null; return path != null;
} }
} }
@ -1905,6 +1905,49 @@ namespace MinecraftClient
return terrainAndMovementsEnabled && locationReceived && ((steps != null && steps.Count > 0) || (path != null && path.Count > 0)); return terrainAndMovementsEnabled && locationReceived && ((steps != null && steps.Count > 0) || (path != null && path.Count > 0));
} }
/// <summary>
/// Get the current goal
/// </summary>
/// <returns>Current goal of movement. Location.Zero if not set.</returns>
public Location GetCurrentMovementGoal()
{
return ClientIsMoving() ? Location.Zero : path.Last();
}
/// <summary>
/// Cancels the current movement
/// </summary>
/// <returns>True if there was an active path</returns>
public bool CancelMovement()
{
bool success = ClientIsMoving();
path = null;
return success;
}
/// <summary>
/// Change the amount of sent movement packets per time
/// </summary>
/// <param name="newSpeed">Set a new walking type</param>
public void SetMovementSpeed(MovementType newSpeed)
{
switch (newSpeed)
{
case MovementType.Sneak:
// https://minecraft.fandom.com/wiki/Sneaking#Effects - Sneaking 1.31m/s
currentMovementSpeed = 2;
break;
case MovementType.Walk:
// https://minecraft.fandom.com/wiki/Walking#Usage - Walking 4.317 m/s
currentMovementSpeed = 4;
break;
case MovementType.Sprint:
// https://minecraft.fandom.com/wiki/Sprinting#Usage - Sprinting 5.612 m/s
currentMovementSpeed = 5;
break;
}
}
/// <summary> /// <summary>
/// Called when the server sends a new player location, /// Called when the server sends a new player location,
/// or if a ChatBot whishes to update the player's location. /// or if a ChatBot whishes to update the player's location.

View file

@ -4,312 +4,490 @@ MCC.LoadBot(new MineCube());
//MCCScript Extensions //MCCScript Extensions
//using System.Threading.Tasks;
class MineCube : ChatBot class MineCube : ChatBot
{ {
public override void Initialize() private CancellationTokenSource cts;
{ private Task currentMiningTask;
if (!GetTerrainEnabled()) private TimeSpan breakTimeout;
{ private bool toolHandling;
LogToConsole(Translations.Get("extra.terrainandmovement_required")); private int cacheSize;
UnloadBot();
return;
}
RegisterChatBotCommand("mine", "Mine a cube from a to b", "/mine x y z OR /mine x1 y1 z1 x2 y2 z2", EvaluateMineCommand);
RegisterChatBotCommand("mineup", "Walk over a flat cubic platform of blocks and mine everything above you", "/mine x1 y1 z1 x2 y2 z2 (y1 = y2)", EvaluateMineCommand);
LogToConsole("Mining bot created by Daenges.");
}
/// <summary> public override void Initialize()
/// Dig out a 2 Block high cube and let the bot walk through it {
/// mining all blocks above it that it can reach. if (!GetTerrainEnabled())
/// </summary> {
/// <param name="walkingArea">Area that the bot should walk through. (The lower Y coordinate of the 2 high cube.)</param> LogToConsole(Translations.Get("extra.terrainandmovement_required"));
public void MineUp(Cube walkingArea) UnloadBot();
{ return;
foreach (Layer lay in walkingArea.LayersInCube) }
{
foreach (Row r in lay.RowsInLayer)
{
foreach (Location loc in r.BlocksInRow)
{
Location currentLoc = GetCurrentLocation();
if (MoveToLocation(new Location(loc.X, loc.Y, loc.Z))) currentMiningTask = null;
{ breakTimeout = TimeSpan.FromSeconds(15);
while (Math.Round(GetCurrentLocation().Distance(loc)) > 1) cacheSize = 10;
{ toolHandling = true;
Thread.Sleep(200);
}
}
else
{
// This block is not reachable for some reason.
// Keep on going with the next collumn.
LogDebugToConsole("Unable to walk to: " + loc.X.ToString() + " " + (loc.Y).ToString() + " " + loc.Z.ToString());
continue;
}
for (int height = Convert.ToInt32(Math.Round(currentLoc.Y)) + 2; height < Convert.ToInt32(Math.Round(currentLoc.Y)) + 7; height++) RegisterChatBotCommand("mine", "Mine a cube from a to b", "/mine x y z OR /mine x1 y1 z1 x2 y2 z2", EvaluateMineCommand);
{ RegisterChatBotCommand("mineup", "Walk over a flat cubic platform of blocks and mine everything above you", "/mine x1 y1 z1 x2 y2 z2 (y1 = y2)", EvaluateMineCommand);
Location mineLocation = new Location(loc.X, height, loc.Z); LogToConsole("Mining bot created by Daenges.");
Material mineLocationMaterial = GetWorld().GetBlock(mineLocation).Type; }
// Stop mining process if breaking the next block could endager the bot /// <summary>
// through falling blocks or liquids. /// Walks in a 2 high area under an area of blocks and mines anything above its head.
if (IsGravityBlockAbove(mineLocation) || IsSorroundedByLiquid(mineLocation)) { break; } /// </summary>
// Skip this block if it can not be mined. /// <param name="currentWorld">The current world</param>
if (Material2Tool.IsUnbreakable(mineLocationMaterial)) { continue; } /// <param name="startBlock">The start corner of walking</param>
/// <param name="stopBlock">The stop corner of walking</param>
/// <param name="ct">CancellationToken to stop the task on cancel</param>
public void MineUp(World currentWorld, Location startBlock, Location stopBlock, CancellationToken ct)
{
if (startBlock.Y != stopBlock.Y)
{
LogToConsole("Command FAILED. Both coordinates must be on the same y level.");
}
//DateTime start = DateTime.Now; IEnumerable<int> xLocationRange = GetNumbersFromTo(Convert.ToInt32(Math.Round(startBlock.X)), Convert.ToInt32(Math.Round(stopBlock.X)));
// Search this tool in hotbar and select the correct slot IEnumerable<int> zLocationRange = GetNumbersFromTo(Convert.ToInt32(Math.Round(startBlock.Z)), Convert.ToInt32(Math.Round(stopBlock.Z)));
SelectCorrectSlotInHotbar(
// Returns the correct tool for this type
Material2Tool.GetCorrectToolForBlock(
// returns the type of the current block
mineLocationMaterial));
// Unable to check when breaking is over. foreach (int currentXLoc in xLocationRange)
if (DigBlock(mineLocation)) {
{ foreach (int currentZLoc in zLocationRange)
short i = 0; // Maximum wait time of 10 sec. {
while (GetWorld().GetBlock(mineLocation).Type != Material.Air && i <= 100) Location standLocation = new Location(currentXLoc, startBlock.Y, currentZLoc);
{
Thread.Sleep(100);
i++;
}
}
else
{
LogDebugToConsole("Unable to break this block: " + mineLocation.ToString());
}
}
}
}
}
LogToConsole("Finished mining up.");
}
/// <summary> // Walk to the new location.
/// Mines out a cube of blocks from top to bottom. waitForMoveToLocation(standLocation, maxOffset: 1);
/// </summary>
/// <param name="cubeToMine">The cube that should be mined.</param>
public void Mine(Cube cubeToMine)
{
foreach (Layer lay in cubeToMine.LayersInCube)
{
foreach (Row r in lay.RowsInLayer)
{
foreach (Location loc in r.BlocksInRow)
{
Material locMaterial = GetWorld().GetBlock(loc).Type;
if (!Material2Tool.IsUnbreakable(locMaterial) && !IsSorroundedByLiquid(loc))
{
if (GetHeadLocation(GetCurrentLocation()).Distance(loc) > 5)
{
// Unable to detect when walking is over and goal is reached.
if (MoveToLocation(new Location(loc.X, loc.Y + 1, loc.Z)))
{
while (GetCurrentLocation().Distance(loc) > 2)
{
Thread.Sleep(200);
}
} for (int height = Convert.ToInt32(startBlock.Y) + 2; height < Convert.ToInt32(startBlock.Y) + 7; height++)
else {
{ if (ct.IsCancellationRequested)
LogDebugToConsole("Unable to walk to: " + loc.X.ToString() + " " + (loc.Y + 1).ToString() + " " + loc.Z.ToString()); {
} currentMiningTask = null;
} LogToConsole("Cancellation requested. STOP MINING.");
return;
}
//DateTime start = DateTime.Now; Location mineLocation = new Location(currentXLoc, height, currentZLoc);
// Search this tool in hotbar and select the correct slot Material mineLocationMaterial = currentWorld.GetBlock(mineLocation).Type;
SelectCorrectSlotInHotbar(
// Returns the correct tool for this type
Material2Tool.GetCorrectToolForBlock(
// returns the type of the current block
GetWorld().GetBlock(loc).Type));
// Unable to check when breaking is over. // Stop mining process if breaking the next block could endager the bot
if (DigBlock(loc)) // through falling blocks or liquids.
{ if (!IsGravitySave(currentWorld, mineLocation) || IsSorroundedByLiquid(currentWorld, mineLocation)) { break; }
short i = 0; // Maximum wait time of 10 sec. // Skip this block if it can not be mined.
while (GetWorld().GetBlock(loc).Type != Material.Air && i <= 100) if (Material2Tool.IsUnbreakable(mineLocationMaterial)) { continue; }
{
Thread.Sleep(100);
i++;
}
}
else
{
LogDebugToConsole("Unable to break this block: " + loc.ToString());
}
}
}
}
}
LogToConsole("Mining finished.");
}
public Func<Location, Location> GetHeadLocation = locFeet => new Location(locFeet.X, locFeet.Y + 1, locFeet.Z); if (Settings.InventoryHandling && toolHandling)
{
// Search this tool in hotbar and select the correct slot
SelectCorrectSlotInHotbar(
// Returns the correct tool for this type
Material2Tool.GetCorrectToolForBlock(
// returns the type of the current block
mineLocationMaterial));
}
private void SelectCorrectSlotInHotbar(ItemType[] tools) // If we are able to reach the block && break sucessfully sent
{ if (GetCurrentLocation().EyesLocation().DistanceSquared(mineLocation) <= 25 && DigBlock(mineLocation))
if (GetInventoryEnabled()) {
{ AutoTimeout.Perform(() =>
foreach (ItemType tool in tools) {
{ while (GetWorld().GetBlock(mineLocation).Type != Material.Air)
int[] tempArray = GetPlayerInventory().SearchItem(tool); {
// Check whether an item could be found and make sure that it is in Thread.Sleep(100);
// a hotbar slot (36-44).
if (tempArray.Length > 0 && tempArray[0] > 35)
{
// Changeslot takes numbers from 0-8
ChangeSlot(Convert.ToInt16(tempArray[0] - 36));
break;
}
}
}
else
{
LogToConsole("Activate Inventory Handling.");
}
}
public bool IsGravityBlockAbove(Location block) if (ct.IsCancellationRequested)
{ break;
World world = GetWorld(); }
double blockX = Math.Round(block.X); }, breakTimeout);
double blockY = Math.Round(block.Y); }
double blockZ = Math.Round(block.Z); else
{
LogDebugToConsole("Unable to break this block: " + mineLocation.ToString());
}
}
}
}
LogToConsole("Finished mining up.");
}
List<Material> gravityBlockList = new List<Material>(new Material[] { Material.Gravel, Material.Sand, Material.RedSand, Material.Scaffolding, Material.Anvil, }); /// <summary>
/// Mine a cube of blocks from top to bottom between start and stop location
/// </summary>
/// <param name="currentWorld">The current world</param>
/// <param name="startBlock">The upper corner of the cube to mine</param>
/// <param name="stopBlock">The lower corner of the cube to mine</param>
/// <param name="ct">CancellationToken to stop the task on cancel</param>
public void Mine(World currentWorld, Location startBlock, Location stopBlock, CancellationToken ct)
{
// Turn the cube around, so the bot always starts from the top.
if (stopBlock.Y > startBlock.Y)
{
Location temp = stopBlock;
stopBlock = startBlock;
startBlock = temp;
}
IEnumerable<int> xLocationRange = GetNumbersFromTo(Convert.ToInt32(Math.Round(startBlock.X)), Convert.ToInt32(Math.Round(stopBlock.X)));
IEnumerable<int> yLocationRange = GetNumbersFromTo(Convert.ToInt32(Math.Round(startBlock.Y)), Convert.ToInt32(Math.Round(stopBlock.Y)));
IEnumerable<int> zLocationRange = GetNumbersFromTo(Convert.ToInt32(Math.Round(startBlock.Z)), Convert.ToInt32(Math.Round(stopBlock.Z)));
var temptype = world.GetBlock(new Location(blockX, blockY + 1, blockZ)).Type; foreach (int currentYLoc in yLocationRange)
var tempLoc = gravityBlockList.Contains(world.GetBlock(new Location(blockX, blockY + 1, blockZ)).Type); {
foreach (int currentXLoc in xLocationRange)
{
return if (ct.IsCancellationRequested)
// Block can not fall down on player e.g. Sand, Gravel etc. {
gravityBlockList.Contains(world.GetBlock(new Location(blockX, blockY + 1, blockZ)).Type); currentMiningTask = null;
} LogToConsole("Cancellation requested. STOP MINING.");
return;
}
public bool IsSorroundedByLiquid(Location block) List<Location> blocksToMine = null;
{
World world = GetWorld();
double blockX = Math.Round(block.X);
double blockY = Math.Round(block.Y);
double blockZ = Math.Round(block.Z);
List<Material> liquidBlockList = new List<Material>(new Material[] { Material.Water, Material.Lava, }); // If the end of the new row is closer than the start, reverse the line and start here
Location currentStandingLoc = GetCurrentLocation();
Queue<int> currentZLocationRangeQueue = new Queue<int>(currentStandingLoc.DistanceSquared(new Location(currentXLoc, currentYLoc, zLocationRange.Last())) < currentStandingLoc.DistanceSquared(new Location(currentXLoc, currentYLoc, zLocationRange.First())) ?
zLocationRange.Reverse() :
zLocationRange);
return // Liquid can not flow down the hole. Liquid is unable to flow diagonally. while (!ct.IsCancellationRequested && (currentZLocationRangeQueue.Count > 0 || blocksToMine.Count > 0))
liquidBlockList.Contains(world.GetBlock(new Location(blockX, blockY + 1, blockZ)).Type) || {
liquidBlockList.Contains(world.GetBlock(new Location(blockX - 1, blockY, blockZ)).Type) || // Evaluate the next blocks to mine, while mining
liquidBlockList.Contains(world.GetBlock(new Location(blockX + 1, blockY, blockZ)).Type) || Task<List<Location>> cacheEval = Task<List<Location>>.Factory.StartNew(() => // Get a new chunk of blocks that can be mined
liquidBlockList.Contains(world.GetBlock(new Location(blockX, blockY, blockZ - 1)).Type) || EvaluateBlocks(currentWorld, currentXLoc, currentYLoc, currentZLocationRangeQueue, ct, cacheSize));
liquidBlockList.Contains(world.GetBlock(new Location(blockX, blockY, blockZ + 1)).Type);
}
/// // On the first run, we need the task to finish, otherwise we would not have any results
private string getHelpPage() if (blocksToMine != null)
{ {
return // For all blocks in this block chunk
"Usage of the mine bot:\n" + foreach (Location mineLocation in blocksToMine)
"/mine <x1> <y1> <z1> <x2> <y2> <z2> OR /mine <x> <y> <z>\n" + {
"to excavate a cube of blocks from top to bottom. (2 high area above the cube must be dug free by hand.)\n" + if (ct.IsCancellationRequested)
"/mineup <x1> <y1> <z1> <x2> <y1> <z2> OR /mineup <x> <y> <z>\n" + break;
"to walk over a quadratic field of blocks and simultaniously mine everything above the head. \n" +
"(Mines up to 5 Blocks, stops if gravel or lava would fall. 2 High area below this must be dug fee by hand.)\n";
}
/// <summary> Location currentLoc = GetCurrentLocation();
/// Evaluates the given command Location currentBlockUnderFeet = new Location(Math.Floor(currentLoc.X), Math.Floor(currentLoc.Y) - 1, Math.Floor(currentLoc.Z));
/// </summary>
/// <param name="command"></param>
/// <param name="args"></param>
/// <returns></returns>
private string EvaluateMineCommand(string command, string[] args)
{
if (args.Length > 2)
{
Location startBlock;
Location stopBlock;
if (args.Length > 5) // If we are too far away from the mining location
{ if (currentLoc.EyesLocation().DistanceSquared(mineLocation) > 25)
try {
{ // Walk to the new location
startBlock = new Location( waitForMoveToLocation(mineLocation, maxOffset:3);
double.Parse(args[0]), }
double.Parse(args[1]),
double.Parse(args[2])
);
stopBlock = new Location( // Prevent falling into danger
double.Parse(args[3]), if (mineLocation == currentBlockUnderFeet && !Movement.IsSafe(currentWorld, currentBlockUnderFeet))
double.Parse(args[4]), waitForMoveToLocation(mineLocation, maxOffset: 4, minOffset:3);
double.Parse(args[5])
);
} // Is inventoryhandling activated?
catch (Exception e) if (Settings.InventoryHandling && toolHandling)
{ {
LogDebugToConsole(e.ToString()); // Search this tool in hotbar and select the correct slot
return "Please enter correct coordinates as numbers.\n" + getHelpPage(); SelectCorrectSlotInHotbar(
} // Returns the correct tool for this type
} Material2Tool.GetCorrectToolForBlock(
else // returns the type of the current block
{ currentWorld.GetBlock(mineLocation).Type));
Location tempLoc = GetCurrentLocation(); }
startBlock = new Location(Math.Round(tempLoc.X),
Math.Round(tempLoc.Y),
Math.Round(tempLoc.Z));
try // If we are able to reach the block && break sucessfully sent
{ if (GetCurrentLocation().EyesLocation().DistanceSquared(mineLocation) <= 25 && DigBlock(mineLocation))
stopBlock = new Location( {
double.Parse(args[0]), // Wait until the block is broken (== Air)
double.Parse(args[1]), AutoTimeout.Perform(() =>
double.Parse(args[2]) {
); while (GetWorld().GetBlock(mineLocation).Type != Material.Air)
} {
catch (Exception e) Thread.Sleep(100);
{
LogDebugToConsole(e.ToString());
return "Please enter correct coordinates as numbers.\n" + getHelpPage();
}
}
if (command.Contains("mineup")) if (ct.IsCancellationRequested)
{ break;
if (Math.Round(startBlock.Y) != Math.Round(stopBlock.Y)) }
{ }, breakTimeout);
return "Both blocks must have the same Y value!\n" + getHelpPage(); }
} else
{
LogDebugToConsole("Unable to break this block: " + mineLocation.ToString());
}
List<Material> materialWhitelist = new List<Material>() { Material.Air }; }
Thread tempThread = new Thread(() => MineUp(CubeFromWorld.GetBlocksAsCube(GetWorld(), startBlock, stopBlock, materialWhitelist, isBlacklist: false))); }
tempThread.Start();
return "Start mining up.";
}
else
{
// Turn the cube around, so the bot always starts from the top.
if (stopBlock.Y > startBlock.Y)
{
Location temp = stopBlock;
stopBlock = startBlock;
startBlock = temp;
}
List<Material> blacklistedMaterials = new List<Material>() { Material.Air, Material.Water, Material.Lava }; if (!ct.IsCancellationRequested)
Thread tempThread = new Thread(() => Mine(CubeFromWorld.GetBlocksAsCube(GetWorld(), startBlock, stopBlock, blacklistedMaterials))); {
tempThread.Start(); // Wait for the block evaluation task to finish (if not already) and save the result
if (!cacheEval.IsCompleted)
{
cacheEval.Wait();
}
blocksToMine = cacheEval.Result;
}
}
}
}
currentMiningTask = null;
LogToConsole("MINING FINISHED.");
}
return "Start mining cube."; /// <summary>
} /// This function selects a certain amount of minable blocks in a row
} /// </summary>
/// <param name="currentWorld">The current world</param>
/// <param name="xLoc">The current x location of the row</param>
/// <param name="yLoc">The current y location of the row</param>
/// <param name="zLocationQueue">All Z blocks that will be mined</param>
/// <param name="ct">CancellationToken to stop the task on cancel</param>
/// <param name="cacheSize">Maximum amount of blocks to return</param>
/// <returns></returns>
private List<Location> EvaluateBlocks(World currentWorld, int xLoc, int yLoc, Queue<int> zLocationQueue, CancellationToken ct, int cacheSize = 10)
{
List<Location> blockMiningCache = new List<Location>();
int i = 0;
while (zLocationQueue.Count > 0 && i < cacheSize && !ct.IsCancellationRequested)
{
// Get the block to mine, relative to the startblock of the row
Location mineLocation = new Location(xLoc, yLoc, zLocationQueue.Dequeue());
return "Invalid command syntax.\n" + getHelpPage(); // Add the current location to the mining cache if it is safe to mine
} if (currentWorld.GetBlock(mineLocation).Type != Material.Air &&
IsGravitySave(currentWorld, mineLocation) &&
!IsSorroundedByLiquid(currentWorld, mineLocation) &&
!Material2Tool.IsUnbreakable(currentWorld.GetBlock(mineLocation).Type))
{
blockMiningCache.Add(mineLocation);
i++;
}
}
return blockMiningCache;
}
/// <summary>
/// Generates a sequence of numbers between a start and a stop number, including both
/// </summary>
/// <param name="start">Number to start from</param>
/// <param name="stop">Number to end with</param>
/// <returns>a sequence of numbers between a start and a stop number, including both</returns>
private static IEnumerable<int> GetNumbersFromTo(int start, int stop)
{
return start <= stop ? Enumerable.Range(start, stop - start + 1) : Enumerable.Range(stop, start - stop + 1).Reverse();
}
/// <summary>
/// Starts walk and waits until the client arrives
/// </summary>
/// <param name="location">Location to reach</param>
/// <param name="allowUnsafe">Allow possible but unsafe locations thay may hurt the player: lava, cactus...</param>
/// <param name="allowDirectTeleport">Allow non-vanilla direct teleport instead of computing path, but may cause invalid moves and/or trigger anti-cheat plugins</param>
/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
/// <param name="minOffset">Do not get closer of destination than specified distance</param>
/// <param name="timeout">How long to wait before stopping computation (default: 5 seconds)</param>
private void waitForMoveToLocation(Location goal, bool allowUnsafe = false, bool allowDirectTeleport = false, int maxOffset = 0, int minOffset = 0, TimeSpan? timeout = null)
{
if (MoveToLocation(goal, allowUnsafe, allowDirectTeleport, maxOffset, minOffset, timeout))
{
// Wait till the client stops moving
while (ClientIsMoving())
{
Thread.Sleep(200);
}
}
else
{
LogDebugToConsole("Unable to walk to: " + goal.ToString());
}
}
/// <summary>
/// Checks all slots of the hotbar for an Item and selects it if found
/// </summary>
/// <param name="tools">List of items that may be selected, from worst to best</param>
private void SelectCorrectSlotInHotbar(ItemType[] tools)
{
if (GetInventoryEnabled())
{
foreach (ItemType tool in tools)
{
int[] tempArray = GetPlayerInventory().SearchItem(tool);
// Check whether an item could be found and make sure that it is in
// a hotbar slot (36-44).
if (tempArray.Length > 0 && tempArray[0] > 35)
{
// Changeslot takes numbers from 0-8
ChangeSlot(Convert.ToInt16(tempArray[0] - 36));
break;
}
}
}
else
{
LogToConsole("Activate Inventory Handling.");
}
}
/// <summary>
/// Check if mining the current block would update others
/// </summary>
/// <param name="currentWorld">Current World</param>
/// <param name="blockToMine">The block to be checked</param>
/// <returns>true if mining the current block would not update others</returns>
public bool IsGravitySave(World currentWorld, Location blockToMine)
{
Location currentLoc = GetCurrentLocation();
Location block = new Location(Math.Round(blockToMine.X), Math.Round(blockToMine.Y), Math.Round(blockToMine.Z));
List<Material> gravityBlockList = new List<Material>(new Material[] { Material.Gravel, Material.Sand, Material.RedSand, Material.Scaffolding, Material.Anvil, });
Func<Location, bool> isGravityBlock = (Location blockToCheck) => gravityBlockList.Contains(currentWorld.GetBlock(blockToCheck).Type);
Func<Location, bool> isBlockSolid = (Location blockToCheck) => currentWorld.GetBlock(blockToCheck).Type.IsSolid();
return
// Block can not fall down on player e.g. Sand, Gravel etc.
!isGravityBlock(Movement.Move(block, Direction.Up)) &&
(Movement.Move(currentLoc, Direction.Down) != blockToMine || currentWorld.GetBlock(Movement.Move(currentLoc, Direction.Down, 2)).Type.IsSolid()) &&
// Prevent updating flying sand/gravel under player
!isGravityBlock(Movement.Move(block, Direction.Down)) || isBlockSolid(Movement.Move(block, Direction.Down, 2));
}
/// <summary>
/// Checks if the current block is sorrounded by liquids
/// </summary>
/// <param name="currentWorld">Current World</param>
/// <param name="blockToMine">The block to be checked</param>
/// <returns>true if mining the current block results in liquid flow change</returns>
public bool IsSorroundedByLiquid(World currentWorld, Location blockToMine)
{
Location block = new Location(Math.Round(blockToMine.X), Math.Round(blockToMine.Y), Math.Round(blockToMine.Z));
Func<Location, bool> isLiquid = (Location blockToCheck) => currentWorld.GetBlock(blockToCheck).Type.IsLiquid();
return // Liquid can not flow down the hole. Liquid is unable to flow diagonally.
isLiquid(block) ||
isLiquid(Movement.Move(block, Direction.Up)) ||
isLiquid(Movement.Move(block, Direction.North)) ||
isLiquid(Movement.Move(block, Direction.South)) ||
isLiquid(Movement.Move(block, Direction.East)) ||
isLiquid(Movement.Move(block, Direction.West));
}
/// <summary>
/// The Help page for this command.
/// </summary>
/// <returns>a help page</returns>
private string getHelpPage()
{
return
"Usage of the mine bot:\n" +
"/mine <x1> <y1> <z1> <x2> <y2> <z2> OR /mine <x> <y> <z>\n" +
"to excavate a cube of blocks from top to bottom. (There must be a 2 high area of air above the cube you want to mine.)\n" +
"/mineup <x1> <y1> <z1> <x2> <y1> <z2> OR /mineup <x> <y> <z>\n" +
"to walk over a quadratic field of blocks and simultaniously mine everything above the head. \n" +
"(Mines up to 5 Blocks, stops if gravel or lava would fall. There must be a 2 high area of air below the cube you want to mine.)\n" +
"/mine OR /mineup cancel\n" +
"to cancel the current mining process.\n" +
"/mine OR /mineup cachesize\n" +
"to set the current cache size\n" +
"/mine OR /mineup breaktimeout\n" +
"to set the time to wait until a block is broken."; ;
}
private string EvaluateMineCommand(string command, string[] args)
{
for (int i = 0; i < args.Length; i++)
{
switch (args[i])
{
case "breaktimeout":
int temp;
if (int.TryParse(args[i + 1], out temp))
breakTimeout = TimeSpan.FromMilliseconds(temp);
else return "Please enter a valid number.";
return string.Format("Set the break timout to {0} ms.", breakTimeout);
case "cachesize":
return int.TryParse(args[i + 1], out cacheSize) ? string.Format("Set cache size to {0} blocks.", cacheSize) : "Please enter a valid number";
case "cancel":
cts.Cancel();
currentMiningTask = null;
return "Cancelled current mining process.";
case "toolHandling":
toolHandling = !toolHandling;
return string.Format("Tool handling was set to: {0}", toolHandling.ToString());
}
}
if (args.Length > 2)
{
Location startBlock;
Location stopBlock;
if (args.Length > 5)
{
try
{
startBlock = new Location(
double.Parse(args[0]),
double.Parse(args[1]),
double.Parse(args[2])
);
stopBlock = new Location(
double.Parse(args[3]),
double.Parse(args[4]),
double.Parse(args[5])
);
}
catch (Exception e)
{
LogDebugToConsole(e.ToString());
return "Please enter correct coordinates as numbers.\n" + getHelpPage();
}
}
else
{
Location tempLoc = GetCurrentLocation();
startBlock = new Location(Math.Round(tempLoc.X),
Math.Round(tempLoc.Y),
Math.Round(tempLoc.Z));
try
{
stopBlock = new Location(
double.Parse(args[0]),
double.Parse(args[1]),
double.Parse(args[2])
);
}
catch (Exception e)
{
LogDebugToConsole(e.ToString());
return "Please enter correct coordinates as numbers.\n" + getHelpPage();
}
}
if (currentMiningTask == null)
{
if (command.Contains("mineup"))
{
cts = new CancellationTokenSource();
currentMiningTask = Task.Factory.StartNew(() => MineUp(GetWorld(), startBlock, stopBlock, cts.Token));
return "Start mining up.";
}
else if (command.Contains("mine"))
{
cts = new CancellationTokenSource();
currentMiningTask = Task.Factory.StartNew(() => Mine(GetWorld(), startBlock, stopBlock, cts.Token));
return "Start mining cube.";
}
}
else return "You are already mining. Cancel it with '/minecancel'";
}
return "Invalid command syntax.\n" + getHelpPage();
}
} }