Add Entity.Name & /inventory 0 creative <slot> <itemtype> <count> (#1024)

* Update Program.cs

* Update Entity.cs

Add Entity.Name

* Update Program.cs
* Update Entity.cs

Add break;

* Update Entity.cs

* Update Inventory.cs

Add /inventory 0 creative <slot> <item> <count>

* Update PacketOutgoingType.cs

+ CreativeInventoryAction

* Update Protocol16.cs

+ SendCreativeInventorAction

* Update Protocol18.cs

+ SendCreativeInventorAction

* Update IMinecraftCom.cs

+ SendCreativeInventorAction

* Update McTcpClient.cs

+ DoCreativeInventorAction

* Update ChatBot.cs

+ CreativeInventorAction

* Update McTcpClient.cs
* Update ChatBot.cs
* Update Inventory.cs

Add show count

* Update ChatBot.cs

+ ChatBot fix

* Update Inventory.cs

Inventory update and Fix

* Update Entity.cs
* Update McTcpClient.cs
* Update Program.cs
* Update Protocol16.cs
* Update Protocol18.cs
* Update IMinecraftCom.cs
* Update Entity.cs
This commit is contained in:
Рома Данилов 2020-05-26 00:16:53 +05:00 committed by GitHub
parent 65620e2e95
commit d120001d70
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
8 changed files with 110 additions and 16 deletions

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@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@ -1260,7 +1260,16 @@ namespace MinecraftClient
public void OnSpawnPlayer(int EntityID, Guid UUID, Location location, byte Yaw, byte Pitch)
{
if (entities.ContainsKey(EntityID)) return;
Entity entity = new Entity(EntityID, EntityType.Player, location, UUID);
string name = "";
Dictionary<string, string> uuids = GetOnlinePlayersWithUUID();
foreach (KeyValuePair<string, string> keyValue in uuids)
{
if (keyValue.Key == UUID.ToString())
{
name = keyValue.Value;
}
}
Entity entity = new Entity(EntityID, EntityType.Player, location, UUID, name);
entities.Add(EntityID, entity);
foreach (ChatBot bot in bots.ToArray())
{
@ -1489,6 +1498,17 @@ namespace MinecraftClient
return handler.SendWindowAction(windowId, slotId, action, item);
}
/// <summary>
/// Close the specified inventory window
/// </summary>
/// <param name="slot">Inventory slot</param>
/// <param name="item">Item</param>
/// <returns>TRUE if the window was successfully closed</returns>
public bool DoCreativeInventoryAction(int slot, Item item)
{
return handler.SendCreativeInventoryAction(slot, item);
}
/// <summary>
/// Close the specified inventory window
/// </summary>