using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Threading;
using System.Text.RegularExpressions;
using MinecraftClient.Inventory;
using MinecraftClient.Mapping;
namespace MinecraftClient
{
///
/// Welcome to the Bot API file !
/// The virtual class "ChatBot" contains anything you need for creating chat bots
/// Inherit from this class while adding your bot class to the "ChatBots" folder.
/// Override the methods you want for handling events: Initialize, Update, GetText.
///
/// For testing your bot you can add it in McClient.cs (see comment at line ~199).
/// Your bot will be loaded everytime MCC is started so that you can test/debug.
///
/// Once your bot is fully written and tested, you can export it a standalone script.
/// This way it can be loaded in newer MCC builds, without modifying MCC itself.
/// See config/sample-script-with-chatbot.cs for a ChatBot script example.
///
///
/// The virtual class containing anything you need for creating chat bots.
///
public abstract class ChatBot
{
public enum DisconnectReason { InGameKick, LoginRejected, ConnectionLost, UserLogout };
//Handler will be automatically set on bot loading, don't worry about this
public void SetHandler(McClient handler) { this._handler = handler; }
protected void SetMaster(ChatBot master) { this.master = master; }
protected void LoadBot(ChatBot bot) { Handler.BotUnLoad(bot); Handler.BotLoad(bot); }
protected List GetLoadedChatBots() { return Handler.GetLoadedChatBots(); }
protected void UnLoadBot(ChatBot bot) { Handler.BotUnLoad(bot); }
private McClient _handler = null;
private ChatBot master = null;
private List registeredPluginChannels = new List();
private List registeredCommands = new List();
private McClient Handler
{
get
{
if (master != null)
return master.Handler;
if (_handler != null)
return _handler;
throw new InvalidOperationException(Translations.Get("exception.chatbot.init"));
}
}
/* ================================================== */
/* Main methods to override for creating your bot */
/* ================================================== */
///
/// Anything you want to initialize your bot, will be called on load by MinecraftCom
/// This method is called only once, whereas AfterGameJoined() is called once per server join.
///
/// NOTE: Chat messages cannot be sent at this point in the login process.
/// If you want to send a message when the bot is loaded, use AfterGameJoined.
///
public virtual void Initialize() { }
///
/// Called after the server has been joined successfully and chat messages are able to be sent.
/// This method is called again after reconnecting to the server, whereas Initialize() is called only once.
///
/// NOTE: This is not always right after joining the server - if the bot was loaded after logging
/// in this is still called.
///
public virtual void AfterGameJoined() { }
///
/// Will be called every ~100ms (10fps) if loaded in MinecraftCom
///
public virtual void Update() { }
///
/// Any text sent by the server will be sent here by MinecraftCom
///
/// Text from the server
public virtual void GetText(string text) { }
///
/// Any text sent by the server will be sent here by MinecraftCom (extended variant)
///
///
/// You can use Json.ParseJson() to process the JSON string.
///
/// Text from the server
/// Raw JSON from the server. This parameter will be NULL on MC 1.5 or lower!
public virtual void GetText(string text, string json) { }
///
/// Is called when the client has been disconnected fom the server
///
/// Disconnect Reason
/// Kick message, if any
/// Return TRUE if the client is about to restart
public virtual bool OnDisconnect(DisconnectReason reason, string message) { return false; }
///
/// Called when a plugin channel message is received.
/// The given channel must have previously been registered with RegisterPluginChannel.
/// This can be used to communicate with server mods or plugins. See wiki.vg for more
/// information about plugin channels: http://wiki.vg/Plugin_channel
///
/// The name of the channel
/// The payload for the message
public virtual void OnPluginMessage(string channel, byte[] data) { }
///
/// Called when properties for the Player entity are received from the server
///
/// Dictionary of player properties
public virtual void OnPlayerProperty(Dictionary prop) { }
///
/// Called when server TPS are recalculated by MCC based on world time updates
///
/// New estimated server TPS (between 0 and 20)
public virtual void OnServerTpsUpdate(Double tps) { }
///
/// Called when a time changed
///
/// World age
/// Time
public virtual void OnTimeUpdate(long WorldAge, long TimeOfDay) { }
///
/// Called when an entity moved nearby
///
/// Entity with updated location
public virtual void OnEntityMove(Mapping.Entity entity) { }
///
/// Called after an internal MCC command has been performed
///
/// MCC Command Name
/// MCC Command Parameters
/// MCC command result
public virtual void OnInternalCommand(string commandName, string commandParams, string Result) { }
///
/// Called when an entity spawned nearby
///
/// New Entity
public virtual void OnEntitySpawn(Mapping.Entity entity) { }
///
/// Called when an entity despawns/dies nearby
///
/// Entity wich has just disappeared
public virtual void OnEntityDespawn(Mapping.Entity entity) { }
///
/// Called when the player held item has changed
///
/// New slot ID
public virtual void OnHeldItemChange(byte slot) { }
///
/// Called when the player health has been updated
///
/// New player health
/// New food level
public virtual void OnHealthUpdate(float health, int food) { }
///
/// Called when an explosion occurs on the server
///
/// Explosion location
/// Amount of blocks blown up
public virtual void OnExplosion(Location explode, float strength, int recordcount) { }
///
/// Called when experience updates
///
/// Between 0 and 1
/// Level
/// Total Experience
public virtual void OnSetExperience(float Experiencebar, int Level, int TotalExperience) { }
///
/// Called when the Game Mode has been updated for a player
///
/// Player Name
/// Player UUID
/// New Game Mode (0: Survival, 1: Creative, 2: Adventure, 3: Spectator).
public virtual void OnGamemodeUpdate(string playername, Guid uuid, int gamemode) { }
///
/// Called when the Latency has been updated for a player
///
/// Player Name
/// Player UUID
/// Latency.
public virtual void OnLatencyUpdate(string playername, Guid uuid, int latency) { }
///
/// Called when the Latency has been updated for a player
///
/// Entity
/// Player Name
/// Player UUID
/// Latency.
public virtual void OnLatencyUpdate(Entity entity, string playername, Guid uuid, int latency) { }
///
/// Called when a map was updated
///
///
///
///
///
///
public virtual void OnMapData(int mapid, byte scale, bool trackingposition, bool locked, int iconcount) { }
///
/// Called when tradeList is received from server
///
/// Window ID
/// List of trades.
/// Contains Level, Experience, IsRegularVillager and CanRestock .
public virtual void OnTradeList(int windowID, List trades, VillagerInfo villagerInfo) { }
///
/// Called when received a title from the server
/// 0 = set title, 1 = set subtitle, 3 = set action bar, 4 = set times and display, 4 = hide, 5 = reset
/// title text
/// suntitle text
/// action bar text
/// Fade In
/// Stay
/// Fade Out
/// json text
public virtual void OnTitle(int action, string titletext, string subtitletext, string actionbartext, int fadein, int stay, int fadeout, string json) { }
///
/// Called when an entity equipped
///
/// Entity
/// Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet)
/// Item)
public virtual void OnEntityEquipment(Entity entity, int slot, Item item) { }
///
/// Called when an entity has effect applied
///
/// entity ID
/// effect id
/// effect amplifier
/// effect duration
/// effect flags
public virtual void OnEntityEffect(Entity entity, Effects effect, int amplifier, int duration, byte flags) { }
///
/// Called when a scoreboard objective updated
///
/// objective name
/// 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.
/// Only if mode is 0 or 2. The text to be displayed for the score
/// Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".
public virtual void OnScoreboardObjective(string objectivename, byte mode, string objectivevalue, int type, string json) { }
///
/// Called when a scoreboard updated
///
/// The entity whose score this is. For players, this is their username; for other entities, it is their UUID.
/// 0 to create/update an item. 1 to remove an item.
/// The name of the objective the score belongs to
/// The score to be displayed next to the entry. Only sent when Action does not equal 1.
public virtual void OnUpdateScore(string entityname, byte action, string objectivename, int value) { }
///
/// Called when an inventory/container was updated by server
///
///
public virtual void OnInventoryUpdate(int inventoryId) { }
///
/// Called when a container was opened
///
///
public virtual void OnInventoryOpen(int inventoryId) { }
///
/// Called when a container was closed
///
///
public virtual void OnInventoryClose(int inventoryId) { }
///
/// Called when a player joined the game
///
/// UUID of the player
/// Name of the player
public virtual void OnPlayerJoin(Guid uuid, string name) { }
///
/// Called when a player left the game
///
/// UUID of the player
/// Name of the player
public virtual void OnPlayerLeave(Guid uuid, string name) { }
///
/// Called when the player deaths
///
public virtual void OnDeath() { }
///
/// Called when the player respawns
///
public virtual void OnRespawn() { }
///
/// Called when the health of an entity changed
///
/// Entity
/// The health of the entity
public virtual void OnEntityHealth(Entity entity, float health) { }
///
/// Called when the metadata of an entity changed
///
/// Entity
/// The metadata of the entity
/// Ptotocol version
public virtual void OnEntityMetadata(Entity entity, Dictionary metadata) { }
///
/// Called when a network packet received or sent
///
///
/// You need to enable this event by calling with True before you can use this event
///
/// Packet ID
/// A copy of Packet Data
/// The packet is login phase or playing phase
/// The packet is received from server or sent by client
public virtual void OnNetworkPacket(int packetID, List packetData, bool isLogin, bool isInbound) { }
/* =================================================================== */
/* ToolBox - Methods below might be useful while creating your bot. */
/* You should not need to interact with other classes of the program. */
/* All the methods in this ChatBot class should do the job for you. */
/* =================================================================== */
///
/// Send text to the server. Can be anything such as chat messages or commands
///
/// Text to send to the server
/// Bypass send queue (Deprecated, still there for compatibility purposes but ignored)
/// TRUE if successfully sent (Deprectated, always returns TRUE for compatibility purposes with existing scripts)
protected bool SendText(string text, bool sendImmediately = false)
{
LogToConsole("Sending '" + text + "'");
Handler.SendText(text);
return true;
}
///
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
///
/// The command to process
/// Local variables passed along with the command
/// TRUE if the command was indeed an internal MCC command
protected bool PerformInternalCommand(string command, Dictionary localVars = null)
{
string temp = "";
return Handler.PerformInternalCommand(command, ref temp, localVars);
}
///
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
///
/// The command to process
/// May contain a confirmation or error message after processing the command, or "" otherwise.
/// Local variables passed along with the command
/// TRUE if the command was indeed an internal MCC command
protected bool PerformInternalCommand(string command, ref string response_msg, Dictionary localVars = null)
{
return Handler.PerformInternalCommand(command, ref response_msg, localVars);
}
///
/// Remove color codes ("§c") from a text message received from the server
///
public static string GetVerbatim(string text)
{
if ( String.IsNullOrEmpty(text) )
return String.Empty;
int idx = 0;
var data = new char[text.Length];
for ( int i = 0; i < text.Length; i++ )
if ( text[i] != '§' )
data[idx++] = text[i];
else
i++;
return new string(data, 0, idx);
}
///
/// Verify that a string contains only a-z A-Z 0-9 and _ characters.
///
public static bool IsValidName(string username)
{
if (String.IsNullOrEmpty(username))
return false;
foreach (char c in username)
if (!((c >= 'a' && c <= 'z')
|| (c >= 'A' && c <= 'Z')
|| (c >= '0' && c <= '9')
|| c == '_') )
return false;
return true;
}
///
/// Returns true if the text passed is a private message sent to the bot
///
/// text to test
/// if it's a private message, this will contain the message
/// if it's a private message, this will contain the player name that sends the message
/// Returns true if the text is a private message
protected static bool IsPrivateMessage(string text, ref string message, ref string sender)
{
if (String.IsNullOrEmpty(text))
return false;
text = GetVerbatim(text);
//User-defined regex for private chat messages
if (Settings.ChatFormat_Private != null)
{
Match regexMatch = Settings.ChatFormat_Private.Match(text);
if (regexMatch.Success && regexMatch.Groups.Count >= 3)
{
sender = regexMatch.Groups[1].Value;
message = regexMatch.Groups[2].Value;
return IsValidName(sender);
}
}
//Built-in detection routine for private messages
if (Settings.ChatFormat_Builtins)
{
string[] tmp = text.Split(' ');
try
{
//Detect vanilla /tell messages
//Someone whispers message (MC 1.5)
//Someone whispers to you: message (MC 1.7)
if (tmp.Length > 2 && tmp[1] == "whispers")
{
if (tmp.Length > 4 && tmp[2] == "to" && tmp[3] == "you:")
{
message = text.Substring(tmp[0].Length + 18); //MC 1.7
}
else message = text.Substring(tmp[0].Length + 10); //MC 1.5
sender = tmp[0];
return IsValidName(sender);
}
//Detect Essentials (Bukkit) /m messages
//[Someone -> me] message
//[~Someone -> me] message
else if (text[0] == '[' && tmp.Length > 3 && tmp[1] == "->"
&& (tmp[2].ToLower() == "me]" || tmp[2].ToLower() == "moi]")) //'me' is replaced by 'moi' in french servers
{
message = text.Substring(tmp[0].Length + 4 + tmp[2].Length + 1);
sender = tmp[0].Substring(1);
if (sender[0] == '~') { sender = sender.Substring(1); }
return IsValidName(sender);
}
//Detect Modified server messages. /m
//[Someone @ me] message
else if (text[0] == '[' && tmp.Length > 3 && tmp[1] == "@"
&& (tmp[2].ToLower() == "me]" || tmp[2].ToLower() == "moi]")) //'me' is replaced by 'moi' in french servers
{
message = text.Substring(tmp[0].Length + 4 + tmp[2].Length + 0);
sender = tmp[0].Substring(1);
if (sender[0] == '~') { sender = sender.Substring(1); }
return IsValidName(sender);
}
//Detect Essentials (Bukkit) /me messages with some custom prefix
//[Prefix] [Someone -> me] message
//[Prefix] [~Someone -> me] message
else if (text[0] == '[' && tmp[0][tmp[0].Length - 1] == ']'
&& tmp[1][0] == '[' && tmp.Length > 4 && tmp[2] == "->"
&& (tmp[3].ToLower() == "me]" || tmp[3].ToLower() == "moi]"))
{
message = text.Substring(tmp[0].Length + 1 + tmp[1].Length + 4 + tmp[3].Length + 1);
sender = tmp[1].Substring(1);
if (sender[0] == '~') { sender = sender.Substring(1); }
return IsValidName(sender);
}
//Detect Essentials (Bukkit) /me messages with some custom rank
//[Someone [rank] -> me] message
//[~Someone [rank] -> me] message
else if (text[0] == '[' && tmp.Length > 3 && tmp[2] == "->"
&& (tmp[3].ToLower() == "me]" || tmp[3].ToLower() == "moi]"))
{
message = text.Substring(tmp[0].Length + 1 + tmp[1].Length + 4 + tmp[2].Length + 1);
sender = tmp[0].Substring(1);
if (sender[0] == '~') { sender = sender.Substring(1); }
return IsValidName(sender);
}
//Detect HeroChat PMsend
//From Someone: message
else if (text.StartsWith("From "))
{
sender = text.Substring(5).Split(':')[0];
message = text.Substring(text.IndexOf(':') + 2);
return IsValidName(sender);
}
else return false;
}
catch (IndexOutOfRangeException) { /* Not an expected chat format */ }
catch (ArgumentOutOfRangeException) { /* Same here */ }
}
return false;
}
///
/// Returns true if the text passed is a public message written by a player on the chat
///
/// text to test
/// if it's message, this will contain the message
/// if it's message, this will contain the player name that sends the message
/// Returns true if the text is a chat message
protected static bool IsChatMessage(string text, ref string message, ref string sender)
{
if (String.IsNullOrEmpty(text))
return false;
text = GetVerbatim(text);
//User-defined regex for public chat messages
if (Settings.ChatFormat_Public != null)
{
Match regexMatch = Settings.ChatFormat_Public.Match(text);
if (regexMatch.Success && regexMatch.Groups.Count >= 3)
{
sender = regexMatch.Groups[1].Value;
message = regexMatch.Groups[2].Value;
return IsValidName(sender);
}
}
//Built-in detection routine for public messages
if (Settings.ChatFormat_Builtins)
{
string[] tmp = text.Split(' ');
//Detect vanilla/factions Messages
// message
//<*Faction Someone> message
//<*Faction Someone>: message
//<*Faction ~Nicknamed>: message
if (text[0] == '<')
{
try
{
text = text.Substring(1);
string[] tmp2 = text.Split('>');
sender = tmp2[0];
message = text.Substring(sender.Length + 2);
if (message.Length > 1 && message[0] == ' ')
{ message = message.Substring(1); }
tmp2 = sender.Split(' ');
sender = tmp2[tmp2.Length - 1];
if (sender[0] == '~') { sender = sender.Substring(1); }
return IsValidName(sender);
}
catch (IndexOutOfRangeException) { /* Not a vanilla/faction message */ }
catch (ArgumentOutOfRangeException) { /* Same here */ }
}
//Detect HeroChat Messages
//Public chat messages
//[Channel] [Rank] User: Message
else if (text[0] == '[' && text.Contains(':') && tmp.Length > 2)
{
try
{
int name_end = text.IndexOf(':');
int name_start = text.Substring(0, name_end).LastIndexOf(']') + 2;
sender = text.Substring(name_start, name_end - name_start);
message = text.Substring(name_end + 2);
return IsValidName(sender);
}
catch (IndexOutOfRangeException) { /* Not a herochat message */ }
catch (ArgumentOutOfRangeException) { /* Same here */ }
}
//Detect (Unknown Plugin) Messages
//**Faction User : Message
else if (text[0] == '*'
&& text.Length > 1
&& text[1] != ' '
&& text.Contains('<') && text.Contains('>')
&& text.Contains(' ') && text.Contains(':')
&& text.IndexOf('*') < text.IndexOf('<')
&& text.IndexOf('<') < text.IndexOf('>')
&& text.IndexOf('>') < text.IndexOf(' ')
&& text.IndexOf(' ') < text.IndexOf(':'))
{
try
{
string prefix = tmp[0];
string user = tmp[1];
string semicolon = tmp[2];
if (prefix.All(c => char.IsLetterOrDigit(c) || new char[] { '*', '<', '>', '_' }.Contains(c))
&& semicolon == ":")
{
message = text.Substring(prefix.Length + user.Length + 4);
return IsValidName(user);
}
}
catch (IndexOutOfRangeException) { /* Not a message */ }
catch (ArgumentOutOfRangeException) { /* Same here */ }
}
}
return false;
}
///
/// Returns true if the text passed is a teleport request (Essentials)
///
/// Text to parse
/// Will contain the sender's username, if it's a teleport request
/// Returns true if the text is a teleport request
protected static bool IsTeleportRequest(string text, ref string sender)
{
if (String.IsNullOrEmpty(text))
return false;
text = GetVerbatim(text);
//User-defined regex for teleport requests
if (Settings.ChatFormat_TeleportRequest != null)
{
Match regexMatch = Settings.ChatFormat_TeleportRequest.Match(text);
if (regexMatch.Success && regexMatch.Groups.Count >= 2)
{
sender = regexMatch.Groups[1].Value;
return IsValidName(sender);
}
}
//Built-in detection routine for teleport requests
if (Settings.ChatFormat_Builtins)
{
string[] tmp = text.Split(' ');
//Detect Essentials teleport requests, prossibly with
//nicknamed names or other modifications such as HeroChat
if (text.EndsWith("has requested to teleport to you.")
|| text.EndsWith("has requested that you teleport to them."))
{
// Username has requested...
//[Rank] Username has requested...
if (((tmp[0].StartsWith("<") && tmp[0].EndsWith(">"))
|| (tmp[0].StartsWith("[") && tmp[0].EndsWith("]")))
&& tmp.Length > 1)
sender = tmp[1];
//Username has requested...
else sender = tmp[0];
//~Username has requested...
if (sender.Length > 1 && sender[0] == '~')
sender = sender.Substring(1);
//Final check on username validity
return IsValidName(sender);
}
}
return false;
}
///
/// Write some text in the console. Nothing will be sent to the server.
///
/// Log text to write
protected void LogToConsole(object text)
{
if (_handler == null || master == null)
ConsoleIO.WriteLogLine(String.Format("[{0}] {1}", this.GetType().Name, text));
else
Handler.Log.Info(String.Format("[{0}] {1}", this.GetType().Name, text));
string logfile = Settings.ExpandVars(Settings.chatbotLogFile);
if (!String.IsNullOrEmpty(logfile))
{
if (!File.Exists(logfile))
{
try { Directory.CreateDirectory(Path.GetDirectoryName(logfile)); }
catch { return; /* Invalid path or access denied */ }
try { File.WriteAllText(logfile, ""); }
catch { return; /* Invalid file name or access denied */ }
}
File.AppendAllLines(logfile, new string[] { GetTimestamp() + ' ' + text });
}
}
///
/// Write some text in the console, but only if DebugMessages is enabled in INI file. Nothing will be sent to the server.
///
/// Debug log text to write
protected void LogDebugToConsole(object text)
{
if (Settings.DebugMessages)
LogToConsole(text);
}
///
/// Write the translated text in the console by giving a translation key. Nothing will be sent to the server.
///
/// Translation key
///
protected void LogToConsoleTranslated(string key, params object[] args)
{
LogToConsole(Translations.TryGet(key, args));
}
///
/// Write the translated text in the console by giving a translation key, but only if DebugMessages is enabled in INI file. Nothing will be sent to the server.
///
/// Translation key
///
protected void LogDebugToConsoleTranslated(string key, params object[] args)
{
LogDebugToConsole(Translations.TryGet(key, args));
}
///
/// Disconnect from the server and restart the program
/// It will unload and reload all the bots and then reconnect to the server
///
/// In case of failure, maximum extra attempts before aborting
/// Optional delay, in seconds, before restarting
protected void ReconnectToTheServer(int ExtraAttempts = 3, int delaySeconds = 0)
{
if (Settings.DebugMessages)
ConsoleIO.WriteLogLine(Translations.Get("chatbot.reconnect", this.GetType().Name));
McClient.ReconnectionAttemptsLeft = ExtraAttempts;
Program.Restart(delaySeconds);
}
///
/// Disconnect from the server and exit the program
///
protected void DisconnectAndExit()
{
Program.Exit();
}
///
/// Unload the chatbot, and release associated memory.
///
protected void UnloadBot()
{
foreach (string cmdName in registeredCommands)
{
Handler.UnregisterCommand(cmdName);
}
Handler.BotUnLoad(this);
}
///
/// Send a private message to a player
///
/// Player name
/// Message
protected void SendPrivateMessage(string player, string message)
{
SendText(String.Format("/{0} {1} {2}", Settings.PrivateMsgsCmdName, player, message));
}
///
/// Run a script from a file using a Scripting bot
///
/// File name
/// Player name to send error messages, if applicable
/// Local variables for use in the Script
protected void RunScript(string filename, string playername = null, Dictionary localVars = null)
{
Handler.BotLoad(new ChatBots.Script(filename, playername, localVars));
}
///
/// Load an additional ChatBot
///
/// ChatBot to load
protected void BotLoad(ChatBot chatBot)
{
Handler.BotLoad(chatBot);
}
///
/// Check whether Terrain and Movements is enabled.
///
/// Enable status.
public bool GetTerrainEnabled()
{
return Handler.GetTerrainEnabled();
}
///
/// Enable or disable Terrain and Movements.
/// Please note that Enabling will be deferred until next relog, respawn or world change.
///
/// Enabled
/// TRUE if the setting was applied immediately, FALSE if delayed.
public bool SetTerrainEnabled(bool enabled)
{
return Handler.SetTerrainEnabled(enabled);
}
///
/// Get entity handling status
///
///
/// Entity Handling cannot be enabled in runtime (or after joining server)
public bool GetEntityHandlingEnabled()
{
return Handler.GetEntityHandlingEnabled();
}
///
/// start Sneaking
///
protected bool Sneak(bool on)
{
return SendEntityAction(on ? Protocol.EntityActionType.StartSneaking : Protocol.EntityActionType.StopSneaking);
}
///
/// Send Entity Action
///
private bool SendEntityAction(Protocol.EntityActionType entityAction)
{
return Handler.SendEntityAction(entityAction);
}
///
/// Attempt to dig a block at the specified location
///
/// Location of block to dig
/// Also perform the "arm swing" animation
/// Also look at the block before digging
protected bool DigBlock(Location location, bool swingArms = true, bool lookAtBlock = true)
{
return Handler.DigBlock(location, swingArms, lookAtBlock);
}
///
/// SetSlot
///
protected void SetSlot(int slotNum)
{
Handler.ChangeSlot((short)slotNum);
}
///
/// Get the current Minecraft World
///
/// Minecraft world or null if associated setting is disabled
protected Mapping.World GetWorld()
{
if (GetTerrainEnabled())
return Handler.GetWorld();
return null;
}
///
/// Get all Entities
///
/// All Entities
protected Dictionary GetEntities()
{
return Handler.GetEntities();
}
///
/// Get all players Latency
///
/// All players latency
protected Dictionary GetPlayersLatency()
{
return Handler.GetPlayersLatency();
}
///
/// Get the current location of the player (Feet location)
///
/// Minecraft world or null if associated setting is disabled
protected Mapping.Location GetCurrentLocation()
{
return Handler.GetCurrentLocation();
}
///
/// Move to the specified location
///
/// Location to reach
/// Allow possible but unsafe locations thay may hurt the player: lava, cactus...
/// Allow non-vanilla teleport instead of computing path, but may cause invalid moves and/or trigger anti-cheat plugins
/// True if a path has been found
protected bool MoveToLocation(Mapping.Location location, bool allowUnsafe = false, bool allowDirectTeleport = false)
{
return Handler.MoveTo(location, allowUnsafe, allowDirectTeleport);
}
///
/// Look at the specified location
///
/// Location to look at
protected void LookAtLocation(Mapping.Location location)
{
Handler.UpdateLocation(Handler.GetCurrentLocation(), location);
}
///
/// Get a Y-M-D h:m:s timestamp representing the current system date and time
///
protected static string GetTimestamp()
{
DateTime time = DateTime.Now;
return String.Format("{0}-{1}-{2} {3}:{4}:{5}",
time.Year.ToString("0000"),
time.Month.ToString("00"),
time.Day.ToString("00"),
time.Hour.ToString("00"),
time.Minute.ToString("00"),
time.Second.ToString("00"));
}
///
/// Load entries from a file as a string array, removing duplicates and empty lines
///
/// File to load
/// The string array or an empty array if failed to load the file
protected string[] LoadDistinctEntriesFromFile(string file)
{
if (File.Exists(file))
{
//Read all lines from file, remove lines with no text, convert to lowercase,
//remove duplicate entries, convert to a string array, and return the result.
return File.ReadAllLines(file, Encoding.UTF8)
.Where(line => !String.IsNullOrWhiteSpace(line))
.Select(line => line.ToLower())
.Distinct().ToArray();
}
else
{
LogToConsole("File not found: " + System.IO.Path.GetFullPath(file));
return new string[0];
}
}
///
/// Return the Server Port where the client is connected to
///
/// Server Port where the client is connected to
protected int GetServerPort()
{
return Handler.GetServerPort();
}
///
/// Return the Server Host where the client is connected to
///
/// Server Host where the client is connected to
protected string GetServerHost()
{
return Handler.GetServerHost();
}
///
/// Return the Username of the current account
///
/// Username of the current account
protected string GetUsername()
{
return Handler.GetUsername();
}
///
/// Return the Gamemode of the current account
///
/// Username of the current account
protected int GetGamemode()
{
return Handler.GetGamemode();
}
///
/// Return the UserUUID of the current account
///
/// UserUUID of the current account
protected string GetUserUUID()
{
return Handler.GetUserUUID();
}
///
/// Return the list of currently online players
///
/// List of online players
protected string[] GetOnlinePlayers()
{
return Handler.GetOnlinePlayers();
}
///
/// Get a dictionary of online player names and their corresponding UUID
///
///
/// dictionary of online player whereby
/// UUID represents the key
/// playername represents the value
protected Dictionary GetOnlinePlayersWithUUID()
{
return Handler.GetOnlinePlayersWithUUID();
}
///
/// Registers the given plugin channel for use by this chatbot.
///
/// The name of the channel to register
protected void RegisterPluginChannel(string channel)
{
this.registeredPluginChannels.Add(channel);
Handler.RegisterPluginChannel(channel, this);
}
///
/// Unregisters the given plugin channel, meaning this chatbot can no longer use it.
///
/// The name of the channel to unregister
protected void UnregisterPluginChannel(string channel)
{
this.registeredPluginChannels.RemoveAll(chan => chan == channel);
Handler.UnregisterPluginChannel(channel, this);
}
///
/// Sends the given plugin channel message to the server, if the channel has been registered.
/// See http://wiki.vg/Plugin_channel for more information about plugin channels.
///
/// The channel to send the message on.
/// The data to send.
/// Should the message be sent even if it hasn't been registered by the server or this bot? (Some Minecraft channels aren't registered)
/// Whether the message was successfully sent. False if there was a network error or if the channel wasn't registered.
protected bool SendPluginChannelMessage(string channel, byte[] data, bool sendEvenIfNotRegistered = false)
{
if (!sendEvenIfNotRegistered)
{
if (!this.registeredPluginChannels.Contains(channel))
{
return false;
}
}
return Handler.SendPluginChannelMessage(channel, data, sendEvenIfNotRegistered);
}
///
/// Get server current TPS (tick per second)
///
/// tps
protected Double GetServerTPS()
{
return Handler.GetServerTPS();
}
///
/// Interact with an entity
///
///
/// 0: interact, 1: attack, 2: interact at
/// Hand.MainHand or Hand.OffHand
/// TRUE in case of success
protected bool InteractEntity(int EntityID, int type, Hand hand = Hand.MainHand)
{
return Handler.InteractEntity(EntityID, type, hand);
}
///
/// Give Creative Mode items into regular/survival Player Inventory
///
/// (obviously) requires to be in creative mode
///
/// Destination inventory slot
/// Item type
/// Item count
/// TRUE if item given successfully
protected bool CreativeGive(int slot, ItemType itemType, int count, Dictionary nbt = null)
{
return Handler.DoCreativeGive(slot, itemType, count, nbt);
}
///
/// Plays animation (Player arm swing)
///
/// Hand.MainHand or Hand.OffHand
/// TRUE if animation successfully done
public bool SendAnimation(Hand hand = Hand.MainHand)
{
return Handler.DoAnimation((int)hand);
}
///
/// Use item currently in the player's hand (active inventory bar slot)
///
/// TRUE if successful
protected bool UseItemInHand()
{
return Handler.UseItemOnHand();
}
///
/// Check inventory handling enable status
///
/// TRUE if inventory handling is enabled
public bool GetInventoryEnabled()
{
return Handler.GetInventoryEnabled();
}
///
/// Place the block at hand in the Minecraft world
///
/// Location to place block to
/// Block face (e.g. Direction.Down when clicking on the block below to place this block)
/// Hand.MainHand or Hand.OffHand
/// TRUE if successfully placed
public bool SendPlaceBlock(Location location, Direction blockFace, Hand hand = Hand.MainHand)
{
return Handler.PlaceBlock(location, blockFace, hand);
}
///
/// Get the player's inventory. Do not write to it, will not have any effect server-side.
///
/// Player inventory
protected Container GetPlayerInventory()
{
Container container = Handler.GetPlayerInventory();
return container == null ? null : new Container(container.ID, container.Type, container.Title, container.Items);
}
///
/// Get all inventories, player and container(s). Do not write to them. Will not have any effect server-side.
///
/// All inventories
public Dictionary GetInventories()
{
return Handler.GetInventories();
}
///
/// Perform inventory action
///
/// Inventory ID
/// Slot ID
/// Action Type
/// TRUE in case of success
protected bool WindowAction(int inventoryId, int slot, WindowActionType actionType)
{
return Handler.DoWindowAction(inventoryId, slot, actionType);
}
///
/// Get inventory action helper
///
/// Inventory Container
/// ItemMovingHelper instance
protected ItemMovingHelper GetItemMovingHelper(Container container)
{
return new ItemMovingHelper(container, Handler);
}
///
/// Change player selected hotbar slot
///
/// 0-8
/// True if success
protected bool ChangeSlot(short slot)
{
return Handler.ChangeSlot(slot);
}
///
/// Get current player selected hotbar slot
///
/// 0-8
protected byte GetCurrentSlot()
{
return Handler.GetCurrentSlot();
}
///
/// Clean all inventory
///
/// TRUE if the uccessfully clear
protected bool ClearInventories()
{
return Handler.ClearInventories();
}
///
/// Update sign text
///
/// sign location
/// text one
/// text two
/// text three
/// text1 four
protected bool UpdateSign(Location location, string line1, string line2, string line3, string line4)
{
return Handler.UpdateSign(location, line1, line2, line3, line4);
}
///
/// Selects villager trade
///
/// Trade slot to select, starts at 0.
protected bool SelectTrade(int selectedSlot)
{
return Handler.SelectTrade(selectedSlot);
}
///
/// Update command block
///
/// command block location
/// command
/// command block mode
/// command block flags
protected bool UpdateCommandBlock(Location location, string command, CommandBlockMode mode, CommandBlockFlags flags)
{
return Handler.UpdateCommandBlock(location, command, mode, flags);
}
///
/// Register a command in command prompt. Command will be automatically unregistered when unloading ChatBot
///
/// Name of the command
/// Description/usage of the command
/// Method for handling the command
/// True if successfully registered
protected bool RegisterChatBotCommand(string cmdName, string cmdDesc, string cmdUsage, CommandRunner callback)
{
bool result = Handler.RegisterCommand(cmdName, cmdDesc, cmdUsage, callback);
if (result)
registeredCommands.Add(cmdName.ToLower());
return result;
}
///
/// Close a opened inventory
///
///
/// True if success
protected bool CloseInventory(int inventoryID)
{
return Handler.CloseInventory(inventoryID);
}
///
/// Get max length for chat messages
///
/// Max length, in characters
protected int GetMaxChatMessageLength()
{
return Handler.GetMaxChatMessageLength();
}
///
/// Respawn player
///
protected bool Respawn()
{
if (Handler.GetHealth() <= 0)
return Handler.SendRespawnPacket();
else return false;
}
///
/// Enable or disable network packet event calling. If you want to capture every packet including login phase, please enable this in
///
///
/// Enable this may increase memory usage.
///
///
protected void SetNetworkPacketEventEnabled(bool enabled)
{
Handler.SetNetworkPacketCaptureEnabled(enabled);
}
///
/// Get the minecraft protcol number currently in use
///
/// Protcol number
protected int GetProtocolVersion()
{
return Handler.GetProtocolVersion();
}
///
/// Command runner definition.
/// Returned string will be the output of the command
///
/// Full command
/// Arguments in the command
/// Command result to display to the user
public delegate string CommandRunner(string command, string[] args);
///
/// Command class with constructor for creating command for ChatBots.
///
public class ChatBotCommand : Command
{
public CommandRunner Runner;
private readonly string _cmdName;
private readonly string _cmdDesc;
private readonly string _cmdUsage;
public override string CmdName { get { return _cmdName; } }
public override string CmdUsage { get { return _cmdUsage; } }
public override string CmdDesc { get { return _cmdDesc; } }
public override string Run(McClient handler, string command, Dictionary localVars)
{
return this.Runner(command, getArgs(command));
}
///
/// ChatBotCommand Constructor
///
/// Name of the command
/// Description of the command. Support tranlation.
/// Usage of the command
/// Method for handling the command
public ChatBotCommand(string cmdName, string cmdDesc, string cmdUsage, CommandRunner callback)
{
this._cmdName = cmdName;
this._cmdDesc = cmdDesc;
this._cmdUsage = cmdUsage;
this.Runner = callback;
}
}
}
}