using MinecraftClient.Mapping;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MinecraftClient.ChatBots
{
///
/// The AutoAttack bot will automatically attack any hostile mob close to the player
///
class AutoAttack : ChatBot
{
private Dictionary entitiesToAttack = new Dictionary(); // mobs within attack range
private int attackCooldown = 6;
private int attackCooldownCounter = 6;
private Double attackSpeed = 4;
private Double attackCooldownSecond;
private int attackRange = 4;
private Double serverTPS;
private float health = 100;
public override void Initialize()
{
if (!GetEntityHandlingEnabled())
{
LogToConsole("Entity Handling is not enabled in the config file!");
LogToConsole("This bot will be unloaded.");
UnloadBot();
}
}
public override void Update()
{
if (AutoEat.Eating | health == 0)
return;
if (attackCooldownCounter == 0)
{
attackCooldownCounter = attackCooldown;
if (entitiesToAttack.Count > 0)
{
SendAnimation(Inventory.Hand.MainHand); // Arm animation
foreach (KeyValuePair entity in entitiesToAttack)
{
// check that we are in range once again.
bool shouldAttack = handleEntity(entity.Value);
if (shouldAttack)
{
InteractEntity(entity.Key, 1); // hit the entity!
}
}
}
}
else
{
attackCooldownCounter--;
}
}
public override void OnEntitySpawn(Entity entity)
{
handleEntity(entity);
}
public override void OnEntityDespawn(Entity entity)
{
if (entitiesToAttack.ContainsKey(entity.ID))
{
entitiesToAttack.Remove(entity.ID);
}
}
public override void OnEntityMove(Entity entity)
{
handleEntity(entity);
}
public override void OnHealthUpdate(float health, int food)
{
this.health = health;
}
public override void OnPlayerProperty(Dictionary prop)
{
// adjust auto attack cooldown for maximum attack damage
if (prop.ContainsKey("generic.attackSpeed"))
{
if (attackSpeed != prop["generic.attackSpeed"])
{
serverTPS = GetServerTPS();
attackSpeed = prop["generic.attackSpeed"];
attackCooldownSecond = 1 / attackSpeed * (serverTPS / 20.0); // server tps will affect the cooldown
attackCooldown = Convert.ToInt32(Math.Truncate(attackCooldownSecond / 0.1) + 1);
}
}
}
public override void OnServerTpsUpdate(double tps)
{
serverTPS = tps;
// re-calculate attack speed
attackCooldownSecond = 1 / attackSpeed * (serverTPS / 20.0); // server tps will affect the cooldown
attackCooldown = Convert.ToInt32(Math.Truncate(attackCooldownSecond / 0.1) + 1);
}
///
/// Checks to see if the entity should be attacked. If it should be attacked, it will add the entity
/// To a list of entities to attack every few ticks.
///
/// The entity to handle
/// If the entity should be attacked
public bool handleEntity(Entity entity)
{
if (!entity.Type.IsHostile() || entity.Health <= 0)
return false;
bool isBeingAttacked = entitiesToAttack.ContainsKey(entity.ID);
if (GetCurrentLocation().Distance(entity.Location) <= attackRange)
{
// check to see if entity has not been marked as tracked, and if not, track it.
if (!isBeingAttacked)
{
entitiesToAttack.Add(entity.ID, entity);
}
return true;
}
else
{
// remove marker on entity to attack it, as it is now out of range
if (isBeingAttacked)
{
entitiesToAttack.Remove(entity.ID);
}
return false;
}
}
}
}