Minecraft-Console-Client/MinecraftClient/ChatBots/AutoCraft.cs
2022-10-05 15:02:30 +08:00

787 lines
29 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MinecraftClient.Inventory;
using MinecraftClient.Mapping;
using Tomlet.Attributes;
namespace MinecraftClient.ChatBots
{
public class AutoCraft : ChatBot
{
public static Configs Config = new();
[TomlDoNotInlineObject]
public class Configs
{
[NonSerialized]
private const string BotName = "AutoCraft";
public bool Enabled = false;
public string configFile = @"autocraft\config.ini";
public void OnSettingUpdate() { }
}
private bool waitingForMaterials = false;
private bool waitingForUpdate = false;
private bool waitingForTable = false;
private bool craftingFailed = false;
private int inventoryInUse = -2;
private int index = 0;
private Recipe? recipeInUse;
private readonly List<ActionStep> actionSteps = new();
private Location tableLocation = new();
private bool abortOnFailure = true;
private int updateDebounceValue = 2;
private int updateDebounce = 0;
private readonly int updateTimeoutValue = 10;
private int updateTimeout = 0;
private string timeoutAction = "unspecified";
private string lastRecipe = ""; // Used in parsing recipe config
private readonly Dictionary<string, Recipe> recipes = new();
private void ResetVar()
{
craftingFailed = false;
waitingForTable = false;
waitingForUpdate = false;
waitingForMaterials = false;
inventoryInUse = -2;
index = 0;
recipeInUse = null;
actionSteps.Clear();
}
private enum ActionType
{
LeftClick,
ShiftClick,
WaitForUpdate,
ResetCraftArea,
Repeat,
CheckResult
}
/// <summary>
/// Represent a single action step of the whole crafting process
/// </summary>
private class ActionStep
{
/// <summary>
/// The action type of this action step
/// </summary>
public ActionType ActionType;
/// <summary>
/// For storing data needed for processing
/// </summary>
/// <remarks>-2 mean not used</remarks>
public int Slot = -2;
/// <summary>
/// For storing data needed for processing
/// </summary>
/// <remarks>-2 mean not used</remarks>
public int InventoryID = -2;
/// <summary>
/// For storing data needed for processing
/// </summary>
public ItemType ItemType;
public ActionStep(ActionType actionType)
{
ActionType = actionType;
}
public ActionStep(ActionType actionType, int inventoryID)
{
ActionType = actionType;
InventoryID = inventoryID;
}
public ActionStep(ActionType actionType, int inventoryID, int slot)
{
ActionType = actionType;
Slot = slot;
InventoryID = inventoryID;
}
public ActionStep(ActionType actionType, int inventoryID, ItemType itemType)
{
ActionType = actionType;
InventoryID = inventoryID;
ItemType = itemType;
}
}
/// <summary>
/// Represent a crafting recipe
/// </summary>
private class Recipe
{
/// <summary>
/// The results item of this recipe
/// </summary>
public ItemType ResultItem;
/// <summary>
/// Crafting table required for this recipe, playerInventory or Crafting
/// </summary>
public ContainerType CraftingAreaType;
/// <summary>
/// Materials needed and their position
/// </summary>
/// <remarks>position start with 1, from left to right, top to bottom</remarks>
public Dictionary<int, ItemType>? Materials;
public Recipe() { }
public Recipe(Dictionary<int, ItemType> materials, ItemType resultItem, ContainerType type)
{
Materials = materials;
ResultItem = resultItem;
CraftingAreaType = type;
}
/// <summary>
/// Convert the position of a defined recipe from playerInventory to Crafting
/// </summary>
/// <param name="recipe"></param>
/// <returns>Converted recipe</returns>
/// <remarks>so that it can be used in crafting table</remarks>
public static Recipe ConvertToCraftingTable(Recipe recipe)
{
if (recipe.CraftingAreaType == ContainerType.PlayerInventory && recipe.Materials != null)
{
if (recipe.Materials.ContainsKey(4))
{
recipe.Materials[5] = recipe.Materials[4];
recipe.Materials.Remove(4);
}
if (recipe.Materials.ContainsKey(3))
{
recipe.Materials[4] = recipe.Materials[3];
recipe.Materials.Remove(3);
}
}
return recipe;
}
}
public override void Initialize()
{
if (!GetInventoryEnabled())
{
LogToConsoleTranslated("extra.inventory_required");
LogToConsoleTranslated("general.bot_unload");
UnloadBot();
return;
}
RegisterChatBotCommand("autocraft", Translations.Get("bot.autoCraft.cmd"), GetHelp(), CommandHandler);
RegisterChatBotCommand("ac", Translations.Get("bot.autoCraft.alias"), GetHelp(), CommandHandler);
LoadConfig();
}
public string CommandHandler(string cmd, string[] args)
{
if (args.Length > 0)
{
switch (args[0])
{
case "load":
LoadConfig();
return "";
case "list":
string names = string.Join(", ", recipes.Keys.ToList());
return Translations.Get("bot.autoCraft.cmd.list", recipes.Count, names);
case "reload":
recipes.Clear();
LoadConfig();
return "";
case "resetcfg":
WriteDefaultConfig();
return Translations.Get("bot.autoCraft.cmd.resetcfg");
case "start":
if (args.Length >= 2)
{
string name = args[1];
if (recipes.ContainsKey(name))
{
ResetVar();
PrepareCrafting(recipes[name]);
return "";
}
else return Translations.Get("bot.autoCraft.recipe_not_exist");
}
else return Translations.Get("bot.autoCraft.no_recipe_name");
case "stop":
StopCrafting();
return Translations.Get("bot.autoCraft.stop");
case "help":
return GetCommandHelp(args.Length >= 2 ? args[1] : "");
default:
return GetHelp();
}
}
else return GetHelp();
}
private static string GetHelp()
{
return Translations.Get("bot.autoCraft.available_cmd", "load, list, reload, resetcfg, start, stop, help");
}
private string GetCommandHelp(string cmd)
{
return cmd.ToLower() switch
{
#pragma warning disable format // @formatter:off
"load" => Translations.Get("bot.autocraft.help.load"),
"list" => Translations.Get("bot.autocraft.help.list"),
"reload" => Translations.Get("bot.autocraft.help.reload"),
"resetcfg" => Translations.Get("bot.autocraft.help.resetcfg"),
"start" => Translations.Get("bot.autocraft.help.start"),
"stop" => Translations.Get("bot.autocraft.help.stop"),
"help" => Translations.Get("bot.autocraft.help.help"),
_ => GetHelp(),
#pragma warning restore format // @formatter:on
};
}
#region Config handling
public void LoadConfig()
{
if (!File.Exists(Config.configFile))
{
if (!Directory.Exists(Config.configFile))
{
Directory.CreateDirectory(@"autocraft");
}
WriteDefaultConfig();
LogDebugToConsoleTranslated("bot.autoCraft.debug.no_config");
}
try
{
ParseConfig();
LogToConsoleTranslated("bot.autoCraft.loaded");
}
catch (Exception e)
{
LogToConsoleTranslated("bot.autoCraft.error.config", "\n" + e.Message);
}
}
private void WriteDefaultConfig()
{
string[] content =
{
"[AutoCraft]",
"# A valid autocraft config must begin with [AutoCraft]",
"",
"tablelocation=0,65,0 # Location of the crafting table if you intended to use it. Terrain and movements must be enabled. Format: x,y,z",
"onfailure=abort # What to do on crafting failure, abort or wait",
"",
"# You can define multiple recipes in a single config file",
"# This is an example of how to define a recipe",
"[Recipe]",
"name=whatever # name could be whatever you like. This field must be defined first",
"type=player # crafting table type: player or table",
"result=StoneButton # the resulting item",
"",
"# define slots with their deserved item",
"slot1=Stone # slot start with 1, count from left to right, top to bottom",
"# For the naming of the items, please see",
"# https://github.com/MCCTeam/Minecraft-Console-Client/blob/master/MinecraftClient/Inventory/ItemType.cs"
};
File.WriteAllLines(Config.configFile, content);
}
private void ParseConfig()
{
string[] content = File.ReadAllLines(Config.configFile);
if (content.Length <= 0)
{
throw new Exception(Translations.Get("bot.autoCraft.exception.empty", Config.configFile));
}
if (content[0].ToLower() != "[autocraft]")
{
throw new Exception(Translations.Get("bot.autoCraft.exception.invalid", Config.configFile));
}
// local variable for use in parsing config
string section = "";
Dictionary<string, Recipe> recipes = new();
foreach (string l in content)
{
// ignore comment start with #
if (l.StartsWith("#"))
continue;
string line = l.Split('#')[0].Trim();
if (line.Length <= 0)
continue;
if (line[0] == '[' && line[^1] == ']')
{
section = line[1..^1].ToLower();
continue;
}
string key = line.Split('=')[0].ToLower();
if (!(line.Length > (key.Length + 1)))
continue;
string value = line[(key.Length + 1)..];
switch (section)
{
case "recipe": ParseRecipe(key, value); break;
case "autocraft": ParseMain(key, value); break;
}
}
// check and save recipe
foreach (var pair in recipes)
{
if ((pair.Value.CraftingAreaType == ContainerType.PlayerInventory
|| pair.Value.CraftingAreaType == ContainerType.Crafting)
&& (pair.Value.Materials != null
&& pair.Value.Materials.Count > 0)
&& pair.Value.ResultItem != ItemType.Air)
{
// checking pass
this.recipes.Add(pair.Key, pair.Value);
}
else
{
throw new Exception(Translations.Get("bot.autoCraft.exception.item_miss", pair.Key));
}
}
}
#region Method for parsing different section of config
private void ParseMain(string key, string value)
{
switch (key)
{
case "tablelocation":
string[] values = value.Split(',');
if (values.Length == 3)
{
tableLocation.X = Convert.ToInt32(values[0]);
tableLocation.Y = Convert.ToInt32(values[1]);
tableLocation.Z = Convert.ToInt32(values[2]);
}
else throw new Exception(Translations.Get("bot.autoCraft.exception.invalid_table", key));
break;
case "onfailure":
abortOnFailure = value.ToLower() == "abort";
break;
case "updatedebounce":
updateDebounceValue = Convert.ToInt32(value);
break;
}
}
private void ParseRecipe(string key, string value)
{
if (key.StartsWith("slot"))
{
int slot = Convert.ToInt32(key[^1].ToString());
if (slot > 0 && slot < 10)
{
if (recipes.ContainsKey(lastRecipe))
{
if (Enum.TryParse(value, true, out ItemType itemType))
{
Dictionary<int, ItemType>? materials = recipes[lastRecipe].Materials;
if (materials != null && materials.Count > 0)
{
materials.Add(slot, itemType);
}
else
{
recipes[lastRecipe].Materials = new Dictionary<int, ItemType>()
{
{ slot, itemType }
};
}
return;
}
else
{
throw new Exception(Translations.Get("bot.autoCraft.exception.item_name", lastRecipe, key));
}
}
else
{
throw new Exception(Translations.Get("bot.autoCraft.exception.name_miss"));
}
}
else
{
throw new Exception(Translations.Get("bot.autoCraft.exception.slot", key));
}
}
else
{
switch (key)
{
case "name":
if (!recipes.ContainsKey(value))
{
recipes.Add(value, new Recipe());
lastRecipe = value;
}
else
{
throw new Exception(Translations.Get("bot.autoCraft.exception.duplicate", value));
}
break;
case "type":
if (recipes.ContainsKey(lastRecipe))
{
recipes[lastRecipe].CraftingAreaType = value.ToLower() == "player" ? ContainerType.PlayerInventory : ContainerType.Crafting;
}
break;
case "result":
if (recipes.ContainsKey(lastRecipe))
{
if (Enum.TryParse(value, true, out ItemType itemType))
{
recipes[lastRecipe].ResultItem = itemType;
}
}
break;
}
}
}
#endregion
#endregion
#region Core part of auto-crafting
public override void OnInventoryUpdate(int inventoryId)
{
if ((waitingForUpdate && inventoryInUse == inventoryId) || (waitingForMaterials && inventoryInUse == inventoryId))
{
// Because server might send us a LOT of update at once, even there is only a single slot updated.
// Using this to make sure we don't do things before inventory update finish
updateDebounce = updateDebounceValue;
}
}
public override void OnInventoryOpen(int inventoryId)
{
if (waitingForTable)
{
if (GetInventories()[inventoryId].Type == ContainerType.Crafting)
{
waitingForTable = false;
ClearTimeout();
// After table opened, we need to wait for server to update table inventory items
waitingForUpdate = true;
inventoryInUse = inventoryId;
PrepareCrafting(recipeInUse!);
}
}
}
public override void Update()
{
if (updateDebounce > 0)
{
updateDebounce--;
if (updateDebounce <= 0)
InventoryUpdateFinished();
}
if (updateTimeout > 0)
{
updateTimeout--;
if (updateTimeout <= 0)
HandleUpdateTimeout();
}
}
private void InventoryUpdateFinished()
{
if (waitingForUpdate || waitingForMaterials)
{
if (waitingForUpdate)
waitingForUpdate = false;
if (waitingForMaterials)
{
waitingForMaterials = false;
craftingFailed = false;
}
HandleNextStep();
}
}
private void OpenTable(Location location)
{
SendPlaceBlock(location, Direction.Up);
}
/// <summary>
/// Prepare the crafting action steps by the given recipe name and start crafting
/// </summary>
/// <param name="recipe">Name of the recipe to craft</param>
private void PrepareCrafting(string name)
{
PrepareCrafting(recipes[name]);
}
/// <summary>
/// Prepare the crafting action steps by the given recipe and start crafting
/// </summary>
/// <param name="recipe">Recipe to craft</param>
private void PrepareCrafting(Recipe recipe)
{
recipeInUse = recipe;
if (recipeInUse.CraftingAreaType == ContainerType.PlayerInventory)
inventoryInUse = 0;
else
{
var inventories = GetInventories();
foreach (var inventory in inventories)
if (inventory.Value.Type == ContainerType.Crafting)
inventoryInUse = inventory.Key;
if (inventoryInUse == -2)
{
// table required but not found. Try to open one
OpenTable(tableLocation);
waitingForTable = true;
SetTimeout(Translations.Get("bot.autoCraft.table_not_found"));
return;
}
}
if (recipe.Materials != null)
{
foreach (KeyValuePair<int, ItemType> slot in recipe.Materials)
{
// Steps for moving items from inventory to crafting area
actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Value));
actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Key));
}
}
if (actionSteps.Count > 0)
{
// Wait for server to send us the crafting result
actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse, 0));
// Check the crafting result is the item we want
actionSteps.Add(new ActionStep(ActionType.CheckResult, inventoryInUse, recipe.ResultItem));
// Put item back to inventory. (Using shift-click can take all item at once)
actionSteps.Add(new ActionStep(ActionType.ShiftClick, inventoryInUse, 0));
// We need to wait for server to update us after taking item from crafting result
actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse));
// Repeat the whole process again
actionSteps.Add(new ActionStep(ActionType.Repeat));
// Start crafting
LogToConsoleTranslated("bot.autoCraft.start", recipe.ResultItem);
HandleNextStep();
}
else LogToConsoleTranslated("bot.autoCraft.start_fail", recipe.ResultItem);
}
/// <summary>
/// Stop the crafting process by clearing crafting action steps and close the inventory
/// </summary>
private void StopCrafting()
{
actionSteps.Clear();
// Put item back to inventory or they will be dropped
ClearCraftingArea(inventoryInUse);
// Closing inventory can make server to update our inventory
// Useful when
// - There are some items left in the crafting area
// - Resynchronize player inventory if using crafting table
if (GetInventories().ContainsKey(inventoryInUse))
{
CloseInventory(inventoryInUse);
LogToConsoleTranslated("bot.autoCraft.close_inventory", inventoryInUse);
}
}
/// <summary>
/// Handle next crafting action step
/// </summary>
private void HandleNextStep()
{
while (actionSteps.Count > 0)
{
if (waitingForUpdate || waitingForMaterials || craftingFailed) break;
ActionStep step = actionSteps[index];
index++;
switch (step.ActionType)
{
case ActionType.LeftClick:
if (step.Slot != -2)
{
WindowAction(step.InventoryID, step.Slot, WindowActionType.LeftClick);
}
else
{
int[] slots = GetInventories()[step.InventoryID].SearchItem(step.ItemType);
if (slots.Length > 0)
{
int ignoredSlot;
if (recipeInUse!.CraftingAreaType == ContainerType.PlayerInventory)
ignoredSlot = 9;
else
ignoredSlot = 10;
slots = slots.Where(slot => slot >= ignoredSlot).ToArray();
if (slots.Length > 0)
WindowAction(step.InventoryID, slots[0], WindowActionType.LeftClick);
else
craftingFailed = true;
}
else craftingFailed = true;
}
break;
case ActionType.ShiftClick:
if (step.Slot == 0)
{
WindowAction(step.InventoryID, step.Slot, WindowActionType.ShiftClick);
}
else craftingFailed = true;
break;
// Compare the crafting result with the recipe result
case ActionType.CheckResult:
if (GetInventories()[step.InventoryID].Items.ContainsKey(0)
&& GetInventories()[step.InventoryID].Items[0].Type == step.ItemType)
{
// OK
break;
}
else
{
// Bad, reset everything
ClearCraftingArea(step.InventoryID);
index = 0;
}
break;
case ActionType.WaitForUpdate:
if (step.InventoryID != -2)
{
waitingForUpdate = true;
}
else craftingFailed = true;
break;
case ActionType.ResetCraftArea:
if (step.InventoryID != -2)
ClearCraftingArea(step.InventoryID);
else
craftingFailed = true;
break;
case ActionType.Repeat:
index = 0;
break;
}
HandleError();
}
}
/// <summary>
/// Handle any crafting error after a step was processed
/// </summary>
private void HandleError()
{
if (craftingFailed)
{
if (actionSteps[index - 1].ActionType == ActionType.LeftClick && actionSteps[index - 1].ItemType != ItemType.Air)
{
// Inform user the missing meterial name
LogToConsoleTranslated("bot.autoCraft.missing_material", actionSteps[index - 1].ItemType.ToString());
}
if (abortOnFailure)
{
StopCrafting();
LogToConsoleTranslated("bot.autoCraft.aborted");
}
else
{
waitingForMaterials = true;
// Even though crafting failed, action step index will still increase
// we want to do that failed step again so decrease index by 1
index--;
LogToConsoleTranslated("bot.autoCraft.craft_fail");
}
}
}
/// <summary>
/// Put any item left in the crafting area back to inventory
/// </summary>
/// <param name="inventoryId">Inventory ID to operate with</param>
private void ClearCraftingArea(int inventoryId)
{
if (GetInventories().ContainsKey(inventoryId))
{
var inventory = GetInventories()[inventoryId];
int areaStart = 1;
int areaEnd = 4;
if (inventory.Type == ContainerType.Crafting)
{
areaEnd = 9;
}
List<int> emptySlots = inventory.GetEmpytSlots().Where(s => s > 9).ToList();
for (int i = areaStart; i <= areaEnd; i++)
{
if (inventory.Items.ContainsKey(i))
{
if (emptySlots.Count != 0)
{
WindowAction(inventoryId, i, WindowActionType.LeftClick);
WindowAction(inventoryId, emptySlots[0], WindowActionType.LeftClick);
emptySlots.RemoveAt(0);
}
else
{
WindowAction(inventoryId, i, WindowActionType.DropItemStack);
}
}
}
}
}
private void HandleUpdateTimeout()
{
LogToConsoleTranslated("bot.autoCraft.timeout", timeoutAction);
}
/// <summary>
/// Set the timeout. Used to detect the failure of open crafting table
/// </summary>
/// <param name="reason">The reason to display if timeout</param>
private void SetTimeout(string reason = "unspecified")
{
updateTimeout = updateTimeoutValue;
timeoutAction = reason;
}
/// <summary>
/// Clear the timeout
/// </summary>
private void ClearTimeout()
{
updateTimeout = 0;
}
#endregion
}
}