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https://github.com/MCCTeam/Minecraft-Console-Client
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* Update ChatBot.cs + PlaceBlock * Update AutoAttack.cs + HitAnimation * Update PacketIncomingType.cs + Explosion, * Update McTcpClient.cs + OnExplosion * Update ChatBot.cs + OnExplosion * Update IMinecraftComHandler.cs + OnExplosion * Update Protocol18PacketTypes.cs + PacketIncomingType.Explosion * Update ChatBot.cs + Fix * Update AutoAttack.cs + Fix * Update ChatBot.cs + Fix * Update Protocol18PacketTypes.cs + Old versions * Update Protocol18PacketTypes.cs + 1.7 - 1.8 Explosion ID * Update Protocol18PacketTypes.cs + Fix * Update McTcpClient.cs + int ExplosionRecordCount * Update ChatBot.cs + recordcount * Update IMinecraftComHandler.cs + ExplosionRecordCount * Update Protocol18.cs * Update CSharpRunner.cs + using MinecraftClient.Inventory; * add OnGamemodeUpdate + OnGamemodeUpdate * + OnGamemodeUpdate(playername, uuid, gamemode) + OnGamemodeUpdate * Update Protocol18.cs * Update IMinecraftComHandler.cs * Update McTcpClient.cs Fix * Update McTcpClient.cs * Update Protocol18.cs + Location explodelocation * Update McTcpClient.cs + Location explode * Update ChatBot.cs + Fix * Update ChatBot.cs Remove excess + * Update Plays animation * Improve documentation * ItemType fix * OnExplosion(Location explod); * Update PacketIncomingType.cs add SetExperience, * + Old versions * Update IMinecraftComHandler.cs * Update McTcpClient.cs * Update Protocol18.cs * add GetLevel & GetTotalExperience * Fix * add GetLevel & GetTotalExperience * OnSetExpience * Update ChatBot.cs Fix * Update McTcpClient.cs + bot.OnSetExperience * Update Protocol18.cs + Fix * Update McTcpClient.cs + PlayerDigging * Update PacketOutgoingType.cs + PlayerDigging * Update Protocol18PacketTypes.cs + case PacketOutgoingType.PlayerDigging * Update Protocol18.cs + SendPlayerDigging * Update IMinecraftCom.cs + SendPlayerDigging * Update McTcpClient.cs + PlayerDigging * Update Protocol16.cs + SendPlayerDigging * Update ChatBot.cs + PlayerDigging * Update ChatBot.cs + Fix * Update McTcpClient.cs + Fix * Update ChatBot.cs Add WindowAction * ChatBot.cs Fixes * Further ChatBot.cs fixes * Further ChatBot.cs fixes * Protocol Handler fixes * Protocol Handler fixes * IMinecraftCom fixes * documentation fixes Co-authored-by: ORelio <oreliogitantispam.l0gin@spamgourmet.com>
141 lines
4.7 KiB
C#
141 lines
4.7 KiB
C#
using MinecraftClient.Mapping;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace MinecraftClient.ChatBots
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{
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/// <summary>
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/// The AutoAttack bot will automatically attack any hostile mob close to the player
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/// </summary>
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class AutoAttack : ChatBot
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{
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private Dictionary<int, Entity> entitiesToAttack = new Dictionary<int, Entity>(); // mobs within attack range
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private int attackCooldown = 6;
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private int attackCooldownCounter = 6;
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private Double attackSpeed = 4;
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private Double attackCooldownSecond;
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private int attackRange = 4;
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private Double serverTPS;
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private float health = 100;
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public override void Initialize()
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{
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if (!GetEntityHandlingEnabled())
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{
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LogToConsole("Entity Handling is not enabled in the config file!");
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LogToConsole("This bot will be unloaded.");
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UnloadBot();
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}
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}
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public override void Update()
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{
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if (AutoEat.Eating | health == 0)
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return;
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if (attackCooldownCounter == 0)
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{
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attackCooldownCounter = attackCooldown;
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if (entitiesToAttack.Count > 0)
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{
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foreach (KeyValuePair<int, Entity> entity in entitiesToAttack)
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{
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// check that we are in range once again.
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bool shouldAttack = handleEntity(entity.Value);
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if (shouldAttack)
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{
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SendAnimation(0); // Hit Animation
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InteractEntity(entity.Key, 1); // hit the entity!
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}
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}
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}
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}
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else
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{
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attackCooldownCounter--;
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}
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}
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public override void OnEntitySpawn(Entity entity)
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{
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handleEntity(entity);
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}
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public override void OnEntityDespawn(Entity entity)
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{
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if (entitiesToAttack.ContainsKey(entity.ID))
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{
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entitiesToAttack.Remove(entity.ID);
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}
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}
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public override void OnEntityMove(Entity entity)
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{
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handleEntity(entity);
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}
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public override void OnHealthUpdate(float health, int food)
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{
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this.health = health;
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}
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public override void OnPlayerProperty(Dictionary<string, double> prop)
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{
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// adjust auto attack cooldown for maximum attack damage
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if (prop.ContainsKey("generic.attackSpeed"))
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{
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if (attackSpeed != prop["generic.attackSpeed"])
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{
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serverTPS = GetServerTPS();
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attackSpeed = prop["generic.attackSpeed"];
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attackCooldownSecond = 1 / attackSpeed * (serverTPS / 20.0); // server tps will affect the cooldown
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attackCooldown = Convert.ToInt32(Math.Truncate(attackCooldownSecond / 0.1) + 1);
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}
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}
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}
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public override void OnServerTpsUpdate(double tps)
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{
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serverTPS = tps;
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// re-calculate attack speed
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attackCooldownSecond = 1 / attackSpeed * (serverTPS / 20.0); // server tps will affect the cooldown
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attackCooldown = Convert.ToInt32(Math.Truncate(attackCooldownSecond / 0.1) + 1);
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}
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/// <summary>
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/// Checks to see if the entity should be attacked. If it should be attacked, it will add the entity
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/// To a list of entities to attack every few ticks.
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/// </summary>
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/// <param name="entity">The entity to handle</param>
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/// <returns>If the entity should be attacked</returns>
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public bool handleEntity(Entity entity)
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{
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if (!entity.Type.IsHostile())
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return false;
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bool isBeingAttacked = entitiesToAttack.ContainsKey(entity.ID);
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if (GetCurrentLocation().Distance(entity.Location) < attackRange)
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{
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// check to see if entity has not been marked as tracked, and if not, track it.
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if (!isBeingAttacked)
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{
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entitiesToAttack.Add(entity.ID, entity);
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}
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return true;
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}
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else
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{
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// remove marker on entity to attack it, as it is now out of range
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if (isBeingAttacked)
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{
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entitiesToAttack.Remove(entity.ID);
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}
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return false;
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}
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}
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}
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}
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