Minecraft-Console-Client/MinecraftClient/ChatBot.cs
ReinforceZwei 62c985376e
Add command auto-unregister mechanism (#1492)
* Add command auto-unregister mechanism

* Improve logic
2021-03-07 14:21:19 +08:00

1378 lines
57 KiB
C#
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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.
///
/// <summary>
/// The virtual class containing anything you need for creating chat bots.
/// </summary>
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<ChatBot> GetLoadedChatBots() { return Handler.GetLoadedChatBots(); }
protected void UnLoadBot(ChatBot bot) { Handler.BotUnLoad(bot); }
private McClient _handler = null;
private ChatBot master = null;
private List<string> registeredPluginChannels = new List<String>();
private List<string> registeredCommands = new List<string>();
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 */
/* ================================================== */
/// <summary>
/// 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.
/// </summary>
public virtual void Initialize() { }
/// <summary>
/// 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.
/// </summary>
public virtual void AfterGameJoined() { }
/// <summary>
/// Will be called every ~100ms (10fps) if loaded in MinecraftCom
/// </summary>
public virtual void Update() { }
/// <summary>
/// Any text sent by the server will be sent here by MinecraftCom
/// </summary>
/// <param name="text">Text from the server</param>
public virtual void GetText(string text) { }
/// <summary>
/// Any text sent by the server will be sent here by MinecraftCom (extended variant)
/// </summary>
/// <remarks>
/// You can use Json.ParseJson() to process the JSON string.
/// </remarks>
/// <param name="text">Text from the server</param>
/// <param name="json">Raw JSON from the server. This parameter will be NULL on MC 1.5 or lower!</param>
public virtual void GetText(string text, string json) { }
/// <summary>
/// Is called when the client has been disconnected fom the server
/// </summary>
/// <param name="reason">Disconnect Reason</param>
/// <param name="message">Kick message, if any</param>
/// <returns>Return TRUE if the client is about to restart</returns>
public virtual bool OnDisconnect(DisconnectReason reason, string message) { return false; }
/// <summary>
/// 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
/// </summary>
/// <param name="channel">The name of the channel</param>
/// <param name="data">The payload for the message</param>
public virtual void OnPluginMessage(string channel, byte[] data) { }
/// <summary>
/// Called when properties for the Player entity are received from the server
/// </summary>
/// <param name="prop">Dictionary of player properties</param>
public virtual void OnPlayerProperty(Dictionary<string, Double> prop) { }
/// <summary>
/// Called when server TPS are recalculated by MCC based on world time updates
/// </summary>
/// <param name="tps">New estimated server TPS (between 0 and 20)</param>
public virtual void OnServerTpsUpdate(Double tps) { }
/// <summary>
/// Called when a time changed
/// </summary>
/// <param name="WorldAge">World age</param>
/// <param name="TimeOfDay">Time</param>
public virtual void OnTimeUpdate(long WorldAge, long TimeOfDay) { }
/// <summary>
/// Called when an entity moved nearby
/// </summary>
/// <param name="entity">Entity with updated location</param>
public virtual void OnEntityMove(Mapping.Entity entity) { }
/// <summary>
/// Called after an internal MCC command has been performed
/// </summary>
/// <param name="commandName">MCC Command Name</param>
/// <param name="commandParams">MCC Command Parameters</param>
/// <param name="Result">MCC command result</param>
public virtual void OnInternalCommand(string commandName, string commandParams, string Result) { }
/// <summary>
/// Called when an entity spawned nearby
/// </summary>
/// <param name="entity">New Entity</param>
public virtual void OnEntitySpawn(Mapping.Entity entity) { }
/// <summary>
/// Called when an entity despawns/dies nearby
/// </summary>
/// <param name="entity">Entity wich has just disappeared</param>
public virtual void OnEntityDespawn(Mapping.Entity entity) { }
/// <summary>
/// Called when the player held item has changed
/// </summary>
/// <param name="slot">New slot ID</param>
public virtual void OnHeldItemChange(byte slot) { }
/// <summary>
/// Called when the player health has been updated
/// </summary>
/// <param name="health">New player health</param>
/// <param name="food">New food level</param>
public virtual void OnHealthUpdate(float health, int food) { }
/// <summary>
/// Called when an explosion occurs on the server
/// </summary>
/// <param name="explode">Explosion location</param>
/// <param name="recordcount">Amount of blocks blown up</param>
public virtual void OnExplosion(Location explode, float strength, int recordcount) { }
/// <summary>
/// Called when experience updates
/// </summary>
/// <param name="Experiencebar">Between 0 and 1</param>
/// <param name="Level">Level</param>
/// <param name="TotalExperience">Total Experience</param>
public virtual void OnSetExperience(float Experiencebar, int Level, int TotalExperience) { }
/// <summary>
/// Called when the Game Mode has been updated for a player
/// </summary>
/// <param name="playername">Player Name</param>
/// <param name="uuid">Player UUID</param>
/// <param name="gamemode">New Game Mode (0: Survival, 1: Creative, 2: Adventure, 3: Spectator).</param>
public virtual void OnGamemodeUpdate(string playername, Guid uuid, int gamemode) { }
/// <summary>
/// Called when the Latency has been updated for a player
/// </summary>
/// <param name="playername">Player Name</param>
/// <param name="uuid">Player UUID</param>
/// <param name="latency">Latency.</param>
public virtual void OnLatencyUpdate(string playername, Guid uuid, int latency) { }
/// <summary>
/// Called when the Latency has been updated for a player
/// </summary>
/// <param name="entity">Entity</param>
/// <param name="playername">Player Name</param>
/// <param name="uuid">Player UUID</param>
/// <param name="latency">Latency.</param>
public virtual void OnLatencyUpdate(Entity entity, string playername, Guid uuid, int latency) { }
/// <summary>
/// Called when a map was updated
/// </summary>
/// <param name="mapid"></param>
/// <param name="scale"></param>
/// <param name="trackingposition"></param>
/// <param name="locked"></param>
/// <param name="iconcount"></param>
public virtual void OnMapData(int mapid, byte scale, bool trackingposition, bool locked, int iconcount) { }
/// <summary>
/// Called when tradeList is received from server
/// </summary>
/// <param name="windowID">Window ID</param>
/// <param name="trades">List of trades.</param>
/// <param name="villagerInfo">Contains Level, Experience, IsRegularVillager and CanRestock .</param>
public virtual void OnTradeList(int windowID, List<VillagerTrade> trades, VillagerInfo villagerInfo) { }
/// <summary>
/// Called when received a title from the server
/// <param name="action"> 0 = set title, 1 = set subtitle, 3 = set action bar, 4 = set times and display, 4 = hide, 5 = reset</param>
/// <param name="titletext"> title text</param>
/// <param name="subtitletext"> suntitle text</param>
/// <param name="actionbartext"> action bar text</param>
/// <param name="fadein"> Fade In</param>
/// <param name="stay"> Stay</param>
/// <param name="fadeout"> Fade Out</param>
/// <param name="json"> json text</param>
public virtual void OnTitle(int action, string titletext, string subtitletext, string actionbartext, int fadein, int stay, int fadeout, string json) { }
/// <summary>
/// Called when an entity equipped
/// </summary>
/// <param name="entity"> Entity</param>
/// <param name="slot"> Equipment slot. 0: main hand, 1: off hand, 25: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet)</param>
/// <param name="item"> Item)</param>
public virtual void OnEntityEquipment(Entity entity, int slot, Item item) { }
/// <summary>
/// Called when an entity has effect applied
/// </summary>
/// <param name="entityid">entity ID</param>
/// <param name="effect">effect id</param>
/// <param name="amplifier">effect amplifier</param>
/// <param name="duration">effect duration</param>
/// <param name="flags">effect flags</param>
public virtual void OnEntityEffect(Entity entity, Effects effect, int amplifier, int duration, byte flags) { }
/// <summary>
/// Called when a scoreboard objective updated
/// </summary>
/// <param name="objectivename">objective name</param>
/// <param name="mode">0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.</param>
/// <param name="objectivevalue">Only if mode is 0 or 2. The text to be displayed for the score</param>
/// <param name="type">Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".</param>
public virtual void OnScoreboardObjective(string objectivename, byte mode, string objectivevalue, int type, string json) { }
/// <summary>
/// Called when a scoreboard updated
/// </summary>
/// <param name="entityname">The entity whose score this is. For players, this is their username; for other entities, it is their UUID.</param>
/// <param name="action">0 to create/update an item. 1 to remove an item.</param>
/// <param name="objectivename">The name of the objective the score belongs to</param>
/// <param name="value">The score to be displayed next to the entry. Only sent when Action does not equal 1.</param>
public virtual void OnUpdateScore(string entityname, byte action, string objectivename, int value) { }
/// <summary>
/// Called when an inventory/container was updated by server
/// </summary>
/// <param name="inventoryId"></param>
public virtual void OnInventoryUpdate(int inventoryId) { }
/// <summary>
/// Called when a container was opened
/// </summary>
/// <param name="inventoryId"></param>
public virtual void OnInventoryOpen(int inventoryId) { }
/// <summary>
/// Called when a container was closed
/// </summary>
/// <param name="inventoryId"></param>
public virtual void OnInventoryClose(int inventoryId) { }
/// <summary>
/// Called when a player joined the game
/// </summary>
/// <param name="uuid">UUID of the player</param>
/// <param name="name">Name of the player</param>
public virtual void OnPlayerJoin(Guid uuid, string name) { }
/// <summary>
/// Called when a player left the game
/// </summary>
/// <param name="uuid">UUID of the player</param>
/// <param name="name">Name of the player</param>
public virtual void OnPlayerLeave(Guid uuid, string name) { }
/// <summary>
/// Called when the player deaths
/// </summary>
public virtual void OnDeath() { }
/// <summary>
/// Called when the player respawns
/// </summary>
public virtual void OnRespawn() { }
/// <summary>
/// Called when the health of an entity changed
/// </summary>
/// <param name="entity">Entity</param>
/// <param name="health">The health of the entity</param>
public virtual void OnEntityHealth(Entity entity, float health) { }
/// <summary>
/// Called when the metadata of an entity changed
/// </summary>
/// <param name="entity">Entity</param>
/// <param name="metadata">The metadata of the entity</param>
/// <param name="protocolversion">Ptotocol version</param>
public virtual void OnEntityMetadata(Entity entity, Dictionary<int, object> metadata) { }
/// <summary>
/// Called when a network packet received or sent
/// </summary>
/// <remarks>
/// You need to enable this event by calling <see cref="SetNetworkPacketEventEnabled(bool)"/> with True before you can use this event
/// </remarks>
/// <param name="packetID">Packet ID</param>
/// <param name="packetData">A copy of Packet Data</param>
/// <param name="isLogin">The packet is login phase or playing phase</param>
/// <param name="isInbound">The packet is received from server or sent by client</param>
public virtual void OnNetworkPacket(int packetID, List<byte> 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. */
/* =================================================================== */
/// <summary>
/// Send text to the server. Can be anything such as chat messages or commands
/// </summary>
/// <param name="text">Text to send to the server</param>
/// <param name="sendImmediately">Bypass send queue (Deprecated, still there for compatibility purposes but ignored)</param>
/// <returns>TRUE if successfully sent (Deprectated, always returns TRUE for compatibility purposes with existing scripts)</returns>
protected bool SendText(string text, bool sendImmediately = false)
{
LogToConsole("Sending '" + text + "'");
Handler.SendText(text);
return true;
}
/// <summary>
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
/// </summary>
/// <param name="command">The command to process</param>
/// <param name="localVars">Local variables passed along with the command</param>
/// <returns>TRUE if the command was indeed an internal MCC command</returns>
protected bool PerformInternalCommand(string command, Dictionary<string, object> localVars = null)
{
string temp = "";
return Handler.PerformInternalCommand(command, ref temp, localVars);
}
/// <summary>
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
/// </summary>
/// <param name="command">The command to process</param>
/// <param name="response_msg">May contain a confirmation or error message after processing the command, or "" otherwise.</param>
/// <param name="localVars">Local variables passed along with the command</param>
/// <returns>TRUE if the command was indeed an internal MCC command</returns>
protected bool PerformInternalCommand(string command, ref string response_msg, Dictionary<string, object> localVars = null)
{
return Handler.PerformInternalCommand(command, ref response_msg, localVars);
}
/// <summary>
/// Remove color codes ("§c") from a text message received from the server
/// </summary>
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);
}
/// <summary>
/// Verify that a string contains only a-z A-Z 0-9 and _ characters.
/// </summary>
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;
}
/// <summary>
/// Returns true if the text passed is a private message sent to the bot
/// </summary>
/// <param name="text">text to test</param>
/// <param name="message">if it's a private message, this will contain the message</param>
/// <param name="sender">if it's a private message, this will contain the player name that sends the message</param>
/// <returns>Returns true if the text is a private message</returns>
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;
}
/// <summary>
/// Returns true if the text passed is a public message written by a player on the chat
/// </summary>
/// <param name="text">text to test</param>
/// <param name="message">if it's message, this will contain the message</param>
/// <param name="sender">if it's message, this will contain the player name that sends the message</param>
/// <returns>Returns true if the text is a chat message</returns>
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
//<Someone> 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<Rank> 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 <unknown plugin> message */ }
catch (ArgumentOutOfRangeException) { /* Same here */ }
}
}
return false;
}
/// <summary>
/// Returns true if the text passed is a teleport request (Essentials)
/// </summary>
/// <param name="text">Text to parse</param>
/// <param name="sender">Will contain the sender's username, if it's a teleport request</param>
/// <returns>Returns true if the text is a teleport request</returns>
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."))
{
//<Rank> 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;
}
/// <summary>
/// Write some text in the console. Nothing will be sent to the server.
/// </summary>
/// <param name="text">Log text to write</param>
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 });
}
}
/// <summary>
/// Write some text in the console, but only if DebugMessages is enabled in INI file. Nothing will be sent to the server.
/// </summary>
/// <param name="text">Debug log text to write</param>
protected void LogDebugToConsole(object text)
{
if (Settings.DebugMessages)
LogToConsole(text);
}
/// <summary>
/// Write the translated text in the console by giving a translation key. Nothing will be sent to the server.
/// </summary>
/// <param name="key">Translation key</param>
/// <param name="args"></param>
protected void LogToConsoleTranslated(string key, params object[] args)
{
LogToConsole(Translations.TryGet(key, args));
}
/// <summary>
/// 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.
/// </summary>
/// <param name="key">Translation key</param>
/// <param name="args"></param>
protected void LogDebugToConsoleTranslated(string key, params object[] args)
{
LogDebugToConsole(Translations.TryGet(key, args));
}
/// <summary>
/// Disconnect from the server and restart the program
/// It will unload and reload all the bots and then reconnect to the server
/// </summary>
/// <param name="ExtraAttempts">In case of failure, maximum extra attempts before aborting</param>
/// <param name="delaySeconds">Optional delay, in seconds, before restarting</param>
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);
}
/// <summary>
/// Disconnect from the server and exit the program
/// </summary>
protected void DisconnectAndExit()
{
Program.Exit();
}
/// <summary>
/// Unload the chatbot, and release associated memory.
/// </summary>
protected void UnloadBot()
{
foreach (string cmdName in registeredCommands)
{
Handler.UnregisterCommand(cmdName);
}
Handler.BotUnLoad(this);
}
/// <summary>
/// Send a private message to a player
/// </summary>
/// <param name="player">Player name</param>
/// <param name="message">Message</param>
protected void SendPrivateMessage(string player, string message)
{
SendText(String.Format("/{0} {1} {2}", Settings.PrivateMsgsCmdName, player, message));
}
/// <summary>
/// Run a script from a file using a Scripting bot
/// </summary>
/// <param name="filename">File name</param>
/// <param name="playername">Player name to send error messages, if applicable</param>
/// <param name="localVars">Local variables for use in the Script</param>
protected void RunScript(string filename, string playername = null, Dictionary<string, object> localVars = null)
{
Handler.BotLoad(new ChatBots.Script(filename, playername, localVars));
}
/// <summary>
/// Load an additional ChatBot
/// </summary>
/// <param name="chatBot">ChatBot to load</param>
protected void BotLoad(ChatBot chatBot)
{
Handler.BotLoad(chatBot);
}
/// <summary>
/// Check whether Terrain and Movements is enabled.
/// </summary>
/// <returns>Enable status.</returns>
public bool GetTerrainEnabled()
{
return Handler.GetTerrainEnabled();
}
/// <summary>
/// Enable or disable Terrain and Movements.
/// Please note that Enabling will be deferred until next relog, respawn or world change.
/// </summary>
/// <param name="enabled">Enabled</param>
/// <returns>TRUE if the setting was applied immediately, FALSE if delayed.</returns>
public bool SetTerrainEnabled(bool enabled)
{
return Handler.SetTerrainEnabled(enabled);
}
/// <summary>
/// Get entity handling status
/// </summary>
/// <returns></returns>
/// <remarks>Entity Handling cannot be enabled in runtime (or after joining server)</remarks>
public bool GetEntityHandlingEnabled()
{
return Handler.GetEntityHandlingEnabled();
}
/// <summary>
/// start Sneaking
/// </summary>
protected bool Sneak(bool on)
{
return SendEntityAction(on ? Protocol.EntityActionType.StartSneaking : Protocol.EntityActionType.StopSneaking);
}
/// <summary>
/// Send Entity Action
/// </summary>
private bool SendEntityAction(Protocol.EntityActionType entityAction)
{
return Handler.SendEntityAction(entityAction);
}
/// <summary>
/// Attempt to dig a block at the specified location
/// </summary>
/// <param name="location">Location of block to dig</param>
/// <param name="swingArms">Also perform the "arm swing" animation</param>
/// <param name="lookAtBlock">Also look at the block before digging</param>
protected bool DigBlock(Location location, bool swingArms = true, bool lookAtBlock = true)
{
return Handler.DigBlock(location, swingArms, lookAtBlock);
}
/// <summary>
/// SetSlot
/// </summary>
protected void SetSlot(int slotNum)
{
Handler.ChangeSlot((short)slotNum);
}
/// <summary>
/// Get the current Minecraft World
/// </summary>
/// <returns>Minecraft world or null if associated setting is disabled</returns>
protected Mapping.World GetWorld()
{
if (GetTerrainEnabled())
return Handler.GetWorld();
return null;
}
/// <summary>
/// Get all Entities
/// </summary>
/// <returns>All Entities</returns>
protected Dictionary<int, Entity> GetEntities()
{
return Handler.GetEntities();
}
/// <summary>
/// Get all players Latency
/// </summary>
/// <returns>All players latency</returns>
protected Dictionary<string, int> GetPlayersLatency()
{
return Handler.GetPlayersLatency();
}
/// <summary>
/// Get the current location of the player (Feet location)
/// </summary>
/// <returns>Minecraft world or null if associated setting is disabled</returns>
protected Mapping.Location GetCurrentLocation()
{
return Handler.GetCurrentLocation();
}
/// <summary>
/// Move to the specified location
/// </summary>
/// <param name="location">Location to reach</param>
/// <param name="allowUnsafe">Allow possible but unsafe locations thay may hurt the player: lava, cactus...</param>
/// <param name="allowDirectTeleport">Allow non-vanilla teleport instead of computing path, but may cause invalid moves and/or trigger anti-cheat plugins</param>
/// <returns>True if a path has been found</returns>
protected bool MoveToLocation(Mapping.Location location, bool allowUnsafe = false, bool allowDirectTeleport = false)
{
return Handler.MoveTo(location, allowUnsafe, allowDirectTeleport);
}
/// <summary>
/// Look at the specified location
/// </summary>
/// <param name="location">Location to look at</param>
protected void LookAtLocation(Mapping.Location location)
{
Handler.UpdateLocation(Handler.GetCurrentLocation(), location);
}
/// <summary>
/// Get a Y-M-D h:m:s timestamp representing the current system date and time
/// </summary>
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"));
}
/// <summary>
/// Load entries from a file as a string array, removing duplicates and empty lines
/// </summary>
/// <param name="file">File to load</param>
/// <returns>The string array or an empty array if failed to load the file</returns>
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];
}
}
/// <summary>
/// Return the Server Port where the client is connected to
/// </summary>
/// <returns>Server Port where the client is connected to</returns>
protected int GetServerPort()
{
return Handler.GetServerPort();
}
/// <summary>
/// Return the Server Host where the client is connected to
/// </summary>
/// <returns>Server Host where the client is connected to</returns>
protected string GetServerHost()
{
return Handler.GetServerHost();
}
/// <summary>
/// Return the Username of the current account
/// </summary>
/// <returns>Username of the current account</returns>
protected string GetUsername()
{
return Handler.GetUsername();
}
/// <summary>
/// Return the Gamemode of the current account
/// </summary>
/// <returns>Username of the current account</returns>
protected int GetGamemode()
{
return Handler.GetGamemode();
}
/// <summary>
/// Return the UserUUID of the current account
/// </summary>
/// <returns>UserUUID of the current account</returns>
protected string GetUserUUID()
{
return Handler.GetUserUUID();
}
/// <summary>
/// Return the list of currently online players
/// </summary>
/// <returns>List of online players</returns>
protected string[] GetOnlinePlayers()
{
return Handler.GetOnlinePlayers();
}
/// <summary>
/// Get a dictionary of online player names and their corresponding UUID
/// </summary>
/// <returns>
/// dictionary of online player whereby
/// UUID represents the key
/// playername represents the value</returns>
protected Dictionary<string, string> GetOnlinePlayersWithUUID()
{
return Handler.GetOnlinePlayersWithUUID();
}
/// <summary>
/// Registers the given plugin channel for use by this chatbot.
/// </summary>
/// <param name="channel">The name of the channel to register</param>
protected void RegisterPluginChannel(string channel)
{
this.registeredPluginChannels.Add(channel);
Handler.RegisterPluginChannel(channel, this);
}
/// <summary>
/// Unregisters the given plugin channel, meaning this chatbot can no longer use it.
/// </summary>
/// <param name="channel">The name of the channel to unregister</param>
protected void UnregisterPluginChannel(string channel)
{
this.registeredPluginChannels.RemoveAll(chan => chan == channel);
Handler.UnregisterPluginChannel(channel, this);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="channel">The channel to send the message on.</param>
/// <param name="data">The data to send.</param>
/// <param name="sendEvenIfNotRegistered">Should the message be sent even if it hasn't been registered by the server or this bot? (Some Minecraft channels aren't registered)</param>
/// <returns>Whether the message was successfully sent. False if there was a network error or if the channel wasn't registered.</returns>
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);
}
/// <summary>
/// Get server current TPS (tick per second)
/// </summary>
/// <returns>tps</returns>
protected Double GetServerTPS()
{
return Handler.GetServerTPS();
}
/// <summary>
/// Interact with an entity
/// </summary>
/// <param name="EntityID"></param>
/// <param name="type">0: interact, 1: attack, 2: interact at</param>
/// <param name="hand">Hand.MainHand or Hand.OffHand</param>
/// <returns>TRUE in case of success</returns>
protected bool InteractEntity(int EntityID, int type, Hand hand = Hand.MainHand)
{
return Handler.InteractEntity(EntityID, type, hand);
}
/// <summary>
/// Give Creative Mode items into regular/survival Player Inventory
/// </summary>
/// <remarks>(obviously) requires to be in creative mode</remarks>
/// </summary>
/// <param name="slot">Destination inventory slot</param>
/// <param name="itemType">Item type</param>
/// <param name="count">Item count</param>
/// <returns>TRUE if item given successfully</returns>
protected bool CreativeGive(int slot, ItemType itemType, int count, Dictionary<string, object> nbt = null)
{
return Handler.DoCreativeGive(slot, itemType, count, nbt);
}
/// <summary>
/// Plays animation (Player arm swing)
/// </summary>
/// <param name="hand">Hand.MainHand or Hand.OffHand</param>
/// <returns>TRUE if animation successfully done</returns>
public bool SendAnimation(Hand hand = Hand.MainHand)
{
return Handler.DoAnimation((int)hand);
}
/// <summary>
/// Use item currently in the player's hand (active inventory bar slot)
/// </summary>
/// <returns>TRUE if successful</returns>
protected bool UseItemInHand()
{
return Handler.UseItemOnHand();
}
/// <summary>
/// Check inventory handling enable status
/// </summary>
/// <returns>TRUE if inventory handling is enabled</returns>
public bool GetInventoryEnabled()
{
return Handler.GetInventoryEnabled();
}
/// <summary>
/// Place the block at hand in the Minecraft world
/// </summary>
/// <param name="location">Location to place block to</param>
/// <param name="blockFace">Block face (e.g. Direction.Down when clicking on the block below to place this block)</param>
/// <param name="hand">Hand.MainHand or Hand.OffHand</param>
/// <returns>TRUE if successfully placed</returns>
public bool SendPlaceBlock(Location location, Direction blockFace, Hand hand = Hand.MainHand)
{
return Handler.PlaceBlock(location, blockFace, hand);
}
/// <summary>
/// Get the player's inventory. Do not write to it, will not have any effect server-side.
/// </summary>
/// <returns>Player inventory</returns>
protected Container GetPlayerInventory()
{
Container container = Handler.GetPlayerInventory();
return container == null ? null : new Container(container.ID, container.Type, container.Title, container.Items);
}
/// <summary>
/// Get all inventories, player and container(s). Do not write to them. Will not have any effect server-side.
/// </summary>
/// <returns>All inventories</returns>
public Dictionary<int, Container> GetInventories()
{
return Handler.GetInventories();
}
/// <summary>
/// Perform inventory action
/// </summary>
/// <param name="inventoryId">Inventory ID</param>
/// <param name="slot">Slot ID</param>
/// <param name="actionType">Action Type</param>
/// <returns>TRUE in case of success</returns>
protected bool WindowAction(int inventoryId, int slot, WindowActionType actionType)
{
return Handler.DoWindowAction(inventoryId, slot, actionType);
}
/// <summary>
/// Get inventory action helper
/// </summary>
/// <param name="container">Inventory Container</param>
/// <returns>ItemMovingHelper instance</returns>
protected ItemMovingHelper GetItemMovingHelper(Container container)
{
return new ItemMovingHelper(container, Handler);
}
/// <summary>
/// Change player selected hotbar slot
/// </summary>
/// <param name="slot">0-8</param>
/// <returns>True if success</returns>
protected bool ChangeSlot(short slot)
{
return Handler.ChangeSlot(slot);
}
/// <summary>
/// Get current player selected hotbar slot
/// </summary>
/// <returns>0-8</returns>
protected byte GetCurrentSlot()
{
return Handler.GetCurrentSlot();
}
/// <summary>
/// Clean all inventory
/// </summary>
/// <returns>TRUE if the uccessfully clear</returns>
protected bool ClearInventories()
{
return Handler.ClearInventories();
}
/// <summary>
/// Update sign text
/// </summary>
/// <param name="location"> sign location</param>
/// <param name="line1"> text one</param>
/// <param name="line2"> text two</param>
/// <param name="line3"> text three</param>
/// <param name="line4"> text1 four</param>
protected bool UpdateSign(Location location, string line1, string line2, string line3, string line4)
{
return Handler.UpdateSign(location, line1, line2, line3, line4);
}
/// <summary>
/// Selects villager trade
/// </summary>
/// <param name="selectedSlot">Trade slot to select, starts at 0.</param>
protected bool SelectTrade(int selectedSlot)
{
return Handler.SelectTrade(selectedSlot);
}
/// <summary>
/// Update command block
/// </summary>
/// <param name="location">command block location</param>
/// <param name="command">command</param>
/// <param name="mode">command block mode</param>
/// <param name="flags">command block flags</param>
protected bool UpdateCommandBlock(Location location, string command, CommandBlockMode mode, CommandBlockFlags flags)
{
return Handler.UpdateCommandBlock(location, command, mode, flags);
}
/// <summary>
/// Register a command in command prompt. Command will be automatically unregistered when unloading ChatBot
/// </summary>
/// <param name="cmdName">Name of the command</param>
/// <param name="cmdDesc">Description/usage of the command</param>
/// <param name="callback">Method for handling the command</param>
/// <returns>True if successfully registered</returns>
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;
}
/// <summary>
/// Close a opened inventory
/// </summary>
/// <param name="inventoryID"></param>
/// <returns>True if success</returns>
protected bool CloseInventory(int inventoryID)
{
return Handler.CloseInventory(inventoryID);
}
/// <summary>
/// Get max length for chat messages
/// </summary>
/// <returns>Max length, in characters</returns>
protected int GetMaxChatMessageLength()
{
return Handler.GetMaxChatMessageLength();
}
/// <summary>
/// Respawn player
/// </summary>
protected bool Respawn()
{
if (Handler.GetHealth() <= 0)
return Handler.SendRespawnPacket();
else return false;
}
/// <summary>
/// Enable or disable network packet event calling. If you want to capture every packet including login phase, please enable this in <see cref="Initialize()"/>
/// </summary>
/// <remarks>
/// Enable this may increase memory usage.
/// </remarks>
/// <param name="enabled"></param>
protected void SetNetworkPacketEventEnabled(bool enabled)
{
Handler.SetNetworkPacketCaptureEnabled(enabled);
}
/// <summary>
/// Get the minecraft protcol number currently in use
/// </summary>
/// <returns>Protcol number</returns>
protected int GetProtocolVersion()
{
return Handler.GetProtocolVersion();
}
/// <summary>
/// Command runner definition.
/// Returned string will be the output of the command
/// </summary>
/// <param name="command">Full command</param>
/// <param name="args">Arguments in the command</param>
/// <returns>Command result to display to the user</returns>
public delegate string CommandRunner(string command, string[] args);
/// <summary>
/// Command class with constructor for creating command for ChatBots.
/// </summary>
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<string, object> localVars)
{
return this.Runner(command, getArgs(command));
}
/// <summary>
/// ChatBotCommand Constructor
/// </summary>
/// <param name="cmdName">Name of the command</param>
/// <param name="cmdDesc">Description of the command. Support tranlation.</param>
/// <param name="cmdUsage">Usage of the command</param>
/// <param name="callback">Method for handling the command</param>
public ChatBotCommand(string cmdName, string cmdDesc, string cmdUsage, CommandRunner callback)
{
this._cmdName = cmdName;
this._cmdDesc = cmdDesc;
this._cmdUsage = cmdUsage;
this.Runner = callback;
}
}
}
}