mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-10-14 21:22:49 +00:00
119 lines
5.4 KiB
C#
119 lines
5.4 KiB
C#
using System;
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using Brigadier.NET;
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using Brigadier.NET.Builder;
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using MinecraftClient.CommandHandler;
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using MinecraftClient.Mapping;
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using static MinecraftClient.CommandHandler.CmdResult;
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namespace MinecraftClient.Commands
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{
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public class Look : Command
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{
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public override string CmdName { get { return "look"; } }
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public override string CmdUsage { get { return "look <x y z|yaw pitch|up|down|east|west|north|south>"; } }
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public override string CmdDesc { get { return Translations.cmd_look_desc; } }
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public override void RegisterCommand(CommandDispatcher<CmdResult> dispatcher)
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{
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dispatcher.Register(l => l.Literal("help")
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.Then(l => l.Literal(CmdName)
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.Executes(r => GetUsage(r.Source, string.Empty))
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.Then(l => l.Literal("direction")
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.Executes(r => GetUsage(r.Source, "direction")))
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.Then(l => l.Literal("angle")
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.Executes(r => GetUsage(r.Source, "angle")))
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.Then(l => l.Literal("location")
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.Executes(r => GetUsage(r.Source, "location")))
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)
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);
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dispatcher.Register(l => l.Literal(CmdName)
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.Executes(r => LogCurrentLooking(r.Source))
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.Then(l => l.Literal("up")
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.Executes(r => LookAtDirection(r.Source, Direction.Up)))
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.Then(l => l.Literal("down")
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.Executes(r => LookAtDirection(r.Source, Direction.Down)))
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.Then(l => l.Literal("east")
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.Executes(r => LookAtDirection(r.Source, Direction.East)))
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.Then(l => l.Literal("west")
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.Executes(r => LookAtDirection(r.Source, Direction.West)))
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.Then(l => l.Literal("north")
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.Executes(r => LookAtDirection(r.Source, Direction.North)))
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.Then(l => l.Literal("south")
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.Executes(r => LookAtDirection(r.Source, Direction.South)))
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.Then(l => l.Argument("Yaw", Arguments.Float())
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.Then(l => l.Argument("Pitch", Arguments.Float())
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.Executes(r => LookAtAngle(r.Source, Arguments.GetFloat(r, "Yaw"), Arguments.GetFloat(r, "Pitch")))))
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.Then(l => l.Argument("Location", MccArguments.Location())
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.Executes(r => LookAtLocation(r.Source, MccArguments.GetLocation(r, "Location"))))
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.Then(l => l.Literal("_help")
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.Executes(r => GetUsage(r.Source, string.Empty))
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.Redirect(dispatcher.GetRoot().GetChild("help").GetChild(CmdName)))
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);
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}
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private int GetUsage(CmdResult r, string? cmd)
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{
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return r.SetAndReturn(cmd switch
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{
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#pragma warning disable format // @formatter:off
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"direction" => GetCmdDescTranslated(),
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"angle" => GetCmdDescTranslated(),
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"location" => GetCmdDescTranslated(),
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_ => GetCmdDescTranslated(),
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#pragma warning restore format // @formatter:on
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});
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}
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private int LogCurrentLooking(CmdResult r)
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{
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McClient handler = CmdResult.currentHandler!;
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if (!handler.GetTerrainEnabled())
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return r.SetAndReturn(Status.FailNeedTerrain);
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const double maxDistance = 8.0;
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(bool hasBlock, Location target, Block block) = RaycastHelper.RaycastBlock(handler, maxDistance, false);
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if (!hasBlock)
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{
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return r.SetAndReturn(Status.Fail, string.Format(Translations.cmd_look_noinspection, maxDistance));
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}
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else
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{
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Location current = handler.GetCurrentLocation(), target_center = target.ToCenter();
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return r.SetAndReturn(Status.Done, string.Format(Translations.cmd_look_inspection, block.Type, target.X, target.Y, target.Z,
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current.Distance(target_center), current.EyesLocation().Distance(target_center)));
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}
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}
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private int LookAtDirection(CmdResult r, Direction direction)
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{
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McClient handler = CmdResult.currentHandler!;
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if (!handler.GetTerrainEnabled())
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return r.SetAndReturn(Status.FailNeedTerrain);
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handler.UpdateLocation(handler.GetCurrentLocation(), direction);
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return r.SetAndReturn(Status.Done, "Looking " + direction.ToString());
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}
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private int LookAtAngle(CmdResult r, float yaw, float pitch)
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{
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McClient handler = CmdResult.currentHandler!;
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if (!handler.GetTerrainEnabled())
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return r.SetAndReturn(Status.FailNeedTerrain);
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handler.UpdateLocation(handler.GetCurrentLocation(), yaw, pitch);
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return r.SetAndReturn(Status.Done, string.Format(Translations.cmd_look_at, yaw.ToString("0.00"), pitch.ToString("0.00")));
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}
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private int LookAtLocation(CmdResult r, Location location)
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{
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McClient handler = CmdResult.currentHandler!;
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if (!handler.GetTerrainEnabled())
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return r.SetAndReturn(Status.FailNeedTerrain);
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Location current = handler.GetCurrentLocation();
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handler.UpdateLocation(current, location);
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return r.SetAndReturn(Status.Done, string.Format(Translations.cmd_look_block, location));
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}
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}
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}
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