Minecraft-Console-Client/MinecraftClient/ChatBots/AutoAttack.cs
2022-09-27 14:34:10 +02:00

293 lines
11 KiB
C#

using MinecraftClient.Mapping;
using System;
using System.Collections.Generic;
using System.IO;
namespace MinecraftClient.ChatBots
{
/// <summary>
/// The AutoAttack bot will automatically attack any hostile mob close to the player
/// </summary>
class AutoAttack : ChatBot
{
private Dictionary<int, Entity> entitiesToAttack = new Dictionary<int, Entity>(); // mobs within attack range
private int attackCooldown = 6;
private int attackCooldownCounter = 6;
private Double attackSpeed = 4;
private Double attackCooldownSeconds;
private bool overrideAttackSpeed = false;
private int attackRange = 4;
private Double serverTPS;
private float health = 100;
private bool singleMode = true;
private bool priorityDistance = true;
private InteractType interactMode;
private bool attackHostile = true;
private bool attackPassive = false;
private string listMode = "blacklist";
private List<EntityType> listedEntites = new();
public AutoAttack(
string mode, string priority, bool overrideAttackSpeed = false, double cooldownSeconds = 1, InteractType interaction = InteractType.Attack)
{
if (mode == "single")
singleMode = true;
else if (mode == "multi")
singleMode = false;
else LogToConsoleTranslated("bot.autoAttack.mode", mode);
if (priority == "distance")
priorityDistance = true;
else if (priority == "health")
priorityDistance = false;
else LogToConsoleTranslated("bot.autoAttack.priority", priority);
interactMode = interaction;
if (overrideAttackSpeed)
{
if (cooldownSeconds <= 0)
{
LogToConsoleTranslated("bot.autoAttack.invalidcooldown");
}
else
{
this.overrideAttackSpeed = overrideAttackSpeed;
this.attackCooldownSeconds = cooldownSeconds;
attackCooldown = Convert.ToInt32(Math.Truncate(attackCooldownSeconds / 0.1) + 1);
}
}
this.attackHostile = Settings.AutoAttack_Attack_Hostile;
this.attackPassive = Settings.AutoAttack_Attack_Passive;
if (Settings.AutoAttack_ListMode.Length > 0)
{
listMode = Settings.AutoAttack_ListMode.ToLower();
if (!(listMode.Equals("whitelist", StringComparison.OrdinalIgnoreCase) || listMode.Equals("blacklist", StringComparison.OrdinalIgnoreCase)))
{
LogToConsole(Translations.TryGet("bot.autoAttack.invalidlist"));
listMode = "blacklist";
}
}
else LogToConsole(Translations.TryGet("bot.autoAttack.invalidlist"));
if (File.Exists(Settings.AutoAttack_ListFile))
{
string[] entityList = LoadDistinctEntriesFromFile(Settings.AutoAttack_ListFile);
if (entityList.Length > 0)
{
foreach (var item in entityList)
{
if (Enum.TryParse(item, true, out EntityType resultingType))
listedEntites.Add(resultingType);
}
}
}
}
public override void Initialize()
{
if (!GetEntityHandlingEnabled())
{
LogToConsoleTranslated("extra.entity_required");
LogToConsoleTranslated("general.bot_unload");
UnloadBot();
}
}
public override void Update()
{
if (AutoEat.Eating | health == 0)
return;
if (attackCooldownCounter == 0)
{
attackCooldownCounter = attackCooldown;
if (entitiesToAttack.Count > 0)
{
if (singleMode)
{
int priorityEntity = 0;
if (priorityDistance) // closest distance priority
{
double distance = 5;
foreach (var entity in entitiesToAttack)
{
var tmp = GetCurrentLocation().Distance(entity.Value.Location);
if (tmp < distance)
{
priorityEntity = entity.Key;
distance = tmp;
}
}
}
else // low health priority
{
float entityHealth = int.MaxValue;
foreach (var entity in entitiesToAttack)
{
if (entity.Value.Health < entityHealth)
{
priorityEntity = entity.Key;
entityHealth = entity.Value.Health;
}
}
}
if (entitiesToAttack.ContainsKey(priorityEntity))
{
// check entity distance and health again
if (shouldAttackEntity(entitiesToAttack[priorityEntity]))
{
InteractEntity(priorityEntity, interactMode); // hit the entity!
SendAnimation(Inventory.Hand.MainHand); // Arm animation
}
}
}
else
{
foreach (KeyValuePair<int, Entity> entity in entitiesToAttack)
{
// check that we are in range once again.
if (shouldAttackEntity(entity.Value))
{
InteractEntity(entity.Key, interactMode); // hit the entity!
}
}
SendAnimation(Inventory.Hand.MainHand); // Arm animation
}
}
}
else
{
attackCooldownCounter--;
}
}
public override void OnEntitySpawn(Entity entity)
{
shouldAttackEntity(entity);
}
public override void OnEntityDespawn(Entity entity)
{
if (entitiesToAttack.ContainsKey(entity.ID))
{
entitiesToAttack.Remove(entity.ID);
}
}
public override void OnEntityHealth(Entity entity, float health)
{
if (!IsAllowedToAttack(entity))
return;
if (entitiesToAttack.ContainsKey(entity.ID))
{
entitiesToAttack[entity.ID].Health = health;
if (entitiesToAttack[entity.ID].Health <= 0)
{
entitiesToAttack.Remove(entity.ID);
}
}
}
private bool IsAllowedToAttack(Entity entity)
{
bool result = false;
if (attackHostile && entity.Type.IsHostile())
result = true;
if (attackPassive && entity.Type.IsPassive())
result = true;
if (listedEntites.Count > 0)
{
bool inList = listedEntites.Contains(entity.Type);
result = listMode.Equals("blacklist") ? (inList ? false : result) : (inList ? true : false);
}
return result;
}
public override void OnEntityMove(Entity entity)
{
shouldAttackEntity(entity);
}
public override void OnHealthUpdate(float health, int food)
{
this.health = health;
}
public override void OnPlayerProperty(Dictionary<string, double> prop)
{
if (overrideAttackSpeed)
return;
foreach (var attackSpeedKey in new[] { "generic.attackSpeed", "minecraft:generic.attack_speed" })
{
// adjust auto attack cooldown for maximum attack damage
if (prop.ContainsKey(attackSpeedKey))
{
if (attackSpeed != prop[attackSpeedKey])
{
serverTPS = GetServerTPS();
attackSpeed = prop[attackSpeedKey];
attackCooldownSeconds = 1 / attackSpeed * (serverTPS / 20.0); // server tps will affect the cooldown
attackCooldown = Convert.ToInt32(Math.Truncate(attackCooldownSeconds / 0.1) + 1);
}
}
}
}
public override void OnServerTpsUpdate(double tps)
{
if (overrideAttackSpeed)
return;
serverTPS = tps;
// re-calculate attack speed
attackCooldownSeconds = 1 / attackSpeed * (serverTPS / 20.0); // server tps will affect the cooldown
attackCooldown = Convert.ToInt32(Math.Truncate(attackCooldownSeconds / 0.1) + 1);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="entity">The entity to handle</param>
/// <returns>If the entity should be attacked</returns>
public bool shouldAttackEntity(Entity entity)
{
if (!IsAllowedToAttack(entity) || 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;
}
}
}
}