mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-10-14 21:22:49 +00:00
501 lines
18 KiB
C#
501 lines
18 KiB
C#
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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using System.IO;
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using MinecraftClient.Inventory;
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using MinecraftClient.Mapping;
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namespace MinecraftClient.ChatBots
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{
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class AutoCarft : ChatBot
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{
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private bool waitingForUpdate = false;
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private bool craftingFailed = false;
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private int inventoryInUse = -2;
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private int index = 0;
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private Recipe recipeInUse;
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private List<ActionStep> actionSteps = new List<ActionStep>();
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private int updateDebounce = 0;
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private string configPath = @"autocraft\config.ini";
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private Dictionary<string, Recipe> recipes = new Dictionary<string, Recipe>();
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private enum ActionType
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{
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LeftClick,
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ShiftClick,
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WaitForUpdate,
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ResetCraftArea,
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Repeat
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}
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/// <summary>
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/// Represent a single action step of the whole crafting process
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/// </summary>
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private class ActionStep
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{
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/// <summary>
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/// The action type of this action step
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/// </summary>
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public ActionType ActionType;
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/// <summary>
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/// For storing data needed for processing
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/// </summary>
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/// <remarks>-2 mean not used</remarks>
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public int Slot = -2;
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/// <summary>
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/// For storing data needed for processing
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/// </summary>
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/// <remarks>-2 mean not used</remarks>
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public int InventoryID = -2;
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/// <summary>
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/// For storing data needed for processing
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/// </summary>
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public ItemType ItemType;
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public ActionStep(ActionType actionType)
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{
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ActionType = actionType;
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}
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public ActionStep(ActionType actionType, int inventoryID)
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{
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ActionType = actionType;
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InventoryID = inventoryID;
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}
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public ActionStep(ActionType actionType, int inventoryID, int slot)
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{
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ActionType = actionType;
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Slot = slot;
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InventoryID = inventoryID;
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}
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public ActionStep(ActionType actionType, int inventoryID, ItemType itemType)
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{
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ActionType = actionType;
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InventoryID = inventoryID;
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ItemType = itemType;
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}
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}
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/// <summary>
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/// Represent a crafting recipe
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/// </summary>
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private class Recipe
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{
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/// <summary>
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/// The results item of this recipe
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/// </summary>
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public ItemType ResultItem;
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/// <summary>
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/// Crafting table required for this recipe, playerInventory or Crafting
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/// </summary>
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public ContainerType CraftingAreaType;
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/// <summary>
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/// Materials needed and their position
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/// </summary>
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/// <remarks>position start with 1, from left to right, top to bottom</remarks>
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public Dictionary<int, ItemType> Materials;
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public Recipe() { }
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public Recipe(Dictionary<int, ItemType> materials, ItemType resultItem, ContainerType type)
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{
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Materials = materials;
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ResultItem = resultItem;
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CraftingAreaType = type;
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}
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/// <summary>
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/// Convert the position of a defined recipe from playerInventory to Crafting
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/// </summary>
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/// <param name="recipe"></param>
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/// <returns>Converted recipe</returns>
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/// <remarks>so that it can be used in crafting table</remarks>
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public static Recipe ConvertToCraftingTable(Recipe recipe)
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{
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if (recipe.CraftingAreaType == ContainerType.PlayerInventory)
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{
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if (recipe.Materials.ContainsKey(4))
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{
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recipe.Materials[5] = recipe.Materials[4];
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recipe.Materials.Remove(4);
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}
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if (recipe.Materials.ContainsKey(3))
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{
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recipe.Materials[4] = recipe.Materials[3];
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recipe.Materials.Remove(3);
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}
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}
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return recipe;
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}
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}
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public override void Initialize()
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{
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RegisterChatBotCommand("craft", "craft", CraftCommand);
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RegisterChatBotCommand("open", "open", Open);
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RegisterChatBotCommand("autocraft", "auto craft", CommandHandler);
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}
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public string CommandHandler(string cmd, string[] args)
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{
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switch (args[0])
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{
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case "load":
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LoadConfig();
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return "";
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case "list":
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string names = string.Join(", ", recipes.Keys.ToList());
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return String.Format("Total {0} recipes loaded: {1}", recipes.Count, names);
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case "reload":
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recipes.Clear();
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LoadConfig();
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return "";
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}
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return "";
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}
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public string Open(string cmd, string[] args)
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{
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double x = Convert.ToDouble(args[0]);
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double y = Convert.ToDouble(args[1]);
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double z = Convert.ToDouble(args[2]);
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SendPlaceBlock(new Location(x, y, z), .5f, .5f, .5f, Direction.Up);
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return "ok";
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}
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public string CraftCommand(string command, string[] args)
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{
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/* Define crafting recipe */
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// TODO: make a dedicated config file for user to set their own recipe
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Dictionary<int, ItemType> materials = new Dictionary<int, ItemType>
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{
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{ 1, ItemType.OakPlanks }, { 2, ItemType.OakPlanks }, { 3, ItemType.OakPlanks },
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{ 4, ItemType.Cobblestone }, { 5, ItemType.IronIngot }, { 6, ItemType.Cobblestone },
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{ 7, ItemType.Cobblestone }, { 8, ItemType.Redstone }, { 9, ItemType.Cobblestone }
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};
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Recipe recipe = new Recipe(materials, ItemType.StoneButton, ContainerType.Crafting);
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inventoryInUse = 1;
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recipeInUse = recipe;
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craftingFailed = false;
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waitingForUpdate = false;
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index = 0;
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foreach (KeyValuePair<int, ItemType> slot in recipe.Materials)
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{
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// Steps for moving items from inventory to crafting area
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actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Value));
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actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Key));
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}
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if (actionSteps.Count > 0)
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{
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// Wait for server to send us the crafting result
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actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse, 0));
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// Put item back to inventory. (Using shift-click can take all item at once)
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actionSteps.Add(new ActionStep(ActionType.ShiftClick, inventoryInUse, 0));
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// We need to wait for server to update us after taking item from crafting result
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actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse));
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// Repeat the whole process again
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actionSteps.Add(new ActionStep(ActionType.Repeat));
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// Start crafting
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HandleNextStep();
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return "AutoCraft start!";
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}
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else return "AutoCraft cannot be started. Check your available materials";
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}
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public string LoadConfigRunner(string command, string[] args)
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{
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LoadConfig();
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return "ok";
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}
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#region Config handling
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public void LoadConfig()
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{
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if (!File.Exists(configPath))
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{
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if (!Directory.Exists(configPath))
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{
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Directory.CreateDirectory(@"autocraft");
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}
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WriteDefaultConfig();
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ConsoleIO.WriteLogLine("No config found. Writing a new one.");
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}
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try
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{
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ParseConfig();
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ConsoleIO.WriteLogLine("Successfully loaded");
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}
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catch (Exception e)
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{
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ConsoleIO.WriteLogLine("Error while parsing config: \n" + e.Message);
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}
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}
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private void WriteDefaultConfig()
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{
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string[] content =
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{
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"[autocraft]",
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"# A vaild autocraft config must begin with [autocraft]",
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"# You can define multiple recipe in the config file",
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"# This is a example of how to define a recipe",
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"[recipe]",
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"# name could be whatever you like. This must be in the first place",
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"name=whatever",
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"# crafting table type: player or table",
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"type=player",
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"# the resulting item",
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"result=StoneButton",
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"# define slots with their deserved item",
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"# slot start with 1, count from top to bottom, left to right",
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"slot1=Stone",
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"# For the naming of the items, please see",
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"# https://github.com/ORelio/Minecraft-Console-Client/blob/master/MinecraftClient/Inventory/ItemType.cs"
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};
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File.WriteAllLines(configPath, content);
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}
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private void ParseConfig()
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{
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string[] content = File.ReadAllLines(configPath);
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if (content[0] != "[autocraft]")
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{
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throw new Exception("Cannot parse this config");
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}
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// local variable for use in parsing config
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string session = "";
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Dictionary<string, Recipe> recipes = new Dictionary<string, Recipe>();
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string lastRecipe = "";
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foreach (string l in content)
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{
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// ignore comment start with #
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if (l.StartsWith("#")) continue;
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string line = l.Split('#')[0].Trim();
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if (line.Length <= 0) continue;
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if (line[0] == '[' && line[line.Length - 1] == ']')
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{
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session = line.Substring(1, line.Length - 2).ToLower();
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continue;
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}
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string key = line.Split('=')[0].ToLower();
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if (!(line.Length > (key.Length + 1))) continue;
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string value = line.Substring(key.Length + 1);
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switch (session)
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{
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case "recipe":
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parseRecipe(key, value);
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break;
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}
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}
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// check and save recipe
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foreach(var pair in recipes)
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{
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if ((pair.Value.CraftingAreaType == ContainerType.PlayerInventory
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|| pair.Value.CraftingAreaType == ContainerType.Crafting)
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&& (pair.Value.Materials != null
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&& pair.Value.Materials.Count > 0)
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&& pair.Value.ResultItem != ItemType.Air)
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{
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// checking pass
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this.recipes.Add(pair.Key, pair.Value);
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}
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else
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{
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throw new Exception("Missing item in recipe");
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}
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}
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#region Local method for parsing different session of config
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void parseRecipe(string key, string value)
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{
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if (key.StartsWith("slot"))
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{
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int slot = Convert.ToInt32(key[key.Length - 1].ToString());
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if (slot > 0 && slot < 10)
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{
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if (recipes.ContainsKey(lastRecipe))
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{
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if (Enum.TryParse(value, out ItemType itemType))
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{
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if (recipes[lastRecipe].Materials != null && recipes[lastRecipe].Materials.Count > 0)
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{
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recipes[lastRecipe].Materials.Add(slot, itemType);
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}
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else
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{
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recipes[lastRecipe].Materials = new Dictionary<int, ItemType>()
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{
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{ slot, itemType }
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};
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}
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return;
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}
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}
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}
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throw new Exception("Invalid config format");
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}
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else
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{
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switch (key)
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{
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case "name":
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if (!recipes.ContainsKey(value))
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{
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recipes.Add(value, new Recipe());
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lastRecipe = value;
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}
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else
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{
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throw new Exception("Duplicate recipe name specified");
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}
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break;
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case "type":
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if (recipes.ContainsKey(lastRecipe))
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{
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recipes[lastRecipe].CraftingAreaType = value.ToLower() == "player" ? ContainerType.PlayerInventory : ContainerType.Crafting;
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}
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break;
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case "result":
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if (recipes.ContainsKey(lastRecipe))
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{
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if (Enum.TryParse(value, out ItemType itemType))
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{
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recipes[lastRecipe].ResultItem = itemType;
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}
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}
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break;
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}
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}
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}
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#endregion
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}
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#endregion
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#region Core part of auto-crafting
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public override void OnInventoryUpdate(int inventoryId)
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{
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if (waitingForUpdate && inventoryInUse == inventoryId)
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{
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// Because server might send us a LOT of update at once, even there is only a single slot updated.
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// Using this to make sure we don't do things before inventory update finish
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updateDebounce = 2;
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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 (updateDebounce > 0)
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{
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updateDebounce--;
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if (updateDebounce <= 0)
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InventoryUpdateFinished();
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}
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}
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private void InventoryUpdateFinished()
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{
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waitingForUpdate = false;
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HandleNextStep();
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}
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private void HandleNextStep()
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{
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while (actionSteps.Count > 0)
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{
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if (waitingForUpdate) break;
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ActionStep step = actionSteps[index];
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index++;
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switch (step.ActionType)
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{
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case ActionType.LeftClick:
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if (step.Slot != -2)
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{
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WindowAction(step.InventoryID, step.Slot, WindowActionType.LeftClick);
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}
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else
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{
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int[] slots = GetInventories()[step.InventoryID].SearchItem(step.ItemType);
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if (slots.Count() > 0)
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{
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int ignoredSlot;
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if (recipeInUse.CraftingAreaType == ContainerType.PlayerInventory)
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ignoredSlot = 9;
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else
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ignoredSlot = 10;
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slots = slots.Where(slot => slot >= ignoredSlot).ToArray();
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if (slots.Count() > 0)
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WindowAction(step.InventoryID, slots[0], WindowActionType.LeftClick);
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else
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craftingFailed = true;
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}
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else craftingFailed = true;
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}
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break;
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case ActionType.ShiftClick:
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if (step.Slot == 0)
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{
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WindowAction(step.InventoryID, step.Slot, WindowActionType.ShiftClick);
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}
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else craftingFailed = true;
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break;
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case ActionType.WaitForUpdate:
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if (step.InventoryID != -2)
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{
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waitingForUpdate = true;
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}
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else craftingFailed = true;
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break;
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case ActionType.ResetCraftArea:
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if (step.InventoryID != -2)
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CloseInventory(step.InventoryID);
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else
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craftingFailed = true;
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break;
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case ActionType.Repeat:
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index = 0;
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break;
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}
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HandleError();
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}
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}
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private void HandleError()
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{
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if (craftingFailed)
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{
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actionSteps.Clear();
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// Closing inventory can make server to update our inventory
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// Useful when
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// - There are some items left in the crafting area
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// - Resynchronize player inventory if using crafting table
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CloseInventory(inventoryInUse);
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ConsoleIO.WriteLogLine("Crafting aborted! Check your available materials.");
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}
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}
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#endregion
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}
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}
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