Minecraft-Console-Client/MinecraftClient/ChatBots/AutoCarft.cs
2020-07-23 19:19:32 +02:00

287 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MinecraftClient.Inventory;
using MinecraftClient.Mapping;
namespace MinecraftClient.ChatBots
{
class AutoCarft : ChatBot
{
private bool waitingForUpdate = false;
private int inventoryInUse = -2;
private int index = 0;
private Recipe recipeInUse;
private int updateDebounce = 0;
private bool craftingFailed = false;
private List<ActionStep> actionSteps = new List<ActionStep>();
private enum ActionType
{
LeftClick,
ShiftClick,
WaitForUpdate,
ResetCraftArea,
Repeat
}
/// <summary>
/// Represent a single action step of the whole crafting process
/// </summary>
private class ActionStep
{
/// <summary>
/// The action type of this action step
/// </summary>
public ActionType ActionType;
/// <summary>
/// For storing data needed for processing
/// </summary>
/// <remarks>-2 mean not used</remarks>
public int Slot = -2;
/// <summary>
/// For storing data needed for processing
/// </summary>
/// <remarks>-2 mean not used</remarks>
public int InventoryID = -2;
/// <summary>
/// For storing data needed for processing
/// </summary>
public ItemType ItemType;
public ActionStep(ActionType actionType)
{
ActionType = actionType;
}
public ActionStep(ActionType actionType, int inventoryID)
{
ActionType = actionType;
InventoryID = inventoryID;
}
public ActionStep(ActionType actionType, int inventoryID, int slot)
{
ActionType = actionType;
Slot = slot;
InventoryID = inventoryID;
}
public ActionStep(ActionType actionType, int inventoryID, ItemType itemType)
{
ActionType = actionType;
InventoryID = inventoryID;
ItemType = itemType;
}
}
/// <summary>
/// Represent a crafting recipe
/// </summary>
private class Recipe
{
/// <summary>
/// The results item of this recipe
/// </summary>
public ItemType ResultItem;
/// <summary>
/// Crafting table required for this recipe, playerInventory or Crafting
/// </summary>
public ContainerType CraftingAreaType;
/// <summary>
/// Materials needed and their position
/// </summary>
/// <remarks>position start with 1, from left to right, top to bottom</remarks>
public Dictionary<int, ItemType> Materials;
public Recipe(Dictionary<int, ItemType> materials, ItemType resultItem, ContainerType type)
{
Materials = materials;
ResultItem = resultItem;
CraftingAreaType = type;
}
/// <summary>
/// Convert the position of a defined recipe from playerInventory to Crafting
/// </summary>
/// <param name="recipe"></param>
/// <returns>Converted recipe</returns>
/// <remarks>so that it can be used in crafting table</remarks>
public static Recipe ConvertToCraftingTable(Recipe recipe)
{
if (recipe.CraftingAreaType == ContainerType.PlayerInventory)
{
if (recipe.Materials.ContainsKey(4))
{
recipe.Materials[5] = recipe.Materials[4];
recipe.Materials.Remove(4);
}
if (recipe.Materials.ContainsKey(3))
{
recipe.Materials[4] = recipe.Materials[3];
recipe.Materials.Remove(3);
}
}
return recipe;
}
}
public override void Initialize()
{
RegisterChatBotCommand("craft", "craft", CraftCommand);
}
public string CraftCommand(string command, string[] args)
{
/* Define crafting recipe */
// TODO: make a dedicated config file for user to set their own recipe
Dictionary<int, ItemType> materials = new Dictionary<int, ItemType>
{
{ 1, ItemType.OakPlanks }, { 2, ItemType.OakPlanks }, { 3, ItemType.OakPlanks },
{ 4, ItemType.Cobblestone }, { 5, ItemType.IronIngot }, { 6, ItemType.Cobblestone },
{ 7, ItemType.Cobblestone }, { 8, ItemType.Redstone }, { 9, ItemType.Cobblestone }
};
Recipe recipe = new Recipe(materials, ItemType.StoneButton, ContainerType.Crafting);
inventoryInUse = 1;
recipeInUse = recipe;
craftingFailed = false;
waitingForUpdate = false;
index = 0;
foreach (KeyValuePair<int, ItemType> slot in recipe.Materials)
{
// Steps for moving items from inventory to crafting area
actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Value));
actionSteps.Add(new ActionStep(ActionType.LeftClick, inventoryInUse, slot.Key));
}
if (actionSteps.Count > 0)
{
// Wait for server to send us the crafting result
actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse, 0));
// Put item back to inventory. (Using shift-click can take all item at once)
actionSteps.Add(new ActionStep(ActionType.ShiftClick, inventoryInUse, 0));
// We need to wait for server to update us after taking item from crafting result
actionSteps.Add(new ActionStep(ActionType.WaitForUpdate, inventoryInUse));
// Repeat the whole process again
actionSteps.Add(new ActionStep(ActionType.Repeat));
// Start crafting
HandleNextStep();
return "AutoCraft start!";
}
else return "AutoCraft cannot be started. Check your available materials";
}
public override void OnInventoryUpdate(int inventoryId)
{
if (waitingForUpdate && inventoryInUse == inventoryId)
{
// Because server might send us a LOT of update at once, even there is only a single slot updated.
// Using this to make sure we don't do things before inventory update finish
updateDebounce = 2;
}
}
public override void Update()
{
if (updateDebounce > 0)
{
updateDebounce--;
if (updateDebounce <= 0)
InventoryUpdateFinished();
}
}
private void InventoryUpdateFinished()
{
waitingForUpdate = false;
HandleNextStep();
}
private void HandleNextStep()
{
while (actionSteps.Count > 0)
{
if (waitingForUpdate) break;
ActionStep step = actionSteps[index];
index++;
switch (step.ActionType)
{
case ActionType.LeftClick:
if (step.Slot != -2)
{
WindowAction(step.InventoryID, step.Slot, WindowActionType.LeftClick);
}
else
{
int[] slots = GetInventories()[step.InventoryID].SearchItem(step.ItemType);
if (slots.Count() > 0)
{
int ignoredSlot;
if (recipeInUse.CraftingAreaType == ContainerType.PlayerInventory)
ignoredSlot = 9;
else
ignoredSlot = 10;
slots = slots.Where(slot => slot >= ignoredSlot).ToArray();
if (slots.Count() > 0)
WindowAction(step.InventoryID, slots[0], WindowActionType.LeftClick);
else
craftingFailed = true;
}
else craftingFailed = true;
}
break;
case ActionType.ShiftClick:
if (step.Slot == 0)
{
WindowAction(step.InventoryID, step.Slot, WindowActionType.ShiftClick);
}
else craftingFailed = true;
break;
case ActionType.WaitForUpdate:
if (step.InventoryID != -2)
{
waitingForUpdate = true;
}
else craftingFailed = true;
break;
case ActionType.ResetCraftArea:
if (step.InventoryID != -2)
CloseInventory(step.InventoryID);
else
craftingFailed = true;
break;
case ActionType.Repeat:
index = 0;
break;
}
HandleError();
}
}
private void HandleError()
{
if (craftingFailed)
{
actionSteps.Clear();
// Closing inventory can make server to update our inventory
// Useful when
// - There are some items left in the crafting area
// - Resynchronize player inventory if using crafting table
CloseInventory(inventoryInUse);
ConsoleIO.WriteLogLine("Crafting aborted! Check your available materials.");
}
}
}
}