feat: update guard

nogameplay
jay 3 years ago
parent 4f1e510386
commit b1f27f455d
  1. 47
      lib/plugins/guard.js

@ -6,10 +6,12 @@ let cfg = {}
let bot = {}
let guardPos
const filterallMobs = e => e.type === 'mob'
// const filterPlayers = e => e.type === 'player' && e.username !== 'Applezaus'
const filterAllMobs = e => e.type === 'mob'
const filterPlayers = e => e.type === 'player'
const filterMods = e => e.type === 'player' && [cfg.mods].includes(e.username)
// const filterPassiveMobs = e => e.kind === 'Passive mobs'
const filterCreeper = e => e.mobType === 'Creeper'
// const filterCreeperOrEndermen = e => ['Creeper', 'EndderMen'].includes(e.mobType) //TODO endmen hostile by default?
const filterHostileMobs = e => e.kind === 'Hostile mobs'
// // not needed if detecting by kind
// && e.mobType !== 'Armor Stand' // Mojang classifies armor stands as mobs for some reason?
@ -60,33 +62,56 @@ function lookForMobs() {
const filter = e => e.position.distanceTo(bot.entity.position) < 16 && filterHostileMobs(e)
const entityEnemy = bot.nearestEntity(filter)
if (entityEnemy) {
if(filterCreeper(entityEnemy))
if (entityEnemy && !filterCreeper(entityEnemy)) {
// if(filterCreeper(entityEnemy))
// Start attacking
// bot.off('time', lookForMobs)
// bot.on('physicTick', lookForMobs)
bot.pvp.movements.canDig = !!cfg.move && cfg.move.canDig
bot.pvp.attack(entityEnemy)
} else if (entityEnemy) {
bot.lookAt(
// (new v.Vec3(0, 1, 0)).add(
entityEnemy.position
// )
)
cfg.quiet || bot.chat("AH! A creeper! They creep me out!")
}
}
function guardSelf(entity) {
if (!cfg.guard.self || entity !== bot.entity || guardPos) return // Do nothing
// bot.chat("")
bot.chat((
() => { const a = ["ouch!", "oww!", "help", "", "", ""]; return a[Math.floor(Math.random() * a.length)] }
)())
const hurtMessages = [
"ouch!", "oww!", "help", "monster!"
]
const hurtMessagesPlayer = [
"leave me alone!", "don't hurt me!", "bully!", "go away!", "stop", "no stop", "stop it", "murderer!",
"what have i ever done to you? :(",
]
console.info(bot.nearestEntity(filterAllMobs))
// Only look for mobs within 5 blocks
// const filter = e => e.position.distanceTo(bot.entity.position) < 5 && filterHostileMobs(e) || filterPlayers(e) && !filterMods(e)//anarchy
const filter = e => e.position.distanceTo(bot.entity.position) < 5 && filterHostileMobs(e)
const entityEnemy = bot.nearestEntity(filter)
console.info(bot.nearestEntity(filterallMobs))
cfg.quiet || 0.2 < Math.random() && entityEnemy && bot.chat(
// TODO use fuzzy message function
filterPlayers(entityEnemy) ?
hurtMessagesPlayer[Math.floor(Math.random() * hurtMessagesPlayer.length)]
:
hurtMessages[Math.floor(Math.random() * hurtMessages.length)]
// Only look for mobs within 10 blocks
const filter = e => e.position.distanceTo(bot.entity.position) < 10 && filterHostileMobs(e)
)
const entityEnemy = bot.nearestEntity(filter)
if (entityEnemy && !filterCreeper(entityEnemy)) {
// Start attacking
// bot.off('time', lookForMobs)
// bot.on('physicTick', lookForMobs)
bot.pvp.attack(entityEnemy)
bot.pvp.movements.canDig = !!cfg.move && cfg.move.canDig
}
}

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