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320f925fa1
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f8d44e7e38
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@ -22,7 +22,8 @@ SINGLE_SNOW = 3921
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#SOUL_TORCH = 4008
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SOUL_TORCH = 1435
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TEST_BLOCK = (616, 78, 496)
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#TEST_BLOCK = (616, 78, 496)
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TEST_BLOCK = (-100, 64, -167)
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AVOID = [
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40
game.py
40
game.py
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@ -10,8 +10,7 @@ from panda3d.core import LPoint3f
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from minecraft.networking.packets import Packet, clientbound, serverbound
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from minecraft.networking.types import BlockFace
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from protocol.packets import TimeUpdatePacket, SetSlotPacket, PlayerDiggingPacket, BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket, HeldItemChangePacket, PickItemPacket, OpenWindowPacket, ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket, ClientWindowConfirmationPacket
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from protocol.types import Slot
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from protocol.packets import TimeUpdatePacket, SetSlotPacket, PlayerDiggingPacket, BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket, HeldItemChangePacket, PickItemPacket, OpenWindowPacket, ClickWindowPacket, CloseWindowPacket
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import utils
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importlib.reload(utils)
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@ -187,7 +186,6 @@ class Game:
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register(self.handle_break_animation, BlockBreakAnimationPacket)
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register(self.handle_break_ack, AcknowledgePlayerDiggingPacket)
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register(self.handle_window, OpenWindowPacket)
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register(self.handle_window_confirmation, ClientWindowConfirmationPacket)
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self.g.chat.set_handler(self.handle_chat)
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@ -298,16 +296,12 @@ class Game:
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reply = 'ok'
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if command == 'inv':
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print(self.g.inv)
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inv_list = []
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for i in self.g.inv.values():
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if i.present:
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inv_list.append('{}:{} x {}'.format(items.ITEM_NAMES[i.item_id], str(i.item_id), i.item_count))
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reply = ', '.join(inv_list)
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if not reply:
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reply = 'empty'
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if command == 'drop':
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self.drop_stack()
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@ -340,13 +334,10 @@ class Game:
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if command == 'click' and data:
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if self.g.window:
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slot, button, mode = [int(x) for x in data.split(' ')]
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try:
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item = self.g.window.contents[slot]
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except KeyError:
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item = Slot(present=False, item_id=None, item_count=None, nbt=None)
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window_id, slot, button, mode = [int(x) for x in data.split(' ')]
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item = self.g.window.contents[slot]
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print(item)
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self.click_window(slot, button, mode, item)
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self.click_window(window_id, slot, button, mode, item)
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else:
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reply = 'nothing open'
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@ -365,8 +356,7 @@ class Game:
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elif g.window:
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g.window.contents[packet.slot] = packet.slot_data
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if packet.window_id >= 0 and not packet.slot_data.present:
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print('unlocking item lock')
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if not packet.slot_data.present:
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g.item_lock = False
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def break_block(self, location):
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@ -461,22 +451,17 @@ class Game:
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def handle_window(self, packet):
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print(packet)
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self.g.window = Bunch(data=packet, contents=dict(), count=0)
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def click_window(self, slot, button, mode, item):
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w = self.g.window
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self.g.window = Bunch(data=packet, contents=dict())
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def click_window(self, window_id, slot, button, mode, item):
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packet = ClickWindowPacket()
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packet.window_id = w.data.window_id
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packet.window_id = window_id
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packet.slot = slot
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packet.button = button
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packet.action_number = w.count
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packet.action_number = 1
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packet.mode = mode
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packet.clicked_item = item
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self.g.connection.write_packet(packet)
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print('<--', packet)
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w.count += 1
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def close_window(self):
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packet = CloseWindowPacket()
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@ -484,13 +469,6 @@ class Game:
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self.g.connection.write_packet(packet)
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self.g.window = None
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def handle_window_confirmation(self, packet):
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print(packet)
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packet2 = ServerWindowConfirmationPacket()
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packet2.window_id = packet.window_id
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packet2.action_number = packet.action_number
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packet2.accepted = packet.accepted
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self.g.connection.write_packet(packet2)
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def tick(self):
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if self.g.breaking:
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53
jobs.py
53
jobs.py
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@ -15,8 +15,6 @@ import blocks
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importlib.reload(blocks)
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import items
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importlib.reload(items)
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import data
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importlib.reload(data)
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class LumberjackStates:
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@ -379,10 +377,9 @@ class CacheItemsStates:
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return None
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def init(self):
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num_stacks = len([x for x in self.g.inv.values() if x.present])
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print('inventory amount:', num_stacks)
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if num_stacks >= 27:
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self.state = self.find_cache_spot
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#if len(self.g.inv) >= 27:
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if len(self.g.inv) >= 2:
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self.state = self.find_chest_spot
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else:
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print('Aborting caching, not full')
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self.state = self.cleanup
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@ -456,8 +453,8 @@ class CacheItemsStates:
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if self.g.item_lock: return
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w = self.g.window
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w_info = data.WINDOWS[w.data.window_type]
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w_inventory_slots = w_info.inventory
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w_data = data.WINDOWS[w.window_type]
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w_inventory_slots = w_data.inventory
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for slot_num in w_inventory_slots:
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if slot_num not in w.contents:
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@ -465,28 +462,24 @@ class CacheItemsStates:
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slot = w.contents[slot_num]
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if not slot.present:
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continue
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if slot.item_id in items.USEFUL_ITEMS:
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continue
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print('moving', slot)
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#inv_slot_num = slot_num - w_info.slot_diff
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#self.g.inv.pop(inv_slot_num, None)
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inv_slot_num = slot_num - w_data.slot_diff
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self.g.inv.pop(inv_slot_num, None)
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self.g.item_lock = True
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self.g.game.click_window(slot_num, 0, 1, slot)
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self.g.game.click_window(w.window_id, slot_num, 0, 1, slot)
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return
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print('nothing left to move')
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self.state = self.close_chest
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self.state = close_chest
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def close_chest(self):
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print('closing chest')
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self.g.game.close_window()
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self.g.chat.send('cache at ' + str(self.area)[1:-1])
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self.state = self.cleanup
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def cleanup(self):
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@ -516,29 +509,17 @@ class JobStates:
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return None
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def gather_sand(self):
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s1 = self.gather_sand_states
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s2 = self.sleep_with_bed_states
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s3 = self.cache_items_states
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s = self.gather_sand_states
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if s.state == s.idle:
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s.state = s.init
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elif s.state == s.done:
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#s.state = s.init
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if s1.state == s1.idle:
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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elif s1.state == s1.done:
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if s2.state != s2.done:
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s2.run()
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return
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if s3.state != s3.done:
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s3.run()
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return
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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self.prev_state = self.gather_sand
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self.state = self.sleep_with_bed
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return
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s1.run()
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s.run()
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def lumberjack(self):
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s1 = self.lumberjack_states
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@ -18,8 +18,6 @@ def get_packets(old_get_packets):
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mc_packets.add(packets.OpenWindowPacket)
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mc_packets.add(packets.CloseWindowPacket)
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mc_packets.add(packets.ClickWindowPacket)
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mc_packets.add(packets.ClientWindowConfirmationPacket)
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mc_packets.add(packets.ServerWindowConfirmationPacket)
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return mc_packets
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return lambda x: wrapper(old_get_packets, x)
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@ -259,30 +259,3 @@ class ClickWindowPacket(Packet):
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{'mode': VarInt},
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{'clicked_item': Slot},
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]
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class ClientWindowConfirmationPacket(Packet):
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# Sent by the server indicating whether a request from the client was accepted
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# https://wiki.vg/Protocol#Window_Confirmation_.28clientbound.29
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id = 0x11
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packet_name = 'client window confirmation'
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definition = [
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{'window_id': Byte},
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{'action_number': Short},
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{'accepted': Boolean},
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]
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class ServerWindowConfirmationPacket(Packet):
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# Sent by the client to confirm an unaccepted click
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# https://wiki.vg/Protocol#Window_Confirmation_.28serverbound.29
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id = 0x07
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packet_name = 'client window confirmation'
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definition = [
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{'window_id': Byte},
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{'action_number': Short},
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{'accepted': Boolean},
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]
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