import re import time import importlib import random from math import hypot from itertools import count from munch import Munch from minecraft.networking.packets import Packet, clientbound, serverbound from minecraft.networking.types import BlockFace from mosfet.protocol.packets import ( SetSlotPacket, PlayerDiggingPacket, BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket, HeldItemChangePacket, PickItemPacket, OpenWindowPacket, ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket, ClientWindowConfirmationPacket, EntityMetadataPacket, SpawnLivingEntityPacket, EntityPositionRotationPacket, DestroyEntitiesPacket, EntityActionPacket, EntityTeleport, InteractEntityPacket, TradeListPacket, SelectTradePacket, DisconnectPacket, ) from mosfet.protocol.types import Slot from mosfet import print_help from mosfet import utils from mosfet import path from mosfet import blocks from mosfet import items from mosfet import mcdata from mosfet import mobs from mosfet import bot from mosfet import vector class Game: def __init__(self, global_state): self.g = global_state register = self.g.connection.register_packet_listener register(self.handle_login_success, clientbound.login.LoginSuccessPacket) register(self.handle_block_change, clientbound.play.BlockChangePacket) register(self.handle_join_game, clientbound.play.JoinGamePacket) register(self.handle_position_and_look, clientbound.play.PlayerPositionAndLookPacket) register(self.handle_time_update, clientbound.play.TimeUpdatePacket) register(self.handle_set_slot, SetSlotPacket) register(self.handle_break_animation, BlockBreakAnimationPacket) register(self.handle_break_ack, AcknowledgePlayerDiggingPacket) register(self.handle_window, OpenWindowPacket) register(self.handle_window_confirmation, ClientWindowConfirmationPacket) register(self.handle_spawn_object, clientbound.play.SpawnObjectPacket) register(self.handle_entity_metadata, EntityMetadataPacket) register(self.handle_spawn_living, SpawnLivingEntityPacket) register(self.handle_entity_position, clientbound.play.EntityPositionDeltaPacket) register(self.handle_entity_position_rotation, EntityPositionRotationPacket) register(self.handle_destroy_entities, DestroyEntitiesPacket) register(self.handle_spawn_player, clientbound.play.SpawnPlayerPacket) register(self.handle_respawn, clientbound.play.RespawnPacket) register(self.handle_player_list, clientbound.play.PlayerListItemPacket) register(self.handle_entity_teleport, EntityTeleport) register(self.handle_update_health, clientbound.play.UpdateHealthPacket) #register(self.handle_entity_velocity, clientbound.play.EntityVelocityPacket) register(self.handle_trade_list, TradeListPacket) register(self.handle_disconnect, DisconnectPacket) #register(self.handle_packet, Packet, early=True) self.g.chat.set_handler(self.handle_chat) def handle_login_success(self, packet): print(packet) self.g.name = packet.Username def handle_join_game(self, packet): print('Received join game packet') print('Connected.') self.g.info = packet self.g.eid = packet.entity_id self.g.dimension = packet.world_name.replace('minecraft:', '') def handle_block_change(self, packet): if packet.block_state_id == blocks.SOUL_TORCH: try: self.g.goal = vector.Point3D((packet.location[0], packet.location[1], packet.location[2])) print('new waypoint:', self.g.goal) start = time.time() solution = path.Pathfinder(self.g).astar(utils.pint(self.g.pos), utils.pint(self.g.goal)) if solution: solution = list(solution) self.g.path = solution if self.g.job: self.g.job.stop() print(len(solution)) print(solution) print(round(time.time() - start, 3), 'seconds') else: print('No path found') #say(connection, 'No path found') #g.y_v = 10.0 #g.y_a = -36.0 except BaseException as e: import traceback print(traceback.format_exc()) #print(packet) def handle_position_and_look(self, packet): print(packet) p = vector.Point3D((packet.x, packet.y, packet.z)) self.g.pos = p confirm_packet = serverbound.play.TeleportConfirmPacket() confirm_packet.teleport_id = packet.teleport_id self.g.connection.write_packet(confirm_packet) self.g.correction_count += 1 if self.g.get('path', None) and self.g.correction_count > 5: self.g.correction_count = 0 dest = self.g.path[-1] w = self.g.world p = utils.pint(self.g.pos) new_path = w.path_to_place(p, dest) if new_path: self.g.path = new_path def handle_chat(self, message): source, text = message reply = None private = False for_me = False authed = False if source == 'SYSTEM': self.g.command_lock = False if text == 'You are now AFK.': self.g.afk = True elif text == 'You are no longer AFK.': self.g.afk = False match1 = re.match(r' (.*)', text) match2 = re.match(r'\[(\w+) -> me] (.*)', text) if match1: sender, text = match1.groups() elif match2: sender, text = match2.groups() private = True else: return if sender == 'tanner6': authed = True if text.startswith('zzz'): text = '!zzz' bot_num = self.g.name[-1] if text.startswith(bot_num): text = text[1:] for_me = True elif text.startswith('! '): text = text[2:] elif text.startswith('!'): text = text[1:] else: return if ' ' in text: command = text.split(' ', 1)[0] data = text.split(' ', 1)[1] else: command = text data = None try: ## ### Public Commands ## These can be ran by anyone, all bots will reply. ## !help - prints this whole help message to console ## !help [command] - replies in-game explaining command if command == 'help': if data: for line in print_help.HELP_LINES: if line[1:].startswith(data) or line[1:].startswith(data[1:]): reply = 'command ' + line break else: # for reply = 'command not found' else: print() print() for line in print_help.HELP_LINES: print(line) reply = 'check console' ## !ping - replies with "pong" if command == 'ping': reply = 'pong' ## !echo [data] - replies with "data" if command == 'echo' and data: reply = data ## !pos - replies with position and dimension if command == 'pos': reply = str(utils.pint(self.g.pos))[1:-1] + ', ' + self.g.dimension ## !afk - goes AFK with /afk if command == 'afk': if not self.g.afk: reply = '/afk' ## !unafk - goes not AFK with /afk if command == 'unafk': if self.g.afk: reply = '/afk' ## !error - raises an error if command == 'error': reply = 'ok' raise ## !inv - prints current inventory if command == 'inv': inv_list = [] for i in self.g.inv.values(): if i.present: inv_list.append('{}:{} x {}'.format(items.ITEM_NAMES[i.item_id], str(i.item_id), i.item_count)) inv_list.sort() result = '\n'.join(inv_list) print(result or 'Empty') ## !time - replies with Minecraft world time if command == 'time': reply = str(self.g.time) ## !count [id] - counts the number of items with that id if command == 'count' and data: item = int(data) reply = str(self.count_items([item])) ## !loaded - replies with the current loaded area if command == 'loaded': reply = str(self.g.chunks.get_loaded_area()) ## !players - prints the current players ## !players clear - clears the current player list if command == 'players': if data == 'clear': self.g.players = {} reply = 'ok' else: for k, v in self.g.players.items(): print(str(k) + ':', v, self.g.player_names[v.player_uuid]) ## !objects - prints the current items on ground ## !objects clear - clears the current object list if command == 'objects': if data == 'clear': self.g.objects = {} reply = 'ok' else: for k, v in self.g.objects.items(): if data and v.item_id != int(data): continue print(str(k) + ':', v, items.ITEM_NAMES[v.item_id]) ## !mobs - prints the current mobs ## !mobs clear - clears the current mob list if command == 'mobs': if data == 'clear': self.g.mobs = {} reply = 'ok' else: all_mobs = sorted(list(self.g.mobs.items()), key=lambda x: x[1].type) for k, v in all_mobs: if data and v.type != int(data): continue print(str(k) + ':', v, mobs.MOB_NAMES[v.type]) reply = str(len(all_mobs)) + ' mobs' ## !monsters - prints the current monsters if command == 'monsters': monsters = sorted(list(self.g.mobs.items()), key=lambda x: x[1].type) count = 0 for k, v in monsters: if v.type not in mobs.EVIL_IDS: continue if data and v.type != int(data): continue count += 1 print(str(k) + ':', v, mobs.MOB_NAMES[v.type]) reply = str(count) + ' monsters' ## !villagers - prints the current villagers if command == 'villagers': all_mobs = sorted(list(self.g.mobs.items()), key=lambda x: x[1].type) count = 0 for k, v in all_mobs: type_name = mobs.MOB_NAMES[v.type] if type_name != 'villager' : continue count += 1 print(str(k) + ':', v, type_name) reply = str(count) + ' villagers' ## !threats - prints the dangerous monsters within 20 blocks ## !threats [num] - prints the dangerous monsters within num blocks if command == 'threats': distance = int(data) if data else 20 p = utils.pint(self.g.pos) threats = self.g.world.find_threats(p, distance) for t in threats: print(str(t.entity_id) + ':', t, mobs.MOB_NAMES[t.type]) reply = str(len(threats)) + ' threats' if command == 'spiral' and data: for i in range(int(data)): print(utils.spiral(i)) if command == 'sand_slice': result = self.g.world.find_sand_slice(utils.pint(self.g.pos), 50) reply = str(result) ## "zzz" or !zzz - bot does /afk to let others sleep if command == 'zzz': if not self.g.afk and self.g.dimension == 'overworld': reply = '/afk' self.g.afk_timeout = 5.0 ## !tree - replies with the closest tree if command == 'tree': pos = utils.pint(self.g.pos) tree = next(self.g.world.find_trees(pos, 50)) reply = str(tree)[1:-1] ## !block x y z - replies what block is at (x, y, z) if command == 'block': try: data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ') x1, y1, z1 = [int(x) for x in data.split()] except (AttributeError, ValueError): reply = 'usage: !block x1 y1 z1' if not reply: coord = (x1, y1, z1) block = self.g.world.block_at(*coord) if not reply and block is None: reply = 'first coord out of range' if not reply: reply = blocks.BLOCKS[block] + ':' + str(block) ################# Specific commands ########################## ## ### Bot-specific Commands ## These will only run for the bot they are addressed to. if for_me: pass ## 1respawn - respawns the bot if it's dead if command == 'respawn': packet = serverbound.play.ClientStatusPacket() packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN self.g.connection.write_packet(packet) reply = 'ok' ## 1gather wood - gathers wood from the world ## 1gather sand - gathers sand from the world if command == 'gather' and data: if data == 'wood': self.g.job.state = self.g.job.gather_wood reply = 'ok' elif data == 'sand': self.g.job.state = self.g.job.gather_sand reply = 'ok' if reply: for i in self.g.inv.values(): print(i.item_id) if i.item_id in items.BED_IDS: break else: reply += ', I need a bed' ## 1farm wood - farms wood from a certain area ## 1farm sand - farms sand from a certain area ## 1farm wart - farms netherwart from a certain area ## 1farm crop - farms mature crops from a certain area if command == 'farm' and data: if data == 'wood': self.g.job.state = self.g.job.farm_wood reply = 'ok' elif data == 'sand': self.g.job.state = self.g.job.farm_sand reply = 'ok' elif data == 'wart': self.g.job.state = self.g.job.farm_wart reply = 'ok' elif data.startswith('crop'): self.g.job.state = self.g.job.farm_crop reply = 'ok' if reply and self.g.dimension == 'overworld': for i in self.g.inv.values(): if i.item_id in items.BED_IDS: break else: reply += ', I need a bed' ## 1loiter - stands still but eats, sleeps, and flees if command == 'loiter': self.g.job.state = self.g.job.loiter reply = 'ok' ## 1trade - sells items to villagers to get emeralds if command == 'trade': self.g.job.state = self.g.job.trade reply = 'ok' ## 1stop - stops the current job and resets bot if command == 'stop': self.close_window() bot.init(self.g) reply = 'ok' ## 1drop - drops the current stack its holding if command == 'drop': self.drop_stack() ## 1select [id] - moves item with id into main hand if command == 'select' and data: item = int(data) if self.select_item([item]): reply = 'ok' else: reply = 'not found' ## 1dump [id] - drops all items matching id if command == 'dump' and data: item = int(data) if self.count_items([item]): self.g.dumping = item reply = 'ok' else: reply = 'not found' ## 1drain - drops all items in inventory if command == 'drain': self.g.draining = True reply = 'ok' if command == 'gapple': self.g.job.state = self.g.job.find_gapple if data: self.g.job.find_gapple_states.count = int(data) reply = 'ok' if command == 'cache': self.g.job.state = self.g.job.cache_items self.g.job.cache_items_states.minimum = 0 self.g.job.cache_items_states.silent = True reply = 'ok' ## 1fill [x] [y] [z] [x] [y] [z] - fills the cuboid with the block at the first coordinate if command == 'fill': try: data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ') x1, y1, z1, x2, y2, z2 = [int(x) for x in data.split()] except (AttributeError, ValueError): reply = 'usage: !fill x1 y1 z1 x2 y2 z2' if not reply: coord1 = (x1, y1, z1) coord2 = (x2, y2, z2) block = self.g.world.block_at(*coord1) if not reply and y1 > y2: reply = 'can only fill upwards' if not reply and block is None: reply = 'first coord out of range' if not reply and block == 0: reply = 'can\'t fill with air' if not reply: self.g.filling = Munch(coord1=coord1, coord2=coord2, block=block) self.g.job.state = self.g.job.fill_blocks reply = 'filling ' + str(utils.pvolume(coord1, coord2)) + ' with ' + blocks.BLOCKS[block] ## 1here - bot comes to your location if command == 'here': try: sender_uuid = self.g.player_names[sender] except KeyError: reply = 'can\'t find your uuid' if not reply: for p in self.g.players.values(): if p.player_uuid == sender_uuid: player = p break else: # for reply = 'can\'t find you' if not reply: pos = utils.pint(self.g.pos) goal = utils.pint((p.x, p.y, p.z)) start = time.time() navpath = self.g.world.path_to_place(pos, goal) if navpath: self.g.path = navpath if self.g.job: self.g.job.stop() print(len(navpath)) print(navpath) print(round(time.time() - start, 3), 'seconds') if self.g.job: self.g.job.stop() self.g.look_at = None reply = 'ok' else: reply = 'no path' ## 1goto [x] [y] [z] - sends the bot to coordinate (x, y, z) if command == 'goto': try: data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ') x2, y2, z2 = [int(x) for x in data.split()] except (AttributeError, ValueError): reply = 'usage: !goto x y z' if not reply: pos = utils.pint(self.g.pos) goal = utils.pint((x2, y2, z2)) start = time.time() navpath = self.g.world.path_to_place(pos, goal) if navpath: self.g.path = navpath if self.g.job: self.g.job.stop() print(len(navpath)) print(navpath) print(round(time.time() - start, 3), 'seconds') if self.g.job: self.g.job.stop() self.g.look_at = None reply = 'ok' else: reply = 'no path' if command == 'break': self.break_block(blocks.TEST_BLOCK) reply = 'ok' if command == 'open': self.open_container(blocks.TEST_BLOCK) ## 1close - closes the current Minecraft window if command == 'close': if self.g.window: self.close_window() reply = 'ok' else: reply = 'nothing open' ## 1click [slot] [button] [mode] - clicks the current window if command == 'click' and data: if self.g.window: slot, button, mode = [int(x) for x in data.split(' ')] try: item = self.g.window.contents[slot] except KeyError: item = Slot(present=False) print(item) self.click_window(slot, button, mode, item) else: reply = 'nothing open' ## 1use - use the item it's currently holding if command == 'use': self.use_item(0) ## 1interact [entity id] - interacts with that entity if command == 'interact' and data: self.interact(int(data)) if command == 'test': reply = 'ok' r = self.g.world.find_villager_openings((615, 78, 493)) print(r) ################# Authorized commands ########################## ## ### Authorized Commands ## These dangerous commands can only be ran by the bot owner. if authed: ## 1print [expression] - replies with Python eval(expression) if command == 'print': data = data.replace('`', '.') reply = str(eval(data)) ## 1exit - exits the program if command == 'exit': import os os._exit(0) except BaseException as e: import traceback print(traceback.format_exc()) reply = 'Error: {} - {}\n'.format(e.__class__.__name__, e) pass if reply: print(reply) if private and not reply.startswith('/'): self.g.chat.send('/m ' + sender + ' ' + reply) else: self.g.chat.send(reply) def handle_time_update(self, packet): self.g.time = packet.time_of_day % 24000 def handle_set_slot(self, packet): g = self.g print(packet) if packet.window_id == 0: g.inv[packet.slot] = packet.slot_data elif g.window: g.window.contents[packet.slot] = packet.slot_data if g.item_lock and packet.window_id >= 0 and not packet.slot_data.present: print('Unlocking item lock') g.item_lock = False def break_block(self, location): p = utils.pint(self.g.pos) #if utils.phyp(p, location) > blocks.BREAK_DISTANCE + 1: # return False bid = self.g.chunks.get_block_at(*location) if bid == 0: return False packet = PlayerDiggingPacket() packet.status = 0 packet.location = location packet.face = 1 self.g.connection.write_packet(packet) self.g.breaking = location self.g.break_time = time.time() + utils.break_time(bid, self.g.holding) return True def break_finish(self): packet = PlayerDiggingPacket() packet.status = 2 packet.location = self.g.breaking packet.face = 1 self.g.connection.write_packet(packet) #self.g.chunks.set_block_at(*self.g.breaking, 0) if self.g.chunks.get_block_at(*self.g.breaking) == 0: self.g.breaking = None def handle_break_animation(self, packet): return print(packet) def handle_break_ack(self, packet): #print(packet) return def animate(self): packet = serverbound.play.AnimationPacket() packet.hand = packet.HAND_MAIN self.g.connection.write_packet(packet) def place_block(self, location, face): packet = serverbound.play.PlayerBlockPlacementPacket() packet.hand = 0 packet.location = location packet.face = face packet.x = 0.5 packet.y = 0.5 packet.z = 0.5 packet.inside_block = False self.g.connection.write_packet(packet) def pick(self, slot): packet = PickItemPacket() packet.slot_to_use = slot self.g.connection.write_packet(packet) def hold(self, slot): packet = HeldItemChangePacket() packet.slot = slot self.g.connection.write_packet(packet) def choose_slot(self, slot): if slot >= 36: slot -= 36 self.hold(slot) else: self.pick(slot) def count_items(self, items): # count how many items are in inv count = 0 for slot, item in self.g.inv.items(): if item.item_id in items: count += item.item_count return count def count_inventory_slots(self): # count how many inventory slots are filled # excludes armour, crafting slots, off-hand count = 0 for slot, item in self.g.inv.items(): if item.present and slot >= 9 and slot <= 45: count += 1 return count def count_window_slots(self): # count how many window slots are filled # excludes player inventory w = self.g.window w_info = mcdata.WINDOWS[w.data.window_type] w_container_slots = w_info.container count = 0 for slot, item in w.contents.items(): if item.present and slot in w_container_slots: count += 1 return count def get_window_slot(self, item_id): # get the first slot that matches item of a window window_items = list(self.g.window.contents.items()) for slot, item in window_items: if not item.present: continue if item.item_id == item_id: return slot, item else: #for return False, False def select_item(self, items): # select the first match from items of inv # uses smallest stack of that match # and optionally the most damaged item inv_items = list(self.g.inv.items()) inv_items.sort(key=lambda x: (x[1].nbt or {}).get('Damage', 0), reverse=True) inv_items.sort(key=lambda x: x[1].item_count or 0) for slot, item in inv_items: if item.item_id in items: self.g.game.choose_slot(slot) self.g.holding = item.item_id return True else: #for return False def select_random_item(self, items): # select a random match from items of inv # this is random per item type # example: 5 stacks wood, 1 stack glass # -> still 50/50 chance between them matches = set() for slot, item in self.g.inv.items(): if item.item_id in items: matches.add(item.item_id) if matches: return self.select_item([random.choice(list(matches))]) else: return False def select_next_item(self): # select the next item slot that has an item for slot, item in self.g.inv.items(): if slot < 9: continue # skip armour slots if item.present: print('slot:', slot, 'item:', item) self.g.game.choose_slot(slot) self.g.holding = item.item_id return True else: # for return False def drop_stack(self): packet = PlayerDiggingPacket() packet.status = 3 packet.location = utils.pint(self.g.pos) packet.face = 1 self.g.connection.write_packet(packet) def open_container(self, location): bid = self.g.chunks.get_block_at(*location) # TODO: check if block is a chest?? self.place_block(location, BlockFace.TOP) def handle_window(self, packet): print(packet) self.g.window = Munch(data=packet, contents=dict(), count=0) def click_window(self, slot, button, mode, item): w = self.g.window packet = ClickWindowPacket() packet.window_id = w.data.window_id packet.slot = slot packet.button = button packet.action_number = w.count packet.mode = mode packet.clicked_item = item self.g.connection.write_packet(packet) print('<--', packet) w.count += 1 def close_window(self): if self.g.window: packet = CloseWindowPacket() packet.window_id = self.g.window.data.window_id self.g.connection.write_packet(packet) self.g.window = None def handle_window_confirmation(self, packet): print(packet) packet2 = ServerWindowConfirmationPacket() packet2.window_id = packet.window_id packet2.action_number = packet.action_number packet2.accepted = packet.accepted self.g.connection.write_packet(packet2) def handle_spawn_player(self, packet): print(packet) self.g.players[packet.entity_id] = Munch( entity_id=packet.entity_id, player_uuid=packet.player_UUID, x=packet.x, y=packet.y, z=packet.z, yaw=packet.yaw, pitch=packet.pitch, ) def handle_spawn_object(self, packet): #return if packet.type_id != 37: return #print(packet) self.g.objects[packet.entity_id] = Munch( entity_id=packet.entity_id, x=packet.x, y=packet.y, z=packet.z, velocity_x=packet.velocity_x, velocity_y=packet.velocity_y, velocity_z=packet.velocity_z, ) def check_gapple(self, packet): current_gapple_chest = self.g.job.find_gapple_states.current_chest if current_gapple_chest: for entry in packet.metadata: if entry.type != 6: continue if entry.value.item_id in items.GAPPLE_ID: self.g.chat.send('gapple found: ' + str(current_gapple_chest)[1:-1]) print('gapple found:', str(current_gapple_chest)[1:-1]) def handle_entity_metadata(self, packet): if not packet.metadata: return if self.g.job and self.g.job.state == self.g.job.find_gapple_states: self.check_gapple(packet) obj = self.g.objects.get(packet.entity_id, None) if obj: for entry in packet.metadata: if entry.type != 6: continue obj.item_id = entry.value.item_id obj.item_count = entry.value.item_count player = self.g.players.get(packet.entity_id, None) if player: return def handle_spawn_living(self, packet): self.g.mobs[packet.entity_id] = Munch( entity_id=packet.entity_id, entity_uuid=packet.entity_uuid, type=packet.type, x=packet.x, y=packet.y, z=packet.z, ) def handle_entity_position(self, packet): mob = self.g.mobs.get(packet.entity_id, None) if mob: mob.x += packet.delta_x / 4096.0 mob.y += packet.delta_y / 4096.0 mob.z += packet.delta_z / 4096.0 player = self.g.players.get(packet.entity_id, None) if player: player.x += packet.delta_x / 4096.0 player.y += packet.delta_y / 4096.0 player.z += packet.delta_z / 4096.0 #if player.player_uuid == '0c123cfa-1697-4427-9413-4b645dee7ec0': print(packet) def handle_entity_position_rotation(self, packet): mob = self.g.mobs.get(packet.entity_id, None) if mob: mob.x += packet.delta_x / 4096.0 mob.y += packet.delta_y / 4096.0 mob.z += packet.delta_z / 4096.0 player = self.g.players.get(packet.entity_id, None) if player: player.x += packet.delta_x / 4096.0 player.y += packet.delta_y / 4096.0 player.z += packet.delta_z / 4096.0 #if player.player_uuid == '0c123cfa-1697-4427-9413-4b645dee7ec0': print(packet) def handle_entity_teleport(self, packet): mob = self.g.mobs.get(packet.entity_id, None) if mob: mob.x = packet.x mob.y = packet.y mob.z = packet.z player = self.g.players.get(packet.entity_id, None) if player: player.x = packet.x player.y = packet.y player.z = packet.z #if player.player_uuid == '0c123cfa-1697-4427-9413-4b645dee7ec0': print(packet) def handle_entity_velocity(self, packet): obj = self.g.objects.get(packet.entity_id, None) if obj: print(packet) #obj.velocity_x = packet.velocity_x #obj.velocity_y = packet.velocity_y #obj.velocity_z = packet.velocity_z def handle_destroy_entities(self, packet): for eid in packet.entity_ids: if eid in self.g.objects: del self.g.objects[eid] if eid in self.g.mobs: del self.g.mobs[eid] if eid in self.g.players: del self.g.players[eid] def leave_bed(self): packet = EntityActionPacket() packet.entity_id = self.g.eid packet.action_id = 2 packet.jump_boost = 0 self.g.connection.write_packet(packet) def handle_respawn(self, packet): print(packet) self.g.dimension = packet.world_name.replace('minecraft:', '') def handle_player_list(self, packet): for action in packet.actions: if isinstance(action, packet.AddPlayerAction): self.g.player_names[action.uuid] = action.name self.g.player_names[action.name] = action.uuid # porque no los dos? def handle_update_health(self, packet): print(packet) self.g.health = packet.health self.g.food = packet.food if packet.health == 0: print('Died, stopping') print('Use 1respawn to respawn the bot') self.close_window() bot.init(self.g) def use_item(self, hand): packet = serverbound.play.UseItemPacket() packet.hand = hand self.g.connection.write_packet(packet) def interact(self, eid): packet = InteractEntityPacket() packet.entity_id = eid packet.type = 0 packet.hand = 0 packet.sneaking = False self.g.connection.write_packet(packet) def handle_trade_list(self, packet): print(packet) self.g.trades = packet.trades def select_trade(self, num): packet = SelectTradePacket() packet.selected_slot = num self.g.connection.write_packet(packet) def handle_disconnect(self, packet): print(packet) print('Client disconnected!') import os os._exit(1) def tick(self): if self.g.breaking: self.animate() if time.time() >= self.g.break_time: #- 2*utils.TICK: self.break_finish() if self.g.dumping and not self.g.item_lock: if self.select_item([self.g.dumping]): self.drop_stack() self.g.item_lock = True else: self.g.dumping = None if self.g.draining and not self.g.item_lock: if self.select_next_item(): self.drop_stack() self.g.item_lock = True else: self.g.draining = False if not self.g.path: self.g.correction_count = 0