1079 lines
40 KiB
Python
1079 lines
40 KiB
Python
import re
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import time
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import random
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from itertools import count
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from math import floor, isfinite
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from munch import Munch
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from minecraft.networking.packets import Packet, clientbound, serverbound
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from minecraft.networking.types import BlockFace, Byte, Short, VarInt
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from minecraft.networking.modern import (
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ClientTickEnd, ContainerClickSwapPacket, PlayerActionPacket,
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PunchPacket, SetCarriedItemPacket, SetHeldSlotPacket,
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UseItemOnBlockPacket,
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)
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from mosfet.protocol.packets import (
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SetSlotPacket, PlayerDiggingPacket,
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BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket,
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HeldItemChangePacket, PickItemPacket, OpenWindowPacket,
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ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket,
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ClientWindowConfirmationPacket, EntityMetadataPacket,
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SpawnLivingEntityPacket, EntityPositionRotationPacket, DestroyEntitiesPacket,
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EntityActionPacket, EntityTeleport, InteractEntityPacket, TradeListPacket,
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SelectTradePacket, DisconnectPacket, UnloadChunkPacket,
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)
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from mosfet.protocol.types import Slot
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from mosfet.protocol.modern import (
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ClientCommandPacket, PlayerCommandPacket, UpdateTimePacket, UseItemPacket,
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)
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from mosfet import utils
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from mosfet import path
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from mosfet import bot
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from mosfet import vector
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from mosfet.info import blocks
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from mosfet.info import items
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from mosfet.info import mcdata
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from mosfet.info import mobs
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class ContainerClickDropPacket(Packet):
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"""Drop the full stack in one player-inventory slot (protocol 777)."""
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id = 0x12
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packet_name = 'container click drop'
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def write_fields(self, packet_buffer):
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VarInt.send(self.container_id, packet_buffer)
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VarInt.send(self.state_id, packet_buffer)
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Short.send(self.slot, packet_buffer)
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Byte.send(getattr(self, 'button', 1), packet_buffer)
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VarInt.send(4, packet_buffer) # ContainerInput.THROW
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VarInt.send(0, packet_buffer) # no changed-slot predictions
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VarInt.send(0, packet_buffer) # empty carried item stack
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class ContainerClickQuickMovePacket(Packet):
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"""Shift-click an inventory slot into the open container (protocol 777)."""
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id = 0x12
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packet_name = 'container click quick move'
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def write_fields(self, packet_buffer):
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VarInt.send(self.container_id, packet_buffer)
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VarInt.send(self.state_id, packet_buffer)
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Short.send(self.slot, packet_buffer)
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Byte.send(0, packet_buffer) # mouse button
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VarInt.send(1, packet_buffer) # ContainerInput.QUICK_MOVE
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VarInt.send(0, packet_buffer) # no changed-slot predictions
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VarInt.send(0, packet_buffer) # empty carried item stack
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class ContainerClosePacket(Packet):
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id = 0x13
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packet_name = 'container close'
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definition = [{'container_id': VarInt}]
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class LegacyGame:
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def __init__(self, global_state):
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self.g = global_state
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register = self.g.connection.register_packet_listener
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register(self.handle_login_success, clientbound.login.LoginSuccessPacket)
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register(self.handle_block_change, clientbound.play.BlockChangePacket)
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register(self.handle_join_game, clientbound.play.JoinGamePacket)
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register(self.handle_position_and_look, clientbound.play.PlayerPositionAndLookPacket)
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register(self.handle_time_update, clientbound.play.TimeUpdatePacket)
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register(self.handle_set_slot, SetSlotPacket)
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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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register(self.handle_spawn_object, clientbound.play.SpawnObjectPacket)
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register(self.handle_entity_metadata, EntityMetadataPacket)
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register(self.handle_spawn_living, SpawnLivingEntityPacket)
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register(self.handle_entity_position, clientbound.play.EntityPositionDeltaPacket)
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register(self.handle_entity_position_rotation, EntityPositionRotationPacket)
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register(self.handle_entity_look, clientbound.play.EntityLookPacket)
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register(self.handle_destroy_entities, DestroyEntitiesPacket)
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register(self.handle_spawn_player, clientbound.play.SpawnPlayerPacket)
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register(self.handle_respawn, clientbound.play.RespawnPacket)
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register(self.handle_player_list, clientbound.play.PlayerListItemPacket)
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register(self.handle_entity_teleport, EntityTeleport)
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register(self.handle_update_health, clientbound.play.UpdateHealthPacket)
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#register(self.handle_entity_velocity, clientbound.play.EntityVelocityPacket)
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register(self.handle_trade_list, TradeListPacket)
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register(self.handle_disconnect, DisconnectPacket)
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register(self.handle_unload_chunk, UnloadChunkPacket)
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#register(self.handle_packet, Packet, early=True)
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def handle_login_success(self, packet):
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print(packet)
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self.g.name = packet.Username
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def handle_join_game(self, packet):
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print('Received join game packet')
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print('Connected.')
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self.g.info = packet
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self.g.eid = packet.entity_id
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self.g.dimension = packet.world_name.replace('minecraft:', '')
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def handle_block_change(self, packet):
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if packet.block_state_id == blocks.SOUL_TORCH:
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try:
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self.g.goal = vector.Point3D((packet.location[0], packet.location[1], packet.location[2]))
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print('new waypoint:', self.g.goal)
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start = time.time()
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solution = path.Pathfinder(self.g).astar(utils.pint(self.g.pos), utils.pint(self.g.goal))
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if solution:
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solution = list(solution)
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self.g.path = solution
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if self.g.job:
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self.g.job.stop()
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print(len(solution))
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print(solution)
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print(round(time.time() - start, 3), 'seconds')
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else:
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print('No path found')
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#say(connection, 'No path found')
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#g.y_v = 10.0
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#g.y_a = -36.0
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except BaseException as e:
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import traceback
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print(traceback.format_exc())
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#print(packet)
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def handle_position_and_look(self, packet):
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print(packet)
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p = vector.Point3D((packet.x, packet.y, packet.z))
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self.g.pos = p
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confirm_packet = serverbound.play.TeleportConfirmPacket()
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confirm_packet.teleport_id = packet.teleport_id
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self.g.connection.write_packet(confirm_packet)
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self.g.correction_count += 1
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if self.g.get('path', None) and self.g.correction_count > 5:
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self.g.correction_count = 0
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dest = self.g.path[-1]
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w = self.g.world
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p = utils.pint(self.g.pos)
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new_path = w.path_to_place(p, dest)
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if new_path:
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self.g.path = new_path
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def handle_set_held_slot(self, packet):
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slot = int(packet.slot)
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if not 0 <= slot <= 8:
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return
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self.g.holding_slot = slot
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self.g.holding_hand = 0
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item = self.g.inv.get(36 + slot)
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self.g.holding = (item.item_id if item and
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getattr(item, 'present', False) else 0)
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def handle_time_update(self, packet):
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if hasattr(packet, 'time_of_day'):
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self.g.time = packet.time_of_day % 24000
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return
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updates = getattr(packet, 'clock_updates', ())
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if not updates:
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return
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registries = getattr(self.g.connection, 'registry_ids', {})
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clock_names = {
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index: name
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for name, index in registries.get(
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'minecraft:world_clock', {}).items()
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}
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dimension = self.g.get('dimension', 'overworld')
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preferred = [
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update for update in updates
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if clock_names.get(update['clock_id'], '').removeprefix(
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'minecraft:') in (dimension, 'overworld')
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]
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update = preferred[0] if preferred else updates[0]
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self.g.time = update['total_ticks'] % 24000
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self.g.clock_id = update['clock_id']
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self.g.clock_name = clock_names.get(update['clock_id'])
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self.g.clock_rate = update['rate']
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self.g.world_age = packet.age
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def handle_set_slot(self, packet):
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g = self.g
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print(packet)
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if packet.window_id == 0:
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g.inv[packet.slot] = packet.slot_data
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elif g.window:
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g.window.contents[packet.slot] = packet.slot_data
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if g.item_lock and packet.window_id >= 0 and not packet.slot_data.present:
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print('Unlocking item lock')
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g.item_lock = False
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def break_block(self, location):
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p = utils.pint(self.g.pos)
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#if utils.phyp(p, location) > blocks.BREAK_DISTANCE + 1:
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# return False
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bid = self.g.chunks.get_block_at(*location)
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if bid == 0:
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return False
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packet = PlayerDiggingPacket()
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packet.status = 0
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packet.location = location
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.g.breaking = location
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self.g.break_time = time.time() + utils.break_time(bid, self.g.holding)
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return True
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def break_finish(self):
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packet = PlayerDiggingPacket()
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packet.status = 2
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packet.location = self.g.breaking
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packet.face = 1
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self.g.connection.write_packet(packet)
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#self.g.chunks.set_block_at(*self.g.breaking, 0)
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if self.g.chunks.get_block_at(*self.g.breaking) == 0:
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self.g.breaking = None
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def handle_break_animation(self, packet):
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return
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print(packet)
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def handle_break_ack(self, packet):
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#print(packet)
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return
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def respawn(self):
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packet = serverbound.play.ClientStatusPacket()
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packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN
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self.g.connection.write_packet(packet)
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def animate(self):
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packet = serverbound.play.AnimationPacket()
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packet.hand = packet.HAND_MAIN
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self.g.connection.write_packet(packet)
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def place_block(self, location, face):
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packet = serverbound.play.PlayerBlockPlacementPacket()
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packet.hand = 0
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packet.location = location
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packet.face = face
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packet.x = 0.5
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packet.y = 0.5
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packet.z = 0.5
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packet.inside_block = False
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self.g.connection.write_packet(packet)
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def pick(self, slot):
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packet = PickItemPacket()
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packet.slot_to_use = slot
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self.g.connection.write_packet(packet)
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def hold(self, slot):
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packet = HeldItemChangePacket()
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packet.slot = slot
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self.g.connection.write_packet(packet)
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def choose_slot(self, slot):
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if slot >= 36:
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slot -= 36
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self.hold(slot)
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else:
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self.pick(slot)
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def count_items(self, items):
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# count how many items are in inv
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count = 0
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for slot, item in self.g.inv.items():
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if item.item_id in items:
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count += item.item_count
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return count
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def count_inventory_slots(self):
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# count how many inventory slots are filled
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# excludes armour, crafting slots, off-hand
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count = 0
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for slot, item in self.g.inv.items():
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if item.present and slot >= 9 and slot <= 45:
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count += 1
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return count
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def count_window_slots(self):
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# count how many window slots are filled
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# excludes player inventory
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w = self.g.window
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w_info = mcdata.WINDOWS[w.data.window_type]
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w_container_slots = w_info.container
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count = 0
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for slot, item in w.contents.items():
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if item.present and slot in w_container_slots:
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count += 1
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return count
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def get_window_slot(self, item_id):
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# get the first slot that matches item of a window
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window_items = list(self.g.window.contents.items())
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for slot, item in window_items:
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if not item.present: continue
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if item.item_id == item_id:
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return slot, item
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else: #for
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return False, False
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def select_item(self, items):
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# select the first match from items of inv
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# uses smallest stack of that match
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# and optionally the most damaged item
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inv_items = list(self.g.inv.items())
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inv_items.sort(key=lambda x: (x[1].nbt or {}).get('Damage', 0), reverse=True)
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inv_items.sort(key=lambda x: x[1].item_count or 0)
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for slot, item in inv_items:
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if item.item_id in items:
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self.g.game.choose_slot(slot)
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self.g.holding = item.item_id
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return True
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else: #for
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return False
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def select_random_item(self, items):
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# select a random match from items of inv
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# this is random per item type
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# example: 5 stacks wood, 1 stack glass
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# -> still 50/50 chance between them
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matches = set()
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for slot, item in self.g.inv.items():
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if item.item_id in items:
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matches.add(item.item_id)
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if matches:
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return self.select_item([random.choice(list(matches))])
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else:
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return False
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def select_next_item(self):
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# select the next item slot that has an item
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for slot, item in self.g.inv.items():
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if slot < 9: continue # skip armour slots
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if item.present:
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print('slot:', slot, 'item:', item)
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self.g.game.choose_slot(slot)
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self.g.holding = item.item_id
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return True
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else: # for
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return False
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def drop_stack(self):
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packet = PlayerDiggingPacket()
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packet.status = 3
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packet.location = utils.pint(self.g.pos)
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packet.face = 1
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self.g.connection.write_packet(packet)
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def open_container(self, location):
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bid = self.g.chunks.get_block_at(*location)
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# TODO: check if block is a chest??
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self.place_block(location, BlockFace.TOP)
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def handle_window(self, packet):
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print(packet)
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self.g.window = Munch(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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packet = ClickWindowPacket()
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packet.window_id = w.data.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.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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if self.g.window:
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packet = CloseWindowPacket()
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packet.window_id = self.g.window.data.window_id
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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 handle_spawn_player(self, packet):
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print(packet)
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self.g.players[packet.entity_id] = Munch(
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entity_id=packet.entity_id,
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player_uuid=packet.player_UUID,
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x=packet.x,
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y=packet.y,
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z=packet.z,
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yaw=packet.yaw,
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pitch=packet.pitch,
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)
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def handle_spawn_object(self, packet):
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#return
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if packet.type_id != 37: return
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#print(packet)
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self.g.objects[packet.entity_id] = Munch(
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entity_id=packet.entity_id,
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x=packet.x,
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y=packet.y,
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z=packet.z,
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velocity_x=packet.velocity_x,
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velocity_y=packet.velocity_y,
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velocity_z=packet.velocity_z,
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)
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def check_gapple(self, packet):
|
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current_gapple_chest = self.g.job.find_gapple_states.current_chest
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if current_gapple_chest:
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for entry in packet.metadata:
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if entry.type != 6:
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continue
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if entry.value.item_id in items.GAPPLE_ID:
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self.g.chat.send('gapple found: ' + str(current_gapple_chest)[1:-1])
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print('gapple found:', str(current_gapple_chest)[1:-1])
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def handle_entity_metadata(self, packet):
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if not packet.metadata:
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return
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if self.g.job and self.g.job.state == self.g.job.find_gapple_states:
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self.check_gapple(packet)
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obj = self.g.objects.get(packet.entity_id, None)
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if obj:
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for entry in packet.metadata:
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if entry.type != 6:
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continue
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obj.item_id = entry.value.item_id
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obj.item_count = entry.value.item_count
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mob = self.g.mobs.get(packet.entity_id, None)
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if mob:
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for entry in packet.metadata:
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if mob.type == mobs.VILLAGER:
|
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if entry.index == 17:
|
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mob.profession = entry.value[1]
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|
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player = self.g.players.get(packet.entity_id, None)
|
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if player:
|
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return
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|
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def handle_spawn_living(self, packet):
|
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self.g.mobs[packet.entity_id] = Munch(
|
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entity_id=packet.entity_id,
|
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entity_uuid=packet.entity_uuid,
|
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type=packet.type,
|
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x=packet.x,
|
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y=packet.y,
|
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z=packet.z,
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)
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|
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def handle_entity_position(self, packet):
|
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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
|
|
player.yaw = packet.yaw
|
|
player.pitch = packet.pitch
|
|
|
|
def handle_entity_look(self, packet):
|
|
player = self.g.players.get(packet.entity_id, None)
|
|
if player:
|
|
player.yaw = packet.yaw
|
|
player.pitch = packet.pitch
|
|
|
|
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:', '')
|
|
self.g.chunks.unload_all_chunks()
|
|
|
|
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
|
|
self.g.player_names[action.name.lower()] = 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 handle_unload_chunk(self, packet):
|
|
self.g.chunks.unload_chunk(packet.chunk_x, packet.chunk_z)
|
|
|
|
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
|
|
|
|
|
|
# Active game facade. The constructor registers no legacy packet listeners;
|
|
# migrated actions use the 26.3 packet classes imported above.
|
|
class Game(LegacyGame):
|
|
ARM_SWING_INTERVAL = 0.1
|
|
|
|
def __init__(self, global_state):
|
|
self.g = global_state
|
|
self.sequence = 0
|
|
self.break_deadline = None
|
|
self.breaking_state = None
|
|
self.next_swing_at = 0.0
|
|
|
|
from mosfet.protocol.packets import SetHealthPacket
|
|
# Health is a protocol-777 packet, not the legacy UpdateHealthPacket.
|
|
# Register its decoder on an already-running reactor as well, so a
|
|
# hot reload can enable health tracking without reconnecting. Rebuild
|
|
# the base map first to remove any stale decoder for an earlier ID.
|
|
reactor = self.g.connection.reactor
|
|
if hasattr(reactor, 'clientbound_packets'):
|
|
context = self.g.connection.context
|
|
reactor.clientbound_packets = {
|
|
packet.get_id(context): packet
|
|
for packet in reactor.__class__.get_clientbound_packets(context)
|
|
}
|
|
reactor.clientbound_packets[SetHealthPacket.id] = SetHealthPacket
|
|
reactor.clientbound_packets[UpdateTimePacket.id] = UpdateTimePacket
|
|
self.g.connection.register_packet_listener(
|
|
self.handle_set_health, SetHealthPacket)
|
|
self.g.connection.register_packet_listener(
|
|
self.handle_time_update, UpdateTimePacket)
|
|
self.g.connection.register_packet_listener(
|
|
self.handle_set_held_slot, SetHeldSlotPacket)
|
|
|
|
if not self.g.get('health_update_received', False):
|
|
self.g.health = None
|
|
self.g.food = None
|
|
self.g.hunger = None
|
|
self.g.food_saturation = None
|
|
self.g.saturation = None
|
|
self.g.health_update_received = False
|
|
self.g.health_updated_at = None
|
|
self.g.dead = False
|
|
|
|
def handle_set_health(self, packet):
|
|
self.g.health = float(packet.health)
|
|
self.g.food = int(packet.food)
|
|
self.g.hunger = self.g.food
|
|
self.g.food_saturation = float(packet.food_saturation)
|
|
self.g.saturation = self.g.food_saturation
|
|
self.g.health_update_received = True
|
|
self.g.health_updated_at = time.time()
|
|
self.g.dead = self.g.health <= 0
|
|
print('[status] health={:.1f} hunger={} saturation={:.2f}'.format(
|
|
self.g.health, self.g.food, self.g.food_saturation), flush=True)
|
|
|
|
def _send_action(self, packet):
|
|
self.g.connection.write_packet(packet, force=True)
|
|
self.g.connection.write_packet(ClientTickEnd(), force=True)
|
|
|
|
def _next_sequence(self):
|
|
self.sequence += 1
|
|
return self.sequence
|
|
|
|
def animate(self):
|
|
"""Ask the 26.3 server to broadcast a main-hand punch animation."""
|
|
self._send_action(PunchPacket())
|
|
|
|
def break_block(self, location):
|
|
location = tuple(int(value) for value in location)
|
|
block_id = self.g.chunks.get_block_at(*location)
|
|
if block_id is None or block_id == blocks.AIR:
|
|
return False
|
|
|
|
holding = self.g.get('holding', 0)
|
|
held_slot = (45 if self.g.get('holding_hand', 0) == 1 else
|
|
36 + int(self.g.get('holding_slot', 0) or 0))
|
|
held_stack = self.g.get('inv', {}).get(held_slot)
|
|
enchantments = (getattr(held_stack, 'components', {}) or {}).get(
|
|
'enchantments', {})
|
|
in_water = False
|
|
on_ground = True
|
|
position = self.g.get('pos')
|
|
chunks = self.g.get('chunks')
|
|
if position is not None and chunks is not None:
|
|
x, y, z = (floor(position.x), floor(position.y),
|
|
floor(position.z))
|
|
support = chunks.get_block_at(x, floor(position.y - 0.2), z)
|
|
if support is not None:
|
|
on_ground = support not in blocks.NON_SOLID_IDS
|
|
feet = chunks.get_block_at(x, y, z)
|
|
eyes = chunks.get_block_at(x, floor(position.y + 1.62), z)
|
|
in_water = feet in blocks.WATER_IDS or eyes in blocks.WATER_IDS
|
|
|
|
duration = utils.break_time(
|
|
block_id, holding, in_water=in_water, on_ground=on_ground,
|
|
enchantments=enchantments, effects=self.g.get('effects', {}))
|
|
if not isfinite(duration):
|
|
return False
|
|
|
|
packet = PlayerActionPacket(
|
|
action=0, location=location, face=1,
|
|
sequence=self._next_sequence())
|
|
self._send_action(packet)
|
|
self.g.breaking = location
|
|
self.breaking_state = block_id
|
|
now = time.monotonic()
|
|
self.break_deadline = now + duration
|
|
self.animate()
|
|
self.next_swing_at = now + self.ARM_SWING_INTERVAL
|
|
return True
|
|
|
|
def respawn(self):
|
|
self.g.respawn_requested_at = time.monotonic()
|
|
self.g.connection.write_packet(
|
|
ClientCommandPacket(action_id=0), force=True)
|
|
self.g.connection.write_packet(ClientTickEnd(), force=True)
|
|
|
|
def _send_drop_click(self, slot, button=1):
|
|
state_id = self.g.inventory_state_ids.get(0, 0)
|
|
self.g.connection.write_packet(ContainerClickDropPacket(
|
|
container_id=0, state_id=state_id, slot=slot,
|
|
button=button), force=True)
|
|
self.g.connection.write_packet(ClientTickEnd(), force=True)
|
|
return state_id
|
|
|
|
def drop_inventory_slot(self, slot, whole_stack=True):
|
|
"""Drop one item or the full stack from a player inventory slot."""
|
|
try:
|
|
slot = int(slot)
|
|
except (TypeError, ValueError):
|
|
return False
|
|
if (not 5 <= slot <= 45 or self.g.get('window') is not None or
|
|
self.g.get('draining') or self.g.get('dumping') is not None or
|
|
self.g.get('drop_waiting')):
|
|
return False
|
|
item = self.g.inv.get(slot)
|
|
if not item or not getattr(item, 'present', False):
|
|
return False
|
|
count = int(item.item_count or 0)
|
|
if count <= 0:
|
|
return False
|
|
button = 1 if whole_stack else 0
|
|
state_id = self._send_drop_click(slot, button)
|
|
self.g.drop_waiting = {
|
|
'slot': slot, 'item_id': item.item_id,
|
|
'expected_count': 0 if whole_stack else count - 1,
|
|
'sent_at': time.monotonic(), 'state_id': state_id,
|
|
}
|
|
return True
|
|
|
|
def drop_stack(self):
|
|
"""Drop the full stack in the currently held hand (26.3 click)."""
|
|
slot = (45 if self.g.get('holding_hand', 0) == 1 else
|
|
36 + int(self.g.get('holding_slot', 0) or 0))
|
|
return self.drop_inventory_slot(slot, whole_stack=True)
|
|
|
|
def _tick_single_drop(self):
|
|
waiting = self.g.get('drop_waiting')
|
|
if not waiting:
|
|
return
|
|
item = self.g.inv.get(waiting['slot'])
|
|
remaining = (item.item_count if item and
|
|
getattr(item, 'present', False) and
|
|
item.item_id == waiting['item_id'] else 0)
|
|
if remaining <= waiting['expected_count']:
|
|
print('[drop] server confirmed slot {} updated'.format(
|
|
waiting['slot']), flush=True)
|
|
self.g.drop_waiting = None
|
|
elif time.monotonic() - waiting['sent_at'] > 3.0:
|
|
print('[drop] timed out waiting for inventory update on slot {}'.format(
|
|
waiting['slot']), flush=True)
|
|
self.g.drop_waiting = None
|
|
|
|
def start_dump(self, item_id):
|
|
"""Start dropping every stack of an item id from player inventory."""
|
|
if (self.g.get('window') is not None or self.g.get('draining') or
|
|
self.g.get('dumping') is not None or self.g.get('drop_waiting')):
|
|
return None
|
|
slots = [slot for slot, item in self.g.inv.items()
|
|
if 5 <= slot <= 45 and getattr(item, 'present', False)
|
|
and item.item_id == item_id]
|
|
if not slots:
|
|
return 0
|
|
self.g.dumping = item_id
|
|
self.g.dump_waiting = None
|
|
self.g.dump_dropped = 0
|
|
self.g.dump_total = len(slots)
|
|
self.g.dump_error = None
|
|
return len(slots)
|
|
|
|
def _tick_dump(self):
|
|
item_id = self.g.get('dumping')
|
|
if item_id is None:
|
|
return
|
|
waiting = self.g.get('dump_waiting')
|
|
if waiting:
|
|
item = self.g.inv.get(waiting['slot'])
|
|
if (not item or not getattr(item, 'present', False) or
|
|
item.item_id != item_id):
|
|
self.g.dump_dropped += 1
|
|
print('[dump] dropped stack from slot {}; {}/{} complete'.format(
|
|
waiting['slot'], self.g.dump_dropped,
|
|
self.g.dump_total), flush=True)
|
|
self.g.dump_waiting = None
|
|
elif time.monotonic() - waiting['sent_at'] > 3.0:
|
|
self.g.dump_error = 'server did not clear inventory slot {}'.format(
|
|
waiting['slot'])
|
|
print('[dump] stopped: ' + self.g.dump_error, flush=True)
|
|
self.g.dumping = None
|
|
self.g.dump_waiting = None
|
|
return
|
|
else:
|
|
return
|
|
|
|
for slot in range(5, 46):
|
|
item = self.g.inv.get(slot)
|
|
if item and getattr(item, 'present', False) and item.item_id == item_id:
|
|
state_id = self._send_drop_click(slot)
|
|
self.g.dump_waiting = {
|
|
'slot': slot, 'item_count': item.item_count,
|
|
'sent_at': time.monotonic(), 'state_id': state_id,
|
|
}
|
|
return
|
|
|
|
print('[dump] complete: dropped {} stacks of item {}'.format(
|
|
self.g.dump_dropped, item_id), flush=True)
|
|
self.g.dumping = None
|
|
self.g.dump_waiting = None
|
|
|
|
def leave_bed(self):
|
|
self._send_action(PlayerCommandPacket(
|
|
entity_id=self.g.eid, action_id=0, jump_boost=0))
|
|
|
|
def use_item(self, hand=0):
|
|
self._send_action(UseItemPacket(
|
|
hand=hand, sequence=self._next_sequence(),
|
|
yaw=float(self.g.get('yaw', 0.0)),
|
|
pitch=float(self.g.get('pitch', 0.0))))
|
|
|
|
def start_drain(self):
|
|
if (self.g.get('window') is not None or
|
|
self.g.get('dumping') is not None or
|
|
self.g.get('drop_waiting')):
|
|
return None
|
|
slots = [slot for slot, item in sorted(self.g.inv.items())
|
|
if 9 <= slot <= 45 and getattr(item, 'present', False)]
|
|
self.g.drain_slots = slots
|
|
self.g.drain_waiting = None
|
|
self.g.drain_dropped = 0
|
|
self.g.drain_total = len(slots)
|
|
self.g.drain_error = None
|
|
self.g.draining = bool(slots)
|
|
return len(slots)
|
|
|
|
def _tick_drain(self):
|
|
waiting = self.g.get('drain_waiting')
|
|
if waiting:
|
|
slot = waiting['slot']
|
|
state_id = self.g.inventory_state_ids.get(0, 0)
|
|
if state_id != waiting['state_id']:
|
|
item = self.g.inv.get(slot)
|
|
if not item or not getattr(item, 'present', False):
|
|
self.g.drain_dropped += 1
|
|
print('[drain] dropped stack from slot {}; {}/{} complete'.format(
|
|
slot, self.g.drain_dropped, self.g.drain_total), flush=True)
|
|
self.g.drain_waiting = None
|
|
else:
|
|
self.g.drain_error = 'server did not clear inventory slot {}'.format(slot)
|
|
self.g.draining = False
|
|
self.g.drain_waiting = None
|
|
print('[drain] stopped: ' + self.g.drain_error, flush=True)
|
|
return
|
|
elif time.monotonic() - waiting['sent_at'] > 3.0:
|
|
self.g.drain_error = 'timed out waiting for inventory update on slot {}'.format(slot)
|
|
self.g.draining = False
|
|
self.g.drain_waiting = None
|
|
print('[drain] stopped: ' + self.g.drain_error, flush=True)
|
|
return
|
|
else:
|
|
return
|
|
|
|
while self.g.drain_slots:
|
|
slot = self.g.drain_slots.pop(0)
|
|
item = self.g.inv.get(slot)
|
|
if not item or not getattr(item, 'present', False):
|
|
continue
|
|
state_id = self.g.inventory_state_ids.get(0, 0)
|
|
packet = ContainerClickDropPacket(
|
|
container_id=0, state_id=state_id, slot=slot)
|
|
self.g.connection.write_packet(packet, force=True)
|
|
self.g.connection.write_packet(ClientTickEnd(), force=True)
|
|
self.g.drain_waiting = {
|
|
'slot': slot, 'state_id': state_id,
|
|
'item_count': item.item_count, 'sent_at': time.monotonic(),
|
|
}
|
|
return
|
|
|
|
self.g.draining = False
|
|
self.g.drain_waiting = None
|
|
print('[drain] complete: dropped {} stacks'.format(
|
|
self.g.drain_dropped), flush=True)
|
|
|
|
def tick(self):
|
|
self._tick_single_drop()
|
|
if self.g.get('dumping') is not None:
|
|
self._tick_dump()
|
|
if self.g.get('draining'):
|
|
self._tick_drain()
|
|
if not self.g.get('breaking') or self.break_deadline is None:
|
|
return
|
|
now = time.monotonic()
|
|
if now < self.break_deadline:
|
|
if now >= self.next_swing_at:
|
|
self.animate()
|
|
self.next_swing_at = now + self.ARM_SWING_INTERVAL
|
|
return
|
|
packet = PlayerActionPacket(
|
|
action=3, location=self.g.breaking, face=1,
|
|
sequence=self._next_sequence())
|
|
self._send_action(packet)
|
|
location = self.g.breaking
|
|
if self.g.chunks.get_block_at(*location) == self.breaking_state:
|
|
# Predict the normal client-side block removal. The server's later
|
|
# block update is authoritative and will correct the cache if the
|
|
# action was denied or the block changed differently.
|
|
self.g.chunks.set_block_at(*location, blocks.AIR)
|
|
self.g.breaking = None
|
|
self.break_deadline = None
|
|
self.breaking_state = None
|
|
self.next_swing_at = 0.0
|
|
|
|
def cancel_break(self):
|
|
if not self.g.get('breaking'):
|
|
return
|
|
packet = PlayerActionPacket(
|
|
action=2, location=self.g.breaking, face=1,
|
|
sequence=self._next_sequence())
|
|
self._send_action(packet)
|
|
self.g.breaking = None
|
|
self.break_deadline = None
|
|
self.breaking_state = None
|
|
self.next_swing_at = 0.0
|
|
|
|
def select_item(self, item_ids):
|
|
item_ids = set(item_ids)
|
|
matches = [(slot, item) for slot, item in self.g.inv.items()
|
|
if item.present and item.item_id in item_ids]
|
|
if not matches:
|
|
return False
|
|
|
|
# Prefer an already-hotbar stack; otherwise swap the requested stack
|
|
# into an empty hotbar slot using the modern container SWAP input.
|
|
slot, item = next(
|
|
((slot, item) for slot, item in matches if 36 <= slot <= 44),
|
|
matches[0])
|
|
if slot == 45:
|
|
self.g.holding = item.item_id
|
|
self.g.holding_hand = 1
|
|
self.g.connection.write_packet(ClientTickEnd(), force=True)
|
|
return True
|
|
self.g.holding_hand = 0
|
|
if 36 <= slot <= 44:
|
|
hotbar_slot = slot - 36
|
|
elif 9 <= slot <= 35:
|
|
empty_hotbar = next(
|
|
(candidate - 36 for candidate in range(36, 45)
|
|
if candidate not in self.g.inv or
|
|
not self.g.inv[candidate].present), None)
|
|
hotbar_slot = (empty_hotbar if empty_hotbar is not None else
|
|
self.g.get('holding_slot', 0) or 0)
|
|
self.g.connection.write_packet(ContainerClickSwapPacket(
|
|
container_id=0,
|
|
state_id=self.g.inventory_state_ids.get(0, 0),
|
|
slot=slot, button=hotbar_slot), force=True)
|
|
else:
|
|
return False
|
|
|
|
if self.g.get('holding_slot') != hotbar_slot:
|
|
self.g.connection.write_packet(SetCarriedItemPacket(
|
|
slot=hotbar_slot), force=True)
|
|
self.g.holding_slot = hotbar_slot
|
|
self.g.holding = item.item_id
|
|
self.g.connection.write_packet(ClientTickEnd(), force=True)
|
|
return True
|
|
|
|
def place_block(self, location, face, hand=0, cursor_y=None):
|
|
location = tuple(int(value) for value in location)
|
|
if cursor_y is None:
|
|
cursor_y = 0.99 if int(face) == 1 else 0.5
|
|
packet = UseItemOnBlockPacket(
|
|
hand=hand, location=location, face=int(face),
|
|
cursor_x=0.5, cursor_y=cursor_y,
|
|
cursor_z=0.5, inside_block=False, world_border_hit=False,
|
|
sequence=self._next_sequence())
|
|
self._send_action(packet)
|
|
|
|
def count_window_slots(self):
|
|
window = self.g.get('window')
|
|
if not window:
|
|
return 0
|
|
return sum(
|
|
item.present
|
|
for slot, item in window.contents.items()
|
|
if slot < window.container_slots)
|
|
|
|
def click_window(self, slot, button=0, mode=1, item=None):
|
|
window = self.g.get('window')
|
|
if not window:
|
|
return False
|
|
packet = ContainerClickQuickMovePacket(
|
|
container_id=window.window_id,
|
|
state_id=self.g.inventory_state_ids.get(
|
|
window.window_id, window.state_id),
|
|
slot=slot,
|
|
)
|
|
self.g.connection.write_packet(packet, force=True)
|
|
self.g.connection.write_packet(ClientTickEnd(), force=True)
|
|
return True
|
|
|
|
def close_window(self):
|
|
window = self.g.get('window')
|
|
if not window:
|
|
return None
|
|
self.g.connection.write_packet(ContainerClosePacket(
|
|
container_id=window.window_id), force=True)
|
|
self.g.window = None
|