更新了几个API
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@ -358,9 +358,8 @@ func handleJoinGamePacket(c *Client, p pk.Packet) error {
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type pluginMessageData []byte
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//Encode a PluginMessageData
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func (p *pluginMessageData) Encode(r io.Writer) error {
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_, err := r.Write([]byte(*p))
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return err
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func (p pluginMessageData) Encode() []byte {
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return []byte(p)
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}
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//Decode a PluginMessageData
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@ -491,8 +490,6 @@ func (b *blockEntities) Decode(r pk.DecodeReader) error {
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return nil
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}
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// var isSpawn bool
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func handlePlayerPositionAndLookPacket(c *Client, p pk.Packet) error {
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var (
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x, y, z pk.Double
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129
bot/motion.go
129
bot/motion.go
@ -33,6 +33,42 @@ func (c *Client) UseItem(hand int) error {
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))
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}
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// UseEntity used by player to right-clicks another entity.
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// hand could be one of 0: main hand, 1: off hand.
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// A Notchian server only accepts this packet if
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// the entity being attacked/used is visible without obstruction
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// and within a 4-unit radius of the player's position.
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func (c *Client) UseEntity(entityID int32, hand int) error {
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return c.conn.WritePacket(pk.Marshal(
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data.UseEntity,
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pk.VarInt(entityID),
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pk.VarInt(0),
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pk.VarInt(hand),
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))
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}
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// AttackEntity used by player to left-clicks another entity.
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// The attack version of UseEntity. Has the same limit.
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func (c *Client) AttackEntity(entityID int32, hand int) error {
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return c.conn.WritePacket(pk.Marshal(
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data.UseEntity,
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pk.VarInt(entityID),
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pk.VarInt(1),
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pk.VarInt(hand),
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))
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}
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// UseEntityAt is a variety of UseEntity with target location
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func (c *Client) UseEntityAt(entityID int32, x, y, z float32, hand int) error {
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return c.conn.WritePacket(pk.Marshal(
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data.UseEntity,
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pk.VarInt(entityID),
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pk.VarInt(2),
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pk.Float(x), pk.Float(y), pk.Float(z),
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pk.VarInt(hand),
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))
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}
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// Chat send chat as chat message or command at textbox.
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func (c *Client) Chat(msg string) error {
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if len(msg) > 256 {
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@ -44,3 +80,96 @@ func (c *Client) Chat(msg string) error {
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pk.String(msg),
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))
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}
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// PluginMessage is used by mods and plugins to send their data.
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func (c *Client) PluginMessage(channal string, msg []byte) error {
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return c.conn.WritePacket(pk.Marshal(
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data.PluginMessageServerbound,
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pk.Identifier(channal),
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pluginMessageData(msg),
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))
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}
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// PlaceBlock is used to place a block.
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// hand is the hand from which the block is placed; 0: main hand, 1: off hand.
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// face is the face on which the block is placed.
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//
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// Cursor position is the position of the crosshair on the block:
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// cursorX, from 0 to 1 increasing from west to east;
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// cursorY, from 0 to 1 increasing from bottom to top;
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// cursorZ, from 0 to 1 increasing from north to south.
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//
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// insideBlock is true when the player's head is inside of a block's collision.
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func (c *Client) PlaceBlock(hand, locX, locY, locZ, face int, cursorX, cursorY, cursorZ float32, insideBlock bool) error {
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return c.conn.WritePacket(pk.Marshal(
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data.PlayerBlockPlacement,
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pk.VarInt(hand),
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pk.Position{locX, locY, locZ},
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pk.VarInt(face),
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pk.Float(cursorX), pk.Float(cursorY), pk.Float(cursorZ),
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pk.Boolean(insideBlock),
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))
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}
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// ChangeHeldItem used to change the slot selection in hotbar.
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func (c *Client) ChangeHeldItem(slot int) error {
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if slot < 0 || slot > 8 {
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return errors.New("invalid slot")
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}
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return c.conn.WritePacket(pk.Marshal(
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data.HeldItemChangeServerbound,
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pk.Short(slot),
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))
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}
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// PickItem used to swap out an empty space on the hotbar with the item in the given inventory slot.
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// The Notchain client uses this for pick block functionality (middle click) to retrieve items from the inventory.
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//
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// The server will first search the player's hotbar for an empty slot,
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// starting from the current slot and looping around to the slot before it.
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// If there are no empty slots, it will start a second search from the
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// current slot and find the first slot that does not contain an enchanted item.
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// If there still are no slots that meet that criteria, then the server will
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// use the currently selected slot. After finding the appropriate slot,
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// the server swaps the items and then change player's selected slot (cause the HeldItemChange event).
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func (c *Client) PickItem(slot int) error {
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return c.conn.WritePacket(pk.Marshal(
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data.PickItem,
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pk.VarInt(slot),
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))
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}
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func (c *Client) playerAction(status, locX, locY, locZ, face int) error {
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return c.conn.WritePacket(pk.Marshal(
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data.PlayerDigging,
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pk.VarInt(status),
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pk.Position{locX, locY, locZ},
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pk.VarInt(face),
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))
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}
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// Dig used to start, end or cancel a digging
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func (c *Client) Dig(status, locX, locY, locZ, face int) error {
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return c.playerAction(status, locX, locY, locZ, face)
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}
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// DropItemStack drop the entire selected stack
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func (c *Client) DropItemStack() error {
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return c.playerAction(3, 0, 0, 0, 0)
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}
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// DropItem drop one item in selected stack
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func (c *Client) DropItem() error {
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return c.playerAction(4, 0, 0, 0, 0)
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}
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// UseItemEnd used to finish UseItem, like eating food, pulling back bows
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func (c *Client) UseItemEnd() error {
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return c.playerAction(5, 0, 0, 0, 0)
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}
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// SwapItem used to swap the items in hands
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func (c *Client) SwapItem() error {
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return c.playerAction(6, 0, 0, 0, 0)
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}
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