195 lines
4.8 KiB
Go
195 lines
4.8 KiB
Go
// Daze is a basic bot example that join a server as client with these features:
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// - Say "Hello, world" when game started.
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// - Just standing there and do nothing.
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// - Receive chat message and print it.
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// - Receive player list and store it in memory.
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// - Receive chunk data and load/unload them.
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// - Receive inventory items and print them.
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// - Automatically reborn after 5 seconds of death.
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package main
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import (
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"errors"
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"flag"
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"log"
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"time"
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//"github.com/mattn/go-colorable"
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"github.com/Tnze/go-mc/bot"
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"github.com/Tnze/go-mc/bot/basic"
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"github.com/Tnze/go-mc/bot/msg"
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"github.com/Tnze/go-mc/bot/playerlist"
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"github.com/Tnze/go-mc/bot/screen"
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"github.com/Tnze/go-mc/bot/world"
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"github.com/Tnze/go-mc/chat"
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_ "github.com/Tnze/go-mc/data/lang/zh-cn"
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"github.com/Tnze/go-mc/data/registryid"
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"github.com/Tnze/go-mc/level"
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)
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var (
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address = flag.String("address", "127.0.0.1:25565", "The server address")
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name = flag.String("name", "Daze", "The player's name")
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playerID = flag.String("uuid", "", "The player's UUID")
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accessToken = flag.String("token", "", "AccessToken")
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)
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var (
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client *bot.Client
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player *basic.Player
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playerList *playerlist.PlayerList
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chatHandler *msg.Manager
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worldManager *world.World
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screenManager *screen.Manager
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)
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func main() {
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flag.Parse()
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// log.SetOutput(colorable.NewColorableStdout())
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client = bot.NewClient()
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client.Auth = bot.Auth{
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Name: *name,
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UUID: *playerID,
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AsTk: *accessToken,
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}
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player = basic.NewPlayer(client, basic.DefaultSettings, basic.EventsListener{
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GameStart: onGameStart,
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Disconnect: onDisconnect,
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HealthChange: onHealthChange,
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Death: onDeath,
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})
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playerList = playerlist.New(client)
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chatHandler = msg.New(client, player, playerList, msg.EventsHandler{
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SystemChat: onSystemMsg,
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PlayerChatMessage: onPlayerMsg,
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DisguisedChat: onDisguisedMsg,
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})
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worldManager = world.NewWorld(client, player, world.EventsListener{
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LoadChunk: onChunkLoad,
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UnloadChunk: onChunkUnload,
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})
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screenManager = screen.NewManager(client, screen.EventsListener{
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Open: nil,
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SetSlot: onScreenSlotChange,
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Close: nil,
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})
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// Login
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err := client.JoinServer(*address)
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if err != nil {
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log.Fatal(err)
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}
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log.Println("Login success")
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// JoinGame
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for {
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if err = client.HandleGame(); err == nil {
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panic("HandleGame never return nil")
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}
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if err2 := new(bot.PacketHandlerError); errors.As(err, err2) {
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if err := new(DisconnectErr); errors.As(err2, err) {
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log.Print("Disconnect, reason: ", err.Reason)
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return
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} else {
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// print and ignore the error
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log.Print(err2)
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}
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} else {
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log.Fatal(err)
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}
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}
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}
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func onDeath() error {
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log.Println("Died and Respawned")
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// If we exclude Respawn(...) then the player won't press the "Respawn" button upon death
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go func() {
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time.Sleep(time.Second * 5)
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err := player.Respawn()
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if err != nil {
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log.Print(err)
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}
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}()
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return nil
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}
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func onGameStart() error {
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log.Println("Game start")
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if err := chatHandler.SendMessage("Hello, world"); err != nil {
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return err
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}
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return nil // if err isn't nil, HandleGame() will return it.
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}
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func onSystemMsg(c chat.Message, overlay bool) error {
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log.Printf("System: %v, Overlay: %v", c, overlay)
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return nil
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}
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func onPlayerMsg(msg chat.Message, validated bool) error {
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var prefix string
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if !validated {
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prefix = "[Not Secure] "
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}
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log.Printf("%sPlayer: %v", prefix, msg)
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return nil
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}
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func onDisguisedMsg(msg chat.Message) error {
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log.Printf("Disguised: %v", msg)
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return nil
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}
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func onChunkLoad(pos level.ChunkPos) error {
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log.Println("Load chunk:", pos)
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return nil
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}
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func onChunkUnload(pos level.ChunkPos) error {
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log.Println("Unload chunk:", pos)
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return nil
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}
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func onScreenSlotChange(id, index int) error {
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if id == -2 {
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log.Printf("Slot: inventory: %v", screenManager.Inventory.Slots[index])
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} else if id == -1 && index == -1 {
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log.Printf("Slot: cursor: %v", screenManager.Cursor)
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} else {
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container, ok := screenManager.Screens[id]
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if ok {
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// Currently, only inventory container is supported
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switch container := container.(type) {
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case *screen.Inventory:
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slot := container.Slots[index]
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itemName := "nil"
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if slot.ID >= 0 && int(slot.ID) < len(registryid.Item) {
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itemName = registryid.Item[slot.ID]
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}
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log.Printf("Slot: Screen[%d].Slot[%d]: [%v] * %d | NBT: %v", id, index, itemName, slot.Count, slot.NBT)
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}
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}
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}
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return nil
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}
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func onHealthChange(health float32, foodLevel int32, foodSaturation float32) error {
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log.Printf("Health: %.2f, FoodLevel: %d, FoodSaturation: %.2f", health, foodLevel, foodSaturation)
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return nil
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}
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type DisconnectErr struct {
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Reason chat.Message
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}
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func (d DisconnectErr) Error() string {
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return "disconnect: " + d.Reason.String()
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}
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func onDisconnect(reason chat.Message) error {
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// return an error value so that we can stop main loop
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return DisconnectErr{Reason: reason}
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}
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