165 lines
5.6 KiB
Go
165 lines
5.6 KiB
Go
package basic
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import (
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"github.com/Tnze/go-mc/bot"
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"github.com/Tnze/go-mc/chat"
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"github.com/Tnze/go-mc/data/packetid"
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pk "github.com/Tnze/go-mc/net/packet"
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)
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// EventsListener is a collection of event handlers.
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// Fill the fields with your handler functions and pass it to [NewPlayer] to create the Player manager.
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// For the event you don't want to handle, just leave it nil.
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type EventsListener struct {
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// GameStart event is called when the login process is completed and the player is ready to play.
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//
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// If you want to do some action when the bot joined the server like sending a chat message,
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// this event is the right place to do it.
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GameStart func() error
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// Disconnect event is called before the server disconnects your client.
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// When the server willfully disconnects the client, it will send a ClientboundDisconnect packet and tell you why.
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// On vanilla client, the reason is displayed in the disconnect screen.
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//
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// This information may be very useful for debugging, and generally you should record it into the log.
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//
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// If the connection is disconnected due to network reasons or the client's initiative,
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// this event will not be triggered.
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Disconnect func(reason chat.Message) error
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// HealthChange event is called when the player's health or food changed.
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HealthChange func(health float32, foodLevel int32, foodSaturation float32) error
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// Death event is a special case of HealthChange.
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// It will be called after HealthChange handler called (if it isn't nil)
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// when the player's health is less than or equal to 0.
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//
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// Typically, you should call [Player.Respawn] in this handler.
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Death func() error
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// Teleported event is called when the server think the player position in the client side is wrong,
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// and send a ClientboundPlayerPosition packet to correct the client.
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//
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// Typically, you need to do two things in this handler:
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// - Update the player's position and rotation you tracked to the correct position.
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// - Call [Player.AcceptTeleportation] to send a teleport confirmation packet to the server.
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//
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// Before you confirm the teleportation, the server will not accept any player motion packets.
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//
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// The position coordinates and rotation are absolute or relative depends on the flags.
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// The flag byte is a bitfield, specifies whether each coordinate value is absolute or relative.
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// For more information, see https://wiki.vg/Protocol#Synchronize_Player_Position
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Teleported func(x, y, z float64, yaw, pitch float32, flags byte, teleportID int32, dismountVehicle bool) error
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}
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// attach your event listener to the client.
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// The functions are copied when attaching, and modify on [EventListener] doesn't affect after that.
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func (e EventsListener) attach(p *Player) {
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if e.GameStart != nil {
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attachJoinGameHandler(p.c, e.GameStart)
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}
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if e.Disconnect != nil {
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attachDisconnect(p.c, e.Disconnect)
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}
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if e.HealthChange != nil || e.Death != nil {
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attachUpdateHealth(p.c, e.HealthChange, e.Death)
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}
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if e.Teleported != nil {
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attachPlayerPosition(p.c, e.Teleported)
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}
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}
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func attachJoinGameHandler(c *bot.Client, handler func() error) {
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c.Events.AddListener(bot.PacketHandler{
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Priority: 64, ID: packetid.ClientboundLogin,
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F: func(_ pk.Packet) error {
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return handler()
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},
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})
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}
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func attachDisconnect(c *bot.Client, handler func(reason chat.Message) error) {
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c.Events.AddListener(bot.PacketHandler{
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Priority: 64, ID: packetid.ClientboundDisconnect,
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F: func(p pk.Packet) error {
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var reason chat.Message
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if err := p.Scan(&reason); err != nil {
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return Error{err}
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}
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return handler(reason)
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},
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})
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}
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func attachUpdateHealth(c *bot.Client, healthChangeHandler func(health float32, food int32, saturation float32) error, deathHandler func() error) {
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c.Events.AddListener(bot.PacketHandler{
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Priority: 64, ID: packetid.ClientboundSetHealth,
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F: func(p pk.Packet) error {
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var health pk.Float
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var food pk.VarInt
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var saturation pk.Float
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if err := p.Scan(&health, &food, &saturation); err != nil {
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return Error{err}
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}
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var healthChangeErr, deathErr error
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if healthChangeHandler != nil {
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healthChangeErr = healthChangeHandler(float32(health), int32(food), float32(saturation))
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}
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if deathHandler != nil && health <= 0 {
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deathErr = deathHandler()
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}
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if healthChangeErr != nil || deathErr != nil {
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return updateHealthError{healthChangeErr, deathErr}
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}
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return nil
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},
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})
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}
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func attachPlayerPosition(c *bot.Client, handler func(x, y, z float64, yaw, pitch float32, flag byte, teleportID int32, dismountVehicle bool) error) {
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c.Events.AddListener(bot.PacketHandler{
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Priority: 64, ID: packetid.ClientboundPlayerPosition,
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F: func(p pk.Packet) error {
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var (
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X, Y, Z pk.Double
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Yaw, Pitch pk.Float
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Flags pk.Byte
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TeleportID pk.VarInt
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DismountVehicle pk.Boolean
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)
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if err := p.Scan(&X, &Y, &Z, &Yaw, &Pitch, &Flags, &TeleportID, &DismountVehicle); err != nil {
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return Error{err}
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}
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return handler(float64(X), float64(Y), float64(Z), float32(Yaw), float32(Pitch), byte(Flags), int32(TeleportID), bool(DismountVehicle))
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},
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})
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}
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type updateHealthError struct {
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healthChangeErr, deathErr error
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}
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func (u updateHealthError) Unwrap() error {
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if u.healthChangeErr != nil {
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return u.healthChangeErr
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}
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if u.deathErr != nil {
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return u.deathErr
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}
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return nil
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}
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func (u updateHealthError) Error() string {
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switch {
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case u.healthChangeErr != nil && u.deathErr != nil:
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return "[" + u.healthChangeErr.Error() + ", " + u.deathErr.Error() + "]"
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case u.healthChangeErr != nil:
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return u.healthChangeErr.Error()
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case u.deathErr != nil:
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return u.deathErr.Error()
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default:
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return "nil"
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}
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}
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