add player package with key client-side player functionality, update protocol codecs, and refactor metadata definitions and slot usage
This commit is contained in:
11
pkg/game/player/event.go
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11
pkg/game/player/event.go
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@ -0,0 +1,11 @@
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package player
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import "github.com/Tnze/go-mc/chat"
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type MessageEvent struct {
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Message chat.Message
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}
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func (m MessageEvent) EventID() string {
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return "player:message"
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}
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188
pkg/game/player/pathfinding.go
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188
pkg/game/player/pathfinding.go
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@ -0,0 +1,188 @@
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package player
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import (
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"container/heap"
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"math"
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"git.konjactw.dev/patyhank/minego/pkg/bot"
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"git.konjactw.dev/patyhank/minego/pkg/protocol"
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"github.com/Tnze/go-mc/level/block"
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"github.com/go-gl/mathgl/mgl64"
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)
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// Node 表示 A* 演算法中的節點
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type Node struct {
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Position protocol.Position
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G float64 // 從起點到當前節點的實際距離
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H float64 // 從當前節點到終點的啟發式距離
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F float64 // G + H
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Parent *Node
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Index int // heap 索引
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}
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// NodeHeap 實現 heap.Interface 用於優先佇列
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type NodeHeap []*Node
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func (h NodeHeap) Len() int { return len(h) }
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func (h NodeHeap) Less(i, j int) bool { return h[i].F < h[j].F }
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func (h NodeHeap) Swap(i, j int) {
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h[i], h[j] = h[j], h[i]
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h[i].Index = i
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h[j].Index = j
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}
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func (h *NodeHeap) Push(x interface{}) {
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n := len(*h)
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node := x.(*Node)
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node.Index = n
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*h = append(*h, node)
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}
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func (h *NodeHeap) Pop() interface{} {
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old := *h
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n := len(old)
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node := old[n-1]
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node.Index = -1
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*h = old[0 : n-1]
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return node
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}
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// AStar 使用 A* 演算法尋找路徑
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func AStar(world bot.World, start, goal mgl64.Vec3) ([]mgl64.Vec3, error) {
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startPos := protocol.Position{int32(start.X()), int32(start.Y()), int32(start.Z())}
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goalPos := protocol.Position{int32(goal.X()), int32(goal.Y()), int32(goal.Z())}
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openSet := &NodeHeap{}
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heap.Init(openSet)
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closedSet := make(map[protocol.Position]bool)
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allNodes := make(map[protocol.Position]*Node)
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startNode := &Node{
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Position: startPos,
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G: 0,
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H: heuristic(startPos, goalPos),
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}
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startNode.F = startNode.G + startNode.H
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heap.Push(openSet, startNode)
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allNodes[startPos] = startNode
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for openSet.Len() > 0 {
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current := heap.Pop(openSet).(*Node)
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if current.Position == goalPos {
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return reconstructPath(current), nil
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}
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closedSet[current.Position] = true
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// 檢查相鄰節點
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for _, neighbor := range getNeighbors(current.Position) {
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if closedSet[neighbor] {
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continue
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}
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// 檢查是否可通行
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if !isWalkable(world, neighbor) {
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continue
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}
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tentativeG := current.G + distance(current.Position, neighbor)
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neighborNode, exists := allNodes[neighbor]
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if !exists {
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neighborNode = &Node{
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Position: neighbor,
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G: math.Inf(1),
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H: heuristic(neighbor, goalPos),
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}
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allNodes[neighbor] = neighborNode
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}
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if tentativeG < neighborNode.G {
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neighborNode.Parent = current
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neighborNode.G = tentativeG
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neighborNode.F = neighborNode.G + neighborNode.H
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if neighborNode.Index == -1 {
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heap.Push(openSet, neighborNode)
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} else {
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heap.Fix(openSet, neighborNode.Index)
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}
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}
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}
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}
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return nil, nil // 找不到路徑
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}
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// heuristic 計算啟發式距離(曼哈頓距離)
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func heuristic(a, b protocol.Position) float64 {
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return math.Abs(float64(a[0]-b[0])) + math.Abs(float64(a[1]-b[1])) + math.Abs(float64(a[2]-b[2]))
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}
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// distance 計算兩點間的實際距離
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func distance(a, b protocol.Position) float64 {
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dx := float64(a[0] - b[0])
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dy := float64(a[1] - b[1])
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dz := float64(a[2] - b[2])
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return math.Sqrt(dx*dx + dy*dy + dz*dz)
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}
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// getNeighbors 獲取相鄰節點
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func getNeighbors(pos protocol.Position) []protocol.Position {
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neighbors := []protocol.Position{
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{pos[0] + 1, pos[1], pos[2]}, // 東
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{pos[0] - 1, pos[1], pos[2]}, // 西
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{pos[0], pos[1], pos[2] + 1}, // 南
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{pos[0], pos[1], pos[2] - 1}, // 北
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{pos[0], pos[1] + 1, pos[2]}, // 上
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{pos[0], pos[1] - 1, pos[2]}, // 下
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}
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return neighbors
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}
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// isWalkable 檢查位置是否可通行
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func isWalkable(world bot.World, pos protocol.Position) bool {
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// 檢查腳部位置
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footBlock, err := world.GetBlock(pos)
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if err != nil {
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return false
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}
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// 檢查頭部位置
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headPos := protocol.Position{pos[0], pos[1] + 1, pos[2]}
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headBlock, err := world.GetBlock(headPos)
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if err != nil {
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return false
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}
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// 檢查地面位置
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groundPos := protocol.Position{pos[0], pos[1] - 1, pos[2]}
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groundBlock, err := world.GetBlock(groundPos)
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if err != nil {
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return false
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}
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// 腳部和頭部必須是空氣,地面必須是固體方塊
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return footBlock == block.Air{} && headBlock == block.Air{} && groundBlock != block.Air{}
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}
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// reconstructPath 重建路徑
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func reconstructPath(node *Node) []mgl64.Vec3 {
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var path []mgl64.Vec3
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current := node
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for current != nil {
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pos := mgl64.Vec3{
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float64(current.Position[0]),
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float64(current.Position[1]),
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float64(current.Position[2]),
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}
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path = append([]mgl64.Vec3{pos}, path...)
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current = current.Parent
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}
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return path
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}
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323
pkg/game/player/player.go
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323
pkg/game/player/player.go
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@ -0,0 +1,323 @@
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package player
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import (
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"context"
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"fmt"
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"math"
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"time"
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"git.konjactw.dev/patyhank/minego/pkg/bot"
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"git.konjactw.dev/patyhank/minego/pkg/game/world"
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"git.konjactw.dev/patyhank/minego/pkg/protocol"
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"git.konjactw.dev/patyhank/minego/pkg/protocol/packet/game/client"
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"git.konjactw.dev/patyhank/minego/pkg/protocol/packet/game/server"
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pk "github.com/Tnze/go-mc/net/packet"
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"github.com/go-gl/mathgl/mgl64"
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)
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type Player struct {
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c bot.Client
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entity *world.Entity
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stateID int32
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lastReceivedPacketTime time.Time
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}
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// New 創建新的 Player 實例
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func New(c bot.Client) *Player {
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pl := &Player{
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c: c,
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entity: &world.Entity{},
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}
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c.PacketHandler().AddGenericPacketHandler(func(ctx context.Context, pk client.ClientboundPacket) {
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pl.lastReceivedPacketTime = time.Now()
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})
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bot.AddHandler(c, func(ctx context.Context, p *client.SystemChatMessage) {
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if !p.Overlay {
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bot.PublishEvent(c, MessageEvent{Message: p.Content})
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}
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})
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bot.AddHandler(c, func(ctx context.Context, p *client.PlayerPosition) {
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pl.entity.SetPosition(mgl64.Vec3{p.X, p.Y, p.Z})
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pl.entity.SetRotation(mgl64.Vec2{float64(p.XRot), float64(p.YRot)})
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c.WritePacket(context.Background(), &server.AcceptTeleportation{TeleportID: p.ID})
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})
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bot.AddHandler(c, func(ctx context.Context, p *client.PlayerRotation) {
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pl.entity.SetRotation(mgl64.Vec2{float64(p.Yaw), float64(p.Pitch)})
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})
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return pl
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}
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func (p *Player) CheckServer() {
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for time.Since(p.lastReceivedPacketTime) > 50*time.Millisecond && p.c.IsConnected() {
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time.Sleep(50 * time.Millisecond)
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}
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}
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// StateID 返回當前狀態 ID
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func (p *Player) StateID() int32 {
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return p.stateID
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}
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// UpdateStateID 更新狀態 ID
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func (p *Player) UpdateStateID(id int32) {
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p.stateID = id
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}
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// Entity 返回玩家實體
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func (p *Player) Entity() bot.Entity {
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return p.entity
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}
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// FlyTo 直線飛行到指定位置,每5格飛行一段
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func (p *Player) FlyTo(pos mgl64.Vec3) error {
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if p.c == nil {
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return fmt.Errorf("client is not initialized")
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}
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if p.entity == nil {
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return fmt.Errorf("player entity is not initialized")
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}
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currentPos := p.entity.Position()
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direction := pos.Sub(currentPos)
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distance := direction.Len()
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if distance == 0 {
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return nil // 已經在目標位置
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}
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segmentLength := 8.0
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for {
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currentPos = p.entity.Position()
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direction = pos.Sub(currentPos)
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distance = direction.Len()
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if distance == 0 {
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return nil
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}
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// 正規化方向向量
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direction = direction.Normalize()
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moveDistance := math.Min(segmentLength, distance)
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target := currentPos.Add(direction.Mul(moveDistance))
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if err := p.c.WritePacket(context.Background(), &server.MovePlayerPos{
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X: target.X(),
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FeetY: target.Y(),
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Z: target.Z(),
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Flags: 0x00,
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}); err != nil {
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return fmt.Errorf("failed to move player: %w", err)
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}
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time.Sleep(50 * time.Millisecond)
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}
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return nil
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}
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// WalkTo 使用 A* 演算法步行到指定位置
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func (p *Player) WalkTo(pos mgl64.Vec3) error {
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if p.c == nil {
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return fmt.Errorf("client is not initialized")
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}
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if p.entity == nil {
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return fmt.Errorf("player entity is not initialized")
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}
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currentPos := p.entity.Position()
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// 使用 A* 演算法尋找路徑
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path, err := AStar(p.c.World(), currentPos, pos)
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if err != nil {
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return fmt.Errorf("failed to find path: %w", err)
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}
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if len(path) == 0 {
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return fmt.Errorf("no path found to target position")
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}
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// 沿著路徑移動
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for _, waypoint := range path {
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if err := p.c.WritePacket(context.Background(), &server.MovePlayerPos{
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X: waypoint.X(),
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FeetY: waypoint.Y(),
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Z: waypoint.Z(),
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Flags: 0x0,
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}); err != nil {
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return fmt.Errorf("failed to move to waypoint: %w", err)
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}
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// 短暫延遲以模擬真實移動
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time.Sleep(100 * time.Millisecond)
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}
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return nil
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}
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// LookAt 看向指定位置
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func (p *Player) LookAt(target mgl64.Vec3) error {
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if p.c == nil {
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return fmt.Errorf("client is not initialized")
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}
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if p.entity == nil {
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return fmt.Errorf("player entity is not initialized")
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}
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// 計算視角
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playerPos := p.entity.Position()
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direction := target.Sub(playerPos).Normalize()
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// 計算 yaw 和 pitch
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yaw := float32(math.Atan2(-direction.X(), direction.Z()) * 180 / math.Pi)
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pitch := float32(math.Asin(-direction.Y()) * 180 / math.Pi)
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return p.c.WritePacket(context.Background(), &server.MovePlayerRot{
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Yaw: yaw,
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Pitch: pitch,
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Flags: 0x00,
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})
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}
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// BreakBlock 破壞指定位置的方塊
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func (p *Player) BreakBlock(pos protocol.Position) error {
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if p.c == nil {
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return fmt.Errorf("client is not initialized")
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}
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// 發送開始挖掘封包
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startPacket := &server.PlayerAction{
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Status: 0,
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Sequence: p.stateID,
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Location: pk.Position{X: int(pos[0]), Y: int(pos[1]), Z: int(pos[2])},
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Face: 1,
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}
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if err := p.c.WritePacket(context.Background(), startPacket); err != nil {
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return fmt.Errorf("failed to send start destroy packet: %w", err)
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}
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// 發送完成挖掘封包
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finishPacket := &server.PlayerAction{
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Status: 2,
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Sequence: p.stateID,
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Location: pk.Position{X: int(pos[0]), Y: int(pos[1]), Z: int(pos[2])},
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Face: 1,
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}
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return p.c.WritePacket(context.Background(), finishPacket)
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}
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// PlaceBlock 在指定位置放置方塊
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func (p *Player) PlaceBlock(pos protocol.Position) error {
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if p.c == nil {
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return fmt.Errorf("client is not initialized")
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}
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packet := &server.UseItemOn{
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Hand: 0,
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Location: pk.Position{X: int(pos[0]), Y: int(pos[1]), Z: int(pos[2])},
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Face: 1,
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CursorX: 0.5,
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CursorY: 0.5,
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CursorZ: 0.5,
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InsideBlock: false,
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Sequence: p.stateID,
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}
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return p.c.WritePacket(context.Background(), packet)
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}
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// PlaceBlock 在指定位置放置方塊
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func (p *Player) PlaceBlockWithArgs(pos protocol.Position, face int32, cursor mgl64.Vec3) error {
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if p.c == nil {
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return fmt.Errorf("client is not initialized")
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}
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packet := &server.UseItemOn{
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Hand: 0,
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Location: pk.Position{X: int(pos[0]), Y: int(pos[1]), Z: int(pos[2])},
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Face: face,
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CursorX: float32(cursor[0]),
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CursorY: float32(cursor[1]),
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CursorZ: float32(cursor[2]),
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InsideBlock: false,
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Sequence: p.stateID,
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}
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return p.c.WritePacket(context.Background(), packet)
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}
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// OpenContainer 打開指定位置的容器
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func (p *Player) OpenContainer(pos protocol.Position) (bot.Container, error) {
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if p.c == nil {
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return nil, fmt.Errorf("client is not initialized")
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}
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// 發送使用物品封包來打開容器
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packet := &server.UseItemOn{
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Hand: 1,
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Location: pk.Position{X: int(pos[0]), Y: int(pos[1]), Z: int(pos[2])},
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Face: 1,
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CursorX: 0.5,
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CursorY: 0.5,
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CursorZ: 0.5,
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InsideBlock: false,
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WorldBorderHit: false,
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Sequence: p.stateID,
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}
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if err := p.c.WritePacket(context.Background(), packet); err != nil {
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return nil, fmt.Errorf("failed to open container: %w", err)
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}
|
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|
||||
ctx, cancelFunc := context.WithTimeout(context.Background(), time.Second*10)
|
||||
defer cancelFunc()
|
||||
|
||||
for p.c.Inventory().Container() == nil && ctx.Err() == nil {
|
||||
time.Sleep(time.Millisecond * 50)
|
||||
}
|
||||
|
||||
return p.c.Inventory().Container(), nil
|
||||
}
|
||||
|
||||
// UseItem 使用指定手中的物品
|
||||
func (p *Player) UseItem(hand int8) error {
|
||||
if p.c == nil {
|
||||
return fmt.Errorf("client is not initialized")
|
||||
}
|
||||
|
||||
return p.c.WritePacket(context.Background(), &server.UseItem{
|
||||
Hand: int32(hand),
|
||||
Sequence: p.stateID,
|
||||
Yaw: 0,
|
||||
Pitch: 0,
|
||||
})
|
||||
}
|
||||
|
||||
// OpenMenu 打開指定命令的選單
|
||||
func (p *Player) OpenMenu(command string) (bot.Container, error) {
|
||||
if p.c == nil {
|
||||
return nil, fmt.Errorf("client is not initialized")
|
||||
}
|
||||
|
||||
if err := p.c.WritePacket(context.Background(), &server.ChatCommand{
|
||||
Command: command,
|
||||
}); err != nil {
|
||||
return nil, fmt.Errorf("failed to open menu with command '%s': %w", command, err)
|
||||
}
|
||||
|
||||
// 返回客戶端的容器處理器
|
||||
return p.c.Inventory().Container(), nil
|
||||
}
|
Reference in New Issue
Block a user