264 lines
7.6 KiB
Rust

use azalea::{
BlockPos, BotClientExt, SprintDirection, WalkDirection,
core::hit_result::HitResult,
entity::Position,
interact::HitResultComponent,
pathfinder::{
ExecutingPath, Pathfinder, PathfinderClientExt,
goals::{BlockPosGoal, Goal, InverseGoal, RadiusGoal, ReachBlockPosGoal, XZGoal, YGoal},
},
protocol::packets::game::{ServerboundPlayerCommand, s_player_command::Action},
world::MinecraftEntityId,
};
use mlua::{FromLua, Lua, Result, Table, UserDataRef, Value};
use super::{Client, Direction, Vec3};
#[derive(Debug)]
struct AnyGoal(Box<dyn Goal>);
impl Goal for AnyGoal {
fn success(&self, n: BlockPos) -> bool {
self.0.success(n)
}
fn heuristic(&self, n: BlockPos) -> f32 {
self.0.heuristic(n)
}
}
#[allow(clippy::cast_possible_truncation)]
fn to_goal(lua: &Lua, client: &Client, data: Table, options: &Table, kind: u8) -> Result<AnyGoal> {
let goal: Box<dyn Goal> = match kind {
1 => {
let pos = Vec3::from_lua(data.get("position")?, lua)?;
Box::new(RadiusGoal {
pos: azalea::Vec3::new(pos.x, pos.y, pos.z),
radius: data.get("radius")?,
})
}
2 => {
let distance = data.get("distance").unwrap_or(4.5);
let pos = Vec3::from_lua(Value::Table(data), lua)?;
Box::new(ReachBlockPosGoal::new_with_distance(
BlockPos::new(pos.x as i32, pos.y as i32, pos.z as i32),
distance,
client.world().read().chunks.clone(),
))
}
3 => Box::new(XZGoal {
x: data.get("x")?,
z: data.get("z")?,
}),
4 => Box::new(YGoal { y: data.get("y")? }),
_ => {
let pos = Vec3::from_lua(Value::Table(data), lua)?;
Box::new(BlockPosGoal(BlockPos::new(
pos.x as i32,
pos.y as i32,
pos.z as i32,
)))
}
};
Ok(AnyGoal(if options.get("inverse").unwrap_or_default() {
Box::new(InverseGoal(AnyGoal(goal)))
} else {
goal
}))
}
pub fn go_to_reached(_lua: &Lua, client: &Client) -> Result<bool> {
Ok(client.is_goto_target_reached())
}
pub async fn wait_until_goal_reached(_lua: Lua, client: UserDataRef<Client>, (): ()) -> Result<()> {
client.wait_until_goto_target_reached().await;
Ok(())
}
pub async fn go_to(
lua: Lua,
client: UserDataRef<Client>,
(data, metadata): (Table, Option<Table>),
) -> Result<()> {
let metadata = metadata.unwrap_or(lua.create_table()?);
let options = metadata.get("options").unwrap_or(lua.create_table()?);
let goal = to_goal(
&lua,
&client,
data,
&options,
metadata.get("type").unwrap_or_default(),
)?;
if options.get("without_mining").unwrap_or_default() {
client.start_goto_without_mining(goal);
client.wait_until_goto_target_reached().await;
} else {
client.goto(goal).await;
}
Ok(())
}
pub async fn start_go_to(
lua: Lua,
client: UserDataRef<Client>,
(data, metadata): (Table, Option<Table>),
) -> Result<()> {
let metadata = metadata.unwrap_or(lua.create_table()?);
let options = metadata.get("options").unwrap_or(lua.create_table()?);
let goal = to_goal(
&lua,
&client,
data,
&options,
metadata.get("type").unwrap_or_default(),
)?;
if options.get("without_mining").unwrap_or_default() {
client.start_goto_without_mining(goal);
} else {
client.start_goto(goal);
}
let _ = client.get_tick_broadcaster().recv().await;
Ok(())
}
pub fn direction(_lua: &Lua, client: &Client) -> Result<Direction> {
let direction = client.direction();
Ok(Direction {
y: direction.0,
x: direction.1,
})
}
pub fn eye_position(_lua: &Lua, client: &Client) -> Result<Vec3> {
Ok(Vec3::from(client.eye_position()))
}
pub fn jump(_lua: &Lua, client: &Client, (): ()) -> Result<()> {
client.jump();
Ok(())
}
pub fn looking_at(lua: &Lua, client: &Client) -> Result<Option<Table>> {
Ok(
if let HitResult::Block(ref result) = *client.component::<HitResultComponent>() {
let table = lua.create_table()?;
table.set("direction", Vec3::from(result.direction.normal()))?;
table.set("inside", result.inside)?;
table.set("location", Vec3::from(result.location))?;
table.set("position", Vec3::from(result.block_pos))?;
table.set("world_border", result.world_border)?;
Some(table)
} else {
None
},
)
}
pub fn look_at(_lua: &Lua, client: &Client, position: Vec3) -> Result<()> {
client.look_at(azalea::Vec3::new(position.x, position.y, position.z));
Ok(())
}
pub fn pathfinder(lua: &Lua, client: &Client) -> Result<Table> {
let table = lua.create_table()?;
table.set(
"is_calculating",
client.component::<Pathfinder>().is_calculating,
)?;
table.set(
"is_executing",
if let Some(pathfinder) = client.get_component::<ExecutingPath>() {
table.set(
"last_reached_node",
Vec3::from(pathfinder.last_reached_node),
)?;
table.set(
"last_node_reach_elapsed",
pathfinder.last_node_reached_at.elapsed().as_millis(),
)?;
table.set("is_path_partial", pathfinder.is_path_partial)?;
true
} else {
false
},
)?;
Ok(table)
}
pub fn position(_lua: &Lua, client: &Client) -> Result<Vec3> {
Ok(Vec3::from(&client.component::<Position>()))
}
pub fn set_direction(_lua: &Lua, client: &Client, direction: Direction) -> Result<()> {
client.set_direction(direction.y, direction.x);
Ok(())
}
pub fn set_jumping(_lua: &Lua, client: &Client, jumping: bool) -> Result<()> {
client.set_jumping(jumping);
Ok(())
}
pub fn set_position(_lua: &Lua, client: &Client, new_position: Vec3) -> Result<()> {
let mut ecs = client.ecs.lock();
let mut position = client.query::<&mut Position>(&mut ecs);
position.x = new_position.x;
position.y = new_position.y;
position.z = new_position.z;
Ok(())
}
pub fn set_sneaking(_lua: &Lua, client: &Client, sneaking: bool) -> Result<()> {
client.write_packet(ServerboundPlayerCommand {
id: client.component::<MinecraftEntityId>(),
action: if sneaking {
Action::PressShiftKey
} else {
Action::ReleaseShiftKey
},
data: 0,
});
Ok(())
}
pub fn sprint(_lua: &Lua, client: &Client, direction: u8) -> Result<()> {
client.sprint(match direction {
5 => SprintDirection::ForwardRight,
6 => SprintDirection::ForwardLeft,
_ => SprintDirection::Forward,
});
Ok(())
}
pub fn stop_pathfinding(_lua: &Lua, client: &Client, (): ()) -> Result<()> {
client.stop_pathfinding();
Ok(())
}
pub fn stop_sleeping(_lua: &Lua, client: &Client, (): ()) -> Result<()> {
client.write_packet(ServerboundPlayerCommand {
id: client.component::<MinecraftEntityId>(),
action: Action::StopSleeping,
data: 0,
});
Ok(())
}
pub fn walk(_lua: &Lua, client: &Client, direction: u8) -> Result<()> {
client.walk(match direction {
1 => WalkDirection::Forward,
2 => WalkDirection::Backward,
3 => WalkDirection::Left,
4 => WalkDirection::Right,
5 => WalkDirection::ForwardRight,
6 => WalkDirection::ForwardLeft,
7 => WalkDirection::BackwardRight,
8 => WalkDirection::BackwardLeft,
_ => WalkDirection::None,
});
Ok(())
}