2018-08-11 05:03:16 +00:00
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/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.bot.event;
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import baritone.bot.Baritone;
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import baritone.bot.behavior.Behavior;
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import baritone.bot.chunk.CachedWorld;
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import baritone.bot.chunk.CachedWorldProvider;
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import baritone.bot.chunk.ChunkPacker;
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import baritone.bot.event.events.*;
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import baritone.bot.event.events.type.EventState;
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2018-08-14 22:04:41 +00:00
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import baritone.bot.event.listener.IGameEventListener;
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2018-08-11 05:03:16 +00:00
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import baritone.bot.utils.Helper;
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2018-08-14 22:04:41 +00:00
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import baritone.bot.utils.InputOverrideHandler;
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2018-08-11 05:03:16 +00:00
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import net.minecraft.client.renderer.BufferBuilder;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
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import net.minecraft.client.settings.KeyBinding;
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import org.lwjgl.input.Keyboard;
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import java.util.function.Consumer;
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/**
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* @author Brady
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* @since 7/31/2018 11:04 PM
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*/
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public final class GameEventHandler implements IGameEventListener, Helper {
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@Override
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public final void onTick(TickEvent event) {
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dispatch(behavior -> behavior.onTick(event));
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}
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@Override
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public void onPlayerUpdate() {
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dispatch(Behavior::onPlayerUpdate);
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}
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@Override
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public void onProcessKeyBinds() {
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InputOverrideHandler inputHandler = Baritone.INSTANCE.getInputOverrideHandler();
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// Simulate the key being held down this tick
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for (InputOverrideHandler.Input input : InputOverrideHandler.Input.values()) {
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KeyBinding keyBinding = input.getKeyBinding();
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if (inputHandler.isInputForcedDown(keyBinding) && !keyBinding.isKeyDown()) {
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int keyCode = keyBinding.getKeyCode();
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if (keyCode < Keyboard.KEYBOARD_SIZE)
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KeyBinding.onTick(keyCode < 0 ? keyCode + 100 : keyCode);
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}
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}
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dispatch(Behavior::onProcessKeyBinds);
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}
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@Override
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public void onSendChatMessage(ChatEvent event) {
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dispatch(behavior -> behavior.onSendChatMessage(event));
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}
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@Override
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public void onChunkEvent(ChunkEvent event) {
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EventState state = event.getState();
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ChunkEvent.Type type = event.getType();
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boolean isPostPopulate = state == EventState.POST
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&& type == ChunkEvent.Type.POPULATE;
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// Whenever the server sends us to another dimension, chunks are unloaded
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// technically after the new world has been loaded, so we perform a check
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// to make sure the chunk being unloaded is already loaded.
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boolean isPreUnload = state == EventState.PRE
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&& type == ChunkEvent.Type.UNLOAD
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&& mc.world.getChunkProvider().isChunkGeneratedAt(event.getX(), event.getZ());
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2018-08-14 22:04:41 +00:00
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if (Baritone.settings().chuckCaching.get()) {
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2018-08-14 03:19:27 +00:00
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if (isPostPopulate || isPreUnload) {
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CachedWorldProvider.INSTANCE.ifWorldLoaded(world ->
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world.updateCachedChunk(event.getX(), event.getZ(),
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ChunkPacker.createPackedChunk(mc.world.getChunk(event.getX(), event.getZ()))));
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}
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2018-08-11 05:03:16 +00:00
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}
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dispatch(behavior -> behavior.onChunkEvent(event));
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}
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@Override
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public void onRenderPass(RenderEvent event) {
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/*
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CachedWorldProvider.INSTANCE.ifWorldLoaded(world -> world.forEachRegion(region -> region.forEachChunk(chunk -> {
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drawChunkLine(region.getX() * 512 + chunk.getX() * 16, region.getZ() * 512 + chunk.getZ() * 16, event.getPartialTicks());
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})));
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*/
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dispatch(behavior -> behavior.onRenderPass(event));
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}
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@Override
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public void onWorldEvent(WorldEvent event) {
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2018-08-14 22:04:41 +00:00
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if (Baritone.settings().chuckCaching.get()) {
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2018-08-14 03:17:16 +00:00
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CachedWorldProvider cache = CachedWorldProvider.INSTANCE;
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switch (event.getState()) {
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case PRE:
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cache.ifWorldLoaded(CachedWorld::save);
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break;
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case POST:
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cache.closeWorld();
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if (event.getWorld() != null)
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cache.initWorld(event.getWorld());
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break;
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}
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2018-08-11 05:03:16 +00:00
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}
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dispatch(behavior -> behavior.onWorldEvent(event));
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}
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@Override
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public void onSendPacket(PacketEvent event) {
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dispatch(behavior -> behavior.onSendPacket(event));
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}
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@Override
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public void onReceivePacket(PacketEvent event) {
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dispatch(behavior -> behavior.onReceivePacket(event));
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}
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private void dispatch(Consumer<Behavior> dispatchFunction) {
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Baritone.INSTANCE.getBehaviors().stream().filter(Behavior::isEnabled).forEach(dispatchFunction);
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}
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private void drawChunkLine(int posX, int posZ, float partialTicks) {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.color(1.0F, 1.0F, 0.0F, 0.4F);
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GlStateManager.glLineWidth(2.0F);
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GlStateManager.disableTexture2D();
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Tessellator tessellator = Tessellator.getInstance();
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BufferBuilder buffer = tessellator.getBuffer();
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double d0 = mc.getRenderManager().viewerPosX;
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double d1 = mc.getRenderManager().viewerPosY;
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double d2 = mc.getRenderManager().viewerPosZ;
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buffer.begin(3, DefaultVertexFormats.POSITION);
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buffer.pos(posX - d0, 0 - d1, posZ - d2).endVertex();
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buffer.pos(posX - d0, 256 - d1, posZ - d2).endVertex();
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tessellator.draw();
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GlStateManager.enableDepth();
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GlStateManager.depthMask(true);
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GlStateManager.enableTexture2D();
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GlStateManager.disableBlend();
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}
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}
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