2018-08-01 17:10:48 +00:00
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package baritone.bot;
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import baritone.bot.utils.Helper;
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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.HashMap;
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import java.util.Map;
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/**
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* This serves as a replacement to the old {@code MovementManager}'s
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* input overriding capabilities. It is vastly more extensible in the
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* inputs that can be overriden.
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*
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* @author Brady
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* @since 7/31/2018 11:20 PM
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*/
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public final class InputOverrideHandler implements Helper {
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InputOverrideHandler() {}
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/**
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* Maps keybinds to whether or not we are forcing their state down
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*/
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private final Map<KeyBinding, Boolean> inputForceStateMap = new HashMap<>();
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/**
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2018-08-02 01:25:23 +00:00
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* Maps keycodes to whether or not we are forcing their state down.
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2018-08-01 17:10:48 +00:00
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*/
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private final Map<Integer, Boolean> keyCodeForceStateMap = new HashMap<>();
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/**
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* Returns whether or not we are forcing down the specified {@link KeyBinding}.
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*
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* @param key The KeyBinding object
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* @return Whether or not it is being forced down
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*/
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public final boolean isInputForcedDown(KeyBinding key) {
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return inputForceStateMap.computeIfAbsent(key, k -> false);
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}
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/**
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* Sets whether or not the specified {@link Input} is being forced down.
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*
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* @param input The {@link Input}
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* @param forced Whether or not the state is being forced
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*/
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public final void setInputForceState(Input input, boolean forced) {
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inputForceStateMap.put(input.getKeyBinding(), forced);
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}
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/**
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* A redirection in multiple places of {@link Keyboard#isKeyDown}.
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*
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2018-08-02 01:25:23 +00:00
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* @return Whether or not the specified key is down or overridden.
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2018-08-01 17:10:48 +00:00
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*/
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public boolean isKeyDown(int keyCode) {
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return Keyboard.isKeyDown(keyCode) || keyCodeForceStateMap.computeIfAbsent(keyCode, k -> false);
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}
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/**
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* Sets whether or not the specified key code is being forced down.
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*
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* @param keyCode The key code
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* @param forced Whether or not the state is being forced
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*/
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public final void setKeyForceState(int keyCode, boolean forced) {
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keyCodeForceStateMap.put(keyCode, forced);
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}
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/**
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* An {@link Enum} representing the possible inputs that we may want to force.
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*/
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public enum Input {
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/**
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* The move forward input
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*/
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MOVE_FORWARD(mc.gameSettings.keyBindForward),
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/**
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* The move back input
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*/
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MOVE_BACK(mc.gameSettings.keyBindBack),
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/**
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* The move left input
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*/
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MOVE_LEFT(mc.gameSettings.keyBindLeft),
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/**
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* The move right input
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*/
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MOVE_RIGHT(mc.gameSettings.keyBindRight),
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/**
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* The attack input
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*/
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CLICK_LEFT(mc.gameSettings.keyBindAttack),
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/**
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* The use item input
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*/
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2018-08-01 18:35:44 +00:00
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CLICK_RIGHT(mc.gameSettings.keyBindUseItem),
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2018-08-01 17:10:48 +00:00
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2018-08-01 18:35:44 +00:00
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/**
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* The jump input
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*/
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JUMP(mc.gameSettings.keyBindJump);
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2018-08-01 17:10:48 +00:00
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/**
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* The actual game {@link KeyBinding} being forced.
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*/
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private KeyBinding keyBinding;
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Input(KeyBinding keyBinding) {
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this.keyBinding = keyBinding;
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}
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/**
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* @return The actual game {@link KeyBinding} being forced.
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*/
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public final KeyBinding getKeyBinding() {
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return this.keyBinding;
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}
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}
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}
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