baritone/src/main/java/baritone/behavior/MemoryBehavior.java

202 lines
6.5 KiB
Java

/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.behavior;
import baritone.api.behavior.Behavior;
import baritone.api.event.events.PacketEvent;
import baritone.api.event.events.PlayerUpdateEvent;
import baritone.api.event.events.type.EventState;
import baritone.utils.Helper;
import net.minecraft.item.ItemStack;
import net.minecraft.network.Packet;
import net.minecraft.network.play.client.CPacketCloseWindow;
import net.minecraft.network.play.client.CPacketPlayerTryUseItemOnBlock;
import net.minecraft.network.play.server.SPacketCloseWindow;
import net.minecraft.network.play.server.SPacketOpenWindow;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityLockable;
import net.minecraft.util.math.BlockPos;
import java.util.*;
/**
* @author Brady
* @since 8/6/2018 9:47 PM
*/
public final class MemoryBehavior extends Behavior implements Helper {
public static MemoryBehavior INSTANCE = new MemoryBehavior();
/**
* Possible future inventories that we will be able to remember
*/
private final List<FutureInventory> futureInventories = new ArrayList<>();
/**
* The current remembered inventories
*/
private final Map<BlockPos, RememberedInventory> rememberedInventories = new HashMap<>();
private MemoryBehavior() {}
@Override
public void onPlayerUpdate(PlayerUpdateEvent event) {
if (event.getState() == EventState.PRE) {
updateInventory();
}
}
@Override
public void onSendPacket(PacketEvent event) {
Packet p = event.getPacket();
if (event.getState() == EventState.PRE) {
if (p instanceof CPacketPlayerTryUseItemOnBlock) {
CPacketPlayerTryUseItemOnBlock packet = event.cast();
TileEntity tileEntity = world().getTileEntity(packet.getPos());
// Ensure the TileEntity is a container of some sort
if (tileEntity instanceof TileEntityLockable) {
TileEntityLockable lockable = (TileEntityLockable) tileEntity;
int size = lockable.getSizeInventory();
this.futureInventories.add(new FutureInventory(System.nanoTime() / 1000000L, size, lockable.getGuiID(), tileEntity.getPos()));
}
}
if (p instanceof CPacketCloseWindow) {
updateInventory();
}
}
}
@Override
public void onReceivePacket(PacketEvent event) {
Packet p = event.getPacket();
if (event.getState() == EventState.PRE) {
if (p instanceof SPacketOpenWindow) {
SPacketOpenWindow packet = event.cast();
// Remove any entries that were created over a second ago, this should make up for INSANE latency
this.futureInventories.removeIf(i -> System.nanoTime() / 1000000L - i.time > 1000);
this.futureInventories.stream()
.filter(i -> i.type.equals(packet.getGuiId()) && i.slots == packet.getSlotCount())
.findFirst().ifPresent(matched -> {
// Remove the future inventory
this.futureInventories.remove(matched);
// Setup the remembered inventory
RememberedInventory inventory = this.rememberedInventories.computeIfAbsent(matched.pos, pos -> new RememberedInventory());
inventory.windowId = packet.getWindowId();
inventory.size = packet.getSlotCount();
});
}
if (p instanceof SPacketCloseWindow) {
updateInventory();
}
}
}
private Optional<RememberedInventory> getInventoryFromWindow(int windowId) {
return this.rememberedInventories.values().stream().filter(i -> i.windowId == windowId).findFirst();
}
private void updateInventory() {
getInventoryFromWindow(player().openContainer.windowId).ifPresent(inventory -> {
inventory.items.clear();
inventory.items.addAll(player().openContainer.getInventory().subList(0, inventory.size));
});
}
public final RememberedInventory getInventoryByPos(BlockPos pos) {
return this.rememberedInventories.get(pos);
}
/**
* An inventory that we are not yet fully aware of, but are expecting to exist at some point in the future.
*/
private static final class FutureInventory {
/**
* The time that we initially expected the inventory to be provided, in milliseconds
*/
private final long time;
/**
* The amount of slots in the inventory
*/
private final int slots;
/**
* The type of inventory
*/
private final String type;
/**
* The position of the inventory container
*/
private final BlockPos pos;
private FutureInventory(long time, int slots, String type, BlockPos pos) {
this.time = time;
this.slots = slots;
this.type = type;
this.pos = pos;
}
}
/**
* An inventory that we are aware of.
* <p>
* Associated with a {@link BlockPos} in {@link MemoryBehavior#rememberedInventories}.
*/
public static class RememberedInventory {
/**
* The list of items in the inventory
*/
private final List<ItemStack> items;
/**
* The last known window ID of the inventory
*/
private int windowId;
/**
* The size of the inventory
*/
private int size;
private RememberedInventory() {
this.items = new ArrayList<>();
}
/**
* @return The list of items in the inventory
*/
public final List<ItemStack> getItems() {
return this.items;
}
}
}