feat: added trace, look, tool options to aura

option to check for visibility, option to change player rotation before
attacking, option to switch to best tool
This commit is contained in:
əlemi 2023-03-04 01:25:04 +01:00
parent c13aa88bbd
commit 5ac2a187ba
Signed by: alemi
GPG key ID: A4895B84D311642C

View file

@ -6,10 +6,17 @@ import ftbsc.bscv.Boscovicino;
import ftbsc.bscv.ICommons;
import ftbsc.bscv.api.ILoadable;
import ftbsc.bscv.modules.QuickModule;
import ftbsc.bscv.modules.self.AutoTool;
import ftbsc.bscv.tools.Setting;
import net.minecraft.command.arguments.EntityAnchorArgument;
import net.minecraft.command.arguments.EntityAnchorArgument.Type;
import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.network.play.client.CPlayerPacket;
import net.minecraft.util.Hand;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3d;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.event.TickEvent.Phase;
@ -18,6 +25,13 @@ import net.minecraftforge.eventbus.api.SubscribeEvent;
@AutoService(ILoadable.class)
public class Aura extends QuickModule implements ICommons {
private enum LookType {
NONE,
PACKET,
ONCE,
// RESET
}
@Override
protected int getDefaultKey() {
return UNBOUND;
@ -25,9 +39,15 @@ public class Aura extends QuickModule implements ICommons {
public final ForgeConfigSpec.ConfigValue<Double> reach;
public final ForgeConfigSpec.ConfigValue<Double> strenght;
public final ForgeConfigSpec.ConfigValue<Boolean> tool;
public final ForgeConfigSpec.ConfigValue<Boolean> trace;
public final ForgeConfigSpec.ConfigValue<LookType> look;
public final ForgeConfigSpec.ConfigValue<Boolean> swing;
public final ForgeConfigSpec.ConfigValue<Boolean> neutral;
public final ForgeConfigSpec.ConfigValue<Boolean> friends;
private AutoTool autotool;
public Aura() {
super();
@ -46,6 +66,30 @@ public class Aura extends QuickModule implements ICommons {
.fallback(1.)
.build(this);
this.tool = Setting.Bool.builder()
.fallback(true)
.name("tool")
.comment("trigger AutoTool when attacking")
.build(this);
this.trace = Setting.Bool.builder()
.fallback(true)
.name("trace")
.comment("make sure mobs are visible before hitting")
.build(this);
this.look = Setting.Switch.builder(LookType.class)
.fallback(LookType.PACKET)
.name("look")
.comment("look at mobs before attacking them")
.build(this);
this.swing = Setting.Bool.builder()
.fallback(true)
.name("swing")
.comment("swing arm when attacking")
.build(this);
this.neutral = Setting.Bool.builder()
.fallback(false)
.name("neutral")
@ -59,6 +103,23 @@ public class Aura extends QuickModule implements ICommons {
.build(this);
}
@Override
protected void onEnabled() {
this.autotool = (AutoTool) Boscovicino.modManager.get(AutoTool.class);
}
private void lookAtHidden(EntityAnchorArgument.Type anchor, Vector3d target) {
// This code comes from vanilla Minecraft, but we send a packet rather than turning player
Vector3d translated = anchor.apply(MC.player);
double d0 = target.x - translated.x;
double d1 = target.y - translated.y;
double d2 = target.z - translated.z;
double d3 = (double)MathHelper.sqrt(d0 * d0 + d2 * d2);
float xRot = MathHelper.wrapDegrees((float)(-(MathHelper.atan2(d1, d3) * (double)(180F / (float)Math.PI))));
float yRot = MathHelper.wrapDegrees((float)(MathHelper.atan2(d2, d0) * (double)(180F / (float)Math.PI)) - 90.0F);
MC.player.connection.send(new CPlayerPacket.RotationPacket(yRot, xRot, MC.player.isOnGround()));
}
@SubscribeEvent
public void onTick(TickEvent.ClientTickEvent event) {
if (event.phase == Phase.END) return;
@ -79,9 +140,28 @@ public class Aura extends QuickModule implements ICommons {
continue;
}
}
if (!this.friends.get() && Boscovicino.friends().isFriend(e.getDisplayName().getString())) continue;
if (this.trace.get() && !MC.player.canSee(e)) continue;
switch (this.look.get()) {
case ONCE:
MC.player.lookAt(Type.EYES, e.getEyePosition(1.0F));
MC.player.connection.send(new CPlayerPacket.RotationPacket(MC.player.yRot, MC.player.xRot, MC.player.isOnGround()));
break;
case PACKET:
this.lookAtHidden(Type.EYES, e.getEyePosition(1.0F));
break;
case NONE: break;
}
if (this.tool.get()) {
this.autotool.selectBestWeapon();
}
MC.gameMode.attack(MC.player, e);
break;
if (this.swing.get()) {
MC.player.swing(Hand.MAIN_HAND);
}
break; // TODO should find all valid targets and choose one rather than stopping here
}
}
}