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@nxg-org/mineflayer-physics-util

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Provides functionality for more accurate entity and projectile tracking.

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"use strict"; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.EntityState = void 0; const mineflayer_util_plugin_1 = require("@nxg-org/mineflayer-util-plugin"); const physicsUtils_1 = require("../../util/physicsUtils"); const vec3_1 = require("vec3"); const playerControls_1 = require("../player/playerControls"); const poses_1 = require("./poses"); const prismarine_nbt_1 = __importDefault(require("prismarine-nbt")); const emptyVec = new vec3_1.Vec3(0, 0, 0); class EntityState { /** * Deprecated compatibility alias for fallFlying. */ get elytraFlying() { return this.fallFlying; } set elytraFlying(value) { this.fallFlying = value; } // public effects: Effect[]; // public statusEffectNames; constructor(ctx, height, halfWidth, pos, vel, onGround, yaw, pitch, control = playerControls_1.ControlStateHandler.DEFAULT()) { this.ctx = ctx; this.height = height; this.halfWidth = halfWidth; this.pos = pos; this.vel = vel; this.onGround = onGround; this.yaw = yaw; this.pitch = pitch; this.control = control; // may keep this, may not. Who knows? this.age = 0; this.onClimbable = false; this.isInWater = false; this.isInLava = false; this.isInWeb = false; this.fallFlying = false; this.validElytraEquipped = false; this.isCollidedHorizontally = false; this.isCollidedVertically = false; this.sneakCollision = false; //TODO //not sure what to do here, ngl. this.jumpTicks = 0; this.jumpQueued = false; this.fireworkRocketDuration = 0; // Input only (not modified) this.attributes = {}; //TODO this.isUsingItem = false; this.isUsingMainHand = false; this.isUsingOffHand = false; // effects this.effects = []; this.jumpBoost = 0; this.speed = 0; this.slowness = 0; this.dolphinsGrace = 0; this.slowFalling = 0; this.levitation = 0; this.depthStrider = 0; this.pose = poses_1.PlayerPoses.STANDING; this.supportingBlockPos = null; } static CREATE_FROM_BOT(ctx, bot) { return new EntityState(ctx, bot.entity.height, bot.entity.width / 2, bot.entity.position.clone(), bot.entity.velocity.clone(), bot.entity.onGround, bot.entity.yaw, bot.entity.pitch, playerControls_1.ControlStateHandler.COPY_BOT(bot)).updateFromBot(bot); } static CREATE_FROM_ENTITY(ctx, entity) { return new EntityState(ctx, entity.height, entity.width / 2, entity.position.clone(), entity.velocity.clone(), entity.onGround, entity.yaw, entity.pitch, playerControls_1.ControlStateHandler.DEFAULT()).updateFromEntity(entity); } static CREATE_FROM_PLAYER_STATE(ctx, state) { return new EntityState(ctx, state.height, state.halfWidth, state.pos.clone(), state.vel.clone(), state.onGround, state.yaw, state.pitch, state.control.clone()).updateFromRaw(state); } /** * Slightly different from the other two, use a pre-built object (assuming cloned) material. * @param ctx Physics instance. * @param raw CONSUMEABLE, build this with clones. * @returns PhysicsState */ static CREATE_RAW(ctx, raw) { return new EntityState(ctx, raw.height, raw.halfWidth, raw.pos, raw.vel, raw.onGround, raw.yaw, raw.pitch, raw.control); } updateFromBot(bot) { this.updateFromEntity(bot.entity, true); this.control = playerControls_1.ControlStateHandler.COPY_BOT(bot); this.jumpTicks = bot.jumpTicks; this.jumpQueued = bot.jumpQueued; this.fireworkRocketDuration = bot.fireworkRocketDuration; return this; } updateFromEntity(entity, all = false) { var _a, _b, _c, _d; if (all) { // most mobs don't have this defined, so ignore it (only self does). this.vel.set(entity.velocity.x, entity.velocity.y, entity.velocity.z); this.onGround = entity.onGround; this.onClimbable = entity.onClimbable; this.isInWater = entity.isInWater; this.isInLava = entity.isInLava; this.isInWeb = entity.isInWeb; this.fallFlying = (_b = (_a = entity.fallFlying) !== null && _a !== void 0 ? _a : entity.elytraFlying) !== null && _b !== void 0 ? _b : false; this.isCollidedHorizontally = entity.isCollidedHorizontally; this.isCollidedVertically = entity.isCollidedVertically; this.sneakCollision = false; //TODO this.attributes || (this.attributes = entity.attributes); this.validElytraEquipped = (0, physicsUtils_1.isUsableElytraItem)(entity.equipment[4]); this.fallFlying = this.validElytraEquipped && this.fallFlying; } this.pos.set(entity.position.x, entity.position.y, entity.position.z); //not sure what to do here, ngl. this.jumpTicks || (this.jumpTicks = 0); this.jumpQueued || (this.jumpQueued = false); // Input only (not modified) this.yaw = entity.yaw; this.pitch = entity.pitch; this.control || (this.control = playerControls_1.ControlStateHandler.DEFAULT()); this.isUsingItem = (0, physicsUtils_1.isEntityUsingItem)(entity, this.ctx.supportFeature); this.isUsingMainHand = !(0, physicsUtils_1.whichHandIsEntityUsingBoolean)(entity, this.ctx.supportFeature) && this.isUsingItem; this.isUsingOffHand = (0, physicsUtils_1.whichHandIsEntityUsingBoolean)(entity, this.ctx.supportFeature) && this.isUsingItem; // effects this.effects = entity.effects; this.jumpBoost = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.JUMP_BOOST, this.effects); this.speed = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.SPEED, this.effects); this.slowness = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.SLOWNESS, this.effects); this.dolphinsGrace = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.DOLPHINS_GRACE, this.effects); this.slowFalling = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.SLOW_FALLING, this.effects); this.levitation = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.LEVITATION, this.effects); // armour enchantments //const boots = bot.inventory.slots[8]; const boots = entity.equipment[5]; if (boots && boots.nbt) { const simplifiedNbt = prismarine_nbt_1.default.simplify(boots.nbt); const enchantments = (_d = (_c = simplifiedNbt.Enchantments) !== null && _c !== void 0 ? _c : simplifiedNbt.ench) !== null && _d !== void 0 ? _d : []; this.depthStrider = this.ctx.getEnchantmentLevel(physicsUtils_1.CheapEnchantments.DEPTH_STRIDER, enchantments); } else { this.depthStrider = 0; } this.pose || (this.pose = poses_1.PlayerPoses.STANDING); return this; } updateFromRaw(other) { var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v; this.onGround = (_a = other.onGround) !== null && _a !== void 0 ? _a : this.onGround; this.onClimbable = (_b = other.onClimbable) !== null && _b !== void 0 ? _b : this.onClimbable; this.sneakCollision = (_c = other.sneakCollision) !== null && _c !== void 0 ? _c : this.sneakCollision; this.isUsingItem = (_d = other.isUsingItem) !== null && _d !== void 0 ? _d : this.isUsingItem; this.jumpBoost = (_e = other.jumpBoost) !== null && _e !== void 0 ? _e : this.jumpBoost; this.speed = (_f = other.speed) !== null && _f !== void 0 ? _f : this.speed; this.slowness = (_g = other.slowness) !== null && _g !== void 0 ? _g : this.slowness; this.dolphinsGrace = (_h = other.dolphinsGrace) !== null && _h !== void 0 ? _h : this.dolphinsGrace; this.slowFalling = (_j = other.slowFalling) !== null && _j !== void 0 ? _j : this.slowFalling; this.levitation = (_k = other.levitation) !== null && _k !== void 0 ? _k : this.levitation; this.depthStrider = (_l = other.depthStrider) !== null && _l !== void 0 ? _l : this.depthStrider; this.effects = (_m = other.effects) !== null && _m !== void 0 ? _m : this.effects; this.isCollidedHorizontally = (_o = other.isCollidedHorizontally) !== null && _o !== void 0 ? _o : this.isCollidedHorizontally; this.isCollidedVertically = (_p = other.isCollidedVertically) !== null && _p !== void 0 ? _p : this.isCollidedVertically; this.isInWater = (_q = other.isInWater) !== null && _q !== void 0 ? _q : this.isInWater; this.isInLava = (_r = other.isInLava) !== null && _r !== void 0 ? _r : this.isInLava; this.isInWeb = (_s = other.isInWeb) !== null && _s !== void 0 ? _s : this.isInWeb; this.fallFlying = (_u = (_t = other.fallFlying) !== null && _t !== void 0 ? _t : other.elytraFlying) !== null && _u !== void 0 ? _u : this.fallFlying; this.validElytraEquipped = (_v = other.validElytraEquipped) !== null && _v !== void 0 ? _v : this.validElytraEquipped; return this; } applyToBot(bot) { bot.entity.position.set(this.pos.x, this.pos.y, this.pos.z); bot.entity.velocity.set(this.vel.x, this.vel.y, this.vel.z); bot.entity.onGround = this.onGround; bot.entity.onClimbable = this.onClimbable; bot.entity.yaw = this.yaw; bot.entity.pitch = this.pitch; bot.entity.height = this.height; bot.entity.width = this.halfWidth * 2; bot.controlState = this.control; bot.jumpTicks = this.jumpTicks; bot.jumpQueued = this.jumpQueued; bot.fireworkRocketDuration = this.fireworkRocketDuration; bot.entity.isInWater = this.isInWater; bot.entity.isInLava = this.isInLava; bot.entity.isInWeb = this.isInWeb; bot.entity.fallFlying = this.fallFlying; bot.entity.elytraFlying = this.fallFlying; bot.entity.elytraEquipped = this.validElytraEquipped; bot.entity.isCollidedHorizontally = this.isCollidedHorizontally; bot.entity.isCollidedVertically = this.isCollidedVertically; bot.entity.sneakCollision = this.sneakCollision; bot.entity.pose = this.pose; this.control.applyControls(bot); return this; } /** * No idea when you'd use this. */ applyToEntity(entity) { entity.position.set(this.pos.x, this.pos.y, this.pos.z); entity.velocity.set(this.vel.x, this.vel.y, this.vel.z); // entity.position.set(this.position.x, this.position.y, this.position.z); // entity.velocity.set(this.velocity.x, this.velocity.y, this.velocity.z); entity.onGround = this.onGround; entity.onClimbable = this.onClimbable; entity.yaw = this.yaw; entity.pitch = this.pitch; return this; } clone() { const other = new EntityState(this.ctx, this.height, this.halfWidth, this.pos.clone(), this.vel.clone(), this.onGround, this.yaw, this.pitch, this.control.clone()); other.onClimbable = this.onClimbable; other.age = this.age; other.isCollidedHorizontally = this.isCollidedHorizontally; other.isCollidedVertically = this.isCollidedVertically; other.isInWater = this.isInWater; other.isInLava = this.isInLava; other.isInWeb = this.isInWeb; other.fallFlying = this.fallFlying; other.validElytraEquipped = this.validElytraEquipped; other.fireworkRocketDuration = this.fireworkRocketDuration; other.jumpTicks = this.jumpTicks; other.jumpQueued = this.jumpQueued; other.sneakCollision = this.sneakCollision; other.attributes = this.attributes; other.isUsingItem = this.isUsingItem; other.isUsingMainHand = this.isUsingMainHand; other.isUsingOffHand = this.isUsingOffHand; other.jumpBoost = this.jumpBoost; other.speed = this.speed; other.slowness = this.slowness; other.dolphinsGrace = this.dolphinsGrace; other.slowFalling = this.slowFalling; other.levitation = this.levitation; other.depthStrider = this.depthStrider; other.effects = this.effects; other.pose = this.pose; return other; } merge(other) { this.age = other.age; this.pos.set(other.pos.x, other.pos.y, other.pos.z); this.vel.set(other.vel.x, other.vel.y, other.vel.z); this.onGround = other.onGround; this.onClimbable = other.onClimbable; this.isCollidedHorizontally = other.isCollidedHorizontally; this.isCollidedVertically = other.isCollidedVertically; this.isInWater = other.isInWater; this.isInLava = other.isInLava; this.isInWeb = other.isInWeb; this.fallFlying = other.fallFlying; this.validElytraEquipped = other.validElytraEquipped; this.fireworkRocketDuration = other.fireworkRocketDuration; this.jumpTicks = other.jumpTicks; this.jumpQueued = other.jumpQueued; this.sneakCollision = other.sneakCollision; this.attributes = other.attributes; this.isUsingItem = other.isUsingItem; this.isUsingMainHand = other.isUsingMainHand; this.isUsingOffHand = other.isUsingOffHand; this.jumpBoost = other.jumpBoost; this.speed = other.speed; this.slowness = other.slowness; this.dolphinsGrace = other.dolphinsGrace; this.slowFalling = other.slowFalling; this.levitation = other.levitation; this.depthStrider = other.depthStrider; this.effects = other.effects; this.pose = other.pose; return this; } clearControlStates() { this.control = playerControls_1.ControlStateHandler.DEFAULT(); return this; } /** * needs to be updated. * @returns AABB */ getBB() { const hW = this.halfWidth; return new mineflayer_util_plugin_1.AABB(this.pos.x - hW, this.pos.y, this.pos.z - hW, this.pos.x + hW, this.pos.y + this.height, this.pos.z + hW); } lookAt(vec3) { const dx = vec3.x - this.pos.x; const dy = vec3.y - this.pos.y; const dz = vec3.z - this.pos.z; this.yaw = Math.atan2(dz, dx) * 180 / Math.PI - 90; this.pitch = -Math.atan2(dy, Math.sqrt(dx * dx + dz * dz)) * 180 / Math.PI; } look(yaw, pitch) { this.yaw = yaw; this.pitch = pitch; } } exports.EntityState = EntityState;