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package ftbsc.bscv.modules.self;

import java.util.List;

import com.mojang.brigadier.CommandDispatcher;
import com.mojang.brigadier.arguments.IntegerArgumentType;

import ftbsc.bscv.ICommons;
import ftbsc.bscv.modules.Module;
import ftbsc.bscv.tools.Inventory;
import net.minecraft.block.BlockState;
import net.minecraft.command.CommandSource;
import net.minecraft.inventory.container.Slot;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.BlockRayTraceResult;
import net.minecraftforge.client.event.InputEvent;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.eventbus.api.SubscribeEvent;

public class AutoTool extends Module implements ICommons {

   public final ForgeConfigSpec.ConfigValue<Integer> limit;

   public AutoTool(ForgeConfigSpec.Builder builder, CommandDispatcher<CommandSource> dispatcher) {
      super("AutoTool", Group.SELF, builder, dispatcher);

      this.limit = this.option(
         "limit", "durability limit for tools, set to 0 to destroy them", 1,
         IntegerArgumentType.integer(0), Integer.class,
         builder, dispatcher
      );
   }

   private boolean itemIsTooDamaged(ItemStack item) {
      return this.limit.get() > 0
         && item.getMaxDamage() > 0
         && item.getMaxDamage() - item.getDamageValue() <= this.limit.get();
   }

   @SubscribeEvent
   public void onClick(InputEvent.ClickInputEvent event) {
      if (MC.player == null) return;
      // TODO this is fired many times consecutively, can we filter out 
      //  some without putting a dumb time cooldown?;
      if (event.isAttack()) {
         List<Slot> hotbar = Inventory.hotbar(MC.player);
         int current_slot = MC.player.inventory.selected;
         switch (MC.hitResult.getType()) {
            case BLOCK:
               BlockRayTraceResult result = (BlockRayTraceResult) MC.hitResult;
               BlockState state = MC.level.getBlockState(result.getBlockPos());
               float current_speed = 0.f;
               for (int i = 0; i < Inventory.HOTBAR_SIZE; i++) {
                  ItemStack item = hotbar.get(i).getItem();
                  if (this.itemIsTooDamaged(item)) {
                     continue;
                  }
                  float speed = item.getDestroySpeed(state);
                  if (speed > current_speed) {
                     current_slot = i;
                     current_speed = speed;
                  }
               }
               MC.player.inventory.selected = current_slot;
               break;
            case ENTITY:
               double current_damage = 0.f;
               for (int i = 0; i < Inventory.HOTBAR_SIZE; i++) {
                  ItemStack item = hotbar.get(i).getItem();
                  if (this.itemIsTooDamaged(item)) {
                     continue;
                  }

                  double damage = Inventory.itemDamage(item);
                  if (damage > current_damage) {
                     current_slot = i;
                     current_damage = damage;
                  }
               }
               MC.player.inventory.selected = current_slot;
               break;
            case MISS:
               break;
         }
      }
   }
}