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use std::{fmt, fmt::Debug};
use azalea_client::{
Client,
inventory::{CloseContainerEvent, ContainerClickEvent, Inventory},
packet::game::ReceiveGamePacketEvent,
};
use azalea_core::position::BlockPos;
use azalea_inventory::{
ItemStack, Menu,
operations::{ClickOperation, PickupClick, QuickMoveClick},
};
use azalea_physics::collision::BlockWithShape;
use azalea_protocol::packets::game::ClientboundGamePacket;
use bevy_app::{App, Plugin, Update};
use bevy_ecs::{component::Component, prelude::EventReader, system::Commands};
use derive_more::Deref;
use futures_lite::Future;
use crate::bot::BotClientExt;
pub struct ContainerPlugin;
impl Plugin for ContainerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, handle_menu_opened_event);
}
}
pub trait ContainerClientExt {
/// Open a container in the world, like a chest. Use
/// [`Client::open_inventory`] to open your own inventory.
///
/// ```
/// # use azalea::prelude::*;
/// # async fn example(mut bot: azalea::Client) {
/// let target_pos = bot
/// .world()
/// .read()
/// .find_block(bot.position(), &azalea::registry::Block::Chest.into());
/// let Some(target_pos) = target_pos else {
/// bot.chat("no chest found");
/// return;
/// };
/// let container = bot.open_container_at(target_pos).await;
/// # }
/// ```
fn open_container_at(
&self,
pos: BlockPos,
) -> impl Future<Output = Option<ContainerHandle>> + Send;
/// Open the player's inventory. This will return None if another
/// container is open.
///
/// Note that this will send a packet to the server once it's dropped. Also,
/// due to how it's implemented, you could call this function multiple times
/// while another inventory handle already exists (but you shouldn't).
///
/// If you just want to get the items in the player's inventory without
/// sending any packets, use [`Client::menu`], [`Menu::player_slots_range`],
/// and [`Menu::slots`].
fn open_inventory(&self) -> Option<ContainerHandle>;
/// Returns a [`ContainerHandleRef`] to the client's currently open
/// container, or their inventory.
///
/// This will not send a packet to close the container when it's dropped,
/// which may cause anticheat compatibility issues if you modify your
/// inventory without closing it afterwards.
///
/// To simulate opening your own inventory (like pressing 'e') in a way that
/// won't trigger anticheats, use [`Client::open_inventory`].
///
/// To open a container in the world, use [`Client::open_container_at`].
fn get_inventory(&self) -> ContainerHandleRef;
/// Get the item in the bot's hotbar that is currently being held in its
/// main hand.
fn get_held_item(&self) -> ItemStack;
}
impl ContainerClientExt for Client {
async fn open_container_at(&self, pos: BlockPos) -> Option<ContainerHandle> {
let mut ticks = self.get_tick_broadcaster();
// wait until it's not air (up to 10 ticks)
for _ in 0..10 {
if !self
.world()
.read()
.get_block_state(pos)
.unwrap_or_default()
.is_collision_shape_empty()
{
break;
}
let _ = ticks.recv().await;
}
self.ecs
.lock()
.entity_mut(self.entity)
.insert(WaitingForInventoryOpen);
self.block_interact(pos);
while ticks.recv().await.is_ok() {
let ecs = self.ecs.lock();
if ecs.get::<WaitingForInventoryOpen>(self.entity).is_none() {
break;
}
}
let ecs = self.ecs.lock();
let inventory = ecs.get::<Inventory>(self.entity).expect("no inventory");
if inventory.id == 0 {
None
} else {
Some(ContainerHandle::new(inventory.id, self.clone()))
}
}
fn open_inventory(&self) -> Option<ContainerHandle> {
let ecs = self.ecs.lock();
let inventory = ecs.get::<Inventory>(self.entity).expect("no inventory");
if inventory.id == 0 {
Some(ContainerHandle::new(0, self.clone()))
} else {
None
}
}
fn get_inventory(&self) -> ContainerHandleRef {
let ecs = self.ecs.lock();
let inventory = ecs.get::<Inventory>(self.entity).expect("no inventory");
ContainerHandleRef::new(inventory.id, self.clone())
}
fn get_held_item(&self) -> ItemStack {
self.map_get_component::<Inventory, _>(|inventory| inventory.held_item())
.expect("no inventory")
}
}
/// A handle to a container that may be open. This does not close the container
/// when it's dropped. See [`ContainerHandle`] if that behavior is desired.
pub struct ContainerHandleRef {
id: i32,
client: Client,
}
impl Debug for ContainerHandleRef {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("ContainerHandle")
.field("id", &self.id())
.finish()
}
}
impl ContainerHandleRef {
pub fn new(id: i32, client: Client) -> Self {
Self { id, client }
}
pub fn close(&self) {
self.client.ecs.lock().send_event(CloseContainerEvent {
entity: self.client.entity,
id: self.id,
});
}
/// Get the id of the container. If this is 0, that means it's the player's
/// inventory. Otherwise, the number isn't really meaningful since only one
/// container can be open at a time.
pub fn id(&self) -> i32 {
self.id
}
/// Returns the menu of the container. If the container is closed, this
/// will return `None`.
///
/// Note that any modifications you make to the `Menu` you're given will not
/// actually cause any packets to be sent. If you're trying to modify your
/// inventory, use [`ContainerHandle::click`] instead
pub fn menu(&self) -> Option<Menu> {
let ecs = self.client.ecs.lock();
let inventory = ecs
.get::<Inventory>(self.client.entity)
.expect("no inventory");
// this also makes sure we can't access the inventory while a container is open
if inventory.id == self.id {
if self.id == 0 {
Some(inventory.inventory_menu.clone())
} else {
Some(inventory.container_menu.clone().unwrap())
}
} else {
None
}
}
/// Returns the item slots in the container, not including the player's
/// inventory. If the container is closed, this will return `None`.
pub fn contents(&self) -> Option<Vec<ItemStack>> {
self.menu().map(|menu| menu.contents())
}
/// Return the contents of the menu, including the player's inventory. If
/// the container is closed, this will return `None`.
pub fn slots(&self) -> Option<Vec<ItemStack>> {
self.menu().map(|menu| menu.slots())
}
/// A shortcut for [`Self::click`] with `PickupClick::Left`.
pub fn left_click(&self, slot: impl Into<usize>) {
self.click(PickupClick::Left {
slot: Some(slot.into() as u16),
});
}
/// A shortcut for [`Self::click`] with `QuickMoveClick::Left`.
pub fn shift_click(&self, slot: impl Into<usize>) {
self.click(QuickMoveClick::Left {
slot: slot.into() as u16,
});
}
/// A shortcut for [`Self::click`] with `PickupClick::Right`.
pub fn right_click(&self, slot: impl Into<usize>) {
self.click(PickupClick::Right {
slot: Some(slot.into() as u16),
});
}
pub fn click(&self, operation: impl Into<ClickOperation>) {
let operation = operation.into();
self.client.ecs.lock().send_event(ContainerClickEvent {
entity: self.client.entity,
window_id: self.id,
operation,
});
}
}
/// A handle to the open container. The container will be closed once this is
/// dropped.
#[derive(Deref)]
pub struct ContainerHandle(ContainerHandleRef);
impl Drop for ContainerHandle {
fn drop(&mut self) {
self.0.close();
}
}
impl Debug for ContainerHandle {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("ContainerHandle")
.field("id", &self.id())
.finish()
}
}
impl ContainerHandle {
fn new(id: i32, client: Client) -> Self {
Self(ContainerHandleRef { id, client })
}
/// Closes the inventory by dropping the handle.
pub fn close(self) {
// implicitly calls drop
}
}
#[derive(Component, Debug)]
pub struct WaitingForInventoryOpen;
fn handle_menu_opened_event(
mut commands: Commands,
mut events: EventReader<ReceiveGamePacketEvent>,
) {
for event in events.read() {
if let ClientboundGamePacket::ContainerSetContent { .. } = event.packet.as_ref() {
commands
.entity(event.entity)
.remove::<WaitingForInventoryOpen>();
}
}
}
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