mirror of
https://github.com/PrismarineJS/prismarine-web-client.git
synced 2024-11-30 19:38:43 -05:00
dd0c3f22d3
* added readme pt-pt * added url/querystring deps and fix chat pos/scale url and querystring were missing in node_modules. chat scale option wasn't implemented and chat input was on top instead of bottom. * added bot version text field and guiScale for small screens text field to choose bot version. gui scale changes on small screens (slider takes no effect then). Removed unused images. * Update index.js * bot can now hit entities Co-authored-by: Romain Beaumont <romain.rom1@gmail.com>
143 lines
5 KiB
JavaScript
143 lines
5 KiB
JavaScript
/* global THREE performance */
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const { Vec3 } = require('vec3')
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function getViewDirection (pitch, yaw) {
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const csPitch = Math.cos(pitch)
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const snPitch = Math.sin(pitch)
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const csYaw = Math.cos(yaw)
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const snYaw = Math.sin(yaw)
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return new Vec3(-snYaw * csPitch, snPitch, -csYaw * csPitch)
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}
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class Cursor {
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constructor (viewer, renderer, bot) {
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// Init state
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this.buttons = [false, false, false]
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this.lastButtons = [false, false, false]
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this.breakStartTime = 0
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this.cursorBlock = null
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// Setup graphics
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const blockGeometry = new THREE.BoxGeometry(1.001, 1.001, 1.001)
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this.cursorMesh = new THREE.LineSegments(new THREE.EdgesGeometry(blockGeometry), new THREE.LineBasicMaterial({ color: 0 }))
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this.cursorMesh.visible = false
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viewer.scene.add(this.cursorMesh)
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const loader = new THREE.TextureLoader()
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this.breakTextures = []
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for (let i = 0; i < 10; i++) {
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const texture = loader.load('textures/' + viewer.version + '/blocks/destroy_stage_' + i + '.png')
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texture.magFilter = THREE.NearestFilter
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texture.minFilter = THREE.NearestFilter
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this.breakTextures.push(texture)
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}
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const breakMaterial = new THREE.MeshBasicMaterial({
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transparent: true,
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blending: THREE.MultiplyBlending
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})
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this.blockBreakMesh = new THREE.Mesh(blockGeometry, breakMaterial)
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this.blockBreakMesh.visible = false
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this.blockBreakMesh.renderOrder = 999
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viewer.scene.add(this.blockBreakMesh)
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// Setup events
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document.addEventListener('mouseup', (e) => {
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this.buttons[e.button] = false
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})
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document.addEventListener('mousedown', (e) => {
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if (document.pointerLockElement !== renderer.domElement) return
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this.buttons[e.button] = true
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const entity = bot.nearestEntity((e) => {
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if (e.position.distanceTo(bot.entity.position) <= (bot.player.gamemode === 1 ? 5 : 3)) {
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const dir = getViewDirection(bot.entity.pitch, bot.entity.yaw)
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const { width, height } = e
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const { x: eX, y: eY, z: eZ } = e.position
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const { x: bX, y: bY, z: bZ } = bot.entity.position
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const box = new THREE.Box3(
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new THREE.Vector3(eX - width / 2, eY, eZ - width / 2),
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new THREE.Vector3(eX + width / 2, eY + height, eZ + width / 2)
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)
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const r = new THREE.Raycaster(
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new THREE.Vector3(bX, bY + 1.52, bZ),
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new THREE.Vector3(dir.x, dir.y, dir.z)
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)
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const int = r.ray.intersectBox(box, new THREE.Vector3(eX, eY, eZ))
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return int !== null
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}
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return false
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})
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if (entity) {
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bot.attack(entity)
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}
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})
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this.lastPlaced = 4 // ticks since last placed
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bot.on('physicsTick', () => { if (this.lastPlaced < 4) this.lastPlaced++ })
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}
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update (bot) {
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let cursorBlock = bot.blockAtCursor(6)
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if (!bot.canDigBlock(cursorBlock)) cursorBlock = null
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let cursorChanged = !cursorBlock !== !this.cursorBlock
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if (cursorBlock && this.cursorBlock) {
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cursorChanged = !cursorBlock.position.equals(this.cursorBlock.position)
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}
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// Place
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if (cursorBlock && this.buttons[2] && (!this.lastButtons[2] || cursorChanged) && this.lastPlaced >= 4) {
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const vecArray = [new Vec3(0, -1, 0), new Vec3(0, 1, 0), new Vec3(0, 0, -1), new Vec3(0, 0, 1), new Vec3(-1, 0, 0), new Vec3(1, 0, 0)]
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const delta = cursorBlock.intersect.minus(cursorBlock.position)
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bot._placeBlockWithOptions(cursorBlock, vecArray[cursorBlock.face], { delta, forceLook: 'ignore' })
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bot.lastPlaced = 0
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}
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// Start break
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if (cursorBlock && this.buttons[0] && (!this.lastButtons[0] || cursorChanged)) {
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this.breakStartTime = performance.now()
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try {
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bot.dig(cursorBlock, 'ignore')
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} catch (e) {} // we don't care if its aborted
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}
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// Stop break
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if (!this.buttons[0] && this.lastButtons[0]) {
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try {
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bot.stopDigging() // this shouldnt throw anything...
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} catch (e) {} // to be reworked in mineflayer, then remove the try here
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}
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// Show break animation
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if (cursorBlock && this.buttons[0]) {
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const elapsed = performance.now() - this.breakStartTime
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const time = bot.digTime(cursorBlock)
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const state = Math.floor((elapsed / time) * 10)
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this.blockBreakMesh.position.set(cursorBlock.position.x + 0.5, cursorBlock.position.y + 0.5, cursorBlock.position.z + 0.5)
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this.blockBreakMesh.material.map = this.breakTextures[state]
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this.blockBreakMesh.visible = true
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} else {
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this.blockBreakMesh.visible = false
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}
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// Show cursor
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if (!cursorBlock) {
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this.cursorMesh.visible = false
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} else {
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this.cursorMesh.visible = true
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this.cursorMesh.position.set(cursorBlock.position.x + 0.5, cursorBlock.position.y + 0.5, cursorBlock.position.z + 0.5)
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}
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// Update state
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this.cursorBlock = cursorBlock
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this.lastButtons[0] = this.buttons[0]
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this.lastButtons[1] = this.buttons[1]
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this.lastButtons[2] = this.buttons[2]
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}
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}
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module.exports = Cursor
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