use litelement properly for debugmenu (#110)
* use litelement properly for debugmenu * add customEntries to debugMenu * add bot on move listener to update when view is moved
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7300456fc9
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3 changed files with 68 additions and 173 deletions
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@ -76,6 +76,12 @@ Some variables are exposed in window for debugging:
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* worldView
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* Vec3
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* pathfinder
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* debugMenu
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### How to add more stuff to the debugMenu ?
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debugMenu.customEntries['myKey'] = 'myValue'
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delete debugMenu.customEntries['myKey']
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### Some debugging examples
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3
index.js
3
index.js
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@ -87,6 +87,7 @@ async function connect (options) {
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})
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hotbar.bot = bot
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debugMenu.bot = bot
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bot.on('error', (err) => {
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console.log('Encountered error!', err)
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@ -128,7 +129,6 @@ async function connect (options) {
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chat.init(bot._client, renderer)
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playerList.init(bot)
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debugMenu.init(bot)
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// Create viewer
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const viewer = new Viewer(renderer)
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@ -141,6 +141,7 @@ async function connect (options) {
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window.viewer = viewer
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window.Vec3 = Vec3
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window.pathfinder = pathfinder
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window.debugMenu = debugMenu
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// Link WorldView and Viewer
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viewer.listen(worldView)
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232
lib/debugmenu.js
232
lib/debugmenu.js
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@ -1,14 +1,23 @@
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const { LitElement, html, css } = require('lit-element')
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class DebugMenuEntry {
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constructor (text, hidden, breaking) {
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this.text = text
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this.hidden = hidden
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this.breaking = breaking
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}
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}
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class DebugMenu extends LitElement {
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constructor () {
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super()
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this.isOpen = false
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this.customEntries = {}
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}
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firstUpdated () {
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document.addEventListener('keydown', e => {
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e ??= window.event
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if (e.key === 'F3') {
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this.isOpen = !this.isOpen
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e.preventDefault()
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}
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})
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}
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static get styles () {
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return css`
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.debugmenu-wrapper {
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@ -41,183 +50,62 @@ class DebugMenu extends LitElement {
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static get properties () {
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return {
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debugEntries: { type: Object },
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isOpen: { type: Boolean },
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cursorBlock: { type: Object }
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cursorBlock: { type: Object },
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bot: { type: Object },
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customEntries: { type: Object }
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}
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}
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updated (changedProperties) {
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if (changedProperties.has('bot')) {
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this.bot.on('move', () => {
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this.requestUpdate()
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})
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}
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}
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render () {
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if (!this.isOpen) {
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return html``
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}
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const target = this.cursorBlock
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const targetDiggable = (target && this.bot.canDigBlock(target))
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const pos = this.bot.entity.position
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const rot = [this.bot.entity.yaw, this.bot.entity.pitch]
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const viewDegToMinecraft = (yaw) => {
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return yaw % 360 - 180 * (yaw < 0 ? -1 : 1)
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}
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const quadsDescription = [
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'north (towards negative Z)',
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'east (towards positive X)',
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'south (towards positive Z)',
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'west (towards negative X)'
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]
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const minecraftYaw = viewDegToMinecraft(rot[0] * -180 / Math.PI)
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const minecraftQuad = Math.floor(((minecraftYaw + 180) / 90 + 0.5) % 4)
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return html`
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<div id="debugmenu-wrapper" class="debugmenu-wrapper">
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<div class="debugmenu" id="debugmenu" style="display: none;">
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<div class="debugmenu" id="debugmenu">
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<p id="debug-entry-renderer">Renderer: three.js r${global.THREE.REVISION}</p>
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</br>
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${Object.entries(this.debugEntries).map(([id, entry]) => html`
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<p id="debug-entry-${id}" style="display:${entry.hidden ? 'none' : 'block'}">${entry.text}</p>${entry.breaking ? html`<br>` : ''}
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`)}
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<p>XYZ: ${pos.x.toFixed(3)} / ${pos.y.toFixed(3)} / ${pos.z.toFixed(3)}</p>
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<p>Chunk: ${Math.floor(pos.x % 16)} ~ ${Math.floor(pos.z % 16)} in ${Math.floor(pos.x / 16)} ~ ${Math.floor(pos.z / 16)}</p>
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<p>Facing (viewer): ${rot[0].toFixed(3)} ${rot[1].toFixed(3)}</p>
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<p>Facing (minecraft): ${quadsDescription[minecraftQuad]} (${minecraftYaw.toFixed(1)} ${(rot[1] * -180 / Math.PI).toFixed(1)})</p>
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${targetDiggable ? html`<p>Looking at: ${target.position.x} ${target.position.y} ${target.position.z}</p>` : ''}<br>
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${Object.entries(this.customEntries).map(([name, value]) => html`<p>${name}: ${value}</p>`)}
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</div>
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</div>
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`
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}
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constructor () {
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super()
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this.debugEntries = {}
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this.isOpen = false
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}
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updated (changedProperties) {
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if (changedProperties.has('isOpen')) {
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if (this.isOpen) {
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this.updateListener = () => {
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const pos = this.bot.entity.position
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const rot = [this.bot.entity.yaw, this.bot.entity.pitch]
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const viewDegToMinecraft = (yaw) => {
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return yaw % 360 - 180 * (yaw < 0 ? -1 : 1)
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}
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const minecraftYaw = viewDegToMinecraft(rot[0] * -180 / Math.PI)
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const minecraftQuad = Math.floor(((minecraftYaw + 180) / 90 + 0.5) % 4)
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const target = this.cursorBlock
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const targetDiggable = (target && this.bot.canDigBlock(target))
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this.updateEntry(this.positionEntry, `XYZ: ${pos.x.toFixed(3)} / ${pos.y.toFixed(3)} / ${pos.z.toFixed(3)}`)
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this.updateEntry(this.chunkEntry, `Chunk: ${Math.floor(pos.x % 16)} ~ ${Math.floor(pos.z % 16)} in ${Math.floor(pos.x / 16)} ~ ${Math.floor(pos.z / 16)}`)
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const quadsDescription = [
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'north (towards negative Z)',
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'east (towards positive X)',
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'south (towards positive Z)',
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'west (towards negative X)'
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]
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this.updateEntry(this.rotationEntryV, `Facing (viewer): ${rot[0].toFixed(3)} ${rot[1].toFixed(3)}`)
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this.updateEntry(this.rotationEntryM, `Facing (minecraft): ${quadsDescription[minecraftQuad]} (${minecraftYaw.toFixed(1)} ${(rot[1] * -180 / Math.PI).toFixed(1)})`)
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if (targetDiggable) {
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if (this.getEntry(this.targetBlockEntry).hidden) this.setEntryVisible(this.targetBlockEntry, true)
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this.updateEntry(this.targetBlockEntry, `Looking at: ${target.position.x} ${target.position.y} ${target.position.z}`)
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} else if (!targetDiggable && !this.getEntry(this.targetBlockEntry).hidden) {
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this.setEntryVisible(this.targetBlockEntry, false)
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}
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}
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this.bot.on('move', this.updateListener)
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} else if (this.updateListener) {
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this.bot.removeListener('move', this.updateListener)
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this.updateListener = null
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}
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}
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}
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/**
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* Creates debug menu entry
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*
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* @param {string} text - Text to render
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* @param {boolean} [breaking=false] - Adds a line break after the entry if set to true (useful if you want to separate a section from everything else)
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* @return {number} Debug entry id - keep it somewhere to update entry contents later!
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*/
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addEntry (text, breaking = false) {
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const currentIds = Object.keys(this.debugEntries)
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const id = parseInt(currentIds[currentIds.length - 1] ?? -1) + 1
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this.debugEntries[id] = new DebugMenuEntry(text, false, breaking)
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this.requestUpdate()
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return id
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}
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/**
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* Updates entry contents
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*
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* @param {number} id - Debug entry id (returned with addEntry())
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* @param {string} text - Text to render
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* @return {boolean} true if successfully updated, false otherwise (if entry doesn't exist)
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*/
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updateEntry (id, text) {
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if (this.debugEntries[id] !== undefined) {
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this.debugEntries[id].text = text
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if (this.isOpen) this.requestUpdate() // This will make performance comparisons easier should something go wrong
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return true
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}
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return false
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}
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/**
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* Sets entry visibility
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*
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* @param {number} id - Debug entry id (returned with addEntry())
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* @param {boolean} [shouldRender=true] - set to false if you want to hide the entry
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* @return {boolean|undefined} current visibility or undefined if entry doesn't exist
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*/
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setEntryVisible (id, shouldRender = true) {
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if (this.debugEntries[id] !== undefined) {
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this.debugEntries[id].hidden = !shouldRender
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this.requestUpdate()
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return this.debugEntries[id].hidden
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}
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}
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/**
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* Returns entry internals
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*
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* @param {number} id - Debug entry id (returned with addEntry())
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* @return {DebugEntry} Debug entry internals
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*/
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getEntry (id) {
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return this.debugEntries[id] ?? null
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}
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/**
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* Completely removes debug entry (you won't be able to update it afterwards!)
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*
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* @param {number} id - Debug entry id (returned with addEntry())
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* @return {boolean} true if element existed and was successfully annihilated, false otherwise
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*/
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removeEntry (id) {
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if (this.debugEntries[id]) {
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delete this.debugEntries[id]
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this.requestUpdate()
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return true
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}
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return false
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}
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init (bot) {
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const debugMenu = this.shadowRoot.querySelector('#debugmenu')
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this.isOpen = false
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const showMenu = (shouldShow = true) => {
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debugMenu.style.display = shouldShow ? 'block' : 'none'
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this.isOpen = shouldShow
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}
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document.addEventListener('keydown', e => {
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e ??= window.event
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if (e.key === 'F3') {
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showMenu(!this.isOpen)
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this.requestUpdate()
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e.preventDefault()
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}
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})
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this.bot = bot
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this.positionEntry = this.addEntry('XYZ: 0 / 0 / 0')
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this.chunkEntry = this.addEntry('Chunk: 0 0 0 in 0 0 0')
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this.rotationEntryV = this.addEntry('Facing (viewer): 0 0')
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this.rotationEntryM = this.addEntry('Facing (minecraft): 0 0')
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this.targetBlockEntry = this.addEntry('Looking at: 0 0 0', true)
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}
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}
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window.customElements.define('debug-menu', DebugMenu)
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