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  3. Help writing a custom prison mining script

Help writing a custom prison mining script

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  • P Paranoid_breS

    @commandblock2 , thanks for the info. Doesn't Minecraft have built in pathfinding ? I saw that the Minecraft java docs have methods for path finding to a x,y,z position and path finding to an entity. Isn't there a way to already use what's built into the game ?

    yorik100Y Offline
    yorik100Y Offline
    yorik100
    wrote on last edited by
    #9

    @paranoid_bres minecraft's pathfinder is literally running into blocks

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    • P Paranoid_breS

      @commandblock2 , thanks for the info. Doesn't Minecraft have built in pathfinding ? I saw that the Minecraft java docs have methods for path finding to a x,y,z position and path finding to an entity. Isn't there a way to already use what's built into the game ?

      C Offline
      C Offline
      commandblock2
      wrote on last edited by commandblock2
      #10

      @paranoid_bres Indeed there is a builtin pathfinding for minecraft (net.minecraft.pathfinding), but it seemed that it only has the behavior for Climber/Ground/Swimmer things, mining might require a different one which can navigate through stones. But you do remind me that you can just inherit the net.minecraft.pathfinding.PathNavigate and might be less work. Btw it is generally recommended to have a copy of mcp or do gradlew setupDecompWorkspace in LB's repo and attach the src to the project.
      Edit: I didn't know it runs into blocks

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      • P Offline
        P Offline
        Paranoid_breS
        wrote on last edited by
        #11

        The path finding doesn't have to be state of the art, most mines require you to go forward from the /mine starting point or they require you to climb up some stairs.

        And for actual mining, we can use the nuker module. Or somehow implement a dead simple 'legit' mining mode which just goes forward and mines then turns left or right until it hits an unbreakable wall.

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        • P Offline
          P Offline
          Paranoid_breS
          wrote on last edited by
          #12

          I wrote the 'path finding' part of the script. The mining location isn't hard to get to from the /mine warp. So I wrote this:

          if (!IsAtMineLocation) { //Todo: Destination X,Z and rotation yaw will be read from a .ini file
          		mc.thePlayer.rotationYaw = 0;
          		if (mc.thePlayer.posX >= -2) 
          			mc.thePlayer.moveEntityWithHeading(-0.5,0);
          		if (mc.thePlayer.posZ <= 30) 
          			mc.thePlayer.moveEntityWithHeading(0,0.8);
          		if (Math.round(mc.thePlayer.posZ) == 30 && 
          			Math.round(mc.thePlayer.posX) == -2)
          			IsAtMineLocation = true;
          	}	
          
          yorik100Y 1 Reply Last reply
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          • P Paranoid_breS

            I wrote the 'path finding' part of the script. The mining location isn't hard to get to from the /mine warp. So I wrote this:

            if (!IsAtMineLocation) { //Todo: Destination X,Z and rotation yaw will be read from a .ini file
            		mc.thePlayer.rotationYaw = 0;
            		if (mc.thePlayer.posX >= -2) 
            			mc.thePlayer.moveEntityWithHeading(-0.5,0);
            		if (mc.thePlayer.posZ <= 30) 
            			mc.thePlayer.moveEntityWithHeading(0,0.8);
            		if (Math.round(mc.thePlayer.posZ) == 30 && 
            			Math.round(mc.thePlayer.posX) == -2)
            			IsAtMineLocation = true;
            	}	
            
            yorik100Y Offline
            yorik100Y Offline
            yorik100
            wrote on last edited by
            #13

            @paranoid_bres said in Help writing a custom prison mining script:

            I wrote the 'path finding' part of the script. The mining location isn't hard to get to from the /mine warp. So I wrote this:

            if (!IsAtMineLocation) { //Todo: Destination X,Z and rotation yaw will be read from a .ini file
            		mc.thePlayer.rotationYaw = 0;
            		if (mc.thePlayer.posX >= -2) 
            			mc.thePlayer.moveEntityWithHeading(-0.5,0);
            		if (mc.thePlayer.posZ <= 30) 
            			mc.thePlayer.moveEntityWithHeading(0,0.8);
            		if (Math.round(mc.thePlayer.posZ) == 30 && 
            			Math.round(mc.thePlayer.posX) == -2)
            			IsAtMineLocation = true;
            	}	
            

            Interesting

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            • P Offline
              P Offline
              Paranoid_breS
              wrote on last edited by
              #14

              How do I interact with inventory ? I know that I can check if my inventory is full by doing :

              mc.thePlayer.inventory.getFirstEmptyStack() == -1
              

              But how do I interact with opened chest/containers ? To sell blocks/items in the game, you have to type /shop and click on the blocks that you want to sell.

              CzechHekC 1 Reply Last reply
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              • P Paranoid_breS

                How do I interact with inventory ? I know that I can check if my inventory is full by doing :

                mc.thePlayer.inventory.getFirstEmptyStack() == -1
                

                But how do I interact with opened chest/containers ? To sell blocks/items in the game, you have to type /shop and click on the blocks that you want to sell.

                CzechHekC Offline
                CzechHekC Offline
                CzechHek
                wrote on last edited by CzechHek
                #15

                @paranoid_bres You check if mc.currentScreen instanceof GuiChest and then you get what it contains in many ways such as mc.currentScreen.inventorySlots.getInventory()
                mc.thePlayer.openContainer.getInventory() to get inventory + chest stacks

                You can then interact with the stacks using mc.playerController.windowClick(int windowId, int slotId, int mouseButtonClicked, int mode, EntityPlayer playerIn), in order to find the right arguments you should debug what properties does C0EPacketClickWindow when you click legitimately.

                Consider looking into src of LB modules like ChestStealer or into scripts such as InventoryManager as well.

                P 1 Reply Last reply
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                • CzechHekC CzechHek

                  @paranoid_bres You check if mc.currentScreen instanceof GuiChest and then you get what it contains in many ways such as mc.currentScreen.inventorySlots.getInventory()
                  mc.thePlayer.openContainer.getInventory() to get inventory + chest stacks

                  You can then interact with the stacks using mc.playerController.windowClick(int windowId, int slotId, int mouseButtonClicked, int mode, EntityPlayer playerIn), in order to find the right arguments you should debug what properties does C0EPacketClickWindow when you click legitimately.

                  Consider looking into src of LB modules like ChestStealer or into scripts such as InventoryManager as well.

                  P Offline
                  P Offline
                  Paranoid_breS
                  wrote on last edited by
                  #16

                  @czechhek Thx, I've read your inventory manager script and found how to access the inventory. I've wrote this prototype code for testing purposes, and it works as expected.

                  if (mc.thePlayer.inventory.getFirstEmptyStack() == -1) {
                  		if (!(mc.currentScreen instanceof GuiChest))
                  			mc.thePlayer.sendChatMessage("/shop");
                  		else
                  			mc.playerController.windowClick(mc.thePlayer.openContainer.windowId, 14, 0, 1, mc.thePlayer);
                  	}
                  
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                  • P Offline
                    P Offline
                    Paranoid_breS
                    wrote on last edited by
                    #17

                    How do I get the number of players nearby, how do I get the names of the players nearby? And how to swing at/hit an entity nearby?

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                    • P Offline
                      P Offline
                      Paranoid_breS
                      wrote on last edited by
                      #18

                      I figured out how to get the number of entity present using:

                      mc.theWorld.loadedEntityList.length
                      
                      CzechHekC 1 Reply Last reply
                      0
                      • ? Offline
                        ? Offline
                        A Former User
                        wrote on last edited by
                        #19
                        for(int i = 1;i<= mc.theWorld.loadedEntityList.size();i++) {
                        							EntityLivingBase entity = (EntityLivingBase) mc.theWorld.loadedEntityList.get(i);
                        							System.out.print(entity.getName());
                        						}
                        

                        java codes, but you can convert to javascript easily

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                        • P Paranoid_breS

                          I figured out how to get the number of entity present using:

                          mc.theWorld.loadedEntityList.length
                          
                          CzechHekC Offline
                          CzechHekC Offline
                          CzechHek
                          wrote on last edited by CzechHek
                          #20

                          @paranoid_bres

                          Java.from(mc.theWorld.playerEntities).filter(function (e) mc.thePlayer.getDistanceToEntity(e) < distance) ;
                          
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                          • P Offline
                            P Offline
                            Paranoid_breS
                            wrote on last edited by
                            #21

                            thx for the help

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