예제 #1
0
        static bool MoveTowards(PlayerBot bot, Player p, Metadata meta)
        {
            if (p == null)
            {
                return(false);
            }
            int dist = (int)(0.875 * 32);

            int dx = p.Pos.X - bot.Pos.X, dy = p.Pos.Y - bot.Pos.Y, dz = p.Pos.Z - bot.Pos.Z;

            bot.TargetPos = p.Pos;
            bot.movement  = true;

            Vec3F32 dir = new Vec3F32(dx, dy, dz);

            dir = Vec3F32.Normalise(dir);
            Orientation rot = bot.Rot;

            DirUtils.GetYawPitch(dir, out rot.RotY, out rot.HeadX);


            MobAI.SetDirectionalSpeeds(bot);

            dx = Math.Abs(dx); dy = Math.Abs(dy); dz = Math.Abs(dz);
            if (InRange(p, bot, dist))
            {
                p.Message("%cInfect");
            }

            bot.Rot = rot;


            return(dx <= 8 && dy <= 16 && dz <= 8);
        }
예제 #2
0
        static bool MoveTowards(PlayerBot bot, Player p, Metadata meta)
        {
            if (p == null)
            {
                return(false);
            }

            int dx = p.Pos.X - bot.Pos.X, dy = p.Pos.Y - bot.Pos.Y, dz = p.Pos.Z - bot.Pos.Z;

            bot.TargetPos = p.Pos;
            bot.movement  = true;

            Vec3F32 dir = new Vec3F32(dx, dy, dz);

            dir = Vec3F32.Normalise(dir);
            Orientation rot = bot.Rot;

            DirUtils.GetYawPitch(dir, out rot.RotY, out rot.HeadX);

            MobAI.SetDirectionalSpeeds(bot);

            p.Message("I am facing: %b" + MobAI.CalculateCardinal(bot));

            p.Message("sp " + bot.movementSpeed);

            //p.Message("The block in front of me is: %b");

            dx = Math.Abs(dx); dy = Math.Abs(dy); dz = Math.Abs(dz);

            bot.Rot = rot;

            return(dx <= 8 && dy <= 16 && dz <= 8);
        }
예제 #3
0
        static bool MoveTowards(PlayerBot bot, Player p, Metadata meta)
        {
            if (p == null)
            {
                return(false);
            }

            int dx = p.Pos.X - bot.Pos.X, dy = p.Pos.Y - bot.Pos.Y, dz = p.Pos.Z - bot.Pos.Z;

            bot.TargetPos = p.Pos;
            bot.movement  = true;

            Vec3F32 dir = new Vec3F32(dx, dy, dz);

            dir = Vec3F32.Normalise(dir);
            Orientation rot = bot.Rot;

            DirUtils.GetYawPitch(dir, out rot.RotY, out rot.HeadX);

            MobAI.SetDirectionalSpeeds(bot);

            dx = Math.Abs(dx); dy = Math.Abs(dy); dz = Math.Abs(dz);

            if (bot.Model == "creeper")
            {
                if (dx < (3 * 32) && dz < (3 * 32))
                {
                    if (meta.explodeTime == 0)
                    {
                        meta.explodeTime = 10;
                    }
                }
                else
                {
                    meta.explodeTime = 0;
                }
            }

            else
            {
                if ((dx <= 8 && dy <= 16 && dz <= 8))
                {
                    HitPlayer(bot, p, rot);
                }
            }

            bot.Rot = rot;


            return(dx <= 8 && dy <= 16 && dz <= 8);
        }
예제 #4
0
        static bool MoveTowards(PlayerBot bot, Player p, Metadata meta)
        {
            if (p == null)
            {
                return(false);
            }
            int dist = (int)(0.875 * 32);

            int dx = p.Pos.X - bot.Pos.X, dy = p.Pos.Y - bot.Pos.Y, dz = p.Pos.Z - bot.Pos.Z;

            bot.TargetPos = p.Pos;
            bot.movement  = true;

            Vec3F32 dir = new Vec3F32(dx, dy, dz);

            dir = Vec3F32.Normalise(dir);
            Orientation rot = bot.Rot;

            DirUtils.GetYawPitch(dir, out rot.RotY, out rot.HeadX);

            MobAI.SetDirectionalSpeeds(bot);

            dx = Math.Abs(dx); dy = Math.Abs(dy); dz = Math.Abs(dz);
            //if (InRange(p, bot, dist)) p.Message("%cInfect");

            bot.Rot = rot;

            if (dx < (5 * 32) && dz < (5 * 32)) // 5 block reach
            {
                Random rnd = new Random();
                // This code serves as a sort of 'CPS mechanism' to ensure that the bot does not perfectly delete every single block
                int chance = rnd.Next(0, 4); // 33% chance of deleting the block
                if (chance < 3)
                {
                    bot.level.UpdateBlock(Player.Console, (ushort)(p.Pos.X / 32), (ushort)((p.Pos.Y / 32) - 2), (ushort)(p.Pos.Z / 32), Block.Air);

                    if ((p.Pos.Y / 32) > lastY)
                    {
                        bot.level.UpdateBlock(Player.Console, (ushort)(p.Pos.X / 32), (ushort)((p.Pos.Y / 32) - 3), (ushort)(p.Pos.Z / 32), Block.Air);
                    }
                }

                lastY = (p.Pos.Y / 32);
            }

            return(dx <= 8 && dy <= 16 && dz <= 8);
        }