fz-survival-datapack/tagplayer.sc
2020-11-27 00:27:49 +08:00

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//*************************************************************
//************请将该文件放入"world\scripts"文件夹中************
//*************************************************************
scoreboard_add('carpetBot');
run('team add carpetBot');
run('team modify carpetBot prefix "假的 "');
__command() -> (
help()
);
__config() -> m( l('stay_loaded', true));
global_version = '1.0.0';
global_bot_state = m();
__check_offline(player_name) ->(
f_player = player(player_name);
if (!f_player,
print('§4假人'+f_player+'未在线');
exit()
);
if (scoreboard('carpetBot', f_player) != 1,
print('§4'+f_player+'不是假人'+scoreboard('carpetBot', f_player));
exit()
)
);
__check_online(player_name) ->(
f_player = player(player_name);
if (f_player,
if (scoreboard('carpetBot', f_player) == 1,
print('§4假人'+f_player+'已经在线了');
exit()
);
print('§4玩家'+f_player+'已经在线了');
exit()
)
);
__check_pos(x) ->(
x = number(x);
if(x == null,
print('§4请输入正确的坐标');
exit()
);
return(x)
);
__check_tick(tick) ->(
tick = round(number(tick));
if(tick == null,
print('§4请输入正确的游戏刻间隔');
exit()
);
if(tick < 2,
print(tick);
print(str('§4整数不能小于2却发现了%d',tick));
exit()
);
return(tick)
);
__check_dim(s_player,f_player) ->(
if (s_player~'dimension' != f_player~'dimension',
print('§4不在同一维度');
exit()
);
);
__player_list(i,player_list) ->(
one_player_list = split(' ',join('',slice(player_list,i,i+1)));
if(slice(one_player_list,0,1) == l('假的'),
one_player_str = join('',slice(one_player_list,1,2));
''
);
if(slice(one_player_list,0,1) != l('假的'),
one_player_str = join('',one_player_list);
''
);
return(one_player_str)
);
__on_player_disconnects(player, reason) ->(
if(scoreboard('carpetBot', player) == 1,
scoreboard_remove('carpetBot', player);
run('team leave '+ player)
);
);
help() ->(
print('--使用帮助(/tagplayer)');
print('/tagplayer summon <玩家名>\n -生成假人');
print('/tagplayer kill <玩家名>\n -删除假人');
print('/tagplayer killall\n -删除全部假人');
print('/tagplayer tp <玩家名> <x> <y> <z>\n -传送假人<x><y><z>可替换为s来代表你的位置');
print('/tagplayer tp_at_<参数> <玩家名> <x> <y> <z>\n -<假人/玩家>为坐标原点传送假人');
print('/tagplayer check <玩家名>\n -检查假人状态');
print('/tagplayer checkall\n -检查所有假人状态');
print('/tagplayer look <玩家名> <仰俯> <偏航>\n -转动假人视角<x><y>可替换为s来代表你的视角方向');
print('/tagplayer look_<up/down/east/west/south/north> <玩家名>\n -让假人向<///西//>方向看');
print('/tagplayer turn_<back/left/right> <玩家名>\n -让假人向<//>方向看');
print('/tagplayer move_<backward/forward/left/right/stop> <玩家名>\n -让假人<向前/向后/向左/向右/停止>移动');
print('/tagplayer <attack/drop/drop_stack/jump/swap_hands/use>_continuous <玩家名>\n -让假人持续<攻击或挖掘/丢一个物品/丢一组物品/跳跃/换手/使用物品>');
print('/tagplayer <attack/drop/drop_stack/jump/swap_hands/use>_interval <玩家名> <整数>\n -让假人每<整数>游戏刻<攻击/丢一个物品/丢一组物品/跳跃/换手/使用物品>一次');
print('/tagplayer <attack/drop/drop_stack/jump/swap_hands/use>_once <玩家名>\n -让假人<攻击或挖掘/丢一个物品/丢一组物品/跳跃/换手/使用物品>一次');
print('/tagplayer <attack/drop/drop_stack/jump/swap_hands/use>_stop <玩家名>\n -让假人停止<攻击或挖掘/丢一个物品/丢一组物品/跳跃/换手/使用物品>如果没有动作则和<参数>_once功能一致');
print('/tagplayer <sneak/unsneak> <玩家名>\n -让假人<潜行/站立>');
print('/tagplayer <sprint/unsprint> <玩家名>\n -让假人准备<疾跑/行走>在水中疾跑以游泳');
print('/tagplayer <mount/dismount> <玩家名>\n -让假人<乘坐/卸下>');
print('/tagplayer stop <玩家名>\n -停止假人的一切动作');
print('Version: '+global_version);
exit
);
reload() ->(
run('script unload tagplayer');
run('script load tagplayer');
run('tellraw @a {"text":"tagplayer重载成功"}');
exit
);
summon(player_name) ->(
player_name = slice(player_name,0,15);
__check_online(player_name);
s_player = player();
run(str('player %s spawn at %f %f %f facing %f %f', player_name,
s_player~'x', s_player~'y', s_player~'z', query(s_player, 'yaw'), query(s_player, 'pitch'))
);
if (!(player(player_name)),
exit('§4生成失败')
);
scoreboard('carpetBot', player(player_name), 1);
run('team join carpetBot '+ player(player_name));
game_tick(50);
run('tellraw @a {"text":"假的"}');
global_bot_state:player(player_name) = m();
exit()
);
kill(player_name) ->(
__check_offline(player_name);
scoreboard_remove('actimeCounter', player_name);
run(str('player %s kill', player_name));
game_tick(50);
print('已清除'+player_name);
exit
);
killall() ->(
i = 0;
player_list = player('all');
loop(2147483647,,,
one_player_str = __player_list(i,player_list);
if(one_player_str == '',
break()
);
if(query(player(one_player_str),'has_tag',global_tag),
do_fake_player = 1
);
scoreboard_remove('actimeCounter', one_player_str);
run(str('player %s kill', one_player_str));
i += 1
);
if(do_fake_player != 1,
exit('§4不存在假人');
''
);
game_tick(50);
print('已清除全部假人');
exit
);
//攻击
attack_continuous(player_name) ->(
__check_offline(player_name);
run(str('player %s attack continuous', player_name));
global_bot_state:player(player_name):'attack' = '1';
''
);
attack_interval(player_name,tick) ->(
__check_offline(player_name);
tick = __check_tick(tick);
run(str('player %s attack interval %d', player_name, tick));
global_bot_state:player(player_name):'attack' = tick;
''
);
attack_once(player_name) ->(
__check_offline(player_name);
run(str('player %s attack once', player_name));
delete(global_bot_state:player(player_name):'attack');
''
);
attack_stop(player_name) ->(
__check_offline(player_name);
run(str('player %s attack', player_name));
delete(global_bot_state:player(player_name):'attack');
''
);
//丢弃
drop_continuous(player_name) ->(
__check_offline(player_name);
run(str('player %s drop continuous', player_name));
global_bot_state:player(player_name):'drop' = '1';
''
);
drop_interval(player_name,tick) ->(
__check_offline(player_name);
tick = __check_tick(tick);
run(str('player %s drop interval %d', player_name, tick));
global_bot_state:player(player_name):'drop' = tick;
''
);
drop_once(player_name) ->(
__check_offline(player_name);
run(str('player %s drop once', player_name));
delete(global_bot_state:player(player_name):'drop');
''
);
drop_stop(player_name) ->(
__check_offline(player_name);
run(str('player %s drop', player_name));
delete(global_bot_state:player(player_name):'drop');
''
);
drop_all(player_name) ->(
__check_offline(player_name);
run(str('player %s drop all', player_name));
''
);
drop_offhand(player_name) ->(
__check_offline(player_name);
''
);
drop_mainhand(player_name) ->(
__check_offline(player_name);
run(str('player %s drop mainhand', player_name));
''
);
//丢弃一组
drop_stack_continuous(player_name) ->(
__check_offline(player_name);
run(str('player %s dropStack continuous', player_name));
global_bot_state:player(player_name):'drop_stack' = '1';
''
);
drop_stack_interval(player_name,tick) ->(
__check_offline(player_name);
tick = __check_tick(tick);
run(str('player %s dropStack interval %d', player_name, tick));
global_bot_state:player(player_name):'drop_stack' = tick;
''
);
drop_stack_once(player_name) ->(
__check_offline(player_name);
run(str('player %s dropStack once', player_name));
delete(global_bot_state:player(player_name):'drop_stack');
''
);
drop_stack_stop(player_name) ->(
__check_offline(player_name);
run(str('player %s dropStack', player_name));
delete(global_bot_state:player(player_name):'drop_stack');
''
);
drop_stack_all(player_name) ->(
__check_offline(player_name);
run(str('player %s dropStack all', player_name));
''
);
drop_stack_offhand(player_name) ->(
__check_offline(player_name);
run(str('player %s dropStack offhand', player_name));
''
);
drop_stack_mainhand(player_name) ->(
__check_offline(player_name);
run(str('player %s dropStack mainhand', player_name));
''
);
//跳跃
jump_continuous(player_name) ->(
__check_offline(player_name);
run(str('player %s jump continuous', player_name));
global_bot_state:player(player_name):'jump' = '1';
''
);
jump_interval(player_name,tick) ->(
__check_offline(player_name);
tick = __check_tick(tick);
run(str('player %s jump interval %d', player_name, tick));
global_bot_state:player(player_name):'jump' = tick;
''
);
jump_once(player_name) ->(
__check_offline(player_name);
run(str('player %s jump once', player_name));
delete(global_bot_state:player(player_name):'jump');
''
);
jump_stop(player_name) ->(
__check_offline(player_name);
run(str('player %s jump', player_name));
delete(global_bot_state:player(player_name):'jump');
''
);
//换手
swap_hands_continuous(player_name) ->(
__check_offline(player_name);
run(str('player %s swapHands continuous', player_name));
global_bot_state:player(player_name):'swap_hands' = '1';
''
);
swap_hands_interval(player_name,tick) ->(
__check_offline(player_name);
tick = __check_tick(tick);
run(str('player %s swapHands interval %d', player_name, tick));
global_bot_state:player(player_name):'swap_hands' = tick;
''
);
swap_hands_once(player_name) ->(
__check_offline(player_name);
run(str('player %s swapHands once', player_name));
delete(global_bot_state:player(player_name):'swap_hands');
''
);
swap_hands_stop(player_name) ->(
__check_offline(player_name);
run(str('player %s swapHands', player_name));
delete(global_bot_state:player(player_name):'swap_hands');
''
);
//右键
use_continuous(player_name) ->(
__check_offline(player_name);
run(str('player %s use continuous', player_name));
global_bot_state:player(player_name):'use' = '1';
''
);
use_interval(player_name,tick) ->(
__check_offline(player_name);
tick = __check_tick(tick);
run(str('player %s use interval %d', player_name, tick));
global_bot_state:player(player_name):'use' = tick;
''
);
use_once(player_name) ->(
__check_offline(player_name);
run(str('player %s use once', player_name));
delete(global_bot_state:player(player_name):'use');
''
);
use_stop(player_name) ->(
__check_offline(player_name);
run(str('player %s use', player_name));
delete(global_bot_state:player(player_name):'use');
''
);
//骑乘
mount(player_name) ->(
__check_offline(player_name);
run(str('player %s mount', player_name));
''
);
dismount(player_name) ->(
__check_offline(player_name);
run(str('player %s dismount', player_name));
''
);
//冲刺
sprint(player_name) ->(
__check_offline(player_name);
run(str('player %s sprint', player_name));
''
);
unsprint(player_name) ->(
__check_offline(player_name);
run(str('player %s unsprint', player_name));
''
);
//下蹲
sneak(player_name) ->(
__check_offline(player_name);
run(str('player %s sneak', player_name));
''
);
unsneak(player_name) ->(
__check_offline(player_name);
run(str('player %s unsneak', player_name));
''
);
//转向
turn_back(player_name) ->(
__check_offline(player_name);
run(str('player %s turn back', player_name));
''
);
turn_left(player_name) ->(
__check_offline(player_name);
run(str('player %s turn left', player_name));
''
);
turn_right(player_name) ->(
__check_offline(player_name);
run(str('player %s turn right', player_name));
''
);
//看向
look(player_name,x,y) ->(
__check_offline(player_name);
s_player = player();
if(x == 's',
x = s_player~'yaw';
);
if(y == 's',
y = s_player~'pitch'
);
x = __check_pos(x);
y = __check_pos(y);
if(x > 180,
x = x - 360
);
if(x < -180,
x = x + 360
);
if(y > 90,
y = y - 180
);
if(y < -90,
y = y + 180
);
modify(player(player_name), 'yaw', x);
modify(player(player_name), 'pitch', y);
print(str('已将'+player_name+'的视角指向§a[%.1f,%.1f]',x,y));
''
);
look_up(player_name) ->(
__check_offline(player_name);
run(str('player %s look up', player_name));
''
);
look_down(player_name) ->(
__check_offline(player_name);
run(str('player %s look down', player_name));
''
);
look_east(player_name) ->(
__check_offline(player_name);
run(str('player %s look east', player_name));
''
);
look_north(player_name) ->(
__check_offline(player_name);
run(str('player %s look north', player_name));
''
);
look_south(player_name) ->(
__check_offline(player_name);
run(str('player %s look south', player_name));
''
);
look_west(player_name) ->(
__check_offline(player_name);
run(str('player %s look west', player_name));
''
);
//移动
move_backward(player_name) ->(
__check_offline(player_name);
run(str('player %s move backward', player_name));
global_bot_state:player(player_name):'move_vertical' = 'backward';
''
);
move_forward(player_name) ->(
__check_offline(player_name);
run(str('player %s move forward', player_name));
global_bot_state:player(player_name):'move_vertical' = 'forward';
''
);
move_left(player_name) ->(
__check_offline(player_name);
run(str('player %s move left', player_name));
global_bot_state:player(player_name):'move_transverse' = 'left';
''
);
move_right(player_name) ->(
__check_offline(player_name);
run(str('player %s move right', player_name));
global_bot_state:player(player_name):'move_transverse' = 'right';
''
);
move_stop(player_name) ->(
__check_offline(player_name);
run(str('player %s move', player_name));
delete(global_bot_state:player(player_name):'move');
''
);
//停止
stop(player_name) ->(
__check_offline(player_name);
run(str('player %s stop', player_name));
''
);
//传送
tp(player_name,x,y,z) ->(
__check_offline(player_name);
s_player = player();
f_player = player(player_name);
if(x == 's',
__check_dim(s_player,f_player);
x = s_player~'x'
);
if(y == 's',
__check_dim(s_player,f_player);
y = s_player~'y'
);
if(z == 's',
__check_dim(s_player,f_player);
z = s_player~'z'
);
x = __check_pos(x);
y = __check_pos(y);
if(y>4096,
exit('§4y值不能超过4096');
''
);
z = __check_pos(z);
modify(f_player,'pos',x,y,z);
print(str('已将'+player_name+'传送至§a[%.2f,%.2f,%.2f]',x,y,z));
''
);
tp_at_player(player_name,x,y,z) ->(
__check_offline(player_name);
s_player = player();
f_player = player(player_name);
__check_dim(s_player,f_player);
x = s_player~'x'+__check_pos(x);
y = s_player~'y'+__check_pos(y);
if(y>4096,
exit('§4y值不能超过4096');
''
);
z = s_player~'z'+__check_pos(z);
modify(f_player,'pos',x,y,z);
print(str('已将'+player_name+'传送至§a[%.2f,%.2f,%.2f]',x,y,z));
''
);
tp_at_bot(player_name,x,y,z) ->(
__check_offline(player_name);
f_player = player(player_name);
x = f_player~'x'+__check_pos(x);
y = f_player~'y'+__check_pos(y);
if(y>4096,
exit('§4y值不能超过4096');
''
);
z = f_player~'z'+__check_pos(z);
modify(f_player,'pos',x,y,z);
print(str('已将'+player_name+'传送至§a[%.2f,%.2f,%.2f]',x,y,z));
''
);
//状态检查
check(player_name) ->(
__check_offline(player_name);
f_player = player(player_name);
print('假人'+f_player+'');
//血量
inner_health = number(str('%d',query(f_player,'health')+0.9));
if(inner_health <= 5,
inner_color = '§4';
);
if(inner_health > 5 && inner_health <= 10,
inner_color = '§c';
);
if(inner_health > 10 && inner_health <= 15,
inner_color = '§e';
);
if(inner_health > 15,
inner_color = '§a';
);
print('- 血量'+inner_color+inner_health);
//位置
if(f_player~'dimension' == 'overworld',
f_dimension = '§2主世界'
);
if(f_player~'dimension' == 'the_nether',
f_dimension = '§4地狱'
);
if(f_player~'dimension' == 'the_end',
f_dimension = '§7末地'
);
print(str('- 位于%s§a[%.2f,%.2f,%.2f]',f_dimension,f_player~'x',f_player~'y',f_player~'z'));
//指向
f_yaw = f_player~'yaw';
if(f_yaw > 180,
f_yaw = f_yaw - 360
);
if(f_yaw < -180,
f_yaw = f_yaw + 360
);
if(f_yaw > -112.5 && f_yaw <= -67.5,
f_yaw_curt = '东'
);
if(f_yaw > -22.5 && f_yaw <= 22.5,
f_yaw_curt = '南'
);
if(f_yaw > 67.5 && f_yaw <= 112.5,
f_yaw_curt = '西'
);
if(f_yaw > 157.5 || f_yaw <= -157.5,
f_yaw_curt = '北'
);
if(f_yaw > -157.5 && f_yaw <= -112.5,
f_yaw_curt = '东北'
);
if(f_yaw > -67.5 && f_yaw <= -22.5,
f_yaw_curt = '东南'
);
if(f_yaw > 112.5 && f_yaw <= 157.5,
f_yaw_curt = '西北'
);
if(f_yaw > 22.5 && f_yaw <= 67.5,
f_yaw_curt = '西南'
);
f_pitch = f_player~'pitch';
if(f_pitch > -15 && f_pitch <= 15,
f_pitch_curt = '前方'
);
if(f_pitch > 15 && f_pitch <= 75,
f_pitch_curt = '斜下方'
);
if(f_pitch > 75 && f_pitch <= 90,
f_pitch_curt = '下方'
);
if(f_pitch > -75 && f_pitch <= -15,
f_pitch_curt = '斜上方'
);
if(f_pitch >= -90 && f_pitch <= -75,
f_pitch_curt = '上方'
);
print(str('- 指向§e%s,%s§a[%.1f,%.1f]',f_yaw_curt,f_pitch_curt,f_yaw,f_pitch));
f_state = global_bot_state:f_player;
//潜行/疾跑/游泳
inner_sneak = query(f_player,'sneaking');
inner_sprint = query(f_player,'sprinting');
inner_swim = query(f_player,'swimming');
if(f_state == m() && inner_sneak == false && inner_sprint == false,
print('- 无动作');
''
);
if(f_state != m() || inner_sneak == true || inner_sprint == true,
//攻击/挖掘
if(f_state:'attack' != null,
if(f_state:'attack' == 1,
print('- 正在疯狂输出然并卵或挖掘')
);
if(f_state:'attack' > 1,
inner_sec = f_state:'attack'/20;
print('- '+f_state:'attack'+'游戏刻'+inner_sec+'游戏秒尝试攻击一次')
)
);
//扔东西
if(f_state:'drop' != null,
inner_sec = f_state:'drop'/20;
print('- '+f_state:'drop'+'游戏刻'+inner_sec+'游戏秒扔1个物品')
);
if(f_state:'drop_stack' != null,
inner_sec = f_state:'drop_stack'/20;
print('- '+f_state:'drop_stack'+'游戏刻'+inner_sec+'游戏秒扔1组物品')
);
//跳跃
if(f_state:'jump' != null,
if(f_state:'jump' == 1,
print('- 正在持续跳跃')
);
if(f_state:'jump' > 1,
inner_sec = f_state:'jump'/20;
print('- '+f_state:'jump'+'游戏刻'+inner_sec+'游戏秒尝试跳跃一次')
)
);
//换手
if(f_state:'swap_hands' != null,
inner_sec = f_state:'swap_hands'/20;
print('- '+f_state:'swap_hands'+'游戏刻'+inner_sec+'游戏秒交换一次左右手的物品')
);
//使用物品
if(f_state:'use' != null,
if(f_state:'use' == 1,
print('- 正在持续使用物品')
);
if(f_state:'use' > 1,
inner_sec = f_state:'use'/20;
print('- '+f_state:'use'+'游戏刻'+inner_sec+'游戏秒尝试使用一次物')
)
);
//移动**********************************重点*********************************
if(f_state:'move_vertical' != null || f_state:'move_transverse' != null,
if(inner_sneak == true,
if(f_state:'move_vertical' == 'forward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右前方潜行')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左前方潜行')
);
if(f_state:'move_transverse' == null,
print('- 正在向前潜行');
)
);
if(f_state:'move_vertical' == 'backward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右后方潜行')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左后方潜行')
);
if(f_state:'move_transverse' == null,
print('- 正在向后潜行');
)
)
);
if(inner_sprint == true,
if(inner_swim == true,
if(f_state:'move_vertical' == 'forward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右前方游泳')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左前方游泳')
);
if(f_state:'move_transverse' == null,
print('- 正在向前游泳');
)
);
if(f_state:'move_vertical' == 'backward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右后方游泳')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左后方游泳')
);
if(f_state:'move_transverse' == null,
print('- 正在向后游泳');
)
)
);
if(inner_swim == false,
if(f_state:'move_vertical' == 'forward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右前方疾跑')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左前方疾跑')
);
if(f_state:'move_transverse' == null,
print('- 正在向前疾跑');
)
);
if(f_state:'move_vertical' == 'backward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右后方疾跑§e没错它可以开挂')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左后方疾跑§e没错它可以开挂')
);
if(f_state:'move_transverse' == null,
print('- 正在向后疾跑§e没错它可以开挂');
)
)
);
);
if(inner_sprint == false && inner_sneak == false,
if(f_state:'move_vertical' == 'forward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右前方走')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左前方走')
);
if(f_state:'move_transverse' == null,
print('- 正在向前走');
)
);
if(f_state:'move_vertical' == 'backward',
if(f_state:'move_transverse' == 'right',
print('- 正在向右后方走')
);
if(f_state:'move_transverse' == 'left',
print('- 正在向左后方走')
);
if(f_state:'move_transverse' == null,
print('- 正在向后走');
)
);
)
);
if(f_state:'move_vertical' == null && f_state:'move_transverse' == null && inner_sneak == true,
print('- 正在潜行')
);
if(f_state:'move_vertical' == null && f_state:'move_transverse' == null && inner_sprint == true && inner_swim == false,
print('- 正在原地疾跑')
);
if(f_state:'move_vertical' == null && f_state:'move_transverse' == null && inner_swim == true,
print('- 正在原地游泳')
)
);
''
);
checkall() ->(
i = 0;
player_list = player('all');
loop(2147483647,,,
one_player_str = __player_list(i,player_list);
if(one_player_str == '',
break()
);
if(query(player(one_player_str),'has_tag',global_tag),
check(one_player_str);
do_fake_player = 1
);
i += 1
);
if(do_fake_player != 1,
print('§4当前无假人')
);
''
);