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ScaffoldWalkHack.java
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ScaffoldWalkHack.java
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/*
* Copyright (c) 2014-2024 Wurst-Imperium and contributors.
*
* This source code is subject to the terms of the GNU General Public
* License, version 3. If a copy of the GPL was not distributed with this
* file, You can obtain one at: https://www.gnu.org/licenses/gpl-3.0.txt
*/
package net.wurstclient.hacks;
import java.util.Arrays;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.FallingBlock;
import net.minecraft.item.BlockItem;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Hand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Direction;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.EmptyBlockView;
import net.wurstclient.Category;
import net.wurstclient.SearchTags;
import net.wurstclient.events.UpdateListener;
import net.wurstclient.hack.Hack;
import net.wurstclient.util.BlockUtils;
import net.wurstclient.util.RotationUtils;
@SearchTags({"scaffold walk", "BridgeWalk", "bridge walk", "AutoBridge",
"auto bridge", "tower"})
public final class ScaffoldWalkHack extends Hack implements UpdateListener
{
public ScaffoldWalkHack()
{
super("ScaffoldWalk");
setCategory(Category.BLOCKS);
}
@Override
protected void onEnable()
{
EVENTS.add(UpdateListener.class, this);
}
@Override
protected void onDisable()
{
EVENTS.remove(UpdateListener.class, this);
}
@Override
public void onUpdate()
{
BlockPos belowPlayer = BlockPos.ofFloored(MC.player.getPos()).down();
// check if block is already placed
if(!BlockUtils.getState(belowPlayer).isReplaceable())
return;
// search blocks in hotbar
int newSlot = -1;
for(int i = 0; i < 9; i++)
{
// filter out non-block items
ItemStack stack = MC.player.getInventory().getStack(i);
if(stack.isEmpty() || !(stack.getItem() instanceof BlockItem))
continue;
// filter out non-solid blocks
Block block = Block.getBlockFromItem(stack.getItem());
BlockState state = block.getDefaultState();
if(!state.isFullCube(EmptyBlockView.INSTANCE, BlockPos.ORIGIN))
continue;
// filter out blocks that would fall
if(block instanceof FallingBlock && FallingBlock
.canFallThrough(BlockUtils.getState(belowPlayer.down())))
continue;
newSlot = i;
break;
}
// check if any blocks were found
if(newSlot == -1)
return;
// set slot
int oldSlot = MC.player.getInventory().selectedSlot;
MC.player.getInventory().selectedSlot = newSlot;
scaffoldTo(belowPlayer);
// reset slot
MC.player.getInventory().selectedSlot = oldSlot;
}
private void scaffoldTo(BlockPos belowPlayer)
{
// tries to place a block directly under the player
if(placeBlock(belowPlayer))
return;
// if that doesn't work, tries to place a block next to the block that's
// under the player
Direction[] sides = Direction.values();
for(Direction side : sides)
{
BlockPos neighbor = belowPlayer.offset(side);
if(placeBlock(neighbor))
return;
}
// if that doesn't work, tries to place a block next to a block that's
// next to the block that's under the player
for(Direction side : sides)
for(Direction side2 : Arrays.copyOfRange(sides, side.ordinal(), 6))
{
if(side.getOpposite().equals(side2))
continue;
BlockPos neighbor = belowPlayer.offset(side).offset(side2);
if(placeBlock(neighbor))
return;
}
}
private boolean placeBlock(BlockPos pos)
{
Vec3d eyesPos = RotationUtils.getEyesPos();
for(Direction side : Direction.values())
{
BlockPos neighbor = pos.offset(side);
Direction side2 = side.getOpposite();
// check if side is visible (facing away from player)
if(eyesPos.squaredDistanceTo(Vec3d.ofCenter(pos)) >= eyesPos
.squaredDistanceTo(Vec3d.ofCenter(neighbor)))
continue;
// check if neighbor can be right clicked
if(!BlockUtils.canBeClicked(neighbor))
continue;
Vec3d hitVec = Vec3d.ofCenter(neighbor)
.add(Vec3d.of(side2.getVector()).multiply(0.5));
// check if hitVec is within range (4.25 blocks)
if(eyesPos.squaredDistanceTo(hitVec) > 18.0625)
continue;
// place block
RotationUtils.getNeededRotations(hitVec).sendPlayerLookPacket();
IMC.getInteractionManager().rightClickBlock(neighbor, side2,
hitVec);
MC.player.swingHand(Hand.MAIN_HAND);
MC.itemUseCooldown = 4;
return true;
}
return false;
}
}