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// World bindings: finding entities, reading them, and hitting them.
//
// Everything optional is reported through `missing` rather than failing, so a
// rename in a future version costs the one feature that used it. Signatures
// were checked against the decompiled 26.2 classes — 26.2 moved a fair amount,
// so assuming older shapes would quietly resolve nothing.
#pragma once
#include <string>
#include <vector>
#include "jni.hpp"
#include "mc.hpp"
#include "state.hpp"
namespace lodestone::mc {
class World {
public:
bool resolve(const Env& j, const Mc& core, std::vector<std::string>& missing) {
auto need = [&](jmethodID id, const char* what) {
if (!id) missing.emplace_back(what);
return id;
};
c_client_level_ = j.find_class("net/minecraft/client/multiplayer/ClientLevel");
c_iterable_ = j.find_class("java/lang/Iterable");
c_iterator_ = j.find_class("java/util/Iterator");
c_aabb_ = j.find_class("net/minecraft/world/phys/AABB");
c_component_ = j.find_class("net/minecraft/network/chat/Component");
c_game_mode_ = j.find_class("net/minecraft/client/multiplayer/MultiPlayerGameMode");
c_listener_ = j.find_class("net/minecraft/client/multiplayer/ClientPacketListener");
c_player_info_ = j.find_class("net/minecraft/client/multiplayer/PlayerInfo");
c_local_player_ = j.find_class("net/minecraft/client/player/LocalPlayer");
// Classification. Each is optional: losing one costs that category of
// ESP rather than the scan.
c_item_entity_ = j.find_class("net/minecraft/world/entity/item/ItemEntity");
c_monster_ = j.find_class("net/minecraft/world/entity/monster/Monster");
c_animal_ = j.find_class("net/minecraft/world/entity/animal/Animal");
m_entities_ = need(j.method(c_client_level_, "entitiesForRendering", "()Ljava/lang/Iterable;"),
"ClientLevel.entitiesForRendering()");
m_iterator_ = need(j.method(c_iterable_, "iterator", "()Ljava/util/Iterator;"),
"Iterable.iterator()");
m_has_next_ = need(j.method(c_iterator_, "hasNext", "()Z"), "Iterator.hasNext()");
m_next_ = need(j.method(c_iterator_, "next", "()Ljava/lang/Object;"), "Iterator.next()");
if (c_aabb_) {
f_min_x_ = j.field(c_aabb_, "minX", "D");
f_min_y_ = j.field(c_aabb_, "minY", "D");
f_min_z_ = j.field(c_aabb_, "minZ", "D");
f_max_x_ = j.field(c_aabb_, "maxX", "D");
f_max_y_ = j.field(c_aabb_, "maxY", "D");
f_max_z_ = j.field(c_aabb_, "maxZ", "D");
}
m_bounding_box_ = core.bounding_box_method();
jclass entity = core.entity_class();
m_get_name_ = j.method(entity, "getName", "()Lnet/minecraft/network/chat/Component;");
m_get_string_ = j.method(c_component_, "getString", "()Ljava/lang/String;");
m_get_uuid_ = j.method(entity, "getUUID", "()Ljava/util/UUID;");
m_is_invisible_ = j.method(entity, "isInvisible", "()Z");
m_attack_ = need(
j.method(c_game_mode_, "attack",
"(Lnet/minecraft/world/entity/player/Player;Lnet/minecraft/world/entity/"
"Entity;)V"),
"MultiPlayerGameMode.attack(Player,Entity)");
f_connection_ = j.field(c_local_player_, "connection",
"Lnet/minecraft/client/multiplayer/ClientPacketListener;");
// Weather is four interpolated floats on the level. Zeroing all four —
// including the previous-tick copies, or it flickers — clears the sky.
if (c_client_level_) {
f_rain_ = j.field(c_client_level_, "rainLevel", "F");
f_thunder_ = j.field(c_client_level_, "thunderLevel", "F");
f_o_rain_ = j.field(c_client_level_, "oRainLevel", "F");
f_o_thunder_ = j.field(c_client_level_, "oThunderLevel", "F");
}
m_get_player_info_ =
j.method(c_listener_, "getPlayerInfo",
"(Ljava/util/UUID;)Lnet/minecraft/client/multiplayer/PlayerInfo;");
m_get_latency_ = j.method(c_player_info_, "getLatency", "()I");
c_living_ = core.living_class();
if (c_living_) {
m_attribute_value_ =
j.method(c_living_, "getAttributeValue", "(Lnet/minecraft/core/Holder;)D");
m_attr_instance_ = j.method(
c_living_, "getAttribute",
"(Lnet/minecraft/core/Holder;)Lnet/minecraft/world/entity/ai/attributes/"
"AttributeInstance;");
m_is_using_item_ = j.method(c_living_, "isUsingItem", "()Z");
m_ticks_using_ = j.method(c_living_, "getTicksUsingItem", "()I");
f_hurt_time_ = j.field(c_living_, "hurtTime", "I");
// What someone is carrying and wearing.
m_main_hand_ =
j.method(c_living_, "getMainHandItem", "()Lnet/minecraft/world/item/ItemStack;");
m_armor_value_ = j.method(c_living_, "getArmorValue", "()I");
m_active_effects_ = j.method(c_living_, "getActiveEffects", "()Ljava/util/Collection;");
}
if (jclass stack = j.find_class("net/minecraft/world/item/ItemStack")) {
m_hover_name_ =
j.method(stack, "getHoverName", "()Lnet/minecraft/network/chat/Component;");
m_stack_empty_ = j.method(stack, "isEmpty", "()Z");
}
if (jclass effect = j.find_class("net/minecraft/world/effect/MobEffectInstance")) {
m_effect_desc_ = j.method(effect, "getDescriptionId", "()Ljava/lang/String;");
}
if (jclass collection = j.find_class("java/util/Collection")) {
m_coll_iter_ = j.method(collection, "iterator", "()Ljava/util/Iterator;");
}
// Reach and step height are attributes rather than plain fields, so they
// are read and written through the AttributeInstance a holder names.
c_attribute_instance_ =
j.find_class("net/minecraft/world/entity/ai/attributes/AttributeInstance");
if (c_attribute_instance_) {
m_attr_set_base_ = j.method(c_attribute_instance_, "setBaseValue", "(D)V");
m_attr_get_base_ = j.method(c_attribute_instance_, "getBaseValue", "()D");
}
jclass attributes = j.find_class("net/minecraft/world/entity/ai/attributes/Attributes");
auto holder = [&](const char* name) -> jobject {
if (!attributes) return nullptr;
jfieldID f = j.static_field(attributes, name, "Lnet/minecraft/core/Holder;");
jobject local = j.static_obj_field(attributes, f);
return local ? j.global(local) : nullptr; // pinned: used every frame
};
holder_entity_reach_ = holder("ENTITY_INTERACTION_RANGE");
holder_block_reach_ = holder("BLOCK_INTERACTION_RANGE");
holder_step_height_ = holder("STEP_HEIGHT");
// What the crosshair is resting on, which is all the trigger bot needs.
f_hit_result_ =
j.field(core.minecraft_class(), "hitResult", "Lnet/minecraft/world/phys/HitResult;");
c_entity_hit_ = j.find_class("net/minecraft/world/phys/EntityHitResult");
m_hit_get_entity_ =
j.method(c_entity_hit_, "getEntity", "()Lnet/minecraft/world/entity/Entity;");
// Private on Player, so calling it needs a non-virtual call — but it is
// the exact predicate the server will evaluate, which beats
// reimplementing it and disagreeing at the edges.
c_player_ = core.player_class();
m_can_critical_ =
j.method(c_player_, "canCriticalAttack", "(Lnet/minecraft/world/entity/Entity;)Z");
if (entity) {
f_no_physics_ = j.field(entity, "noPhysics", "Z");
f_horizontal_collision_ = j.field(entity, "horizontalCollision", "Z");
}
return m_entities_ && m_iterator_ && m_next_;
}
// ---- iteration -------------------------------------------------------
/// An iterator over everything the client is rendering.
jobject entity_iterator(const Env& j, jobject level) const {
jobject iterable = j.call_obj(level, m_entities_);
if (!iterable) return nullptr;
jobject it = j.call_obj(iterable, m_iterator_);
j.delete_local(iterable);
return it;
}
/// The next entity, or null when the iterator is spent.
jobject iter_next(const Env& j, jobject iterator) const {
if (!j.call_bool(iterator, m_has_next_)) return nullptr;
return j.call_obj(iterator, m_next_);
}
// ---- reads -----------------------------------------------------------
bool bounding_box(const Env& j, jobject entity, state::Vec3* min, state::Vec3* max) const {
jobject box = j.call_obj(entity, m_bounding_box_);
if (!box) return false;
min->x = j.double_field(box, f_min_x_);
min->y = j.double_field(box, f_min_y_);
min->z = j.double_field(box, f_min_z_);
max->x = j.double_field(box, f_max_x_);
max->y = j.double_field(box, f_max_y_);
max->z = j.double_field(box, f_max_z_);
j.delete_local(box);
return true;
}
bool is_invisible(const Env& j, jobject entity) const {
return j.call_bool(entity, m_is_invisible_);
}
/// The display name, flattened to plain text.
std::string name(const Env& j, jobject entity) const {
jobject component = j.call_obj(entity, m_get_name_);
if (!component) return {};
jobject s = j.call_obj(component, m_get_string_);
std::string out = j.to_string(s);
j.delete_local(s);
j.delete_local(component);
return out;
}
state::TargetKind classify(const Env& j, const Mc& core, jobject entity) const {
if (core.is_player(j, entity)) return state::TargetKind::Player;
if (c_item_entity_ && j.is_instance(entity, c_item_entity_)) return state::TargetKind::Item;
if (c_monster_ && j.is_instance(entity, c_monster_)) return state::TargetKind::Mob;
if (c_animal_ && j.is_instance(entity, c_animal_)) return state::TargetKind::Animal;
return state::TargetKind::Other;
}
/// Does the server actually list this entity as a person?
///
/// Everything extending `Player` classifies as one, and server-side NPCs,
/// holograms and duplicate "clone" entities are all built from that class —
/// so they show up in the ESP wearing a player's colour. A real player has
/// an entry in the client's player-info (tab) map, keyed by UUID; those
/// fakes do not. `known` comes back false when we could not tell, and the
/// caller then leaves the classification alone rather than hide someone
/// real.
bool tab_player(const Env& j, jobject local_player, jobject entity, bool* known) const {
*known = false;
if (!m_get_uuid_ || !f_connection_ || !m_get_player_info_) return true;
jobject uuid = j.call_obj(entity, m_get_uuid_);
if (!uuid) return true;
jobject connection = j.obj_field(local_player, f_connection_);
if (!connection) {
j.delete_local(uuid);
return true;
}
jobject info = j.call_obj(connection, m_get_player_info_, {jv(uuid)});
j.delete_local(uuid);
*known = true;
if (!info) return false; // listed nowhere: not a person
j.delete_local(info);
return true;
}
/// Round-trip time the server reports for this player, or -1.
int ping_of(const Env& j, jobject local_player, jobject entity) const {
if (!m_get_uuid_ || !f_connection_ || !m_get_player_info_ || !m_get_latency_) return -1;
jobject uuid = j.call_obj(entity, m_get_uuid_);
if (!uuid) return -1;
jobject connection = j.obj_field(local_player, f_connection_);
if (!connection) {
j.delete_local(uuid);
return -1;
}
jobject info = j.call_obj(connection, m_get_player_info_, {jv(uuid)});
j.delete_local(uuid);
if (!info) return -1;
int ping = j.call_int(info, m_get_latency_);
j.delete_local(info);
return ping;
}
/// An attribute's current value — what actually decides reach, rather than
/// a guess at vanilla's three blocks.
double attribute(const Env& j, jobject entity, jobject holder) const {
if (!m_attribute_value_ || !holder) return 0.0;
return j.call_double(entity, m_attribute_value_, {jv(holder)});
}
/// An attribute's *base* value, before modifiers. Unlike the computed value
/// above this is the one that can be written back.
bool attribute_base(const Env& j, jobject entity, jobject holder, double* out) const {
if (!m_attr_instance_ || !m_attr_get_base_ || !holder) return false;
jobject inst = j.call_obj(entity, m_attr_instance_, {jv(holder)});
if (!inst) return false;
*out = j.call_double(inst, m_attr_get_base_);
j.delete_local(inst);
return true;
}
bool set_attribute_base(const Env& j, jobject entity, jobject holder, double value) const {
if (!m_attr_instance_ || !m_attr_set_base_ || !holder) return false;
jobject inst = j.call_obj(entity, m_attr_instance_, {jv(holder)});
if (!inst) return false;
j.call_void(inst, m_attr_set_base_, {jv(value)});
j.delete_local(inst);
return true;
}
jobject holder_entity_reach() const { return holder_entity_reach_; }
jobject holder_block_reach() const { return holder_block_reach_; }
jobject holder_step_height() const { return holder_step_height_; }
bool is_living(const Env& j, jobject entity) const {
return c_living_ && j.is_instance(entity, c_living_);
}
int hurt_time(const Env& j, jobject entity) const {
return f_hurt_time_ ? j.int_field(entity, f_hurt_time_) : 0;
}
/// Walking into something — what Spider climbs on.
bool hitting_wall(const Env& j, jobject entity) const {
return f_horizontal_collision_ && j.bool_field(entity, f_horizontal_collision_);
}
void set_no_physics(const Env& j, jobject entity, bool on) const {
if (f_no_physics_) j.set_bool(entity, f_no_physics_, on);
}
void set_weather(const Env& j, jobject level, float value) const {
for (jfieldID f : {f_rain_, f_thunder_, f_o_rain_, f_o_thunder_}) {
if (f) j.set_float(level, f, value);
}
}
/// What someone is carrying, wearing, and running on: the held item's name,
/// the armour value, and the active effects. Every part is an optional
/// lookup, so a rename costs that line rather than the whole scan.
void entity_intel(const Env& j, jobject entity, std::string* held, int* armor,
std::vector<std::string>* effects) const {
if (m_main_hand_) {
if (jobject stack = j.call_obj(entity, m_main_hand_)) {
bool empty = m_stack_empty_ ? j.call_bool(stack, m_stack_empty_) : true;
if (!empty && m_hover_name_) {
if (jobject component = j.call_obj(stack, m_hover_name_)) {
jobject s = j.call_obj(component, m_get_string_);
*held = j.to_string(s);
j.delete_local(s);
j.delete_local(component);
}
}
j.delete_local(stack);
}
}
if (m_armor_value_) *armor = j.call_int(entity, m_armor_value_);
if (!m_active_effects_ || !m_coll_iter_ || !m_effect_desc_) return;
jobject coll = j.call_obj(entity, m_active_effects_);
if (!coll) return;
if (jobject it = j.call_obj(coll, m_coll_iter_)) {
// Bounded: a long stack of effects is not worth a frame.
for (int n = 0; n < 16 && j.call_bool(it, m_has_next_); ++n) {
jobject effect = j.call_obj(it, m_next_);
if (!effect) break;
jobject s = j.call_obj(effect, m_effect_desc_);
std::string id = j.to_string(s);
j.delete_local(s);
// "effect.minecraft.speed" reads better as just "speed".
size_t dot = id.find_last_of('.');
if (dot != std::string::npos) id = id.substr(dot + 1);
if (!id.empty()) effects->push_back(id);
j.delete_local(effect);
}
j.delete_local(it);
}
j.delete_local(coll);
}
/// The entity under the crosshair, or null. The caller owns the reference.
jobject crosshair_entity(const Env& j, jobject instance) const {
if (!f_hit_result_ || !c_entity_hit_ || !m_hit_get_entity_) return nullptr;
jobject hit = j.obj_field(instance, f_hit_result_);
if (!hit) return nullptr;
if (!j.is_instance(hit, c_entity_hit_)) { // a block, or nothing at all
j.delete_local(hit);
return nullptr;
}
jobject e = j.call_obj(hit, m_hit_get_entity_);
j.delete_local(hit);
return e;
}
/// Whether the game agrees this swing would land as a critical. Asking it
/// the question the server will ask beats reimplementing the rule.
bool can_critical(const Env& j, jobject player, jobject target) const {
return j.call_nonvirtual_bool(player, c_player_, m_can_critical_, {jv(target)});
}
/// Charge of a bow being drawn, 0..1, or -1 if nothing is being used.
/// Vanilla: t = ticksUsing/20, power = (t² + 2t)/3, capped at one.
float bow_charge(const Env& j, jobject player) const {
if (!m_is_using_item_ || !m_ticks_using_) return -1.0f;
if (!j.call_bool(player, m_is_using_item_)) return -1.0f;
float t = static_cast<float>(j.call_int(player, m_ticks_using_)) / 20.0f;
float power = (t * t + t * 2.0f) / 3.0f;
return power > 1.0f ? 1.0f : power;
}
/// Nearest living thing to the eye within range, or null. The caller owns
/// the reference.
jobject nearest_living(const Env& j, const Mc& core, jobject level, jobject player,
const state::Vec3& eye, double range) const {
jobject iterator = entity_iterator(j, level);
if (!iterator) return nullptr;
jobject best = nullptr;
double best_d = range * range; // compared squared, so no square roots
for (int n = 0; n < 4096; ++n) {
jobject e = iter_next(j, iterator);
if (!e) break;
bool keep = false;
if (!j.same_object(e, player) && is_living(j, e) && core.is_alive(j, e)) {
state::Vec3 lo, hi;
if (bounding_box(j, e, &lo, &hi)) {
double dx = (lo.x + hi.x) * 0.5 - eye.x;
double dy = (lo.y + hi.y) * 0.5 - eye.y;
double dz = (lo.z + hi.z) * 0.5 - eye.z;
double d = dx * dx + dy * dy + dz * dz;
if (d < best_d) {
best_d = d;
if (best) j.delete_local(best);
best = e;
keep = true;
}
}
}
if (!keep) j.delete_local(e);
}
j.delete_local(iterator);
return best;
}
// ---- combat ----------------------------------------------------------
void attack(const Env& j, jobject game_mode, jobject player, jobject target) const {
j.call_void(game_mode, m_attack_, {jv(player), jv(target)});
}
private:
jclass c_client_level_ = nullptr, c_iterable_ = nullptr, c_iterator_ = nullptr;
jclass c_aabb_ = nullptr, c_component_ = nullptr, c_game_mode_ = nullptr;
jclass c_listener_ = nullptr, c_player_info_ = nullptr, c_local_player_ = nullptr;
jclass c_item_entity_ = nullptr, c_monster_ = nullptr, c_animal_ = nullptr;
jmethodID m_entities_ = nullptr, m_iterator_ = nullptr, m_has_next_ = nullptr;
jmethodID m_next_ = nullptr, m_bounding_box_ = nullptr, m_get_name_ = nullptr;
jmethodID m_get_string_ = nullptr, m_get_uuid_ = nullptr, m_is_invisible_ = nullptr;
jmethodID m_attack_ = nullptr, m_get_player_info_ = nullptr, m_get_latency_ = nullptr;
jmethodID m_attribute_value_ = nullptr;
jfieldID f_min_x_ = nullptr, f_min_y_ = nullptr, f_min_z_ = nullptr;
jfieldID f_max_x_ = nullptr, f_max_y_ = nullptr, f_max_z_ = nullptr;
jfieldID f_connection_ = nullptr;
jclass c_attribute_instance_ = nullptr, c_entity_hit_ = nullptr;
jclass c_player_ = nullptr, c_living_ = nullptr;
jmethodID m_attr_instance_ = nullptr, m_attr_set_base_ = nullptr, m_attr_get_base_ = nullptr;
jmethodID m_hit_get_entity_ = nullptr, m_can_critical_ = nullptr;
jmethodID m_is_using_item_ = nullptr, m_ticks_using_ = nullptr;
/// Pinned globals: looked up once, read every frame.
jobject holder_entity_reach_ = nullptr, holder_block_reach_ = nullptr;
jobject holder_step_height_ = nullptr;
jfieldID f_hit_result_ = nullptr, f_hurt_time_ = nullptr;
jfieldID f_no_physics_ = nullptr, f_horizontal_collision_ = nullptr;
jfieldID f_rain_ = nullptr, f_thunder_ = nullptr;
jfieldID f_o_rain_ = nullptr, f_o_thunder_ = nullptr;
jmethodID m_main_hand_ = nullptr, m_hover_name_ = nullptr, m_stack_empty_ = nullptr;
jmethodID m_armor_value_ = nullptr, m_active_effects_ = nullptr;
jmethodID m_effect_desc_ = nullptr, m_coll_iter_ = nullptr;
};
} // namespace lodestone::mc