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// Map of wanted items and any enchantments they have
/*wantedItems = {
    Material.ENCHANTED_BOOK: {
        "feather_falling" : 2
    },
    Material.GLASS : { },
    Material.BOOKSHELF : { }
};*/
//simple wanted items
simpleItems = [
//"polished_andesite"
"polished_diorite"
//"white_wool"
//"quartz_block"
//"quartz_pillar"
//"redstone"
];

fun tradeWithVillager(player, villager) {
	printOnly = false;
	afterBuy = 2; //0 = do nothing, 1 = drop, 2 = put in container
    player.interactWithEntity(villager);
    // We wait until we are no longer looking at the villager
	skipFail = 0;
	if(printOnly == true){
		print("Sleep sleep..");
		sleep(1500);	
	}
	else{
		while (true) {
			entity = player.getLookingAtEntity();
			if (entity == null || entity.getId() != "villager") {
				if(player.getY() != 66){
					print("!!! FAIL SAFE - STILL WRONG Y-LEVEL !!!");
					skipFail++;
				} else{
					break;
				}
			}
			sleep(50);
		}
	}
    // You may need to ajust this based on your setup
    sleep(1000);
    currentScreen = player.getCurrentScreen();
    if (!currentScreen.instanceOf("MerchantScreen")) {
        return;
    }
    tradeList = currentScreen.getTradeList();
//	print("Len of tradeList");
//	print(len(tradeList));
	if(skipFail < 11){
		for (i = 0; i < len(tradeList); i++) {
			trade = tradeList.get(i);
			sellItem = trade.getSellItem();
			if(printOnly == true){
				print("I have sellitem...");
				print(sellItem);
				print(sellItem.getId());
			}
			else{
				//sellItemEnchants = sellItem.getEnchantments();
				foreach (material : simpleItems) {
					if (sellItem.getId() != material) {
						continue;
					}
					isMatch = true;

					// We trade until we can't
		//			print("MaxUses: ");
		//			print(trade.getMaxUses());
		//			print(trade.getUses());
					print("Shopping time...");
					print(player.getPos());
					for (j = 0; trade.getUses() < trade.getMaxUses(); j++) {
						if (j > 30) {
							// You could maybe add a check to see if the player
							// still has the required items to do the trade
							print("Tried to trade too many times");
							stop();
						}
						print("Real $hopping time...");
						currentScreen.tradeIndex(i);
						sleep(50);
					}
					sleep(50);
					if(afterBuy == 1){
						player.dropAll(sellItem.getMaterial().asItemStack());
					}
				}
			}
		}
	}else{
		print("Skipping buying...");
		print(skipFail);
	}
	if(printOnly == true){
		print("Stopping script....");
		stop();
	}
	sleep(1200);
	player.closeScreen();
	print("Looking for chest...");
	chest = player.getLookingAtBlock();
	while(true){
		if(chest != null && chest.getId() == "trapped_chest") {
			print("Found chest");
			break;
		}
		else{
			print(chest);
		}
		sleep(50);
		chest = player.getLookingAtBlock();
	}
	sleep(100);
	playerpos = new Pos(player.getX(), player.getY(), player.getZ());
	player.interactBlock(playerpos, "down", chest.getPos(), false);
	sleep(50);
	if(afterBuy == 2){
		foreach (material : simpleItems) {
			slotList = player.getAllSlotsFor(Material.of(material).asItemStack());
			//print("Items are at slot...");
			foreach(slot: slotList){
				if(player.getTotalSlots() > slot && slot > 53){
					player.shiftClickSlot(slot);	
				}
				//print(slot);
			}
		}
	}


	//27 is first item in inventory (if single chest is opened)
	//54 is first hotbar
	//54 is first item in inventory with double chest
/*	if(player.getTotalSlots() > 80){
		print("Dropping too much coins if..");	
		player.shiftClickSlot(56);
		//player.shiftClickSlot(76);
		//player.shiftClickSlot(77);
	}*/
/*	for(x = 0; x < len(simpleItems); x++){
		//print(27 + x);
		//player.shiftClickSlot(36 + x);
		//player.shiftClickSlot(28 + x);
		sleep(5);
	}*/
	//player.closeScreen();
}

print("Waiting..");
sleep(2500);
print("Start");

while (true) {
    player = Player.get();
    entity = player.getLookingAtEntity();
    if (entity != null && entity.getId() == "villager") {
		print("Next round..");
        tradeWithVillager(player, entity);
    }
    sleep(50);
}
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