Search in sources :

Example 1 with PathCmd

use of net.wurstclient.commands.PathCmd in project Wurst7 by Wurst-Imperium.

the class ProtectHack method onRender.

@Override
public void onRender(MatrixStack matrixStack, float partialTicks) {
    if (!useAi.isChecked())
        return;
    PathCmd pathCmd = WURST.getCmds().pathCmd;
    pathFinder.renderPath(matrixStack, pathCmd.isDebugMode(), pathCmd.isDepthTest());
}
Also used : PathCmd(net.wurstclient.commands.PathCmd)

Example 2 with PathCmd

use of net.wurstclient.commands.PathCmd in project Wurst7 by Wurst-Imperium.

the class FollowHack method onRender.

@Override
public void onRender(MatrixStack matrixStack, float partialTicks) {
    PathCmd pathCmd = WURST.getCmds().pathCmd;
    RenderSystem.setShader(GameRenderer::getPositionShader);
    pathFinder.renderPath(matrixStack, pathCmd.isDebugMode(), pathCmd.isDepthTest());
}
Also used : GameRenderer(net.minecraft.client.render.GameRenderer) PathCmd(net.wurstclient.commands.PathCmd)

Example 3 with PathCmd

use of net.wurstclient.commands.PathCmd in project Wurst7 by Wurst-Imperium.

the class FightBotHack method onRender.

@Override
public void onRender(MatrixStack matrixStack, float partialTicks) {
    PathCmd pathCmd = WURST.getCmds().pathCmd;
    RenderSystem.setShader(GameRenderer::getPositionShader);
    pathFinder.renderPath(matrixStack, pathCmd.isDebugMode(), pathCmd.isDepthTest());
}
Also used : GameRenderer(net.minecraft.client.render.GameRenderer) PathCmd(net.wurstclient.commands.PathCmd)

Example 4 with PathCmd

use of net.wurstclient.commands.PathCmd in project Wurst7 by Wurst-Imperium.

the class TreeBotHack method onRender.

@Override
public void onRender(MatrixStack matrixStack, float partialTicks) {
    RenderSystem.setShader(GameRenderer::getPositionShader);
    PathCmd pathCmd = WURST.getCmds().pathCmd;
    if (treeFinder != null)
        treeFinder.renderPath(matrixStack, pathCmd.isDebugMode(), pathCmd.isDepthTest());
    if (angleFinder != null)
        angleFinder.renderPath(matrixStack, pathCmd.isDebugMode(), pathCmd.isDepthTest());
    // GL settings
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glEnable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    if (tree != null)
        drawTree(matrixStack);
    if (currentBlock != null)
        drawCurrentBlock(matrixStack, partialTicks);
    // GL resets
    RenderSystem.setShaderColor(1, 1, 1, 1);
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
Also used : GameRenderer(net.minecraft.client.render.GameRenderer) PathCmd(net.wurstclient.commands.PathCmd)

Example 5 with PathCmd

use of net.wurstclient.commands.PathCmd in project Wurst7 by Wurst-Imperium.

the class ExcavatorHack method onRender.

@Override
public void onRender(MatrixStack matrixStack, float partialTicks) {
    if (pathFinder != null) {
        PathCmd pathCmd = WURST.getCmds().pathCmd;
        pathFinder.renderPath(matrixStack, pathCmd.isDebugMode(), pathCmd.isDepthTest());
    }
    // scale and offset
    float scale = 7F / 8F;
    double offset = (1D - scale) / 2D;
    // GL settings
    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
    GL11.glEnable(GL11.GL_LINE_SMOOTH);
    GL11.glDisable(GL11.GL_CULL_FACE);
    GL11.glDisable(GL11.GL_DEPTH_TEST);
    matrixStack.push();
    RenderUtils.applyRenderOffset(matrixStack);
    RenderSystem.setShader(GameRenderer::getPositionShader);
    // area
    if (area != null) {
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        // recently scanned blocks
        if (step == Step.SCAN_AREA && area.progress < 1)
            for (int i = Math.max(0, area.blocksList.size() - area.scanSpeed); i < area.blocksList.size(); i++) {
                BlockPos pos = area.blocksList.get(i);
                matrixStack.push();
                matrixStack.translate(pos.getX(), pos.getY(), pos.getZ());
                matrixStack.translate(-0.005, -0.005, -0.005);
                matrixStack.scale(1.01F, 1.01F, 1.01F);
                RenderSystem.setShaderColor(0F, 1F, 0F, 0.15F);
                RenderUtils.drawSolidBox(matrixStack);
                RenderSystem.setShaderColor(0F, 0F, 0F, 0.5F);
                RenderUtils.drawOutlinedBox(matrixStack);
                matrixStack.pop();
            }
        matrixStack.push();
        matrixStack.translate(area.minX + offset, area.minY + offset, area.minZ + offset);
        matrixStack.scale(area.sizeX + scale, area.sizeY + scale, area.sizeZ + scale);
        // area scanner
        if (area.progress < 1) {
            matrixStack.push();
            matrixStack.translate(0, 0, area.progress);
            matrixStack.scale(1, 1, 0);
            RenderSystem.setShaderColor(0F, 1F, 0F, 0.3F);
            RenderUtils.drawSolidBox(matrixStack);
            RenderSystem.setShaderColor(0F, 0F, 0F, 0.5F);
            RenderUtils.drawOutlinedBox(matrixStack);
            matrixStack.pop();
        }
        // area box
        RenderSystem.setShaderColor(0F, 0F, 0F, 0.5F);
        RenderUtils.drawOutlinedBox(matrixStack);
        matrixStack.pop();
        GL11.glDisable(GL11.GL_DEPTH_TEST);
    }
    // selected positions
    for (Step step : Step.SELECT_POSITION_STEPS) {
        BlockPos pos = step.pos;
        if (pos == null)
            continue;
        matrixStack.push();
        matrixStack.translate(pos.getX(), pos.getY(), pos.getZ());
        matrixStack.translate(offset, offset, offset);
        matrixStack.scale(scale, scale, scale);
        RenderSystem.setShaderColor(0F, 1F, 0F, 0.15F);
        RenderUtils.drawSolidBox(matrixStack);
        RenderSystem.setShaderColor(0F, 0F, 0F, 0.5F);
        RenderUtils.drawOutlinedBox(matrixStack);
        matrixStack.pop();
    }
    // area preview
    if (area == null && step == Step.END_POS && step.pos != null) {
        Area preview = new Area(Step.START_POS.pos, Step.END_POS.pos);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        // area box
        matrixStack.push();
        matrixStack.translate(preview.minX + offset, preview.minY + offset, preview.minZ + offset);
        matrixStack.scale(preview.sizeX + scale, preview.sizeY + scale, preview.sizeZ + scale);
        RenderSystem.setShaderColor(0F, 0F, 0F, 0.5F);
        RenderUtils.drawOutlinedBox(matrixStack);
        matrixStack.pop();
        GL11.glDisable(GL11.GL_DEPTH_TEST);
    }
    // posLookingAt
    if (posLookingAt != null) {
        matrixStack.push();
        matrixStack.translate(posLookingAt.getX(), posLookingAt.getY(), posLookingAt.getZ());
        matrixStack.translate(offset, offset, offset);
        matrixStack.scale(scale, scale, scale);
        RenderSystem.setShader(GameRenderer::getPositionShader);
        RenderSystem.setShaderColor(0.25F, 0.25F, 0.25F, 0.15F);
        RenderUtils.drawSolidBox(matrixStack);
        RenderSystem.setShaderColor(0F, 0F, 0F, 0.5F);
        RenderUtils.drawOutlinedBox(matrixStack);
        matrixStack.pop();
    }
    // currentBlock
    if (currentBlock != null) {
        // set position
        matrixStack.translate(currentBlock.getX(), currentBlock.getY(), currentBlock.getZ());
        // get progress
        float progress;
        if (BlockUtils.getHardness(currentBlock) < 1)
            progress = IMC.getInteractionManager().getCurrentBreakingProgress();
        else
            progress = 1;
        // set size
        if (progress < 1) {
            matrixStack.translate(0.5, 0.5, 0.5);
            matrixStack.scale(progress, progress, progress);
            matrixStack.translate(-0.5, -0.5, -0.5);
        }
        // get color
        float red = progress * 2F;
        float green = 2 - red;
        // draw box
        RenderSystem.setShaderColor(red, green, 0, 0.25F);
        RenderUtils.drawSolidBox(matrixStack);
        RenderSystem.setShaderColor(red, green, 0, 0.5F);
        RenderUtils.drawOutlinedBox(matrixStack);
    }
    matrixStack.pop();
    // GL resets
    GL11.glEnable(GL11.GL_DEPTH_TEST);
    GL11.glDisable(GL11.GL_BLEND);
    GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
Also used : GameRenderer(net.minecraft.client.render.GameRenderer) BlockPos(net.minecraft.util.math.BlockPos) PathCmd(net.wurstclient.commands.PathCmd)

Aggregations

PathCmd (net.wurstclient.commands.PathCmd)6 GameRenderer (net.minecraft.client.render.GameRenderer)5 BlockPos (net.minecraft.util.math.BlockPos)1