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Initial commit
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#pragma once
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#include "botcraft/Game/Vector3.hpp"
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#include "botcraft/AI/TemplatedBehaviourClient.hpp"
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/// @brief Example of a class where we inherit
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/// TemplatedBehaviourClient<T>, with this class as parameter.
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/// We can then use Behaviour Trees with this class as
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/// context, and do our stuff. We also override on Handle function
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class ChatCommandClient : public Botcraft::TemplatedBehaviourClient<ChatCommandClient>
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{
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public:
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ChatCommandClient(const bool use_renderer_);
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~ChatCommandClient();
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protected:
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#if PROTOCOL_VERSION < 759 /* < 1.19 */
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virtual void Handle(ProtocolCraft::ClientboundChatPacket& msg) override;
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#else
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virtual void Handle(ProtocolCraft::ClientboundPlayerChatPacket& msg) override;
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virtual void Handle(ProtocolCraft::ClientboundSystemChatPacket& msg) override;
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#endif
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void ProcessChatMsg(const std::vector<std::string>& splitted_msg);
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// Check for any spawnable blocks in a sphere from pos and prints
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// all the positions into a file
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// Use check_lighting to add a check on light block value (> 7)
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// (warning: ignore top slabs and upside-down stairs,
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// you should check for such blocks manually)
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void CheckPerimeter(const Botcraft::Position& pos, const float radius, const bool check_lighting);
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};
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