Merge pull request #38 from eaglerforge/main

Tutorial Drop 1
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MIT License
Copyright (c) 2024 Eagler Forge
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -8,4 +8,6 @@ EaglerForge Injector is a tool that uses regular expressions to attach itself to
[Modding tutorials](tutorials/index.md)
[Modding API documentation](apidoc/index.md)
[Modding API documentation](apidoc/index.md)
[Compiling the client for EaglerForgeInjector](compiling_client.md)

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## Disable All Particles
Particles in minecraft are really laggy, and there's a large chance you may want to disable them to boost your FPS when breaking blocks.
Let's look through the Eaglercraft 1.8 source code to find where particles are rendered. We can do this with a global search for `particle`. You'll find a lot of hits in the `EffectRenderer` class in the `net.minecraft.client.particle` package. We methods we'll want to patch are:
- `renderParticles`
- `addEffect`
- `addBlockDestroyEffects`
- `hasParticlesInAlphaLayer`
For the first 3 methods, you can see that they are defined something like:
```java
public void renderParticles() {
// render particles code.
}
```
The `void` in `public void` means that it does not expect a return value.
Using [`ModAPI.util.getMethodFromPackage`](../apidoc/utils.md) we can find the compiled method name, and look for it in [`ModAPI.hooks.methods`](../apidoc/hooks.md#property-modapihooksmethods).
```javascript
(function NoParticles() {
//Basic, boilerplate code
ModAPI.meta.title("No Particles");
ModAPI.meta.description("Disables all particles in game");
ModAPI.meta.credits("By <developer name>");
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "renderParticles")
] = function () {}; //Override renderParticles in EffectRenderer to an empty function that does nothing.
})();
```
We can also do this for `addEffect` and `addBlockDestroyEffects`.
```javascript
(function NoParticles() {
//Basic, boilerplate code
ModAPI.meta.title("No Particles");
ModAPI.meta.description("Disables all particles in game");
ModAPI.meta.credits("By <developer name>");
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "renderParticles")
] = function () {}; //Override renderParticles in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addEffect")
] = function () {}; //Override addEffect in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addBlockDestroyEffects")
] = function () {}; //Override addBlockDestroyEffects in EffectRenderer with an empty function that does nothing.
})();
```
For `hasParticlesInAlphaLayer`, it doesn't use `void`, but instead a `boolean`.
```java
public boolean hasParticlesInAlphaLayer() {
// hasParticlesInAlphaLayer code.
}
```
When TeaVM translates booleans, it converts booleans to integers:
- `false` turns into `0`
- `true` turns into `1`
So when we override `hasParticlesInAlphaLayer`, we'll need to return a `0` or a `1`. Since we want the game to thing that there aren't any particles in the alpha layer, we'll return `0` (false).
```javascript
(function NoParticles() {
//Basic, boilerplate code
ModAPI.meta.title("No Particles");
ModAPI.meta.description("Disables all particles in game");
ModAPI.meta.credits("By <developer name>");
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "renderParticles")
] = function () {}; //Override renderParticles in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addEffect")
] = function () {}; //Override addEffect in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addBlockDestroyEffects")
] = function () {}; //Override addBlockDestroyEffects in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "hasParticlesInAlphaLayer")
] = function () {return 0}; //Override hasParticlesInAlphaLayer in EffectRenderer with a function that returns 0.
})();
```

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## /hat with ModAPI
/hat is a common server-side plugin that lets you put any block/item on your head. This tutorial will explain how to register a server-side command, construct a packet, and send it to a player.
[`S09PacketHeldItemChange` constructors]()
As always, start with the basic boilerplate IIFE with credits:
```javascript
(function HatMod() {
ModAPI.meta.title("Hat Mod");
ModAPI.meta.description("Use /hat to put anything on your head.");
ModAPI.meta.credits("By <author_name>");
})();
```
In order to add a server side command, we need to:
- Write a function to run on the server.
- In this function, we'll add a listener to the [`processcommand` event](../apidoc/events.md#server-side-events)
- We'll check if the command is `/hat`
- If it is, we'll swap their head and current hand inventory slots, and send a network packet.
- Finally, the function from step 1 is thrown into [`ModAPI.dedicatedServer.appendCode`](../apidoc/dedicatedserver.md)
Here's the completed code:
```javascript
(function HatMod() {
ModAPI.meta.title("Hat Mod");
ModAPI.meta.description("Use /hat to put anything on your head.");
ModAPI.meta.credits("By <author_name>");
ModAPI.dedicatedServer.appendCode(function serverSideCode() {
// Find the constructor for the held item change packet that has only one argument.
// This will be used to notify the client that their hotbar has been updated.
// Reference: https://nurmarvin.github.io/Minecraft-1.8-JavaDocs/net/minecraft/network/play/server/S09PacketHeldItemChange.html
var S09PacketHeldItemChange_Constructor = ModAPI.reflect.getClassByName("S09PacketHeldItemChange").constructors.find(x => x.length === 1);
//Add an event listener for when a command is processed on the server.
ModAPI.addEventListener("processcommand", (event) => {
// If the command starts with /hat
if (event.command.toLowerCase().startsWith("/hat")) {
// Exit if the sender isn't a player
if (
!ModAPI.reflect.getClassById("net.minecraft.entity.player.EntityPlayerMP").instanceOf(
event.sender.getRef()
)
) {
return
};
// Get the current held item
var heldItem = event.sender.inventory.getCurrentItem();
// Get the contents of the helmet slot
var armorItem = event.sender.inventory.armorInventory[3];
// Get the inventory index of the current held item
var hotbarIdx = event.sender.inventory.currentItem;
// Set the helmet slot to heldItem.getRef() (raw java object) if heldItem exists, otherwise set it to null
event.sender.inventory.armorInventory[3] = heldItem ? heldItem.getRef() : null;
// Set the hotbar slot to the original value of the helmet slot if it has a value, otherwise set it to null
event.sender.inventory.mainInventory[hotbarIdx] = armorItem ? armorItem.getRef() : null;
// Make a packet to notify the client that the selected hotbar slot has been updated.
event.sender.playerNetServerHandler.sendPacket(makePacketItemChange(hotbarIdx));
// Prevent the 'unknown command' error
event.preventDefault = true;
}
}
});
})();
```

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@ -11,23 +11,23 @@ Prerequisites:
Tutorials:
- [Step Hack](step.md)
- [Spider Hack](spider.md)
- [VClip Exploit](comingsoon)
- [VClip Exploit](vclip.md)
### Intermediate
Prerequisites:
- Basic knowledge of JavaScript
- Intermediate knowledge of JavaScript (functions, arrays, promises, callbacks, keys and values in objects)
- A good code editor (recommended: https://vscode.dev)
- A copy of the eaglercraft workspace (optional, get it at: https://git.eaglercraft.rip/eaglercraft/eaglercraft-1.8-workspace)
Tutorials:
- [Disable All Particles](comingsoon)
- [/hat mod](comingsoon)
- [Disable All Particles](disable_all_particles.md)
- [Slippery Mod](slippery.md)
- [/hat mod](hat.md)
- [/spawnxp command](comingsoon)
- [Slippery Mod](comingsoon)
### Advanced
Prerequisites:
- Basic knowledge of JavaScript
- Advanced knowledge of JavaScript (prototypes)
- A good code editor (recommended: https://vscode.dev)
- A copy of the eaglercraft workspace (get it at: https://git.eaglercraft.rip/eaglercraft/eaglercraft-1.8-workspace)
- Your EaglerForgeInjector processed.html opened in an editor (optional)

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## Slippery Mod with ModAPI
In this tutorial you will learn how to modify properties of blocks, and run the code that does this on both the dedicated server and the client.
We'll begin with the basic boilerplate mod code:
```javascript
(function SlipperyMod() {
ModAPI.meta.title("Slippery Mod");
ModAPI.meta.description("Makes everything turn into ice.");
ModAPI.meta.credits("By <author_name>");
//New code will go here!
})();
```
Let's write the client side part of the code first.
- We'll get the keys for the ModAPI.blocks object (ids of each block) using [`Object.keys()`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/keys)
- Then, we'll loop over those keys, and modify their respective block to be as slippery as ice.
```javascript
var blockKeys = Object.keys(ModAPI.blocks);
blockKeys.forEach(key => { //for each key (block id)
//make sure the block has a slipperiness property
//https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Optional_chaining
if(ModAPI.blocks[key]?.slipperiness) {
ModAPI.blocks[key].slipperiness = 0.98; //Set the slipperiness value of the block at that key to 0.98
}
});
```
Your code should now look like this:
```javascript
(function SlipperyMod() {
ModAPI.meta.title("Slippery Mod");
ModAPI.meta.description("Makes everything turn into ice.");
ModAPI.meta.credits("By <author_name>");
var blockKeys = Object.keys(ModAPI.blocks);
blockKeys.forEach(key => {
if(ModAPI.blocks[key]?.slipperiness) {
ModAPI.blocks[key].slipperiness = 0.98;
}
});
})();
```
Your code should now look like this:
```javascript
(function SlipperyMod() {
ModAPI.meta.title("Slippery Mod");
ModAPI.meta.description("Makes everything turn into ice.");
ModAPI.meta.credits("By <author_name>");
var blockKeys = Object.keys(ModAPI.blocks);
blockKeys.forEach(key => {
if(ModAPI.blocks[key]?.slipperiness) {
ModAPI.blocks[key].slipperiness = 0.98;
}
});
//dedicated server code will be added here
})();
```
Currently this only runs on the client meaning in singleplayer, when you throw an item or punch a sheep, it still won't slide. Only you will.
We'll have to duplicate the code to run on the server using [`ModAPI.dedicatedServer`](../apidoc/dedicatedserver.md).
We also have to run the code after the `serverstart` event, as on the server, `ModAPI.blocks` is only created when it is needed.
```javascript
ModAPI.dedicatedServer.appendCode(function () {
//Code in here cannot reference outside variables.
ModAPI.addEventListener("serverstart", function () {
var blockKeys = Object.keys(ModAPI.blocks);
blockKeys.forEach(key => {
if(ModAPI.blocks[key]?.slipperiness) {
ModAPI.blocks[key].slipperiness = 0.98;
}
});
});
});
```
let's add this to the final mod, and we'll be finished!
```javascript
(function SlipperyMod() {
ModAPI.meta.title("Slippery Mod");
ModAPI.meta.description("Makes everything turn into ice.");
ModAPI.meta.credits("By <author_name>");
var blockKeys = Object.keys(ModAPI.blocks);
blockKeys.forEach(key => {
if(ModAPI.blocks[key]?.slipperiness) {
ModAPI.blocks[key].slipperiness = 0.98;
}
});
ModAPI.dedicatedServer.appendCode(function () {
//Code in here cannot reference outside variables.
ModAPI.addEventListener("serverstart", function () {
var blockKeys = Object.keys(ModAPI.blocks);
blockKeys.forEach(key => {
if(ModAPI.blocks[key]?.slipperiness) {
ModAPI.blocks[key].slipperiness = 0.98;
}
});
});
});
})();
```

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## VClip Exploit with ModAPI
Most minecraft servers have an exploit where you can trick the server into clipping you up to 10 blocks up or down through ceilings or floors.
### Part 1: Setup
Make a new file in your editor, and call it something like `vclip.js`
First, let's setup a basic [IIFE (immediately invoked function expression)](https://developer.mozilla.org/en-US/docs/Glossary/IIFE) around our mod code. This ensures that we don't leak variables that can interfere wiht other mods.\
Example of the issue: if mod A and mod B both use `var myVariable = 0`, the value for myVariable will get overwritten.
```javascript
(function VClipExploit() {
//Future code here
})(); //We define a function, called VClipExploit, which we wrap in parantheses () and immediately execute.
```
This allows us to use variables without worrying about mod compatibility, as variables are scoped to the function.
\
Then, we'll add some basic [metadata](../apidoc/meta.md) for the mod loader (note that this is optional, but makes the mod look a lot better in the GUI once the game is loaded.)\
We'll also require the player, so the `ModAPI.player` global is generated.
```javascript
(function VClipExploit() {
ModAPI.meta.title("VClip Exploit");
ModAPI.meta.description("todo: add description.");
ModAPI.meta.credits("By author_name");
ModAPI.require("player");
})();
```
### Part 2: VClip Exploit
Our VClip exploit will be triggered by a client-side command, `.vclip <amount>`.
Let's start off with the vclip command by adding an event listener to when the player sends a chat message:
```javascript
(function VClipExploit() {
ModAPI.meta.title("VClip Exploit");
ModAPI.meta.description("todo: add description.");
ModAPI.meta.credits("By author_name");
ModAPI.require("player");
ModAPI.addEventListener("sendchatmessage", (ev) => {
// handler code here
});
})();
```
In this event handler, we can get the content of the message by using `event.message`, process it, and check whether it is using the `.vclip` command. We can do this by casting the string to lowercase, using [`string.toLowerCase()`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/toLowerCase), checking if the result of that is a call to the `.vclip` command using [`string.startsWith()`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/startsWith).
If it is a call to the VClip command, we can use [`string.split(" ")`](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/split) to get all the arguments, find the vclip amount, and change the player's position.
```javascript
(function VClipExploit() {
ModAPI.meta.title("VClip Exploit");
ModAPI.meta.description("todo: add description.");
ModAPI.meta.credits("By author_name");
ModAPI.require("player");
ModAPI.addEventListener("sendchatmessage", (ev) => {
var string = ev.message.toLowerCase(); //Get the lower case version of the command
if (string.startsWith(".vclip")) { //does the chat message start with .vclip?
ev.preventDefault = true; //we don't want this being sent into chat as a message
var yOffset = 1; //The offset on the y axis
var args = string.split(" ");
if (args[1]) { //If the second argument to .vclip exists (the vclip <amount>)
yOffset = parseFloat(args[1]) || 0; //Convert the second argument into a number. We use || to replace NaN (invalid numbers) with 0. Then, store it into the y offset.
} //This allows you to just type .vclip to clip upwards 1 block.
ModAPI.player.setPosition( //This function sets the players position to an XYZ coordinate
ModAPI.player.posX,
ModAPI.player.posY + yOffset, //All XYZ elements are the same, except we add the yOffset variable to the y axis.
ModAPI.player.posZ
);
//Finally, log the amount we've VClipped into the chat.
ModAPI.displayToChat("[VClip] VClipped " + yOffset + " blocks.");
}
});
})();
```

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@ -9,9 +9,6 @@ ModAPI.dedicatedServer.appendCode(function () {
// This will be used to notify the client that their hotbar has been updated.
var makePacketItemChange = ModAPI.reflect.getClassByName("S09PacketHeldItemChange").constructors.find(x => x.length === 1);
// Find the method for sending packets.
var sendPacket = ModAPI.reflect.getClassByName("NetHandlerPlayServer").methods.sendPacket.method;
// When the server is processing a command
ModAPI.addEventListener("processcommand", (event) => {
// If the command starts with /hat
@ -35,7 +32,7 @@ ModAPI.dedicatedServer.appendCode(function () {
event.sender.inventory.mainInventory[hotbarIdx] = armorItem ? armorItem.getRef() : null;
// Use the sendPacket method to send a item change packet to the client.
sendPacket(event.sender.playerNetServerHandler.getRef(), makePacketItemChange(hotbarIdx));
event.sender.playerNetServerHandler.sendPacket(makePacketItemChange(hotbarIdx));
event.preventDefault = true;
}

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@ -1,4 +1,4 @@
ModAPI.hooks.methods[ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "renderParticles")] = ()=>{};
ModAPI.hooks.methods[ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "hasParticlesInAlphaLayer")] = ()=>{return 0};
ModAPI.hooks.methods[ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addEffect")] = ()=>{};
ModAPI.hooks.methods[ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addBlockDestroyEffects")] = ()=>{};
ModAPI.hooks.methods[ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addBlockDestroyEffects")] = ()=>{};
ModAPI.hooks.methods[ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "hasParticlesInAlphaLayer")] = ()=>{return 0};

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@ -9,7 +9,6 @@ ModAPI.dedicatedServer.appendCode(()=>{ //Add version of the code to the dedicat
blockKeys.forEach(key=>{ //Loop through all the identifiers
if(ModAPI?.blocks?.[key]?.slipperiness) {// TeaVM likes to add metadata properties which are `null` or `undefined`
ModAPI.blocks[key].slipperiness = 0.98; //Ice slipperiness value.
ModAPI.blocks[key].reload();// load the value
}
});
});
@ -18,6 +17,5 @@ var blockKeys = Object.keys(ModAPI.blocks); //Get keys (identifiers) of all the
blockKeys.forEach(key=>{ //Loop through all the identifiers
if(ModAPI?.blocks?.[key]?.slipperiness) {// TeaVM likes to add metadata properties which are `null` or `undefined`
ModAPI.blocks[key].slipperiness = 0.98; //Ice slipperiness value.
ModAPI.blocks[key].reload();// load the value
}
});