Sohbet Botları oluşturma
Notlar
Note
**This page covers the basics of the Chat Bot API.
Minecraft Konsol İstemcisi, normal sciptlerin yapamayacağı, kompleks otomasyonlar oluşturmanıza yardımcı olabilecek Sohbet Botlarınızı (etkili eklentiler) oluşturmanıza olanak tanıyan zengin bir C# API'ye sahiptir.
Gereksinimler
- Basit C# Programlama dili bilgisi
- Metin editörü
C# Dilini bilmiyorsanız, Şu kaynaklara bakın:
Çökme Nedenleri:
Daha fazlası için:
- Learn C# YouTube Playlist by Microsoft
- Getting started with C# (an index of tutorials and documentation) by Microsoft
Hızlı giriş
Bu giriş senin C# dilinin azıcık bildiğini gösterir
Note
In this page, "Chat Bot" and "Script" are used interchangeably.
Yeni bir boş dosya oluştur ve isimlendir ExampleChatBot.cs Dikkat et ve bu klasörü MCC'yi nereye kurduysan oraya yerleştir.
Bu örnek kodu kopyala:
//MCCScript 1.0
MCC.LoadBot(new ExampleChatBot());
//MCCScript Extensions
// The code and comments above are defining a "Script Metadata" section
// Every chat bot script must define a class that extends ChatBot.
// Instantiate that class in the script metadata section and pass it to MCC.LoadBot.
class ExampleChatBot : ChatBot
{
// This method will be called when the script has been initialized for the first time, it's called only once
// Here you can initialize variables, eg. Dictionaries. vb...
public override void Initialize()
{
LogToConsole("An example Chat Bot has been initialized!");
}
// This is a function that will be run when we get a chat message from a server
// In this example it just detects the type of the message and prints it out
public override void GetText(string text)
{
string message = "";
string username = "";
text = GetVerbatim(text);
if (IsPrivateMessage(text, ref message, ref username))
{
LogToConsole(username + " has sent you a private message: " + message);
}
else if (IsChatMessage(text, ref message, ref username))
{
LogToConsole(username + " has said: " + message);
}
}
}MCC'yi başlat, Bir sunucuya katıl ve bu komudu yaz: /script ExampleChatBot.cs.
If everything worked, you should see [Example Chat Bot] An example Chat Bot has been initialized! in the console.
Sohbet Botlarının temeli
Sohbet botu (Kod) bunu takip ediyor
<script metadata>
<chat bot class>Script Metadata is a section with a custom format that mixes in C# with our format using comments.
Every single Chat Bot (Script) must have this section at the beginning in order to work.
Kod Metadata formatı.
//MCCScript 1.0 marks the beginning of the Script Metadata section, this must always be on the first line or the Chat Bot (Script) will not load and will throw an error.
//MCCScript Extensions marks the end of the Script Metadata section. It must appear before the Chat Bot class.
To load a Chat Bot script, instantiate the bot class between //MCCScript 1.0 and //MCCScript Extensions, then pass it to MCC.LoadBot.
Örnek kod:
MCC.LoadBot(new YourChatBotClassNameHere());The Script Metadata section also lets you include namespaces and DLL references with //using <namespace> and //dll <dll name>.
Note
Avoid adding whitespace between // and keywords
By default, the following namespaces are loaded:
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.Linq;
using System.Text;
using System.IO;
using System.Net;
using System.Threading;
using MinecraftClient;
using MinecraftClient.Mapping;
using MinecraftClient.Inventory;Örnek kullanım:
//using System.Collections.Immutable
//dll MyDll.dllBütün Örnek:
//MCCScript 1.0
//using System.Collections.Immutable
//dll MyDll.dll
MCC.LoadBot(new ExampleChatBot());
//MCCScript ExtensionsChat Bot Class
After the Script Metadata section, you can define any number of helper classes. The main bot class must extend ChatBot.
There are no required methods, everything is optional.
When the Chat Bot is initialized for the first time, the Initialize method is called.
Use it to initialize state such as dictionaries or cached values.
Note
For allocating resources like a database connection, we recommend allocating them in AfterGameJoined and freeing them in OnDisconnect
Örnekler
You can find more examples in the ChatBots and config folders in the GitHub repository.
AI-Assisted Bot Authoring
If you are using an AI coding agent on this repository, use the mcc-chatbot-authoring skill for bot work.
Skill links:
This skill is meant for:
- standalone
/scriptbots - built-in MCC chat bots
- bot repairs and ports
- event handlers, movement logic, inventory logic, and plugin-channel work
Its default behavior is important: if you ask for "a bot" without saying otherwise, it should prefer a standalone //MCCScript bot loaded with /script. It should only choose a built-in bot when you explicitly ask for repo wiring, automatic config loading, or a compiled MCC bot.
The skill also follows MCC-specific rules, for example:
- do not send chat from
Initialize() - use
AfterGameJoined()for chat or commands after login - normalize chat with
GetVerbatim(text)beforeIsChatMessage(...)orIsPrivateMessage(...) - fully clean up commands, timers, plugin channels, and movement locks
Example prompts
Create a standalone MCC /script bot that watches public chat for the word "auction" and logs matching messages to the console. Use the mcc-chatbot-authoring skill.Fix this existing MCC script bot so it stops sending chat from Initialize() and moves the startup command to AfterGameJoined(). Use the mcc-chatbot-authoring skill.Make a built-in MCC chat bot named AutoTorch and wire it fully into the repo config and bot registration. Use the mcc-chatbot-authoring skill.Create a standalone MCC /script bot that follows private messages, uses GetVerbatim(text), and replies only to bot owners. Use the mcc-chatbot-authoring skill.Achievements And Advancements
Chat bots and C# scripts can read the current achievement state and react to updates.
Useful methods:
GetAchievements()GetUnlockedAchievements()GetLockedAchievements()OnAchievementUpdate(IReadOnlyList<Achievement> updated, IReadOnlyList<string> removedIds, bool reset)
Things worth knowing:
- On
1.8to1.11.2, ids use the legacyachievement.*format. - On
1.12+, ids use advancement resource ids such asminecraft:story/root. - Legacy achievements usually have
Title = nullandDescription = nullbecause the server does not send display metadata in the statistics packet. - On newer versions, revoking an advancement may remove it from the current set instead of turning it into a locked entry, so
removedIdsmatters.
Örnek kullanım:
//MCCScript 1.0
MCC.LoadBot(new AchievementWatcher());
//MCCScript Extensions
public class AchievementWatcher : ChatBot
{
public override void AfterGameJoined()
{
Achievement[] known = GetAchievements();
LogToConsole($"Known achievements: {known.Length}");
}
public override void OnAchievementUpdate(IReadOnlyList<Achievement> updated, IReadOnlyList<string> removedIds, bool reset)
{
LogToConsole($"Achievement update: reset={reset}, updated={updated.Count}, removed={removedIds.Count}");
foreach (Achievement achievement in updated)
{
string title = achievement.Title ?? achievement.Id;
string state = achievement.IsCompleted ? "done" : "todo";
LogToConsole($" - {title}: {state}");
}
foreach (string removedId in removedIds)
LogToConsole($" - removed: {removedId}");
}
}Scoreboard teams
Chat bots and C# scripts can read the current team state and react to team changes.
Useful methods and events:
GetTeams()- returns a snapshot of all teams the server has sentGetPlayerTeam(playerName)- returns the team a specific player is on, ornullOnTeam(teamName, method, displayName, friendlyFlags, nameTagVisibility, collisionRule, color, prefix, suffix, players)- called whenever a team packet arrives
The method byte tells you what changed:
0- team created (includes full parameters and initial member list)1- team removed2- team parameters updated (display name, colors, rules)3- players added to the team4- players removed from the team
The color field is a ChatFormatting enum ordinal. Common values: 0=black, 9=blue, 10=green, 12=red, 14=yellow, -1=none/reset.
The nameTagVisibility and collisionRule strings take values from the Minecraft wiki: "always", "never", "hideForOtherTeams", "hideForOwnTeam" (visibility) or "pushOtherTeams", "pushOwnTeam" (collision).
Örnek kullanım:
//MCCScript 1.0
MCC.LoadBot(new TeamWatcher());
//MCCScript Extensions
public class TeamWatcher : ChatBot
{
public override void AfterGameJoined()
{
foreach (var team in GetTeams().Values)
LogToConsole($"Team '{team.Name}' has {team.Members.Count} member(s)");
}
public override void OnTeam(string teamName, byte method, string displayName,
byte friendlyFlags, string nameTagVisibility, string collisionRule,
int color, string prefix, string suffix, List<string> players)
{
switch (method)
{
case 0:
LogToConsole($"Team '{teamName}' created with {players.Count} member(s)");
break;
case 1:
LogToConsole($"Team '{teamName}' removed");
break;
case 3:
LogToConsole($"{string.Join(", ", players)} joined team '{teamName}'");
break;
case 4:
LogToConsole($"{string.Join(", ", players)} left team '{teamName}'");
break;
}
}
}C# API
The authoritative reference for the C# API is ChatBot.cs.
This page intentionally stays focused on the basics. For newer hooks and overloads, check the source file directly.
