minecraft-bot/mosfet/jobs/grab_supplies.py

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import re
import time
import importlib
import random
from itertools import count
from math import hypot, floor
from minecraft.networking.types import BlockFace
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from mosfet.protocol.managers import ChunkNotLoadedException
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from mosfet import utils
from mosfet import path
from mosfet import blocks
from mosfet import items
from mosfet import mcdata
from mosfet import mobs
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class GrabSuppliesStates:
def idle(self):
return None
def init(self):
print('Started grab supplies states')
self.checked_barrels = []
used_slots = self.g.game.count_inventory_slots()
print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
if used_slots >= self.g.maximum_supply_slots:
print('Inventory is too full, aborting')
self.state = self.cleanup
return
if self.supplies:
self.state = self.check_supplies
else:
print('Aborting getting supplies, none specified')
self.state = self.cleanup
def check_supplies(self):
# check if we need to grab anything
for items, limits in self.supplies.items():
minimum, maximum = limits
print('Checking items:', items)
num_items = self.g.game.count_items(items)
print('Have:', num_items)
if num_items >= minimum:
print('Have enough, skipping')
continue
print('Need at least one item')
self.state = self.find_barrels
return
print('Aborting, dont need any supplies')
self.state = self.cleanup
def find_barrels(self):
print('Finding barrels...')
w = self.g.world
p = utils.pint(self.g.pos)
self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS)
print('Found:', self.barrels)
self.state = self.choose_barrel
def choose_barrel(self):
print('Choosing a barrel...')
for barrel in self.barrels:
if barrel in self.checked_barrels:
continue
if barrel in self.bad_barrels:
continue
self.barrel = barrel
self.state = self.path_to_barrel
return
print('No barrels')
self.state = self.cleanup
def path_to_barrel(self):
print('Finding path to barrel')
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
barrel = self.barrel
tmp = c.get_block_at(*barrel)
c.set_block_at(*barrel, blocks.AIR)
navpath = w.path_to_place(p, barrel)
c.set_block_at(*barrel, tmp)
print('navpath:', navpath)
if navpath:
self.g.path = navpath[:-1]
self.opening = self.g.path[-1]
self.checked_barrels.append(barrel)
self.area = barrel
self.state = self.going_to_barrel
self.checked_supplies = []
return
else:
print('No path, blacklisting barrel')
self.bad_barrels.append(barrel)
self.state = self.choose_barrel
def going_to_barrel(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.state = self.open_barrel
def open_barrel(self):
print('Opening barrel')
self.g.game.open_container(self.area)
self.wait_time = 1
self.state = self.wait
def wait(self):
# wait for server to send us inventory contents
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.choose_items
def choose_items(self):
print('Selecting next item')
for items, limits in self.supplies.items():
minimum_items, maximum_stacks = limits
print('Checking items:', items)
num_items = self.g.game.count_items(items)
print('Have:', num_items)
if num_items >= minimum_items:
print('Have enough, skipping')
continue
if items in self.checked_supplies:
print('Already checked, skipping')
continue
print('Need some')
self.checked_supplies.append(items)
self.target_items = items
self.maximum_stacks = maximum_stacks
self.count = 0
self.state = self.grab_items
return
print('Aborting, dont need any more supplies')
self.state = self.close_barrel
def grab_items(self):
if self.g.item_lock: return
w = self.g.window
if not w:
print('Didnt get a window, aborting')
self.state = self.cleanup
return
if w.data.window_type != mcdata.SINGLE_CHEST:
print('Got wrong window, aborting')
self.state = self.cleanup
return
used_slots = self.g.game.count_inventory_slots()
print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
if used_slots >= self.g.maximum_supply_slots:
print('Inventory is too full, aborting')
self.g.game.close_window()
self.g.look_at = None
self.state = self.cleanup
return
w_info = mcdata.WINDOWS[w.data.window_type]
w_container_slots = w_info.container
for slot_num in w_container_slots:
if slot_num not in w.contents:
continue
slot = w.contents[slot_num]
if not slot.present:
continue
if slot.item_id not in self.target_items:
continue
if self.maximum_stacks and self.count >= self.maximum_stacks:
break
self.count += 1
print('Moving', slot)
self.g.item_lock = True
self.g.game.click_window(slot_num, 0, 1, slot)
return
print('None left to move')
self.wait_time = 0.25
self.state = self.wait
def close_barrel(self):
print('Closing barrel')
self.g.game.close_window()
self.g.look_at = None
self.state = self.choose_barrel
def cleanup(self):
self.state = self.done
def done(self):
# never gets ran, placeholder
return None
def __init__(self, global_state):
self.g = global_state
self.state = self.idle
self.supplies = {}
self.barrels = []
self.checked_barrels = []
self.bad_barrels = []
self.barrel = None
self.checked_supplies = []
self.target_items = None
self.maximum_stacks = 0
self.count = 0
self.area = None
self.opening = None
self.wait_time = 0
def run(self):
self.state()