2021-04-19 01:34:54 +00:00
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import re
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import time
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import importlib
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import random
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from itertools import count
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from math import hypot, floor
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from minecraft.networking.types import BlockFace
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2021-04-22 00:46:54 +00:00
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from mosfet.protocol.managers import ChunkNotLoadedException
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from mosfet import utils
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from mosfet import path
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from mosfet import blocks
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from mosfet import items
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from mosfet import mcdata
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from mosfet import mobs
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2021-04-19 01:34:54 +00:00
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class FillBlocksStates:
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def idle(self):
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return None
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def init(self):
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f = self.g.filling
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if not f:
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self.state = self.cleanup
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print('Aborting, nothing to fill')
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return
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if self.last_block:
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self.state = self.select_item
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else:
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self.state = self.find_last_block
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def find_last_block(self):
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w = self.g.world
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f = self.g.filling
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print('Finding last block')
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b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
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box = utils.psub(b2, b1)
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xz_distance = hypot(box[0]+1, box[2]+1)
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y_start = f.coord1[1]
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y_end = f.coord2[1]
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for y in range(y_start, y_end+1):
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for offset in utils.search_2d(xz_distance):
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check = utils.padd(f.coord1, offset)
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check = (check[0], y, check[2])
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# ensure block is within fill area
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if check[0] < b1[0] or check[0] > b2[0]:
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continue
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if check[2] < b1[2] or check[2] > b2[2]:
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continue
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if w.block_at(*check) == blocks.AIR:
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self.state = self.select_item
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return
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self.last_block = check
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else: # for
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self.state = self.cleanup
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print('Aborting, no air left')
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return
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def select_item(self):
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f = self.g.filling
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name = blocks.BLOCKS[f.block]
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item = items.ITEMS['minecraft:'+name]['protocol_id']
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if self.g.game.select_item([item]):
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#self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.find_next_block
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else:
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print('No blocks, aborting')
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self.state = self.cleanup
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def find_next_block(self):
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w = self.g.world
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f = self.g.filling
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print('Finding next block, last:', self.last_block)
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b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
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box = utils.psub(b2, b1)
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xz_distance = hypot(box[0]+1, box[2]+1)
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y_start = f.coord1[1]
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y_end = f.coord2[1]
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for y in range(y_start, y_end+1):
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if y not in self.iterators:
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self.iterators[y] = utils.search_2d(xz_distance)
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for offset in self.iterators[y]:
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check = utils.padd(f.coord1, offset)
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check = (check[0], y, check[2])
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# ensure block is within fill area
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if check[0] < b1[0] or check[0] > b2[0]:
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continue
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if check[2] < b1[2] or check[2] > b2[2]:
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continue
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if w.block_at(*check) == blocks.AIR:
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print('Found next block:', check)
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self.next_block = check
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self.state = self.check_block_distance
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return
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# if there's nothing left to fill
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self.g.filling = None
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self.state = self.cleanup
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def check_block_distance(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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head = utils.padd(p, path.BLOCK_ABOVE)
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if utils.phyp(head, self.next_block) < 4:
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self.state = self.fill_block
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else:
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self.state = self.nav_to_block
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def nav_to_block(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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c = self.g.chunks
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tmp = c.get_block_at(*self.next_block)
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c.set_block_at(*self.next_block, blocks.STONE)
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pos = utils.padd(self.next_block, path.BLOCK_ABOVE)
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navpath = w.path_to_place(p, pos)
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c.set_block_at(*self.next_block, tmp)
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if navpath:
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self.g.path = navpath[:-1]
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self.state = self.going_to_block
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else:
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print('Cant get to that block')
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self.state = self.cleanup
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#self.bad_sand.append(self.sand)
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#self.state = self.find_new_sand
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def going_to_block(self):
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if not len(self.g.path):
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self.state = self.fill_block
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def fill_block(self):
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print('Filling block', self.next_block)
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self.g.game.place_block(self.next_block, BlockFace.TOP)
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self.g.look_at = self.next_block
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self.wait_time = 0.25
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self.state = self.wait_for_block
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def wait_for_block(self):
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w = self.g.world
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if w.block_at(*self.next_block) != blocks.AIR:
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self.last_block = self.next_block
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self.state = self.check_obstruction
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elif self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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print('Block didnt appear')
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self.state = self.check_obstruction
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def check_obstruction(self):
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p = utils.pint(self.g.pos)
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f = self.g.filling
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print('last', self.last_block)
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print('p', p)
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if self.last_block[1] >= p[1] and f.block not in blocks.NON_SOLID_IDS:
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print('Obstructed, going to last block')
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self.state = self.nav_to_last_block
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else:
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self.state = self.cleanup
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def nav_to_last_block(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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c = self.g.chunks
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pos = utils.padd(self.last_block, path.BLOCK_ABOVE)
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navpath = w.path_to_place(p, pos)
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_last_block
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else:
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print('Cant get to that block')
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self.state = self.cleanup
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def going_to_last_block(self):
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if not len(self.g.path):
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self.state = self.cleanup
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def cleanup(self):
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self.state = self.done
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def done(self):
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# never gets ran, placeholder
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return None
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def __init__(self, global_state):
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self.g = global_state
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self.state = self.idle
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self.iterators = {}
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self.wait_time = 0
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self.last_block = None
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self.next_block = None
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def run(self):
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self.state()
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