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 GrabSaplingStates:
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def idle(self):
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return None
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def init(self):
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self.state = self.find_saplings
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print('Trying to grab a sapling')
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def find_saplings(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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saplings = w.find_objects(items.SAPLING_IDS)
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if not saplings:
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print('No sapling objects found, aborting')
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self.state = self.cleanup
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return
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saplings.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z)))
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for s in saplings:
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s_pos = utils.pint((s.x, s.y, s.z))
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check = utils.padd(s_pos, path.BLOCK_BELOW)
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if s.entity_id in self.eid_blacklist:
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continue
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# skip if the sapling is floating
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if self.g.chunks.get_block_at(*check) in blocks.LEAF_IDS | {0}:
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continue
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navpath = w.path_to_place(p, s_pos)
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_sapling
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self.sapling = s_pos
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self.eid_blacklist.append(s.entity_id)
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print('Going to sapling', self.sapling)
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return
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print('Cant get to any more saplings, aborting')
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self.state = self.cleanup
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def going_to_sapling(self):
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if utils.pint(self.g.pos) == self.sapling:
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self.state = self.find_saplings
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def cleanup(self):
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self.g.look_at = None
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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.sapling = None
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self.eid_blacklist = []
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def run(self):
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self.state()
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