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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2021-04-19 01:34:54 +00:00
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2021-04-22 00:46:54 +00:00
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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 GrabSuppliesStates:
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def idle(self):
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return None
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def init(self):
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print('Started grab supplies states')
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self.checked_barrels = []
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used_slots = self.g.game.count_inventory_slots()
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print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
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if used_slots >= self.g.maximum_supply_slots:
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print('Inventory is too full, aborting')
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self.state = self.cleanup
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return
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if self.supplies:
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self.state = self.check_supplies
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else:
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print('Aborting getting supplies, none specified')
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self.state = self.cleanup
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def check_supplies(self):
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# check if we need to grab anything
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for items, limits in self.supplies.items():
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minimum, maximum = limits
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print('Checking items:', items)
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num_items = self.g.game.count_items(items)
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print('Have:', num_items)
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if num_items >= minimum:
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print('Have enough, skipping')
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continue
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print('Need at least one item')
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self.state = self.find_barrels
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return
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print('Aborting, dont need any supplies')
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self.state = self.cleanup
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def find_barrels(self):
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print('Finding barrels...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS)
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print('Found:', self.barrels)
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self.state = self.choose_barrel
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def choose_barrel(self):
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print('Choosing a barrel...')
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for barrel in self.barrels:
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if barrel in self.checked_barrels:
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continue
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if barrel in self.bad_barrels:
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continue
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self.barrel = barrel
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self.state = self.path_to_barrel
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return
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print('No barrels')
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self.state = self.cleanup
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def path_to_barrel(self):
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print('Finding path to barrel')
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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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barrel = self.barrel
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tmp = c.get_block_at(*barrel)
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c.set_block_at(*barrel, blocks.AIR)
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navpath = w.path_to_place(p, barrel)
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c.set_block_at(*barrel, tmp)
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print('navpath:', navpath)
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if navpath:
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self.g.path = navpath[:-1]
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self.opening = self.g.path[-1]
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self.checked_barrels.append(barrel)
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self.area = barrel
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self.state = self.going_to_barrel
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self.checked_supplies = []
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return
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else:
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print('No path, blacklisting barrel')
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self.bad_barrels.append(barrel)
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self.state = self.choose_barrel
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def going_to_barrel(self):
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if utils.pint(self.g.pos) == self.opening:
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self.g.look_at = self.area
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self.state = self.open_barrel
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def open_barrel(self):
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print('Opening barrel')
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self.g.game.open_container(self.area)
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self.wait_time = 1
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self.state = self.wait
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def wait(self):
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# wait for server to send us inventory contents
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.choose_items
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def choose_items(self):
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print('Selecting next item')
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for items, limits in self.supplies.items():
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minimum_items, maximum_stacks = limits
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print('Checking items:', items)
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num_items = self.g.game.count_items(items)
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print('Have:', num_items)
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if num_items >= minimum_items:
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print('Have enough, skipping')
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continue
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if items in self.checked_supplies:
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print('Already checked, skipping')
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continue
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print('Need some')
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self.checked_supplies.append(items)
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self.target_items = items
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self.maximum_stacks = maximum_stacks
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self.count = 0
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self.state = self.grab_items
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return
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print('Aborting, dont need any more supplies')
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self.state = self.close_barrel
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def grab_items(self):
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if self.g.item_lock: return
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w = self.g.window
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if not w:
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print('Didnt get a window, aborting')
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self.state = self.cleanup
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return
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if w.data.window_type != mcdata.SINGLE_CHEST:
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print('Got wrong window, aborting')
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self.state = self.cleanup
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return
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used_slots = self.g.game.count_inventory_slots()
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print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
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if used_slots >= self.g.maximum_supply_slots:
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print('Inventory is too full, aborting')
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self.g.game.close_window()
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self.g.look_at = None
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self.state = self.cleanup
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return
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w_info = mcdata.WINDOWS[w.data.window_type]
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w_container_slots = w_info.container
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for slot_num in w_container_slots:
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if slot_num not in w.contents:
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continue
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slot = w.contents[slot_num]
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if not slot.present:
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continue
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if slot.item_id not in self.target_items:
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continue
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if self.maximum_stacks and self.count >= self.maximum_stacks:
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break
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self.count += 1
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print('Moving', slot)
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self.g.item_lock = True
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self.g.game.click_window(slot_num, 0, 1, slot)
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return
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print('None left to move')
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self.wait_time = 0.25
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self.state = self.wait
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def close_barrel(self):
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print('Closing barrel')
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self.g.game.close_window()
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self.g.look_at = None
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self.state = self.choose_barrel
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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.supplies = {}
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self.barrels = []
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self.checked_barrels = []
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self.bad_barrels = []
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self.barrel = None
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self.checked_supplies = []
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self.target_items = None
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self.maximum_stacks = 0
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self.count = 0
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self.area = None
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self.opening = None
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self.wait_time = 0
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def run(self):
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self.state()
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