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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2021-04-23 01:41:01 +00:00
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from mosfet.info import blocks
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from mosfet.info import items
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from mosfet.info import mcdata
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from mosfet.info import mobs
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2021-04-19 01:34:54 +00:00
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class CacheItemsStates:
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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.skip_slots = []
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self.skip_items = []
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num_stacks = self.g.game.count_inventory_slots()
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print('Inventory amount:', num_stacks)
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if num_stacks >= self.g.minimum_cache_slots:
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self.state = self.find_trapped_chests
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else:
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print('Aborting caching, not full')
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self.state = self.cleanup
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def find_trapped_chests(self):
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print('Finding trapped chests...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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self.trapped_chests = w.find_blocks_indexed(p, blocks.TRAPPED_CHEST_IDS)
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print('Found:', self.trapped_chests)
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self.state = self.choose_trapped_chest
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def choose_trapped_chest(self):
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print('Choosing a trapped chest...')
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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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if not len(self.trapped_chests):
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print('No trapped chests')
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self.state = self.select_chest
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return
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chest = self.trapped_chests[0]
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tmp = c.get_block_at(*chest)
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c.set_block_at(*chest, blocks.AIR)
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navpath = w.path_to_place(p, chest)
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c.set_block_at(*chest, 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.area = chest
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self.state = self.going_to_trapped_chest
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return
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else:
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self.trapped_chests.pop(0)
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def going_to_trapped_chest(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_chest
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def select_chest(self):
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if self.g.game.select_item([items.CHEST_ID]):
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self.state = self.find_cache_spot
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else:
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print('No chest, aborting')
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self.state = self.cleanup
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def find_cache_spot(self):
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print('Finding a chest spot...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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for area in w.find_cache_areas(p, 100):
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print('Found area:', area)
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if area not in self.bad_areas:
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break
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else: # for
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print('Unable to find area')
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self.state = self.cleanup
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return
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self.area = area
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openings = w.find_cache_openings(self.area)
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for o in openings:
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navpath = w.path_to_place(p, o)
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self.opening = o
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if navpath: break
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else: # for
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print('Unable to get to cache area', self.area)
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self.bad_areas.append(self.area)
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self.state = self.cleanup
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return
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self.g.path = navpath
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self.state = self.going_to_area
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def going_to_area(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.place_chest
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def place_chest(self):
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.state = self.open_chest
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def open_chest(self):
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print('Opening chest')
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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 chest 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.move_items
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def move_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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w_info = mcdata.WINDOWS[w.data.window_type]
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w_inventory_slots = w_info.inventory
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w_container_slots = w_info.container
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used_slots = self.g.game.count_window_slots()
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print('used:', used_slots, 'total:', len(w_container_slots))
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if used_slots >= len(w_container_slots):
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print('Container 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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slot_list = []
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for slot_num in w_inventory_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 in items.NEEDED_ITEMS:
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continue
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if slot_num in self.skip_slots:
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continue
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slot_list.append((slot_num, slot))
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slot_list.sort(key=lambda x: x[1].item_count, reverse=True)
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for slot_num, slot in slot_list:
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if slot.item_id in items.WANTED_ITEMS and slot.item_id not in self.skip_items:
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print('skipping wanted item', slot)
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self.skip_slots.append(slot_num)
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self.skip_items.append(slot.item_id)
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continue
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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('nothing left to move')
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self.state = self.close_chest
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def close_chest(self):
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print('closing chest')
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self.g.game.close_window()
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if not self.silent:
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self.g.chat.send('cache at ' + str(self.area)[1:-1])
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self.state = self.cleanup
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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.silent = False
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self.skip_slots = []
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self.skip_items = []
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self.area = None
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self.opening = None
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self.trapped_chests = []
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self.bad_areas = []
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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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