minecraft-bot/mosfet/jobs/cache_items.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.info import blocks
from mosfet.info import items
from mosfet.info import mcdata
from mosfet.info import mobs
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class CacheItemsStates:
def idle(self):
return None
def init(self):
self.skip_slots = []
self.skip_items = []
num_stacks = self.g.game.count_inventory_slots()
print('Inventory amount:', num_stacks)
if num_stacks >= self.g.minimum_cache_slots:
self.state = self.find_trapped_chests
else:
print('Aborting caching, not full')
self.state = self.cleanup
def find_trapped_chests(self):
print('Finding trapped chests...')
w = self.g.world
p = utils.pint(self.g.pos)
self.trapped_chests = w.find_blocks_indexed(p, blocks.TRAPPED_CHEST_IDS)
print('Found:', self.trapped_chests)
self.state = self.choose_trapped_chest
def choose_trapped_chest(self):
print('Choosing a trapped chest...')
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
if not len(self.trapped_chests):
print('No trapped chests')
self.state = self.select_chest
return
chest = self.trapped_chests[0]
navpath = w.path_to_place_faked(p, chest)
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print('navpath:', navpath)
if navpath:
self.g.path = navpath[:-1]
self.opening = self.g.path[-1]
self.area = chest
self.state = self.going_to_trapped_chest
return
else:
self.trapped_chests.pop(0)
time.sleep(0.1)
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def going_to_trapped_chest(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.state = self.open_chest
def select_chest(self):
if self.g.game.select_item([items.CHEST_ID]):
self.state = self.find_cache_spot
else:
print('No chest, aborting')
self.state = self.cleanup
def find_cache_spot(self):
print('Finding a chest spot...')
w = self.g.world
p = utils.pint(self.g.pos)
for area in w.find_cache_areas(p, 100):
print('Found area:', area)
if area not in self.bad_areas:
break
else: # for
print('Unable to find area')
self.state = self.cleanup
return
self.area = area
openings = w.find_cache_openings(self.area)
for o in openings:
navpath = w.path_to_place(p, o)
self.opening = o
if navpath: break
else: # for
print('Unable to get to cache area', self.area)
self.bad_areas.append(self.area)
self.state = self.cleanup
return
self.g.path = navpath
self.state = self.going_to_area
def going_to_area(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.state = self.place_chest
def place_chest(self):
self.g.game.place_block(self.area, BlockFace.TOP)
self.state = self.open_chest
def open_chest(self):
print('Opening chest')
self.g.game.open_container(self.area)
self.wait_time = 1
self.state = self.wait
def wait(self):
# wait for server to send us chest contents
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.move_items
def move_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
w_info = mcdata.WINDOWS[w.data.window_type]
w_inventory_slots = w_info.inventory
w_container_slots = w_info.container
used_slots = self.g.game.count_window_slots()
print('used:', used_slots, 'total:', len(w_container_slots))
if used_slots >= len(w_container_slots):
print('Container is too full, aborting')
self.g.game.close_window()
self.g.look_at = None
self.state = self.cleanup
return
slot_list = []
for slot_num in w_inventory_slots:
if slot_num not in w.contents:
continue
slot = w.contents[slot_num]
if not slot.present:
continue
if slot.item_id in items.NEEDED_ITEMS:
continue
if slot_num in self.skip_slots:
continue
slot_list.append((slot_num, slot))
slot_list.sort(key=lambda x: x[1].item_count, reverse=True)
for slot_num, slot in slot_list:
if slot.item_id in items.WANTED_ITEMS and slot.item_id not in self.skip_items:
print('skipping wanted item', slot)
self.skip_slots.append(slot_num)
self.skip_items.append(slot.item_id)
continue
print('moving', slot)
self.g.item_lock = True
self.g.game.click_window(slot_num, 0, 1, slot)
return
print('nothing left to move')
self.state = self.close_chest
def close_chest(self):
print('closing chest')
self.g.game.close_window()
if not self.silent:
self.g.chat.send('cache at ' + str(self.area)[1:-1])
self.state = self.cleanup
def cleanup(self):
self.g.look_at = None
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.silent = False
self.skip_slots = []
self.skip_items = []
self.area = None
self.opening = None
self.trapped_chests = []
self.bad_areas = []
self.wait_time = 0
def run(self):
self.state()