minecraft-bot/mosfet/jobs/fill_blocks.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
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 FillBlocksStates:
def idle(self):
return None
def init(self):
f = self.g.filling
if not f:
self.state = self.cleanup
print('Aborting, nothing to fill')
return
if self.last_block:
self.state = self.select_item
else:
self.state = self.find_last_block
def find_last_block(self):
w = self.g.world
f = self.g.filling
print('Finding last block')
b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
box = utils.psub(b2, b1)
xz_distance = hypot(box[0]+1, box[2]+1)
y_start = f.coord1[1]
y_end = f.coord2[1]
for y in range(y_start, y_end+1):
for offset in utils.search_2d(xz_distance):
check = utils.padd(f.coord1, offset)
check = (check[0], y, check[2])
# ensure block is within fill area
if check[0] < b1[0] or check[0] > b2[0]:
continue
if check[2] < b1[2] or check[2] > b2[2]:
continue
if w.block_at(*check) == blocks.AIR:
self.state = self.select_item
return
self.last_block = check
else: # for
self.state = self.cleanup
print('Aborting, no air left')
return
def select_item(self):
f = self.g.filling
name = blocks.BLOCKS[f.block]
item = items.ITEMS['minecraft:'+name]['protocol_id']
if self.g.game.select_item([item]):
#self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
self.state = self.find_next_block
else:
print('No blocks, aborting')
self.state = self.cleanup
def find_next_block(self):
w = self.g.world
f = self.g.filling
print('Finding next block, last:', self.last_block)
b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
box = utils.psub(b2, b1)
xz_distance = hypot(box[0]+1, box[2]+1)
y_start = f.coord1[1]
y_end = f.coord2[1]
for y in range(y_start, y_end+1):
if y not in self.iterators:
self.iterators[y] = utils.search_2d(xz_distance)
for offset in self.iterators[y]:
check = utils.padd(f.coord1, offset)
check = (check[0], y, check[2])
# ensure block is within fill area
if check[0] < b1[0] or check[0] > b2[0]:
continue
if check[2] < b1[2] or check[2] > b2[2]:
continue
if w.block_at(*check) == blocks.AIR:
print('Found next block:', check)
self.next_block = check
self.state = self.check_block_distance
return
# if there's nothing left to fill
self.g.filling = None
self.state = self.cleanup
def check_block_distance(self):
w = self.g.world
p = utils.pint(self.g.pos)
head = utils.padd(p, path.BLOCK_ABOVE)
if utils.phyp(head, self.next_block) < 4:
self.state = self.fill_block
else:
self.state = self.nav_to_block
def nav_to_block(self):
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
tmp = c.get_block_at(*self.next_block)
c.set_block_at(*self.next_block, blocks.STONE)
pos = utils.padd(self.next_block, path.BLOCK_ABOVE)
navpath = w.path_to_place(p, pos)
c.set_block_at(*self.next_block, tmp)
if navpath:
self.g.path = navpath[:-1]
self.state = self.going_to_block
else:
print('Cant get to that block')
self.state = self.cleanup
time.sleep(0.1)
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def going_to_block(self):
if not len(self.g.path):
self.state = self.fill_block
def fill_block(self):
print('Filling block', self.next_block)
self.g.game.place_block(self.next_block, BlockFace.TOP)
self.g.look_at = self.next_block
self.wait_time = 0.25
self.state = self.wait_for_block
def wait_for_block(self):
w = self.g.world
if w.block_at(*self.next_block) != blocks.AIR:
self.last_block = self.next_block
self.state = self.check_obstruction
elif self.wait_time > 0:
self.wait_time -= utils.TICK
else:
print('Block didnt appear')
self.state = self.check_obstruction
def check_obstruction(self):
p = utils.pint(self.g.pos)
f = self.g.filling
print('last', self.last_block)
print('p', p)
if self.last_block[1] >= p[1] and f.block not in blocks.NON_SOLID_IDS:
print('Obstructed, going to last block')
self.state = self.nav_to_last_block
else:
self.state = self.cleanup
def nav_to_last_block(self):
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
pos = utils.padd(self.last_block, path.BLOCK_ABOVE)
navpath = w.path_to_place(p, pos)
if navpath:
self.g.path = navpath
self.state = self.going_to_last_block
else:
print('Cant get to that block')
self.state = self.cleanup
def going_to_last_block(self):
if not len(self.g.path):
self.state = self.cleanup
def cleanup(self):
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.iterators = {}
self.wait_time = 0
self.last_block = None
self.next_block = None
def run(self):
self.state()