minecraft-bot/jobs.py

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import re
import time
import importlib
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import random
from itertools import count
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from math import hypot
from minecraft.networking.types import BlockFace
from protocol.managers import ChunkNotLoadedException
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import utils
importlib.reload(utils)
import path
importlib.reload(path)
import blocks
importlib.reload(blocks)
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import items
importlib.reload(items)
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import mcdata
importlib.reload(mcdata)
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import mobs
importlib.reload(mobs)
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class FindGappleStates:
def idle(self):
return None
def init(self):
self.state = self.go_spectator
def go_spectator(self):
print('Going spectator...')
self.g.chat.send('/gamemode spectator')
self.state = self.tp_to_coord
def tp_to_coord(self):
step = utils.spiral(self.count)
step_scaled = utils.pmul(step, 192)
self.coord = utils.padd(self.origin, step_scaled)
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self.coord = (self.coord[0], 50, self.coord[2])
print('count:', self.count, 'teleporting to:', self.coord)
self.g.chat.send('/tp {} {} {}'.format(*self.coord))
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self.g.command_lock = True
self.state = self.wait_for_load
def wait_for_load(self):
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if self.g.command_lock:
return
if self.g.chunks.check_loaded(self.g.pos, 169):
print('chunks have been loaded')
self.state = self.pick_chest
def pick_chest(self):
chest_list = []
for chest_id in blocks.CHEST_IDS:
chest_list.extend(self.g.chunks.index.get(chest_id, []))
for chest in chest_list:
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if chest in self.checked_chests:
# slow but simple
continue
if utils.phyp_king(self.coord, chest) > 96:
# skip because we can't detect item drops
continue
self.current_chest = chest
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self.checked_chests.append(self.current_chest)
self.state = self.break_chest
break
else: # for
print('exhausted chest list')
self.state = self.cleanup
def break_chest(self):
print('Breaking chest', self.current_chest)
self.g.command_lock = True
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self.g.item_lock = True
self.g.chat.send('/setblock {} {} {} air destroy'.format(*self.current_chest))
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self.wait_time = 0.5
self.state = self.wait_for_items
def wait_for_items(self):
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# wait for command to execute
if self.g.command_lock:
return
# wait for items to drop
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
print('done waiting for items')
self.state = self.pick_chest
def cleanup(self):
self.count += 1
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.origin = utils.pint(self.g.pos)
self.count = 0
self.coord = None
self.current_chest = None
self.checked_chests = []
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self.wait_time = 0
def run(self):
self.state()
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class GatherCropStates:
def idle(self):
return None
def init(self):
self.state = self.find_new_crop
def find_new_crop(self):
print('Finding new crop...')
w = self.g.world
p = utils.pint(self.g.pos)
mature_crops = [
blocks.MATURE_WHEAT_ID,
blocks.MATURE_POTATO_ID,
blocks.MATURE_CARROT_ID,
blocks.MATURE_BEETROOT_ID,
]
for crop in w.find_blocks_3d(p, mature_crops, 50, 20):
print('Found crop:', crop)
if crop not in self.bad_crops:
break
else: # for
print('No good crops left, aborting.')
self.state = self.cleanup
return
self.crop = crop
self.type_id = w.block_at(*crop)
self.state = self.nav_to_crop
def nav_to_crop(self):
w = self.g.world
p = utils.pint(self.g.pos)
navpath = w.path_to_place(p, self.crop)
if navpath:
self.g.path = navpath
self.g.look_at = utils.padd(self.crop, path.BLOCK_BELOW)
self.state = self.going_to_crop
else:
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self.bad_crops.append(self.crop)
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self.state = self.find_new_crop
def going_to_crop(self):
if utils.pint(self.g.pos) == self.crop:
print('At the crop')
self.state = self.break_crop
def break_crop(self):
self.g.game.break_block(self.crop)
self.wait_time = 0.5
self.state = self.wait
def wait(self):
# wait for the item
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.select_seed
def select_seed(self):
p = utils.pint(self.g.pos)
crop_seeds = {
blocks.MATURE_WHEAT_ID: items.WHEAT_SEEDS_ID,
blocks.MATURE_POTATO_ID: items.POTATO_ID,
blocks.MATURE_CARROT_ID: items.CARROT_ID,
blocks.MATURE_BEETROOT_ID: items.BEETROOT_SEEDS_ID,
}
if self.g.game.select_item([crop_seeds[self.type_id]]):
self.state = self.wait_select
self.wait_time = 0.5
else:
print('Aborting planting, no crop')
self.state = self.cleanup
def wait_select(self):
# wait a bit to select
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.place_crop
def place_crop(self):
p = utils.pint(self.g.pos)
self.g.game.place_block(p, BlockFace.TOP)
print('Placed crop')
self.state = self.wait_place
self.wait_time = 0.5
def wait_place(self):
# wait a bit for chunk data to update
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
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.crop = None
self.type_id = None
self.bad_crops = []
self.wait_time = 0
def run(self):
self.state()
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class GatherWartStates:
def idle(self):
return None
def init(self):
self.state = self.find_new_wart
def find_new_wart(self):
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print('Finding new wart...')
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w = self.g.world
p = utils.pint(self.g.pos)
mature_wart = max(blocks.NETHERWART_IDS)
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for wart in w.find_blocks_3d(p, [mature_wart], 50, 20):
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print('Found wart:', wart)
if wart not in self.bad_warts:
break
else: # for
print('No good warts left, aborting.')
self.state = self.cleanup
return
self.wart = wart
self.state = self.nav_to_wart
def nav_to_wart(self):
w = self.g.world
p = utils.pint(self.g.pos)
navpath = w.path_to_place(p, self.wart)
if navpath:
self.g.path = navpath
self.g.look_at = utils.padd(self.wart, path.BLOCK_BELOW)
self.state = self.going_to_wart
else:
self.bad_warts.append(wart)
self.state = self.find_new_wart
def going_to_wart(self):
if utils.pint(self.g.pos) == self.wart:
print('At the wart')
self.state = self.break_wart
def break_wart(self):
self.g.game.break_block(self.wart)
self.wait_time = 0.5
self.state = self.wait
def wait(self):
# wait for the item
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.select_wart
def select_wart(self):
p = utils.pint(self.g.pos)
if self.g.game.select_item(items.NETHERWART_ID):
self.state = self.wait_select
self.wait_time = 0.5
else:
print('Aborting planting, no wart')
self.state = self.cleanup
def wait_select(self):
# wait a bit to select
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.place_wart
def place_wart(self):
p = utils.pint(self.g.pos)
self.g.game.place_block(p, BlockFace.TOP)
print('Placed wart')
self.state = self.wait_place
self.wait_time = 0.5
def wait_place(self):
# wait a bit for chunk data to update
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
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.wart = None
self.bad_warts = []
self.wait_time = 0
def run(self):
self.state()
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class GatherWoodStates:
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def bair(self, p):
return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
def blog(self, p):
return self.g.chunks.get_block_at(*p) in blocks.LOG_IDS
def idle(self):
return None
def init(self):
self.g.chopped_tree = False
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self.state = self.select_axe
def select_axe(self):
self.g.game.select_item(items.AXE_IDS)
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self.state = self.find_new_tree
def find_new_tree(self):
print('Finding new tree...')
w = self.g.world
p = utils.pint(self.g.pos)
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for tree in w.find_trees(p, 100):
print('Found tree:', tree)
if tree not in self.bad_trees:
break
else: # for
print('No good trees left, aborting.')
self.state = self.cleanup
return
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self.tree = tree
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self.type = blocks.BLOCKS[w.block_at(*tree)].replace('_log', '')
print('Type:', self.type)
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self.state = self.find_openings
def find_openings(self):
w = self.g.world
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self.openings = w.find_tree_openings(self.tree)
self.state = self.choose_opening
def choose_opening(self):
w = self.g.world
p = utils.pint(self.g.pos)
print('openings:', self.openings)
if not len(self.openings):
print('Unable to get to tree', self.tree)
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if self.tree not in self.good_trees:
self.bad_trees.append(self.tree)
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self.state = self.cleanup
return
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navpath = w.path_to_place(p, self.openings[0])
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if navpath:
self.g.path = navpath
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self.state = self.going_to_tree
else:
self.openings.pop(0)
def going_to_tree(self):
if utils.pint(self.g.pos) == self.openings[0]:
self.g.look_at = self.tree
self.state = self.clear_leaves
def clear_leaves(self):
if not self.g.breaking:
p = utils.pint(self.g.pos)
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diff = utils.psub(self.tree, p)
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for x in utils.diffrange(diff[0]):
for z in utils.diffrange(diff[2]):
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for y in range(2):
check = utils.padd(p, (x, y, z))
if check == self.tree:
break
if not self.bair(check):
print('Breaking leaf')
self.g.game.break_block(check)
return
self.state = self.clear_trunk_base
def clear_trunk_base(self):
if not self.g.breaking:
base = self.tree
above = utils.padd(self.tree, path.BLOCK_ABOVE)
if self.blog(base):
self.g.game.break_block(base)
print('breaking base')
elif self.blog(above):
self.g.game.break_block(above)
print('breaking above')
else:
w = self.g.world
p = utils.pint(self.g.pos)
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navpath = w.path_to_place(p, self.tree)
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if navpath:
self.g.path = navpath
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self.state = self.going_to_trunk_base
else:
self.openings.pop(0)
self.state = self.choose_opening
def going_to_trunk_base(self):
if utils.pint(self.g.pos) == self.tree:
self.g.look_at = utils.padd(self.tree, path.BLOCK_ABOVE2)
self.state = self.clear_trunk
def clear_trunk(self):
if not self.g.breaking:
check = self.tree
count = 0
while self.bair(check) and count < 6:
check = utils.padd(check, path.BLOCK_ABOVE)
count += 1
if self.blog(check):
print('breaking log', check)
self.g.game.break_block(check)
else:
print('Finished clearing tree')
self.wait_time = 0.5
self.state = self.wait
def wait(self):
# wait for the last log to fall
if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.g.chopped_tree = self.type
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self.good_trees.append(self.tree)
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self.state = self.check_pos
def check_pos(self):
# make sure we are at base of trunk
# doesn't always happen, for some reason
if utils.pint(self.g.pos) == self.tree:
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self.state = self.cleanup
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else:
self.state = self.find_openings
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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.tree = None
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self.type = None
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self.openings = []
self.bad_trees = []
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self.good_trees = []
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self.wait_time = 0
def run(self):
self.state()
class GatherSandStates:
def bair(self, p):
return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
def bsand(self, p):
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return self.g.chunks.get_block_at(*p) == blocks.SAND
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def idle(self):
return None
def init(self):
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self.state = self.select_shovel
def select_shovel(self):
self.g.game.select_item(items.SHOVEL_IDS)
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self.state = self.find_new_slice
def find_new_slice(self):
print('Finding new slice...')
w = self.g.world
print('using origin', self.origin)
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start = time.time()
self.prev_layer, s = w.find_sand_slice(self.origin, 200, 10, self.bad_slices, self.prev_layer)
print('Found slice:', s, 'in', time.time() - start, 'seconds')
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if s:
self.slice = s
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self.bad_slices.append(s)
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self.state = self.find_new_sand
else:
print('No slices remaining.')
self.state = self.cleanup
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def find_new_sand(self):
print('Finding new sand...')
w = self.g.world
p = utils.pint(self.g.pos)
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head = utils.padd(p, path.BLOCK_ABOVE)
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for sand in w.find_sand(self.slice, 2, p):
if sand not in self.bad_sand:
print('Found sand:', sand)
break
else: # for
print('No good sands left, aborting.')
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self.state = self.cleanup
return
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self.sand = sand
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if utils.phyp(head, self.sand) < blocks.BREAK_DISTANCE:
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self.state = self.dig_sand
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else:
self.state = self.nav_to_sand
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def nav_to_sand(self):
w = self.g.world
p = utils.pint(self.g.pos)
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c = self.g.chunks
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tmp = c.get_block_at(*self.sand)
c.set_block_at(*self.sand, blocks.AIR)
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navpath = w.path_to_place(p, self.sand)
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c.set_block_at(*self.sand, tmp)
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if navpath:
self.g.path = navpath[:-1]
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self.state = self.going_to_sand
else:
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print('Cant get to that sand')
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self.bad_sand.append(self.sand)
self.state = self.find_new_sand
def going_to_sand(self):
if not len(self.g.path):
self.g.look_at = self.sand
self.state = self.dig_sand
def dig_sand(self):
if not self.g.breaking:
if self.bsand(self.sand):
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self.g.look_at = self.sand
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self.g.game.break_block(self.sand)
print('digging sand')
else:
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self.state = self.find_new_sand
def cleanup(self):
self.g.look_at = None
self.state = self.done
def done(self):
# never gets ran, placeholder
return None
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def __init__(self, global_state):
self.g = global_state
self.state = self.idle
self.origin = utils.pint(self.g.pos)
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self.origin = (2019, 64, 238)
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self.slice = None
self.bad_slices = []
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self.prev_layer = 0
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self.sand = None
self.bad_sand = []
self.wait_time = 0
def run(self):
self.state()
class GrabSandStates:
def idle(self):
return None
def init(self):
self.state = self.find_sand
print('Trying to grab sand')
def find_sand(self):
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w = self.g.world
p = utils.pint(self.g.pos)
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sand = w.find_objects([items.SAND_ID])
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if not sand:
print('No sand objects found, aborting')
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self.state = self.cleanup
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return
sand.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z)))
for s in sand:
s_pos = utils.pint((s.x, s.y, s.z))
check = utils.padd(s_pos, path.BLOCK_BELOW)
if utils.phyp(p, s_pos) > 6:
continue
# skip if the sand is floating
if self.g.chunks.get_block_at(*check) in {0}:
continue
if s.entity_id in self.eid_blacklist:
continue
self.eid_blacklist.append(s.entity_id)
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navpath = w.path_to_place(p, s_pos)
if navpath:
self.g.path = navpath
self.state = self.going_to_sand
self.sand = s_pos
print('Going to sand', self.sand)
return
else:
print('Cant get to sand', self.sand)
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print('Cant get to any more sand, aborting')
self.state = self.cleanup
def going_to_sand(self):
if utils.pint(self.g.pos) == self.sand:
self.state = self.cleanup
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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.sand = None
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self.eid_blacklist = []
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def run(self):
self.state()
class SleepWithBedStates:
def idle(self):
return None
def init(self):
if self.g.time < 12000:
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print('Aborting sleep, not night')
self.state = self.cleanup
return
if self.g.dimension != 'overworld':
print('Aborting sleep, not in overworld')
self.state = self.cleanup
return
self.state = self.select_bed
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def select_bed(self):
if self.g.game.select_item(items.BED_IDS):
self.state = self.find_bed_spot
else:
print('No bed, aborting.')
self.state = self.cleanup
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def find_bed_spot(self):
print('Finding a bed spot...')
w = self.g.world
p = utils.pint(self.g.pos)
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for area in w.find_bed_areas(p, 100):
print('Found area:', area)
if area not in self.bad_areas:
break
else: # for
print('Unable to find area')
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self.state = self.cleanup
return
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self.area = area
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openings = w.find_bed_openings(self.area)
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
print('Unable to get to bed area', self.area)
self.bad_areas.append(self.area)
self.state = self.cleanup
return
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self.g.path = navpath
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self.state = self.going_to_area
def going_to_area(self):
if utils.pint(self.g.pos) == self.opening:
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
self.state = self.place_bed
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def place_bed(self):
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.state = self.use_bed
def use_bed(self):
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if self.g.time > 12550:
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print('Sleeping')
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self.g.game.place_block(self.area, BlockFace.TOP)
if not self.silent:
self.g.chat.send('zzz')
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self.state = self.sleep_bed
def sleep_bed(self):
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w = self.g.world
p = utils.pint(self.g.pos)
threats = w.find_threats(p, 30)
if threats:
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print('Waking up due to threats:')
print(threats)
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self.g.game.leave_bed()
self.state = self.break_bed
elif self.g.time < 100:
print('Woke up time')
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self.state = self.break_bed
def break_bed(self):
self.g.game.break_block(self.area)
self.state = self.collect_bed
def collect_bed(self):
if not self.g.breaking:
self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
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self.wait_time = 2
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self.state = self.wait
def wait(self):
# wait to pick up bed
if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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
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self.silent = False
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self.area = None
self.opening = None
self.bad_areas = []
self.wait_time = 0
def run(self):
self.state()
class CacheItemsStates:
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def idle(self):
return None
def init(self):
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self.skip_slots = []
self.skip_items = []
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num_stacks = len([x for x in self.g.inv.values() if x.present])
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print('Inventory amount:', num_stacks)
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if num_stacks >= self.minimum:
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self.state = self.find_trapped_chests
else:
print('Aborting caching, not full')
self.state = self.cleanup
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def find_trapped_chests(self):
print('Finding trapped chests...')
w = self.g.world
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)
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
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return
chest = self.trapped_chests[0]
tmp = c.get_block_at(*chest)
c.set_block_at(*chest, blocks.AIR)
navpath = w.path_to_place(p, chest)
c.set_block_at(*chest, tmp)
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)
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):
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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)
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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
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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
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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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slot_list = []
for slot_num in w_inventory_slots:
if slot_num not in w.contents:
continue
slot = w.contents[slot_num]
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if not slot.present:
continue
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if slot.item_id in self.needed_items:
continue
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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)
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for slot_num, slot in slot_list:
if slot.item_id in self.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
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self.g.game.click_window(slot_num, 0, 1, slot)
return
print('nothing left to move')
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self.state = self.close_chest
def close_chest(self):
print('closing chest')
self.g.game.close_window()
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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
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self.minimum = 27
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self.silent = False
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# keep all needed items
self.needed_items = items.NEEDED_ITEMS
# keep one stack of wanted items
self.wanted_items = items.WANTED_ITEMS
self.skip_slots = []
self.skip_items = []
self.area = None
self.opening = None
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self.trapped_chests = []
self.bad_areas = []
self.wait_time = 0
def run(self):
self.state()
class GrabSuppliesStates:
def idle(self):
return None
def init(self):
if self.supplies:
self.state = self.check_supplies
else:
print('Aborting getting supplies, none specified')
self.state = self.cleanup
def check_supplies(self):
for items, maximum in self.supplies.items():
print('Checking items:', items)
num_items = self.g.game.count_items(items)
print('Have:', num_items)
if num_items:
print('Skipping')
continue
else:
self.target_items = items
self.maximum_items = maximum
self.count = 0
self.state = self.find_barrels
return
print('Aborting, don\'t need any more supplies')
self.state = self.cleanup
def find_barrels(self):
print('Finding barrels...')
w = self.g.world
p = utils.pint(self.g.pos)
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self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS)
print('Found:', self.barrels)
self.state = self.choose_barrel
def choose_barrel(self):
print('Choosing a barrel...')
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
if not len(self.barrels):
print('No barrels')
self.state = self.cleanup
return
barrel = self.barrels[0]
tmp = c.get_block_at(*barrel)
c.set_block_at(*barrel, blocks.AIR)
navpath = w.path_to_place(p, barrel)
c.set_block_at(*barrel, tmp)
print('navpath:', navpath)
if navpath:
self.g.path = navpath[:-1]
self.opening = self.g.path[-1]
self.area = barrel
self.state = self.going_to_barrel
return
else:
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self.barrels.pop(0)
def going_to_barrel(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.state = self.open_barrel
def open_barrel(self):
print('Opening barrel')
self.g.game.open_container(self.area)
self.wait_time = 1
self.state = self.wait
def wait(self):
# wait for server to send us barrel contents
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.grab_items
def grab_items(self):
if self.g.item_lock: return
w = self.g.window
w_info = mcdata.WINDOWS[w.data.window_type]
w_container_slots = w_info.container
for slot_num in w_container_slots:
if slot_num not in w.contents:
continue
slot = w.contents[slot_num]
if not slot.present:
continue
if slot.item_id not in self.target_items:
continue
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if self.maximum_items and self.count >= self.maximum_items:
break
self.count += 1
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_barrel
def close_barrel(self):
print('Closing barrel')
self.g.game.close_window()
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.supplies = {}
self.target_supplies = []
self.barrels = []
self.target_items = None
self.maximum_items = 0
self.count = 0
self.area = None
self.opening = None
self.wait_time = 0
def run(self):
self.state()
class PlantTreeStates:
def idle(self):
return None
def init(self):
if self.g.chopped_tree:
self.state = self.check_feet
else:
print('Aborting planting, did not plant')
self.state = self.cleanup
def check_feet(self):
p = utils.pint(self.g.pos)
# check for air at feet
if self.g.chunks.get_block_at(*p) in [0]:
self.state = self.select_sapling
else:
print('Aborting planting, feet not air')
self.state = self.cleanup
def select_sapling(self):
p = utils.pint(self.g.pos)
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sapling_type = self.g.chopped_tree + '_sapling'
sapling_item = items.get_id(sapling_type)
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if self.g.game.select_item([sapling_item]):
self.g.look_at = utils.padd(p, path.BLOCK_BELOW)
self.state = self.wait_select
self.wait_time = 1
else:
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print('Aborting planting, no', sapling_type)
self.state = self.cleanup
def wait_select(self):
# wait a bit to look down
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.place_sapling
def place_sapling(self):
p = utils.pint(self.g.pos)
self.g.game.place_block(p, BlockFace.TOP)
print('Placed sapling')
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self.state = self.wait_place
self.wait_time = 1
def wait_place(self):
# wait a bit for chunk data to update
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.find_open_spot
def find_open_spot(self):
w = self.g.world
p = utils.pint(self.g.pos)
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for opening in w.find_tree_openings(p)[::-1]:
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print('trying sapling opening', opening)
navpath = w.path_to_place(p, opening)
if navpath:
self.g.path = navpath
self.area = opening
self.state = self.going_to_area
return
else: # for
print('cant escape sapling')
self.state = self.cleanup
def going_to_area(self):
if utils.pint(self.g.pos) == self.area:
self.state = self.cleanup
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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.wait_time = 0
self.area = None
def run(self):
self.state()
class ClearLeavesStates:
def idle(self):
return None
def init(self):
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if self.g.chopped_tree:
sapling_type = self.g.chopped_tree + '_sapling'
sapling_item = items.get_id(sapling_type)
num_saplings = self.g.game.count_items([sapling_item])
print('Have', num_saplings, sapling_type, 'in inventory')
if num_saplings > 8:
print('Aborting clearing leaves')
self.state = self.cleanup
return
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self.state = self.select_log
print('Clearing leaves...')
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def select_log(self):
# select a log to avoid using tools
self.g.game.select_item(items.LOG_IDS)
self.state = self.find_leaves
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def find_leaves(self):
w = self.g.world
p = utils.pint(self.g.pos)
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pos = utils.padd(p, path.BLOCK_ABOVE)
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for l in w.find_leaves(pos, blocks.BREAK_DISTANCE):
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self.leaves.append(l)
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self.state = self.break_leaves
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def break_leaves(self):
if not self.g.breaking:
if self.leaves:
leaf = self.leaves.pop(0)
self.g.look_at = leaf
self.g.game.break_block(leaf)
print('Breaking leaf', leaf)
else:
self.wait_time = 1
self.state = self.wait
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def wait(self):
# wait for the items to drop
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
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
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self.leaves = []
self.wait_time = 0
def run(self):
self.state()
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class GrabSaplingStates:
def idle(self):
return None
def init(self):
self.state = self.find_saplings
print('Trying to grab a sapling')
def find_saplings(self):
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)
if not saplings:
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print('No sapling objects found, aborting')
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self.state = self.cleanup
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:
s_pos = utils.pint((s.x, s.y, s.z))
check = utils.padd(s_pos, path.BLOCK_BELOW)
if s.entity_id in self.eid_blacklist:
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}:
continue
navpath = w.path_to_place(p, s_pos)
if navpath:
self.g.path = navpath
self.state = self.going_to_sapling
self.sapling = s_pos
self.eid_blacklist.append(s.entity_id)
print('Going to sapling', self.sapling)
return
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print('Cant get to any more saplings, aborting')
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self.state = self.cleanup
def going_to_sapling(self):
if utils.pint(self.g.pos) == self.sapling:
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self.state = self.find_saplings
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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.sapling = None
self.eid_blacklist = []
def run(self):
self.state()
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class CheckThreatsStates:
def idle(self):
return None
def init(self):
self.state = self.find_threats
print('Checking for threats')
def find_threats(self):
w = self.g.world
p = utils.pint(self.g.pos)
threats = w.find_threats(p, 40)
if threats:
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print('Found', len(threats), 'threats, fleeing:')
print(threats)
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self.state = self.find_safety
else:
print('Aborting, no threats')
self.state = self.cleanup
def find_safety(self):
w = self.g.world
p = utils.pint(self.g.pos)
safety = w.find_blocks_indexed(p, [blocks.EMERALD_BLOCK])
if not safety:
print('No emerald blocks found, aborting')
self.state = self.cleanup
return
safety.sort(key=lambda s: utils.phyp(p, s))
print('Found emerald blocks:', safety)
for s in safety:
s = utils.padd(s, path.BLOCK_ABOVE)
navpath = w.path_to_place(p, s)
if navpath:
self.g.path = navpath
self.state = self.going_to_safety
self.safety = s
print('Going to safety', self.safety)
return
else:
print('Cant get to safety', self.safety)
print('Cant get to safety, aborting')
self.state = self.cleanup
def going_to_safety(self):
if utils.pint(self.g.pos) == self.safety:
print('At safety spot, waiting to be moved')
self.state = self.wait_for_move
def wait_for_move(self):
# wait for the server to move the bot when it's safe
# ie. a piston + daylight sensor
if utils.pint(self.g.pos) != self.safety:
print('Moved, resuming job')
self.state = self.wait
self.wait_time = 3
def wait(self):
# wait to land, etc
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
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.safety = None
self.wait_time = 0
def run(self):
self.state()
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:
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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)
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box = utils.psub(b2, b1)
xz_distance = hypot(box[0]+1, box[2]+1)
y_start = f.coord1[1]
y_end = f.coord2[1]
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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])
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# 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
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if w.block_at(*check) == blocks.AIR:
self.state = self.select_item
return
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self.last_block = check
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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):
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if y not in self.iterators:
self.iterators[y] = utils.search_2d(xz_distance)
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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
#self.bad_sand.append(self.sand)
#self.state = self.find_new_sand
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
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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
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self.state = self.check_obstruction
elif self.wait_time > 0:
self.wait_time -= utils.TICK
else:
print('Block didnt appear')
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self.state = self.check_obstruction
def check_obstruction(self):
p = utils.pint(self.g.pos)
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f = self.g.filling
print('last', self.last_block)
print('p', p)
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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
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self.iterators = {}
self.wait_time = 0
self.last_block = None
self.next_block = None
def run(self):
self.state()
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class EatFoodStates:
def idle(self):
return None
def init(self):
if self.g.food < 12:
print('Hungry, eating')
self.state = self.select_food
return
if self.g.health < 20 and self.g.food < 18:
print('Low health, eating')
self.state = self.select_food
return
print('Don\'t need to eat, aborting')
self.state = self.cleanup
def select_food(self):
if self.g.game.select_item(items.FOOD_IDS):
self.state = self.eat_food
else:
print('No food, aborting')
self.state = self.cleanup
def eat_food(self):
self.g.game.use_item(0)
print('Eating food')
self.wait_time = 3
self.state = self.wait
def wait(self):
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
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.wait_time = 0
def run(self):
self.state()
class JobStates:
def idle(self):
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return []
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def init_machines(self):
self.gather_wood_states = GatherWoodStates(self.g)
self.gather_sand_states = GatherSandStates(self.g)
self.sleep_with_bed_states = SleepWithBedStates(self.g)
self.cache_items_states = CacheItemsStates(self.g)
self.grab_supplies_states = GrabSuppliesStates(self.g)
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self.find_gapple_states = FindGappleStates(self.g)
self.plant_tree_states = PlantTreeStates(self.g)
self.clear_leaves_states = ClearLeavesStates(self.g)
self.grab_sapling_states = GrabSaplingStates(self.g)
self.grab_sand_states = GrabSandStates(self.g)
self.fill_blocks_states = FillBlocksStates(self.g)
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self.check_threats_states = CheckThreatsStates(self.g)
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self.gather_wart_states = GatherWartStates(self.g)
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self.gather_crop_states = GatherCropStates(self.g)
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self.eat_food_states = EatFoodStates(self.g)
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def run_machines(self, machines):
for m in machines:
if m.state == m.idle:
continue
if m.state != m.done:
m.run()
return
# if we went through them all
for m in machines:
m.state = m.init
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def gather_sand(self):
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machines = [
self.gather_sand_states,
self.grab_sand_states,
self.cache_items_states,
self.sleep_with_bed_states,
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self.eat_food_states,
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]
return machines
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def farm_sand(self):
machines = [
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self.grab_supplies_states,
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self.check_threats_states,
self.gather_sand_states,
self.grab_sand_states,
self.cache_items_states,
self.sleep_with_bed_states,
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self.eat_food_states,
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]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
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self.grab_supplies_states.supplies = {
tuple(items.SHOVEL_IDS): 9
}
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return machines
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def cache_items(self):
machines = [
self.cache_items_states,
]
return machines
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def find_gapple(self):
machines = [
self.find_gapple_states,
]
return machines
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def gather_wood(self):
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machines = [
self.gather_wood_states,
self.sleep_with_bed_states,
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self.eat_food_states,
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self.cache_items_states,
]
return machines
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def farm_wood(self):
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machines = [
self.grab_supplies_states,
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self.gather_wood_states,
self.clear_leaves_states,
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self.plant_tree_states,
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self.grab_sapling_states,
self.sleep_with_bed_states,
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self.eat_food_states,
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self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
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self.cache_items_states.silent = True
self.grab_supplies_states.supplies = {
tuple(items.AXE_IDS): 9,
}
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return machines
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def farm_wart(self):
machines = [
self.gather_wart_states,
self.sleep_with_bed_states,
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self.eat_food_states,
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self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
return machines
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def farm_crop(self):
machines = [
self.gather_crop_states,
self.sleep_with_bed_states,
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self.eat_food_states,
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self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
return machines
def fill_blocks(self):
machines = [
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self.grab_supplies_states,
self.fill_blocks_states,
self.sleep_with_bed_states,
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self.eat_food_states,
]
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self.sleep_with_bed_states.silent = True
f = self.g.filling
name = blocks.BLOCKS[f.block]
item = items.ITEMS['minecraft:'+name]['protocol_id']
self.grab_supplies_states.supplies = {
tuple([item]): 0,
}
return machines
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def loiter(self):
machines = [
self.check_threats_states,
self.sleep_with_bed_states,
self.eat_food_states,
]
self.sleep_with_bed_states.silent = True
return machines
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def stop(self):
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self.init_machines()
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self.state = self.idle
def __init__(self, global_state):
self.g = global_state
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self.init_machines()
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self.state = self.idle
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def tick(self):
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self.run_machines(self.state())