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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2021-04-28 07:12:30 +00:00
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from math import floor
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2021-04-19 01:34:54 +00:00
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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 SellToVillagerStates:
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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.trade = None
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self.state = self.find_villager
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def find_villager(self):
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print('Finding new villager...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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for v in w.find_villagers(p, 100):
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print('Found villager:', v)
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if v not in self.bad_villagers and v not in self.spent_villagers:
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break
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else: # for
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print('No good villagers left, aborting.')
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self.spent_villagers = []
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self.state = self.cleanup
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return
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self.villager = v
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self.villager_pos = utils.pint((v.x, v.y, v.z))
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self.state = self.find_openings
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def find_openings(self):
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w = self.g.world
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self.openings = w.find_villager_openings(self.villager_pos)
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self.state = self.choose_opening
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def choose_opening(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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print('openings:', self.openings)
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if not len(self.openings):
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print('Unable to get to villager:', self.villager)
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if self.villager not in self.good_villagers:
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self.bad_villagers.append(self.villager)
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print('Added to bad villager list')
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self.state = self.cleanup
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return
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navpath = w.path_to_place(p, self.openings[0])
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_villager
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else:
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self.openings.pop(0)
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2021-04-25 23:39:57 +00:00
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time.sleep(0.1)
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2021-04-19 01:34:54 +00:00
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def going_to_villager(self):
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if utils.pint(self.g.pos) == self.openings[0]:
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print('Arrived at villager')
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self.g.look_at = self.villager_pos
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self.wait_time = 0.5
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self.state = self.wait_to_interact
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def wait_to_interact(self):
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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.interact_villager
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def interact_villager(self):
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print('Interacting with villager')
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self.g.game.interact(self.villager.entity_id)
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self.g.game.animate()
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self.wait_time = 0.5
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self.state = self.wait_for_window
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def wait_for_window(self):
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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_trade
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def choose_trade(self):
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g = self.g.game
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w = self.g.window
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if not w or not self.g.trades:
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print('Didnt get a trade 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.VILLAGER_TRADE:
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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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for trade_num, trade in enumerate(self.g.trades):
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in_id = trade.input_item_1.item_id
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in_num = trade.input_item_1.item_count
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out_id = trade.output_item.item_id
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price = in_num \
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+ floor(in_num * trade.price_multiplier * trade.demand) \
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+ trade.special_price
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if price < 1: price = 1
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if g.count_items([in_id]) < price:
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continue
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print('Checking trade #', trade_num)
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if trade.trade_disabled:
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print('Trade disabled, skipping')
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continue
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if out_id != items.EMERALD_ID:
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print('Not for emeralds, skipping')
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continue
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if price > in_num:
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print('Trade in demand, skipping')
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continue
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print('Found trade:', trade)
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print('Adjusted price:', price)
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self.trade = trade
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self.trade_num = trade_num
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self.state = self.click_trade
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break
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else:
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print('Villager has been spent, aborting')
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self.g.game.close_window()
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self.spent_villagers.append(self.villager)
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self.state = self.wait
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self.wait_time = 10
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return
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def click_trade(self):
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print('Clicking trade')
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self.g.item_lock = True
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self.g.game.select_trade(self.trade_num)
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self.state = self.execute_trade
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def execute_trade(self):
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if self.g.item_lock:
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return
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w = self.g.window
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w_info = mcdata.WINDOWS[w.data.window_type]
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slot_num = w_info.output
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if slot_num in w.contents:
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print('Executing trade')
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slot = w.contents[slot_num]
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self.g.game.click_window(slot_num, 0, 1, slot)
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else:
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print('Bad trade, aborting')
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self.state = self.end_trade
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def end_trade(self):
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print('Trading complete')
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self.g.game.close_window()
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self.wait_time = 1
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self.state = self.wait_for_trade
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def wait_for_trade(self):
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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.interact_villager
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def wait(self):
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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.cleanup
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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.villager = None
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self.villager_pos = None
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self.bad_villagers = []
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self.good_villagers = []
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self.spent_villagers = []
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self.openings = []
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self.trade = 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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