minecraft-bot/bot.py

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if __name__ == '__main__':
print('Run main.py instead.')
exit(1)
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import os
import time
import importlib
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from math import floor, ceil
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from copy import copy
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USERNAME = os.environ['USERNAME']
PASSWORD = os.environ['PASSWORD']
SERVER = os.environ['SERVER']
PORT = int(os.environ.get('PORT', 25565))
import monkey_patch # must be before any possible pyCraft imports
from minecraft import authentication
from minecraft.exceptions import YggdrasilError
from minecraft.networking.connection import Connection
from minecraft.networking.packets import Packet, clientbound, serverbound
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from protocol.managers import DataManager, ChunksManager, ChatManager, ChunkNotLoadedException
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from munch import Munch
from vector import Point3D, Vector3D
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import blocks
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import game
import items
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import job
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import mcdata
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import mobs
import path
import print_help
import utils
import vector
for module in [
blocks,
game,
items,
job,
mcdata,
mobs,
path,
print_help,
utils,
vector,
]:
importlib.reload(module)
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last_tick = time.time()
PITCH_ANGLE_DIR = Vector3D((0, 1, 0))
YAW_ANGLE_DIR = Vector3D((0, 0, -1))
YAW_ANGLE_REF = Vector3D((0, 1, 0))
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YAW_LOOK_AHEAD = 4
def tick(global_state):
g = global_state
p = g.pos
target = None
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# make sure current chunks are loaded for physics
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if not g.chunks.check_loaded(p, 288):
if not g.chunks.loading:
print('Loading chunks', end='', flush=True)
g.chunks.loading = True
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packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=0, yaw=0, on_ground=True)
g.connection.write_packet(packet, force=True)
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return
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else:
if g.chunks.loading:
print()
print('Chunks loaded.')
g.chunks.loading = False
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g.chunks.unload_chunks(p)
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########## object physics ##########
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# note: it's possible the chunk data is out of date when this runs
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for eid, obj in copy(g.objects).items():
if obj.velocity_x:
obj.x += obj.velocity_x / 8000
if obj.velocity_y:
obj.y += obj.velocity_y / 8000
if obj.velocity_z:
obj.z += obj.velocity_z / 8000
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block_below = g.chunks.get_block_at(floor(obj.x), floor(obj.y-0.20), floor(obj.z))
in_air = block_below in blocks.NON_SOLID_IDS
if in_air:
obj.velocity_x *= 0.988
obj.velocity_y -= 390
obj.velocity_z *= 0.988
else:
obj.y = int(obj.y-0.20)+1
obj.velocity_x *= 0.5
obj.velocity_y = 0
obj.velocity_z *= 0.5
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# float object back up in case it clipped through multiple blocks
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if g.chunks.get_block_at(floor(obj.x), floor(obj.y), floor(obj.z)) not in blocks.NON_SOLID_IDS:
obj.y += 0.05
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if abs(obj.velocity_x) < 1: obj.velocity_x = 0
if abs(obj.velocity_z) < 1: obj.velocity_z = 0
########## player physics ##########
if g.path and len(g.path):
target = Point3D(g.path[0])
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target.x += 0.5
target.z += 0.5
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if g.afk_timeout > 0:
target = None
g.afk_timeout -= utils.TICK
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if target:
d = p - target
# jump up block
if d.y < -0.9 and not g.y_v:
g.y_v = 8.5
g.y_a = -36.0
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# jump gap
if d.xz.length() > 1.6 and not g.y_v:
g.y_v = 8.5
g.y_a = -36.0
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if d.length() > 0:
if g.y_v < 5:
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p.x -= utils.cap(d.x, 0.2)
p.z -= utils.cap(d.z, 0.2)
if len(g.path) > 1 and d.length() < 0.2:
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# removes some jitter in walking
g.path.pop(0)
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elif d.length() == 0:
g.path.pop(0)
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if g.y_v or g.y_a:
p.y += g.y_v * utils.TICK
g.y_v += g.y_a * utils.TICK
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block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
block_above = g.chunks.get_block_at(floor(p.x), ceil(p.y+1), floor(p.z))
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in_void = p.y < 0
in_air = block_below in blocks.NON_SOLID_IDS or in_void
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in_water = block_below in blocks.WATER_IDS
g.crawling = block_above not in blocks.NON_SOLID_IDS
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if in_air:
g.y_a = -36.0
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elif in_water:
g.y_a = -16.0
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else:
p.y = ceil(p.y)
g.y_v = 0
g.y_a = 0
if g.look_at:
look_at = Point3D(g.look_at)
elif g.path and len(g.path) > YAW_LOOK_AHEAD:
look_at = Point3D(g.path[YAW_LOOK_AHEAD])
elif g.path and len(g.path):
look_at = Point3D(g.path[-1])
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else:
look_at = None
if look_at:
look_at.x += 0.5
look_at.z += 0.5
look_at_d = p - look_at
if look_at_d.length() > 0.6:
target_pitch = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR)
target_pitch = (target_pitch - 90) * -1
target_pitch_d = target_pitch - g.pitch
g.pitch += utils.cap(target_pitch_d, 10)
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# remove vertical component for yaw calculation
look_at_d.y = 0
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if look_at_d.length() > 0.6:
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target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF)
target_yaw_d = target_yaw - g.yaw
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target_yaw_d = (target_yaw_d + 180) % 360 - 180
g.yaw += utils.cap(target_yaw_d, 30)
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else:
target_pitch_d = 0 - g.pitch
g.pitch += utils.cap(target_pitch_d, 10)
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packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=g.pitch, yaw=g.yaw, on_ground=(not in_air))
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g.connection.write_packet(packet)
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g.game.tick()
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g.job.tick()
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def init(global_state):
g = global_state
g.time = 0
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g.path = []
g.look_at = None
g.y_v = 0
g.y_a = 0
g.yaw = 360
g.pitch = 0
g.crawling = False
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g.breaking = None
g.break_time = 0
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g.dumping = None
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g.draining = False
g.item_lock = False
g.command_lock = False
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g.trades = []
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g.job = job.JobStates(g)
g.chopped_tree = False
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g.afk_timeout = 0
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g.filling = False
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g.minimum_cache_slots = 27
g.maximum_supply_slots = 33
def bot(global_state):
g = global_state
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if not g.mcdata:
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g.mcdata = DataManager('./minecraft_data')
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if not g.connection:
auth_token = authentication.AuthenticationToken()
try:
auth_token.authenticate(USERNAME, PASSWORD)
except YggdrasilError as e:
print(e)
sys.exit()
print("Logged in as %s..." % auth_token.username)
g.connection = Connection(SERVER, PORT, auth_token=auth_token)
g.chunks = ChunksManager(g.mcdata)
g.connection.connect()
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g.chunks.register(g.connection)
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g.chat = ChatManager(g)
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g.game = game.Game(g)
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g.world = game.MCWorld(g)
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try:
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while not g.pos:
time.sleep(utils.TICK)
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print('Player loaded.')
init(g)
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g.game.close_window()
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print('Initialized.')
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while g.running:
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tick(g)
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global last_tick
sleep_time = utils.TICK + last_tick - time.time()
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if sleep_time < 0: sleep_time = 0
time.sleep(sleep_time)
last_tick = time.time()
finally:
print('Removing listeners...')
g.connection.packet_listeners = []
g.connection.early_packet_listeners = []
g.connection.outgoing_packet_listeners = []
g.connection.early_outgoing_packet_listeners = []
print('Bot module loaded.')