Port over physics and pathfinding

master
Tanner Collin 4 years ago
parent 0b59e8c438
commit 100b4da80d
  1. 216
      blocks.py
  2. 166
      bot.py
  3. 3
      main.py
  4. 35
      packet_handlers.py
  5. 296
      path.py
  6. 27
      utils.py

@ -0,0 +1,216 @@
import json
with open('mcdata/blocks.json') as f:
BLOCKS = json.load(f)
AVOID = [
'minecraft:lava',
'minecraft:water',
'minecraft:fire',
'minecraft:magma_block',
'minecraft:oak_fence',
'minecraft:oak_fence_gate',
'minecraft:nether_brick_fence',
'minecraft:spruce_fence_gate',
'minecraft:birch_fence_gate',
'minecraft:jungle_fence_gate',
'minecraft:acacia_fence_gate',
'minecraft:dark_oak_fence_gate',
'minecraft:spruce_fence',
'minecraft:birch_fence',
'minecraft:jungle_fence',
'minecraft:acacia_fence',
'minecraft:dark_oak_fence',
'minecraft:sweet_berry_bush',
'minecraft:nether_portal',
'minecraft:end_portal',
'minecraft:cobblestone_wall',
'minecraft:mossy_cobblestone_wall',
'minecraft:brick_wall',
'minecraft:prismarine_wall',
'minecraft:red_sandstone_wall',
'minecraft:mossy_stone_brick_wall',
'minecraft:granite_wall',
'minecraft:stone_brick_wall',
'minecraft:nether_brick_wall',
'minecraft:andesite_wall',
'minecraft:red_nether_brick_wall',
'minecraft:sandstone_wall',
'minecraft:end_stone_brick_wall',
'minecraft:diorite_wall',
]
NON_SOLID = [
'minecraft:air',
'minecraft:powered_rail',
'minecraft:detector_rail',
'minecraft:grass',
'minecraft:fern',
'minecraft:dead_bush',
'minecraft:seagrass',
'minecraft:tall_seagrass',
'minecraft:dandelion',
'minecraft:poppy',
'minecraft:blue_orchid',
'minecraft:allium',
'minecraft:azure_bluet',
'minecraft:red_tulip',
'minecraft:orange_tulip',
'minecraft:white_tulip',
'minecraft:pink_tulip',
'minecraft:oxeye_daisy',
'minecraft:cornflower',
'minecraft:wither_rose',
'minecraft:lily_of_the_valley',
'minecraft:brown_mushroom',
'minecraft:red_mushroom',
'minecraft:torch',
'minecraft:wall_torch',
'minecraft:redstone_wire',
'minecraft:wheat',
'minecraft:oak_sign',
'minecraft:spruce_sign',
'minecraft:birch_sign',
'minecraft:acacia_sign',
'minecraft:jungle_sign',
'minecraft:dark_oak_sign',
'minecraft:rail',
'minecraft:oak_wall_sign',
'minecraft:spruce_wall_sign',
'minecraft:birch_wall_sign',
'minecraft:acacia_wall_sign',
'minecraft:jungle_wall_sign',
'minecraft:dark_oak_wall_sign',
'minecraft:lever',
'minecraft:stone_pressure_plate',
'minecraft:oak_pressure_plate',
'minecraft:spruce_pressure_plate',
'minecraft:birch_pressure_plate',
'minecraft:jungle_pressure_plate',
'minecraft:acacia_pressure_plate',
'minecraft:dark_oak_pressure_plate',
'minecraft:redstone_torch',
'minecraft:redstone_wall_torch',
'minecraft:stone_button',
'minecraft:sugar_cane',
'minecraft:repeater',
'minecraft:attached_pumpkin_stem',
'minecraft:attached_melon_stem',
'minecraft:pumpkin_stem',
'minecraft:melon_stem',
'minecraft:nether_wart',
'minecraft:tripwire_hook',
'minecraft:tripwire',
'minecraft:carrots',
'minecraft:potatoes',
'minecraft:oak_button',
'minecraft:spruce_button',
'minecraft:birch_button',
'minecraft:jungle_button',
'minecraft:acacia_button',
'minecraft:dark_oak_button',
'minecraft:light_weighted_pressure_plate',
'minecraft:heavy_weighted_pressure_plate',
'minecraft:comparator',
'minecraft:activator_rail',
'minecraft:white_carpet',
'minecraft:orange_carpet',
'minecraft:magenta_carpet',
'minecraft:light_blue_carpet',
'minecraft:yellow_carpet',
'minecraft:lime_carpet',
'minecraft:pink_carpet',
'minecraft:gray_carpet',
'minecraft:light_gray_carpet',
'minecraft:cyan_carpet',
'minecraft:purple_carpet',
'minecraft:blue_carpet',
'minecraft:brown_carpet',
'minecraft:green_carpet',
'minecraft:red_carpet',
'minecraft:black_carpet',
'minecraft:sunflower',
'minecraft:lilac',
'minecraft:rose_bush',
'minecraft:peony',
'minecraft:tall_grass',
'minecraft:large_fern',
'minecraft:white_banner',
'minecraft:orange_banner',
'minecraft:magenta_banner',
'minecraft:light_blue_banner',
'minecraft:yellow_banner',
'minecraft:lime_banner',
'minecraft:pink_banner',
'minecraft:gray_banner',
'minecraft:light_gray_banner',
'minecraft:cyan_banner',
'minecraft:purple_banner',
'minecraft:blue_banner',
'minecraft:brown_banner',
'minecraft:green_banner',
'minecraft:red_banner',
'minecraft:black_banner',
'minecraft:white_wall_banner',
'minecraft:orange_wall_banner',
'minecraft:magenta_wall_banner',
'minecraft:light_blue_wall_banner',
'minecraft:yellow_wall_banner',
'minecraft:lime_wall_banner',
'minecraft:pink_wall_banner',
'minecraft:gray_wall_banner',
'minecraft:light_gray_wall_banner',
'minecraft:cyan_wall_banner',
'minecraft:purple_wall_banner',
'minecraft:blue_wall_banner',
'minecraft:brown_wall_banner',
'minecraft:green_wall_banner',
'minecraft:red_wall_banner',
'minecraft:black_wall_banner',
'minecraft:beetroots',
'minecraft:bamboo_sapling',
'minecraft:void_air',
'minecraft:cave_air',
'minecraft:lantern',
]
SINGLE_SNOW = 3919
LOGS = [
'minecraft:oak_log',
'minecraft:spruce_log',
'minecraft:birch_log',
'minecraft:jungle_log',
'minecraft:acacia_log',
'minecraft:dark_oak_log',
]
LEAVES = [
'minecraft:oak_leaves',
'minecraft:spruce_leaves',
'minecraft:birch_leaves',
'minecraft:jungle_leaves',
'minecraft:acacia_leaves',
'minecraft:dark_oak_leaves',
]
NON_SOLID_IDS = set([SINGLE_SNOW])
for block_name in NON_SOLID:
for state in BLOCKS[block_name]['states']:
NON_SOLID_IDS.add(state['id'])
AVOID_IDS = set()
for block_name in AVOID:
for state in BLOCKS[block_name]['states']:
AVOID_IDS.add(state['id'])
LOG_IDS = set()
for block_name in LOGS:
for state in BLOCKS[block_name]['states']:
LOG_IDS.add(state['id'])
LEAF_IDS = set()
for block_name in LEAVES:
for state in BLOCKS[block_name]['states']:
LEAF_IDS.add(state['id'])

166
bot.py

@ -5,6 +5,7 @@ if __name__ == '__main__':
import os
import time
import importlib
from math import floor, ceil
USERNAME = os.environ['USERNAME']
PASSWORD = os.environ['PASSWORD']
@ -21,19 +22,144 @@ from minecraft.networking.packets import Packet, clientbound, serverbound
from custom.networking.packets.clientbound.play.block_change_packet import BlockChangePacket
from panda3d.core import LPoint3f
from bunch import Bunch
from panda3d.core import LPoint3f, LVector3f
import packet_handlers
importlib.reload(packet_handlers)
import blocks
importlib.reload(blocks)
import utils
importlib.reload(utils)
import path
importlib.reload(path)
TICK = 0.05
last_tick = time.time()
def tick():
return
PITCH_ANGLE_DIR = LVector3f(x=0, y=1, z=0)
YAW_ANGLE_DIR = LVector3f(x=0, y=0, z=-1)
YAW_ANGLE_REF = LVector3f(x=0, y=1, z=0)
YAW_LOOK_AHEAD = 4
def tick(global_state):
g = global_state
l = g.local_state
p = g.pos
target = None
try:
g.chunks.get_block_at(*utils.pint(p))
except chunks.ChunkNotLoadedException:
return
#l.jobstate.run()
if l.path and len(l.path):
target = LPoint3f(l.path[0])
target.x += 0.5
target.z += 0.5
if target:
d = p - target
# jump up block
if d.y < -0.9 and not l.y_v:
l.y_v = 8.5
l.y_a = -36.0
# jump gap
if d.xz.length() > 1.6 and not l.y_v:
l.y_v = 8.5
l.y_a = -36.0
if d.length() > 0:
if l.y_v < 5:
p.x -= utils.cap(d.x, 0.2)
p.z -= utils.cap(d.z, 0.2)
if len(l.path) > 1 and d.length() < 0.2:
# removes some jitter in walking
l.path.pop(0)
elif d.length() == 0:
l.path.pop(0)
if l.y_v or l.y_a:
p.y += l.y_v * TICK
l.y_v += l.y_a * TICK
block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
in_air = block_below in blocks.NON_SOLID_IDS
if in_air:
l.y_a = -36.0
else:
p.y = ceil(p.y)
l.y_v = 0
l.y_a = 0
if l.look_at:
look_at = LPoint3f(l.look_at)
elif l.path and len(l.path) > YAW_LOOK_AHEAD:
look_at = LPoint3f(l.path[YAW_LOOK_AHEAD])
elif l.path and len(l.path):
look_at = LPoint3f(l.path[-1])
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 - l.pitch
l.pitch += utils.cap(target_pitch_d, 10)
# remove vertical component for yaw calculation
look_at_d.y = 0
target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF)
target_yaw_d = target_yaw - l.yaw
target_yaw_d = (target_yaw_d + 180) % 360 - 180
l.yaw += utils.cap(target_yaw_d, 30)
else:
target_pitch_d = 0 - l.pitch
l.pitch += utils.cap(target_pitch_d, 10)
packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=l.pitch, yaw=l.yaw, on_ground=(not in_air))
g.connection.write_packet(packet, force=True)
def init(global_state):
g = global_state
l = g.local_state
l.time = 0
l.path = []
l.look_at = None
l.y_v = 0
l.y_a = 0
l.yaw = 360
l.pitch = 0
#l.break = None
#l.break_time = 0
#l.break_timeout = 0
#l.break_finished_packet = None
#l.jobstate = JobStates(connection, player_info)
#l.jobstate.run()
def bot(global_state):
g = global_state
g.local_state = Bunch()
if 'mcdata' not in g:
g.mcdata = DataManager('./mcdata')
@ -58,31 +184,35 @@ def bot(global_state):
def packet_wrapper(handler):
def wrapper(packet):
print('called')
print('Wrapper:', handler)
handler(packet, g)
return wrapper
h = packet_wrapper(packet_handlers.handle_join_game)
g.connection.register_packet_listener(h, clientbound.play.JoinGamePacket)
h1 = packet_wrapper(packet_handlers.handle_join_game)
g.connection.register_packet_listener(h1, clientbound.play.JoinGamePacket)
h = packet_wrapper(packet_handlers.handle_block_change)
g.connection.register_packet_listener(h, BlockChangePacket)
h2 = packet_wrapper(packet_handlers.handle_position_and_look)
g.connection.register_packet_listener(h2, clientbound.play.PlayerPositionAndLookPacket)
h = packet_wrapper(packet_handlers.handle_position_and_look)
g.connection.register_packet_listener(h, clientbound.play.PlayerPositionAndLookPacket)
h3 = packet_wrapper(packet_handlers.handle_block_change)
g.connection.register_packet_listener(h3, BlockChangePacket)
try:
#while not player_info.pos:
# time.sleep(TICK)
#print('Player loaded.')
while not g.pos:
time.sleep(TICK)
print('Player loaded.')
x, y, z = utils.pint(g.pos)
while (floor(x/16), floor(y/16), floor(z/16)) not in g.chunks.chunks:
time.sleep(TICK)
print('Chunks loaded.')
#x, y, z = pint(player_info.pos)
#while (floor(x/16), floor(y/16), floor(z/16)) not in player_info.chunks.chunks:
# time.sleep(TICK)
#print('Chunks loaded.')
print('init..')
init(g)
print('done init')
while g.running:
tick()
tick(g)
global last_tick
sleep_time = TICK + last_tick - time.time()

@ -10,9 +10,12 @@ from watchdog.observers import Observer
from watchdog.events import PatternMatchingEventHandler
import bot
global_state = Bunch()
g = global_state
g.local_state = False
g.connection = False
g.pos = False
@app.route('/')
def hello_world():

@ -1,4 +1,12 @@
from panda3d.core import *
import time
import importlib
from panda3d.core import LPoint3f
import utils
importlib.reload(utils)
import path
importlib.reload(path)
def handle_join_game(packet, g):
print('Connected.')
@ -6,9 +14,34 @@ def handle_join_game(packet, g):
g.info = packet
def handle_block_change(packet, g):
l = g.local_state
print('block change:')
print(packet)
if packet.block_state_id == 3887:
try:
l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
print('new waypoint:', l.goal)
start = time.time()
solution = path.Pathfinder(g.chunks).astar(utils.pint(g.pos), utils.pint(l.goal))
if solution:
solution = list(solution)
l.path = solution
#l.jobstate.state = l.jobstate.stop
print(len(solution))
print(solution)
print(round(time.time() - start, 3), 'seconds')
else:
print('No path found')
#say(connection, 'No path found')
#l.y_v = 10.0
#l.y_a = -36.0
except BaseException as e:
import traceback
print(traceback.format_exc())
def handle_position_and_look(packet, g):
print('pos and look:')
print(packet)

@ -0,0 +1,296 @@
import importlib
import functools
import time
from math import hypot
from astar import AStar
import blocks
importlib.reload(blocks)
import utils
importlib.reload(utils)
class AStarTimeout(Exception):
pass
BLOCK_ABOVE = (0, +1, 0)
BLOCK_ABOVE2 = (0, +2, 0)
BLOCK_ABOVE3 = (0, +3, 0)
BLOCK_ABOVE4 = (0, +4, 0)
BLOCK_BELOW = (0, -1, 0)
BLOCK_BELOW2 = (0, -2, 0)
TRAVERSE_NORTH = (0, 0, -1)
TRAVERSE_SOUTH = (0, 0, +1)
TRAVERSE_EAST = (+1, 0, 0)
TRAVERSE_WEST = (-1, 0, 0)
ASCEND_NORTH = (0, +1, -1)
ASCEND_SOUTH = (0, +1, +1)
ASCEND_EAST = (+1, +1, 0)
ASCEND_WEST = (-1, +1, 0)
DESCEND_EAST = (+1, -1, 0)
DESCEND_WEST = (-1, -1, 0)
DESCEND_NORTH = (0, -1, -1)
DESCEND_SOUTH = (0, -1, +1)
DESCEND2_EAST = (+1, -2, 0)
DESCEND2_WEST = (-1, -2, 0)
DESCEND2_NORTH = (0, -2, -1)
DESCEND2_SOUTH = (0, -2, +1)
DESCEND3_EAST = (+1, -3, 0)
DESCEND3_WEST = (-1, -3, 0)
DESCEND3_NORTH = (0, -3, -1)
DESCEND3_SOUTH = (0, -3, +1)
DIAGONAL_NORTHEAST = (+1, 0, -1)
DIAGONAL_NORTHWEST = (-1, 0, -1)
DIAGONAL_SOUTHEAST = (+1, 0, +1)
DIAGONAL_SOUTHWEST = (-1, 0, +1)
PARKOUR_NORTH = (0, 0, -2)
PARKOUR_SOUTH = (0, 0, +2)
PARKOUR_EAST = (+2, 0, 0)
PARKOUR_WEST = (-2, 0, 0)
TRAVERSE = [
TRAVERSE_NORTH,
TRAVERSE_SOUTH,
TRAVERSE_EAST,
TRAVERSE_WEST,
]
ASCEND = [
ASCEND_NORTH,
ASCEND_SOUTH,
ASCEND_EAST,
ASCEND_WEST,
]
DESCEND = [
DESCEND_EAST,
DESCEND_WEST,
DESCEND_NORTH,
DESCEND_SOUTH,
]
DESCEND2 = [
DESCEND2_EAST,
DESCEND2_WEST,
DESCEND2_NORTH,
DESCEND2_SOUTH,
]
DESCEND3 = [
DESCEND3_EAST,
DESCEND3_WEST,
DESCEND3_NORTH,
DESCEND3_SOUTH,
]
DIAGONAL = [
DIAGONAL_NORTHEAST,
DIAGONAL_NORTHWEST,
DIAGONAL_SOUTHEAST,
DIAGONAL_SOUTHWEST,
]
PARKOUR = [
PARKOUR_NORTH,
PARKOUR_SOUTH,
PARKOUR_EAST,
PARKOUR_WEST,
]
HALF_PARKOUR = {
(0, 0, -2): (0, 0, -1),
(0, 0, 2): (0, 0, 1),
(2, 0, 0): (1, 0, 0),
(-2, 0, 0): (-1, 0, 0),
}
HYPOT_LUT = {
(0, -1): 1.0,
(0, 1): 1.0,
(1, 0): 1.0,
(-1, 0): 1.0,
(1, -1): 1.414,
(-1, -1): 1.414,
(1, 1): 1.414,
(-1, 1): 1.414,
(0, 2): 2.0,
(-2, 0): 2.0,
(2, 0): 2.0,
(0, -2): 2.0,
}
# larger started being slower
BLOCK_CACHE_SIZE = 2**14
class Pathfinder(AStar):
def __init__(self, chunks):
self.chunks = chunks
self.start_time = time.time()
@functools.lru_cache(maxsize=BLOCK_CACHE_SIZE)
def bair(self, p):
return self.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
@functools.lru_cache(maxsize=BLOCK_CACHE_SIZE)
def bavoid(self, p):
return self.chunks.get_block_at(*p) in blocks.AVOID_IDS
def check_traverse(self, node, offset):
dest = utils.padd(node, offset)
if not self.bair(dest):
return False
if self.bair(utils.padd(dest, BLOCK_BELOW)):
return False
if not self.bair(utils.padd(dest, BLOCK_ABOVE)):
return False
if self.bavoid(dest):
return False
if self.bavoid(utils.padd(dest, BLOCK_BELOW)):
return False
if self.bavoid(utils.padd(dest, BLOCK_ABOVE)):
return False
return True
def check_diagonal(self, node, offset):
if not self.check_traverse(node, offset):
return False
dest = utils.padd(node, offset)
thru1 = (node[0], node[1], dest[2])
thru2 = (dest[0], node[1], node[2])
if not self.bair(thru1):
return False
if not self.bair(utils.padd(thru1, BLOCK_ABOVE)):
return False
if self.bavoid(utils.padd(thru1, BLOCK_BELOW)):
return False
if not self.bair(thru2):
return False
if not self.bair(utils.padd(thru2, BLOCK_ABOVE)):
return False
if self.bavoid(utils.padd(thru2, BLOCK_BELOW)):
return False
return True
def check_ascend(self, node, offset):
if not self.check_traverse(node, offset):
return False
dest = utils.padd(node, offset)
if not self.bair(utils.padd(node, BLOCK_ABOVE2)):
return False
return True
def check_descend(self, node, offset):
if not self.check_traverse(node, offset):
return False
dest = utils.padd(node, offset)
if not self.bair(utils.padd(dest, BLOCK_ABOVE2)):
return False
return True
def check_descend2(self, node, offset):
if not self.check_descend(node, offset):
return False
dest = utils.padd(node, offset)
if not self.bair(utils.padd(dest, BLOCK_ABOVE3)):
return False
return True
def check_descend3(self, node, offset):
if not self.check_descend2(node, offset):
return False
dest = utils.padd(node, offset)
if not self.bair(utils.padd(dest, BLOCK_ABOVE4)):
return False
return True
def check_parkour(self, node, offset):
dest = utils.padd(node, offset)
half_offset = HALF_PARKOUR[offset]
middle = utils.padd(node, half_offset)
# dont jump if we can walk instead
if not self.bair(utils.padd(middle, BLOCK_BELOW)):
return False
if not self.check_ascend(node, offset):
return False
if not self.bair(utils.padd(dest, BLOCK_ABOVE2)):
return False
if not self.bair(utils.padd(middle, BLOCK_ABOVE)):
return False
if not self.bair(utils.padd(middle, BLOCK_ABOVE2)):
return False
return True
def neighbors(self, node):
results = []
for offset in TRAVERSE:
if self.check_traverse(node, offset):
results.append(utils.padd(node, offset))
for offset in DIAGONAL:
if self.check_diagonal(node, offset):
results.append(utils.padd(node, offset))
for offset in ASCEND:
if self.check_ascend(node, offset):
results.append(utils.padd(node, offset))
for offset in DESCEND:
if self.check_descend(node, offset):
results.append(utils.padd(node, offset))
for offset in DESCEND2:
if self.check_descend2(node, offset):
results.append(utils.padd(node, offset))
for offset in DESCEND3:
if self.check_descend3(node, offset):
results.append(utils.padd(node, offset))
for offset in PARKOUR:
if self.check_parkour(node, offset):
results.append(utils.padd(node, offset))
if not results:
if time.time() - self.start_time > 2.0:
raise(AStarTimeout)
return results
def distance_between(self, n1, n2):
(x1, y1, z1) = n1
(x2, y2, z2) = n2
return HYPOT_LUT[x2 - x1, z2 - z1]
def heuristic_cost_estimate(self, n1, n2):
(x1, y1, z1) = n1
(x2, y2, z2) = n2
return hypot(x2 - x1, z2 - z1)

@ -0,0 +1,27 @@
from math import floor, ceil
def padd(p1, p2):
return (p1[0] + p2[0], p1[1] + p2[1], p1[2] + p2[2])
def psub(p1, p2):
return (p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2])
def pmul(p, s):
return (s*p[0], s*p[1], s*p[2])
def phyp(p1, p2):
return hypot(p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2])
def phyp_bias(p1, p2, origin):
origin_distance = phyp(origin, p2)
height_diff = p2[1] - p1[1]
height_diff = height_diff*8 if height_diff < 0 else height_diff*0.5
return hypot(p1[0] - p2[0], height_diff, p1[2] - p2[2]) + origin_distance*1.5
def pint(p):
return (floor(p[0]), floor(p[1]), floor(p[2]))
def cap(x, amount):
sign = 1 if x >= 0 else -1
return sign * min(abs(x), amount)
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