Calculate the correct block breaking time

master
Tanner Collin 4 years ago
parent 179359d0ee
commit 13770fab24
  1. 12
      bot.py
  2. 40
      game.py
  3. 32
      utils.py

@ -33,7 +33,6 @@ importlib.reload(utils)
import path
importlib.reload(path)
TICK = 0.05
last_tick = time.time()
PITCH_ANGLE_DIR = LVector3f(x=0, y=1, z=0)
@ -87,8 +86,8 @@ def tick(global_state):
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
p.y += l.y_v * utils.TICK
l.y_v += l.y_a * utils.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
@ -151,6 +150,7 @@ def init(global_state):
l.pitch = 0
l.breaking = None
l.break_time = 0
#l.jobstate = JobStates(connection, player_info)
#l.jobstate.run()
@ -184,12 +184,12 @@ def bot(global_state):
try:
while not g.pos:
time.sleep(TICK)
time.sleep(utils.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)
time.sleep(utils.TICK)
print('Chunks loaded.')
init(g)
@ -198,7 +198,7 @@ def bot(global_state):
tick(g)
global last_tick
sleep_time = TICK + last_tick - time.time()
sleep_time = utils.TICK + last_tick - time.time()
if sleep_time < 0: sleep_time = 0
time.sleep(sleep_time)
last_tick = time.time()

@ -12,6 +12,8 @@ import utils
importlib.reload(utils)
import path
importlib.reload(path)
import blocks
importlib.reload(blocks)
class Game:
def __init__(self, global_state):
@ -38,7 +40,7 @@ class Game:
def handle_block_change(self, packet):
l = self.g.local_state
if packet.block_state_id == 3887:
if packet.block_state_id == blocks.SOUL_TORCH:
try:
l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
print('new waypoint:', l.goal)
@ -130,22 +132,9 @@ class Game:
if packet.window_id == 0:
self.g.inv[packet.slot] = packet.slot_data
def handle_break_animation(self, packet):
print(packet)
if self.l.breaking and packet.entity_id == self.g.eid:
if packet.destroy_stage >= 10:
packet = PlayerDiggingPacket()
packet.status = 2
packet.location = self.l.breaking
packet.face = 1
self.g.connection.write_packet(packet)
self.l.breaking = None
def handle_break_ack(self, packet):
print(packet)
def break_block(self, location):
if self.g.chunks.get_block_at(*location) != 0:
bid = self.g.chunks.get_block_at(*location)
if bid != 0:
packet = PlayerDiggingPacket()
packet.status = 0
packet.location = location
@ -153,6 +142,22 @@ class Game:
self.g.connection.write_packet(packet)
self.l.breaking = location
self.l.break_time = time.time() + utils.break_time(bid)
def break_finish(self):
packet = PlayerDiggingPacket()
packet.status = 2
packet.location = self.l.breaking
packet.face = 1
self.g.connection.write_packet(packet)
self.l.breaking = None
def handle_break_animation(self, packet):
print(packet)
def handle_break_ack(self, packet):
print(packet)
def animate(self):
packet = serverbound.play.AnimationPacket()
@ -162,3 +167,6 @@ class Game:
def tick(self):
if self.l.breaking:
self.animate()
if time.time() >= self.l.break_time - 2*utils.TICK:
self.break_finish()

@ -1,5 +1,11 @@
import importlib
from math import floor, ceil
import blocks
importlib.reload(blocks)
TICK = 0.05
def padd(p1, p2):
return (p1[0] + p2[0], p1[1] + p2[1], p1[2] + p2[2])
@ -25,3 +31,29 @@ def cap(x, amount):
sign = 1 if x >= 0 else -1
return sign * min(abs(x), amount)
def break_time(block_id, held_item=0, in_water=False, on_ground=True, enchantments=[], effects={}):
# from PrismarineJS/prismarine-block
data = blocks.get(block_id)
can_harvest = 'harvestTools' not in data or str(held_item) in data['harvestTools']
tool_multipliers = blocks.mcd.materials.get(data['material'], [])
is_best_tool = held_item in tool_multipliers
time = data['hardness']
if can_harvest:
time *= 1.5
else:
time *= 5.0
if is_best_tool:
speed_multiplier = tool_multipliers[held_item]
# TODO: calc efficiency, haste, mining fatigue
else:
speed_multiplier = 1.0
time /= speed_multiplier
if in_water: time *= 5.0
if not on_ground: time *= 5.0
return time

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