Move packet handlers into Game class
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a509f5d1ef
commit
179359d0ee
37
bot.py
37
bot.py
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@ -20,13 +20,12 @@ from minecraft.networking.connection import Connection
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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 protocol.packets import TimeUpdatePacket, SetSlotPacket
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from bunch import Bunch
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from panda3d.core import LPoint3f, LVector3f
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import packet_handlers
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importlib.reload(packet_handlers)
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import game
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importlib.reload(game)
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import blocks
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importlib.reload(blocks)
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import utils
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@ -135,6 +134,8 @@ def tick(global_state):
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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))
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g.connection.write_packet(packet, force=True)
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g.game.tick()
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def init(global_state):
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g = global_state
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@ -149,10 +150,7 @@ def init(global_state):
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l.yaw = 360
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l.pitch = 0
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#l.break = None
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#l.break_time = 0
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#l.break_timeout = 0
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#l.break_finished_packet = None
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l.breaking = None
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#l.jobstate = JobStates(connection, player_info)
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#l.jobstate.run()
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@ -178,34 +176,11 @@ def bot(global_state):
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g.connection.connect()
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def packet_wrapper(handler):
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def wrapper(packet):
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handler(packet, g)
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return wrapper
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g.chunks.register(g.connection)
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def x(p):
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print(p)
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h = packet_wrapper(packet_handlers.handle_block_change)
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g.connection.register_packet_listener(h, clientbound.play.BlockChangePacket)
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h = packet_wrapper(packet_handlers.handle_join_game)
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g.connection.register_packet_listener(h, clientbound.play.JoinGamePacket)
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h = packet_wrapper(packet_handlers.handle_position_and_look)
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g.connection.register_packet_listener(h, clientbound.play.PlayerPositionAndLookPacket)
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g.chat = ChatManager(g)
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h = packet_wrapper(packet_handlers.handle_chat)
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g.chat.set_handler(h)
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h = packet_wrapper(packet_handlers.handle_time_update)
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g.connection.register_packet_listener(h, TimeUpdatePacket)
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h = packet_wrapper(packet_handlers.handle_set_slot)
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g.connection.register_packet_listener(h, SetSlotPacket)
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g.game = game.Game(g)
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try:
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while not g.pos:
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164
game.py
Normal file
164
game.py
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@ -0,0 +1,164 @@
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import re
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import time
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import importlib
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from panda3d.core import LPoint3f
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from minecraft.networking.packets import Packet, clientbound, serverbound
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from protocol.packets import TimeUpdatePacket, SetSlotPacket, PlayerDiggingPacket, BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket
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import utils
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importlib.reload(utils)
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import path
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importlib.reload(path)
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class Game:
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def __init__(self, global_state):
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self.g = global_state
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self.l = self.g.local_state
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register = self.g.connection.register_packet_listener
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register(self.handle_block_change, clientbound.play.BlockChangePacket)
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register(self.handle_join_game, clientbound.play.JoinGamePacket)
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register(self.handle_position_and_look, clientbound.play.PlayerPositionAndLookPacket)
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register(self.handle_time_update, TimeUpdatePacket)
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register(self.handle_set_slot, SetSlotPacket)
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register(self.handle_break_animation, BlockBreakAnimationPacket)
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register(self.handle_break_ack, AcknowledgePlayerDiggingPacket)
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self.g.chat.set_handler(self.handle_chat)
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def handle_join_game(self, packet):
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print('Connected.')
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print(packet)
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self.g.info = packet
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self.g.eid = packet.entity_id
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def handle_block_change(self, packet):
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l = self.g.local_state
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if packet.block_state_id == 3887:
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try:
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l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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print('new waypoint:', l.goal)
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start = time.time()
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solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(l.goal))
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if solution:
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solution = list(solution)
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l.path = solution
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#l.jobstate.state = l.jobstate.stop
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print(len(solution))
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print(solution)
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print(round(time.time() - start, 3), 'seconds')
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else:
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print('No path found')
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#say(connection, 'No path found')
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#l.y_v = 10.0
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#l.y_a = -36.0
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except BaseException as e:
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import traceback
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print(traceback.format_exc())
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def handle_position_and_look(self, packet):
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print('pos and look:')
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print(packet)
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p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
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self.g.pos = p
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def handle_chat(self, message):
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source, text = message
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reply = None
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match = re.match(r'<(\w+)> (.*)', text)
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if match:
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sender, text = match.groups()
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else:
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return
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if text.startswith('! '):
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text = text[2:]
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elif text.startswith('!'):
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text = text[1:]
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else:
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return
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if ' ' in text:
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command = text.split(' ', 1)[0]
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data = text.split(' ', 1)[1]
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else:
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command = text
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if command == 'ping':
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reply = 'pong'
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if command == 'echo' and data:
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reply = data
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if command == 'respawn':
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packet = serverbound.play.ClientStatusPacket()
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packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN
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self.g.connection.write_packet(packet)
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reply = 'ok'
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if command == 'pos':
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reply = str(utils.pint(self.g.pos))[1:-1]
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if command == 'afk':
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reply = '/afk'
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if command == 'error':
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reply = 'ok'
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raise
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if command == 'break':
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self.break_block((616, 78, 496))
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reply = 'ok'
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if reply:
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print(reply)
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self.g.chat.send(reply)
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def handle_time_update(self, packet):
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l = self.g.local_state
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l.time = packet.time_of_day % 24000
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def handle_set_slot(self, packet):
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print(packet)
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if packet.window_id == 0:
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self.g.inv[packet.slot] = packet.slot_data
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def handle_break_animation(self, packet):
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print(packet)
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if self.l.breaking and packet.entity_id == self.g.eid:
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if packet.destroy_stage >= 10:
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packet = PlayerDiggingPacket()
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packet.status = 2
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packet.location = self.l.breaking
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.l.breaking = None
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def handle_break_ack(self, packet):
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print(packet)
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def break_block(self, location):
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if self.g.chunks.get_block_at(*location) != 0:
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packet = PlayerDiggingPacket()
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packet.status = 0
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packet.location = location
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.l.breaking = location
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def animate(self):
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packet = serverbound.play.AnimationPacket()
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packet.hand = packet.HAND_MAIN
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self.g.connection.write_packet(packet)
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def tick(self):
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if self.l.breaking:
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self.animate()
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@ -1,113 +0,0 @@
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import re
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import time
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import importlib
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from panda3d.core import LPoint3f
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from minecraft.networking.packets import Packet, clientbound, serverbound
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import utils
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importlib.reload(utils)
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import path
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importlib.reload(path)
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import blocks
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importlib.reload(blocks)
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def handle_join_game(packet, g):
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print('Connected.')
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print(packet)
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g.info = packet
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def handle_block_change(packet, g):
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l = g.local_state
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if packet.block_state_id == blocks.SOUL_TORCH:
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try:
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l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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print('new waypoint:', l.goal)
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start = time.time()
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solution = path.Pathfinder(g.chunks).astar(utils.pint(g.pos), utils.pint(l.goal))
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if solution:
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solution = list(solution)
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l.path = solution
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#l.jobstate.state = l.jobstate.stop
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print(len(solution))
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print(solution)
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print(round(time.time() - start, 3), 'seconds')
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else:
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print('No path found')
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#say(connection, 'No path found')
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#l.y_v = 10.0
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#l.y_a = -36.0
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except BaseException as e:
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import traceback
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print(traceback.format_exc())
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def handle_position_and_look(packet, g):
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print('pos and look:')
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print(packet)
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p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
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g.pos = p
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def handle_chat(message, g):
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source, text = message
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reply = None
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match = re.match(r'<(\w+)> (.*)', text)
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if match:
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sender, text = match.groups()
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else:
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return
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if text.startswith('! '):
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text = text[2:]
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elif text.startswith('!'):
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text = text[1:]
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else:
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return
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if ' ' in text:
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command = text.split(' ', 1)[0]
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data = text.split(' ', 1)[1]
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else:
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command = text
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if command == 'ping':
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reply = 'pong'
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if command == 'echo' and data:
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reply = data
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if command == 'respawn':
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packet = serverbound.play.ClientStatusPacket()
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packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN
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g.connection.write_packet(packet)
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reply = 'ok'
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if command == 'pos':
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reply = str(utils.pint(g.pos))[1:-1]
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if command == 'afk':
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reply = '/afk'
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if command == 'error':
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reply = 'ok'
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raise
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if reply:
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print(reply)
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g.chat.send(reply)
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def handle_time_update(packet, g):
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l = g.local_state
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l.time = packet.time_of_day % 24000
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def handle_set_slot(packet, g):
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print(packet)
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if packet.window_id == 0:
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g.inv[packet.slot] = packet.slot_data
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