Program the bot to crawl, fix wood farming bugs
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parent
e642e426b9
commit
2fa3044acb
3
bot.py
3
bot.py
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@ -142,9 +142,11 @@ def tick(global_state):
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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))
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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
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in_air = block_below in blocks.NON_SOLID_IDS or in_void
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in_water = block_below in blocks.WATER_IDS
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g.crawling = block_above not in blocks.NON_SOLID_IDS
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if in_air:
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g.y_a = -36.0
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@ -204,6 +206,7 @@ def init(global_state):
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g.y_a = 0
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g.yaw = 360
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g.pitch = 0
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g.crawling = False
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g.breaking = None
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g.break_time = 0
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18
game.py
18
game.py
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@ -117,10 +117,8 @@ class MCWorld:
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log_count += 1
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for offset in path.CHECK_DIRECTIONS:
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if self.block_at(*utils.padd(log, offset)) not in blocks.LEAF_IDS:
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break
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else: # for:
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good_leaves = True
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if self.block_at(*utils.padd(log, offset)) in blocks.LEAF_IDS:
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good_leaves = True
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# make sure it's a good tree
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if not good_leaves or log_count < 3:
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@ -132,7 +130,7 @@ class MCWorld:
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def find_tree_openings(self, tree):
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# returns coords in a cardinal direction where we can stand by tree
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maze_solver = path.Pathfinder(self.g.chunks)
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maze_solver = path.Pathfinder(self.g)
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result = []
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# TODO: make sure only non-solid and leaves between
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@ -146,7 +144,7 @@ class MCWorld:
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return result
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def path_to_place(self, start, place):
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maze_solver = path.Pathfinder(self.g.chunks)
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maze_solver = path.Pathfinder(self.g)
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try:
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s = maze_solver.astar(start, place)
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@ -155,8 +153,8 @@ class MCWorld:
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return None
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def find_bed_areas(self, center, distance):
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bed_clearance = 25 # 5x5 area
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clear_distance = 3
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bed_clearance = 9 # 5x5 area
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clear_distance = 2
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for a in self.find_blocks_3d(center, [0], distance, 50):
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# check for air around the area
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@ -324,7 +322,7 @@ class MCWorld:
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def find_villager_openings(self, villager):
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# returns coords in a cardinal direction where we can stand by a villager
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maze_solver = path.Pathfinder(self.g.chunks)
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maze_solver = path.Pathfinder(self.g)
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result = []
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for distance in range(3):
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@ -398,7 +396,7 @@ class Game:
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print('new waypoint:', self.g.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(self.g.goal))
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solution = path.Pathfinder(self.g).astar(utils.pint(self.g.pos), utils.pint(self.g.goal))
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if solution:
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solution = list(solution)
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self.g.path = solution
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69
path.py
69
path.py
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@ -121,8 +121,9 @@ HALF_PARKOUR = {
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BLOCK_CACHE_SIZE = 2**14
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class Pathfinder(AStar):
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def __init__(self, chunks):
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self.chunks = chunks
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def __init__(self, g):
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self.g = g
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self.chunks = g.chunks
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self.start_time = time.time()
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@functools.lru_cache(maxsize=BLOCK_CACHE_SIZE)
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@ -133,6 +134,23 @@ class Pathfinder(AStar):
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def bavoid(self, p):
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return self.chunks.get_block_at(*p) in blocks.AVOID_IDS or p[1] < 0
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def check_traverse_crawling(self, node, offset):
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dest = utils.padd(node, offset)
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if not self.bair(dest):
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return False
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if self.bair(utils.padd(dest, BLOCK_BELOW)):
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return False
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if self.bavoid(dest):
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return False
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if self.bavoid(utils.padd(dest, BLOCK_BELOW)):
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return False
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return True
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def check_traverse(self, node, offset):
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dest = utils.padd(node, offset)
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@ -254,27 +272,32 @@ class Pathfinder(AStar):
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def neighbors(self, node):
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results = []
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for offset in TRAVERSE:
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if self.check_traverse(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DIAGONAL:
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if self.check_diagonal(node, offset):
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results.append(utils.padd(node, offset))
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for offset in ASCEND:
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if self.check_ascend(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DESCEND:
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if self.check_descend(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DESCEND2:
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if self.check_descend2(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DESCEND3:
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if self.check_descend3(node, offset):
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results.append(utils.padd(node, offset))
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for offset in PARKOUR:
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if self.check_parkour(node, offset):
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results.append(utils.padd(node, offset))
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if self.g.crawling:
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for offset in TRAVERSE:
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if self.check_traverse_crawling(node, offset):
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results.append(utils.padd(node, offset))
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else:
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for offset in TRAVERSE:
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if self.check_traverse(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DIAGONAL:
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if self.check_diagonal(node, offset):
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results.append(utils.padd(node, offset))
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for offset in ASCEND:
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if self.check_ascend(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DESCEND:
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if self.check_descend(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DESCEND2:
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if self.check_descend2(node, offset):
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results.append(utils.padd(node, offset))
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for offset in DESCEND3:
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if self.check_descend3(node, offset):
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results.append(utils.padd(node, offset))
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for offset in PARKOUR:
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if self.check_parkour(node, offset):
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results.append(utils.padd(node, offset))
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if not results:
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if time.time() - self.start_time > 2.0:
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