Move bot files into mosfet/
This commit is contained in:
		
							
								
								
									
										0
									
								
								mosfet/jobs/__init__.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										0
									
								
								mosfet/jobs/__init__.py
									
									
									
									
									
										Normal file
									
								
							
							
								
								
									
										231
									
								
								mosfet/jobs/cache_items.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										231
									
								
								mosfet/jobs/cache_items.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,231 @@
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		||||
import re
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		||||
import time
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		||||
import importlib
 | 
			
		||||
import random
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		||||
from itertools import count
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		||||
from math import hypot, floor
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from minecraft.networking.types import BlockFace
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		||||
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		||||
from protocol.managers import ChunkNotLoadedException
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		||||
 | 
			
		||||
import utils
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		||||
import path
 | 
			
		||||
import blocks
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		||||
import items
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		||||
import mcdata
 | 
			
		||||
import mobs
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		||||
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		||||
class CacheItemsStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
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		||||
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		||||
    def init(self):
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		||||
        self.skip_slots = []
 | 
			
		||||
        self.skip_items = []
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		||||
 | 
			
		||||
        num_stacks = self.g.game.count_inventory_slots()
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		||||
        print('Inventory amount:', num_stacks)
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		||||
        if num_stacks >= self.g.minimum_cache_slots:
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		||||
            self.state = self.find_trapped_chests
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		||||
        else:
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		||||
            print('Aborting caching, not full')
 | 
			
		||||
            self.state = self.cleanup
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		||||
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		||||
    def find_trapped_chests(self):
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        print('Finding trapped chests...')
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        w = self.g.world
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        p = utils.pint(self.g.pos)
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		||||
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		||||
        self.trapped_chests = w.find_blocks_indexed(p, blocks.TRAPPED_CHEST_IDS)
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		||||
        print('Found:', self.trapped_chests)
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		||||
        self.state = self.choose_trapped_chest
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		||||
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		||||
    def choose_trapped_chest(self):
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		||||
        print('Choosing a trapped chest...')
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        w = self.g.world
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        p = utils.pint(self.g.pos)
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		||||
        c = self.g.chunks
 | 
			
		||||
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		||||
        if not len(self.trapped_chests):
 | 
			
		||||
            print('No trapped chests')
 | 
			
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            self.state = self.select_chest
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		||||
            return
 | 
			
		||||
 | 
			
		||||
        chest = self.trapped_chests[0]
 | 
			
		||||
 | 
			
		||||
        tmp = c.get_block_at(*chest)
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		||||
        c.set_block_at(*chest, blocks.AIR)
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        navpath = w.path_to_place(p, chest)
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		||||
        c.set_block_at(*chest, tmp)
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		||||
 | 
			
		||||
        print('navpath:', navpath)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath[:-1]
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		||||
            self.opening = self.g.path[-1]
 | 
			
		||||
            self.area = chest
 | 
			
		||||
            self.state = self.going_to_trapped_chest
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            return
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        else:
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            self.trapped_chests.pop(0)
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    def going_to_trapped_chest(self):
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        if utils.pint(self.g.pos) == self.opening:
 | 
			
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            self.g.look_at = self.area
 | 
			
		||||
            self.state = self.open_chest
 | 
			
		||||
 | 
			
		||||
    def select_chest(self):
 | 
			
		||||
        if self.g.game.select_item([items.CHEST_ID]):
 | 
			
		||||
            self.state = self.find_cache_spot
 | 
			
		||||
        else:
 | 
			
		||||
            print('No chest, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def find_cache_spot(self):
 | 
			
		||||
        print('Finding a chest spot...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        for area in w.find_cache_areas(p, 100):
 | 
			
		||||
            print('Found area:', area)
 | 
			
		||||
            if area not in self.bad_areas:
 | 
			
		||||
                break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('Unable to find area')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.area = area
 | 
			
		||||
        openings = w.find_cache_openings(self.area)
 | 
			
		||||
 | 
			
		||||
        for o in openings:
 | 
			
		||||
            navpath = w.path_to_place(p, o)
 | 
			
		||||
            self.opening = o
 | 
			
		||||
            if navpath: break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('Unable to get to cache area', self.area)
 | 
			
		||||
            self.bad_areas.append(self.area)
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.g.path = navpath
 | 
			
		||||
        self.state = self.going_to_area
 | 
			
		||||
 | 
			
		||||
    def going_to_area(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.opening:
 | 
			
		||||
            self.g.look_at = self.area
 | 
			
		||||
            self.state = self.place_chest
 | 
			
		||||
 | 
			
		||||
    def place_chest(self):
 | 
			
		||||
        self.g.game.place_block(self.area, BlockFace.TOP)
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        self.state = self.open_chest
 | 
			
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 | 
			
		||||
    def open_chest(self):
 | 
			
		||||
        print('Opening chest')
 | 
			
		||||
        self.g.game.open_container(self.area)
 | 
			
		||||
        self.wait_time = 1
 | 
			
		||||
        self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait for server to send us chest contents
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.move_items
 | 
			
		||||
 | 
			
		||||
    def move_items(self):
 | 
			
		||||
        if self.g.item_lock: return
 | 
			
		||||
        w = self.g.window
 | 
			
		||||
 | 
			
		||||
        if not w:
 | 
			
		||||
            print('Didnt get a window, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
        if w.data.window_type != mcdata.SINGLE_CHEST:
 | 
			
		||||
            print('Got wrong window, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        w_info = mcdata.WINDOWS[w.data.window_type]
 | 
			
		||||
        w_inventory_slots = w_info.inventory
 | 
			
		||||
        w_container_slots = w_info.container
 | 
			
		||||
 | 
			
		||||
        used_slots = self.g.game.count_window_slots()
 | 
			
		||||
        print('used:', used_slots, 'total:', len(w_container_slots))
 | 
			
		||||
        if used_slots >= len(w_container_slots):
 | 
			
		||||
            print('Container is too full, aborting')
 | 
			
		||||
            self.g.game.close_window()
 | 
			
		||||
            self.g.look_at = None
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		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        slot_list = []
 | 
			
		||||
 | 
			
		||||
        for slot_num in w_inventory_slots:
 | 
			
		||||
            if slot_num not in w.contents:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            slot = w.contents[slot_num]
 | 
			
		||||
 | 
			
		||||
            if not slot.present:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            if slot.item_id in items.NEEDED_ITEMS:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            if slot_num in self.skip_slots:
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		||||
                continue
 | 
			
		||||
 | 
			
		||||
            slot_list.append((slot_num, slot))
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		||||
 | 
			
		||||
        slot_list.sort(key=lambda x: x[1].item_count, reverse=True)
 | 
			
		||||
 | 
			
		||||
        for slot_num, slot in slot_list:
 | 
			
		||||
            if slot.item_id in items.WANTED_ITEMS and slot.item_id not in self.skip_items:
 | 
			
		||||
                print('skipping wanted item', slot)
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		||||
                self.skip_slots.append(slot_num)
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		||||
                self.skip_items.append(slot.item_id)
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            print('moving', slot)
 | 
			
		||||
 | 
			
		||||
            self.g.item_lock = True
 | 
			
		||||
            self.g.game.click_window(slot_num, 0, 1, slot)
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        print('nothing left to move')
 | 
			
		||||
        self.state = self.close_chest
 | 
			
		||||
 | 
			
		||||
    def close_chest(self):
 | 
			
		||||
        print('closing chest')
 | 
			
		||||
        self.g.game.close_window()
 | 
			
		||||
        if not self.silent:
 | 
			
		||||
            self.g.chat.send('cache at ' + str(self.area)[1:-1])
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.silent = False
 | 
			
		||||
 | 
			
		||||
        self.skip_slots = []
 | 
			
		||||
        self.skip_items = []
 | 
			
		||||
 | 
			
		||||
        self.area = None
 | 
			
		||||
        self.opening = None
 | 
			
		||||
        self.trapped_chests = []
 | 
			
		||||
        self.bad_areas = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										108
									
								
								mosfet/jobs/check_threats.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										108
									
								
								mosfet/jobs/check_threats.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,108 @@
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		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class CheckThreatsStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.state = self.find_threats
 | 
			
		||||
        print('Checking for threats')
 | 
			
		||||
 | 
			
		||||
    def find_threats(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        threats = w.find_threats(p, 40)
 | 
			
		||||
 | 
			
		||||
        if threats:
 | 
			
		||||
            print('Found', len(threats), 'threats, fleeing:')
 | 
			
		||||
            print(threats)
 | 
			
		||||
            self.state = self.find_safety
 | 
			
		||||
        else:
 | 
			
		||||
            print('Aborting, no threats')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def find_safety(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        safety = w.find_blocks_indexed(p, [blocks.EMERALD_BLOCK])
 | 
			
		||||
 | 
			
		||||
        if not safety:
 | 
			
		||||
            print('No emerald blocks found, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        safety.sort(key=lambda s: utils.phyp(p, s))
 | 
			
		||||
        print('Found emerald blocks:', safety)
 | 
			
		||||
 | 
			
		||||
        for s in safety:
 | 
			
		||||
            s = utils.padd(s, path.BLOCK_ABOVE)
 | 
			
		||||
            navpath = w.path_to_place(p, s)
 | 
			
		||||
 | 
			
		||||
            if navpath:
 | 
			
		||||
                self.g.path = navpath
 | 
			
		||||
                self.state = self.going_to_safety
 | 
			
		||||
                self.safety = s
 | 
			
		||||
                print('Going to safety', self.safety)
 | 
			
		||||
                return
 | 
			
		||||
            else:
 | 
			
		||||
                print('Cant get to safety', self.safety)
 | 
			
		||||
 | 
			
		||||
        print('Cant get to safety, aborting')
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def going_to_safety(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.safety:
 | 
			
		||||
            print('At safety spot, waiting to be moved')
 | 
			
		||||
            self.state = self.wait_for_move
 | 
			
		||||
 | 
			
		||||
    def wait_for_move(self):
 | 
			
		||||
        # wait for the server to move the bot when it's safe
 | 
			
		||||
        # ie. a piston + daylight sensor
 | 
			
		||||
        if utils.pint(self.g.pos) != self.safety:
 | 
			
		||||
            print('Moved, resuming job')
 | 
			
		||||
            self.state = self.wait
 | 
			
		||||
            self.wait_time = 3
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait to land, etc
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.safety = None
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										91
									
								
								mosfet/jobs/clear_leaves.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										91
									
								
								mosfet/jobs/clear_leaves.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,91 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class ClearLeavesStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        if not self.g.chopped_tree:
 | 
			
		||||
            print('Didnt chop tree, clearing leaves')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        sapling_type = self.g.chopped_tree + '_sapling'
 | 
			
		||||
        sapling_item = items.get_id(sapling_type)
 | 
			
		||||
        num_saplings = self.g.game.count_items([sapling_item])
 | 
			
		||||
        print('Have', num_saplings, sapling_type, 'in inventory')
 | 
			
		||||
 | 
			
		||||
        if num_saplings > 8:
 | 
			
		||||
            print('Have enough saplings, aborting clearing leaves')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.state = self.select_log
 | 
			
		||||
        print('Clearing leaves...')
 | 
			
		||||
 | 
			
		||||
    def select_log(self):
 | 
			
		||||
        # select a log to avoid using tools
 | 
			
		||||
        self.g.game.select_item(items.LOG_IDS)
 | 
			
		||||
        self.state = self.find_leaves
 | 
			
		||||
 | 
			
		||||
    def find_leaves(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        pos = utils.padd(p, path.BLOCK_ABOVE)
 | 
			
		||||
 | 
			
		||||
        for l in w.find_leaves(pos, blocks.BREAK_DISTANCE):
 | 
			
		||||
            self.leaves.append(l)
 | 
			
		||||
 | 
			
		||||
        self.state = self.break_leaves
 | 
			
		||||
 | 
			
		||||
    def break_leaves(self):
 | 
			
		||||
        if not self.g.breaking:
 | 
			
		||||
            if self.leaves:
 | 
			
		||||
                leaf = self.leaves.pop(0)
 | 
			
		||||
                self.g.look_at = leaf
 | 
			
		||||
                self.g.game.break_block(leaf)
 | 
			
		||||
                print('Breaking leaf', leaf)
 | 
			
		||||
            else:
 | 
			
		||||
                self.wait_time = 1
 | 
			
		||||
                self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait for the items to drop
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.leaves = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										72
									
								
								mosfet/jobs/eat_food.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										72
									
								
								mosfet/jobs/eat_food.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,72 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class EatFoodStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        if self.g.food < 12:
 | 
			
		||||
            print('Hungry, eating')
 | 
			
		||||
            self.state = self.select_food
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        if self.g.health < 20 and self.g.food < 18:
 | 
			
		||||
            print('Low health, eating')
 | 
			
		||||
            self.state = self.select_food
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        print('Don\'t need to eat, aborting')
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def select_food(self):
 | 
			
		||||
        if self.g.game.select_item(items.FOOD_IDS):
 | 
			
		||||
            self.state = self.eat_food
 | 
			
		||||
        else:
 | 
			
		||||
            print('No food, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def eat_food(self):
 | 
			
		||||
        self.g.game.use_item(0)
 | 
			
		||||
 | 
			
		||||
        print('Eating food')
 | 
			
		||||
        self.wait_time = 3
 | 
			
		||||
        self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										216
									
								
								mosfet/jobs/fill_blocks.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										216
									
								
								mosfet/jobs/fill_blocks.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,216 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class FillBlocksStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        f = self.g.filling
 | 
			
		||||
 | 
			
		||||
        if not f:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            print('Aborting, nothing to fill')
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        if self.last_block:
 | 
			
		||||
            self.state = self.select_item
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.find_last_block
 | 
			
		||||
 | 
			
		||||
    def find_last_block(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        f = self.g.filling
 | 
			
		||||
        print('Finding last block')
 | 
			
		||||
 | 
			
		||||
        b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
 | 
			
		||||
        box = utils.psub(b2, b1)
 | 
			
		||||
        xz_distance = hypot(box[0]+1, box[2]+1)
 | 
			
		||||
        y_start = f.coord1[1]
 | 
			
		||||
        y_end = f.coord2[1]
 | 
			
		||||
 | 
			
		||||
        for y in range(y_start, y_end+1):
 | 
			
		||||
            for offset in utils.search_2d(xz_distance):
 | 
			
		||||
                check = utils.padd(f.coord1, offset)
 | 
			
		||||
                check = (check[0], y, check[2])
 | 
			
		||||
 | 
			
		||||
                # ensure block is within fill area
 | 
			
		||||
                if check[0] < b1[0] or check[0] > b2[0]:
 | 
			
		||||
                    continue
 | 
			
		||||
                if check[2] < b1[2] or check[2] > b2[2]:
 | 
			
		||||
                    continue
 | 
			
		||||
 | 
			
		||||
                if w.block_at(*check) == blocks.AIR:
 | 
			
		||||
                    self.state = self.select_item
 | 
			
		||||
                    return
 | 
			
		||||
 | 
			
		||||
                self.last_block = check
 | 
			
		||||
        else:  # for
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            print('Aborting, no air left')
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
    def select_item(self):
 | 
			
		||||
        f = self.g.filling
 | 
			
		||||
        name = blocks.BLOCKS[f.block]
 | 
			
		||||
        item = items.ITEMS['minecraft:'+name]['protocol_id']
 | 
			
		||||
 | 
			
		||||
        if self.g.game.select_item([item]):
 | 
			
		||||
            #self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
 | 
			
		||||
            self.state = self.find_next_block
 | 
			
		||||
        else:
 | 
			
		||||
            print('No blocks, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def find_next_block(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        f = self.g.filling
 | 
			
		||||
        print('Finding next block, last:', self.last_block)
 | 
			
		||||
 | 
			
		||||
        b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
 | 
			
		||||
        box = utils.psub(b2, b1)
 | 
			
		||||
        xz_distance = hypot(box[0]+1, box[2]+1)
 | 
			
		||||
        y_start = f.coord1[1]
 | 
			
		||||
        y_end = f.coord2[1]
 | 
			
		||||
 | 
			
		||||
        for y in range(y_start, y_end+1):
 | 
			
		||||
            if y not in self.iterators:
 | 
			
		||||
                self.iterators[y] = utils.search_2d(xz_distance)
 | 
			
		||||
 | 
			
		||||
            for offset in self.iterators[y]:
 | 
			
		||||
                check = utils.padd(f.coord1, offset)
 | 
			
		||||
                check = (check[0], y, check[2])
 | 
			
		||||
 | 
			
		||||
                # ensure block is within fill area
 | 
			
		||||
                if check[0] < b1[0] or check[0] > b2[0]:
 | 
			
		||||
                    continue
 | 
			
		||||
                if check[2] < b1[2] or check[2] > b2[2]:
 | 
			
		||||
                    continue
 | 
			
		||||
 | 
			
		||||
                if w.block_at(*check) == blocks.AIR:
 | 
			
		||||
                    print('Found next block:', check)
 | 
			
		||||
                    self.next_block = check
 | 
			
		||||
                    self.state = self.check_block_distance
 | 
			
		||||
                    return
 | 
			
		||||
 | 
			
		||||
        # if there's nothing left to fill
 | 
			
		||||
        self.g.filling = None
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def check_block_distance(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        head = utils.padd(p, path.BLOCK_ABOVE)
 | 
			
		||||
 | 
			
		||||
        if utils.phyp(head, self.next_block) < 4:
 | 
			
		||||
            self.state = self.fill_block
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.nav_to_block
 | 
			
		||||
 | 
			
		||||
    def nav_to_block(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        c = self.g.chunks
 | 
			
		||||
 | 
			
		||||
        tmp = c.get_block_at(*self.next_block)
 | 
			
		||||
        c.set_block_at(*self.next_block, blocks.STONE)
 | 
			
		||||
        pos = utils.padd(self.next_block, path.BLOCK_ABOVE)
 | 
			
		||||
        navpath = w.path_to_place(p, pos)
 | 
			
		||||
        c.set_block_at(*self.next_block, tmp)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath[:-1]
 | 
			
		||||
            self.state = self.going_to_block
 | 
			
		||||
        else:
 | 
			
		||||
            print('Cant get to that block')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            #self.bad_sand.append(self.sand)
 | 
			
		||||
            #self.state = self.find_new_sand
 | 
			
		||||
 | 
			
		||||
    def going_to_block(self):
 | 
			
		||||
        if not len(self.g.path):
 | 
			
		||||
            self.state = self.fill_block
 | 
			
		||||
 | 
			
		||||
    def fill_block(self):
 | 
			
		||||
        print('Filling block', self.next_block)
 | 
			
		||||
 | 
			
		||||
        self.g.game.place_block(self.next_block, BlockFace.TOP)
 | 
			
		||||
        self.g.look_at = self.next_block
 | 
			
		||||
 | 
			
		||||
        self.wait_time = 0.25
 | 
			
		||||
        self.state = self.wait_for_block
 | 
			
		||||
 | 
			
		||||
    def wait_for_block(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        if w.block_at(*self.next_block) != blocks.AIR:
 | 
			
		||||
            self.last_block = self.next_block
 | 
			
		||||
            self.state = self.check_obstruction
 | 
			
		||||
        elif self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            print('Block didnt appear')
 | 
			
		||||
            self.state = self.check_obstruction
 | 
			
		||||
 | 
			
		||||
    def check_obstruction(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        f = self.g.filling
 | 
			
		||||
        print('last', self.last_block)
 | 
			
		||||
        print('p', p)
 | 
			
		||||
        if self.last_block[1] >= p[1] and f.block not in blocks.NON_SOLID_IDS:
 | 
			
		||||
            print('Obstructed, going to last block')
 | 
			
		||||
            self.state = self.nav_to_last_block
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def nav_to_last_block(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        c = self.g.chunks
 | 
			
		||||
 | 
			
		||||
        pos = utils.padd(self.last_block, path.BLOCK_ABOVE)
 | 
			
		||||
        navpath = w.path_to_place(p, pos)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath
 | 
			
		||||
            self.state = self.going_to_last_block
 | 
			
		||||
        else:
 | 
			
		||||
            print('Cant get to that block')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def going_to_last_block(self):
 | 
			
		||||
        if not len(self.g.path):
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.iterators = {}
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
        self.last_block = None
 | 
			
		||||
        self.next_block = None
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										117
									
								
								mosfet/jobs/find_gapple.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										117
									
								
								mosfet/jobs/find_gapple.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,117 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class FindGappleStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.state = self.go_spectator
 | 
			
		||||
 | 
			
		||||
    def go_spectator(self):
 | 
			
		||||
        print('Going spectator...')
 | 
			
		||||
        self.g.chat.send('/gamemode spectator')
 | 
			
		||||
 | 
			
		||||
        self.state = self.tp_to_coord
 | 
			
		||||
 | 
			
		||||
    def tp_to_coord(self):
 | 
			
		||||
        step = utils.spiral(self.count)
 | 
			
		||||
        step_scaled = utils.pmul(step, 192)
 | 
			
		||||
        self.coord = utils.padd(self.origin, step_scaled)
 | 
			
		||||
        self.coord = (self.coord[0], 50, self.coord[2])
 | 
			
		||||
 | 
			
		||||
        print('count:', self.count, 'teleporting to:', self.coord)
 | 
			
		||||
        self.g.chat.send('/tp {} {} {}'.format(*self.coord))
 | 
			
		||||
 | 
			
		||||
        self.g.command_lock = True
 | 
			
		||||
        self.state = self.wait_for_load
 | 
			
		||||
 | 
			
		||||
    def wait_for_load(self):
 | 
			
		||||
        if self.g.command_lock:
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        if self.g.chunks.check_loaded(self.g.pos, 169):
 | 
			
		||||
            print('chunks have been loaded')
 | 
			
		||||
            self.state = self.pick_chest
 | 
			
		||||
 | 
			
		||||
    def pick_chest(self):
 | 
			
		||||
        chest_list = []
 | 
			
		||||
        for chest_id in blocks.CHEST_IDS:
 | 
			
		||||
            chest_list.extend(self.g.chunks.index.get(chest_id, []))
 | 
			
		||||
 | 
			
		||||
        for chest in chest_list:
 | 
			
		||||
            if chest in self.checked_chests:
 | 
			
		||||
                # slow but simple
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            if utils.phyp_king(self.coord, chest) > 96:
 | 
			
		||||
                # skip because we can't detect item drops
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            self.current_chest = chest
 | 
			
		||||
            self.checked_chests.append(self.current_chest)
 | 
			
		||||
            self.state = self.break_chest
 | 
			
		||||
            break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('exhausted chest list')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def break_chest(self):
 | 
			
		||||
        print('Breaking chest', self.current_chest)
 | 
			
		||||
        self.g.command_lock = True
 | 
			
		||||
        self.g.item_lock = True
 | 
			
		||||
        self.g.chat.send('/setblock {} {} {} air destroy'.format(*self.current_chest))
 | 
			
		||||
 | 
			
		||||
        self.wait_time = 0.5
 | 
			
		||||
        self.state = self.wait_for_items
 | 
			
		||||
 | 
			
		||||
    def wait_for_items(self):
 | 
			
		||||
        # wait for command to execute
 | 
			
		||||
        if self.g.command_lock:
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        # wait for items to drop
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            print('done waiting for items')
 | 
			
		||||
            self.state = self.pick_chest
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.count += 1
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.origin = utils.pint(self.g.pos)
 | 
			
		||||
        self.count = 0
 | 
			
		||||
        self.coord = None
 | 
			
		||||
        self.current_chest = None
 | 
			
		||||
        self.checked_chests = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										146
									
								
								mosfet/jobs/gather_crop.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										146
									
								
								mosfet/jobs/gather_crop.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,146 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class GatherCropStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.state = self.find_new_crop
 | 
			
		||||
 | 
			
		||||
    def find_new_crop(self):
 | 
			
		||||
        print('Finding new crop...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        mature_crops = [
 | 
			
		||||
            blocks.MATURE_WHEAT_ID,
 | 
			
		||||
            blocks.MATURE_POTATO_ID,
 | 
			
		||||
            blocks.MATURE_CARROT_ID,
 | 
			
		||||
            blocks.MATURE_BEETROOT_ID,
 | 
			
		||||
        ]
 | 
			
		||||
 | 
			
		||||
        for crop in w.find_blocks_3d(p, mature_crops, 50, 20):
 | 
			
		||||
            print('Found crop:', crop)
 | 
			
		||||
            if crop not in self.bad_crops:
 | 
			
		||||
                break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('No good crops left, aborting.')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.crop = crop
 | 
			
		||||
        self.type_id = w.block_at(*crop)
 | 
			
		||||
        self.state = self.nav_to_crop
 | 
			
		||||
 | 
			
		||||
    def nav_to_crop(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        navpath = w.path_to_place(p, self.crop)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath
 | 
			
		||||
            self.g.look_at = utils.padd(self.crop, path.BLOCK_BELOW)
 | 
			
		||||
            self.state = self.going_to_crop
 | 
			
		||||
        else:
 | 
			
		||||
            self.bad_crops.append(self.crop)
 | 
			
		||||
            self.wait_time = 0.5
 | 
			
		||||
            self.state = self.wait_to_restart
 | 
			
		||||
 | 
			
		||||
    def wait_to_restart(self):
 | 
			
		||||
        # prevent timeouts
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.find_new_crop
 | 
			
		||||
 | 
			
		||||
    def going_to_crop(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.crop:
 | 
			
		||||
            print('At the crop')
 | 
			
		||||
            self.state = self.break_crop
 | 
			
		||||
 | 
			
		||||
    def break_crop(self):
 | 
			
		||||
        self.g.game.break_block(self.crop)
 | 
			
		||||
        self.wait_time = 0.5
 | 
			
		||||
        self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait for the item
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.select_seed
 | 
			
		||||
 | 
			
		||||
    def select_seed(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        crop_seeds = {
 | 
			
		||||
            blocks.MATURE_WHEAT_ID: items.WHEAT_SEEDS_ID,
 | 
			
		||||
            blocks.MATURE_POTATO_ID: items.POTATO_ID,
 | 
			
		||||
            blocks.MATURE_CARROT_ID: items.CARROT_ID,
 | 
			
		||||
            blocks.MATURE_BEETROOT_ID: items.BEETROOT_SEEDS_ID,
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if self.g.game.select_item([crop_seeds[self.type_id]]):
 | 
			
		||||
            self.state = self.wait_select
 | 
			
		||||
            self.wait_time = 0.5
 | 
			
		||||
        else:
 | 
			
		||||
            print('Aborting planting, no crop')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def wait_select(self):
 | 
			
		||||
        # wait a bit to select
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.place_crop
 | 
			
		||||
 | 
			
		||||
    def place_crop(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        self.g.game.place_block(p, BlockFace.TOP)
 | 
			
		||||
        print('Placed crop')
 | 
			
		||||
        self.state = self.wait_place
 | 
			
		||||
        self.wait_time = 0.5
 | 
			
		||||
 | 
			
		||||
    def wait_place(self):
 | 
			
		||||
        # wait a bit for chunk data to update
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.crop = None
 | 
			
		||||
        self.type_id = None
 | 
			
		||||
        self.bad_crops = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										130
									
								
								mosfet/jobs/gather_sand.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										130
									
								
								mosfet/jobs/gather_sand.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,130 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class GatherSandStates:
 | 
			
		||||
    def bair(self, p):
 | 
			
		||||
        return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
 | 
			
		||||
 | 
			
		||||
    def bsand(self, p):
 | 
			
		||||
        return self.g.chunks.get_block_at(*p) == blocks.SAND
 | 
			
		||||
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.state = self.select_shovel
 | 
			
		||||
 | 
			
		||||
    def select_shovel(self):
 | 
			
		||||
        self.g.game.select_item(items.SHOVEL_IDS)
 | 
			
		||||
        self.state = self.find_new_slice
 | 
			
		||||
 | 
			
		||||
    def find_new_slice(self):
 | 
			
		||||
        print('Finding new slice...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
 | 
			
		||||
        print('using origin', self.origin)
 | 
			
		||||
        start = time.time()
 | 
			
		||||
        self.prev_layer, s = w.find_sand_slice(self.origin, 200, 10, self.bad_slices, self.prev_layer)
 | 
			
		||||
        print('Found slice:', s, 'in', time.time() - start, 'seconds')
 | 
			
		||||
 | 
			
		||||
        if s:
 | 
			
		||||
            self.slice = s
 | 
			
		||||
            self.bad_slices.append(s)
 | 
			
		||||
            self.state = self.find_new_sand
 | 
			
		||||
        else:
 | 
			
		||||
            print('No slices remaining.')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def find_new_sand(self):
 | 
			
		||||
        print('Finding new sand...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        head = utils.padd(p, path.BLOCK_ABOVE)
 | 
			
		||||
 | 
			
		||||
        for sand in w.find_sand(self.slice, 2, p):
 | 
			
		||||
            if sand not in self.bad_sand:
 | 
			
		||||
                print('Found sand:', sand)
 | 
			
		||||
                break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('No good sands left, aborting.')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.sand = sand
 | 
			
		||||
 | 
			
		||||
        if utils.phyp(head, self.sand) < blocks.BREAK_DISTANCE:
 | 
			
		||||
            self.state = self.dig_sand
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.nav_to_sand
 | 
			
		||||
 | 
			
		||||
    def nav_to_sand(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        c = self.g.chunks
 | 
			
		||||
 | 
			
		||||
        tmp = c.get_block_at(*self.sand)
 | 
			
		||||
        c.set_block_at(*self.sand, blocks.AIR)
 | 
			
		||||
        navpath = w.path_to_place(p, self.sand)
 | 
			
		||||
        c.set_block_at(*self.sand, tmp)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath[:-1]
 | 
			
		||||
            self.state = self.going_to_sand
 | 
			
		||||
        else:
 | 
			
		||||
            print('Cant get to that sand')
 | 
			
		||||
            self.bad_sand.append(self.sand)
 | 
			
		||||
            self.state = self.find_new_sand
 | 
			
		||||
 | 
			
		||||
    def going_to_sand(self):
 | 
			
		||||
        if not len(self.g.path):
 | 
			
		||||
            self.g.look_at = self.sand
 | 
			
		||||
            self.state = self.dig_sand
 | 
			
		||||
 | 
			
		||||
    def dig_sand(self):
 | 
			
		||||
        if not self.g.breaking:
 | 
			
		||||
            if self.bsand(self.sand):
 | 
			
		||||
                self.g.look_at = self.sand
 | 
			
		||||
                self.g.game.break_block(self.sand)
 | 
			
		||||
                print('digging sand')
 | 
			
		||||
            else:
 | 
			
		||||
                self.state = self.find_new_sand
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.origin = utils.pint(self.g.pos)
 | 
			
		||||
        self.origin = (2019, 64, 238)
 | 
			
		||||
        self.slice = None
 | 
			
		||||
        self.bad_slices = []
 | 
			
		||||
        self.prev_layer = 0
 | 
			
		||||
        self.sand = None
 | 
			
		||||
        self.bad_sand = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										123
									
								
								mosfet/jobs/gather_wart.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										123
									
								
								mosfet/jobs/gather_wart.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,123 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class GatherWartStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.state = self.find_new_wart
 | 
			
		||||
 | 
			
		||||
    def find_new_wart(self):
 | 
			
		||||
        print('Finding new wart...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        mature_wart = max(blocks.NETHERWART_IDS)
 | 
			
		||||
        for wart in w.find_blocks_3d(p, [mature_wart], 50, 20):
 | 
			
		||||
            print('Found wart:', wart)
 | 
			
		||||
            if wart not in self.bad_warts:
 | 
			
		||||
                break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('No good warts left, aborting.')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.wart = wart
 | 
			
		||||
        self.state = self.nav_to_wart
 | 
			
		||||
 | 
			
		||||
    def nav_to_wart(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        navpath = w.path_to_place(p, self.wart)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath
 | 
			
		||||
            self.g.look_at = utils.padd(self.wart, path.BLOCK_BELOW)
 | 
			
		||||
            self.state = self.going_to_wart
 | 
			
		||||
        else:
 | 
			
		||||
            self.bad_warts.append(wart)
 | 
			
		||||
            self.state = self.find_new_wart
 | 
			
		||||
 | 
			
		||||
    def going_to_wart(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.wart:
 | 
			
		||||
            print('At the wart')
 | 
			
		||||
            self.state = self.break_wart
 | 
			
		||||
 | 
			
		||||
    def break_wart(self):
 | 
			
		||||
        self.g.game.break_block(self.wart)
 | 
			
		||||
        self.wait_time = 0.5
 | 
			
		||||
        self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait for the item
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.select_wart
 | 
			
		||||
 | 
			
		||||
    def select_wart(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        if self.g.game.select_item([items.NETHERWART_ID]):
 | 
			
		||||
            self.state = self.wait_select
 | 
			
		||||
            self.wait_time = 0.5
 | 
			
		||||
        else:
 | 
			
		||||
            print('Aborting planting, no wart')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def wait_select(self):
 | 
			
		||||
        # wait a bit to select
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.place_wart
 | 
			
		||||
 | 
			
		||||
    def place_wart(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        self.g.game.place_block(p, BlockFace.TOP)
 | 
			
		||||
        print('Placed wart')
 | 
			
		||||
        self.state = self.wait_place
 | 
			
		||||
        self.wait_time = 0.5
 | 
			
		||||
 | 
			
		||||
    def wait_place(self):
 | 
			
		||||
        # wait a bit for chunk data to update
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.wart = None
 | 
			
		||||
        self.bad_warts = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										189
									
								
								mosfet/jobs/gather_wood.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										189
									
								
								mosfet/jobs/gather_wood.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,189 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class GatherWoodStates:
 | 
			
		||||
    def bair(self, p):
 | 
			
		||||
        return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
 | 
			
		||||
 | 
			
		||||
    def blog(self, p):
 | 
			
		||||
        return self.g.chunks.get_block_at(*p) in blocks.LOG_IDS
 | 
			
		||||
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.g.chopped_tree = False
 | 
			
		||||
        self.state = self.select_axe
 | 
			
		||||
 | 
			
		||||
    def select_axe(self):
 | 
			
		||||
        self.g.game.select_item(items.AXE_IDS)
 | 
			
		||||
        self.state = self.find_new_tree
 | 
			
		||||
 | 
			
		||||
    def find_new_tree(self):
 | 
			
		||||
        print('Finding new tree...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        for tree in w.find_trees(p, 100):
 | 
			
		||||
            print('Found tree:', tree)
 | 
			
		||||
            if tree not in self.bad_trees:
 | 
			
		||||
                break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('No good trees left, aborting.')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.tree = tree
 | 
			
		||||
        self.type = blocks.BLOCKS[w.block_at(*tree)].replace('_log', '')
 | 
			
		||||
        print('Type:', self.type)
 | 
			
		||||
 | 
			
		||||
        self.state = self.find_openings
 | 
			
		||||
 | 
			
		||||
    def find_openings(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        self.openings = w.find_tree_openings(self.tree)
 | 
			
		||||
        self.state = self.choose_opening
 | 
			
		||||
 | 
			
		||||
    def choose_opening(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        print('openings:', self.openings)
 | 
			
		||||
 | 
			
		||||
        if not len(self.openings):
 | 
			
		||||
            print('Unable to get to tree', self.tree)
 | 
			
		||||
            if self.tree not in self.good_trees:
 | 
			
		||||
                self.bad_trees.append(self.tree)
 | 
			
		||||
                print('Added to bad trees list')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        navpath = w.path_to_place(p, self.openings[0])
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath
 | 
			
		||||
            self.state = self.going_to_tree
 | 
			
		||||
        else:
 | 
			
		||||
            self.openings.pop(0)
 | 
			
		||||
 | 
			
		||||
    def going_to_tree(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.openings[0]:
 | 
			
		||||
            self.g.look_at = self.tree
 | 
			
		||||
            self.state = self.clear_leaves
 | 
			
		||||
 | 
			
		||||
    def clear_leaves(self):
 | 
			
		||||
        if not self.g.breaking:
 | 
			
		||||
            p = utils.pint(self.g.pos)
 | 
			
		||||
            diff = utils.psub(self.tree, p)
 | 
			
		||||
 | 
			
		||||
            for x in utils.diffrange(diff[0]):
 | 
			
		||||
                for z in utils.diffrange(diff[2]):
 | 
			
		||||
                    for y in range(2):
 | 
			
		||||
                        check = utils.padd(p, (x, y, z))
 | 
			
		||||
                        if check == self.tree:
 | 
			
		||||
                            break
 | 
			
		||||
                        if not self.bair(check):
 | 
			
		||||
                            print('Breaking leaf')
 | 
			
		||||
                            self.g.game.break_block(check)
 | 
			
		||||
                            return
 | 
			
		||||
 | 
			
		||||
            self.state = self.clear_trunk_base
 | 
			
		||||
 | 
			
		||||
    def clear_trunk_base(self):
 | 
			
		||||
        if not self.g.breaking:
 | 
			
		||||
            base = self.tree
 | 
			
		||||
            above = utils.padd(self.tree, path.BLOCK_ABOVE)
 | 
			
		||||
 | 
			
		||||
            if self.blog(base):
 | 
			
		||||
                self.g.game.break_block(base)
 | 
			
		||||
                print('breaking base')
 | 
			
		||||
            elif self.blog(above):
 | 
			
		||||
                self.g.game.break_block(above)
 | 
			
		||||
                print('breaking above')
 | 
			
		||||
            else:
 | 
			
		||||
                w = self.g.world
 | 
			
		||||
                p = utils.pint(self.g.pos)
 | 
			
		||||
                navpath = w.path_to_place(p, self.tree)
 | 
			
		||||
 | 
			
		||||
                if navpath:
 | 
			
		||||
                    self.g.path = navpath
 | 
			
		||||
                    self.state = self.going_to_trunk_base
 | 
			
		||||
                else:
 | 
			
		||||
                    self.openings.pop(0)
 | 
			
		||||
                    self.state = self.choose_opening
 | 
			
		||||
 | 
			
		||||
    def going_to_trunk_base(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.tree:
 | 
			
		||||
            self.g.look_at = utils.padd(self.tree, path.BLOCK_ABOVE2)
 | 
			
		||||
            self.state = self.clear_trunk
 | 
			
		||||
 | 
			
		||||
    def clear_trunk(self):
 | 
			
		||||
        if not self.g.breaking:
 | 
			
		||||
            check = self.tree
 | 
			
		||||
 | 
			
		||||
            count = 0
 | 
			
		||||
            while self.bair(check) and count < 6:
 | 
			
		||||
                check = utils.padd(check, path.BLOCK_ABOVE)
 | 
			
		||||
                count += 1
 | 
			
		||||
 | 
			
		||||
            if self.blog(check):
 | 
			
		||||
                print('breaking log', check)
 | 
			
		||||
                self.g.game.break_block(check)
 | 
			
		||||
            else:
 | 
			
		||||
                print('Finished clearing tree')
 | 
			
		||||
                self.wait_time = 0.5
 | 
			
		||||
                self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait for the last log to fall
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.g.chopped_tree = self.type
 | 
			
		||||
            self.good_trees.append(self.tree)
 | 
			
		||||
            self.state = self.check_pos
 | 
			
		||||
 | 
			
		||||
    def check_pos(self):
 | 
			
		||||
        # make sure we are at base of trunk
 | 
			
		||||
        # doesn't always happen, for some reason
 | 
			
		||||
        if utils.pint(self.g.pos) == self.tree:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.find_openings
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.tree = None
 | 
			
		||||
        self.type = None
 | 
			
		||||
        self.openings = []
 | 
			
		||||
        self.bad_trees = []
 | 
			
		||||
        self.good_trees = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										88
									
								
								mosfet/jobs/grab_sand.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										88
									
								
								mosfet/jobs/grab_sand.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,88 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class GrabSandStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.state = self.find_sand
 | 
			
		||||
        print('Trying to grab sand')
 | 
			
		||||
 | 
			
		||||
    def find_sand(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        sand = w.find_objects([items.SAND_ID])
 | 
			
		||||
 | 
			
		||||
        if not sand:
 | 
			
		||||
            print('No sand objects found, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        sand.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z)))
 | 
			
		||||
 | 
			
		||||
        for s in sand:
 | 
			
		||||
            s_pos = utils.pint((s.x, s.y, s.z))
 | 
			
		||||
            check = utils.padd(s_pos, path.BLOCK_BELOW)
 | 
			
		||||
 | 
			
		||||
            if utils.phyp(p, s_pos) > 6:
 | 
			
		||||
                continue
 | 
			
		||||
            # skip if the sand is floating
 | 
			
		||||
            if self.g.chunks.get_block_at(*check) in {0}:
 | 
			
		||||
                continue
 | 
			
		||||
            if s.entity_id in self.eid_blacklist:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            self.eid_blacklist.append(s.entity_id)
 | 
			
		||||
 | 
			
		||||
            navpath = w.path_to_place(p, s_pos)
 | 
			
		||||
 | 
			
		||||
            if navpath:
 | 
			
		||||
                self.g.path = navpath
 | 
			
		||||
                self.state = self.going_to_sand
 | 
			
		||||
                self.sand = s_pos
 | 
			
		||||
                print('Going to sand', self.sand)
 | 
			
		||||
                return
 | 
			
		||||
            else:
 | 
			
		||||
                print('Cant get to sand', self.sand)
 | 
			
		||||
 | 
			
		||||
        print('Cant get to any more sand, aborting')
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def going_to_sand(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.sand:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.sand = None
 | 
			
		||||
        self.eid_blacklist = []
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										85
									
								
								mosfet/jobs/grab_sapling.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										85
									
								
								mosfet/jobs/grab_sapling.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,85 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class GrabSaplingStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.state = self.find_saplings
 | 
			
		||||
        print('Trying to grab a sapling')
 | 
			
		||||
 | 
			
		||||
    def find_saplings(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        saplings = w.find_objects(items.SAPLING_IDS)
 | 
			
		||||
 | 
			
		||||
        if not saplings:
 | 
			
		||||
            print('No sapling objects found, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        saplings.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z)))
 | 
			
		||||
 | 
			
		||||
        for s in saplings:
 | 
			
		||||
            s_pos = utils.pint((s.x, s.y, s.z))
 | 
			
		||||
 | 
			
		||||
            check = utils.padd(s_pos, path.BLOCK_BELOW)
 | 
			
		||||
 | 
			
		||||
            if s.entity_id in self.eid_blacklist:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            # skip if the sapling is floating
 | 
			
		||||
            if self.g.chunks.get_block_at(*check) in blocks.LEAF_IDS | {0}:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            navpath = w.path_to_place(p, s_pos)
 | 
			
		||||
 | 
			
		||||
            if navpath:
 | 
			
		||||
                self.g.path = navpath
 | 
			
		||||
                self.state = self.going_to_sapling
 | 
			
		||||
                self.sapling = s_pos
 | 
			
		||||
                self.eid_blacklist.append(s.entity_id)
 | 
			
		||||
                print('Going to sapling', self.sapling)
 | 
			
		||||
                return
 | 
			
		||||
 | 
			
		||||
        print('Cant get to any more saplings, aborting')
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def going_to_sapling(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.sapling:
 | 
			
		||||
            self.state = self.find_saplings
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.sapling = None
 | 
			
		||||
        self.eid_blacklist = []
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										237
									
								
								mosfet/jobs/grab_supplies.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										237
									
								
								mosfet/jobs/grab_supplies.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,237 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class GrabSuppliesStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        print('Started grab supplies states')
 | 
			
		||||
        self.checked_barrels = []
 | 
			
		||||
 | 
			
		||||
        used_slots = self.g.game.count_inventory_slots()
 | 
			
		||||
        print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
 | 
			
		||||
        if used_slots >= self.g.maximum_supply_slots:
 | 
			
		||||
            print('Inventory is too full, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        if self.supplies:
 | 
			
		||||
            self.state = self.check_supplies
 | 
			
		||||
        else:
 | 
			
		||||
            print('Aborting getting supplies, none specified')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def check_supplies(self):
 | 
			
		||||
        # check if we need to grab anything
 | 
			
		||||
        for items, limits in self.supplies.items():
 | 
			
		||||
            minimum, maximum = limits
 | 
			
		||||
            print('Checking items:', items)
 | 
			
		||||
            num_items = self.g.game.count_items(items)
 | 
			
		||||
            print('Have:', num_items)
 | 
			
		||||
 | 
			
		||||
            if num_items >= minimum:
 | 
			
		||||
                print('Have enough, skipping')
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            print('Need at least one item')
 | 
			
		||||
            self.state = self.find_barrels
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        print('Aborting, dont need any supplies')
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def find_barrels(self):
 | 
			
		||||
        print('Finding barrels...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS)
 | 
			
		||||
        print('Found:', self.barrels)
 | 
			
		||||
        self.state = self.choose_barrel
 | 
			
		||||
 | 
			
		||||
    def choose_barrel(self):
 | 
			
		||||
        print('Choosing a barrel...')
 | 
			
		||||
        for barrel in self.barrels:
 | 
			
		||||
            if barrel in self.checked_barrels:
 | 
			
		||||
                continue
 | 
			
		||||
            if barrel in self.bad_barrels:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            self.barrel = barrel
 | 
			
		||||
            self.state = self.path_to_barrel
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        print('No barrels')
 | 
			
		||||
        self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def path_to_barrel(self):
 | 
			
		||||
        print('Finding path to barrel')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        c = self.g.chunks
 | 
			
		||||
 | 
			
		||||
        barrel = self.barrel
 | 
			
		||||
 | 
			
		||||
        tmp = c.get_block_at(*barrel)
 | 
			
		||||
        c.set_block_at(*barrel, blocks.AIR)
 | 
			
		||||
        navpath = w.path_to_place(p, barrel)
 | 
			
		||||
        c.set_block_at(*barrel, tmp)
 | 
			
		||||
 | 
			
		||||
        print('navpath:', navpath)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath[:-1]
 | 
			
		||||
            self.opening = self.g.path[-1]
 | 
			
		||||
            self.checked_barrels.append(barrel)
 | 
			
		||||
            self.area = barrel
 | 
			
		||||
            self.state = self.going_to_barrel
 | 
			
		||||
            self.checked_supplies = []
 | 
			
		||||
            return
 | 
			
		||||
        else:
 | 
			
		||||
            print('No path, blacklisting barrel')
 | 
			
		||||
            self.bad_barrels.append(barrel)
 | 
			
		||||
            self.state = self.choose_barrel
 | 
			
		||||
 | 
			
		||||
    def going_to_barrel(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.opening:
 | 
			
		||||
            self.g.look_at = self.area
 | 
			
		||||
            self.state = self.open_barrel
 | 
			
		||||
 | 
			
		||||
    def open_barrel(self):
 | 
			
		||||
        print('Opening barrel')
 | 
			
		||||
        self.g.game.open_container(self.area)
 | 
			
		||||
        self.wait_time = 1
 | 
			
		||||
        self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait for server to send us inventory contents
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.choose_items
 | 
			
		||||
 | 
			
		||||
    def choose_items(self):
 | 
			
		||||
        print('Selecting next item')
 | 
			
		||||
        for items, limits in self.supplies.items():
 | 
			
		||||
            minimum_items, maximum_stacks = limits
 | 
			
		||||
            print('Checking items:', items)
 | 
			
		||||
            num_items = self.g.game.count_items(items)
 | 
			
		||||
            print('Have:', num_items)
 | 
			
		||||
 | 
			
		||||
            if num_items >= minimum_items:
 | 
			
		||||
                print('Have enough, skipping')
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            if items in self.checked_supplies:
 | 
			
		||||
                print('Already checked, skipping')
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            print('Need some')
 | 
			
		||||
            self.checked_supplies.append(items)
 | 
			
		||||
            self.target_items = items
 | 
			
		||||
            self.maximum_stacks = maximum_stacks
 | 
			
		||||
            self.count = 0
 | 
			
		||||
            self.state = self.grab_items
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        print('Aborting, dont need any more supplies')
 | 
			
		||||
        self.state = self.close_barrel
 | 
			
		||||
 | 
			
		||||
    def grab_items(self):
 | 
			
		||||
        if self.g.item_lock: return
 | 
			
		||||
        w = self.g.window
 | 
			
		||||
 | 
			
		||||
        if not w:
 | 
			
		||||
            print('Didnt get a window, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
        if w.data.window_type != mcdata.SINGLE_CHEST:
 | 
			
		||||
            print('Got wrong window, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
        used_slots = self.g.game.count_inventory_slots()
 | 
			
		||||
        print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
 | 
			
		||||
        if used_slots >= self.g.maximum_supply_slots:
 | 
			
		||||
            print('Inventory is too full, aborting')
 | 
			
		||||
            self.g.game.close_window()
 | 
			
		||||
            self.g.look_at = None
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        w_info = mcdata.WINDOWS[w.data.window_type]
 | 
			
		||||
        w_container_slots = w_info.container
 | 
			
		||||
 | 
			
		||||
        for slot_num in w_container_slots:
 | 
			
		||||
            if slot_num not in w.contents:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            slot = w.contents[slot_num]
 | 
			
		||||
 | 
			
		||||
            if not slot.present:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            if slot.item_id not in self.target_items:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            if self.maximum_stacks and self.count >= self.maximum_stacks:
 | 
			
		||||
                break
 | 
			
		||||
            self.count += 1
 | 
			
		||||
 | 
			
		||||
            print('Moving', slot)
 | 
			
		||||
 | 
			
		||||
            self.g.item_lock = True
 | 
			
		||||
            self.g.game.click_window(slot_num, 0, 1, slot)
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        print('None left to move')
 | 
			
		||||
        self.wait_time = 0.25
 | 
			
		||||
        self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def close_barrel(self):
 | 
			
		||||
        print('Closing barrel')
 | 
			
		||||
        self.g.game.close_window()
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.choose_barrel
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.supplies = {}
 | 
			
		||||
        self.barrels = []
 | 
			
		||||
        self.checked_barrels = []
 | 
			
		||||
        self.bad_barrels = []
 | 
			
		||||
        self.barrel = None
 | 
			
		||||
        self.checked_supplies = []
 | 
			
		||||
        self.target_items = None
 | 
			
		||||
        self.maximum_stacks = 0
 | 
			
		||||
        self.count = 0
 | 
			
		||||
        self.area = None
 | 
			
		||||
        self.opening = None
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										110
									
								
								mosfet/jobs/plant_tree.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										110
									
								
								mosfet/jobs/plant_tree.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,110 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class PlantTreeStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        if self.g.chopped_tree:
 | 
			
		||||
            self.state = self.check_feet
 | 
			
		||||
        else:
 | 
			
		||||
            print('Aborting planting, did not plant')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def check_feet(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        # check for air at feet
 | 
			
		||||
        if self.g.chunks.get_block_at(*p) in [0]:
 | 
			
		||||
            self.state = self.select_sapling
 | 
			
		||||
        else:
 | 
			
		||||
            print('Aborting planting, feet not air')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def select_sapling(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        sapling_type = self.g.chopped_tree + '_sapling'
 | 
			
		||||
        sapling_item = items.get_id(sapling_type)
 | 
			
		||||
 | 
			
		||||
        if self.g.game.select_item([sapling_item]):
 | 
			
		||||
            self.g.look_at = utils.padd(p, path.BLOCK_BELOW)
 | 
			
		||||
            self.state = self.wait_select
 | 
			
		||||
            self.wait_time = 1
 | 
			
		||||
        else:
 | 
			
		||||
            print('Aborting planting, no', sapling_type)
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def wait_select(self):
 | 
			
		||||
        # wait a bit to look down
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.place_sapling
 | 
			
		||||
 | 
			
		||||
    def place_sapling(self):
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        self.g.game.place_block(p, BlockFace.TOP)
 | 
			
		||||
        print('Placed sapling')
 | 
			
		||||
        self.state = self.wait_place
 | 
			
		||||
        self.wait_time = 1
 | 
			
		||||
 | 
			
		||||
    def wait_place(self):
 | 
			
		||||
        # wait a bit for chunk data to update
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.find_open_spot
 | 
			
		||||
 | 
			
		||||
    def find_open_spot(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        for opening in w.find_tree_openings(p)[::-1]:
 | 
			
		||||
            print('trying sapling opening', opening)
 | 
			
		||||
            navpath = w.path_to_place(p, opening)
 | 
			
		||||
            if navpath:
 | 
			
		||||
                self.g.path = navpath
 | 
			
		||||
                self.area = opening
 | 
			
		||||
                self.state = self.going_to_area
 | 
			
		||||
                return
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('cant escape sapling')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def going_to_area(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.area:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
        self.area = None
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										212
									
								
								mosfet/jobs/sell_to_villager.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										212
									
								
								mosfet/jobs/sell_to_villager.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,212 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class SellToVillagerStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        self.trade = None
 | 
			
		||||
        self.state = self.find_villager
 | 
			
		||||
 | 
			
		||||
    def find_villager(self):
 | 
			
		||||
        print('Finding new villager...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        for v in w.find_villagers(p, 100):
 | 
			
		||||
            print('Found villager:', v)
 | 
			
		||||
            if v not in self.bad_villagers and v not in self.spent_villagers:
 | 
			
		||||
                break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('No good villagers left, aborting.')
 | 
			
		||||
            self.spent_villagers = []
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.villager = v
 | 
			
		||||
        self.villager_pos = utils.pint((v.x, v.y, v.z))
 | 
			
		||||
        self.state = self.find_openings
 | 
			
		||||
 | 
			
		||||
    def find_openings(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        self.openings = w.find_villager_openings(self.villager_pos)
 | 
			
		||||
        self.state = self.choose_opening
 | 
			
		||||
 | 
			
		||||
    def choose_opening(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        print('openings:', self.openings)
 | 
			
		||||
 | 
			
		||||
        if not len(self.openings):
 | 
			
		||||
            print('Unable to get to villager:', self.villager)
 | 
			
		||||
            if self.villager not in self.good_villagers:
 | 
			
		||||
                self.bad_villagers.append(self.villager)
 | 
			
		||||
                print('Added to bad villager list')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        navpath = w.path_to_place(p, self.openings[0])
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath
 | 
			
		||||
            self.state = self.going_to_villager
 | 
			
		||||
        else:
 | 
			
		||||
            self.openings.pop(0)
 | 
			
		||||
 | 
			
		||||
    def going_to_villager(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.openings[0]:
 | 
			
		||||
            print('Arrived at villager')
 | 
			
		||||
            self.g.look_at = self.villager_pos
 | 
			
		||||
            self.wait_time = 0.5
 | 
			
		||||
            self.state = self.wait_to_interact
 | 
			
		||||
 | 
			
		||||
    def wait_to_interact(self):
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.interact_villager
 | 
			
		||||
 | 
			
		||||
    def interact_villager(self):
 | 
			
		||||
        print('Interacting with villager')
 | 
			
		||||
        self.g.game.interact(self.villager.entity_id)
 | 
			
		||||
        self.g.game.animate()
 | 
			
		||||
        self.wait_time = 0.5
 | 
			
		||||
        self.state = self.wait_for_window
 | 
			
		||||
 | 
			
		||||
    def wait_for_window(self):
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.choose_trade
 | 
			
		||||
 | 
			
		||||
    def choose_trade(self):
 | 
			
		||||
        g = self.g.game
 | 
			
		||||
        w = self.g.window
 | 
			
		||||
 | 
			
		||||
        if not w or not self.g.trades:
 | 
			
		||||
            print('Didnt get a trade window, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
        if w.data.window_type != mcdata.VILLAGER_TRADE:
 | 
			
		||||
            print('Got wrong window, aborting')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        for trade_num, trade in enumerate(self.g.trades):
 | 
			
		||||
            in_id = trade.input_item_1.item_id
 | 
			
		||||
            in_num = trade.input_item_1.item_count
 | 
			
		||||
            out_id = trade.output_item.item_id
 | 
			
		||||
 | 
			
		||||
            price = in_num \
 | 
			
		||||
                + floor(in_num * trade.price_multiplier * trade.demand) \
 | 
			
		||||
                + trade.special_price
 | 
			
		||||
            if price < 1: price = 1
 | 
			
		||||
 | 
			
		||||
            if g.count_items([in_id]) < price:
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            print('Checking trade #', trade_num)
 | 
			
		||||
            if trade.trade_disabled:
 | 
			
		||||
                print('Trade disabled, skipping')
 | 
			
		||||
                continue
 | 
			
		||||
            if out_id != items.EMERALD_ID:
 | 
			
		||||
                print('Not for emeralds, skipping')
 | 
			
		||||
                continue
 | 
			
		||||
            if price > in_num:
 | 
			
		||||
                print('Trade in demand, skipping')
 | 
			
		||||
                continue
 | 
			
		||||
 | 
			
		||||
            print('Found trade:', trade)
 | 
			
		||||
            print('Adjusted price:', price)
 | 
			
		||||
            self.trade = trade
 | 
			
		||||
            self.trade_num = trade_num
 | 
			
		||||
            self.state = self.click_trade
 | 
			
		||||
            break
 | 
			
		||||
        else:
 | 
			
		||||
            print('Villager has been spent, aborting')
 | 
			
		||||
            self.g.game.close_window()
 | 
			
		||||
            self.spent_villagers.append(self.villager)
 | 
			
		||||
            self.state = self.wait
 | 
			
		||||
            self.wait_time = 10
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
    def click_trade(self):
 | 
			
		||||
        print('Clicking trade')
 | 
			
		||||
        self.g.item_lock = True
 | 
			
		||||
        self.g.game.select_trade(self.trade_num)
 | 
			
		||||
        self.state = self.execute_trade
 | 
			
		||||
 | 
			
		||||
    def execute_trade(self):
 | 
			
		||||
        if self.g.item_lock:
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        w = self.g.window
 | 
			
		||||
        w_info = mcdata.WINDOWS[w.data.window_type]
 | 
			
		||||
        slot_num = w_info.output
 | 
			
		||||
 | 
			
		||||
        if slot_num in w.contents:
 | 
			
		||||
            print('Executing trade')
 | 
			
		||||
            slot = w.contents[slot_num]
 | 
			
		||||
            self.g.game.click_window(slot_num, 0, 1, slot)
 | 
			
		||||
        else:
 | 
			
		||||
            print('Bad trade, aborting')
 | 
			
		||||
 | 
			
		||||
        self.state = self.end_trade
 | 
			
		||||
 | 
			
		||||
    def end_trade(self):
 | 
			
		||||
        print('Trading complete')
 | 
			
		||||
        self.g.game.close_window()
 | 
			
		||||
        self.wait_time = 1
 | 
			
		||||
        self.state = self.wait_for_trade
 | 
			
		||||
 | 
			
		||||
    def wait_for_trade(self):
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.interact_villager
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.villager = None
 | 
			
		||||
        self.villager_pos = None
 | 
			
		||||
        self.bad_villagers = []
 | 
			
		||||
        self.good_villagers = []
 | 
			
		||||
        self.spent_villagers = []
 | 
			
		||||
        self.openings = []
 | 
			
		||||
        self.trade = None
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
							
								
								
									
										205
									
								
								mosfet/jobs/sleep_with_bed.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										205
									
								
								mosfet/jobs/sleep_with_bed.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,205 @@
 | 
			
		||||
import re
 | 
			
		||||
import time
 | 
			
		||||
import importlib
 | 
			
		||||
import random
 | 
			
		||||
from itertools import count
 | 
			
		||||
from math import hypot, floor
 | 
			
		||||
 | 
			
		||||
from minecraft.networking.types import BlockFace
 | 
			
		||||
 | 
			
		||||
from protocol.managers import ChunkNotLoadedException
 | 
			
		||||
 | 
			
		||||
import utils
 | 
			
		||||
import path
 | 
			
		||||
import blocks
 | 
			
		||||
import items
 | 
			
		||||
import mcdata
 | 
			
		||||
import mobs
 | 
			
		||||
 | 
			
		||||
class SleepWithBedStates:
 | 
			
		||||
    def idle(self):
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def init(self):
 | 
			
		||||
        if self.g.time < 12000:
 | 
			
		||||
            print('Aborting sleep, not night')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        if self.g.dimension != 'overworld':
 | 
			
		||||
            print('Aborting sleep, not in overworld')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.state = self.find_beds
 | 
			
		||||
 | 
			
		||||
    def find_beds(self):
 | 
			
		||||
        print('Finding beds...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        result = w.find_blocks_indexed(p, blocks.BED_IDS)
 | 
			
		||||
 | 
			
		||||
        self.beds = []
 | 
			
		||||
        for bed in result:
 | 
			
		||||
            if bed not in self.bad_beds:
 | 
			
		||||
                self.beds.append(bed)
 | 
			
		||||
 | 
			
		||||
        print('Found:', self.beds)
 | 
			
		||||
        self.state = self.choose_bed
 | 
			
		||||
 | 
			
		||||
    def choose_bed(self):
 | 
			
		||||
        print('Choosing a bed...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
        c = self.g.chunks
 | 
			
		||||
 | 
			
		||||
        if not len(self.beds):
 | 
			
		||||
            print('No beds')
 | 
			
		||||
            self.state = self.select_bed
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        bed = self.beds[0]
 | 
			
		||||
        print('Chose:', bed)
 | 
			
		||||
 | 
			
		||||
        tmp = c.get_block_at(*bed)
 | 
			
		||||
        c.set_block_at(*bed, blocks.AIR)
 | 
			
		||||
        navpath = w.path_to_place(p, bed)
 | 
			
		||||
        c.set_block_at(*bed, tmp)
 | 
			
		||||
 | 
			
		||||
        print('navpath:', navpath)
 | 
			
		||||
 | 
			
		||||
        if navpath:
 | 
			
		||||
            self.g.path = navpath[:-1]
 | 
			
		||||
            self.opening = self.g.path[-1]
 | 
			
		||||
            self.g.look_at = self.opening
 | 
			
		||||
            self.area = bed
 | 
			
		||||
            self.state = self.going_to_bed
 | 
			
		||||
            return
 | 
			
		||||
        else:
 | 
			
		||||
            self.beds.pop(0)
 | 
			
		||||
            self.bad_beds.append(bed)
 | 
			
		||||
            print('Cant get to bed, blacklisting')
 | 
			
		||||
            self.state = self.select_bed
 | 
			
		||||
 | 
			
		||||
    def going_to_bed(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.opening:
 | 
			
		||||
            self.my_bed = False
 | 
			
		||||
            self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
 | 
			
		||||
            self.state = self.use_bed
 | 
			
		||||
 | 
			
		||||
    def select_bed(self):
 | 
			
		||||
        if self.g.game.select_item(items.BED_IDS):
 | 
			
		||||
            self.state = self.find_bed_spot
 | 
			
		||||
        else:
 | 
			
		||||
            print('No bed, aborting.')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def find_bed_spot(self):
 | 
			
		||||
        print('Finding a bed spot...')
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        for area in w.find_bed_areas(p, 100):
 | 
			
		||||
            print('Found area:', area)
 | 
			
		||||
            if area not in self.bad_areas:
 | 
			
		||||
                break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('Unable to find area')
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.area = area
 | 
			
		||||
        openings = w.find_bed_openings(self.area)
 | 
			
		||||
 | 
			
		||||
        for o in openings:
 | 
			
		||||
            navpath = w.path_to_place(p, o)
 | 
			
		||||
            self.opening = o
 | 
			
		||||
            if navpath: break
 | 
			
		||||
        else: # for
 | 
			
		||||
            print('Unable to get to bed area', self.area)
 | 
			
		||||
            self.bad_areas.append(self.area)
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
            return
 | 
			
		||||
 | 
			
		||||
        self.g.path = navpath
 | 
			
		||||
        self.g.look_at = self.opening
 | 
			
		||||
        self.state = self.going_to_area
 | 
			
		||||
 | 
			
		||||
    def going_to_area(self):
 | 
			
		||||
        if utils.pint(self.g.pos) == self.opening:
 | 
			
		||||
            self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
 | 
			
		||||
            self.state = self.place_bed
 | 
			
		||||
 | 
			
		||||
    def place_bed(self):
 | 
			
		||||
        self.g.game.place_block(self.area, BlockFace.TOP)
 | 
			
		||||
        self.my_bed = True
 | 
			
		||||
        self.state = self.use_bed
 | 
			
		||||
 | 
			
		||||
    def use_bed(self):
 | 
			
		||||
        if self.g.time > 12550:
 | 
			
		||||
            print('Sleeping')
 | 
			
		||||
            self.g.game.place_block(self.area, BlockFace.TOP)
 | 
			
		||||
            if not self.silent:
 | 
			
		||||
                self.g.chat.send('zzz')
 | 
			
		||||
            self.state = self.sleep_bed
 | 
			
		||||
 | 
			
		||||
    def sleep_bed(self):
 | 
			
		||||
        w = self.g.world
 | 
			
		||||
        p = utils.pint(self.g.pos)
 | 
			
		||||
 | 
			
		||||
        threats = w.find_threats(p, 30)
 | 
			
		||||
        if threats:
 | 
			
		||||
            print('Waking up due to threats:')
 | 
			
		||||
            print(threats)
 | 
			
		||||
            self.g.game.leave_bed()
 | 
			
		||||
            self.state = self.break_bed
 | 
			
		||||
        elif self.g.time < 100:
 | 
			
		||||
            print('Woke up time')
 | 
			
		||||
            self.state = self.break_bed
 | 
			
		||||
 | 
			
		||||
    def break_bed(self):
 | 
			
		||||
        if self.my_bed:
 | 
			
		||||
            self.g.game.break_block(self.area)
 | 
			
		||||
            self.state = self.collect_bed
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    def collect_bed(self):
 | 
			
		||||
        if not self.g.breaking:
 | 
			
		||||
            self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
 | 
			
		||||
            self.wait_time = 2
 | 
			
		||||
            self.state = self.wait
 | 
			
		||||
 | 
			
		||||
    def wait(self):
 | 
			
		||||
        # wait to pick up bed
 | 
			
		||||
        if self.wait_time > 0:
 | 
			
		||||
            self.wait_time -= utils.TICK
 | 
			
		||||
        else:
 | 
			
		||||
            self.state = self.cleanup
 | 
			
		||||
 | 
			
		||||
    def cleanup(self):
 | 
			
		||||
        self.g.look_at = None
 | 
			
		||||
        self.state = self.done
 | 
			
		||||
 | 
			
		||||
    def done(self):
 | 
			
		||||
        # never gets ran, placeholder
 | 
			
		||||
        return None
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
        self.silent = False
 | 
			
		||||
 | 
			
		||||
        self.my_bed = False
 | 
			
		||||
        self.beds = []
 | 
			
		||||
        self.bad_beds = []
 | 
			
		||||
        self.area = None
 | 
			
		||||
        self.opening = None
 | 
			
		||||
        self.bad_areas = []
 | 
			
		||||
        self.wait_time = 0
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
		Reference in New Issue
	
	Block a user