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@ -44,7 +44,6 @@ YAW_LOOK_AHEAD = 4 |
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def tick(global_state): |
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g = global_state |
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l = g.local_state |
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p = g.pos |
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target = None |
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@ -54,10 +53,10 @@ def tick(global_state): |
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except ChunkNotLoadedException: |
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return |
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#l.jobstate.run() |
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#g.jobstate.run() |
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if l.path and len(l.path): |
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target = LPoint3f(l.path[0]) |
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if g.path and len(g.path): |
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target = LPoint3f(g.path[0]) |
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target.x += 0.5 |
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target.z += 0.5 |
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@ -65,46 +64,46 @@ def tick(global_state): |
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d = p - target |
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# jump up block |
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if d.y < -0.9 and not l.y_v: |
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l.y_v = 8.5 |
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l.y_a = -36.0 |
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if d.y < -0.9 and not g.y_v: |
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g.y_v = 8.5 |
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g.y_a = -36.0 |
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# jump gap |
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if d.xz.length() > 1.6 and not l.y_v: |
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l.y_v = 8.5 |
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l.y_a = -36.0 |
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if d.xz.length() > 1.6 and not g.y_v: |
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g.y_v = 8.5 |
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g.y_a = -36.0 |
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if d.length() > 0: |
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if l.y_v < 5: |
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if g.y_v < 5: |
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p.x -= utils.cap(d.x, 0.2) |
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p.z -= utils.cap(d.z, 0.2) |
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if len(l.path) > 1 and d.length() < 0.2: |
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if len(g.path) > 1 and d.length() < 0.2: |
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# removes some jitter in walking |
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l.path.pop(0) |
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g.path.pop(0) |
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elif d.length() == 0: |
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l.path.pop(0) |
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g.path.pop(0) |
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if l.y_v or l.y_a: |
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p.y += l.y_v * utils.TICK |
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l.y_v += l.y_a * utils.TICK |
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if g.y_v or g.y_a: |
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p.y += g.y_v * utils.TICK |
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g.y_v += g.y_a * utils.TICK |
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block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z)) |
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in_air = block_below in blocks.NON_SOLID_IDS |
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if in_air: |
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l.y_a = -36.0 |
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g.y_a = -36.0 |
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else: |
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p.y = ceil(p.y) |
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l.y_v = 0 |
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l.y_a = 0 |
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if l.look_at: |
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look_at = LPoint3f(l.look_at) |
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elif l.path and len(l.path) > YAW_LOOK_AHEAD: |
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look_at = LPoint3f(l.path[YAW_LOOK_AHEAD]) |
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elif l.path and len(l.path): |
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look_at = LPoint3f(l.path[-1]) |
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g.y_v = 0 |
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g.y_a = 0 |
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if g.look_at: |
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look_at = LPoint3f(g.look_at) |
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elif g.path and len(g.path) > YAW_LOOK_AHEAD: |
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look_at = LPoint3f(g.path[YAW_LOOK_AHEAD]) |
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elif g.path and len(g.path): |
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look_at = LPoint3f(g.path[-1]) |
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else: |
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look_at = None |
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@ -116,21 +115,21 @@ def tick(global_state): |
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if look_at_d.length() > 0.6: |
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target_pitch = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR) |
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target_pitch = (target_pitch - 90) * -1 |
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target_pitch_d = target_pitch - l.pitch |
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l.pitch += utils.cap(target_pitch_d, 10) |
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target_pitch_d = target_pitch - g.pitch |
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g.pitch += utils.cap(target_pitch_d, 10) |
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# remove vertical component for yaw calculation |
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look_at_d.y = 0 |
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target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF) |
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target_yaw_d = target_yaw - l.yaw |
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target_yaw_d = target_yaw - g.yaw |
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target_yaw_d = (target_yaw_d + 180) % 360 - 180 |
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l.yaw += utils.cap(target_yaw_d, 30) |
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g.yaw += utils.cap(target_yaw_d, 30) |
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else: |
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target_pitch_d = 0 - l.pitch |
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l.pitch += utils.cap(target_pitch_d, 10) |
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target_pitch_d = 0 - g.pitch |
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g.pitch += utils.cap(target_pitch_d, 10) |
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packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=l.pitch, yaw=l.yaw, on_ground=(not in_air)) |
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packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=g.pitch, yaw=g.yaw, on_ground=(not in_air)) |
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g.connection.write_packet(packet, force=True) |
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g.game.tick() |
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@ -138,26 +137,24 @@ def tick(global_state): |
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def init(global_state): |
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g = global_state |
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l = g.local_state |
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l.time = 0 |
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g.time = 0 |
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l.path = [] |
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l.look_at = None |
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l.y_v = 0 |
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l.y_a = 0 |
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l.yaw = 360 |
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l.pitch = 0 |
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g.path = [] |
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g.look_at = None |
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g.y_v = 0 |
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g.y_a = 0 |
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g.yaw = 360 |
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g.pitch = 0 |
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l.breaking = None |
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l.break_time = 0 |
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g.breaking = None |
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g.break_time = 0 |
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#l.jobstate = JobStates(connection, player_info) |
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#l.jobstate.run() |
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#g.jobstate = JobStates(connection, player_info) |
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#g.jobstate.run() |
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def bot(global_state): |
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g = global_state |
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g.local_state = Bunch() |
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if not g.mcdata: |
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g.mcdata = DataManager('./mcdata') |
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