Get rid of local state, move everything to global
This commit is contained in:
parent
43eefcf41a
commit
41133ce343
89
bot.py
89
bot.py
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@ -44,7 +44,6 @@ YAW_LOOK_AHEAD = 4
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def tick(global_state):
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def tick(global_state):
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g = 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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p = g.pos
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target = None
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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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except ChunkNotLoadedException:
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return
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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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if g.path and len(g.path):
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target = LPoint3f(l.path[0])
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target = LPoint3f(g.path[0])
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target.x += 0.5
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target.x += 0.5
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target.z += 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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d = p - target
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# jump up block
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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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if d.y < -0.9 and not g.y_v:
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l.y_v = 8.5
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g.y_v = 8.5
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l.y_a = -36.0
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g.y_a = -36.0
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# jump gap
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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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if d.xz.length() > 1.6 and not g.y_v:
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l.y_v = 8.5
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g.y_v = 8.5
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l.y_a = -36.0
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g.y_a = -36.0
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if d.length() > 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.x -= utils.cap(d.x, 0.2)
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p.z -= utils.cap(d.z, 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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# 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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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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if g.y_v or g.y_a:
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p.y += l.y_v * utils.TICK
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p.y += g.y_v * utils.TICK
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l.y_v += l.y_a * 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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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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in_air = block_below in blocks.NON_SOLID_IDS
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if in_air:
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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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else:
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p.y = ceil(p.y)
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p.y = ceil(p.y)
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l.y_v = 0
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g.y_v = 0
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l.y_a = 0
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g.y_a = 0
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if l.look_at:
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if g.look_at:
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look_at = LPoint3f(l.look_at)
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look_at = LPoint3f(g.look_at)
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elif l.path and len(l.path) > YAW_LOOK_AHEAD:
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elif g.path and len(g.path) > YAW_LOOK_AHEAD:
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look_at = LPoint3f(l.path[YAW_LOOK_AHEAD])
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look_at = LPoint3f(g.path[YAW_LOOK_AHEAD])
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elif l.path and len(l.path):
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elif g.path and len(g.path):
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look_at = LPoint3f(l.path[-1])
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look_at = LPoint3f(g.path[-1])
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else:
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else:
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look_at = None
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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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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 = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR)
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target_pitch = (target_pitch - 90) * -1
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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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target_pitch_d = target_pitch - g.pitch
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l.pitch += utils.cap(target_pitch_d, 10)
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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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# remove vertical component for yaw calculation
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look_at_d.y = 0
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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 = 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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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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else:
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target_pitch_d = 0 - l.pitch
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target_pitch_d = 0 - g.pitch
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l.pitch += utils.cap(target_pitch_d, 10)
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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.connection.write_packet(packet, force=True)
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g.game.tick()
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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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def init(global_state):
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g = 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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g.path = []
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l.look_at = None
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g.look_at = None
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l.y_v = 0
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g.y_v = 0
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l.y_a = 0
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g.y_a = 0
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l.yaw = 360
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g.yaw = 360
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l.pitch = 0
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g.pitch = 0
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l.breaking = None
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g.breaking = None
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l.break_time = 0
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g.break_time = 0
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#l.jobstate = JobStates(connection, player_info)
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#g.jobstate = JobStates(connection, player_info)
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#l.jobstate.run()
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#g.jobstate.run()
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def bot(global_state):
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def bot(global_state):
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g = 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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if not g.mcdata:
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g.mcdata = DataManager('./mcdata')
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g.mcdata = DataManager('./mcdata')
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33
game.py
33
game.py
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@ -19,7 +19,6 @@ importlib.reload(blocks)
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class MCWorld:
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class MCWorld:
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def __init__(self, global_state):
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def __init__(self, global_state):
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self.g = global_state
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self.g = global_state
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self.l = self.g.local_state
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def block_at(self, x, y, z):
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def block_at(self, x, y, z):
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return self.g.chunks.get_block_at(x, y, z)
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return self.g.chunks.get_block_at(x, y, z)
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@ -164,7 +163,6 @@ class MCWorld:
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class Game:
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class Game:
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def __init__(self, global_state):
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def __init__(self, global_state):
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self.g = global_state
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self.g = global_state
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self.l = self.g.local_state
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register = self.g.connection.register_packet_listener
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register = self.g.connection.register_packet_listener
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register(self.handle_block_change, clientbound.play.BlockChangePacket)
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register(self.handle_block_change, clientbound.play.BlockChangePacket)
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@ -184,19 +182,17 @@ class Game:
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self.g.eid = packet.entity_id
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self.g.eid = packet.entity_id
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def handle_block_change(self, packet):
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def handle_block_change(self, packet):
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l = self.g.local_state
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if packet.block_state_id == blocks.SOUL_TORCH:
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if packet.block_state_id == blocks.SOUL_TORCH:
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try:
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try:
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l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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self.g.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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print('new waypoint:', l.goal)
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print('new waypoint:', self.g.goal)
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start = time.time()
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start = time.time()
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solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(l.goal))
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solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(g.goal))
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if solution:
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if solution:
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solution = list(solution)
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solution = list(solution)
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l.path = solution
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self.g.path = solution
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#l.jobstate.state = l.jobstate.stop
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#g.jobstate.state = self.g.jobstate.stop
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print(len(solution))
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print(len(solution))
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print(solution)
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print(solution)
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print(round(time.time() - start, 3), 'seconds')
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print(round(time.time() - start, 3), 'seconds')
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@ -204,8 +200,8 @@ class Game:
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print('No path found')
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print('No path found')
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#say(connection, 'No path found')
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#say(connection, 'No path found')
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#l.y_v = 10.0
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#g.y_v = 10.0
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#l.y_a = -36.0
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#g.y_a = -36.0
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except BaseException as e:
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except BaseException as e:
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import traceback
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import traceback
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print(traceback.format_exc())
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print(traceback.format_exc())
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@ -270,8 +266,7 @@ class Game:
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self.g.chat.send(reply)
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self.g.chat.send(reply)
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def handle_time_update(self, packet):
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def handle_time_update(self, packet):
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l = self.g.local_state
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self.g.time = packet.time_of_day % 24000
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l.time = packet.time_of_day % 24000
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def handle_set_slot(self, packet):
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def handle_set_slot(self, packet):
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print(packet)
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print(packet)
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@ -287,16 +282,16 @@ class Game:
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packet.face = 1
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.g.connection.write_packet(packet)
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self.l.breaking = location
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self.g.breaking = location
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self.l.break_time = time.time() + utils.break_time(bid)
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self.g.break_time = time.time() + utils.break_time(bid)
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def break_finish(self):
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def break_finish(self):
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packet = PlayerDiggingPacket()
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packet = PlayerDiggingPacket()
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packet.status = 2
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packet.status = 2
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packet.location = self.l.breaking
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packet.location = self.g.breaking
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packet.face = 1
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.g.connection.write_packet(packet)
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self.l.breaking = None
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self.g.breaking = None
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def handle_break_animation(self, packet):
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def handle_break_animation(self, packet):
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@ -322,8 +317,8 @@ class Game:
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self.g.connection.write_packet(packet)
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self.g.connection.write_packet(packet)
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def tick(self):
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def tick(self):
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if self.l.breaking:
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if self.g.breaking:
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self.animate()
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self.animate()
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if time.time() >= self.l.break_time - 2*utils.TICK:
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if time.time() >= self.g.break_time - 2*utils.TICK:
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self.break_finish()
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self.break_finish()
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