Simplify state machines
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6ba9288fd7
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5a7a2f0113
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@ -16,6 +16,8 @@ for name, data in JSON_BLOCKS.items():
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for state in data['states']:
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BLOCKS[state['id']] = name.replace('minecraft:', '')
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BREAK_DISTANCE = 5
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AIR = 0
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SAND = 66
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SINGLE_SNOW = 3921
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52
game.py
52
game.py
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@ -306,7 +306,7 @@ class Game:
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if solution:
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solution = list(solution)
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self.g.path = solution
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self.g.job.state = self.g.job.stop
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self.g.job.stop()
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print(len(solution))
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print(solution)
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print(round(time.time() - start, 3), 'seconds')
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@ -350,6 +350,11 @@ class Game:
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self.g.command_lock = False
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return
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if text == 'You are now AFK.':
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self.g.afk = True
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elif text == 'You are no longer AFK.':
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self.g.afk = False
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match1 = re.match(r'<(\w+)> (.*)', text)
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match2 = re.match(r'\[(\w+) -> me] (.*)', text)
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if match1:
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@ -360,6 +365,9 @@ class Game:
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else:
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return
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if text == 'zzz':
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text = '!zzz'
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if text.startswith('! '):
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text = text[2:]
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elif text.startswith('!'):
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@ -430,8 +438,9 @@ class Game:
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reply += ', I need a bed'
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if command == 'stop':
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self.g.job.state = self.g.job.stop
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self.g.job.stop()
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self.g.path = []
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self.g.look_at = None
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reply = 'ok'
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if command == 'inv':
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@ -522,6 +531,18 @@ class Game:
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print(traceback.format_exc())
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reply = 'error'
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if command == 'zzz':
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if not self.g.afk:
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reply = '/afk'
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if command == 'print':
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try:
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reply = str(eval(data))
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except BaseException as e:
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import traceback
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print(traceback.format_exc())
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reply = 'Error: {} - {}\n'.format(e.__class__.__name__, e)
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if reply:
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print(reply)
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if private and not reply.startswith('/'):
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@ -545,16 +566,23 @@ class Game:
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g.item_lock = False
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def break_block(self, location):
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bid = self.g.chunks.get_block_at(*location)
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if bid != 0:
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packet = PlayerDiggingPacket()
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packet.status = 0
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packet.location = location
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packet.face = 1
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self.g.connection.write_packet(packet)
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p = utils.pint(self.g.pos)
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if utils.phyp(p, location) > blocks.BREAK_DISTANCE:
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return False
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self.g.breaking = location
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self.g.break_time = time.time() + utils.break_time(bid, self.g.holding)
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bid = self.g.chunks.get_block_at(*location)
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if bid == 0:
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return False
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packet = PlayerDiggingPacket()
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packet.status = 0
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packet.location = location
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.g.breaking = location
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self.g.break_time = time.time() + utils.break_time(bid, self.g.holding)
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return True
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def break_finish(self):
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packet = PlayerDiggingPacket()
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@ -733,8 +761,8 @@ class Game:
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obj.item_count = entry.value.item_count
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def handle_spawn_living(self, packet):
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return
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print(packet)
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return
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def handle_entity_position(self, packet):
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obj = self.g.objects.get(packet.entity_id, None)
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208
jobs.py
208
jobs.py
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@ -21,8 +21,6 @@ importlib.reload(items)
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import data
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importlib.reload(data)
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BREAK_DISTANCE = 5
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class FindGappleStates:
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def idle(self):
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@ -339,7 +337,7 @@ class GatherSandStates:
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self.sand = check
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break
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if utils.phyp(p, self.sand) > BREAK_DISTANCE:
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if utils.phyp(p, self.sand) > blocks.BREAK_DISTANCE:
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self.state = self.nav_to_sand
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else:
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self.state = self.dig_sand
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@ -895,7 +893,7 @@ class ClearLeavesStates:
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w = self.g.world
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p = utils.pint(self.g.pos)
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for l in w.find_leaves(p, BREAK_DISTANCE):
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for l in w.find_leaves(p, blocks.BREAK_DISTANCE):
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self.leaves.append(l)
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self.state = self.break_leaves
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@ -1008,135 +1006,9 @@ class GrabSaplingStates:
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class JobStates:
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def idle(self):
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return None
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return []
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def cache_items(self):
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s1 = self.cache_items_states
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if s1.state == s1.idle:
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s1.state = s1.init
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elif s1.state == s1.done:
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self.state = self.idle
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s1.run()
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def find_gapple(self):
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s1 = self.find_gapple_states
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if s1.state == s1.idle:
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s1.state = s1.init
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elif s1.state == s1.done:
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s1.state = s1.tp_to_coord
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s1.run()
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def gather_sand(self):
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s1 = self.gather_sand_states
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s2 = self.grab_sand_states
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s3 = self.sleep_with_bed_states
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s4 = self.cache_items_states
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if s1.state == s1.idle:
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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s4.state = s4.init
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elif s1.state == s1.done:
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if s2.state != s2.done:
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s2.run()
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return
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if s3.state != s3.done:
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s3.run()
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return
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if s4.state != s4.done:
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s4.run()
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return
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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s4.state = s4.init
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return
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s1.run()
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def gather_wood(self):
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s1 = self.gather_wood_states
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s2 = self.sleep_with_bed_states
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s3 = self.cache_items_states
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if s1.state == s1.idle:
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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elif s1.state == s1.done:
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if s2.state != s2.done:
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s2.run()
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return
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if s3.state != s3.done:
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s3.run()
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return
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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return
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s1.run()
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def farm_wood(self):
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self.sleep_with_bed_states.silent = True
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self.cache_items_states.silent = True
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s1 = self.gather_wood_states
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s2 = self.plant_tree_states
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s3 = self.clear_leaves_states
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s4 = self.grab_sapling_states
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s5 = self.sleep_with_bed_states
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s6 = self.cache_items_states
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if s1.state == s1.idle:
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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s4.state = s4.init
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s5.state = s5.init
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s6.state = s6.init
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elif s1.state == s1.done:
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if s2.state != s2.done:
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s2.run()
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return
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if s3.state != s3.done:
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s3.run()
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return
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if s4.state != s4.done:
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s4.run()
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return
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if s5.state != s5.done:
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s5.run()
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return
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if s6.state != s6.done:
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s6.run()
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return
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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s4.state = s4.init
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s5.state = s5.init
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s6.state = s6.init
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return
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s1.run()
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def stop(self):
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def init_machines(self):
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self.gather_wood_states = GatherWoodStates(self.g)
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self.gather_sand_states = GatherSandStates(self.g)
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self.sleep_with_bed_states = SleepWithBedStates(self.g)
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@ -1146,22 +1018,72 @@ class JobStates:
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self.clear_leaves_states = ClearLeavesStates(self.g)
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self.grab_sapling_states = GrabSaplingStates(self.g)
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self.grab_sand_states = GrabSandStates(self.g)
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def run_machines(self, machines):
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for m in machines:
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if m.state == m.idle:
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continue
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if m.state != m.done:
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m.run()
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return
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# if we went through them all
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for m in machines:
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m.state = m.init
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def gather_sand(self):
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machines = [
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self.gather_sand_states,
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self.grab_sand_states,
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self.cache_items_states,
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self.sleep_with_bed_states,
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]
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return machines
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def cache_items(self):
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machines = [
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self.cache_items_states,
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]
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return machines
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def find_gapple(self):
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machines = [
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self.find_gapple_states,
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]
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return machines
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def gather_wood(self):
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machines = [
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self.gather_wood_states,
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self.sleep_with_bed_states,
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self.cache_items_states,
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]
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return machines
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def farm_wood(self):
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machines = [
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self.gather_wood_states,
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self.plant_tree_states,
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self.clear_leaves_states,
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self.grab_sapling_states,
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self.sleep_with_bed_states,
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self.cache_items_states,
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]
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self.sleep_with_bed_states.silent = True
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self.cache_items_states.silent = True
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return machines
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def stop(self):
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self.init_machines()
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self.state = self.idle
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def __init__(self, global_state):
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self.g = global_state
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self.init_machines()
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self.state = self.idle
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self.prev_state = None
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self.gather_wood_states = GatherWoodStates(self.g)
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self.gather_sand_states = GatherSandStates(self.g)
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self.sleep_with_bed_states = SleepWithBedStates(self.g)
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self.cache_items_states = CacheItemsStates(self.g)
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self.find_gapple_states = FindGappleStates(self.g)
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self.plant_tree_states = PlantTreeStates(self.g)
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self.clear_leaves_states = ClearLeavesStates(self.g)
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self.grab_sapling_states = GrabSaplingStates(self.g)
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self.grab_sand_states = GrabSandStates(self.g)
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def tick(self):
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self.state()
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self.run_machines(self.state())
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