Replant the same tree that was chopped

master
Tanner Collin 3 years ago
parent 6d62c07428
commit 6eb7149890
  1. 9
      game.py
  2. 16
      items.py
  3. 35
      jobs.py

@ -37,6 +37,8 @@ import mcdata
importlib.reload(mcdata)
import mobs
importlib.reload(mobs)
import bot
importlib.reload(bot)
class MCWorld:
def __init__(self, global_state):
@ -651,9 +653,7 @@ class Game:
reply += ', I need a bed'
if command == 'stop':
self.g.job.stop()
self.g.path = []
self.g.look_at = None
bot.init(self.g)
reply = 'ok'
if command == 'drop':
@ -739,6 +739,9 @@ class Game:
print(len(navpath))
print(navpath)
print(round(time.time() - start, 3), 'seconds')
if self.g.job:
self.g.job.stop()
self.g.look_at = None
reply = 'ok'
else:
reply = 'no path'

@ -56,13 +56,13 @@ ITEM_NAMES = {}
for item_name, item in ITEMS.items():
ITEM_NAMES[ITEMS[item_name]['protocol_id']] = item_name.replace('minecraft:', '')
CHEST_ID = set([ITEMS['minecraft:chest']['protocol_id']])
def get_id(name):
return ITEMS['minecraft:' + name]['protocol_id']
GAPPLE_ID = set([ITEMS['minecraft:enchanted_golden_apple']['protocol_id']])
CHEST_ID = get_id('chest')
GAPPLE_ID = get_id('enchanted_golden_apple')
SAND_ID = get_id('sand')
NETHERWART_ID = get_id('nether_wart')
SAND_ID = set([ITEMS['minecraft:sand']['protocol_id']])
NETHERWART_ID = set([ITEMS['minecraft:nether_wart']['protocol_id']])
NEEDED_ITEMS = BED_IDS | CHEST_ID
WANTED_ITEMS = SAPLING_IDS | NETHERWART_ID
NEEDED_ITEMS = BED_IDS | set([CHEST_ID])
WANTED_ITEMS = SAPLING_IDS | set([NETHERWART_ID])

@ -259,6 +259,9 @@ class GatherWoodStates:
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):
@ -360,7 +363,7 @@ class GatherWoodStates:
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.g.chopped_tree = True
self.g.chopped_tree = self.type
self.good_trees.append(self.tree)
self.state = self.check_pos
@ -386,6 +389,7 @@ class GatherWoodStates:
self.state = self.idle
self.tree = None
self.type = None
self.openings = []
self.bad_trees = []
self.good_trees = []
@ -766,7 +770,7 @@ class CacheItemsStates:
def select_chest(self):
if self.g.game.select_item(items.CHEST_ID):
if self.g.game.select_item([items.CHEST_ID]):
self.state = self.find_cache_spot
else:
print('No chest, aborting')
@ -931,13 +935,15 @@ class PlantTreeStates:
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_random_item(items.SAPLING_IDS):
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 saplings')
print('Aborting planting, no', sapling_type)
self.state = self.cleanup
def wait_select(self):
@ -1005,14 +1011,19 @@ class ClearLeavesStates:
return None
def init(self):
num_saplings = self.g.game.count_items(items.SAPLING_IDS)
print('Have', num_saplings, 'saplings in inventory')
if num_saplings < 8:
self.state = self.find_leaves
print('Clearing leaves...')
else:
print('Aborting clearing leaves')
self.state = self.cleanup
if self.g.chopped_tree:
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('Aborting clearing leaves')
self.state = self.cleanup
return
self.state = self.find_leaves
print('Clearing leaves...')
def find_leaves(self):
w = self.g.world

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