Search for next block to place in 2D

master
Tanner Collin 3 years ago
parent bce868a522
commit 86846a5c02
  1. 64
      jobs.py
  2. 27
      utils.py

@ -1121,7 +1121,7 @@ class FillBlocksStates:
return
if self.last_block:
self.state = self.select_block
self.state = self.select_item
else:
self.state = self.find_last_block
@ -1131,28 +1131,29 @@ class FillBlocksStates:
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]
distance = utils.phyp(f.coord1, f.coord2)
self.next_block = f.coord1
for offset in utils.search_3d(distance):
check = utils.padd(f.coord1, offset)
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
# 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_block
return
if w.block_at(*check) == blocks.AIR:
self.state = self.select_item
return
self.last_block = check
self.last_block = check
def select_block(self):
def select_item(self):
f = self.g.filling
name = blocks.BLOCKS[f.block]
item = items.ITEMS['minecraft:'+name]['protocol_id']
@ -1175,20 +1176,13 @@ class FillBlocksStates:
y_start = f.coord1[1]
y_end = f.coord2[1]
print('distance', xz_distance)
for y in range(y_start, y_end+1):
for i in count():
offset = utils.spiral(i)
check = utils.padd(self.last_block, offset)
check = (check[0], y, check[2])
if y not in self.iterators:
self.iterators[y] = utils.search_2d(xz_distance)
print('layer', y)
print('offset', offset)
print('hypot', hypot(offset[0], offset[2]))
if hypot(offset[0], offset[2]) > xz_distance:
break
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]:
@ -1245,23 +1239,20 @@ class FillBlocksStates:
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):
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.check_block
def check_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
self.state = self.check_obstruction
def check_obstruction(self):
p = utils.pint(self.g.pos)
@ -1303,6 +1294,7 @@ class FillBlocksStates:
self.g = global_state
self.state = self.idle
self.iterators = {}
self.wait_time = 0
self.last_block = None
self.next_block = None

@ -107,6 +107,33 @@ def break_time(block_id, held_item=0, in_water=False, on_ground=True, enchantmen
return time
def search_2d(distance=0):
def get_neighbors(x,y,z):
return [
(x+1, y+0, z+0),
#(x+1, y+0, z+1),
(x+0, y+0, z-1),
#(x-1, y+0, z+1),
(x-1, y+0, z+0),
#(x-1, y+0, z-1),
(x+0, y+0, z+1),
#(x+1, y+0, z-1),
]
to_visit = collections.deque([(0, 0, 0)])
visited = set()
while to_visit:
cur = to_visit.pop()
if cur in visited:
continue
if distance and hypot(*cur) > distance:
continue
for neighbor in get_neighbors(*cur):
to_visit.appendleft(neighbor)
visited.add(cur)
yield cur
def search_3d(distance=0, y_limit=0):
def get_neighbors(x,y,z):
return [

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