Split jobs.py into files
This commit is contained in:
parent
5ff0394dc3
commit
8c9a28beac
6
bot.py
6
bot.py
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@ -34,8 +34,8 @@ import utils
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importlib.reload(utils)
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import path
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importlib.reload(path)
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import jobs
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importlib.reload(jobs)
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import job
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importlib.reload(job)
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import mcdata
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importlib.reload(mcdata)
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@ -219,7 +219,7 @@ def init(global_state):
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g.trades = []
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g.job = jobs.JobStates(g)
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g.job = job.JobStates(g)
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g.chopped_tree = False
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g.afk_timeout = 0
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266
job.py
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266
job.py
Normal file
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@ -0,0 +1,266 @@
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import re
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import time
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import importlib
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import random
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from itertools import count
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from math import hypot, floor
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from minecraft.networking.types import BlockFace
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from protocol.managers import ChunkNotLoadedException
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import utils
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importlib.reload(utils)
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import path
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importlib.reload(path)
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import blocks
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importlib.reload(blocks)
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import items
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importlib.reload(items)
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import mcdata
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importlib.reload(mcdata)
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import mobs
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importlib.reload(mobs)
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from jobs import (
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cache_items,
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check_threats,
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clear_leaves,
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eat_food,
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fill_blocks,
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find_gapple,
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gather_crop,
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gather_sand,
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gather_wart,
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gather_wood,
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grab_sand,
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grab_sapling,
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grab_supplies,
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plant_tree,
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sell_to_villager,
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sleep_with_bed,
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)
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for module in [
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cache_items,
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check_threats,
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clear_leaves,
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eat_food,
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fill_blocks,
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find_gapple,
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gather_crop,
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gather_sand,
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gather_wart,
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gather_wood,
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grab_sand,
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grab_sapling,
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grab_supplies,
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plant_tree,
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sell_to_villager,
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sleep_with_bed,
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]:
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importlib.reload(module)
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class JobStates:
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def idle(self):
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return []
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def init_machines(self):
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self.gather_wood_states = gather_wood.GatherWoodStates(self.g)
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self.gather_sand_states = gather_sand.GatherSandStates(self.g)
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self.sleep_with_bed_states = sleep_with_bed.SleepWithBedStates(self.g)
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self.cache_items_states = cache_items.CacheItemsStates(self.g)
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self.grab_supplies_states = grab_supplies.GrabSuppliesStates(self.g)
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self.find_gapple_states = find_gapple.FindGappleStates(self.g)
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self.plant_tree_states = plant_tree.PlantTreeStates(self.g)
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self.clear_leaves_states = clear_leaves.ClearLeavesStates(self.g)
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self.grab_sapling_states = grab_sapling.GrabSaplingStates(self.g)
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self.grab_sand_states = grab_sand.GrabSandStates(self.g)
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self.fill_blocks_states = fill_blocks.FillBlocksStates(self.g)
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self.check_threats_states = check_threats.CheckThreatsStates(self.g)
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self.gather_wart_states = gather_wart.GatherWartStates(self.g)
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self.gather_crop_states = gather_crop.GatherCropStates(self.g)
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self.eat_food_states = eat_food.EatFoodStates(self.g)
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self.sell_to_villager_states = sell_to_villager.SellToVillagerStates(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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self.eat_food_states,
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]
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return machines
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def farm_sand(self):
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machines = [
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self.grab_supplies_states,
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self.check_threats_states,
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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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self.eat_food_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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self.grab_supplies_states.supplies = {
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tuple(items.SHOVEL_IDS): (1, 9),
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}
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items.set_needed(items.SHOVEL_IDS)
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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.eat_food_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.grab_supplies_states,
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self.gather_wood_states,
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self.clear_leaves_states,
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self.plant_tree_states,
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self.grab_sapling_states,
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self.sleep_with_bed_states,
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self.eat_food_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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self.grab_supplies_states.supplies = {
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tuple(items.AXE_IDS): (1, 9),
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}
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items.set_needed(items.AXE_IDS)
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items.set_wanted(items.SAPLING_IDS)
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return machines
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def farm_wart(self):
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machines = [
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self.gather_wart_states,
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self.sleep_with_bed_states,
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self.eat_food_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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items.set_wanted(set([items.NETHERWART_ID]))
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return machines
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def farm_crop(self):
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machines = [
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self.gather_crop_states,
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self.sleep_with_bed_states,
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self.eat_food_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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items.set_wanted(set([
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items.CARROT_ID,
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items.POTATO_ID,
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items.WHEAT_SEEDS_ID,
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items.BEETROOT_SEEDS_ID,
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]))
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return machines
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def fill_blocks(self):
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machines = [
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self.grab_supplies_states,
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self.fill_blocks_states,
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self.sleep_with_bed_states,
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self.eat_food_states,
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]
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self.sleep_with_bed_states.silent = True
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f = self.g.filling
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if f:
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name = blocks.BLOCKS[f.block]
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item = items.ITEMS['minecraft:'+name]['protocol_id']
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self.grab_supplies_states.supplies = {
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tuple([item]): (1, 0),
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}
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return machines
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def loiter(self):
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machines = [
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self.check_threats_states,
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self.sleep_with_bed_states,
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self.eat_food_states,
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]
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self.sleep_with_bed_states.silent = True
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return machines
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def trade(self):
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machines = [
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self.grab_supplies_states,
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self.sell_to_villager_states,
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self.sleep_with_bed_states,
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self.eat_food_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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self.grab_supplies_states.supplies = {
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tuple([items.PUMPKIN_ID]): (64, 3),
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tuple([items.BERRIES_ID]): (64, 3),
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tuple([items.IRON_INGOT_ID]): (64, 3),
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tuple([items.WHEAT_ID]): (64, 3),
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tuple([items.POTATO_ID]): (64, 3),
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}
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items.set_needed(set([
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items.PUMPKIN_ID,
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items.BERRIES_ID,
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items.IRON_INGOT_ID,
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items.WHEAT_ID,
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items.POTATO_ID,
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]))
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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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def tick(self):
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self.run_machines(self.state())
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0
jobs/__init__.py
Normal file
0
jobs/__init__.py
Normal file
237
jobs/cache_items.py
Normal file
237
jobs/cache_items.py
Normal file
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@ -0,0 +1,237 @@
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import re
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import time
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import importlib
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import random
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from itertools import count
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from math import hypot, floor
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from minecraft.networking.types import BlockFace
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from protocol.managers import ChunkNotLoadedException
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import utils
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importlib.reload(utils)
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import path
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importlib.reload(path)
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import blocks
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importlib.reload(blocks)
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import items
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importlib.reload(items)
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import mcdata
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importlib.reload(mcdata)
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import mobs
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importlib.reload(mobs)
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class CacheItemsStates:
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def idle(self):
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return None
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def init(self):
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self.skip_slots = []
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self.skip_items = []
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num_stacks = self.g.game.count_inventory_slots()
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print('Inventory amount:', num_stacks)
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if num_stacks >= self.g.minimum_cache_slots:
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self.state = self.find_trapped_chests
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else:
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print('Aborting caching, not full')
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self.state = self.cleanup
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def find_trapped_chests(self):
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print('Finding trapped chests...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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self.trapped_chests = w.find_blocks_indexed(p, blocks.TRAPPED_CHEST_IDS)
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print('Found:', self.trapped_chests)
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self.state = self.choose_trapped_chest
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def choose_trapped_chest(self):
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print('Choosing a trapped chest...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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c = self.g.chunks
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if not len(self.trapped_chests):
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print('No trapped chests')
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self.state = self.select_chest
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return
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chest = self.trapped_chests[0]
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tmp = c.get_block_at(*chest)
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c.set_block_at(*chest, blocks.AIR)
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navpath = w.path_to_place(p, chest)
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c.set_block_at(*chest, tmp)
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print('navpath:', navpath)
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if navpath:
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self.g.path = navpath[:-1]
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self.opening = self.g.path[-1]
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self.area = chest
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self.state = self.going_to_trapped_chest
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return
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else:
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self.trapped_chests.pop(0)
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def going_to_trapped_chest(self):
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if utils.pint(self.g.pos) == self.opening:
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self.g.look_at = self.area
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self.state = self.open_chest
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def select_chest(self):
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if self.g.game.select_item([items.CHEST_ID]):
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self.state = self.find_cache_spot
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else:
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print('No chest, aborting')
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self.state = self.cleanup
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def find_cache_spot(self):
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print('Finding a chest spot...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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for area in w.find_cache_areas(p, 100):
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print('Found area:', area)
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if area not in self.bad_areas:
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break
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else: # for
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print('Unable to find area')
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self.state = self.cleanup
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return
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self.area = area
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openings = w.find_cache_openings(self.area)
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for o in openings:
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navpath = w.path_to_place(p, o)
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self.opening = o
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if navpath: break
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else: # for
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print('Unable to get to cache area', self.area)
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self.bad_areas.append(self.area)
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self.state = self.cleanup
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return
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self.g.path = navpath
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self.state = self.going_to_area
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def going_to_area(self):
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if utils.pint(self.g.pos) == self.opening:
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self.g.look_at = self.area
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self.state = self.place_chest
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def place_chest(self):
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.state = self.open_chest
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def open_chest(self):
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print('Opening chest')
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self.g.game.open_container(self.area)
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self.wait_time = 1
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self.state = self.wait
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def wait(self):
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# wait for server to send us chest contents
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.move_items
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def move_items(self):
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if self.g.item_lock: return
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w = self.g.window
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if not w:
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print('Didnt get a window, aborting')
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self.state = self.cleanup
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return
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if w.data.window_type != mcdata.SINGLE_CHEST:
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print('Got wrong window, aborting')
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self.state = self.cleanup
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return
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w_info = mcdata.WINDOWS[w.data.window_type]
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w_inventory_slots = w_info.inventory
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w_container_slots = w_info.container
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used_slots = self.g.game.count_window_slots()
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print('used:', used_slots, 'total:', len(w_container_slots))
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if used_slots >= len(w_container_slots):
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print('Container is too full, aborting')
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self.g.game.close_window()
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self.g.look_at = None
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self.state = self.cleanup
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return
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slot_list = []
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for slot_num in w_inventory_slots:
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if slot_num not in w.contents:
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continue
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slot = w.contents[slot_num]
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if not slot.present:
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continue
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if slot.item_id in items.NEEDED_ITEMS:
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continue
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if slot_num in self.skip_slots:
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continue
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slot_list.append((slot_num, slot))
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slot_list.sort(key=lambda x: x[1].item_count, reverse=True)
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for slot_num, slot in slot_list:
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if slot.item_id in items.WANTED_ITEMS and slot.item_id not in self.skip_items:
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print('skipping wanted item', slot)
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self.skip_slots.append(slot_num)
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self.skip_items.append(slot.item_id)
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continue
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print('moving', slot)
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self.g.item_lock = True
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self.g.game.click_window(slot_num, 0, 1, slot)
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return
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print('nothing left to move')
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self.state = self.close_chest
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def close_chest(self):
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print('closing chest')
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self.g.game.close_window()
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if not self.silent:
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self.g.chat.send('cache at ' + str(self.area)[1:-1])
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self.state = self.cleanup
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def cleanup(self):
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self.g.look_at = None
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self.state = self.done
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def done(self):
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# never gets ran, placeholder
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return None
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def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.silent = False
|
||||
|
||||
self.skip_slots = []
|
||||
self.skip_items = []
|
||||
|
||||
self.area = None
|
||||
self.opening = None
|
||||
self.trapped_chests = []
|
||||
self.bad_areas = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
114
jobs/check_threats.py
Normal file
114
jobs/check_threats.py
Normal file
|
@ -0,0 +1,114 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class CheckThreatsStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.state = self.find_threats
|
||||
print('Checking for threats')
|
||||
|
||||
def find_threats(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
threats = w.find_threats(p, 40)
|
||||
|
||||
if threats:
|
||||
print('Found', len(threats), 'threats, fleeing:')
|
||||
print(threats)
|
||||
self.state = self.find_safety
|
||||
else:
|
||||
print('Aborting, no threats')
|
||||
self.state = self.cleanup
|
||||
|
||||
def find_safety(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
safety = w.find_blocks_indexed(p, [blocks.EMERALD_BLOCK])
|
||||
|
||||
if not safety:
|
||||
print('No emerald blocks found, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
safety.sort(key=lambda s: utils.phyp(p, s))
|
||||
print('Found emerald blocks:', safety)
|
||||
|
||||
for s in safety:
|
||||
s = utils.padd(s, path.BLOCK_ABOVE)
|
||||
navpath = w.path_to_place(p, s)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.state = self.going_to_safety
|
||||
self.safety = s
|
||||
print('Going to safety', self.safety)
|
||||
return
|
||||
else:
|
||||
print('Cant get to safety', self.safety)
|
||||
|
||||
print('Cant get to safety, aborting')
|
||||
self.state = self.cleanup
|
||||
|
||||
def going_to_safety(self):
|
||||
if utils.pint(self.g.pos) == self.safety:
|
||||
print('At safety spot, waiting to be moved')
|
||||
self.state = self.wait_for_move
|
||||
|
||||
def wait_for_move(self):
|
||||
# wait for the server to move the bot when it's safe
|
||||
# ie. a piston + daylight sensor
|
||||
if utils.pint(self.g.pos) != self.safety:
|
||||
print('Moved, resuming job')
|
||||
self.state = self.wait
|
||||
self.wait_time = 3
|
||||
|
||||
def wait(self):
|
||||
# wait to land, etc
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.safety = None
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
||||
|
97
jobs/clear_leaves.py
Normal file
97
jobs/clear_leaves.py
Normal file
|
@ -0,0 +1,97 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class ClearLeavesStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
if not self.g.chopped_tree:
|
||||
print('Didnt chop tree, clearing leaves')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
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('Have enough saplings, aborting clearing leaves')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.state = self.select_log
|
||||
print('Clearing leaves...')
|
||||
|
||||
def select_log(self):
|
||||
# select a log to avoid using tools
|
||||
self.g.game.select_item(items.LOG_IDS)
|
||||
self.state = self.find_leaves
|
||||
|
||||
def find_leaves(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
pos = utils.padd(p, path.BLOCK_ABOVE)
|
||||
|
||||
for l in w.find_leaves(pos, blocks.BREAK_DISTANCE):
|
||||
self.leaves.append(l)
|
||||
|
||||
self.state = self.break_leaves
|
||||
|
||||
def break_leaves(self):
|
||||
if not self.g.breaking:
|
||||
if self.leaves:
|
||||
leaf = self.leaves.pop(0)
|
||||
self.g.look_at = leaf
|
||||
self.g.game.break_block(leaf)
|
||||
print('Breaking leaf', leaf)
|
||||
else:
|
||||
self.wait_time = 1
|
||||
self.state = self.wait
|
||||
|
||||
def wait(self):
|
||||
# wait for the items to drop
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.leaves = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
78
jobs/eat_food.py
Normal file
78
jobs/eat_food.py
Normal file
|
@ -0,0 +1,78 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class EatFoodStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
if self.g.food < 12:
|
||||
print('Hungry, eating')
|
||||
self.state = self.select_food
|
||||
return
|
||||
|
||||
if self.g.health < 20 and self.g.food < 18:
|
||||
print('Low health, eating')
|
||||
self.state = self.select_food
|
||||
return
|
||||
|
||||
print('Don\'t need to eat, aborting')
|
||||
self.state = self.cleanup
|
||||
|
||||
def select_food(self):
|
||||
if self.g.game.select_item(items.FOOD_IDS):
|
||||
self.state = self.eat_food
|
||||
else:
|
||||
print('No food, aborting')
|
||||
self.state = self.cleanup
|
||||
|
||||
def eat_food(self):
|
||||
self.g.game.use_item(0)
|
||||
|
||||
print('Eating food')
|
||||
self.wait_time = 3
|
||||
self.state = self.wait
|
||||
|
||||
def wait(self):
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
||||
|
222
jobs/fill_blocks.py
Normal file
222
jobs/fill_blocks.py
Normal file
|
@ -0,0 +1,222 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class FillBlocksStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
f = self.g.filling
|
||||
|
||||
if not f:
|
||||
self.state = self.cleanup
|
||||
print('Aborting, nothing to fill')
|
||||
return
|
||||
|
||||
if self.last_block:
|
||||
self.state = self.select_item
|
||||
else:
|
||||
self.state = self.find_last_block
|
||||
|
||||
def find_last_block(self):
|
||||
w = self.g.world
|
||||
f = self.g.filling
|
||||
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]
|
||||
|
||||
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
|
||||
|
||||
if w.block_at(*check) == blocks.AIR:
|
||||
self.state = self.select_item
|
||||
return
|
||||
|
||||
self.last_block = check
|
||||
else: # for
|
||||
self.state = self.cleanup
|
||||
print('Aborting, no air left')
|
||||
return
|
||||
|
||||
def select_item(self):
|
||||
f = self.g.filling
|
||||
name = blocks.BLOCKS[f.block]
|
||||
item = items.ITEMS['minecraft:'+name]['protocol_id']
|
||||
|
||||
if self.g.game.select_item([item]):
|
||||
#self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
|
||||
self.state = self.find_next_block
|
||||
else:
|
||||
print('No blocks, aborting')
|
||||
self.state = self.cleanup
|
||||
|
||||
def find_next_block(self):
|
||||
w = self.g.world
|
||||
f = self.g.filling
|
||||
print('Finding next block, last:', self.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]
|
||||
|
||||
for y in range(y_start, y_end+1):
|
||||
if y not in self.iterators:
|
||||
self.iterators[y] = utils.search_2d(xz_distance)
|
||||
|
||||
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]:
|
||||
continue
|
||||
if check[2] < b1[2] or check[2] > b2[2]:
|
||||
continue
|
||||
|
||||
if w.block_at(*check) == blocks.AIR:
|
||||
print('Found next block:', check)
|
||||
self.next_block = check
|
||||
self.state = self.check_block_distance
|
||||
return
|
||||
|
||||
# if there's nothing left to fill
|
||||
self.g.filling = None
|
||||
self.state = self.cleanup
|
||||
|
||||
def check_block_distance(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
head = utils.padd(p, path.BLOCK_ABOVE)
|
||||
|
||||
if utils.phyp(head, self.next_block) < 4:
|
||||
self.state = self.fill_block
|
||||
else:
|
||||
self.state = self.nav_to_block
|
||||
|
||||
def nav_to_block(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
c = self.g.chunks
|
||||
|
||||
tmp = c.get_block_at(*self.next_block)
|
||||
c.set_block_at(*self.next_block, blocks.STONE)
|
||||
pos = utils.padd(self.next_block, path.BLOCK_ABOVE)
|
||||
navpath = w.path_to_place(p, pos)
|
||||
c.set_block_at(*self.next_block, tmp)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath[:-1]
|
||||
self.state = self.going_to_block
|
||||
else:
|
||||
print('Cant get to that block')
|
||||
self.state = self.cleanup
|
||||
#self.bad_sand.append(self.sand)
|
||||
#self.state = self.find_new_sand
|
||||
|
||||
def going_to_block(self):
|
||||
if not len(self.g.path):
|
||||
self.state = self.fill_block
|
||||
|
||||
def fill_block(self):
|
||||
print('Filling block', self.next_block)
|
||||
|
||||
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):
|
||||
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
|
||||
|
||||
def check_obstruction(self):
|
||||
p = utils.pint(self.g.pos)
|
||||
f = self.g.filling
|
||||
print('last', self.last_block)
|
||||
print('p', p)
|
||||
if self.last_block[1] >= p[1] and f.block not in blocks.NON_SOLID_IDS:
|
||||
print('Obstructed, going to last block')
|
||||
self.state = self.nav_to_last_block
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def nav_to_last_block(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
c = self.g.chunks
|
||||
|
||||
pos = utils.padd(self.last_block, path.BLOCK_ABOVE)
|
||||
navpath = w.path_to_place(p, pos)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.state = self.going_to_last_block
|
||||
else:
|
||||
print('Cant get to that block')
|
||||
self.state = self.cleanup
|
||||
|
||||
def going_to_last_block(self):
|
||||
if not len(self.g.path):
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.iterators = {}
|
||||
self.wait_time = 0
|
||||
self.last_block = None
|
||||
self.next_block = None
|
||||
|
||||
def run(self):
|
||||
self.state()
|
123
jobs/find_gapple.py
Normal file
123
jobs/find_gapple.py
Normal file
|
@ -0,0 +1,123 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class FindGappleStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.state = self.go_spectator
|
||||
|
||||
def go_spectator(self):
|
||||
print('Going spectator...')
|
||||
self.g.chat.send('/gamemode spectator')
|
||||
|
||||
self.state = self.tp_to_coord
|
||||
|
||||
def tp_to_coord(self):
|
||||
step = utils.spiral(self.count)
|
||||
step_scaled = utils.pmul(step, 192)
|
||||
self.coord = utils.padd(self.origin, step_scaled)
|
||||
self.coord = (self.coord[0], 50, self.coord[2])
|
||||
|
||||
print('count:', self.count, 'teleporting to:', self.coord)
|
||||
self.g.chat.send('/tp {} {} {}'.format(*self.coord))
|
||||
|
||||
self.g.command_lock = True
|
||||
self.state = self.wait_for_load
|
||||
|
||||
def wait_for_load(self):
|
||||
if self.g.command_lock:
|
||||
return
|
||||
|
||||
if self.g.chunks.check_loaded(self.g.pos, 169):
|
||||
print('chunks have been loaded')
|
||||
self.state = self.pick_chest
|
||||
|
||||
def pick_chest(self):
|
||||
chest_list = []
|
||||
for chest_id in blocks.CHEST_IDS:
|
||||
chest_list.extend(self.g.chunks.index.get(chest_id, []))
|
||||
|
||||
for chest in chest_list:
|
||||
if chest in self.checked_chests:
|
||||
# slow but simple
|
||||
continue
|
||||
|
||||
if utils.phyp_king(self.coord, chest) > 96:
|
||||
# skip because we can't detect item drops
|
||||
continue
|
||||
|
||||
self.current_chest = chest
|
||||
self.checked_chests.append(self.current_chest)
|
||||
self.state = self.break_chest
|
||||
break
|
||||
else: # for
|
||||
print('exhausted chest list')
|
||||
self.state = self.cleanup
|
||||
|
||||
def break_chest(self):
|
||||
print('Breaking chest', self.current_chest)
|
||||
self.g.command_lock = True
|
||||
self.g.item_lock = True
|
||||
self.g.chat.send('/setblock {} {} {} air destroy'.format(*self.current_chest))
|
||||
|
||||
self.wait_time = 0.5
|
||||
self.state = self.wait_for_items
|
||||
|
||||
def wait_for_items(self):
|
||||
# wait for command to execute
|
||||
if self.g.command_lock:
|
||||
return
|
||||
|
||||
# wait for items to drop
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
print('done waiting for items')
|
||||
self.state = self.pick_chest
|
||||
|
||||
def cleanup(self):
|
||||
self.count += 1
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.origin = utils.pint(self.g.pos)
|
||||
self.count = 0
|
||||
self.coord = None
|
||||
self.current_chest = None
|
||||
self.checked_chests = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
||||
|
||||
|
152
jobs/gather_crop.py
Normal file
152
jobs/gather_crop.py
Normal file
|
@ -0,0 +1,152 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class GatherCropStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.state = self.find_new_crop
|
||||
|
||||
def find_new_crop(self):
|
||||
print('Finding new crop...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
mature_crops = [
|
||||
blocks.MATURE_WHEAT_ID,
|
||||
blocks.MATURE_POTATO_ID,
|
||||
blocks.MATURE_CARROT_ID,
|
||||
blocks.MATURE_BEETROOT_ID,
|
||||
]
|
||||
|
||||
for crop in w.find_blocks_3d(p, mature_crops, 50, 20):
|
||||
print('Found crop:', crop)
|
||||
if crop not in self.bad_crops:
|
||||
break
|
||||
else: # for
|
||||
print('No good crops left, aborting.')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.crop = crop
|
||||
self.type_id = w.block_at(*crop)
|
||||
self.state = self.nav_to_crop
|
||||
|
||||
def nav_to_crop(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
navpath = w.path_to_place(p, self.crop)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.g.look_at = utils.padd(self.crop, path.BLOCK_BELOW)
|
||||
self.state = self.going_to_crop
|
||||
else:
|
||||
self.bad_crops.append(self.crop)
|
||||
self.wait_time = 0.5
|
||||
self.state = self.wait_to_restart
|
||||
|
||||
def wait_to_restart(self):
|
||||
# prevent timeouts
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.find_new_crop
|
||||
|
||||
def going_to_crop(self):
|
||||
if utils.pint(self.g.pos) == self.crop:
|
||||
print('At the crop')
|
||||
self.state = self.break_crop
|
||||
|
||||
def break_crop(self):
|
||||
self.g.game.break_block(self.crop)
|
||||
self.wait_time = 0.5
|
||||
self.state = self.wait
|
||||
|
||||
def wait(self):
|
||||
# wait for the item
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.select_seed
|
||||
|
||||
def select_seed(self):
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
crop_seeds = {
|
||||
blocks.MATURE_WHEAT_ID: items.WHEAT_SEEDS_ID,
|
||||
blocks.MATURE_POTATO_ID: items.POTATO_ID,
|
||||
blocks.MATURE_CARROT_ID: items.CARROT_ID,
|
||||
blocks.MATURE_BEETROOT_ID: items.BEETROOT_SEEDS_ID,
|
||||
}
|
||||
|
||||
if self.g.game.select_item([crop_seeds[self.type_id]]):
|
||||
self.state = self.wait_select
|
||||
self.wait_time = 0.5
|
||||
else:
|
||||
print('Aborting planting, no crop')
|
||||
self.state = self.cleanup
|
||||
|
||||
def wait_select(self):
|
||||
# wait a bit to select
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.place_crop
|
||||
|
||||
def place_crop(self):
|
||||
p = utils.pint(self.g.pos)
|
||||
self.g.game.place_block(p, BlockFace.TOP)
|
||||
print('Placed crop')
|
||||
self.state = self.wait_place
|
||||
self.wait_time = 0.5
|
||||
|
||||
def wait_place(self):
|
||||
# wait a bit for chunk data to update
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.crop = None
|
||||
self.type_id = None
|
||||
self.bad_crops = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
136
jobs/gather_sand.py
Normal file
136
jobs/gather_sand.py
Normal file
|
@ -0,0 +1,136 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class GatherSandStates:
|
||||
def bair(self, p):
|
||||
return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
|
||||
|
||||
def bsand(self, p):
|
||||
return self.g.chunks.get_block_at(*p) == blocks.SAND
|
||||
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.state = self.select_shovel
|
||||
|
||||
def select_shovel(self):
|
||||
self.g.game.select_item(items.SHOVEL_IDS)
|
||||
self.state = self.find_new_slice
|
||||
|
||||
def find_new_slice(self):
|
||||
print('Finding new slice...')
|
||||
w = self.g.world
|
||||
|
||||
print('using origin', self.origin)
|
||||
start = time.time()
|
||||
self.prev_layer, s = w.find_sand_slice(self.origin, 200, 10, self.bad_slices, self.prev_layer)
|
||||
print('Found slice:', s, 'in', time.time() - start, 'seconds')
|
||||
|
||||
if s:
|
||||
self.slice = s
|
||||
self.bad_slices.append(s)
|
||||
self.state = self.find_new_sand
|
||||
else:
|
||||
print('No slices remaining.')
|
||||
self.state = self.cleanup
|
||||
|
||||
def find_new_sand(self):
|
||||
print('Finding new sand...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
head = utils.padd(p, path.BLOCK_ABOVE)
|
||||
|
||||
for sand in w.find_sand(self.slice, 2, p):
|
||||
if sand not in self.bad_sand:
|
||||
print('Found sand:', sand)
|
||||
break
|
||||
else: # for
|
||||
print('No good sands left, aborting.')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.sand = sand
|
||||
|
||||
if utils.phyp(head, self.sand) < blocks.BREAK_DISTANCE:
|
||||
self.state = self.dig_sand
|
||||
else:
|
||||
self.state = self.nav_to_sand
|
||||
|
||||
def nav_to_sand(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
c = self.g.chunks
|
||||
|
||||
tmp = c.get_block_at(*self.sand)
|
||||
c.set_block_at(*self.sand, blocks.AIR)
|
||||
navpath = w.path_to_place(p, self.sand)
|
||||
c.set_block_at(*self.sand, tmp)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath[:-1]
|
||||
self.state = self.going_to_sand
|
||||
else:
|
||||
print('Cant get to that sand')
|
||||
self.bad_sand.append(self.sand)
|
||||
self.state = self.find_new_sand
|
||||
|
||||
def going_to_sand(self):
|
||||
if not len(self.g.path):
|
||||
self.g.look_at = self.sand
|
||||
self.state = self.dig_sand
|
||||
|
||||
def dig_sand(self):
|
||||
if not self.g.breaking:
|
||||
if self.bsand(self.sand):
|
||||
self.g.look_at = self.sand
|
||||
self.g.game.break_block(self.sand)
|
||||
print('digging sand')
|
||||
else:
|
||||
self.state = self.find_new_sand
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.origin = utils.pint(self.g.pos)
|
||||
self.origin = (2019, 64, 238)
|
||||
self.slice = None
|
||||
self.bad_slices = []
|
||||
self.prev_layer = 0
|
||||
self.sand = None
|
||||
self.bad_sand = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
129
jobs/gather_wart.py
Normal file
129
jobs/gather_wart.py
Normal file
|
@ -0,0 +1,129 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class GatherWartStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.state = self.find_new_wart
|
||||
|
||||
def find_new_wart(self):
|
||||
print('Finding new wart...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
mature_wart = max(blocks.NETHERWART_IDS)
|
||||
for wart in w.find_blocks_3d(p, [mature_wart], 50, 20):
|
||||
print('Found wart:', wart)
|
||||
if wart not in self.bad_warts:
|
||||
break
|
||||
else: # for
|
||||
print('No good warts left, aborting.')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.wart = wart
|
||||
self.state = self.nav_to_wart
|
||||
|
||||
def nav_to_wart(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
navpath = w.path_to_place(p, self.wart)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.g.look_at = utils.padd(self.wart, path.BLOCK_BELOW)
|
||||
self.state = self.going_to_wart
|
||||
else:
|
||||
self.bad_warts.append(wart)
|
||||
self.state = self.find_new_wart
|
||||
|
||||
def going_to_wart(self):
|
||||
if utils.pint(self.g.pos) == self.wart:
|
||||
print('At the wart')
|
||||
self.state = self.break_wart
|
||||
|
||||
def break_wart(self):
|
||||
self.g.game.break_block(self.wart)
|
||||
self.wait_time = 0.5
|
||||
self.state = self.wait
|
||||
|
||||
def wait(self):
|
||||
# wait for the item
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.select_wart
|
||||
|
||||
def select_wart(self):
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
if self.g.game.select_item([items.NETHERWART_ID]):
|
||||
self.state = self.wait_select
|
||||
self.wait_time = 0.5
|
||||
else:
|
||||
print('Aborting planting, no wart')
|
||||
self.state = self.cleanup
|
||||
|
||||
def wait_select(self):
|
||||
# wait a bit to select
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.place_wart
|
||||
|
||||
def place_wart(self):
|
||||
p = utils.pint(self.g.pos)
|
||||
self.g.game.place_block(p, BlockFace.TOP)
|
||||
print('Placed wart')
|
||||
self.state = self.wait_place
|
||||
self.wait_time = 0.5
|
||||
|
||||
def wait_place(self):
|
||||
# wait a bit for chunk data to update
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.wart = None
|
||||
self.bad_warts = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
195
jobs/gather_wood.py
Normal file
195
jobs/gather_wood.py
Normal file
|
@ -0,0 +1,195 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class GatherWoodStates:
|
||||
def bair(self, p):
|
||||
return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
|
||||
|
||||
def blog(self, p):
|
||||
return self.g.chunks.get_block_at(*p) in blocks.LOG_IDS
|
||||
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.g.chopped_tree = False
|
||||
self.state = self.select_axe
|
||||
|
||||
def select_axe(self):
|
||||
self.g.game.select_item(items.AXE_IDS)
|
||||
self.state = self.find_new_tree
|
||||
|
||||
def find_new_tree(self):
|
||||
print('Finding new tree...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
for tree in w.find_trees(p, 100):
|
||||
print('Found tree:', tree)
|
||||
if tree not in self.bad_trees:
|
||||
break
|
||||
else: # for
|
||||
print('No good trees left, aborting.')
|
||||
self.state = self.cleanup
|
||||
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):
|
||||
w = self.g.world
|
||||
self.openings = w.find_tree_openings(self.tree)
|
||||
self.state = self.choose_opening
|
||||
|
||||
def choose_opening(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
print('openings:', self.openings)
|
||||
|
||||
if not len(self.openings):
|
||||
print('Unable to get to tree', self.tree)
|
||||
if self.tree not in self.good_trees:
|
||||
self.bad_trees.append(self.tree)
|
||||
print('Added to bad trees list')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
navpath = w.path_to_place(p, self.openings[0])
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.state = self.going_to_tree
|
||||
else:
|
||||
self.openings.pop(0)
|
||||
|
||||
def going_to_tree(self):
|
||||
if utils.pint(self.g.pos) == self.openings[0]:
|
||||
self.g.look_at = self.tree
|
||||
self.state = self.clear_leaves
|
||||
|
||||
def clear_leaves(self):
|
||||
if not self.g.breaking:
|
||||
p = utils.pint(self.g.pos)
|
||||
diff = utils.psub(self.tree, p)
|
||||
|
||||
for x in utils.diffrange(diff[0]):
|
||||
for z in utils.diffrange(diff[2]):
|
||||
for y in range(2):
|
||||
check = utils.padd(p, (x, y, z))
|
||||
if check == self.tree:
|
||||
break
|
||||
if not self.bair(check):
|
||||
print('Breaking leaf')
|
||||
self.g.game.break_block(check)
|
||||
return
|
||||
|
||||
self.state = self.clear_trunk_base
|
||||
|
||||
def clear_trunk_base(self):
|
||||
if not self.g.breaking:
|
||||
base = self.tree
|
||||
above = utils.padd(self.tree, path.BLOCK_ABOVE)
|
||||
|
||||
if self.blog(base):
|
||||
self.g.game.break_block(base)
|
||||
print('breaking base')
|
||||
elif self.blog(above):
|
||||
self.g.game.break_block(above)
|
||||
print('breaking above')
|
||||
else:
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
navpath = w.path_to_place(p, self.tree)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.state = self.going_to_trunk_base
|
||||
else:
|
||||
self.openings.pop(0)
|
||||
self.state = self.choose_opening
|
||||
|
||||
def going_to_trunk_base(self):
|
||||
if utils.pint(self.g.pos) == self.tree:
|
||||
self.g.look_at = utils.padd(self.tree, path.BLOCK_ABOVE2)
|
||||
self.state = self.clear_trunk
|
||||
|
||||
def clear_trunk(self):
|
||||
if not self.g.breaking:
|
||||
check = self.tree
|
||||
|
||||
count = 0
|
||||
while self.bair(check) and count < 6:
|
||||
check = utils.padd(check, path.BLOCK_ABOVE)
|
||||
count += 1
|
||||
|
||||
if self.blog(check):
|
||||
print('breaking log', check)
|
||||
self.g.game.break_block(check)
|
||||
else:
|
||||
print('Finished clearing tree')
|
||||
self.wait_time = 0.5
|
||||
self.state = self.wait
|
||||
|
||||
def wait(self):
|
||||
# wait for the last log to fall
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.g.chopped_tree = self.type
|
||||
self.good_trees.append(self.tree)
|
||||
self.state = self.check_pos
|
||||
|
||||
def check_pos(self):
|
||||
# make sure we are at base of trunk
|
||||
# doesn't always happen, for some reason
|
||||
if utils.pint(self.g.pos) == self.tree:
|
||||
self.state = self.cleanup
|
||||
else:
|
||||
self.state = self.find_openings
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.tree = None
|
||||
self.type = None
|
||||
self.openings = []
|
||||
self.bad_trees = []
|
||||
self.good_trees = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
94
jobs/grab_sand.py
Normal file
94
jobs/grab_sand.py
Normal file
|
@ -0,0 +1,94 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class GrabSandStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.state = self.find_sand
|
||||
print('Trying to grab sand')
|
||||
|
||||
def find_sand(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
sand = w.find_objects([items.SAND_ID])
|
||||
|
||||
if not sand:
|
||||
print('No sand objects found, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
sand.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z)))
|
||||
|
||||
for s in sand:
|
||||
s_pos = utils.pint((s.x, s.y, s.z))
|
||||
check = utils.padd(s_pos, path.BLOCK_BELOW)
|
||||
|
||||
if utils.phyp(p, s_pos) > 6:
|
||||
continue
|
||||
# skip if the sand is floating
|
||||
if self.g.chunks.get_block_at(*check) in {0}:
|
||||
continue
|
||||
if s.entity_id in self.eid_blacklist:
|
||||
continue
|
||||
|
||||
self.eid_blacklist.append(s.entity_id)
|
||||
|
||||
navpath = w.path_to_place(p, s_pos)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.state = self.going_to_sand
|
||||
self.sand = s_pos
|
||||
print('Going to sand', self.sand)
|
||||
return
|
||||
else:
|
||||
print('Cant get to sand', self.sand)
|
||||
|
||||
print('Cant get to any more sand, aborting')
|
||||
self.state = self.cleanup
|
||||
|
||||
def going_to_sand(self):
|
||||
if utils.pint(self.g.pos) == self.sand:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.sand = None
|
||||
self.eid_blacklist = []
|
||||
|
||||
def run(self):
|
||||
self.state()
|
91
jobs/grab_sapling.py
Normal file
91
jobs/grab_sapling.py
Normal file
|
@ -0,0 +1,91 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class GrabSaplingStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.state = self.find_saplings
|
||||
print('Trying to grab a sapling')
|
||||
|
||||
def find_saplings(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
saplings = w.find_objects(items.SAPLING_IDS)
|
||||
|
||||
if not saplings:
|
||||
print('No sapling objects found, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
saplings.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z)))
|
||||
|
||||
for s in saplings:
|
||||
s_pos = utils.pint((s.x, s.y, s.z))
|
||||
|
||||
check = utils.padd(s_pos, path.BLOCK_BELOW)
|
||||
|
||||
if s.entity_id in self.eid_blacklist:
|
||||
continue
|
||||
|
||||
# skip if the sapling is floating
|
||||
if self.g.chunks.get_block_at(*check) in blocks.LEAF_IDS | {0}:
|
||||
continue
|
||||
|
||||
navpath = w.path_to_place(p, s_pos)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.state = self.going_to_sapling
|
||||
self.sapling = s_pos
|
||||
self.eid_blacklist.append(s.entity_id)
|
||||
print('Going to sapling', self.sapling)
|
||||
return
|
||||
|
||||
print('Cant get to any more saplings, aborting')
|
||||
self.state = self.cleanup
|
||||
|
||||
def going_to_sapling(self):
|
||||
if utils.pint(self.g.pos) == self.sapling:
|
||||
self.state = self.find_saplings
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.sapling = None
|
||||
self.eid_blacklist = []
|
||||
|
||||
def run(self):
|
||||
self.state()
|
243
jobs/grab_supplies.py
Normal file
243
jobs/grab_supplies.py
Normal file
|
@ -0,0 +1,243 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class GrabSuppliesStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
print('Started grab supplies states')
|
||||
self.checked_barrels = []
|
||||
|
||||
used_slots = self.g.game.count_inventory_slots()
|
||||
print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
|
||||
if used_slots >= self.g.maximum_supply_slots:
|
||||
print('Inventory is too full, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
if self.supplies:
|
||||
self.state = self.check_supplies
|
||||
else:
|
||||
print('Aborting getting supplies, none specified')
|
||||
self.state = self.cleanup
|
||||
|
||||
def check_supplies(self):
|
||||
# check if we need to grab anything
|
||||
for items, limits in self.supplies.items():
|
||||
minimum, maximum = limits
|
||||
print('Checking items:', items)
|
||||
num_items = self.g.game.count_items(items)
|
||||
print('Have:', num_items)
|
||||
|
||||
if num_items >= minimum:
|
||||
print('Have enough, skipping')
|
||||
continue
|
||||
|
||||
print('Need at least one item')
|
||||
self.state = self.find_barrels
|
||||
return
|
||||
|
||||
print('Aborting, dont need any supplies')
|
||||
self.state = self.cleanup
|
||||
|
||||
def find_barrels(self):
|
||||
print('Finding barrels...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS)
|
||||
print('Found:', self.barrels)
|
||||
self.state = self.choose_barrel
|
||||
|
||||
def choose_barrel(self):
|
||||
print('Choosing a barrel...')
|
||||
for barrel in self.barrels:
|
||||
if barrel in self.checked_barrels:
|
||||
continue
|
||||
if barrel in self.bad_barrels:
|
||||
continue
|
||||
|
||||
self.barrel = barrel
|
||||
self.state = self.path_to_barrel
|
||||
return
|
||||
|
||||
print('No barrels')
|
||||
self.state = self.cleanup
|
||||
|
||||
def path_to_barrel(self):
|
||||
print('Finding path to barrel')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
c = self.g.chunks
|
||||
|
||||
barrel = self.barrel
|
||||
|
||||
tmp = c.get_block_at(*barrel)
|
||||
c.set_block_at(*barrel, blocks.AIR)
|
||||
navpath = w.path_to_place(p, barrel)
|
||||
c.set_block_at(*barrel, tmp)
|
||||
|
||||
print('navpath:', navpath)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath[:-1]
|
||||
self.opening = self.g.path[-1]
|
||||
self.checked_barrels.append(barrel)
|
||||
self.area = barrel
|
||||
self.state = self.going_to_barrel
|
||||
self.checked_supplies = []
|
||||
return
|
||||
else:
|
||||
print('No path, blacklisting barrel')
|
||||
self.bad_barrels.append(barrel)
|
||||
self.state = self.choose_barrel
|
||||
|
||||
def going_to_barrel(self):
|
||||
if utils.pint(self.g.pos) == self.opening:
|
||||
self.g.look_at = self.area
|
||||
self.state = self.open_barrel
|
||||
|
||||
def open_barrel(self):
|
||||
print('Opening barrel')
|
||||
self.g.game.open_container(self.area)
|
||||
self.wait_time = 1
|
||||
self.state = self.wait
|
||||
|
||||
def wait(self):
|
||||
# wait for server to send us inventory contents
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.choose_items
|
||||
|
||||
def choose_items(self):
|
||||
print('Selecting next item')
|
||||
for items, limits in self.supplies.items():
|
||||
minimum_items, maximum_stacks = limits
|
||||
print('Checking items:', items)
|
||||
num_items = self.g.game.count_items(items)
|
||||
print('Have:', num_items)
|
||||
|
||||
if num_items >= minimum_items:
|
||||
print('Have enough, skipping')
|
||||
continue
|
||||
|
||||
if items in self.checked_supplies:
|
||||
print('Already checked, skipping')
|
||||
continue
|
||||
|
||||
print('Need some')
|
||||
self.checked_supplies.append(items)
|
||||
self.target_items = items
|
||||
self.maximum_stacks = maximum_stacks
|
||||
self.count = 0
|
||||
self.state = self.grab_items
|
||||
return
|
||||
|
||||
print('Aborting, dont need any more supplies')
|
||||
self.state = self.close_barrel
|
||||
|
||||
def grab_items(self):
|
||||
if self.g.item_lock: return
|
||||
w = self.g.window
|
||||
|
||||
if not w:
|
||||
print('Didnt get a window, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
if w.data.window_type != mcdata.SINGLE_CHEST:
|
||||
print('Got wrong window, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
used_slots = self.g.game.count_inventory_slots()
|
||||
print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
|
||||
if used_slots >= self.g.maximum_supply_slots:
|
||||
print('Inventory is too full, aborting')
|
||||
self.g.game.close_window()
|
||||
self.g.look_at = None
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
w_info = mcdata.WINDOWS[w.data.window_type]
|
||||
w_container_slots = w_info.container
|
||||
|
||||
for slot_num in w_container_slots:
|
||||
if slot_num not in w.contents:
|
||||
continue
|
||||
|
||||
slot = w.contents[slot_num]
|
||||
|
||||
if not slot.present:
|
||||
continue
|
||||
|
||||
if slot.item_id not in self.target_items:
|
||||
continue
|
||||
|
||||
if self.maximum_stacks and self.count >= self.maximum_stacks:
|
||||
break
|
||||
self.count += 1
|
||||
|
||||
print('Moving', slot)
|
||||
|
||||
self.g.item_lock = True
|
||||
self.g.game.click_window(slot_num, 0, 1, slot)
|
||||
return
|
||||
|
||||
print('None left to move')
|
||||
self.wait_time = 0.25
|
||||
self.state = self.wait
|
||||
|
||||
def close_barrel(self):
|
||||
print('Closing barrel')
|
||||
self.g.game.close_window()
|
||||
self.g.look_at = None
|
||||
self.state = self.choose_barrel
|
||||
|
||||
def cleanup(self):
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.supplies = {}
|
||||
self.barrels = []
|
||||
self.checked_barrels = []
|
||||
self.bad_barrels = []
|
||||
self.barrel = None
|
||||
self.checked_supplies = []
|
||||
self.target_items = None
|
||||
self.maximum_stacks = 0
|
||||
self.count = 0
|
||||
self.area = None
|
||||
self.opening = None
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
116
jobs/plant_tree.py
Normal file
116
jobs/plant_tree.py
Normal file
|
@ -0,0 +1,116 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class PlantTreeStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
if self.g.chopped_tree:
|
||||
self.state = self.check_feet
|
||||
else:
|
||||
print('Aborting planting, did not plant')
|
||||
self.state = self.cleanup
|
||||
|
||||
def check_feet(self):
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
# check for air at feet
|
||||
if self.g.chunks.get_block_at(*p) in [0]:
|
||||
self.state = self.select_sapling
|
||||
else:
|
||||
print('Aborting planting, feet not air')
|
||||
self.state = self.cleanup
|
||||
|
||||
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_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', sapling_type)
|
||||
self.state = self.cleanup
|
||||
|
||||
def wait_select(self):
|
||||
# wait a bit to look down
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.place_sapling
|
||||
|
||||
def place_sapling(self):
|
||||
p = utils.pint(self.g.pos)
|
||||
self.g.game.place_block(p, BlockFace.TOP)
|
||||
print('Placed sapling')
|
||||
self.state = self.wait_place
|
||||
self.wait_time = 1
|
||||
|
||||
def wait_place(self):
|
||||
# wait a bit for chunk data to update
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.find_open_spot
|
||||
|
||||
def find_open_spot(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
for opening in w.find_tree_openings(p)[::-1]:
|
||||
print('trying sapling opening', opening)
|
||||
navpath = w.path_to_place(p, opening)
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.area = opening
|
||||
self.state = self.going_to_area
|
||||
return
|
||||
else: # for
|
||||
print('cant escape sapling')
|
||||
self.state = self.cleanup
|
||||
|
||||
def going_to_area(self):
|
||||
if utils.pint(self.g.pos) == self.area:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.wait_time = 0
|
||||
self.area = None
|
||||
|
||||
def run(self):
|
||||
self.state()
|
218
jobs/sell_to_villager.py
Normal file
218
jobs/sell_to_villager.py
Normal file
|
@ -0,0 +1,218 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class SellToVillagerStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
self.trade = None
|
||||
self.state = self.find_villager
|
||||
|
||||
def find_villager(self):
|
||||
print('Finding new villager...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
for v in w.find_villagers(p, 100):
|
||||
print('Found villager:', v)
|
||||
if v not in self.bad_villagers and v not in self.spent_villagers:
|
||||
break
|
||||
else: # for
|
||||
print('No good villagers left, aborting.')
|
||||
self.spent_villagers = []
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.villager = v
|
||||
self.villager_pos = utils.pint((v.x, v.y, v.z))
|
||||
self.state = self.find_openings
|
||||
|
||||
def find_openings(self):
|
||||
w = self.g.world
|
||||
self.openings = w.find_villager_openings(self.villager_pos)
|
||||
self.state = self.choose_opening
|
||||
|
||||
def choose_opening(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
print('openings:', self.openings)
|
||||
|
||||
if not len(self.openings):
|
||||
print('Unable to get to villager:', self.villager)
|
||||
if self.villager not in self.good_villagers:
|
||||
self.bad_villagers.append(self.villager)
|
||||
print('Added to bad villager list')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
navpath = w.path_to_place(p, self.openings[0])
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath
|
||||
self.state = self.going_to_villager
|
||||
else:
|
||||
self.openings.pop(0)
|
||||
|
||||
def going_to_villager(self):
|
||||
if utils.pint(self.g.pos) == self.openings[0]:
|
||||
print('Arrived at villager')
|
||||
self.g.look_at = self.villager_pos
|
||||
self.wait_time = 0.5
|
||||
self.state = self.wait_to_interact
|
||||
|
||||
def wait_to_interact(self):
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.interact_villager
|
||||
|
||||
def interact_villager(self):
|
||||
print('Interacting with villager')
|
||||
self.g.game.interact(self.villager.entity_id)
|
||||
self.g.game.animate()
|
||||
self.wait_time = 0.5
|
||||
self.state = self.wait_for_window
|
||||
|
||||
def wait_for_window(self):
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.choose_trade
|
||||
|
||||
def choose_trade(self):
|
||||
g = self.g.game
|
||||
w = self.g.window
|
||||
|
||||
if not w or not self.g.trades:
|
||||
print('Didnt get a trade window, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
if w.data.window_type != mcdata.VILLAGER_TRADE:
|
||||
print('Got wrong window, aborting')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
for trade_num, trade in enumerate(self.g.trades):
|
||||
in_id = trade.input_item_1.item_id
|
||||
in_num = trade.input_item_1.item_count
|
||||
out_id = trade.output_item.item_id
|
||||
|
||||
price = in_num \
|
||||
+ floor(in_num * trade.price_multiplier * trade.demand) \
|
||||
+ trade.special_price
|
||||
if price < 1: price = 1
|
||||
|
||||
if g.count_items([in_id]) < price:
|
||||
continue
|
||||
|
||||
print('Checking trade #', trade_num)
|
||||
if trade.trade_disabled:
|
||||
print('Trade disabled, skipping')
|
||||
continue
|
||||
if out_id != items.EMERALD_ID:
|
||||
print('Not for emeralds, skipping')
|
||||
continue
|
||||
if price > in_num:
|
||||
print('Trade in demand, skipping')
|
||||
continue
|
||||
|
||||
print('Found trade:', trade)
|
||||
print('Adjusted price:', price)
|
||||
self.trade = trade
|
||||
self.trade_num = trade_num
|
||||
self.state = self.click_trade
|
||||
break
|
||||
else:
|
||||
print('Villager has been spent, aborting')
|
||||
self.g.game.close_window()
|
||||
self.spent_villagers.append(self.villager)
|
||||
self.state = self.wait
|
||||
self.wait_time = 10
|
||||
return
|
||||
|
||||
def click_trade(self):
|
||||
print('Clicking trade')
|
||||
self.g.item_lock = True
|
||||
self.g.game.select_trade(self.trade_num)
|
||||
self.state = self.execute_trade
|
||||
|
||||
def execute_trade(self):
|
||||
if self.g.item_lock:
|
||||
return
|
||||
|
||||
w = self.g.window
|
||||
w_info = mcdata.WINDOWS[w.data.window_type]
|
||||
slot_num = w_info.output
|
||||
|
||||
if slot_num in w.contents:
|
||||
print('Executing trade')
|
||||
slot = w.contents[slot_num]
|
||||
self.g.game.click_window(slot_num, 0, 1, slot)
|
||||
else:
|
||||
print('Bad trade, aborting')
|
||||
|
||||
self.state = self.end_trade
|
||||
|
||||
def end_trade(self):
|
||||
print('Trading complete')
|
||||
self.g.game.close_window()
|
||||
self.wait_time = 1
|
||||
self.state = self.wait_for_trade
|
||||
|
||||
def wait_for_trade(self):
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.interact_villager
|
||||
|
||||
def wait(self):
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.villager = None
|
||||
self.villager_pos = None
|
||||
self.bad_villagers = []
|
||||
self.good_villagers = []
|
||||
self.spent_villagers = []
|
||||
self.openings = []
|
||||
self.trade = None
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
211
jobs/sleep_with_bed.py
Normal file
211
jobs/sleep_with_bed.py
Normal file
|
@ -0,0 +1,211 @@
|
|||
import re
|
||||
import time
|
||||
import importlib
|
||||
import random
|
||||
from itertools import count
|
||||
from math import hypot, floor
|
||||
|
||||
from minecraft.networking.types import BlockFace
|
||||
|
||||
from protocol.managers import ChunkNotLoadedException
|
||||
|
||||
import utils
|
||||
importlib.reload(utils)
|
||||
import path
|
||||
importlib.reload(path)
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
import items
|
||||
importlib.reload(items)
|
||||
import mcdata
|
||||
importlib.reload(mcdata)
|
||||
import mobs
|
||||
importlib.reload(mobs)
|
||||
|
||||
class SleepWithBedStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
||||
def init(self):
|
||||
if self.g.time < 12000:
|
||||
print('Aborting sleep, not night')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
if self.g.dimension != 'overworld':
|
||||
print('Aborting sleep, not in overworld')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.state = self.find_beds
|
||||
|
||||
def find_beds(self):
|
||||
print('Finding beds...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
result = w.find_blocks_indexed(p, blocks.BED_IDS)
|
||||
|
||||
self.beds = []
|
||||
for bed in result:
|
||||
if bed not in self.bad_beds:
|
||||
self.beds.append(bed)
|
||||
|
||||
print('Found:', self.beds)
|
||||
self.state = self.choose_bed
|
||||
|
||||
def choose_bed(self):
|
||||
print('Choosing a bed...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
c = self.g.chunks
|
||||
|
||||
if not len(self.beds):
|
||||
print('No beds')
|
||||
self.state = self.select_bed
|
||||
return
|
||||
|
||||
bed = self.beds[0]
|
||||
print('Chose:', bed)
|
||||
|
||||
tmp = c.get_block_at(*bed)
|
||||
c.set_block_at(*bed, blocks.AIR)
|
||||
navpath = w.path_to_place(p, bed)
|
||||
c.set_block_at(*bed, tmp)
|
||||
|
||||
print('navpath:', navpath)
|
||||
|
||||
if navpath:
|
||||
self.g.path = navpath[:-1]
|
||||
self.opening = self.g.path[-1]
|
||||
self.g.look_at = self.opening
|
||||
self.area = bed
|
||||
self.state = self.going_to_bed
|
||||
return
|
||||
else:
|
||||
self.beds.pop(0)
|
||||
self.bad_beds.append(bed)
|
||||
print('Cant get to bed, blacklisting')
|
||||
self.state = self.select_bed
|
||||
|
||||
def going_to_bed(self):
|
||||
if utils.pint(self.g.pos) == self.opening:
|
||||
self.my_bed = False
|
||||
self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
|
||||
self.state = self.use_bed
|
||||
|
||||
def select_bed(self):
|
||||
if self.g.game.select_item(items.BED_IDS):
|
||||
self.state = self.find_bed_spot
|
||||
else:
|
||||
print('No bed, aborting.')
|
||||
self.state = self.cleanup
|
||||
|
||||
def find_bed_spot(self):
|
||||
print('Finding a bed spot...')
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
for area in w.find_bed_areas(p, 100):
|
||||
print('Found area:', area)
|
||||
if area not in self.bad_areas:
|
||||
break
|
||||
else: # for
|
||||
print('Unable to find area')
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.area = area
|
||||
openings = w.find_bed_openings(self.area)
|
||||
|
||||
for o in openings:
|
||||
navpath = w.path_to_place(p, o)
|
||||
self.opening = o
|
||||
if navpath: break
|
||||
else: # for
|
||||
print('Unable to get to bed area', self.area)
|
||||
self.bad_areas.append(self.area)
|
||||
self.state = self.cleanup
|
||||
return
|
||||
|
||||
self.g.path = navpath
|
||||
self.g.look_at = self.opening
|
||||
self.state = self.going_to_area
|
||||
|
||||
def going_to_area(self):
|
||||
if utils.pint(self.g.pos) == self.opening:
|
||||
self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
|
||||
self.state = self.place_bed
|
||||
|
||||
def place_bed(self):
|
||||
self.g.game.place_block(self.area, BlockFace.TOP)
|
||||
self.my_bed = True
|
||||
self.state = self.use_bed
|
||||
|
||||
def use_bed(self):
|
||||
if self.g.time > 12550:
|
||||
print('Sleeping')
|
||||
self.g.game.place_block(self.area, BlockFace.TOP)
|
||||
if not self.silent:
|
||||
self.g.chat.send('zzz')
|
||||
self.state = self.sleep_bed
|
||||
|
||||
def sleep_bed(self):
|
||||
w = self.g.world
|
||||
p = utils.pint(self.g.pos)
|
||||
|
||||
threats = w.find_threats(p, 30)
|
||||
if threats:
|
||||
print('Waking up due to threats:')
|
||||
print(threats)
|
||||
self.g.game.leave_bed()
|
||||
self.state = self.break_bed
|
||||
elif self.g.time < 100:
|
||||
print('Woke up time')
|
||||
self.state = self.break_bed
|
||||
|
||||
def break_bed(self):
|
||||
if self.my_bed:
|
||||
self.g.game.break_block(self.area)
|
||||
self.state = self.collect_bed
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
|
||||
def collect_bed(self):
|
||||
if not self.g.breaking:
|
||||
self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
|
||||
self.wait_time = 2
|
||||
self.state = self.wait
|
||||
|
||||
def wait(self):
|
||||
# wait to pick up bed
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
def cleanup(self):
|
||||
self.g.look_at = None
|
||||
self.state = self.done
|
||||
|
||||
def done(self):
|
||||
# never gets ran, placeholder
|
||||
return None
|
||||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.state = self.idle
|
||||
|
||||
self.silent = False
|
||||
|
||||
self.my_bed = False
|
||||
self.beds = []
|
||||
self.bad_beds = []
|
||||
self.area = None
|
||||
self.opening = None
|
||||
self.bad_areas = []
|
||||
self.wait_time = 0
|
||||
|
||||
def run(self):
|
||||
self.state()
|
Loading…
Reference in New Issue
Block a user