Find chest openings within interaction range

This commit is contained in:
Tanner
2026-11-07 19:48:51 +00:00
parent 688297e968
commit 9783631f94
6 changed files with 337 additions and 27 deletions
+7 -5
View File
@@ -385,7 +385,7 @@ class LegacyGame:
packet.face = 1
self.g.connection.write_packet(packet)
def open_container(self, location):
def open_container(self, location, face=BlockFace.TOP, cursor=None):
location = tuple(int(value) for value in location)
positions = {location}
world = self.g.get('world')
@@ -399,7 +399,7 @@ class LegacyGame:
'positions': tuple(sorted(positions)),
'requested_at': time.monotonic(),
}
self.place_block(location, BlockFace.TOP)
self.place_block(location, face, cursor=cursor)
def handle_window(self, packet):
print(packet)
@@ -1048,14 +1048,16 @@ class Game(LegacyGame):
return True
def place_block(self, location, face, hand=0, cursor_y=None,
sneaking=False):
sneaking=False, cursor=None):
location = tuple(int(value) for value in location)
if cursor is None:
if cursor_y is None:
cursor_y = 0.99 if int(face) == 1 else 0.5
cursor = (0.5, cursor_y, 0.5)
packet = UseItemOnBlockPacket(
hand=hand, location=location, face=int(face),
cursor_x=0.5, cursor_y=cursor_y,
cursor_z=0.5, inside_block=False, world_border_hit=False,
cursor_x=float(cursor[0]), cursor_y=float(cursor[1]),
cursor_z=float(cursor[2]), inside_block=False, world_border_hit=False,
sequence=self._next_sequence())
if sneaking:
self.g.connection.write_packet(PlayerInputPacket(flags=0x20),
+24 -16
View File
@@ -69,12 +69,13 @@ class CacheItemsStates:
self.area = container['position']
self.container_item_ids = container['item_ids']
self.is_labeled_container = True
for opening in w.find_cache_openings(self.area):
navpath = w.path_to_place(p, opening)
for opening in w.find_cache_openings(self.area, p):
navpath = w.path_to_place(p, opening['position'])
if navpath:
print('Going to labeled chest', container['labels'],
self.area)
self.opening = opening
self.opening = opening['position']
self.open_interaction = opening
self.g.path = navpath
self.state = self.going_to_trapped_chest
return
@@ -96,11 +97,12 @@ class CacheItemsStates:
chest = self.trapped_chests[0]
self.area = chest
for opening in w.find_cache_openings(chest):
navpath = w.path_to_place(p, opening)
for opening in w.find_cache_openings(chest, p):
navpath = w.path_to_place(p, opening['position'])
if navpath:
print('navpath to trapped chest:', navpath)
self.opening = opening
self.opening = opening['position']
self.open_interaction = opening
self.g.path = navpath
self.state = self.going_to_trapped_chest
return
@@ -110,12 +112,12 @@ class CacheItemsStates:
def going_to_trapped_chest(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.g.look_at = self.open_interaction['look_at']
self.wait_time = 0.5
self.state = self.turn_to_trapped_chest
def turn_to_trapped_chest(self):
self.g.look_at = self.area
self.g.look_at = self.open_interaction['look_at']
self.wait_time -= utils.TICK
if self.wait_time <= 0:
self.state = self.open_chest
@@ -144,12 +146,14 @@ class CacheItemsStates:
return
self.area = area
openings = w.find_cache_openings(self.area)
openings = w.find_cache_openings(self.area, p)
for o in openings:
navpath = w.path_to_place(p, o)
self.opening = o
if navpath: break
for opening in openings:
navpath = w.path_to_place(p, opening['position'])
if navpath:
self.opening = opening['position']
self.open_interaction = opening
break
else: # for
print('Unable to get to cache area', self.area)
self.bad_areas.append(self.area)
@@ -161,12 +165,12 @@ class CacheItemsStates:
def going_to_area(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.g.look_at = self.open_interaction['look_at']
self.wait_time = 0.5
self.state = self.turn_to_cache_spot
def turn_to_cache_spot(self):
self.g.look_at = self.area
self.g.look_at = self.open_interaction['look_at']
self.wait_time -= utils.TICK
if self.wait_time <= 0:
self.state = self.place_chest
@@ -180,7 +184,10 @@ class CacheItemsStates:
print('Opening chest')
self.failed_transfer_slots.clear()
self.pending_transfer = None
self.g.game.open_container(self.area)
self.g.game.open_container(
self.open_interaction['target'],
face=self.open_interaction['face'],
cursor=self.open_interaction['cursor'])
self.wait_time = 1
self.state = self.wait
@@ -368,6 +375,7 @@ class CacheItemsStates:
self.container_item_ids = None
self.area = None
self.opening = None
self.open_interaction = None
self.trapped_chests = []
self.bad_areas = []
self.wait_time = 0
+190 -2
View File
@@ -3,6 +3,7 @@ import json
import re
import time
import random
from math import floor
from itertools import count
from copy import copy
@@ -11,6 +12,10 @@ from mosfet import path
from mosfet.info import blocks
from mosfet.info import items
from mosfet.info import mobs
from minecraft.networking.types import BlockFace
CHEST_OPENING_RADIUS = 3
class World:
def __init__(self, global_state):
@@ -625,8 +630,191 @@ class World:
self._bed_occupancy_states[bed] = occupied
return occupied
def find_cache_openings(self, area):
return self.find_bed_openings(area)
@staticmethod
def _is_chest_state(state_id):
name = blocks.BLOCKS.get(state_id)
return (name is not None and name != 'ender_chest' and
(name == 'chest' or name.endswith('_chest')))
def _cache_opening_standable(self, position):
at_feet = self.block_at(*position)
above = self.block_at(*utils.padd(position, path.BLOCK_ABOVE))
below = self.block_at(*utils.padd(position, path.BLOCK_BELOW))
return (at_feet in blocks.NON_SOLID_IDS and
at_feet not in blocks.AVOID_IDS and
above in blocks.NON_SOLID_IDS and
above not in blocks.AVOID_IDS and
below is not None and
below not in blocks.NON_SOLID_IDS and
below not in blocks.AVOID_IDS)
@staticmethod
def _segment_intersects_aabb(start, end, minimum, maximum):
lower, upper = 0.0, 1.0
for axis in range(3):
origin = start[axis]
delta = end[axis] - origin
if abs(delta) < 1e-9:
if origin < minimum[axis] or origin > maximum[axis]:
return False
continue
first = (minimum[axis] - origin) / delta
second = (maximum[axis] - origin) / delta
if first > second:
first, second = second, first
lower = max(lower, first)
upper = min(upper, second)
if lower > upper:
return False
return upper >= 0.0 and lower <= 1.0
def _has_cache_line_of_sight(self, start, end, target):
first = tuple(floor(min(start[i], end[i])) for i in range(3))
last = tuple(floor(max(start[i], end[i])) for i in range(3))
for x in range(first[0], last[0] + 1):
for y in range(first[1], last[1] + 1):
for z in range(first[2], last[2] + 1):
position = (x, y, z)
if position == target:
continue
if not self._segment_intersects_aabb(
start, end, position, utils.padd(position, (1, 1, 1))):
continue
state_id = self.block_at(*position)
if state_id is None:
return False
for box in blocks.COLLISION_BOXES.get(state_id, ()):
minimum = (x + box[0], y + box[1], z + box[2])
maximum = (x + box[3], y + box[4], z + box[5])
if self._segment_intersects_aabb(
start, end, minimum, maximum):
return False
return True
@staticmethod
def _chest_interaction_points(target, boxes):
points = []
for box in boxes:
x0, y0, z0, x1, y1, z1 = box
xm, zm = (x0 + x1) / 2, (z0 + z1) / 2
for fraction in (0.2, 0.5, 0.8):
y = y0 + (y1 - y0) * fraction
points.extend((
(target[0] + xm, target[1] + y, target[2] + z0),
(target[0] + xm, target[1] + y, target[2] + z1),
(target[0] + x0, target[1] + y, target[2] + zm),
(target[0] + x1, target[1] + y, target[2] + zm),
))
for x_fraction, z_fraction in (
(0.25, 0.25), (0.25, 0.75),
(0.75, 0.25), (0.75, 0.75), (0.5, 0.5)):
points.append((
target[0] + x0 + (x1 - x0) * x_fraction,
target[1] + y1,
target[2] + z0 + (z1 - z0) * z_fraction,
))
return points
@staticmethod
def _ray_chest_surface_hit(start, end, target, boxes):
negative_faces = (BlockFace.WEST, BlockFace.BOTTOM, BlockFace.NORTH)
positive_faces = (BlockFace.EAST, BlockFace.TOP, BlockFace.SOUTH)
delta = tuple(end[i] - start[i] for i in range(3))
hits = []
for box in boxes:
minimum = tuple(target[i] + box[i] for i in range(3))
maximum = tuple(target[i] + box[i + 3] for i in range(3))
enter, leave = float('-inf'), float('inf')
entering_face = None
for axis in range(3):
if abs(delta[axis]) < 1e-9:
if (start[axis] < minimum[axis] or
start[axis] > maximum[axis]):
break
continue
near = (minimum[axis] - start[axis]) / delta[axis]
far = (maximum[axis] - start[axis]) / delta[axis]
face = negative_faces[axis]
if near > far:
near, far = far, near
face = positive_faces[axis]
if near > enter:
enter = near
entering_face = face
leave = min(leave, far)
if enter > leave:
break
else:
if entering_face is None or enter < 0 or enter > 1:
continue
hit_point = tuple(start[i] + delta[i] * enter
for i in range(3))
cursor = tuple(hit_point[i] - target[i] for i in range(3))
hits.append((enter, entering_face, cursor, hit_point))
if not hits:
return None
_distance, face, cursor, hit_point = min(hits, key=lambda hit: hit[0])
return face, cursor, hit_point
def find_cache_openings(self, area, center=None, radius=None):
"""Find standable nearby spots with a clear ray to a chest surface."""
area = tuple(area)
center = tuple(center if center is not None else area)
radius = CHEST_OPENING_RADIUS if radius is None else radius
state_id = self.block_at(*area)
targets = (self._double_chest_positions(area)
if self._is_chest_state(state_id) else (area,))
default_chest = min(blocks.CHEST_IDS)
interactions = {}
for target in targets:
target_state = self.block_at(*target)
boxes = blocks.COLLISION_BOXES.get(target_state) or \
blocks.COLLISION_BOXES[default_chest]
hit_points = self._chest_interaction_points(target, boxes)
for horizontal in utils.search_2d(radius + 1):
for dy in range(-radius - 1, radius + 2):
offset = (horizontal[0], dy, horizontal[2])
opening = utils.padd(target, offset)
if (opening in targets or
not self._cache_opening_standable(opening)):
continue
eye = (opening[0] + 0.5, opening[1] + 1.62,
opening[2] + 0.5)
for aim_point in hit_points:
if not self._has_cache_line_of_sight(
eye, aim_point, target):
continue
hit = self._ray_chest_surface_hit(
eye, aim_point, target, boxes)
if hit is None:
continue
face, cursor, hit_point = hit
hit_distance = utils.phyp(eye, hit_point)
if hit_distance > radius:
continue
interaction = {
'position': opening,
'target': target,
'face': face,
'cursor': cursor,
'hit_point': hit_point,
'look_at': tuple(value - 0.5
for value in hit_point),
}
distance = utils.phyp(center, opening)
interaction['distance'] = distance
interaction['hit_distance'] = hit_distance
previous = interactions.get(opening)
if (previous is None or
interaction['hit_distance'] <
previous['hit_distance']):
interactions[opening] = interaction
break
return sorted(interactions.values(),
key=lambda result: (result['distance'],
result['position']))
def find_objects(self, object_ids):
result = []
+88
View File
@@ -0,0 +1,88 @@
import unittest
from munch import Munch
from minecraft.networking.types import BlockFace
from mosfet.info import blocks
from mosfet.world import CHEST_OPENING_RADIUS, World
class FakeChunks:
def __init__(self, states):
self.states = states
def get_block_at(self, x, y, z):
return self.states.get((x, y, z), blocks.AIR)
class CacheOpeningTests(unittest.TestCase):
def setUp(self):
self.chest = (0, 64, 0)
chest_state = min(blocks.CHEST_IDS)
stone = blocks.STONE
states = {self.chest: chest_state}
for x in range(-4, 5):
for z in range(-4, 5):
states[(x, 63, z)] = stone
self.world = World(Munch(chunks=FakeChunks(states)))
def test_openings_include_visible_positions_up_to_configured_radius(self):
opening = (3, 64, 0)
openings = self.world.find_cache_openings(
self.chest, center=(3, 64, 0))
by_position = {tuple(candidate['position']): candidate
for candidate in openings}
self.assertEqual(CHEST_OPENING_RADIUS, 3)
self.assertIn(opening, by_position)
self.assertTrue(all(candidate['hit_distance'] <= CHEST_OPENING_RADIUS
for candidate in openings))
self.assertIn(by_position[opening]['face'], (
BlockFace.NORTH, BlockFace.SOUTH, BlockFace.WEST,
BlockFace.EAST, BlockFace.TOP,
))
self.assertEqual(len(by_position[opening]['cursor']), 3)
def test_range_is_measured_from_eye_to_interaction_surface(self):
opening = (3, 63, 0)
self.world.g.chunks.states[opening] = blocks.AIR
self.world.g.chunks.states[(3, 62, 0)] = blocks.STONE
openings = self.world.find_cache_openings(
self.chest, center=opening)
by_position = {tuple(candidate['position']): candidate
for candidate in openings}
self.assertIn(opening, by_position)
self.assertLessEqual(by_position[opening]['hit_distance'], 3)
def test_sign_collision_shape_does_not_block_sight_but_solid_block_does(self):
start = (3.5, 65.62, 0.5)
target = (0.5, 64.875, 0.5)
sign_state = blocks.MCD_BLOCKS['oak_sign']['minStateId']
obstruction = (1, 65, 0)
self.world.g.chunks.states[obstruction] = sign_state
self.assertTrue(self.world._has_cache_line_of_sight(
start, target, self.chest))
self.world.g.chunks.states[obstruction] = blocks.STONE
self.assertFalse(self.world._has_cache_line_of_sight(
start, target, self.chest))
def test_virtual_chest_openings_are_found_before_placement(self):
target = (0, 65, 0)
for x in range(-3, 4):
for z in range(-3, 4):
self.world.g.chunks.states[(x, 64, z)] = blocks.STONE
openings = self.world.find_cache_openings(
target, center=(3, 65, 0))
self.assertTrue(openings)
self.assertTrue(all(candidate['target'] == target
for candidate in openings))
if __name__ == '__main__':
unittest.main()
+2 -2
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@@ -93,8 +93,8 @@ class ChestDetectionTests(unittest.TestCase):
chunks=Munch(get_block_at=lambda *_position: None),
world=Munch(_double_chest_positions=lambda _position:
(self.position,)))
game.place_block = lambda location, face: sent.append(
(location, face))
game.place_block = lambda location, face, **kwargs: sent.append(
(location, face, kwargs))
game.open_container(self.position)
+24
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@@ -2,7 +2,9 @@ import unittest
from munch import Munch
from minecraft.networking.modern import ClientTickEnd, UseItemOnBlockPacket
from minecraft.networking.types import BlockFace
from mosfet.game import Game
from mosfet.info import blocks
from mosfet.protocol.modern import PlayerInputPacket
@@ -15,6 +17,28 @@ class FakeConnection:
class SneakPlacementTests(unittest.TestCase):
def test_open_container_sends_visible_face_and_hit_cursor(self):
chest = (2, 65, -4)
connection = FakeConnection()
game = Game.__new__(Game)
game.g = Munch(
connection=connection,
chunks=Munch(get_block_at=lambda *position:
min(blocks.CHEST_IDS) if tuple(position) == chest
else None),
world=Munch())
game.sequence = 0
game.open_container(
chest, face=BlockFace.EAST, cursor=(0.9375, 0.5, 0.5))
packet = next(packet for packet, _force in connection.packets
if isinstance(packet, UseItemOnBlockPacket))
self.assertEqual(packet.location, chest)
self.assertEqual(packet.face, BlockFace.EAST)
self.assertEqual((packet.cursor_x, packet.cursor_y, packet.cursor_z),
(0.9375, 0.5, 0.5))
def test_sneaking_wraps_block_placement_and_is_released(self):
connection = FakeConnection()
game = Game.__new__(Game)