Sleep 0.1 s after failing to pathfind to prevent timeouts

master
Tanner Collin 3 years ago
parent 7caa51f011
commit a49caaedf5
  1. 1
      mosfet/jobs/cache_items.py
  2. 1
      mosfet/jobs/check_threats.py
  3. 3
      mosfet/jobs/fill_blocks.py
  4. 9
      mosfet/jobs/gather_crop.py
  5. 1
      mosfet/jobs/gather_sand.py
  6. 9
      mosfet/jobs/gather_wart.py
  7. 2
      mosfet/jobs/gather_wood.py
  8. 1
      mosfet/jobs/grab_sand.py
  9. 1
      mosfet/jobs/grab_supplies.py
  10. 1
      mosfet/jobs/sell_to_villager.py
  11. 1
      mosfet/jobs/sleep_with_bed.py

@ -65,6 +65,7 @@ class CacheItemsStates:
return
else:
self.trapped_chests.pop(0)
time.sleep(0.1)
def going_to_trapped_chest(self):
if utils.pint(self.g.pos) == self.opening:

@ -64,6 +64,7 @@ class CheckThreatsStates:
return
else:
print('Cant get to safety', self.safety)
time.sleep(0.1)
print('Cant get to safety, aborting')
self.state = self.cleanup

@ -139,8 +139,7 @@ class FillBlocksStates:
else:
print('Cant get to that block')
self.state = self.cleanup
#self.bad_sand.append(self.sand)
#self.state = self.find_new_sand
time.sleep(0.1)
def going_to_block(self):
if not len(self.g.path):

@ -61,15 +61,8 @@ class GatherCropStates:
self.state = self.going_to_crop
else:
print('Cant get to it, blacklisting')
time.sleep(0.1)
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):

@ -89,6 +89,7 @@ class GatherSandStates:
self.state = self.going_to_sand
else:
print('Cant get to that sand')
time.sleep(0.1)
self.bad_sand.append(self.sand)
self.state = self.find_new_sand

@ -54,15 +54,8 @@ class GatherWartStates:
self.state = self.going_to_wart
else:
print('Cant get to it, blacklisting')
time.sleep(0.1)
self.bad_warts.append(wart)
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_wart
def going_to_wart(self):

@ -80,6 +80,7 @@ class GatherWoodStates:
self.state = self.going_to_tree
else:
self.openings.pop(0)
time.sleep(0.1)
def going_to_tree(self):
if utils.pint(self.g.pos) == self.openings[0]:
@ -126,6 +127,7 @@ class GatherWoodStates:
else:
self.openings.pop(0)
self.state = self.choose_opening
time.sleep(0.1)
def going_to_trunk_base(self):
if utils.pint(self.g.pos) == self.tree:

@ -61,6 +61,7 @@ class GrabSandStates:
return
else:
print('Cant get to sand', self.sand)
time.sleep(0.1)
print('Cant get to any more sand, aborting')
self.state = self.cleanup

@ -100,6 +100,7 @@ class GrabSuppliesStates:
return
else:
print('No path, blacklisting barrel')
time.sleep(0.1)
self.bad_barrels.append(self.barrel)
self.state = self.choose_barrel

@ -69,6 +69,7 @@ class SellToVillagerStates:
self.state = self.going_to_villager
else:
self.openings.pop(0)
time.sleep(0.1)
def going_to_villager(self):
if utils.pint(self.g.pos) == self.openings[0]:

@ -81,6 +81,7 @@ class SleepWithBedStates:
self.beds.pop(0)
self.bad_beds.append(bed)
print('Cant get to bed, blacklisting')
time.sleep(0.1)
self.state = self.select_bed
def going_to_bed(self):

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