Reorder check_descend pathfinding functions
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2f9a918431
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@ -15,6 +15,9 @@ for name, data in JSON_BLOCKS.items():
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for state in data['states']:
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BLOCKS[state['id']] = name.replace('minecraft:', '')
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SINGLE_SNOW = 3921
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SOUL_TORCH = 4008
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AVOID = [
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'lava',
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'water',
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@ -184,8 +187,8 @@ NON_SOLID = [
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'void_air',
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'cave_air',
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'lantern',
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'soul_torch',
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]
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SINGLE_SNOW = 3919
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LOGS = [
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'oak_log',
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@ -10,6 +10,8 @@ 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 blocks
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importlib.reload(blocks)
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def handle_join_game(packet, g):
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print('Connected.')
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@ -19,7 +21,7 @@ def handle_join_game(packet, g):
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def handle_block_change(packet, g):
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l = g.local_state
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if packet.block_state_id == 3887:
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if packet.block_state_id == blocks.SOUL_TORCH:
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try:
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l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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print('new waypoint:', l.goal)
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24
path.py
24
path.py
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@ -188,47 +188,47 @@ class Pathfinder(AStar):
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return True
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def check_ascend(self, node, offset):
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if not self.check_traverse(node, offset):
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return False
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dest = utils.padd(node, offset)
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if not self.bair(utils.padd(node, BLOCK_ABOVE2)):
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return False
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return True
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def check_descend(self, node, offset):
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if not self.check_traverse(node, offset):
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return False
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return True
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def check_descend(self, node, offset):
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dest = utils.padd(node, offset)
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if not self.bair(utils.padd(dest, BLOCK_ABOVE2)):
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return False
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if not self.check_traverse(node, offset):
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return False
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return True
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def check_descend2(self, node, offset):
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if not self.check_descend(node, offset):
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return False
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dest = utils.padd(node, offset)
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if not self.bair(utils.padd(dest, BLOCK_ABOVE3)):
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return False
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if not self.check_descend(node, offset):
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return False
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return True
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def check_descend3(self, node, offset):
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if not self.check_descend2(node, offset):
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return False
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dest = utils.padd(node, offset)
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if not self.bair(utils.padd(dest, BLOCK_ABOVE4)):
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return False
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if not self.check_descend2(node, offset):
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return False
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return True
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def check_parkour(self, node, offset):
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