Improve finding sand by using slices
This commit is contained in:
parent
eabb0a04d1
commit
b7295b4beb
75
game.py
75
game.py
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@ -163,11 +163,9 @@ class MCWorld:
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return False
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return True
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def find_sand(self, center, distance, origin):
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def find_sand(self, center, distance, player):
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sand = []
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for i in range(10):
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check = utils.padd(center, utils.alternate(i, 1))
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sand.extend(self.find_blocks(check, distance, [blocks.SAND], 20))
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sand.extend(self.find_blocks(center, distance, [blocks.SAND], 25))
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safe_sand = []
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for s in sand:
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@ -187,9 +185,61 @@ class MCWorld:
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safe_sand.append(s)
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safe_sand.sort(key=lambda x: utils.phyp_bias(center, x, origin))
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safe_sand.sort(key=lambda x: utils.phyp(player, x))
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return safe_sand
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def check_sand_slice(self, center):
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# checks if a 5x5x1 slice has diggable sand in it
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for i in range(9):
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s = utils.padd(center, utils.spiral(i))
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if self.block_at(*s) != blocks.SAND:
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continue
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# make sure it has solid below
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if self.block_at(*utils.padd(s, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
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continue
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# make sure it has solid two below - prevent hanging sand
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if self.block_at(*utils.padd(s, path.BLOCK_BELOW2)) in blocks.NON_SOLID_IDS:
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continue
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# and walkable air above
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if self.block_at(*utils.padd(s, path.BLOCK_ABOVE)) not in blocks.NON_SOLID_IDS:
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continue
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if not self.sand_adjacent_safe(s):
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continue
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return True
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return False
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def find_sand_slice(self, center, distance, skip_to=(0, 0)):
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# returns the centre coord of the next 5x5x1 slice that still has
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# diggable sand in it. lower slices are only valid if there's an
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# adjacent slice farther at the same level. this should ensure an
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# upside down pyramid gets excavated so the edges are still climbable
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skip_vertical, skip_spiral = skip_to
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for v in count(skip_vertical):
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peak = utils.padd(center, (0, 20-v, 0))
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layer = 0
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start_step = skip_spiral if v == skip_vertical else 0
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for step in count(start_step):
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offset = utils.spiral(step)
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layer = max(layer, *offset)
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offset = utils.pmul(offset, 3)
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check = utils.padd(peak, offset)
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check = utils.padd(check, (0, layer, 0))
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if utils.phyp(center, check) >= distance:
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break
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if self.check_sand_slice(check):
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return (v-1, step+1), check
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if v > 40:
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return None, None
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def find_bed_openings(self, area):
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# returns coords in a cardinal direction where we can stand by bed
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result = []
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@ -454,8 +504,23 @@ class Game:
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if command == 'cache':
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self.g.job.state = self.g.job.cache_items
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self.g.job.cache_items_states.minimum = 0
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self.g.job.cache_items_states.silent = True
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reply = 'ok'
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if command == 'spiral' and data:
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for i in range(int(data)):
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print(utils.spiral(i))
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if command == 'sand_slice':
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try:
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_, result = self.g.world.find_sand_slice(utils.pint(self.g.pos), 50)
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reply = str(result)
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except:
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import traceback
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print(traceback.format_exc())
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reply = 'error'
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if reply:
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print(reply)
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if private and not reply.startswith('/'):
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2
items.py
2
items.py
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@ -47,5 +47,7 @@ CHEST_ID = set([ITEMS['minecraft:chest']['protocol_id']])
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GAPPLE_ID = set([ITEMS['minecraft:enchanted_golden_apple']['protocol_id']])
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SAND_ID = set([ITEMS['minecraft:sand']['protocol_id']])
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NEEDED_ITEMS = BED_IDS | CHEST_ID
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WANTED_ITEMS = SAPLING_IDS
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155
jobs.py
155
jobs.py
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@ -21,6 +21,8 @@ importlib.reload(items)
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import data
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importlib.reload(data)
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BREAK_DISTANCE = 5
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class FindGappleStates:
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def idle(self):
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@ -291,37 +293,62 @@ class GatherSandStates:
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return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
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def bsand(self, p):
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return self.g.chunks.get_block_at(*p) == 66
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return self.g.chunks.get_block_at(*p) == blocks.SAND
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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.state = self.find_new_sand
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self.state = self.find_new_slice
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def find_new_slice(self):
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print('Finding new slice...')
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w = self.g.world
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#o = utils.padd(self.origin, (0, 10, 0))
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print('using origin', self.origin)
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self.skip, s = w.find_sand_slice(self.origin, 50)
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print('Found slice:', s, 'skip:', self.skip)
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if s:
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self.slice = s
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self.state = self.find_new_sand
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else:
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print('No slices remaining.')
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self.state = self.cleanup
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def find_new_sand(self):
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print('Finding new sand...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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sand = w.find_sand(p, 50, self.origin)
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sand = w.find_sand(self.slice, 2, p)
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print('Found sand:', sand)
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if not len(sand):
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self.state = self.cleanup
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return
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for check in sand:
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if check in self.bad_sand:
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continue
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self.sand = check
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break
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self.state = self.nav_to_sand
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if utils.phyp(p, self.sand) > BREAK_DISTANCE:
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self.state = self.nav_to_sand
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else:
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self.state = self.dig_sand
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def nav_to_sand(self):
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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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self.g.chunks.set_block_at(*self.sand, blocks.AIR)
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tmp = c.get_block_at(*self.sand)
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c.set_block_at(*self.sand, blocks.AIR)
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navpath = w.path_to_place(p, self.sand)
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self.g.chunks.set_block_at(*self.sand, blocks.SAND)
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c.set_block_at(*self.sand, tmp)
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if navpath:
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self.g.path = navpath[:-1]
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@ -338,27 +365,11 @@ class GatherSandStates:
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def dig_sand(self):
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if not self.g.breaking:
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if self.bsand(self.sand):
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self.g.look_at = self.sand
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self.g.game.break_block(self.sand)
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print('digging sand')
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else:
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self.state = self.get_sand
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def get_sand(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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navpath = w.path_to_place(p, self.sand)
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_item
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else:
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self.bad_sand.append(self.sand)
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self.state = self.find_new_sand
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def going_to_item(self):
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if utils.pint(self.g.pos) == self.sand:
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self.g.look_at = self.sand
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self.state = self.cleanup
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self.state = self.find_new_sand
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def cleanup(self):
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self.g.look_at = None
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@ -374,6 +385,8 @@ class GatherSandStates:
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self.state = self.idle
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self.origin = utils.pint(self.g.pos)
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self.skip = (0, 0)
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self.slice = None
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self.sand = None
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self.bad_sand = []
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self.wait_time = 0
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@ -382,6 +395,75 @@ class GatherSandStates:
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self.state()
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class GrabSandStates:
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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.state = self.find_sand
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print('Trying to grab sand')
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def find_sand(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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sand = w.find_objects(items.SAND_ID)
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if not sand:
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print('No sand objects found, aborting')
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self.state = self.cleanup
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return
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sand.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z)))
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for s in sand:
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s_pos = utils.pint((s.x, s.y, s.z))
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check = utils.padd(s_pos, path.BLOCK_BELOW)
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if utils.phyp(p, s_pos) > 6:
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continue
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if s.entity_id in self.eid_blacklist:
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continue
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# skip if the sand is floating
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if self.g.chunks.get_block_at(*check) in {0}:
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continue
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navpath = w.path_to_place(p, s_pos)
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_sand
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self.sand = s_pos
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self.eid_blacklist.append(s.entity_id)
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print('Going to sand', self.sand)
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return
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print('Cant get to any more sand, aborting')
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self.state = self.cleanup
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def going_to_sand(self):
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if utils.pint(self.g.pos) == self.sand:
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self.state = self.find_sand
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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):
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self.g = global_state
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self.state = self.idle
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self.sand = None
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self.eid_blacklist = []
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def run(self):
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self.state()
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class SleepWithBedStates:
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def idle(self):
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return None
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@ -395,7 +477,6 @@ class SleepWithBedStates:
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def select_bed(self):
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if self.g.game.select_item(items.BED_IDS):
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.find_bed_spot
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else:
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print('No bed, aborting.')
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@ -482,7 +563,7 @@ class SleepWithBedStates:
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self.g = global_state
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self.state = self.idle
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self.silent = False
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self.silent = True
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self.area = None
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self.opening = None
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@ -503,7 +584,7 @@ class CacheItemsStates:
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num_stacks = len([x for x in self.g.inv.values() if x.present])
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print('Inventory amount:', num_stacks)
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if num_stacks >= 27:
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if num_stacks >= self.minimum:
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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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@ -676,6 +757,7 @@ class CacheItemsStates:
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self.g = global_state
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self.state = self.idle
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self.minimum = 27
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self.silent = False
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# keep all needed items
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@ -806,9 +888,7 @@ class ClearLeavesStates:
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w = self.g.world
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p = utils.pint(self.g.pos)
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break_distance = 5
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for l in w.find_leaves(p, break_distance):
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for l in w.find_leaves(p, BREAK_DISTANCE):
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self.leaves.append(l)
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self.state = self.break_leaves
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@ -879,7 +959,7 @@ class GrabSaplingStates:
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if s.entity_id in self.eid_blacklist:
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continue
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# slip if the sapling is floating
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# skip if the sapling is floating
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if self.g.chunks.get_block_at(*check) in blocks.LEAF_IDS | {0}:
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continue
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@ -945,13 +1025,15 @@ class JobStates:
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def gather_sand(self):
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s1 = self.gather_sand_states
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s2 = self.sleep_with_bed_states
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s3 = self.cache_items_states
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s2 = self.grab_sand_states
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s3 = self.sleep_with_bed_states
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s4 = self.cache_items_states
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if s1.state == s1.idle:
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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s4.state = s4.init
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elif s1.state == s1.done:
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if s2.state != s2.done:
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s2.run()
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@ -961,9 +1043,14 @@ class JobStates:
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s3.run()
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return
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if s4.state != s4.done:
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s4.run()
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return
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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s4.state = s4.init
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return
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s1.run()
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@ -1051,6 +1138,7 @@ class JobStates:
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self.plant_tree_states = PlantTreeStates(self.g)
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self.clear_leaves_states = ClearLeavesStates(self.g)
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self.grab_sapling_states = GrabSaplingStates(self.g)
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self.grab_sand_states = GrabSandStates(self.g)
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self.state = self.idle
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def __init__(self, global_state):
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@ -1066,6 +1154,7 @@ class JobStates:
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self.plant_tree_states = PlantTreeStates(self.g)
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self.clear_leaves_states = ClearLeavesStates(self.g)
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self.grab_sapling_states = GrabSaplingStates(self.g)
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self.grab_sand_states = GrabSandStates(self.g)
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def tick(self):
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self.state()
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2
path.py
2
path.py
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@ -131,7 +131,7 @@ class Pathfinder(AStar):
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@functools.lru_cache(maxsize=BLOCK_CACHE_SIZE)
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def bavoid(self, p):
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return self.chunks.get_block_at(*p) in blocks.AVOID_IDS
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return self.chunks.get_block_at(*p) in blocks.AVOID_IDS or p[1] < 0
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def check_traverse(self, node, offset):
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dest = utils.padd(node, offset)
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Reference in New Issue
Block a user