Move beside planted sapling
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parent
ee2a1958f9
commit
bd8f8a0d55
75
jobs.py
75
jobs.py
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@ -433,7 +433,7 @@ class SleepWithBedStates:
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.place_bed
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else:
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self.g.chat.send('I need a bed')
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print('No bed, aborting.')
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self.state = self.cleanup
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def place_bed(self):
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@ -549,7 +549,7 @@ class CacheItemsStates:
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.place_chest
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else:
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self.g.chat.send('I need a chest')
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print('No chest, aborting')
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self.state = self.cleanup
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def place_chest(self):
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@ -616,6 +616,7 @@ class CacheItemsStates:
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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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@ -631,6 +632,8 @@ class CacheItemsStates:
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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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# keep all needed items
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self.needed_items = items.NEEDED_ITEMS
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# keep one stack of wanted items
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@ -691,47 +694,35 @@ class PlantTreeStates:
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p = utils.pint(self.g.pos)
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self.g.game.place_block(p, BlockFace.TOP)
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print('Placed sapling')
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self.state = self.wait_place
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self.wait_time = 1
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def wait_place(self):
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# wait a bit for chunk data to update
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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.find_open_spot
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def find_open_spot(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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for opening in w.find_tree_openings(p):
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print('trying sapling opening', opening)
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navpath = w.path_to_place(p, opening)
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if navpath:
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self.g.path = navpath
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self.area = opening
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self.state = self.going_to_area
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return
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else: # for
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print('cant escape sapling')
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self.state = self.cleanup
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# self.state = self.wait_place
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# self.wait_time = 1
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#def wait_place(self):
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# # wait a bit for chunk data to update
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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.find_open_spot
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#def find_open_spot(self):
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# print('Finding an open spot to stand...')
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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, 20):
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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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# navpath = w.path_to_place(p, self.area)
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# if not navpath:
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# print('Unable to get to open 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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# print('Going to area', self.area)
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#def going_to_area(self):
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# if utils.pint(self.g.pos) == self.area:
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# self.state = self.cleanup
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def going_to_area(self):
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if utils.pint(self.g.pos) == self.area:
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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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@ -747,7 +738,6 @@ class PlantTreeStates:
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self.wait_time = 0
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self.area = None
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self.bad_areas = []
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def run(self):
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self.state()
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@ -960,6 +950,7 @@ class JobStates:
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def farm_wood(self):
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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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s1 = self.gather_wood_states
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s2 = self.plant_tree_states
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