Port over job states
This commit is contained in:
		
							
								
								
									
										445
									
								
								jobs.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										445
									
								
								jobs.py
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,445 @@
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import re
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import time
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import importlib
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from math import hypot
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from panda3d.core import LPoint3f
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from minecraft.networking.types import BlockFace
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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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class LumberjackStates:
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    def bair(self, p):
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        return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
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    def blog(self, p):
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        return self.g.chunks.get_block_at(*p) in blocks.LOG_IDS
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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_tree
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    def find_new_tree(self):
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        print('Finding new tree...')
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        w = self.g.world
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        p = utils.pint(self.g.pos)
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        trees = w.find_trees(p, 100)
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        print('Found trees:', trees)
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        while trees[0] in self.bad_trees:
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            trees.pop(0)
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        self.tree = trees[0]
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        self.openings = w.find_tree_openings(self.tree)
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        self.state = self.choose_opening
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    def choose_opening(self):
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        w = self.g.world
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        p = utils.pint(self.g.pos)
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        print('openings:', self.openings)
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        if not len(self.openings):
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            print('Unable to get to tree', self.tree)
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            self.bad_trees.append(self.tree)
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            self.state = self.cleanup
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            return
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        path = w.path_to_place(p, self.openings[0])
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        if path:
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            self.g.path = path
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            self.state = self.going_to_tree
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        else:
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            self.openings.pop(0)
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    def going_to_tree(self):
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        if utils.pint(self.g.pos) == self.openings[0]:
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            self.g.look_at = self.tree
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            self.state = self.clear_leaves
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    def clear_leaves(self):
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        if not self.g.breaking:
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            p = utils.pint(self.g.pos)
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            diff = psub(self.tree, p)
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            for x in diffrange(diff[0]):
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                for z in diffrange(diff[2]):
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                    for y in range(2):
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                        check = utils.padd(p, (x, y, z))
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                        if check == self.tree:
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                            break
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                        if not self.bair(check):
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                            print('Breaking leaf')
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                            self.g.game.break_block(check)
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                            return
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            self.state = self.clear_trunk_base
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    def clear_trunk_base(self):
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        if not self.g.breaking:
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            base = self.tree
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            above = utils.padd(self.tree, path.BLOCK_ABOVE)
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            if self.blog(base):
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                self.g.game.break_block(base)
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                print('breaking base')
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            elif self.blog(above):
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                self.g.game.break_block(above)
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                print('breaking above')
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            else:
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                w = self.g.world
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                p = utils.pint(self.g.pos)
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                path = w.path_to_place(p, self.tree)
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                if path:
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                    self.g.path = path
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                    self.state = self.going_to_trunk_base
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                else:
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                    self.openings.pop(0)
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                    self.state = self.choose_opening
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    def going_to_trunk_base(self):
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        if utils.pint(self.g.pos) == self.tree:
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            self.g.look_at = utils.padd(self.tree, path.BLOCK_ABOVE2)
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            self.state = self.clear_trunk
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    def clear_trunk(self):
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        if not self.g.breaking:
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            check = self.tree
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            count = 0
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            while self.bair(check) and count < 6:
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                check = utils.padd(check, path.BLOCK_ABOVE)
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                count += 1
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            if self.blog(check):
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                print('breaking log', check)
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                self.g.game.break_block(check)
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            else:
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                print('Finished clearing tree')
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                self.wait_time = 0.5
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                self.state = self.wait
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    def wait(self):
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        # wait for the last log to fall
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        if self.wait_time > 0:
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            self.wait_time -= TICK
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        else:
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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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        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.l = self.g.local_state
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        self.state = self.idle
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        self.tree = None
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        self.openings = []
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        self.bad_trees = []
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        self.wait_time = 0
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    def run(self):
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        self.state()
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class GatherSandStates:
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    def bair(self, p):
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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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    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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    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, 150, self.origin)
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        print('Found sand:', sand)
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        while sand[0] in self.bad_sand:
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            sand.pop(0)
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        self.sand = sand[0]
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        self.state = self.nav_to_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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        w.chunks.set_block_at(*self.sand, 0)
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        path = w.path_to_place(p, self.sand)
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        w.chunks.set_block_at(*self.sand, 66)
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        if path:
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            self.g.path = path[:-1]
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            self.state = self.going_to_sand
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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_sand(self):
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        if not len(self.g.path):
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            self.g.look_at = self.sand
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            self.state = self.dig_sand
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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.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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        path = w.path_to_place(p, self.sand)
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        if path:
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            self.g.path = path
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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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    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.l = self.g.local_state
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        self.state = self.idle
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        self.origin = utils.pint(self.g.pos)
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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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    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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    def init(self):
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        if self.g.time >= 12000:
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            self.state = self.find_bed_spot
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        else:
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            print('Aborting sleep, not night')
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            self.state = self.cleanup
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    def find_bed_spot(self):
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        print('Finding a bed spot...')
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        w = self.g.world
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        p = utils.pint(self.g.pos)
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        areas = w.find_bed_areas(p, 100)
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        print('Found areas:', areas)
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        if len(areas):
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            while areas[0] in self.bad_areas:
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                areas.pop(0)
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            self.area = areas[0]
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        elif self.last_area:
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            self.area = self.last_area
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        else:
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            print('Unable to find area, and no last area')
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            self.state = self.cleanup
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            return
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        openings = w.find_bed_openings(self.area)
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        for o in openings:
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            path = w.path_to_place(p, o)
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            self.opening = o
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            if path: break
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        else: # for
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            print('Unable to get to bed 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 = path
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        self.state = self.going_to_area
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        self.last_area = self.area
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    def going_to_area(self):
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        if utils.pint(self.g.pos) == self.opening:
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            self.g.look_at = self.area
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            self.state = self.select_bed
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    def select_bed(self):
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        for slot, item in self.g.inv.items():
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            if item.item_id in items.BED_IDS:
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                print('Found bed in slot', slot)
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                self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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                choose_slot(self.connection, slot)
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                self.state = self.place_bed
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                break
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        else: # for
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            say(self.connection, 'I need a bed')
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            self.state = self.cleanup
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    def place_bed(self):
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        place_block(self.connection, self.area, BlockFace.TOP)
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        self.state = self.use_bed
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    def use_bed(self):
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        if self.g.time >= 12542:
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            print('Sleeping')
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            place_block(self.connection, self.area, BlockFace.TOP)
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            say(self.connection, 'zzz')
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            self.state = self.sleep_bed
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    def sleep_bed(self):
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        if self.g.time < 100:
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            print('Woke up')
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            self.state = self.break_bed
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    def break_bed(self):
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        self.g.game.break_block(self.area)
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        self.state = self.collect_bed
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    def collect_bed(self):
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        if not self.g.breaking:
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            self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
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            self.wait_time = 4
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            self.state = self.wait
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    def wait(self):
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        # wait to pick up bed
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        if self.wait_time > 0:
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            self.wait_time -= TICK
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        else:
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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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        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.l = self.g.local_state
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        self.state = self.idle
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        self.area = None
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        self.opening = None
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        self.bad_areas = []
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        self.last_area = None
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		||||
        self.wait_time = 0
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		||||
    def run(self):
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        self.state()
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class JobStates:
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    def idle(self):
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        return None
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    def sleep_with_bed(self):
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		||||
        s = self.sleep_with_bed_states
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        if s.state == s.idle:
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		||||
            s.state = s.init
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		||||
        elif s.state == s.done:
 | 
			
		||||
            s.state = s.init
 | 
			
		||||
            # check time, etc
 | 
			
		||||
 | 
			
		||||
            if self.prev_state:
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		||||
                print('Reverting to prev state')
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		||||
                self.state = self.prev_state
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		||||
                return
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		||||
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		||||
        s.run()
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		||||
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		||||
    def gather_sand(self):
 | 
			
		||||
        s = self.gather_sand_states
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		||||
        if s.state == s.idle:
 | 
			
		||||
            s.state = s.init
 | 
			
		||||
        elif s.state == s.done:
 | 
			
		||||
            s.state = s.init
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		||||
            # check time, etc
 | 
			
		||||
 | 
			
		||||
            if self.survive:
 | 
			
		||||
                self.prev_state = self.gather_sand
 | 
			
		||||
                self.state = self.sleep_with_bed
 | 
			
		||||
                return
 | 
			
		||||
 | 
			
		||||
        s.run()
 | 
			
		||||
 | 
			
		||||
    def lumberjack(self):
 | 
			
		||||
        s = self.lumberjack_states
 | 
			
		||||
        if s.state == s.idle:
 | 
			
		||||
            s.state = s.init
 | 
			
		||||
        elif s.state == s.done:
 | 
			
		||||
            s.state = s.init
 | 
			
		||||
            # check time, etc
 | 
			
		||||
 | 
			
		||||
            if self.survive:
 | 
			
		||||
                self.prev_state = self.lumberjack
 | 
			
		||||
                self.state = self.sleep_with_bed
 | 
			
		||||
                return
 | 
			
		||||
 | 
			
		||||
        s.run()
 | 
			
		||||
 | 
			
		||||
    def stop(self):
 | 
			
		||||
        self.lumberjack_states = LumberjackStates(self.g)
 | 
			
		||||
        self.gather_sand_states = GatherSandStates(self.g)
 | 
			
		||||
        self.sleep_with_bed_states = SleepWithBedStates(self.g)
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
 | 
			
		||||
    def __init__(self, global_state):
 | 
			
		||||
        self.g = global_state
 | 
			
		||||
        self.l = self.g.local_state
 | 
			
		||||
 | 
			
		||||
        self.state = self.idle
 | 
			
		||||
        self.prev_state = None
 | 
			
		||||
        self.lumberjack_states = LumberjackStates(self.g)
 | 
			
		||||
        self.gather_sand_states = GatherSandStates(self.g)
 | 
			
		||||
        self.sleep_with_bed_states = SleepWithBedStates(self.g)
 | 
			
		||||
        self.survive = False
 | 
			
		||||
 | 
			
		||||
    def run(self):
 | 
			
		||||
        self.state()
 | 
			
		||||
		Reference in New Issue
	
	Block a user