Begin villager trading job

master
Tanner Collin 3 years ago
parent d0bfed75dd
commit cf8677ee65
  1. 9
      bot.py
  2. 52
      game.py
  3. 124
      jobs.py

@ -205,7 +205,6 @@ def init(global_state):
g.item_lock = False
g.command_lock = False
g.window = None
g.trades = []
g.job = jobs.JobStates(g)
@ -252,6 +251,7 @@ def bot(global_state):
print('Chunks loaded.')
init(g)
g.game.close_window()
print('Initialized.')
while g.running:
@ -270,10 +270,3 @@ def bot(global_state):
g.connection.early_outgoing_packet_listeners = []
print('Bot module loaded.')
print(mcdata.mcd.blockCollisionShapes['blocks']['brewing_stand'])
print(mcdata.mcd.blockCollisionShapes['shapes']['107'])

@ -309,6 +309,40 @@ class MCWorld:
result.append(mob)
return result
def find_villagers(self, center, distance):
# finds villagers within distance
result = []
for eid, mob in copy(self.g.mobs).items():
type_name = mobs.MOB_NAMES[mob.type]
if type_name != 'villager' : continue
pos = utils.pint((mob.x, mob.y, mob.z))
if utils.phyp(center, pos) > distance:
continue
result.append(mob)
return result
def find_villager_openings(self, villager):
# returns coords in a cardinal direction where we can stand by a villager
maze_solver = path.Pathfinder(self.g.chunks)
result = []
for distance in range(3):
for direction in path.CHECK_DIRECTIONS:
offset = utils.pmul(direction, distance+1)
if not maze_solver.check_traverse(villager, offset):
continue
# check for line of sight
for check in range(distance+1):
offset2 = utils.pmul(direction, check+1)
offset2 = utils.padd(offset2, path.BLOCK_ABOVE)
check = utils.padd(villager, offset2)
if self.block_at(*check) not in blocks.NON_SOLID_IDS:
break
else: # for
result.append(utils.padd(villager, offset))
return result
class Game:
@ -642,7 +676,12 @@ class Game:
self.g.job.state = self.g.job.loiter
reply = 'ok'
if command == 'trade':
self.g.job.state = self.g.job.trade
reply = 'ok'
if command == 'stop':
self.close_window()
bot.init(self.g)
reply = 'ok'
@ -773,7 +812,8 @@ class Game:
if command == 'test':
reply = 'ok'
self.select_next_item()
r = self.g.world.find_villager_openings((615, 78, 493))
print(r)
################# Authorized commands ##########################
if authed:
@ -965,10 +1005,11 @@ class Game:
w.count += 1
def close_window(self):
packet = CloseWindowPacket()
packet.window_id = self.g.window.data.window_id
self.g.connection.write_packet(packet)
self.g.window = None
if self.g.window:
packet = CloseWindowPacket()
packet.window_id = self.g.window.data.window_id
self.g.connection.write_packet(packet)
self.g.window = None
def handle_window_confirmation(self, packet):
print(packet)
@ -1143,6 +1184,7 @@ class Game:
def handle_trade_list(self, packet):
print(packet)
self.g.trades = packet.trades
def tick(self):
if self.g.breaking:

@ -1772,6 +1772,114 @@ class EatFoodStates:
self.state()
class SellToVillagerStates:
def idle(self):
return None
def init(self):
self.state = self.find_villager
def find_villager(self):
print('Finding new villager...')
w = self.g.world
p = utils.pint(self.g.pos)
for villager in w.find_villagers(p, 100):
print('Found villager:', villager)
if villager not in self.bad_villagers:
break
else: # for
print('No good villagers left, aborting.')
self.state = self.cleanup
return
self.villager = villager
self.villager_pos = utils.pint((villager.x, villager.y, villager.z))
self.state = self.find_openings
def find_openings(self):
w = self.g.world
self.openings = w.find_villager_openings(self.villager_pos)
self.state = self.choose_opening
def choose_opening(self):
w = self.g.world
p = utils.pint(self.g.pos)
print('openings:', self.openings)
if not len(self.openings):
print('Unable to get to villager:', self.villager)
if self.villager not in self.good_villagers:
self.bad_villagers.append(self.villager)
print('Added to bad villager list')
self.state = self.cleanup
return
navpath = w.path_to_place(p, self.openings[0])
if navpath:
self.g.path = navpath
self.state = self.going_to_villager
else:
self.openings.pop(0)
def going_to_villager(self):
if utils.pint(self.g.pos) == self.openings[0]:
print('Arrived at villager')
self.g.look_at = self.villager_pos
self.wait_time = 0.5
self.state = self.wait_to_interact
def wait_to_interact(self):
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.interact_villager
def interact_villager(self):
print('Interacting with villager')
self.g.game.interact(self.villager.entity_id)
self.g.game.animate()
self.state = self.select_trade
def select_trade(self):
if not self.g.window or not self.g.trades:
return
print('Got trades window')
self.state = self.freeze
def freeze(self):
return
def wait(self):
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.cleanup
def cleanup(self):
self.state = self.done
def done(self):
# never gets ran, placeholder
return None
def __init__(self, global_state):
self.g = global_state
self.state = self.idle
self.villager = None
self.villager_pos = None
self.bad_villagers = []
self.good_villagers = []
self.openings = []
self.wait_time = 0
def run(self):
self.state()
class JobStates:
def idle(self):
@ -1793,6 +1901,7 @@ class JobStates:
self.gather_wart_states = GatherWartStates(self.g)
self.gather_crop_states = GatherCropStates(self.g)
self.eat_food_states = EatFoodStates(self.g)
self.sell_to_villager = SellToVillagerStates(self.g)
def run_machines(self, machines):
for m in machines:
@ -1922,6 +2031,21 @@ class JobStates:
self.sleep_with_bed_states.silent = True
return machines
def trade(self):
machines = [
#self.grab_supplies_states,
self.sell_to_villager,
#self.sleep_with_bed_states,
#self.eat_food_states,
#self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
self.grab_supplies_states.supplies = {
tuple(items.AXE_IDS): 9,
}
return machines
def stop(self):
self.init_machines()
self.state = self.idle

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