Begin villager trading job
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parent
d0bfed75dd
commit
cf8677ee65
9
bot.py
9
bot.py
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@ -205,7 +205,6 @@ def init(global_state):
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g.item_lock = False
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g.item_lock = False
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g.command_lock = False
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g.command_lock = False
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g.window = None
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g.trades = []
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g.trades = []
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g.job = jobs.JobStates(g)
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g.job = jobs.JobStates(g)
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@ -252,6 +251,7 @@ def bot(global_state):
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print('Chunks loaded.')
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print('Chunks loaded.')
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init(g)
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init(g)
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g.game.close_window()
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print('Initialized.')
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print('Initialized.')
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while g.running:
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while g.running:
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@ -270,10 +270,3 @@ def bot(global_state):
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g.connection.early_outgoing_packet_listeners = []
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g.connection.early_outgoing_packet_listeners = []
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print('Bot module loaded.')
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print('Bot module loaded.')
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print(mcdata.mcd.blockCollisionShapes['blocks']['brewing_stand'])
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print(mcdata.mcd.blockCollisionShapes['shapes']['107'])
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44
game.py
44
game.py
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@ -309,6 +309,40 @@ class MCWorld:
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result.append(mob)
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result.append(mob)
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return result
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return result
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def find_villagers(self, center, distance):
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# finds villagers within distance
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result = []
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for eid, mob in copy(self.g.mobs).items():
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type_name = mobs.MOB_NAMES[mob.type]
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if type_name != 'villager' : continue
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pos = utils.pint((mob.x, mob.y, mob.z))
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if utils.phyp(center, pos) > distance:
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continue
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result.append(mob)
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return result
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def find_villager_openings(self, villager):
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# returns coords in a cardinal direction where we can stand by a villager
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maze_solver = path.Pathfinder(self.g.chunks)
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result = []
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for distance in range(3):
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for direction in path.CHECK_DIRECTIONS:
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offset = utils.pmul(direction, distance+1)
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if not maze_solver.check_traverse(villager, offset):
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continue
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# check for line of sight
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for check in range(distance+1):
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offset2 = utils.pmul(direction, check+1)
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offset2 = utils.padd(offset2, path.BLOCK_ABOVE)
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check = utils.padd(villager, offset2)
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if self.block_at(*check) not in blocks.NON_SOLID_IDS:
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break
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else: # for
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result.append(utils.padd(villager, offset))
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return result
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class Game:
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class Game:
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@ -642,7 +676,12 @@ class Game:
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self.g.job.state = self.g.job.loiter
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self.g.job.state = self.g.job.loiter
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reply = 'ok'
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reply = 'ok'
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if command == 'trade':
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self.g.job.state = self.g.job.trade
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reply = 'ok'
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if command == 'stop':
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if command == 'stop':
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self.close_window()
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bot.init(self.g)
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bot.init(self.g)
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reply = 'ok'
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reply = 'ok'
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@ -773,7 +812,8 @@ class Game:
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if command == 'test':
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if command == 'test':
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reply = 'ok'
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reply = 'ok'
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self.select_next_item()
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r = self.g.world.find_villager_openings((615, 78, 493))
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print(r)
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################# Authorized commands ##########################
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################# Authorized commands ##########################
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if authed:
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if authed:
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@ -965,6 +1005,7 @@ class Game:
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w.count += 1
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w.count += 1
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def close_window(self):
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def close_window(self):
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if self.g.window:
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packet = CloseWindowPacket()
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packet = CloseWindowPacket()
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packet.window_id = self.g.window.data.window_id
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packet.window_id = self.g.window.data.window_id
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self.g.connection.write_packet(packet)
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self.g.connection.write_packet(packet)
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@ -1143,6 +1184,7 @@ class Game:
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def handle_trade_list(self, packet):
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def handle_trade_list(self, packet):
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print(packet)
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print(packet)
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self.g.trades = packet.trades
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def tick(self):
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def tick(self):
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if self.g.breaking:
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if self.g.breaking:
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124
jobs.py
124
jobs.py
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@ -1772,6 +1772,114 @@ class EatFoodStates:
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self.state()
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self.state()
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class SellToVillagerStates:
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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_villager
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def find_villager(self):
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print('Finding new villager...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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for villager in w.find_villagers(p, 100):
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print('Found villager:', villager)
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if villager not in self.bad_villagers:
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break
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else: # for
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print('No good villagers left, aborting.')
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self.state = self.cleanup
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return
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self.villager = villager
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self.villager_pos = utils.pint((villager.x, villager.y, villager.z))
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self.state = self.find_openings
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def find_openings(self):
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w = self.g.world
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self.openings = w.find_villager_openings(self.villager_pos)
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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 villager:', self.villager)
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if self.villager not in self.good_villagers:
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self.bad_villagers.append(self.villager)
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print('Added to bad villager list')
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self.state = self.cleanup
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return
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navpath = w.path_to_place(p, self.openings[0])
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_villager
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else:
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self.openings.pop(0)
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def going_to_villager(self):
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if utils.pint(self.g.pos) == self.openings[0]:
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print('Arrived at villager')
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self.g.look_at = self.villager_pos
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self.wait_time = 0.5
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self.state = self.wait_to_interact
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def wait_to_interact(self):
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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.interact_villager
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def interact_villager(self):
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print('Interacting with villager')
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self.g.game.interact(self.villager.entity_id)
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self.g.game.animate()
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self.state = self.select_trade
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def select_trade(self):
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if not self.g.window or not self.g.trades:
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return
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print('Got trades window')
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self.state = self.freeze
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def freeze(self):
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return
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def wait(self):
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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.cleanup
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def cleanup(self):
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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.villager = None
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self.villager_pos = None
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self.bad_villagers = []
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self.good_villagers = []
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self.openings = []
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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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class JobStates:
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def idle(self):
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def idle(self):
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@ -1793,6 +1901,7 @@ class JobStates:
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self.gather_wart_states = GatherWartStates(self.g)
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self.gather_wart_states = GatherWartStates(self.g)
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self.gather_crop_states = GatherCropStates(self.g)
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self.gather_crop_states = GatherCropStates(self.g)
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self.eat_food_states = EatFoodStates(self.g)
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self.eat_food_states = EatFoodStates(self.g)
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self.sell_to_villager = SellToVillagerStates(self.g)
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def run_machines(self, machines):
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def run_machines(self, machines):
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for m in machines:
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for m in machines:
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@ -1922,6 +2031,21 @@ class JobStates:
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self.sleep_with_bed_states.silent = True
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self.sleep_with_bed_states.silent = True
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return machines
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return machines
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def trade(self):
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machines = [
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#self.grab_supplies_states,
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self.sell_to_villager,
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#self.sleep_with_bed_states,
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#self.eat_food_states,
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#self.cache_items_states,
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]
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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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self.grab_supplies_states.supplies = {
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tuple(items.AXE_IDS): 9,
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}
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return machines
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def stop(self):
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def stop(self):
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self.init_machines()
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self.init_machines()
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self.state = self.idle
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self.state = self.idle
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