Add a job for grabbing supplies from barrels
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parent
81f8a92cab
commit
d108d7c817
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@ -241,6 +241,7 @@ INDEXED = [
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'chest',
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'chest',
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'trapped_chest',
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'trapped_chest',
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'emerald_block',
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'emerald_block',
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'barrel',
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]
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]
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@ -274,6 +275,11 @@ for block_name in ['chest']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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CHEST_IDS.add(state['id'])
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CHEST_IDS.add(state['id'])
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BARREL_IDS = set()
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for block_name in ['barrel']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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BARREL_IDS.add(state['id'])
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TRAPPED_CHEST_IDS = set()
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TRAPPED_CHEST_IDS = set()
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for block_name in ['trapped_chest']:
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for block_name in ['trapped_chest']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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13
items.py
13
items.py
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@ -31,6 +31,15 @@ SHOVELS = [
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'netherite_shovel',
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'netherite_shovel',
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]
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]
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AXES = [
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'wooden_axe',
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'stone_axe',
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'golden_axe',
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'iron_axe',
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'diamond_axe',
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'netherite_axe',
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]
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SAPLINGS = [
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SAPLINGS = [
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'oak_sapling',
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'oak_sapling',
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'spruce_sapling',
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'spruce_sapling',
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@ -48,6 +57,10 @@ SHOVEL_IDS = set()
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for item_name in SHOVELS:
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for item_name in SHOVELS:
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SHOVEL_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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SHOVEL_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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AXE_IDS = set()
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for item_name in AXES:
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AXE_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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SAPLING_IDS = set()
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SAPLING_IDS = set()
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for item_name in SAPLINGS:
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for item_name in SAPLINGS:
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SAPLING_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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SAPLING_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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157
jobs.py
157
jobs.py
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@ -1034,6 +1034,158 @@ class CacheItemsStates:
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self.state()
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self.state()
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class GrabSuppliesStates:
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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.supplies:
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self.state = self.check_supplies
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else:
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print('Aborting getting supplies, none specified')
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self.state = self.cleanup
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def check_supplies(self):
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for items, maximum in self.supplies.items():
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print('Checking items:', items)
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num_items = self.g.game.count_items(items)
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print('Have:', num_items)
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if num_items:
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print('Skipping')
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continue
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else:
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self.target_items = items
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self.maximum_items = maximum
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self.count = 0
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self.state = self.find_barrels
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return
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print('Aborting, don\'t need any more supplies')
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self.state = self.cleanup
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def find_barrels(self):
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print('Finding barrels...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS, 100)
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print('Found:', self.barrels)
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self.state = self.choose_barrel
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def choose_barrel(self):
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print('Choosing a barrel...')
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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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if not len(self.barrels):
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print('No barrels')
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self.state = self.cleanup
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return
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barrel = self.barrels[0]
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tmp = c.get_block_at(*barrel)
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c.set_block_at(*barrel, blocks.AIR)
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navpath = w.path_to_place(p, barrel)
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c.set_block_at(*barrel, tmp)
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print('navpath:', navpath)
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if navpath:
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self.g.path = navpath[:-1]
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self.opening = self.g.path[-1]
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self.area = barrel
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self.state = self.going_to_barrel
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return
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else:
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self.barrel.pop(0)
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def going_to_barrel(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.open_barrel
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def open_barrel(self):
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print('Opening barrel')
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self.g.game.open_container(self.area)
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self.wait_time = 1
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self.state = self.wait
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def wait(self):
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# wait for server to send us barrel contents
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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.grab_items
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def grab_items(self):
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if self.g.item_lock: return
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w = self.g.window
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w_info = mcdata.WINDOWS[w.data.window_type]
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w_container_slots = w_info.container
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for slot_num in w_container_slots:
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if slot_num not in w.contents:
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continue
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slot = w.contents[slot_num]
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if not slot.present:
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continue
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if slot.item_id not in self.target_items:
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continue
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if self.count >= self.maximum_items:
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break
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self.count += 1
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print('Moving', slot)
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self.g.item_lock = True
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self.g.game.click_window(slot_num, 0, 1, slot)
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return
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print('Nothing left to move')
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self.state = self.close_barrel
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def close_barrel(self):
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print('Closing barrel')
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self.g.game.close_window()
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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.state = self.idle
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self.supplies = {}
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self.target_supplies = []
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self.barrels = []
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self.target_items = None
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self.maximum_items = 0
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self.count = 0
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self.area = None
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self.opening = 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 PlantTreeStates:
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class PlantTreeStates:
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def idle(self):
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def idle(self):
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return None
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return None
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@ -1558,6 +1710,7 @@ class JobStates:
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self.gather_sand_states = GatherSandStates(self.g)
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self.gather_sand_states = GatherSandStates(self.g)
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self.sleep_with_bed_states = SleepWithBedStates(self.g)
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self.sleep_with_bed_states = SleepWithBedStates(self.g)
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self.cache_items_states = CacheItemsStates(self.g)
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self.cache_items_states = CacheItemsStates(self.g)
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self.grab_supplies_states = GrabSuppliesStates(self.g)
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self.find_gapple_states = FindGappleStates(self.g)
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self.find_gapple_states = FindGappleStates(self.g)
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self.plant_tree_states = PlantTreeStates(self.g)
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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.clear_leaves_states = ClearLeavesStates(self.g)
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@ -1623,6 +1776,7 @@ class JobStates:
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def farm_wood(self):
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def farm_wood(self):
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machines = [
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machines = [
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self.grab_supplies_states,
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self.gather_wood_states,
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self.gather_wood_states,
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self.clear_leaves_states,
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self.clear_leaves_states,
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self.plant_tree_states,
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self.plant_tree_states,
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@ -1632,6 +1786,9 @@ class JobStates:
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]
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]
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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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self.cache_items_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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return machines
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def farm_wart(self):
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def farm_wart(self):
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