Add a job for grabbing supplies from barrels

This commit is contained in:
Tanner Collin 2020-12-17 00:02:56 +00:00
parent 81f8a92cab
commit d108d7c817
3 changed files with 176 additions and 0 deletions

View File

@ -241,6 +241,7 @@ INDEXED = [
'chest', 'chest',
'trapped_chest', 'trapped_chest',
'emerald_block', 'emerald_block',
'barrel',
] ]
@ -274,6 +275,11 @@ for block_name in ['chest']:
for state in JSON_BLOCKS['minecraft:' + block_name]['states']: for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
CHEST_IDS.add(state['id']) CHEST_IDS.add(state['id'])
BARREL_IDS = set()
for block_name in ['barrel']:
for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
BARREL_IDS.add(state['id'])
TRAPPED_CHEST_IDS = set() TRAPPED_CHEST_IDS = set()
for block_name in ['trapped_chest']: for block_name in ['trapped_chest']:
for state in JSON_BLOCKS['minecraft:' + block_name]['states']: for state in JSON_BLOCKS['minecraft:' + block_name]['states']:

View File

@ -31,6 +31,15 @@ SHOVELS = [
'netherite_shovel', 'netherite_shovel',
] ]
AXES = [
'wooden_axe',
'stone_axe',
'golden_axe',
'iron_axe',
'diamond_axe',
'netherite_axe',
]
SAPLINGS = [ SAPLINGS = [
'oak_sapling', 'oak_sapling',
'spruce_sapling', 'spruce_sapling',
@ -48,6 +57,10 @@ SHOVEL_IDS = set()
for item_name in SHOVELS: for item_name in SHOVELS:
SHOVEL_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id']) SHOVEL_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
AXE_IDS = set()
for item_name in AXES:
AXE_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
SAPLING_IDS = set() SAPLING_IDS = set()
for item_name in SAPLINGS: for item_name in SAPLINGS:
SAPLING_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id']) SAPLING_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])

157
jobs.py
View File

@ -1034,6 +1034,158 @@ class CacheItemsStates:
self.state() self.state()
class GrabSuppliesStates:
def idle(self):
return None
def init(self):
if self.supplies:
self.state = self.check_supplies
else:
print('Aborting getting supplies, none specified')
self.state = self.cleanup
def check_supplies(self):
for items, maximum in self.supplies.items():
print('Checking items:', items)
num_items = self.g.game.count_items(items)
print('Have:', num_items)
if num_items:
print('Skipping')
continue
else:
self.target_items = items
self.maximum_items = maximum
self.count = 0
self.state = self.find_barrels
return
print('Aborting, don\'t need any more supplies')
self.state = self.cleanup
def find_barrels(self):
print('Finding barrels...')
w = self.g.world
p = utils.pint(self.g.pos)
self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS, 100)
print('Found:', self.barrels)
self.state = self.choose_barrel
def choose_barrel(self):
print('Choosing a barrel...')
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
if not len(self.barrels):
print('No barrels')
self.state = self.cleanup
return
barrel = self.barrels[0]
tmp = c.get_block_at(*barrel)
c.set_block_at(*barrel, blocks.AIR)
navpath = w.path_to_place(p, barrel)
c.set_block_at(*barrel, tmp)
print('navpath:', navpath)
if navpath:
self.g.path = navpath[:-1]
self.opening = self.g.path[-1]
self.area = barrel
self.state = self.going_to_barrel
return
else:
self.barrel.pop(0)
def going_to_barrel(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.state = self.open_barrel
def open_barrel(self):
print('Opening barrel')
self.g.game.open_container(self.area)
self.wait_time = 1
self.state = self.wait
def wait(self):
# wait for server to send us barrel contents
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.grab_items
def grab_items(self):
if self.g.item_lock: return
w = self.g.window
w_info = mcdata.WINDOWS[w.data.window_type]
w_container_slots = w_info.container
for slot_num in w_container_slots:
if slot_num not in w.contents:
continue
slot = w.contents[slot_num]
if not slot.present:
continue
if slot.item_id not in self.target_items:
continue
if self.count >= self.maximum_items:
break
self.count += 1
print('Moving', slot)
self.g.item_lock = True
self.g.game.click_window(slot_num, 0, 1, slot)
return
print('Nothing left to move')
self.state = self.close_barrel
def close_barrel(self):
print('Closing barrel')
self.g.game.close_window()
self.state = self.cleanup
def cleanup(self):
self.g.look_at = None
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.supplies = {}
self.target_supplies = []
self.barrels = []
self.target_items = None
self.maximum_items = 0
self.count = 0
self.area = None
self.opening = None
self.wait_time = 0
def run(self):
self.state()
class PlantTreeStates: class PlantTreeStates:
def idle(self): def idle(self):
return None return None
@ -1558,6 +1710,7 @@ class JobStates:
self.gather_sand_states = GatherSandStates(self.g) self.gather_sand_states = GatherSandStates(self.g)
self.sleep_with_bed_states = SleepWithBedStates(self.g) self.sleep_with_bed_states = SleepWithBedStates(self.g)
self.cache_items_states = CacheItemsStates(self.g) self.cache_items_states = CacheItemsStates(self.g)
self.grab_supplies_states = GrabSuppliesStates(self.g)
self.find_gapple_states = FindGappleStates(self.g) self.find_gapple_states = FindGappleStates(self.g)
self.plant_tree_states = PlantTreeStates(self.g) self.plant_tree_states = PlantTreeStates(self.g)
self.clear_leaves_states = ClearLeavesStates(self.g) self.clear_leaves_states = ClearLeavesStates(self.g)
@ -1623,6 +1776,7 @@ class JobStates:
def farm_wood(self): def farm_wood(self):
machines = [ machines = [
self.grab_supplies_states,
self.gather_wood_states, self.gather_wood_states,
self.clear_leaves_states, self.clear_leaves_states,
self.plant_tree_states, self.plant_tree_states,
@ -1632,6 +1786,9 @@ class JobStates:
] ]
self.sleep_with_bed_states.silent = True self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True self.cache_items_states.silent = True
self.grab_supplies_states.supplies = {
tuple(items.AXE_IDS): 9,
}
return machines return machines
def farm_wart(self): def farm_wart(self):