Don't sleep in occupied beds
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@ -42,7 +42,12 @@ class SleepWithBedStates:
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self.beds = []
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self.beds = []
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for bed in result:
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for bed in result:
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if bed not in self.bad_beds:
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if bed in self.bad_beds:
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continue
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if w.check_bed_occupied(bed):
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continue
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self.beds.append(bed)
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self.beds.append(bed)
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print('Found:', self.beds)
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print('Found:', self.beds)
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@ -84,6 +89,7 @@ class SleepWithBedStates:
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def going_to_bed(self):
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def going_to_bed(self):
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if utils.pint(self.g.pos) == self.opening:
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if utils.pint(self.g.pos) == self.opening:
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print('At existing bed')
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self.my_bed = False
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self.my_bed = False
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.use_bed
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self.state = self.use_bed
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@ -128,17 +134,28 @@ class SleepWithBedStates:
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def going_to_area(self):
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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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if utils.pint(self.g.pos) == self.opening:
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print('At bed area')
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.place_bed
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self.state = self.place_bed
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def place_bed(self):
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def place_bed(self):
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print('Placing bed')
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.my_bed = True
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self.my_bed = True
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self.state = self.use_bed
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self.state = self.use_bed
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def use_bed(self):
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def use_bed(self):
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if self.g.time > 12550:
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w = self.g.world
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print('Sleeping')
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if self.g.time < 12550:
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return
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if w.check_bed_occupied(self.area):
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print('Bed occupied, aborting.')
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self.state = self.cleanup
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return
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print('Using bed')
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.g.game.place_block(self.area, BlockFace.TOP)
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if not self.silent:
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if not self.silent:
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self.g.chat.send('zzz')
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self.g.chat.send('zzz')
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@ -148,12 +165,12 @@ class SleepWithBedStates:
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w = self.g.world
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w = self.g.world
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p = utils.pint(self.g.pos)
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p = utils.pint(self.g.pos)
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threats = w.find_threats(p, 30)
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threats = w.find_threats(p, 10)
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if threats:
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if threats:
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print('Waking up due to threats:')
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print('Waking up due to threats:')
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print(threats)
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print(threats)
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self.g.game.leave_bed()
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self.g.game.leave_bed()
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self.state = self.break_bed
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self.state = self.cleanup
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elif self.g.time < 100:
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elif self.g.time < 100:
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print('Woke up time')
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print('Woke up time')
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self.state = self.break_bed
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self.state = self.break_bed
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@ -165,7 +182,6 @@ class SleepWithBedStates:
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else:
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else:
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self.state = self.cleanup
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self.state = self.cleanup
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def collect_bed(self):
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def collect_bed(self):
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if not self.g.breaking:
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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.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
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@ -259,6 +259,16 @@ class World:
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result.append(utils.padd(area, direction))
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result.append(utils.padd(area, direction))
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return result
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return result
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def check_bed_occupied(self, bed):
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# returns true if the bed is occupied by a player
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print('Checking bed occupancy:', bed)
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for player in self.g.players.values():
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ppos = utils.pint((player.x, player.y, player.z))
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if utils.phyp(bed, ppos) <= 1 and player.y - int(player.y) == 0.6875:
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print('Bed is occupied by:', player, self.g.player_names[player.player_uuid])
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return True
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return False
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def find_cache_openings(self, area):
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def find_cache_openings(self, area):
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return self.find_bed_openings(area)
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return self.find_bed_openings(area)
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