Add job for filling in a volume of blocks

master
Tanner Collin 3 years ago
parent b8952db742
commit e0c5c3a6b9
  1. 1
      blocks.py
  2. 2
      bot.py
  3. 54
      game.py
  4. 212
      jobs.py
  5. 1
      main.py
  6. 3
      monkey_patch.py
  7. 18
      protocol/packets.py
  8. 10
      utils.py

@ -19,6 +19,7 @@ for name, data in JSON_BLOCKS.items():
BREAK_DISTANCE = 6
AIR = 0
STONE = 1
SAND = 66
SINGLE_SNOW = 3921
SOUL_TORCH = 4008

@ -205,6 +205,8 @@ def init(global_state):
g.queue_afk = False
g.filling = False
def bot(global_state):
g = global_state

@ -20,7 +20,7 @@ from protocol.packets import (
ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket,
ClientWindowConfirmationPacket, EntityMetadataPacket,
SpawnLivingEntityPacket, EntityPositionRotationPacket, DestroyEntitiesPacket,
EntityActionPacket,
EntityActionPacket, SpawnPlayerPacket,
)
from protocol.types import Slot
@ -319,6 +319,7 @@ class Game:
register(self.handle_entity_position, clientbound.play.EntityPositionDeltaPacket)
register(self.handle_entity_position_rotation, EntityPositionRotationPacket)
register(self.handle_destroy_entities, DestroyEntitiesPacket)
register(self.handle_spawn_player, SpawnPlayerPacket)
#register(self.handle_entity_velocity, clientbound.play.EntityVelocityPacket)
#register(self.handle_packet, Packet, early=True)
@ -356,6 +357,8 @@ class Game:
import traceback
print(traceback.format_exc())
#print(packet)
def handle_position_and_look(self, packet):
print(packet)
p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
@ -612,6 +615,33 @@ class Game:
data = data.replace('^', '.')
reply = str(eval(data))
if command == 'fill':
try:
data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ')
x1, y1, z1, x2, y2, z2 = [int(x) for x in data.split()]
except (AttributeError, ValueError):
reply = 'usage: !fill x1 y1 z1 x2 y2 z2'
if not reply:
coord1 = (x1, y1, z1)
coord2 = (x2, y2, z2)
block = self.g.world.block_at(*coord1)
if not reply and y1 > y2:
reply = 'can only fill upwards'
if not reply and block is None:
reply = 'first coord out of range'
if not reply and block == 0:
reply = 'can\'t fill with air'
if not reply:
self.g.filling = Munch(coord1=coord1, coord2=coord2, block=block)
self.g.job.state = self.g.job.fill_blocks
reply = 'filling ' + str(utils.pvolume(coord1, coord2)) + ' with ' + blocks.BLOCKS[block]
except BaseException as e:
import traceback
print(traceback.format_exc())
@ -794,6 +824,18 @@ class Game:
packet2.accepted = packet.accepted
self.g.connection.write_packet(packet2)
def handle_spawn_player(self, packet):
print(packet)
self.g.players[packet.entity_id] = Munch(
entity_id=packet.entity_id,
player_uuid=packet.player_uuid,
x=packet.x,
y=packet.y,
z=packet.z,
yaw=packet.yaw,
pitch=packet.pitch,
)
def handle_spawn_object(self, packet):
#return
if packet.type_id != 37: return
@ -809,9 +851,6 @@ class Game:
)
def check_gapple(self, packet):
if not self.g.job:
return
current_gapple_chest = self.g.job.find_gapple_states.current_chest
if current_gapple_chest:
for entry in packet.metadata:
@ -826,7 +865,8 @@ class Game:
if not packet.metadata:
return
self.check_gapple(packet)
if self.g.job and self.g.job.state == self.g.job.find_gapple_states:
self.check_gapple(packet)
obj = self.g.objects.get(packet.entity_id, None)
if obj:
@ -836,6 +876,10 @@ class Game:
obj.item_id = entry.value.item_id
obj.item_count = entry.value.item_count
player = self.g.players.get(packet.entity_id, None)
if player:
return
def handle_spawn_living(self, packet):
self.g.mobs[packet.entity_id] = Munch(
entity_id=packet.entity_id,

@ -2,6 +2,7 @@ import re
import time
import importlib
import random
from itertools import count
from math import hypot
from panda3d.core import LPoint3f
@ -1107,6 +1108,209 @@ class CheckThreatsStates:
self.state()
class FillBlocksStates:
def idle(self):
return None
def init(self):
f = self.g.filling
if not f:
self.state = self.cleanup
print('Aborting, nothing to fill')
return
if self.last_block:
self.state = self.select_block
else:
self.state = self.find_last_block
def find_last_block(self):
w = self.g.world
f = self.g.filling
print('Finding last block')
b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
y_start = f.coord1[1]
y_end = f.coord2[1]
distance = utils.phyp(f.coord1, f.coord2)
self.next_block = f.coord1
for offset in utils.search_3d(distance):
check = utils.padd(f.coord1, offset)
# ensure block is within fill area
if check[0] < b1[0] or check[0] > b2[0]:
continue
if check[2] < b1[2] or check[2] > b2[2]:
continue
if w.block_at(*check) == blocks.AIR:
self.state = self.select_block
return
self.last_block = check
def select_block(self):
f = self.g.filling
name = blocks.BLOCKS[f.block]
item = items.ITEMS['minecraft:'+name]['protocol_id']
if self.g.game.select_item([item]):
#self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
self.state = self.find_next_block
else:
print('No blocks, aborting')
self.state = self.cleanup
def find_next_block(self):
w = self.g.world
f = self.g.filling
print('Finding next block, last:', self.last_block)
b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
box = utils.psub(b2, b1)
xz_distance = hypot(box[0]+1, box[2]+1)
y_start = f.coord1[1]
y_end = f.coord2[1]
print('distance', xz_distance)
for y in range(y_start, y_end+1):
for i in count():
offset = utils.spiral(i)
check = utils.padd(self.last_block, offset)
check = (check[0], y, check[2])
print('layer', y)
print('offset', offset)
print('hypot', hypot(offset[0], offset[2]))
if hypot(offset[0], offset[2]) > xz_distance:
break
# ensure block is within fill area
if check[0] < b1[0] or check[0] > b2[0]:
continue
if check[2] < b1[2] or check[2] > b2[2]:
continue
if w.block_at(*check) == blocks.AIR:
print('Found next block:', check)
self.next_block = check
self.state = self.check_block_distance
return
# if there's nothing left to fill
self.g.filling = None
self.state = self.cleanup
def check_block_distance(self):
w = self.g.world
p = utils.pint(self.g.pos)
head = utils.padd(p, path.BLOCK_ABOVE)
if utils.phyp(head, self.next_block) < 4:
self.state = self.fill_block
else:
self.state = self.nav_to_block
def nav_to_block(self):
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
tmp = c.get_block_at(*self.next_block)
c.set_block_at(*self.next_block, blocks.STONE)
pos = utils.padd(self.next_block, path.BLOCK_ABOVE)
navpath = w.path_to_place(p, pos)
c.set_block_at(*self.next_block, tmp)
if navpath:
self.g.path = navpath[:-1]
self.state = self.going_to_block
else:
print('Cant get to that block')
self.state = self.cleanup
#self.bad_sand.append(self.sand)
#self.state = self.find_new_sand
def going_to_block(self):
if not len(self.g.path):
self.state = self.fill_block
def fill_block(self):
print('Filling block', self.next_block)
self.g.game.place_block(self.next_block, BlockFace.TOP)
self.g.look_at = self.next_block
self.wait_time = 0.25
self.state = self.wait_for_block
def wait_for_block(self):
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.check_block
def check_block(self):
w = self.g.world
if w.block_at(*self.next_block) != blocks.AIR:
self.last_block = self.next_block
else:
print('Block didnt appear')
self.state = self.check_obstruction
def check_obstruction(self):
p = utils.pint(self.g.pos)
print('last', self.last_block)
print('p', p)
if self.last_block[1] >= p[1]:
print('Obstructed, going to last block')
self.state = self.nav_to_last_block
else:
self.state = self.cleanup
def nav_to_last_block(self):
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
pos = utils.padd(self.last_block, path.BLOCK_ABOVE)
navpath = w.path_to_place(p, pos)
if navpath:
self.g.path = navpath
self.state = self.going_to_last_block
else:
print('Cant get to that block')
self.state = self.cleanup
def going_to_last_block(self):
if not len(self.g.path):
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.wait_time = 0
self.last_block = None
self.next_block = None
def run(self):
self.state()
class JobStates:
def idle(self):
return []
@ -1121,6 +1325,7 @@ class JobStates:
self.clear_leaves_states = ClearLeavesStates(self.g)
self.grab_sapling_states = GrabSaplingStates(self.g)
self.grab_sand_states = GrabSandStates(self.g)
self.fill_blocks_states = FillBlocksStates(self.g)
self.check_threats_states = CheckThreatsStates(self.g)
def run_machines(self, machines):
@ -1190,6 +1395,13 @@ class JobStates:
self.cache_items_states.silent = True
return machines
def fill_blocks(self):
machines = [
self.fill_blocks_states,
self.sleep_with_bed_states,
]
return machines
def stop(self):
self.init_machines()
self.state = self.idle

@ -21,6 +21,7 @@ g.pos = False
g.inv = {}
g.objects = {}
g.mobs = {}
g.players = {}
g.window = None
g.job = None
g.correction_count = 0

@ -23,7 +23,8 @@ def get_packets(old_get_packets):
mc_packets.add(packets.SpawnLivingEntityPacket)
mc_packets.add(packets.EntityPositionRotationPacket)
mc_packets.add(packets.DestroyEntitiesPacket)
mc_packets.add(packets.EntityActionPacket)
#mc_packets.add(packets.EntityActionPacket)
mc_packets.add(packets.SpawnPlayerPacket)
return mc_packets
return lambda x: wrapper(old_get_packets, x)

@ -5,7 +5,7 @@ from minecraft.networking.types import (
VarInt, Integer, UnsignedByte, Position, Vector, MutableRecord,
attribute_alias, multi_attribute_alias, Long, Boolean, VarLong,
Short, UnsignedLong, Byte, BlockFace, String, UUID, Angle, Double,
Float,
Float, Direction, PositionAndLook
)
from protocol.types import Nbt, Slot, Entry
@ -374,3 +374,19 @@ class EntityActionPacket(Packet):
{'action_id': VarInt},
{'jump_boost': VarInt},
]
class SpawnPlayerPacket(Packet):
# https://wiki.vg/Protocol#Spawn_Player
id = 0x04
packet_name = 'spawn player'
definition = [
{'entity_id': VarInt},
{'player_uuid': UUID},
{'x': Double},
{'y': Double},
{'z': Double},
{'yaw': Angle},
{'pitch': Angle},
]

@ -33,6 +33,16 @@ def phyp_king(p1, p2):
def pint(p):
return (floor(p[0]), floor(p[1]), floor(p[2]))
def pboundingbox(p1, p2):
b1 = (min(p1[0], p2[0]), min(p1[1], p2[1]), min(p1[2], p2[2]))
b2 = (max(p1[0], p2[0]), max(p1[1], p2[1]), max(p1[2], p2[2]))
return b1, b2
def pvolume(p1, p2):
b1, b2 = pboundingbox(p1, p2)
box = psub(b2, b1)
return (box[0]+1) * (box[1]+1) * (box[2]+1)
def cap(x, amount):
sign = 1 if x >= 0 else -1
return sign * min(abs(x), amount)

Loading…
Cancel
Save