Add job for filling in a volume of blocks
This commit is contained in:
parent
b8952db742
commit
e0c5c3a6b9
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@ -19,6 +19,7 @@ for name, data in JSON_BLOCKS.items():
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BREAK_DISTANCE = 6
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AIR = 0
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STONE = 1
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SAND = 66
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SINGLE_SNOW = 3921
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SOUL_TORCH = 4008
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2
bot.py
2
bot.py
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@ -205,6 +205,8 @@ def init(global_state):
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g.queue_afk = False
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g.filling = False
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def bot(global_state):
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g = global_state
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54
game.py
54
game.py
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@ -20,7 +20,7 @@ from protocol.packets import (
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ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket,
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ClientWindowConfirmationPacket, EntityMetadataPacket,
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SpawnLivingEntityPacket, EntityPositionRotationPacket, DestroyEntitiesPacket,
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EntityActionPacket,
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EntityActionPacket, SpawnPlayerPacket,
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)
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from protocol.types import Slot
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@ -319,6 +319,7 @@ class Game:
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register(self.handle_entity_position, clientbound.play.EntityPositionDeltaPacket)
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register(self.handle_entity_position_rotation, EntityPositionRotationPacket)
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register(self.handle_destroy_entities, DestroyEntitiesPacket)
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register(self.handle_spawn_player, SpawnPlayerPacket)
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#register(self.handle_entity_velocity, clientbound.play.EntityVelocityPacket)
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#register(self.handle_packet, Packet, early=True)
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@ -356,6 +357,8 @@ class Game:
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import traceback
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print(traceback.format_exc())
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#print(packet)
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def handle_position_and_look(self, packet):
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print(packet)
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p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
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@ -612,6 +615,33 @@ class Game:
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data = data.replace('^', '.')
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reply = str(eval(data))
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if command == 'fill':
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try:
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data = data.replace('(', ' ').replace(')', ' ').replace(',', ' ')
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x1, y1, z1, x2, y2, z2 = [int(x) for x in data.split()]
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except (AttributeError, ValueError):
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reply = 'usage: !fill x1 y1 z1 x2 y2 z2'
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if not reply:
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coord1 = (x1, y1, z1)
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coord2 = (x2, y2, z2)
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block = self.g.world.block_at(*coord1)
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if not reply and y1 > y2:
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reply = 'can only fill upwards'
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if not reply and block is None:
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reply = 'first coord out of range'
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if not reply and block == 0:
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reply = 'can\'t fill with air'
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if not reply:
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self.g.filling = Munch(coord1=coord1, coord2=coord2, block=block)
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self.g.job.state = self.g.job.fill_blocks
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reply = 'filling ' + str(utils.pvolume(coord1, coord2)) + ' with ' + blocks.BLOCKS[block]
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except BaseException as e:
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import traceback
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print(traceback.format_exc())
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@ -794,6 +824,18 @@ class Game:
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packet2.accepted = packet.accepted
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self.g.connection.write_packet(packet2)
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def handle_spawn_player(self, packet):
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print(packet)
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self.g.players[packet.entity_id] = Munch(
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entity_id=packet.entity_id,
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player_uuid=packet.player_uuid,
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x=packet.x,
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y=packet.y,
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z=packet.z,
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yaw=packet.yaw,
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pitch=packet.pitch,
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)
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def handle_spawn_object(self, packet):
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#return
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if packet.type_id != 37: return
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@ -809,9 +851,6 @@ class Game:
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)
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def check_gapple(self, packet):
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if not self.g.job:
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return
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current_gapple_chest = self.g.job.find_gapple_states.current_chest
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if current_gapple_chest:
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for entry in packet.metadata:
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@ -826,7 +865,8 @@ class Game:
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if not packet.metadata:
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return
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self.check_gapple(packet)
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if self.g.job and self.g.job.state == self.g.job.find_gapple_states:
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self.check_gapple(packet)
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obj = self.g.objects.get(packet.entity_id, None)
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if obj:
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@ -836,6 +876,10 @@ class Game:
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obj.item_id = entry.value.item_id
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obj.item_count = entry.value.item_count
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player = self.g.players.get(packet.entity_id, None)
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if player:
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return
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def handle_spawn_living(self, packet):
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self.g.mobs[packet.entity_id] = Munch(
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entity_id=packet.entity_id,
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212
jobs.py
212
jobs.py
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@ -2,6 +2,7 @@ import re
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import time
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import importlib
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import random
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from itertools import count
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from math import hypot
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from panda3d.core import LPoint3f
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@ -1107,6 +1108,209 @@ class CheckThreatsStates:
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self.state()
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class FillBlocksStates:
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def idle(self):
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return None
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def init(self):
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f = self.g.filling
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if not f:
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self.state = self.cleanup
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print('Aborting, nothing to fill')
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return
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if self.last_block:
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self.state = self.select_block
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else:
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self.state = self.find_last_block
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def find_last_block(self):
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w = self.g.world
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f = self.g.filling
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print('Finding last block')
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b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
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y_start = f.coord1[1]
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y_end = f.coord2[1]
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distance = utils.phyp(f.coord1, f.coord2)
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self.next_block = f.coord1
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for offset in utils.search_3d(distance):
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check = utils.padd(f.coord1, offset)
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# ensure block is within fill area
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if check[0] < b1[0] or check[0] > b2[0]:
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continue
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if check[2] < b1[2] or check[2] > b2[2]:
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continue
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if w.block_at(*check) == blocks.AIR:
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self.state = self.select_block
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return
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self.last_block = check
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def select_block(self):
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f = self.g.filling
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name = blocks.BLOCKS[f.block]
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item = items.ITEMS['minecraft:'+name]['protocol_id']
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if self.g.game.select_item([item]):
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#self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.find_next_block
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else:
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print('No blocks, aborting')
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self.state = self.cleanup
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def find_next_block(self):
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w = self.g.world
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f = self.g.filling
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print('Finding next block, last:', self.last_block)
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b1, b2 = utils.pboundingbox(f.coord1, f.coord2)
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box = utils.psub(b2, b1)
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xz_distance = hypot(box[0]+1, box[2]+1)
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y_start = f.coord1[1]
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y_end = f.coord2[1]
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print('distance', xz_distance)
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for y in range(y_start, y_end+1):
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for i in count():
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offset = utils.spiral(i)
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check = utils.padd(self.last_block, offset)
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check = (check[0], y, check[2])
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print('layer', y)
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print('offset', offset)
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print('hypot', hypot(offset[0], offset[2]))
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if hypot(offset[0], offset[2]) > xz_distance:
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break
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# ensure block is within fill area
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if check[0] < b1[0] or check[0] > b2[0]:
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continue
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if check[2] < b1[2] or check[2] > b2[2]:
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continue
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if w.block_at(*check) == blocks.AIR:
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print('Found next block:', check)
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self.next_block = check
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self.state = self.check_block_distance
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return
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# if there's nothing left to fill
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self.g.filling = None
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self.state = self.cleanup
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def check_block_distance(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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head = utils.padd(p, path.BLOCK_ABOVE)
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if utils.phyp(head, self.next_block) < 4:
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self.state = self.fill_block
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else:
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self.state = self.nav_to_block
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def nav_to_block(self):
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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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tmp = c.get_block_at(*self.next_block)
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c.set_block_at(*self.next_block, blocks.STONE)
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pos = utils.padd(self.next_block, path.BLOCK_ABOVE)
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navpath = w.path_to_place(p, pos)
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c.set_block_at(*self.next_block, tmp)
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if navpath:
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self.g.path = navpath[:-1]
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self.state = self.going_to_block
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else:
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print('Cant get to that block')
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self.state = self.cleanup
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#self.bad_sand.append(self.sand)
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#self.state = self.find_new_sand
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def going_to_block(self):
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if not len(self.g.path):
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self.state = self.fill_block
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def fill_block(self):
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print('Filling block', self.next_block)
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self.g.game.place_block(self.next_block, BlockFace.TOP)
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self.g.look_at = self.next_block
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self.wait_time = 0.25
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self.state = self.wait_for_block
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def wait_for_block(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.check_block
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def check_block(self):
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w = self.g.world
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if w.block_at(*self.next_block) != blocks.AIR:
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self.last_block = self.next_block
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else:
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print('Block didnt appear')
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self.state = self.check_obstruction
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def check_obstruction(self):
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p = utils.pint(self.g.pos)
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print('last', self.last_block)
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print('p', p)
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if self.last_block[1] >= p[1]:
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print('Obstructed, going to last block')
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self.state = self.nav_to_last_block
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else:
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self.state = self.cleanup
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def nav_to_last_block(self):
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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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pos = utils.padd(self.last_block, path.BLOCK_ABOVE)
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navpath = w.path_to_place(p, pos)
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_last_block
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else:
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print('Cant get to that block')
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self.state = self.cleanup
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def going_to_last_block(self):
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if not len(self.g.path):
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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.wait_time = 0
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self.last_block = None
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self.next_block = None
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def run(self):
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self.state()
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class JobStates:
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def idle(self):
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return []
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@ -1121,6 +1325,7 @@ class JobStates:
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self.clear_leaves_states = ClearLeavesStates(self.g)
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self.grab_sapling_states = GrabSaplingStates(self.g)
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self.grab_sand_states = GrabSandStates(self.g)
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self.fill_blocks_states = FillBlocksStates(self.g)
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self.check_threats_states = CheckThreatsStates(self.g)
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def run_machines(self, machines):
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@ -1190,6 +1395,13 @@ class JobStates:
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self.cache_items_states.silent = True
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return machines
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def fill_blocks(self):
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machines = [
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self.fill_blocks_states,
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self.sleep_with_bed_states,
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]
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return machines
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def stop(self):
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self.init_machines()
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self.state = self.idle
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1
main.py
1
main.py
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@ -21,6 +21,7 @@ g.pos = False
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g.inv = {}
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g.objects = {}
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g.mobs = {}
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g.players = {}
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g.window = None
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g.job = None
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g.correction_count = 0
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@ -23,7 +23,8 @@ def get_packets(old_get_packets):
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mc_packets.add(packets.SpawnLivingEntityPacket)
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mc_packets.add(packets.EntityPositionRotationPacket)
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mc_packets.add(packets.DestroyEntitiesPacket)
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mc_packets.add(packets.EntityActionPacket)
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#mc_packets.add(packets.EntityActionPacket)
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mc_packets.add(packets.SpawnPlayerPacket)
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return mc_packets
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return lambda x: wrapper(old_get_packets, x)
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@ -5,7 +5,7 @@ from minecraft.networking.types import (
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VarInt, Integer, UnsignedByte, Position, Vector, MutableRecord,
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attribute_alias, multi_attribute_alias, Long, Boolean, VarLong,
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Short, UnsignedLong, Byte, BlockFace, String, UUID, Angle, Double,
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Float,
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Float, Direction, PositionAndLook
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)
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from protocol.types import Nbt, Slot, Entry
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@ -374,3 +374,19 @@ class EntityActionPacket(Packet):
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{'action_id': VarInt},
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{'jump_boost': VarInt},
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]
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class SpawnPlayerPacket(Packet):
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# https://wiki.vg/Protocol#Spawn_Player
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id = 0x04
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packet_name = 'spawn player'
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definition = [
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{'entity_id': VarInt},
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{'player_uuid': UUID},
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{'x': Double},
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{'y': Double},
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{'z': Double},
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{'yaw': Angle},
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{'pitch': Angle},
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]
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10
utils.py
10
utils.py
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@ -33,6 +33,16 @@ def phyp_king(p1, p2):
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def pint(p):
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return (floor(p[0]), floor(p[1]), floor(p[2]))
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def pboundingbox(p1, p2):
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b1 = (min(p1[0], p2[0]), min(p1[1], p2[1]), min(p1[2], p2[2]))
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b2 = (max(p1[0], p2[0]), max(p1[1], p2[1]), max(p1[2], p2[2]))
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return b1, b2
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def pvolume(p1, p2):
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b1, b2 = pboundingbox(p1, p2)
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box = psub(b2, b1)
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return (box[0]+1) * (box[1]+1) * (box[2]+1)
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def cap(x, amount):
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sign = 1 if x >= 0 else -1
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return sign * min(abs(x), amount)
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