Grab useful supplies off the ground

This commit is contained in:
Tanner
2026-11-05 23:22:29 +00:00
parent 5262cbd411
commit ef7bf1d7da
5 changed files with 282 additions and 15 deletions
+4 -1
View File
@@ -9,11 +9,13 @@ from mosfet.job import JobStates
class TestCropCaching(unittest.TestCase):
def test_crop_farm_runs_silent_cache_machine_and_keeps_seeds(self):
old_wanted = items.WANTED_ITEMS
supply_state = object()
crop_state = object()
cache_state = Munch(silent=False)
sleep_state = Munch(silent=False)
eat_state = object()
jobs = JobStates.__new__(JobStates)
jobs.grab_supplies_states = supply_state
jobs.gather_crop_states = crop_state
jobs.cache_items_states = cache_state
jobs.sleep_with_bed_states = sleep_state
@@ -22,7 +24,8 @@ class TestCropCaching(unittest.TestCase):
try:
machines = JobStates.farm_crop(jobs)
self.assertEqual(
machines, [crop_state, sleep_state, eat_state, cache_state])
machines, [supply_state, crop_state, sleep_state,
eat_state, cache_state])
self.assertTrue(cache_state.silent)
self.assertTrue(sleep_state.silent)
self.assertTrue({
+3
View File
@@ -130,6 +130,9 @@ class GatherWoodPortTests(unittest.TestCase):
])
self.assertEqual(job.grab_supplies_states.supplies, {
tuple(items.AXE_IDS): (1, 9),
tuple(items.BED_IDS): (1, 1),
(items.CHEST_ID,): (1, 1),
tuple(items.FOOD_IDS): (1, 1),
})
self.assertTrue(job.sleep_with_bed_states.silent)
self.assertTrue(job.cache_items_states.silent)
+112
View File
@@ -0,0 +1,112 @@
import unittest
from munch import Munch
from mosfet.info import items
from mosfet.jobs.grab_supplies import GrabSuppliesStates
class GroundSupplyTests(unittest.TestCase):
def test_default_needed_supplies_are_configured_by_constructor(self):
state = GrabSuppliesStates(Munch())
self.assertEqual(state.supplies, {
tuple(items.BED_IDS): (1, 1),
(items.CHEST_ID,): (1, 1),
tuple(items.FOOD_IDS): (1, 1),
})
def test_chest_drop_is_checked_even_when_bed_is_missing(self):
chest = Munch(entity_id=8, item_id=items.CHEST_ID,
x=2.0, y=64.0, z=0.0)
class FakeWorld:
@staticmethod
def find_objects(item_ids):
return [chest] if items.CHEST_ID in item_ids else []
class FakeGame:
@staticmethod
def count_inventory_slots():
return 0
@staticmethod
def count_items(_item_ids):
return 0
state = GrabSuppliesStates(Munch(
pos=(0.5, 64.0, 0.5), world=FakeWorld(), game=FakeGame(),
maximum_supply_slots=33))
state.init()
state.check_supplies()
state.find_ground_items()
self.assertIn(tuple(items.BED_IDS), state.checked_ground_groups)
state.check_supplies()
self.assertEqual(state.target_items, (items.CHEST_ID,))
self.assertIs(state.state.__func__, state.find_ground_items.__func__)
def test_job_walks_to_and_picks_up_dropped_supply_before_barrels(self):
axe_id = next(iter(items.AXE_IDS))
dropped_axe = Munch(
entity_id=7, item_id=axe_id, item_count=1,
x=3.2, y=64.0, z=0.2)
class FakeWorld:
def __init__(self):
self.path_requests = []
def find_objects(self, item_ids):
return ([dropped_axe] if axe_id in item_ids else [])
def path_to_place(self, start, target):
self.path_requests.append((start, target))
return [start, target]
class FakeGame:
def __init__(self):
self.item_count = 0
def count_inventory_slots(self):
return 5
def count_items(self, item_ids):
return self.item_count if axe_id in item_ids else 0
world = FakeWorld()
game = FakeGame()
g = Munch(
pos=(0.5, 64.0, 0.5), world=world, game=game,
chunks=Munch(), objects={7: dropped_axe}, path=[],
maximum_supply_slots=33,
)
state = GrabSuppliesStates(g)
state.supplies = {tuple(items.AXE_IDS): (1, 9)}
state.init()
state.check_supplies()
state.find_ground_items()
self.assertIs(state.state.__func__, state.going_to_ground_item.__func__)
self.assertEqual(g.path[-1], (3, 64, 0))
self.assertEqual(world.path_requests, [((0, 64, 0), (3, 64, 0))])
g.pos = (3.5, 64.0, 0.5)
state.going_to_ground_item()
self.assertIs(state.state.__func__, state.wait_for_ground_item.__func__)
game.item_count = 1
state.wait_for_ground_item()
self.assertIs(state.state.__func__, state.check_supplies.__func__)
state.check_supplies()
self.assertIs(state.state.__func__, state.cleanup.__func__)
# Nearby dropped tools are collected even when inventory already meets
# the minimum, so tossing an axe during setup still gets noticed.
game.item_count = 1
state.init()
state.check_supplies()
self.assertIs(state.state.__func__, state.find_ground_items.__func__)
state.find_ground_items()
self.assertEqual(state.ground_required_count, 2)
if __name__ == '__main__':
unittest.main()