Add job for farming trees and object physics
This commit is contained in:
parent
c6c0def867
commit
f328f3443a
20
blocks.py
20
blocks.py
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@ -194,6 +194,12 @@ NON_SOLID = [
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'cave_air',
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'lantern',
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'soul_torch',
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#'oak_sapling', # saplings can grow up and hurt
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#'spruce_sapling',
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#'birch_sapling',
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#'jungle_sapling',
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#'acacia_sapling',
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#'dark_oak_sapling',
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]
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LOGS = [
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@ -214,6 +220,15 @@ LEAVES = [
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'dark_oak_leaves',
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]
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SAPLINGS = [
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'oak_sapling',
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'spruce_sapling',
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'birch_sapling',
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'jungle_sapling',
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'acacia_sapling',
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'dark_oak_sapling',
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]
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CHESTS = [
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'chest',
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]
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@ -253,6 +268,11 @@ for block_name in INDEXED:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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INDEXED_IDS.add(state['id'])
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SAPLING_IDS = set()
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for block_name in SAPLINGS:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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SAPLING_IDS.add(state['id'])
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def get(bid):
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name = BLOCKS[bid]
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34
bot.py
34
bot.py
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@ -22,7 +22,7 @@ from minecraft.networking.packets import Packet, clientbound, serverbound
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from protocol.managers import DataManager, ChunksManager, ChatManager, ChunkNotLoadedException
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from bunch import Bunch
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from munch import Munch
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from panda3d.core import LPoint3f, LVector3f
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import game
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@ -59,6 +59,37 @@ def tick(global_state):
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g.chunks.unload_chunks(p)
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########## object physics ##########
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for eid, obj in g.objects.items():
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start_x = obj.x
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if obj.velocity_x:
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obj.x += obj.velocity_x / 8000
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if obj.velocity_y:
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obj.y += obj.velocity_y / 8000
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if obj.velocity_z:
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obj.z += obj.velocity_z / 8000
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block_below = g.chunks.get_block_at(floor(obj.x), int(obj.y-0.20), floor(obj.z))
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in_air = block_below in blocks.NON_SOLID_IDS
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if in_air:
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obj.velocity_x *= 0.988
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obj.velocity_y -= 390
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obj.velocity_z *= 0.988
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else:
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obj.y = int(obj.y-0.20)+1
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obj.velocity_x *= 0.5
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obj.velocity_y = 0
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obj.velocity_z *= 0.5
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if abs(obj.velocity_x) < 1: obj.velocity_x = 0
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if abs(obj.velocity_z) < 1: obj.velocity_z = 0
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########## player physics ##########
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if g.path and len(g.path):
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target = LPoint3f(g.path[0])
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target.x += 0.5
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@ -162,6 +193,7 @@ def init(global_state):
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g.window = None
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g.job = jobs.JobStates(g)
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g.chopped_tree = False
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def bot(global_state):
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g = global_state
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124
game.py
124
game.py
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@ -1,9 +1,10 @@
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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 math import hypot
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from itertools import count
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from bunch import Bunch
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from munch import Munch
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from panda3d.core import LPoint3f
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@ -17,8 +18,7 @@ from protocol.packets import (
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ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket,
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ClientWindowConfirmationPacket, EntityMetadataPacket,
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SpawnLivingEntityPacket, EntityPositionPacket,
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EntityPositionRotationPacket,
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EntityPositionRotationPacket, DestroyEntitiesPacket, EntityVelocityPacket,
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)
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from protocol.types import Slot
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@ -93,7 +93,7 @@ class MCWorld:
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result = []
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# TODO: make sure only non-solid and leaves between
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# make sure traversable too
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# make sure traversable too and non-avoid
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for distance in range(5):
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for direction in path.CHECK_DIRECTIONS:
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@ -203,6 +203,8 @@ class Game:
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register(self.handle_spawn_living, SpawnLivingEntityPacket)
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register(self.handle_entity_position, EntityPositionPacket)
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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_entity_velocity, EntityVelocityPacket)
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#register(self.handle_packet, Packet, early=True)
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@ -224,8 +226,8 @@ class Game:
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solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(self.g.goal))
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if solution:
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solution = list(solution)
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#self.g.path = solution
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#self.g.job.state = self.g.job.stop
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self.g.path = solution
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self.g.job.state = self.g.job.stop
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print(len(solution))
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print(solution)
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print(round(time.time() - start, 3), 'seconds')
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@ -320,6 +322,19 @@ class Game:
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else:
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reply += ', I need a bed'
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if command == 'farm' and data:
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if data == 'wood':
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self.g.job.state = self.g.job.farm_wood
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reply = 'ok'
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if reply:
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for i in self.g.inv.values():
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print(i.item_id)
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if i.item_id in items.BED_IDS:
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break
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else:
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reply += ', I need a bed'
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if command == 'stop':
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self.g.job.state = self.g.job.stop
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reply = 'ok'
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@ -386,6 +401,11 @@ class Game:
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self.g.job.find_gapple_states.count = int(data)
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reply = 'ok'
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if command == 'objects':
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for k, v in self.g.objects.items():
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if data and v.item_id != int(data): continue
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print(str(k) + ':', v)
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if reply:
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print(reply)
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self.g.chat.send(reply)
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@ -483,6 +503,23 @@ class Game:
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else: #for
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return False
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def select_random_item(self, items):
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# select a random match from items of inv
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# this is random per item type
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# example: 5 stacks wood, 1 stack glass
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# -> still 50/50 chance between them
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matches = set()
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for slot, item in self.g.inv.items():
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if item.item_id in items:
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matches.add(item.item_id)
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if matches:
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return self.select_item([random.choice(list(matches))])
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else:
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return False
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def drop_stack(self):
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packet = PlayerDiggingPacket()
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packet.status = 3
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@ -497,7 +534,7 @@ class Game:
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def handle_window(self, packet):
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print(packet)
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self.g.window = Bunch(data=packet, contents=dict(), count=0)
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self.g.window = Munch(data=packet, contents=dict(), count=0)
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def click_window(self, slot, button, mode, item):
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w = self.g.window
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@ -529,41 +566,76 @@ class Game:
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self.g.connection.write_packet(packet2)
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def handle_spawn_object(self, packet):
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return
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#return
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if packet.type_id != 37: return
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print(packet)
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self.g.objects[packet.entity_id] = Munch(
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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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velocity_x=packet.velocity_x,
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velocity_y=packet.velocity_y,
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velocity_z=packet.velocity_z,
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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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if entry.type != 6:
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continue
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if entry.value.item_id in items.GAPPLE_ID:
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self.g.chat.send('gapple found: ' + str(current_gapple_chest)[1:-1])
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print('gapple found:', str(current_gapple_chest)[1:-1])
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def handle_entity_metadata(self, packet):
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if not packet.metadata:
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return
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if not self.g.job:
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return
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current_chest = self.g.job.find_gapple_states.current_chest
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if not current_chest:
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return
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for entry in packet.metadata:
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if entry.type != 6:
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continue
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if entry.value.item_id in items.GAPPLE_ID:
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self.g.chat.send('gapple found: ' + str(current_chest)[1:-1])
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print('gapple found:', str(current_chest)[1:-1])
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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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for entry in packet.metadata:
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if entry.type != 6:
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continue
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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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def handle_spawn_living(self, packet):
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return
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print(packet)
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def handle_entity_position(self, packet):
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return
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print(packet)
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obj = self.g.objects.get(packet.entity_id, None)
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if obj:
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pass
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#obj.x += packet.delta_x
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#obj.y += packet.delta_y
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#obj.z += packet.delta_z
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def handle_entity_position_rotation(self, packet):
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return
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print(packet)
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obj = self.g.objects.get(packet.entity_id, None)
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if obj:
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print('object rotation found:', packet)
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raise
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def handle_entity_velocity(self, packet):
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obj = self.g.objects.get(packet.entity_id, None)
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if obj:
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print(packet)
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#obj.velocity_x = packet.velocity_x
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#obj.velocity_y = packet.velocity_y
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#obj.velocity_z = packet.velocity_z
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def handle_destroy_entities(self, packet):
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for eid in packet.entity_ids:
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if eid in self.g.objects:
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del self.g.objects[eid]
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def tick(self):
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if self.g.breaking:
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13
items.py
13
items.py
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@ -22,10 +22,23 @@ BEDS = [
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'black_bed',
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]
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SAPLINGS = [
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'oak_sapling',
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'spruce_sapling',
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'birch_sapling',
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'jungle_sapling',
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'acacia_sapling',
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'dark_oak_sapling',
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]
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BED_IDS = set()
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for item_name in BEDS:
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BED_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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SAPLING_IDS = set()
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for item_name in SAPLINGS:
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SAPLING_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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ITEM_NAMES = {}
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for item_name, item in ITEMS.items():
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ITEM_NAMES[ITEMS[item_name]['protocol_id']] = item_name.replace('minecraft:', '')
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165
jobs.py
165
jobs.py
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@ -131,6 +131,7 @@ class GatherWoodStates:
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return None
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def init(self):
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self.g.chopped_tree = False
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self.state = self.find_new_tree
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def find_new_tree(self):
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@ -141,9 +142,14 @@ class GatherWoodStates:
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trees = w.find_trees(p, 100)
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print('Found trees:', trees)
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while trees[0] in self.bad_trees:
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trees.pop(0)
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self.tree = trees[0]
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try:
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while trees[0] in self.bad_trees:
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trees.pop(0)
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self.tree = trees[0]
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except IndexError:
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print('No good tress left, aborting.')
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self.state = self.cleanup
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return
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self.openings = w.find_tree_openings(self.tree)
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self.state = self.choose_opening
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@ -241,6 +247,7 @@ class GatherWoodStates:
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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.g.chopped_tree = True
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self.state = self.cleanup
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def cleanup(self):
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@ -428,7 +435,8 @@ class SleepWithBedStates:
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if self.g.time >= 12542:
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print('Sleeping')
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.g.chat.send('zzz')
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if not self.silent:
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self.g.chat.send('zzz')
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self.state = self.sleep_bed
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def sleep_bed(self):
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@ -465,6 +473,8 @@ class SleepWithBedStates:
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self.g = global_state
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self.state = self.idle
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self.silent = False
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self.area = None
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self.opening = None
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self.bad_areas = []
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@ -507,7 +517,7 @@ class CacheItemsStates:
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self.state = self.cleanup
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return
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openings = w.find_bed_openings(self.area)
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openings = w.find_cache_openings(self.area)
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for o in openings:
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navpath = w.path_to_place(p, o)
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@ -612,6 +622,115 @@ class CacheItemsStates:
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self.state()
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class PlantTreeStates:
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def idle(self):
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return None
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# TODO: maybe add a "plant deficit" so we know when to plant or not
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def init(self):
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if self.g.chopped_tree:
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self.state = self.check_feet
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else:
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print('Aborting planting, did not plant')
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self.state = self.cleanup
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def check_feet(self):
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p = utils.pint(self.g.pos)
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# check for air at feet
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if self.g.chunks.get_block_at(*p) in [0]:
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self.state = self.select_sapling
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else:
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print('Aborting planting, feet not air')
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self.state = self.cleanup
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def select_sapling(self):
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p = utils.pint(self.g.pos)
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if self.g.game.select_random_item(items.SAPLING_IDS):
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self.g.look_at = utils.padd(p, path.BLOCK_BELOW)
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self.state = self.wait_select
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self.wait_time = 1
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else:
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print('Aborting planting, no saplings')
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self.state = self.cleanup
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def wait_select(self):
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# wait a bit to look down
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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.place_sapling
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def place_sapling(self):
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p = utils.pint(self.g.pos)
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self.g.game.place_block(p, BlockFace.TOP)
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print('Placed sapling')
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self.state = self.wait_place
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self.wait_time = 1
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def wait_place(self):
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# wait a bit for chunk data to update
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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.find_open_spot
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def find_open_spot(self):
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print('Finding an open spot to stand...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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areas = w.find_cache_areas(p, 20)
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print('Found areas:', areas)
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try:
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while areas[0] in self.bad_areas:
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areas.pop(0)
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self.area = areas[0]
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except IndexError:
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print('No good areas left, aborting.')
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self.bad_areas = []
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self.state = self.cleanup
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return
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navpath = w.path_to_place(p, self.area)
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if not navpath:
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print('Unable to get to open area', self.area)
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self.bad_areas.append(self.area)
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self.state = self.cleanup
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return
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self.g.path = navpath
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self.state = self.going_to_area
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print('Going to area', self.area)
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def going_to_area(self):
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if utils.pint(self.g.pos) == self.area:
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self.state = self.cleanup
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def cleanup(self):
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self.g.look_at = None
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self.state = self.done
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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.area = None
|
||||
self.bad_areas = []
|
||||
|
||||
def run(self):
|
||||
self.state()
|
||||
|
||||
|
||||
class JobStates:
|
||||
def idle(self):
|
||||
return None
|
||||
|
@ -676,12 +795,47 @@ class JobStates:
|
|||
|
||||
s1.run()
|
||||
|
||||
def farm_wood(self):
|
||||
self.sleep_with_bed_states.silent = True
|
||||
|
||||
s1 = self.gather_wood_states
|
||||
s2 = self.plant_tree_states
|
||||
s3 = self.sleep_with_bed_states
|
||||
s4 = self.cache_items_states
|
||||
|
||||
if s1.state == s1.idle:
|
||||
s1.state = s1.init
|
||||
s2.state = s2.init
|
||||
s3.state = s3.init
|
||||
s4.state = s4.init
|
||||
elif s1.state == s1.done:
|
||||
if s2.state != s2.done:
|
||||
s2.run()
|
||||
return
|
||||
|
||||
if s3.state != s3.done:
|
||||
s3.run()
|
||||
return
|
||||
|
||||
if s4.state != s4.done:
|
||||
s4.run()
|
||||
return
|
||||
|
||||
s1.state = s1.init
|
||||
s2.state = s2.init
|
||||
s3.state = s3.init
|
||||
s4.state = s4.init
|
||||
return
|
||||
|
||||
s1.run()
|
||||
|
||||
def stop(self):
|
||||
self.gather_wood_states = GatherWoodStates(self.g)
|
||||
self.gather_sand_states = GatherSandStates(self.g)
|
||||
self.sleep_with_bed_states = SleepWithBedStates(self.g)
|
||||
self.cache_items_states = CacheItemsStates(self.g)
|
||||
self.find_gapple_states = FindGappleStates(self.g)
|
||||
self.plant_tree_states = PlantTreeStates(self.g)
|
||||
self.state = self.idle
|
||||
|
||||
def __init__(self, global_state):
|
||||
|
@ -694,6 +848,7 @@ class JobStates:
|
|||
self.sleep_with_bed_states = SleepWithBedStates(self.g)
|
||||
self.cache_items_states = CacheItemsStates(self.g)
|
||||
self.find_gapple_states = FindGappleStates(self.g)
|
||||
self.plant_tree_states = PlantTreeStates(self.g)
|
||||
|
||||
def tick(self):
|
||||
self.state()
|
||||
|
|
5
main.py
5
main.py
|
@ -7,18 +7,19 @@ import json
|
|||
from flask import Flask
|
||||
app = Flask(__name__)
|
||||
|
||||
from bunch import Bunch
|
||||
from munch import Munch
|
||||
from watchdog.observers import Observer
|
||||
from watchdog.events import PatternMatchingEventHandler
|
||||
|
||||
import bot
|
||||
|
||||
global_state = Bunch()
|
||||
global_state = Munch()
|
||||
g = global_state
|
||||
g.connection = False
|
||||
g.mcdata = False
|
||||
g.pos = False
|
||||
g.inv = {}
|
||||
g.objects = {}
|
||||
g.window = None
|
||||
g.job = None
|
||||
|
||||
|
|
|
@ -24,6 +24,8 @@ def get_packets(old_get_packets):
|
|||
mc_packets.add(packets.SpawnLivingEntityPacket)
|
||||
mc_packets.add(packets.EntityPositionPacket)
|
||||
mc_packets.add(packets.EntityPositionRotationPacket)
|
||||
mc_packets.add(packets.DestroyEntitiesPacket)
|
||||
mc_packets.add(packets.EntityVelocityPacket)
|
||||
|
||||
return mc_packets
|
||||
return lambda x: wrapper(old_get_packets, x)
|
||||
|
|
|
@ -334,9 +334,9 @@ class SpawnLivingEntityPacket(Packet):
|
|||
{'yaw': Angle},
|
||||
{'pitch': Angle},
|
||||
{'head_pitch': Angle},
|
||||
{'x_velocity': Short},
|
||||
{'y_velocity': Short},
|
||||
{'z_velocity': Short},
|
||||
{'velocity_x': Short},
|
||||
{'velocity_y': Short},
|
||||
{'velocity_z': Short},
|
||||
]
|
||||
|
||||
class EntityPositionPacket(Packet):
|
||||
|
@ -370,3 +370,32 @@ class EntityPositionRotationPacket(Packet):
|
|||
{'pitch': Angle},
|
||||
{'on_ground': Boolean},
|
||||
]
|
||||
|
||||
class DestroyEntitiesPacket(Packet):
|
||||
# Sent by the server when a list of entities is to be destroyed on the client
|
||||
# https://wiki.vg/Protocol#Destroy_Entities
|
||||
|
||||
id = 0x36
|
||||
packet_name = 'destroy entities'
|
||||
fields = 'count', 'entity_ids'
|
||||
|
||||
def read(self, file_object):
|
||||
self.count = VarInt.read(file_object)
|
||||
self.entity_ids = []
|
||||
for _ in range(self.count):
|
||||
eid = VarInt.read(file_object)
|
||||
self.entity_ids.append(eid)
|
||||
|
||||
class EntityVelocityPacket(Packet):
|
||||
# Sent to update entity's velocity
|
||||
# https://wiki.vg/Protocol#Entity_Velocity
|
||||
|
||||
id = 0x46
|
||||
packet_name = 'entity velocity'
|
||||
|
||||
definition = [
|
||||
{'entity_id': VarInt},
|
||||
{'velocity_x': Short},
|
||||
{'velocity_y': Short},
|
||||
{'velocity_z': Short},
|
||||
]
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
astar==0.92
|
||||
bunch==1.0.1
|
||||
certifi==2020.6.20
|
||||
cffi==1.14.2
|
||||
chardet==3.0.4
|
||||
|
|
Loading…
Reference in New Issue
Block a user