Manage needed items and item counts better
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parent
7d0cef0e2e
commit
fc929db658
3
bot.py
3
bot.py
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@ -226,6 +226,9 @@ def init(global_state):
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g.filling = False
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g.minimum_cache_slots = 33
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g.maximum_supply_slots = 27
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def bot(global_state):
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g = global_state
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24
game.py
24
game.py
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@ -848,7 +848,7 @@ class Game:
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if authed:
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if command == 'print':
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data = data.replace('^', '.')
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data = data.replace('`', '.')
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reply = str(eval(data))
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if command == 'exit':
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@ -964,6 +964,28 @@ class Game:
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count += item.item_count
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return count
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def count_inventory_slots(self):
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# count how many inventory slots are filled
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# excludes armour, crafting slots, off-hand
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count = 0
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for slot, item in self.g.inv.items():
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if item.present and slot >= 9 and slot <= 45:
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count += 1
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return count
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def count_window_slots(self):
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# count how many window slots are filled
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# excludes player inventory
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w = self.g.window
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w_info = mcdata.WINDOWS[w.data.window_type]
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w_container_slots = w_info.container
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count = 0
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for slot, item in w.contents.items():
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if item.present and slot in w_container_slots:
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count += 1
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return count
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def get_window_slot(self, item_id):
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# get the first slot that matches item of a window
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window_items = list(self.g.window.contents.items())
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16
items.py
16
items.py
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@ -105,6 +105,7 @@ NETHERWART_ID = get_id('nether_wart')
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CARROT_ID = get_id('carrot')
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POTATO_ID = get_id('potato')
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WHEAT_ID = get_id('wheat')
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WHEAT_SEEDS_ID = get_id('wheat_seeds')
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BEETROOT_SEEDS_ID = get_id('beetroot_seeds')
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PUMPKIN_ID = get_id('pumpkin')
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@ -113,5 +114,16 @@ EMERALD_ID = get_id('emerald')
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BERRIES_ID = get_id('sweet_berries')
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IRON_INGOT_ID = get_id('iron_ingot')
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NEEDED_ITEMS = BED_IDS | SHOVEL_IDS | AXE_IDS | FOOD_IDS | set([CHEST_ID, PUMPKIN_ID, BERRIES_ID, IRON_INGOT_ID])
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WANTED_ITEMS = SAPLING_IDS | set([NETHERWART_ID, CARROT_ID, POTATO_ID, WHEAT_SEEDS_ID, BEETROOT_SEEDS_ID])
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INIT_NEEDED_ITEMS = BED_IDS | FOOD_IDS | set([CHEST_ID])
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NEEDED_ITEMS = INIT_NEEDED_ITEMS
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INIT_WANTED_ITEMS = set()
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WANTED_ITEMS = INIT_WANTED_ITEMS
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def set_needed(items):
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NEEDED_ITEMS = INIT_WANTED_ITEMS | items
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def set_wanted(items):
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WANTED_ITEMS = INIT_WANTED_ITEMS | items
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79
jobs.py
79
jobs.py
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@ -773,6 +773,7 @@ class SleepWithBedStates:
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if navpath:
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self.g.path = navpath[:-1]
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self.opening = self.g.path[-1]
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self.g.look_at = self.opening
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self.area = bed
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self.state = self.going_to_bed
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return
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@ -785,7 +786,7 @@ class SleepWithBedStates:
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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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self.my_bed = False
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self.g.look_at = self.area
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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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def select_bed(self):
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@ -823,6 +824,7 @@ class SleepWithBedStates:
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return
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self.g.path = navpath
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self.g.look_at = self.opening
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self.state = self.going_to_area
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def going_to_area(self):
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@ -912,9 +914,9 @@ class CacheItemsStates:
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self.skip_slots = []
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self.skip_items = []
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num_stacks = len([x for x in self.g.inv.values() if x.present])
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num_stacks = self.g.game.count_inventory_slots()
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print('Inventory amount:', num_stacks)
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if num_stacks >= self.minimum:
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if num_stacks >= self.g.minimum_cache_slots:
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self.state = self.find_trapped_chests
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else:
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print('Aborting caching, not full')
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@ -1037,6 +1039,16 @@ class CacheItemsStates:
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w_info = mcdata.WINDOWS[w.data.window_type]
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w_inventory_slots = w_info.inventory
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w_container_slots = w_info.container
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used_slots = self.g.game.count_window_slots()
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print('used:', used_slots, 'total:', len(w_container_slots))
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if used_slots >= len(w_container_slots):
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print('Container is too full, aborting')
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self.g.game.close_window()
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self.g.look_at = None
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self.state = self.cleanup
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return
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slot_list = []
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@ -1049,7 +1061,7 @@ class CacheItemsStates:
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if not slot.present:
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continue
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if slot.item_id in self.needed_items:
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if slot.item_id in items.NEEDED_ITEMS:
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continue
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if slot_num in self.skip_slots:
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@ -1060,7 +1072,7 @@ class CacheItemsStates:
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slot_list.sort(key=lambda x: x[1].item_count, reverse=True)
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for slot_num, slot in slot_list:
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if slot.item_id in self.wanted_items and slot.item_id not in self.skip_items:
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if slot.item_id in items.WANTED_ITEMS and slot.item_id not in self.skip_items:
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print('skipping wanted item', slot)
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self.skip_slots.append(slot_num)
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self.skip_items.append(slot.item_id)
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@ -1094,14 +1106,8 @@ class CacheItemsStates:
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self.g = global_state
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self.state = self.idle
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self.minimum = 27
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self.silent = False
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# keep all needed items
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self.needed_items = items.NEEDED_ITEMS
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# keep one stack of wanted items
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self.wanted_items = items.WANTED_ITEMS
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self.skip_slots = []
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self.skip_items = []
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@ -1121,8 +1127,16 @@ class GrabSuppliesStates:
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return None
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def init(self):
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print('Started grab supplies states')
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self.checked_barrels = []
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used_slots = self.g.game.count_inventory_slots()
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print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
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if used_slots >= self.g.maximum_supply_slots:
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print('Inventory is too full, aborting')
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self.state = self.cleanup
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return
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if self.supplies:
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self.state = self.check_supplies
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else:
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@ -1221,12 +1235,12 @@ class GrabSuppliesStates:
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def choose_items(self):
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print('Selecting next item')
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for items, limits in self.supplies.items():
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minimum, maximum = limits
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minimum_items, maximum_stacks = limits
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print('Checking items:', items)
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num_items = self.g.game.count_items(items)
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print('Have:', num_items)
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if num_items >= minimum:
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if num_items >= minimum_items:
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print('Have enough, skipping')
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continue
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@ -1237,7 +1251,7 @@ class GrabSuppliesStates:
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print('Need some')
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self.checked_supplies.append(items)
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self.target_items = items
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self.maximum_items = maximum
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self.maximum_stacks = maximum_stacks
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self.count = 0
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self.state = self.grab_items
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return
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@ -1257,6 +1271,14 @@ class GrabSuppliesStates:
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print('Got wrong window, aborting')
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self.state = self.cleanup
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return
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used_slots = self.g.game.count_inventory_slots()
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print('used:', used_slots, 'total:', self.g.maximum_supply_slots)
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if used_slots >= self.g.maximum_supply_slots:
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print('Inventory is too full, aborting')
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self.g.game.close_window()
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self.g.look_at = None
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self.state = self.cleanup
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return
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w_info = mcdata.WINDOWS[w.data.window_type]
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w_container_slots = w_info.container
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@ -1273,7 +1295,7 @@ class GrabSuppliesStates:
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if slot.item_id not in self.target_items:
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continue
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if self.maximum_items and self.count >= self.maximum_items:
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if self.maximum_stacks and self.count >= self.maximum_stacks:
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break
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self.count += 1
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@ -1291,7 +1313,6 @@ class GrabSuppliesStates:
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print('Closing barrel')
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self.g.game.close_window()
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self.g.look_at = None
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self.barrels.pop(0)
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self.state = self.choose_barrel
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def cleanup(self):
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@ -1312,7 +1333,7 @@ class GrabSuppliesStates:
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self.barrel = None
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self.checked_supplies = []
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self.target_items = None
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self.maximum_items = 0
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self.maximum_stacks = 0
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self.count = 0
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self.area = None
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self.opening = None
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@ -2160,6 +2181,8 @@ class JobStates:
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self.grab_supplies_states.supplies = {
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tuple(items.SHOVEL_IDS): (1, 9),
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}
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items.set_needed(items.SHOVEL_IDS)
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return machines
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def cache_items(self):
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@ -2200,6 +2223,9 @@ class JobStates:
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self.grab_supplies_states.supplies = {
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tuple(items.AXE_IDS): (1, 9),
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}
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items.set_needed(items.AXE_IDS)
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items.set_wanted(items.SAPLING_IDS)
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return machines
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def farm_wart(self):
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@ -2211,6 +2237,8 @@ class JobStates:
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]
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self.sleep_with_bed_states.silent = True
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self.cache_items_states.silent = True
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items.set_wanted(set([items.NETHERWART_ID]))
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return machines
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def farm_crop(self):
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@ -2222,6 +2250,13 @@ class JobStates:
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]
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self.sleep_with_bed_states.silent = True
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self.cache_items_states.silent = True
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items.set_wanted(set([
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items.CARROT_ID,
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items.POTATO_ID,
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items.WHEAT_SEEDS_ID,
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items.BEETROOT_SEEDS_ID,
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]))
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return machines
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def fill_blocks(self):
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@ -2266,7 +2301,17 @@ class JobStates:
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tuple([items.PUMPKIN_ID]): (64, 9),
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tuple([items.BERRIES_ID]): (64, 9),
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tuple([items.IRON_INGOT_ID]): (64, 9),
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tuple([items.WHEAT_ID]): (64, 9),
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tuple([items.POTATO_ID]): (64, 9),
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}
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items.set_needed(set([
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items.PUMPKIN_ID,
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items.BERRIES_ID,
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items.IRON_INGOT_ID,
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items.WHEAT_ID,
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items.POTATO_ID,
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]))
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return machines
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def stop(self):
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