Complete villager trading job
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parent
28ca442a46
commit
fcc74c7198
3
items.py
3
items.py
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@ -107,8 +107,9 @@ CARROT_ID = get_id('carrot')
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POTATO_ID = get_id('potato')
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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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EMERALD_ID = get_id('emerald')
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NEEDED_ITEMS = BED_IDS | SHOVEL_IDS | AXE_IDS | FOOD_IDS | set([CHEST_ID])
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NEEDED_ITEMS = BED_IDS | SHOVEL_IDS | AXE_IDS | FOOD_IDS | set([CHEST_ID, PUMPKIN_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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95
jobs.py
95
jobs.py
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@ -3,7 +3,7 @@ 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 math import hypot, floor
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from minecraft.networking.types import BlockFace
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@ -1049,12 +1049,13 @@ class GrabSuppliesStates:
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self.state = self.cleanup
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def check_supplies(self):
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for items, maximum in self.supplies.items():
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for items, limits in self.supplies.items():
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minimum, maximum = 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:
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if num_items >= minimum:
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print('Skipping')
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continue
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else:
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@ -1843,12 +1844,21 @@ class SellToVillagerStates:
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print('Interacting with villager')
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self.g.game.interact(self.villager.entity_id)
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self.g.game.animate()
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self.wait_time = 0.5
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self.state = self.wait_for_window
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def wait_for_window(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.choose_trade
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def choose_trade(self):
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g = self.g.game
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if not self.g.window or not self.g.trades:
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print('Didnt get a trade window, aborting')
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self.state = self.cleanup
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return
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for trade_num, trade in enumerate(self.g.trades):
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@ -1856,26 +1866,40 @@ class SellToVillagerStates:
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in_num = trade.input_item_1.item_count
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out_id = trade.output_item.item_id
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price = in_num \
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+ floor(in_num * trade.price_multiplier * trade.demand) \
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+ trade.special_price
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if g.count_items([in_id]) < in_num:
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if g.count_items([in_id]) < price:
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continue
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print('Checking trade #', trade_num)
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if trade.trade_disabled:
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print('Trade disabled, skipping')
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continue
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if out_id != items.EMERALD_ID:
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print('Not for emeralds, skipping')
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continue
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if price > in_num:
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print('Trade in demand, skipping')
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continue
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print('Found trade: #', trade_num, trade)
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print('Found trade:', trade)
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print('Adjusted price:', price)
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self.trade = trade
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self.trade_num = trade_num
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self.state = self.click_trade
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break
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else:
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print('Villager has been spent, aborting')
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self.g.game.close_window()
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self.spent_villagers.append(self.villager)
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self.state = self.cleanup
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self.state = self.wait
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self.wait_time = 10
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return
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def click_trade(self):
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print('Clicking trade')
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self.g.item_lock = True
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self.g.game.select_trade(self.trade_num)
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self.state = self.execute_trade
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@ -1887,43 +1911,28 @@ class SellToVillagerStates:
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w = self.g.window
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w_info = mcdata.WINDOWS[w.data.window_type]
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slot_num = w_info.output
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slot = w.contents[slot_num]
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self.g.item_lock = True
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if slot_num in w.contents:
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print('Executing trade')
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slot = w.contents[slot_num]
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self.g.game.click_window(slot_num, 0, 1, slot)
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self.g.game.close_window()
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else:
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print('Bad trade, aborting')
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self.state = self.end_trade
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def end_trade(self):
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if self.g.item_lock:
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return
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print('Trading complete')
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self.g.game.close_window()
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self.wait_time = 1
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self.state = self.wait_for_trade
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print('Trade completed.')
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def wait_for_trade(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.interact_villager
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#def grab_stack(self):
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# g = self.g.game
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# in_id = self.trade.input_item_1.item_id
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# slot_num, slot = g.get_window_slot(in_id)
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# if not slot:
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# print('Item not found, aborting')
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# self.state = self.cleanup
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# return
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# print('Grabbing:', slot)
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# self.g.item_lock = True
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# # double click stack to grab max
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# self.g.game.click_window(slot_num, 0, 6, slot)
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# self.state = self.freeze
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def freeze(self):
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return
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def wait(self):
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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@ -2010,7 +2019,7 @@ class JobStates:
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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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self.grab_supplies_states.supplies = {
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tuple(items.SHOVEL_IDS): 9
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tuple(items.SHOVEL_IDS): (1, 9),
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}
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return machines
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@ -2050,7 +2059,7 @@ class JobStates:
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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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self.grab_supplies_states.supplies = {
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tuple(items.AXE_IDS): 9,
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tuple(items.AXE_IDS): (1, 9),
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}
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return machines
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@ -2091,7 +2100,7 @@ class JobStates:
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item = items.ITEMS['minecraft:'+name]['protocol_id']
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self.grab_supplies_states.supplies = {
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tuple([item]): 0,
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tuple([item]): (1, 0),
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}
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return machines
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@ -2106,16 +2115,16 @@ class JobStates:
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def trade(self):
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machines = [
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#self.grab_supplies_states,
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self.grab_supplies_states,
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self.sell_to_villager,
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#self.sleep_with_bed_states,
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#self.eat_food_states,
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#self.cache_items_states,
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self.sleep_with_bed_states,
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self.eat_food_states,
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self.cache_items_states,
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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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self.grab_supplies_states.supplies = {
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tuple(items.AXE_IDS): 9,
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tuple([items.PUMPKIN_ID]): (64, 9),
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}
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return machines
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