Compare commits

..

3 Commits

5 changed files with 671 additions and 65 deletions

90
bot.py
View File

@ -44,7 +44,6 @@ YAW_LOOK_AHEAD = 4
def tick(global_state): def tick(global_state):
g = global_state g = global_state
l = g.local_state
p = g.pos p = g.pos
target = None target = None
@ -54,10 +53,10 @@ def tick(global_state):
except ChunkNotLoadedException: except ChunkNotLoadedException:
return return
#l.jobstate.run() #g.jobstate.run()
if l.path and len(l.path): if g.path and len(g.path):
target = LPoint3f(l.path[0]) target = LPoint3f(g.path[0])
target.x += 0.5 target.x += 0.5
target.z += 0.5 target.z += 0.5
@ -65,46 +64,46 @@ def tick(global_state):
d = p - target d = p - target
# jump up block # jump up block
if d.y < -0.9 and not l.y_v: if d.y < -0.9 and not g.y_v:
l.y_v = 8.5 g.y_v = 8.5
l.y_a = -36.0 g.y_a = -36.0
# jump gap # jump gap
if d.xz.length() > 1.6 and not l.y_v: if d.xz.length() > 1.6 and not g.y_v:
l.y_v = 8.5 g.y_v = 8.5
l.y_a = -36.0 g.y_a = -36.0
if d.length() > 0: if d.length() > 0:
if l.y_v < 5: if g.y_v < 5:
p.x -= utils.cap(d.x, 0.2) p.x -= utils.cap(d.x, 0.2)
p.z -= utils.cap(d.z, 0.2) p.z -= utils.cap(d.z, 0.2)
if len(l.path) > 1 and d.length() < 0.2: if len(g.path) > 1 and d.length() < 0.2:
# removes some jitter in walking # removes some jitter in walking
l.path.pop(0) g.path.pop(0)
elif d.length() == 0: elif d.length() == 0:
l.path.pop(0) g.path.pop(0)
if l.y_v or l.y_a: if g.y_v or g.y_a:
p.y += l.y_v * utils.TICK p.y += g.y_v * utils.TICK
l.y_v += l.y_a * utils.TICK g.y_v += g.y_a * utils.TICK
block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z)) block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
in_air = block_below in blocks.NON_SOLID_IDS in_air = block_below in blocks.NON_SOLID_IDS
if in_air: if in_air:
l.y_a = -36.0 g.y_a = -36.0
else: else:
p.y = ceil(p.y) p.y = ceil(p.y)
l.y_v = 0 g.y_v = 0
l.y_a = 0 g.y_a = 0
if l.look_at: if g.look_at:
look_at = LPoint3f(l.look_at) look_at = LPoint3f(g.look_at)
elif l.path and len(l.path) > YAW_LOOK_AHEAD: elif g.path and len(g.path) > YAW_LOOK_AHEAD:
look_at = LPoint3f(l.path[YAW_LOOK_AHEAD]) look_at = LPoint3f(g.path[YAW_LOOK_AHEAD])
elif l.path and len(l.path): elif g.path and len(g.path):
look_at = LPoint3f(l.path[-1]) look_at = LPoint3f(g.path[-1])
else: else:
look_at = None look_at = None
@ -116,21 +115,21 @@ def tick(global_state):
if look_at_d.length() > 0.6: if look_at_d.length() > 0.6:
target_pitch = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR) target_pitch = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR)
target_pitch = (target_pitch - 90) * -1 target_pitch = (target_pitch - 90) * -1
target_pitch_d = target_pitch - l.pitch target_pitch_d = target_pitch - g.pitch
l.pitch += utils.cap(target_pitch_d, 10) g.pitch += utils.cap(target_pitch_d, 10)
# remove vertical component for yaw calculation # remove vertical component for yaw calculation
look_at_d.y = 0 look_at_d.y = 0
target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF) target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF)
target_yaw_d = target_yaw - l.yaw target_yaw_d = target_yaw - g.yaw
target_yaw_d = (target_yaw_d + 180) % 360 - 180 target_yaw_d = (target_yaw_d + 180) % 360 - 180
l.yaw += utils.cap(target_yaw_d, 30) g.yaw += utils.cap(target_yaw_d, 30)
else: else:
target_pitch_d = 0 - l.pitch target_pitch_d = 0 - g.pitch
l.pitch += utils.cap(target_pitch_d, 10) g.pitch += utils.cap(target_pitch_d, 10)
packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=l.pitch, yaw=l.yaw, on_ground=(not in_air)) packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=g.pitch, yaw=g.yaw, on_ground=(not in_air))
g.connection.write_packet(packet, force=True) g.connection.write_packet(packet, force=True)
g.game.tick() g.game.tick()
@ -138,26 +137,24 @@ def tick(global_state):
def init(global_state): def init(global_state):
g = global_state g = global_state
l = g.local_state
l.time = 0 g.time = 0
l.path = [] g.path = []
l.look_at = None g.look_at = None
l.y_v = 0 g.y_v = 0
l.y_a = 0 g.y_a = 0
l.yaw = 360 g.yaw = 360
l.pitch = 0 g.pitch = 0
l.breaking = None g.breaking = None
l.break_time = 0 g.break_time = 0
#l.jobstate = JobStates(connection, player_info) #g.jobstate = JobStates(connection, player_info)
#l.jobstate.run() #g.jobstate.run()
def bot(global_state): def bot(global_state):
g = global_state g = global_state
g.local_state = Bunch()
if not g.mcdata: if not g.mcdata:
g.mcdata = DataManager('./mcdata') g.mcdata = DataManager('./mcdata')
@ -181,6 +178,7 @@ def bot(global_state):
g.chat = ChatManager(g) g.chat = ChatManager(g)
g.game = game.Game(g) g.game = game.Game(g)
g.world = game.MCWorld(g)
try: try:
while not g.pos: while not g.pos:

188
game.py
View File

@ -1,6 +1,7 @@
import re import re
import time import time
import importlib import importlib
from math import hypot
from panda3d.core import LPoint3f from panda3d.core import LPoint3f
@ -15,10 +16,153 @@ importlib.reload(path)
import blocks import blocks
importlib.reload(blocks) importlib.reload(blocks)
class MCWorld:
def __init__(self, global_state):
self.g = global_state
def block_at(self, x, y, z):
return self.g.chunks.get_block_at(x, y, z)
def find_blocks(self, center, distance, block_ids, limit=0):
# search in a spiral from center to all blocks with ID
result = []
for n in count():
offset = utils.spiral(n)
check = utils.padd(center, offset)
if self.block_at(*check) in block_ids:
if hypot(*offset) < distance:
result.append(check)
if limit and len(result) == limit:
return result
if offset[0] > distance:
return result
def find_trees(self, center, distance):
logs = []
for i in range(5):
check = utils.padd(center, alternate(i, 3))
logs.extend(self.find_blocks(check, distance, blocks.LOG_IDS, 50))
trees = []
for log in logs:
# crawl to the bottom log
while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_BELOW)
# make sure we are on the ground
if self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
continue
# crawl to the top log to count
log_count = 1
while self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_ABOVE)
log_count += 1
# make sure it's a good tree
if self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LEAF_IDS and log_count > 2:
# crawl back to the bottom log
while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_BELOW)
trees.append(log)
trees.sort(key=lambda x: phyp(center, x))
return trees
def find_tree_openings(self, tree):
# returns coords in a cardinal direction where we can stand by tree
maze_solver = MazeSolver(self.g.chunks)
result = []
# TODO: make sure only non-solid and leaves between
# make sure traversable too
for distance in range(5):
for direction in CHECK_DIRECTIONS:
offset = pmul(direction, distance+1)
if maze_solver.check_traverse(tree, offset):
result.append(utils.padd(tree, offset))
return result
def path_to_place(self, start, place):
maze_solver = MazeSolver(self.g.chunks)
try:
s = maze_solver.astar(start, place)
return list(s) if s else None
except AStarTimeout:
return None
def find_bed_areas(self, center, distance):
air = []
for i in range(5):
check = utils.padd(center, alternate(i, 1))
air.extend(self.find_blocks(check, distance, [0], 200))
areas = []
for a in air:
# check for ground around the area
if len(self.find_blocks(utils.padd(a, path.BLOCK_BELOW), 2, blocks.NON_SOLID_IDS, 9)):
continue
# check for air around the area
if len(self.find_blocks(a, 2, [0], 9)) < 9:
continue
# check for air above the area
if len(self.find_blocks(utils.padd(a, path.BLOCK_ABOVE), 2, [0], 9)) < 9:
continue
areas.append(a)
areas.sort(key=lambda x: phyp(center, x))
return areas
def sand_adjacent_safe(self, sand):
for direction in CHECK_DIRECTIONS:
if self.block_at(*utils.padd(sand, direction)) in blocks.AVOID_IDS:
return False
return True
def find_sand(self, center, distance, origin):
sand = []
for i in range(10):
check = utils.padd(center, alternate(i, 1))
sand.extend(self.find_blocks(check, distance, [66], 20))
safe_sand = []
for s in sand:
# make sure it has solid below
if self.block_at(*utils.padd(s, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
continue
# make sure it has solid two below - prevent hanging sand
if self.block_at(*utils.padd(s, path.BLOCK_BELOW2)) in blocks.NON_SOLID_IDS:
continue
# and walkable air above
if self.block_at(*utils.padd(s, path.BLOCK_ABOVE)) not in blocks.NON_SOLID_IDS:
continue
if not self.sand_adjacent_safe(s):
continue
safe_sand.append(s)
safe_sand.sort(key=lambda x: utils.phyp_bias(center, x, origin))
return safe_sand
def find_bed_openings(self, area):
# returns coords in a cardinal direction where we can stand by bed
result = []
for direction in CHECK_DIRECTIONS:
result.append(utils.padd(area, direction))
return result
class Game: class Game:
def __init__(self, global_state): def __init__(self, global_state):
self.g = global_state self.g = global_state
self.l = self.g.local_state
register = self.g.connection.register_packet_listener register = self.g.connection.register_packet_listener
register(self.handle_block_change, clientbound.play.BlockChangePacket) register(self.handle_block_change, clientbound.play.BlockChangePacket)
@ -38,19 +182,17 @@ class Game:
self.g.eid = packet.entity_id self.g.eid = packet.entity_id
def handle_block_change(self, packet): def handle_block_change(self, packet):
l = self.g.local_state
if packet.block_state_id == blocks.SOUL_TORCH: if packet.block_state_id == blocks.SOUL_TORCH:
try: try:
l.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2]) self.g.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
print('new waypoint:', l.goal) print('new waypoint:', self.g.goal)
start = time.time() start = time.time()
solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(l.goal)) solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(g.goal))
if solution: if solution:
solution = list(solution) solution = list(solution)
l.path = solution self.g.path = solution
#l.jobstate.state = l.jobstate.stop #g.jobstate.state = self.g.jobstate.stop
print(len(solution)) print(len(solution))
print(solution) print(solution)
print(round(time.time() - start, 3), 'seconds') print(round(time.time() - start, 3), 'seconds')
@ -58,8 +200,8 @@ class Game:
print('No path found') print('No path found')
#say(connection, 'No path found') #say(connection, 'No path found')
#l.y_v = 10.0 #g.y_v = 10.0
#l.y_a = -36.0 #g.y_a = -36.0
except BaseException as e: except BaseException as e:
import traceback import traceback
print(traceback.format_exc()) print(traceback.format_exc())
@ -124,8 +266,7 @@ class Game:
self.g.chat.send(reply) self.g.chat.send(reply)
def handle_time_update(self, packet): def handle_time_update(self, packet):
l = self.g.local_state self.g.time = packet.time_of_day % 24000
l.time = packet.time_of_day % 24000
def handle_set_slot(self, packet): def handle_set_slot(self, packet):
print(packet) print(packet)
@ -141,16 +282,16 @@ class Game:
packet.face = 1 packet.face = 1
self.g.connection.write_packet(packet) self.g.connection.write_packet(packet)
self.l.breaking = location self.g.breaking = location
self.l.break_time = time.time() + utils.break_time(bid) self.g.break_time = time.time() + utils.break_time(bid)
def break_finish(self): def break_finish(self):
packet = PlayerDiggingPacket() packet = PlayerDiggingPacket()
packet.status = 2 packet.status = 2
packet.location = self.l.breaking packet.location = self.g.breaking
packet.face = 1 packet.face = 1
self.g.connection.write_packet(packet) self.g.connection.write_packet(packet)
self.l.breaking = None self.g.breaking = None
def handle_break_animation(self, packet): def handle_break_animation(self, packet):
@ -164,9 +305,20 @@ class Game:
packet.hand = packet.HAND_MAIN packet.hand = packet.HAND_MAIN
self.g.connection.write_packet(packet) self.g.connection.write_packet(packet)
def place_block(self, location, face):
packet = serverbound.play.PlayerBlockPlacementPacket()
packet.hand = 0
packet.location = pos
packet.face = face
packet.x = 0.5
packet.y = 0.5
packet.z = 0.5
packet.inside_block = False
self.g.connection.write_packet(packet)
def tick(self): def tick(self):
if self.l.breaking: if self.g.breaking:
self.animate() self.animate()
if time.time() >= self.l.break_time - 2*utils.TICK: if time.time() >= self.g.break_time - 2*utils.TICK:
self.break_finish() self.break_finish()

445
jobs.py Normal file
View File

@ -0,0 +1,445 @@
import re
import time
import importlib
from math import hypot
from panda3d.core import LPoint3f
from minecraft.networking.types import BlockFace
import utils
importlib.reload(utils)
import path
importlib.reload(path)
import blocks
importlib.reload(blocks)
class LumberjackStates:
def bair(self, p):
return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
def blog(self, p):
return self.g.chunks.get_block_at(*p) in blocks.LOG_IDS
def idle(self):
return None
def init(self):
self.state = self.find_new_tree
def find_new_tree(self):
print('Finding new tree...')
w = self.g.world
p = utils.pint(self.g.pos)
trees = w.find_trees(p, 100)
print('Found trees:', trees)
while trees[0] in self.bad_trees:
trees.pop(0)
self.tree = trees[0]
self.openings = w.find_tree_openings(self.tree)
self.state = self.choose_opening
def choose_opening(self):
w = self.g.world
p = utils.pint(self.g.pos)
print('openings:', self.openings)
if not len(self.openings):
print('Unable to get to tree', self.tree)
self.bad_trees.append(self.tree)
self.state = self.cleanup
return
path = w.path_to_place(p, self.openings[0])
if path:
self.g.path = path
self.state = self.going_to_tree
else:
self.openings.pop(0)
def going_to_tree(self):
if utils.pint(self.g.pos) == self.openings[0]:
self.g.look_at = self.tree
self.state = self.clear_leaves
def clear_leaves(self):
if not self.g.breaking:
p = utils.pint(self.g.pos)
diff = psub(self.tree, p)
for x in diffrange(diff[0]):
for z in diffrange(diff[2]):
for y in range(2):
check = utils.padd(p, (x, y, z))
if check == self.tree:
break
if not self.bair(check):
print('Breaking leaf')
self.g.game.break_block(check)
return
self.state = self.clear_trunk_base
def clear_trunk_base(self):
if not self.g.breaking:
base = self.tree
above = utils.padd(self.tree, path.BLOCK_ABOVE)
if self.blog(base):
self.g.game.break_block(base)
print('breaking base')
elif self.blog(above):
self.g.game.break_block(above)
print('breaking above')
else:
w = self.g.world
p = utils.pint(self.g.pos)
path = w.path_to_place(p, self.tree)
if path:
self.g.path = path
self.state = self.going_to_trunk_base
else:
self.openings.pop(0)
self.state = self.choose_opening
def going_to_trunk_base(self):
if utils.pint(self.g.pos) == self.tree:
self.g.look_at = utils.padd(self.tree, path.BLOCK_ABOVE2)
self.state = self.clear_trunk
def clear_trunk(self):
if not self.g.breaking:
check = self.tree
count = 0
while self.bair(check) and count < 6:
check = utils.padd(check, path.BLOCK_ABOVE)
count += 1
if self.blog(check):
print('breaking log', check)
self.g.game.break_block(check)
else:
print('Finished clearing tree')
self.wait_time = 0.5
self.state = self.wait
def wait(self):
# wait for the last log to fall
if self.wait_time > 0:
self.wait_time -= TICK
else:
self.state = self.cleanup
def cleanup(self):
self.g.look_at = None
self.state = self.done
def done(self):
# never gets ran, placeholder
return None
def __init__(self, global_state):
self.g = global_state
self.l = self.g.local_state
self.state = self.idle
self.tree = None
self.openings = []
self.bad_trees = []
self.wait_time = 0
def run(self):
self.state()
class GatherSandStates:
def bair(self, p):
return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
def bsand(self, p):
return self.g.chunks.get_block_at(*p) == 66
def idle(self):
return None
def init(self):
self.state = self.find_new_sand
def find_new_sand(self):
print('Finding new sand...')
w = self.g.world
p = utils.pint(self.g.pos)
sand = w.find_sand(p, 150, self.origin)
print('Found sand:', sand)
while sand[0] in self.bad_sand:
sand.pop(0)
self.sand = sand[0]
self.state = self.nav_to_sand
def nav_to_sand(self):
w = self.g.world
p = utils.pint(self.g.pos)
w.chunks.set_block_at(*self.sand, 0)
path = w.path_to_place(p, self.sand)
w.chunks.set_block_at(*self.sand, 66)
if path:
self.g.path = path[:-1]
self.state = self.going_to_sand
else:
self.bad_sand.append(self.sand)
self.state = self.find_new_sand
def going_to_sand(self):
if not len(self.g.path):
self.g.look_at = self.sand
self.state = self.dig_sand
def dig_sand(self):
if not self.g.breaking:
if self.bsand(self.sand):
self.g.game.break_block(self.sand)
print('digging sand')
else:
self.state = self.get_sand
def get_sand(self):
w = self.g.world
p = utils.pint(self.g.pos)
path = w.path_to_place(p, self.sand)
if path:
self.g.path = path
self.state = self.going_to_item
else:
self.bad_sand.append(self.sand)
self.state = self.find_new_sand
def going_to_item(self):
if utils.pint(self.g.pos) == self.sand:
self.g.look_at = self.sand
self.state = self.cleanup
def cleanup(self):
self.g.look_at = None
self.state = self.done
def done(self):
# never gets ran, placeholder
return None
def __init__(self, global_state):
self.g = global_state
self.l = self.g.local_state
self.state = self.idle
self.origin = utils.pint(self.g.pos)
self.sand = None
self.bad_sand = []
self.wait_time = 0
def run(self):
self.state()
class SleepWithBedStates:
def idle(self):
return None
def init(self):
if self.g.time >= 12000:
self.state = self.find_bed_spot
else:
print('Aborting sleep, not night')
self.state = self.cleanup
def find_bed_spot(self):
print('Finding a bed spot...')
w = self.g.world
p = utils.pint(self.g.pos)
areas = w.find_bed_areas(p, 100)
print('Found areas:', areas)
if len(areas):
while areas[0] in self.bad_areas:
areas.pop(0)
self.area = areas[0]
elif self.last_area:
self.area = self.last_area
else:
print('Unable to find area, and no last area')
self.state = self.cleanup
return
openings = w.find_bed_openings(self.area)
for o in openings:
path = w.path_to_place(p, o)
self.opening = o
if path: break
else: # for
print('Unable to get to bed area', self.area)
self.bad_areas.append(self.area)
self.state = self.cleanup
return
self.g.path = path
self.state = self.going_to_area
self.last_area = self.area
def going_to_area(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = self.area
self.state = self.select_bed
def select_bed(self):
for slot, item in self.g.inv.items():
if item.item_id in items.BED_IDS:
print('Found bed in slot', slot)
self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
choose_slot(self.connection, slot)
self.state = self.place_bed
break
else: # for
say(self.connection, 'I need a bed')
self.state = self.cleanup
def place_bed(self):
place_block(self.connection, self.area, BlockFace.TOP)
self.state = self.use_bed
def use_bed(self):
if self.g.time >= 12542:
print('Sleeping')
place_block(self.connection, self.area, BlockFace.TOP)
say(self.connection, 'zzz')
self.state = self.sleep_bed
def sleep_bed(self):
if self.g.time < 100:
print('Woke up')
self.state = self.break_bed
def break_bed(self):
self.g.game.break_block(self.area)
self.state = self.collect_bed
def collect_bed(self):
if not self.g.breaking:
self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
self.wait_time = 4
self.state = self.wait
def wait(self):
# wait to pick up bed
if self.wait_time > 0:
self.wait_time -= TICK
else:
self.state = self.cleanup
def cleanup(self):
self.g.look_at = None
self.state = self.done
def done(self):
# never gets ran, placeholder
return None
def __init__(self, global_state):
self.g = global_state
self.l = self.g.local_state
self.state = self.idle
self.area = None
self.opening = None
self.bad_areas = []
self.last_area = None
self.wait_time = 0
def run(self):
self.state()
class JobStates:
def idle(self):
return None
def sleep_with_bed(self):
s = self.sleep_with_bed_states
if s.state == s.idle:
s.state = s.init
elif s.state == s.done:
s.state = s.init
# check time, etc
if self.prev_state:
print('Reverting to prev state')
self.state = self.prev_state
return
s.run()
def gather_sand(self):
s = self.gather_sand_states
if s.state == s.idle:
s.state = s.init
elif s.state == s.done:
s.state = s.init
# check time, etc
if self.survive:
self.prev_state = self.gather_sand
self.state = self.sleep_with_bed
return
s.run()
def lumberjack(self):
s = self.lumberjack_states
if s.state == s.idle:
s.state = s.init
elif s.state == s.done:
s.state = s.init
# check time, etc
if self.survive:
self.prev_state = self.lumberjack
self.state = self.sleep_with_bed
return
s.run()
def stop(self):
self.lumberjack_states = LumberjackStates(self.g)
self.gather_sand_states = GatherSandStates(self.g)
self.sleep_with_bed_states = SleepWithBedStates(self.g)
self.state = self.idle
def __init__(self, global_state):
self.g = global_state
self.l = self.g.local_state
self.state = self.idle
self.prev_state = None
self.lumberjack_states = LumberjackStates(self.g)
self.gather_sand_states = GatherSandStates(self.g)
self.sleep_with_bed_states = SleepWithBedStates(self.g)
self.survive = False
def run(self):
self.state()

View File

@ -14,7 +14,6 @@ import bot
global_state = Bunch() global_state = Bunch()
g = global_state g = global_state
g.local_state = False
g.connection = False g.connection = False
g.mcdata = False g.mcdata = False
g.pos = False g.pos = False

12
path.py
View File

@ -49,6 +49,18 @@ PARKOUR_SOUTH = (0, 0, +2)
PARKOUR_EAST = (+2, 0, 0) PARKOUR_EAST = (+2, 0, 0)
PARKOUR_WEST = (-2, 0, 0) PARKOUR_WEST = (-2, 0, 0)
CHECK_NORTH = (0, 0, -1)
CHECK_SOUTH = (0, 0, +1)
CHECK_EAST = (+1, 0, 0)
CHECK_WEST = (-1, 0, 0)
CHECK_DIRECTIONS = [
CHECK_NORTH,
CHECK_SOUTH,
CHECK_EAST,
CHECK_WEST,
]
TRAVERSE = [ TRAVERSE = [
TRAVERSE_NORTH, TRAVERSE_NORTH,
TRAVERSE_SOUTH, TRAVERSE_SOUTH,