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3 Commits
81f8a92cab
...
25cc638465
Author | SHA1 | Date | |
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25cc638465 | |||
cdd71d2610 | |||
d108d7c817 |
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@ -241,6 +241,7 @@ INDEXED = [
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'chest',
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'trapped_chest',
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'emerald_block',
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'barrel',
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]
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@ -274,6 +275,11 @@ for block_name in ['chest']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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CHEST_IDS.add(state['id'])
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BARREL_IDS = set()
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for block_name in ['barrel']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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BARREL_IDS.add(state['id'])
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TRAPPED_CHEST_IDS = set()
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for block_name in ['trapped_chest']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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6
bot.py
6
bot.py
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@ -101,6 +101,10 @@ def tick(global_state):
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target.x += 0.5
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target.z += 0.5
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if g.afk_timeout > 0:
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target = None
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g.afk_timeout -= utils.TICK
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if target:
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d = p - target
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@ -205,7 +209,7 @@ def init(global_state):
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g.job = jobs.JobStates(g)
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g.chopped_tree = False
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g.queue_afk = False
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g.afk_timeout = 0
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g.filling = False
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15
game.py
15
game.py
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@ -288,7 +288,7 @@ class MCWorld:
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def find_monsters(self, center, distance):
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# finds monsters within distance
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result = []
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for eid, mob in self.g.mobs.items():
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for eid, mob in copy(self.g.mobs).items():
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if mob.type not in mobs.EVIL_IDS:
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continue
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pos = utils.pint((mob.x, mob.y, mob.z))
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@ -578,12 +578,8 @@ class Game:
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if command == 'zzz':
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if not self.g.afk and self.g.dimension == 'overworld':
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if self.g.path:
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travel_time = int(len(self.g.path) * 0.4) + 2
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reply = 'gimme ' + str(travel_time) + ' secs, moving'
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self.g.queue_afk = True
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else:
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reply = '/afk'
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reply = '/afk'
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self.g.afk_timeout = 5.0
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if command == 'tree':
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pos = utils.pint(self.g.pos)
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@ -1101,8 +1097,3 @@ class Game:
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if not self.g.path:
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self.g.correction_count = 0
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if self.g.queue_afk:
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self.g.chat.send('/afk')
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self.g.queue_afk = False
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15
items.py
15
items.py
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@ -31,6 +31,15 @@ SHOVELS = [
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'netherite_shovel',
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]
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AXES = [
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'wooden_axe',
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'stone_axe',
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'golden_axe',
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'iron_axe',
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'diamond_axe',
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'netherite_axe',
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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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@ -48,6 +57,10 @@ SHOVEL_IDS = set()
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for item_name in SHOVELS:
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SHOVEL_IDS.add(ITEMS['minecraft:'+item_name]['protocol_id'])
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AXE_IDS = set()
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for item_name in AXES:
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AXE_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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@ -69,5 +82,5 @@ 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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NEEDED_ITEMS = BED_IDS | set([CHEST_ID])
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NEEDED_ITEMS = BED_IDS | SHOVEL_IDS | AXE_IDS | set([CHEST_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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177
jobs.py
177
jobs.py
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@ -364,6 +364,10 @@ class GatherWoodStates:
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def init(self):
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self.g.chopped_tree = False
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self.state = self.select_axe
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def select_axe(self):
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self.g.game.select_item(items.AXE_IDS)
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self.state = self.find_new_tree
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def find_new_tree(self):
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@ -647,7 +651,7 @@ class GrabSandStates:
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w = self.g.world
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p = utils.pint(self.g.pos)
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sand = w.find_objects(items.SAND_ID)
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sand = w.find_objects([items.SAND_ID])
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if not sand:
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print('No sand objects found, aborting')
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@ -771,7 +775,7 @@ class SleepWithBedStates:
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self.state = self.use_bed
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def use_bed(self):
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if self.g.time >= 12542:
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if self.g.time > 12550:
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print('Sleeping')
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self.g.game.place_block(self.area, BlockFace.TOP)
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if not self.silent:
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@ -784,7 +788,8 @@ class SleepWithBedStates:
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threats = w.find_threats(p, 30)
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if threats:
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print('Waking up due to threats')
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print('Waking up due to threats:')
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print(threats)
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self.g.game.leave_bed()
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self.state = self.break_bed
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elif self.g.time < 100:
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@ -798,7 +803,7 @@ class SleepWithBedStates:
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def collect_bed(self):
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if not self.g.breaking:
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self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
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self.wait_time = 4
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self.wait_time = 2
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self.state = self.wait
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def wait(self):
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@ -1034,6 +1039,158 @@ class CacheItemsStates:
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self.state()
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class GrabSuppliesStates:
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def idle(self):
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return None
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def init(self):
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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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print('Aborting getting supplies, none specified')
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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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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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print('Skipping')
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continue
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else:
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self.target_items = items
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self.maximum_items = maximum
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self.count = 0
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self.state = self.find_barrels
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return
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print('Aborting, don\'t need any more supplies')
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self.state = self.cleanup
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def find_barrels(self):
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print('Finding barrels...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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self.barrels = w.find_blocks_indexed(p, blocks.BARREL_IDS, 100)
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print('Found:', self.barrels)
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self.state = self.choose_barrel
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def choose_barrel(self):
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print('Choosing a barrel...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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c = self.g.chunks
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if not len(self.barrels):
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print('No barrels')
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self.state = self.cleanup
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return
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barrel = self.barrels[0]
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tmp = c.get_block_at(*barrel)
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c.set_block_at(*barrel, blocks.AIR)
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navpath = w.path_to_place(p, barrel)
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c.set_block_at(*barrel, tmp)
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print('navpath:', navpath)
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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.area = barrel
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self.state = self.going_to_barrel
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return
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else:
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self.barrels.pop(0)
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def going_to_barrel(self):
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if utils.pint(self.g.pos) == self.opening:
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self.g.look_at = self.area
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self.state = self.open_barrel
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def open_barrel(self):
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print('Opening barrel')
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self.g.game.open_container(self.area)
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self.wait_time = 1
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self.state = self.wait
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def wait(self):
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# wait for server to send us barrel contents
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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.grab_items
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def grab_items(self):
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if self.g.item_lock: return
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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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for slot_num in w_container_slots:
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if slot_num not in w.contents:
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continue
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slot = w.contents[slot_num]
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if not slot.present:
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continue
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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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break
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self.count += 1
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print('Moving', slot)
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self.g.item_lock = True
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self.g.game.click_window(slot_num, 0, 1, slot)
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return
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print('Nothing left to move')
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self.state = self.close_barrel
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def close_barrel(self):
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print('Closing barrel')
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self.g.game.close_window()
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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):
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# never gets ran, placeholder
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return None
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def __init__(self, global_state):
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self.g = global_state
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self.state = self.idle
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self.supplies = {}
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self.target_supplies = []
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self.barrels = []
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self.target_items = None
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self.maximum_items = 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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self.wait_time = 0
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def run(self):
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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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@ -1278,7 +1435,8 @@ class CheckThreatsStates:
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threats = w.find_threats(p, 40)
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if threats:
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print('Found', len(threats), 'threats, fleeing')
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print('Found', len(threats), 'threats, fleeing:')
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print(threats)
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self.state = self.find_safety
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else:
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print('Aborting, no threats')
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@ -1558,6 +1716,7 @@ class JobStates:
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self.gather_sand_states = GatherSandStates(self.g)
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self.sleep_with_bed_states = SleepWithBedStates(self.g)
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self.cache_items_states = CacheItemsStates(self.g)
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self.grab_supplies_states = GrabSuppliesStates(self.g)
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self.find_gapple_states = FindGappleStates(self.g)
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self.plant_tree_states = PlantTreeStates(self.g)
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self.clear_leaves_states = ClearLeavesStates(self.g)
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@ -1590,6 +1749,7 @@ class JobStates:
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def farm_sand(self):
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machines = [
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self.grab_supplies_states,
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self.check_threats_states,
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self.gather_sand_states,
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self.grab_sand_states,
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@ -1598,6 +1758,9 @@ 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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self.grab_supplies_states.supplies = {
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tuple(items.SHOVEL_IDS): 9
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}
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return machines
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def cache_items(self):
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@ -1623,6 +1786,7 @@ class JobStates:
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def farm_wood(self):
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machines = [
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self.grab_supplies_states,
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self.gather_wood_states,
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self.clear_leaves_states,
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self.plant_tree_states,
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@ -1632,6 +1796,9 @@ 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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self.grab_supplies_states.supplies = {
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tuple(items.AXE_IDS): 9,
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}
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return machines
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def farm_wart(self):
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Block a user