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No commits in common. "c33e1e04b8f0c139f0bc8d40a6e617cc4200efa1" and "c30ac5aefc3fe0225deb1386e410ddf9be6eb393" have entirely different histories.
c33e1e04b8
...
c30ac5aefc
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@ -15,13 +15,9 @@ for name, data in JSON_BLOCKS.items():
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for state in data['states']:
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BLOCKS[state['id']] = name.replace('minecraft:', '')
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AIR = 0
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SAND = 66
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SINGLE_SNOW = 3921
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SOUL_TORCH = 4008
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AVOID = [
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'lava',
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'water',
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7
bot.py
7
bot.py
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@ -32,8 +32,6 @@ import utils
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importlib.reload(utils)
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import path
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importlib.reload(path)
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import jobs
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importlib.reload(jobs)
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last_tick = time.time()
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@ -135,7 +133,6 @@ def tick(global_state):
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g.connection.write_packet(packet, force=True)
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g.game.tick()
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g.job.tick()
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def init(global_state):
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@ -153,7 +150,8 @@ def init(global_state):
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g.breaking = None
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g.break_time = 0
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g.job = jobs.JobStates(g)
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#g.jobstate = JobStates(connection, player_info)
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#g.jobstate.run()
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def bot(global_state):
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g = global_state
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@ -193,7 +191,6 @@ def bot(global_state):
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print('Chunks loaded.')
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init(g)
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print('Initialized.')
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while g.running:
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tick(g)
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86
game.py
86
game.py
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@ -2,13 +2,12 @@ import re
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import time
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import importlib
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from math import hypot
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from itertools import count
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from panda3d.core import LPoint3f
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from minecraft.networking.packets import Packet, clientbound, serverbound
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from protocol.packets import TimeUpdatePacket, SetSlotPacket, PlayerDiggingPacket, BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket, HeldItemChangePacket, PickItemPacket
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from protocol.packets import TimeUpdatePacket, SetSlotPacket, PlayerDiggingPacket, BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket
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import utils
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importlib.reload(utils)
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@ -16,8 +15,6 @@ import path
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importlib.reload(path)
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import blocks
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importlib.reload(blocks)
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import items
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importlib.reload(items)
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class MCWorld:
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def __init__(self, global_state):
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@ -43,7 +40,7 @@ class MCWorld:
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def find_trees(self, center, distance):
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logs = []
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for i in range(5):
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check = utils.padd(center, utils.alternate(i, 3))
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check = utils.padd(center, alternate(i, 3))
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logs.extend(self.find_blocks(check, distance, blocks.LOG_IDS, 50))
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trees = []
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@ -69,37 +66,37 @@ class MCWorld:
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log = utils.padd(log, path.BLOCK_BELOW)
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trees.append(log)
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trees.sort(key=lambda x: utils.phyp(center, x))
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trees.sort(key=lambda x: phyp(center, x))
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return trees
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def find_tree_openings(self, tree):
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# returns coords in a cardinal direction where we can stand by tree
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maze_solver = path.Pathfinder(self.g.chunks)
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maze_solver = MazeSolver(self.g.chunks)
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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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for distance in range(5):
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for direction in path.CHECK_DIRECTIONS:
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offset = utils.pmul(direction, distance+1)
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for direction in CHECK_DIRECTIONS:
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offset = pmul(direction, distance+1)
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if maze_solver.check_traverse(tree, offset):
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result.append(utils.padd(tree, offset))
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return result
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def path_to_place(self, start, place):
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maze_solver = path.Pathfinder(self.g.chunks)
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maze_solver = MazeSolver(self.g.chunks)
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try:
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s = maze_solver.astar(start, place)
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return list(s) if s else None
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except path.AStarTimeout:
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except AStarTimeout:
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return None
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def find_bed_areas(self, center, distance):
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air = []
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for i in range(5):
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check = utils.padd(center, utils.alternate(i, 1))
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check = utils.padd(center, alternate(i, 1))
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air.extend(self.find_blocks(check, distance, [0], 200))
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areas = []
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@ -118,11 +115,11 @@ class MCWorld:
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areas.append(a)
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areas.sort(key=lambda x: utils.phyp(center, x))
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areas.sort(key=lambda x: phyp(center, x))
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return areas
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def sand_adjacent_safe(self, sand):
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for direction in path.CHECK_DIRECTIONS:
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for direction in CHECK_DIRECTIONS:
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if self.block_at(*utils.padd(sand, direction)) in blocks.AVOID_IDS:
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return False
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return True
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@ -130,8 +127,8 @@ class MCWorld:
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def find_sand(self, center, distance, origin):
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sand = []
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for i in range(10):
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check = utils.padd(center, utils.alternate(i, 1))
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sand.extend(self.find_blocks(check, distance, [blocks.SAND], 20))
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check = utils.padd(center, alternate(i, 1))
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sand.extend(self.find_blocks(check, distance, [66], 20))
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safe_sand = []
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for s in sand:
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@ -158,7 +155,7 @@ class MCWorld:
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# returns coords in a cardinal direction where we can stand by bed
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result = []
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for direction in path.CHECK_DIRECTIONS:
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for direction in CHECK_DIRECTIONS:
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result.append(utils.padd(area, direction))
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return result
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@ -191,11 +188,11 @@ class Game:
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print('new waypoint:', self.g.goal)
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start = time.time()
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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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solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(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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#g.jobstate.state = self.g.jobstate.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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@ -264,34 +261,6 @@ class Game:
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self.break_block((616, 78, 496))
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reply = 'ok'
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if command == 'gather' and data:
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if data == 'wood':
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self.g.job.state = self.g.job.lumberjack
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reply = 'ok'
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elif data == 'sand':
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self.g.job.state = self.g.job.gather_sand
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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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if command == 'inv':
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for i in self.g.inv.values():
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if i.present:
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print(items.ITEM_NAMES[i.item_id], 'x', i.item_count)
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if command == 'time':
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reply = str(self.g.time)
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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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@ -322,7 +291,6 @@ class Game:
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packet.location = self.g.breaking
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packet.face = 1
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self.g.connection.write_packet(packet)
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self.g.chunks.set_block_at(*self.g.breaking, 0)
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self.g.breaking = None
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@ -330,8 +298,7 @@ class Game:
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print(packet)
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def handle_break_ack(self, packet):
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#print(packet)
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return
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print(packet)
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def animate(self):
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packet = serverbound.play.AnimationPacket()
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@ -341,7 +308,7 @@ class Game:
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def place_block(self, location, face):
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packet = serverbound.play.PlayerBlockPlacementPacket()
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packet.hand = 0
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packet.location = location
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packet.location = pos
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packet.face = face
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packet.x = 0.5
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packet.y = 0.5
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@ -349,23 +316,6 @@ class Game:
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packet.inside_block = False
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self.g.connection.write_packet(packet)
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def pick(self, slot):
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packet = PickItemPacket()
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packet.slot_to_use = slot
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self.g.connection.write_packet(packet)
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def hold(self, slot):
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packet = HeldItemChangePacket()
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packet.slot = slot
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self.g.connection.write_packet(packet)
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def choose_slot(self, slot):
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if slot >= 36:
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slot -= 36
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self.hold(slot)
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else:
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self.pick(slot)
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def tick(self):
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if self.g.breaking:
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self.animate()
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31
items.py
31
items.py
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@ -1,31 +0,0 @@
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import json
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with open('mcdata/registries.json') as f:
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ITEMS = json.load(f)['minecraft:item']['entries']
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BEDS = [
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'white_bed',
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'orange_bed',
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'magenta_bed',
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'light_blue_bed',
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'yellow_bed',
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'lime_bed',
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'pink_bed',
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'gray_bed',
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'light_gray_bed',
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'cyan_bed',
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'purple_bed',
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'blue_bed',
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'brown_bed',
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'green_bed',
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'red_bed',
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'black_bed',
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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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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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87
jobs.py
87
jobs.py
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@ -13,8 +13,6 @@ import path
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importlib.reload(path)
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import blocks
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importlib.reload(blocks)
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import items
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importlib.reload(items)
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class LumberjackStates:
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@ -57,10 +55,10 @@ class LumberjackStates:
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self.state = self.cleanup
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return
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navpath = w.path_to_place(p, self.openings[0])
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path = w.path_to_place(p, self.openings[0])
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if navpath:
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self.g.path = navpath
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if path:
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self.g.path = path
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self.state = self.going_to_tree
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else:
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self.openings.pop(0)
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@ -73,10 +71,10 @@ class LumberjackStates:
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def clear_leaves(self):
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if not self.g.breaking:
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p = utils.pint(self.g.pos)
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diff = utils.psub(self.tree, p)
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diff = psub(self.tree, p)
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for x in utils.diffrange(diff[0]):
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for z in utils.diffrange(diff[2]):
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for x in diffrange(diff[0]):
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for z in diffrange(diff[2]):
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for y in range(2):
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check = utils.padd(p, (x, y, z))
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if check == self.tree:
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@ -102,10 +100,10 @@ class LumberjackStates:
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else:
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w = self.g.world
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p = utils.pint(self.g.pos)
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navpath = w.path_to_place(p, self.tree)
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path = w.path_to_place(p, self.tree)
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if navpath:
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self.g.path = navpath
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if path:
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self.g.path = path
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self.state = self.going_to_trunk_base
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else:
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self.openings.pop(0)
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@ -136,7 +134,7 @@ class LumberjackStates:
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def wait(self):
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# wait for the last log to fall
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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self.wait_time -= TICK
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else:
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self.state = self.cleanup
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@ -151,6 +149,7 @@ class LumberjackStates:
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def __init__(self, global_state):
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self.g = global_state
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self.l = self.g.local_state
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self.state = self.idle
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self.tree = None
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@ -180,14 +179,12 @@ class GatherSandStates:
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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_sand(p, 50, self.origin)
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sand = w.find_sand(p, 150, self.origin)
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print('Found sand:', sand)
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for check in sand:
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if check in self.bad_sand:
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continue
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self.sand = check
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break
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while sand[0] in self.bad_sand:
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sand.pop(0)
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self.sand = sand[0]
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self.state = self.nav_to_sand
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|
@ -195,12 +192,12 @@ class GatherSandStates:
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w = self.g.world
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p = utils.pint(self.g.pos)
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self.g.chunks.set_block_at(*self.sand, blocks.AIR)
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navpath = w.path_to_place(p, self.sand)
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self.g.chunks.set_block_at(*self.sand, blocks.SAND)
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w.chunks.set_block_at(*self.sand, 0)
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path = w.path_to_place(p, self.sand)
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w.chunks.set_block_at(*self.sand, 66)
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if navpath:
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self.g.path = navpath[:-1]
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if path:
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self.g.path = path[:-1]
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self.state = self.going_to_sand
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else:
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self.bad_sand.append(self.sand)
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|
@ -222,10 +219,10 @@ class GatherSandStates:
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def get_sand(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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navpath = w.path_to_place(p, self.sand)
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path = w.path_to_place(p, self.sand)
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||||
|
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if navpath:
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self.g.path = navpath
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||||
if path:
|
||||
self.g.path = path
|
||||
self.state = self.going_to_item
|
||||
else:
|
||||
self.bad_sand.append(self.sand)
|
||||
|
@ -247,6 +244,7 @@ class GatherSandStates:
|
|||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
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self.l = self.g.local_state
|
||||
self.state = self.idle
|
||||
|
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self.origin = utils.pint(self.g.pos)
|
||||
|
@ -291,16 +289,16 @@ class SleepWithBedStates:
|
|||
openings = w.find_bed_openings(self.area)
|
||||
|
||||
for o in openings:
|
||||
navpath = w.path_to_place(p, o)
|
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path = w.path_to_place(p, o)
|
||||
self.opening = o
|
||||
if navpath: break
|
||||
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 = navpath
|
||||
self.g.path = path
|
||||
self.state = self.going_to_area
|
||||
self.last_area = self.area
|
||||
|
||||
|
@ -314,22 +312,22 @@ class SleepWithBedStates:
|
|||
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)
|
||||
self.g.game.choose_slot(slot)
|
||||
choose_slot(self.connection, slot)
|
||||
self.state = self.place_bed
|
||||
break
|
||||
else: # for
|
||||
self.g.chat.send('I need a bed')
|
||||
say(self.connection, 'I need a bed')
|
||||
self.state = self.cleanup
|
||||
|
||||
def place_bed(self):
|
||||
self.g.game.place_block(self.area, BlockFace.TOP)
|
||||
place_block(self.connection, self.area, BlockFace.TOP)
|
||||
self.state = self.use_bed
|
||||
|
||||
def use_bed(self):
|
||||
if self.g.time >= 12542:
|
||||
print('Sleeping')
|
||||
self.g.game.place_block(self.area, BlockFace.TOP)
|
||||
self.g.chat.send('zzz')
|
||||
place_block(self.connection, self.area, BlockFace.TOP)
|
||||
say(self.connection, 'zzz')
|
||||
self.state = self.sleep_bed
|
||||
|
||||
def sleep_bed(self):
|
||||
|
@ -350,7 +348,7 @@ class SleepWithBedStates:
|
|||
def wait(self):
|
||||
# wait to pick up bed
|
||||
if self.wait_time > 0:
|
||||
self.wait_time -= utils.TICK
|
||||
self.wait_time -= TICK
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
|
@ -364,6 +362,7 @@ class SleepWithBedStates:
|
|||
|
||||
def __init__(self, global_state):
|
||||
self.g = global_state
|
||||
self.l = self.g.local_state
|
||||
self.state = self.idle
|
||||
|
||||
self.area = None
|
||||
|
@ -403,9 +402,10 @@ class JobStates:
|
|||
s.state = s.init
|
||||
# check time, etc
|
||||
|
||||
self.prev_state = self.gather_sand
|
||||
self.state = self.sleep_with_bed
|
||||
return
|
||||
if self.survive:
|
||||
self.prev_state = self.gather_sand
|
||||
self.state = self.sleep_with_bed
|
||||
return
|
||||
|
||||
s.run()
|
||||
|
||||
|
@ -417,9 +417,10 @@ class JobStates:
|
|||
s.state = s.init
|
||||
# check time, etc
|
||||
|
||||
self.prev_state = self.lumberjack
|
||||
self.state = self.sleep_with_bed
|
||||
return
|
||||
if self.survive:
|
||||
self.prev_state = self.lumberjack
|
||||
self.state = self.sleep_with_bed
|
||||
return
|
||||
|
||||
s.run()
|
||||
|
||||
|
@ -431,12 +432,14 @@ class JobStates:
|
|||
|
||||
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 tick(self):
|
||||
def run(self):
|
||||
self.state()
|
||||
|
|
39
utils.py
39
utils.py
|
@ -1,5 +1,5 @@
|
|||
import importlib
|
||||
from math import floor, ceil, sqrt, hypot
|
||||
from math import floor, ceil
|
||||
|
||||
import blocks
|
||||
importlib.reload(blocks)
|
||||
|
@ -22,7 +22,7 @@ def phyp_bias(p1, p2, origin):
|
|||
origin_distance = phyp(origin, p2)
|
||||
height_diff = p2[1] - p1[1]
|
||||
height_diff = height_diff*8 if height_diff < 0 else height_diff*0.5
|
||||
return hypot(p1[0] - p2[0], height_diff, p1[2] - p2[2]) + origin_distance*0.5
|
||||
return hypot(p1[0] - p2[0], height_diff, p1[2] - p2[2]) + origin_distance*1.5
|
||||
|
||||
def pint(p):
|
||||
return (floor(p[0]), floor(p[1]), floor(p[2]))
|
||||
|
@ -31,45 +31,12 @@ def cap(x, amount):
|
|||
sign = 1 if x >= 0 else -1
|
||||
return sign * min(abs(x), amount)
|
||||
|
||||
def spiral(n):
|
||||
# return x, 0, z coords along a spiral at step n
|
||||
# I forget where I found this
|
||||
n += 1
|
||||
k = ceil((sqrt(n)-1)/2)
|
||||
t = 2 * k + 1
|
||||
m = t**2
|
||||
t = t - 1
|
||||
if n >= m-t:
|
||||
return k-(m-n), 0, -k
|
||||
else:
|
||||
m = m-t
|
||||
if n >= m-t:
|
||||
return -k, 0, -k+(m-n)
|
||||
else:
|
||||
m = m-t
|
||||
if n >= m-t:
|
||||
return -k+(m-n), 0, k
|
||||
else:
|
||||
return k, 0, k-(m-n-t)
|
||||
|
||||
def alternate(n, amount):
|
||||
# return 0, y, 0 where y alternates +/- by amount
|
||||
# example: 0, 2, -2, 4, -4, 6, -6 for amount = 2
|
||||
sign = 1 if n % 2 else -1
|
||||
return (0, ceil(n/2) * sign * amount, 0)
|
||||
|
||||
def diffrange(n):
|
||||
# same as range(n+1) but can go negative
|
||||
sign = 1 if n >= 0 else -1
|
||||
return range(0, n+sign, sign)
|
||||
|
||||
def break_time(block_id, held_item=0, in_water=False, on_ground=True, enchantments=[], effects={}):
|
||||
# from PrismarineJS/prismarine-block
|
||||
data = blocks.get(block_id)
|
||||
|
||||
can_harvest = 'harvestTools' not in data or str(held_item) in data['harvestTools']
|
||||
material = data.get('material', 'n/a')
|
||||
tool_multipliers = blocks.mcd.materials.get(material, [])
|
||||
tool_multipliers = blocks.mcd.materials.get(data['material'], [])
|
||||
is_best_tool = held_item in tool_multipliers
|
||||
time = data['hardness']
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user