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6 Commits

5 changed files with 227 additions and 44 deletions

24
bot.py
View File

@ -55,10 +55,18 @@ def tick(global_state):
target = None
# make sure current chunks are loaded for physics
if not g.chunks.check_loaded(p, 9):
if not g.chunks.check_loaded(p, 288):
if not g.chunks.loading:
print('Loading chunks', end='', flush=True)
g.chunks.loading = True
packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=0, yaw=0, on_ground=True)
g.connection.write_packet(packet, force=True)
return
else:
if g.chunks.loading:
print()
print('Chunks loaded.')
g.chunks.loading = False
g.chunks.unload_chunks(p)
@ -205,7 +213,7 @@ def init(global_state):
g.item_lock = False
g.command_lock = False
g.window = None
g.trades = []
g.job = jobs.JobStates(g)
g.chopped_tree = False
@ -246,11 +254,8 @@ def bot(global_state):
time.sleep(utils.TICK)
print('Player loaded.')
while not g.chunks.check_loaded(g.pos, 529):
time.sleep(utils.TICK)
print('Chunks loaded.')
init(g)
g.game.close_window()
print('Initialized.')
while g.running:
@ -269,10 +274,3 @@ def bot(global_state):
g.connection.early_outgoing_packet_listeners = []
print('Bot module loaded.')
print(mcdata.mcd.blockCollisionShapes['blocks']['brewing_stand'])
print(mcdata.mcd.blockCollisionShapes['shapes']['107'])

58
game.py
View File

@ -309,6 +309,40 @@ class MCWorld:
result.append(mob)
return result
def find_villagers(self, center, distance):
# finds villagers within distance
result = []
for eid, mob in copy(self.g.mobs).items():
type_name = mobs.MOB_NAMES[mob.type]
if type_name != 'villager' : continue
pos = utils.pint((mob.x, mob.y, mob.z))
if utils.phyp(center, pos) > distance:
continue
result.append(mob)
return result
def find_villager_openings(self, villager):
# returns coords in a cardinal direction where we can stand by a villager
maze_solver = path.Pathfinder(self.g.chunks)
result = []
for distance in range(3):
for direction in path.CHECK_DIRECTIONS:
offset = utils.pmul(direction, distance+1)
if not maze_solver.check_traverse(villager, offset):
continue
# check for line of sight
for check in range(distance+1):
offset2 = utils.pmul(direction, check+1)
offset2 = utils.padd(offset2, path.BLOCK_ABOVE)
check = utils.padd(villager, offset2)
if self.block_at(*check) not in blocks.NON_SOLID_IDS:
break
else: # for
result.append(utils.padd(villager, offset))
return result
class Game:
@ -642,7 +676,12 @@ class Game:
self.g.job.state = self.g.job.loiter
reply = 'ok'
if command == 'trade':
self.g.job.state = self.g.job.trade
reply = 'ok'
if command == 'stop':
self.close_window()
bot.init(self.g)
reply = 'ok'
@ -759,7 +798,7 @@ class Game:
try:
item = self.g.window.contents[slot]
except KeyError:
item = Slot(present=False, item_id=None, item_count=None, nbt=None)
item = Slot(present=False)
print(item)
self.click_window(slot, button, mode, item)
else:
@ -773,7 +812,8 @@ class Game:
if command == 'test':
reply = 'ok'
self.select_next_item()
r = self.g.world.find_villager_openings((615, 78, 493))
print(r)
################# Authorized commands ##########################
if authed:
@ -893,7 +933,9 @@ class Game:
def select_item(self, items):
# select the first match from items of inv
# uses smallest stack of that match
# and optionally the most damaged item
inv_items = list(self.g.inv.items())
inv_items.sort(key=lambda x: (x[1].nbt or {}).get('Damage', 0), reverse=True)
inv_items.sort(key=lambda x: x[1].item_count or 0)
for slot, item in inv_items:
if item.item_id in items:
@ -922,7 +964,9 @@ class Game:
def select_next_item(self):
# select the next item slot that has an item
for slot, item in self.g.inv.items():
if slot < 9: continue # skip armour slots
if item.present:
print('slot:', slot, 'item:', item)
self.g.game.choose_slot(slot)
self.g.holding = item.item_id
return True
@ -961,10 +1005,11 @@ class Game:
w.count += 1
def close_window(self):
packet = CloseWindowPacket()
packet.window_id = self.g.window.data.window_id
self.g.connection.write_packet(packet)
self.g.window = None
if self.g.window:
packet = CloseWindowPacket()
packet.window_id = self.g.window.data.window_id
self.g.connection.write_packet(packet)
self.g.window = None
def handle_window_confirmation(self, packet):
print(packet)
@ -1139,6 +1184,7 @@ class Game:
def handle_trade_list(self, packet):
print(packet)
self.g.trades = packet.trades
def tick(self):
if self.g.breaking:

170
jobs.py
View File

@ -303,7 +303,7 @@ class GatherWartStates:
def select_wart(self):
p = utils.pint(self.g.pos)
if self.g.game.select_item(items.NETHERWART_ID):
if self.g.game.select_item([items.NETHERWART_ID]):
self.state = self.wait_select
self.wait_time = 0.5
else:
@ -403,6 +403,7 @@ class GatherWoodStates:
print('Unable to get to tree', self.tree)
if self.tree not in self.good_trees:
self.bad_trees.append(self.tree)
print('Added to bad trees list')
self.state = self.cleanup
return
@ -507,7 +508,6 @@ class GatherWoodStates:
# never gets ran, placeholder
return None
def __init__(self, global_state):
self.g = global_state
self.state = self.idle
@ -893,7 +893,6 @@ class CacheItemsStates:
self.g.look_at = self.area
self.state = self.open_chest
def select_chest(self):
if self.g.game.select_item([items.CHEST_ID]):
self.state = self.find_cache_spot
@ -1288,19 +1287,23 @@ class ClearLeavesStates:
return None
def init(self):
if self.g.chopped_tree:
sapling_type = self.g.chopped_tree + '_sapling'
sapling_item = items.get_id(sapling_type)
num_saplings = self.g.game.count_items([sapling_item])
print('Have', num_saplings, sapling_type, 'in inventory')
if not self.g.chopped_tree:
print('Didnt chop tree, clearing leaves')
self.state = self.cleanup
return
if num_saplings > 8:
print('Aborting clearing leaves')
self.state = self.cleanup
return
sapling_type = self.g.chopped_tree + '_sapling'
sapling_item = items.get_id(sapling_type)
num_saplings = self.g.game.count_items([sapling_item])
print('Have', num_saplings, sapling_type, 'in inventory')
self.state = self.select_log
print('Clearing leaves...')
if num_saplings > 8:
print('Have enough saplings, aborting clearing leaves')
self.state = self.cleanup
return
self.state = self.select_log
print('Clearing leaves...')
def select_log(self):
# select a log to avoid using tools
@ -1558,6 +1561,10 @@ class FillBlocksStates:
return
self.last_block = check
else: # for
self.state = self.cleanup
print('Aborting, no air left')
return
def select_item(self):
f = self.g.filling
@ -1765,6 +1772,114 @@ class EatFoodStates:
self.state()
class SellToVillagerStates:
def idle(self):
return None
def init(self):
self.state = self.find_villager
def find_villager(self):
print('Finding new villager...')
w = self.g.world
p = utils.pint(self.g.pos)
for villager in w.find_villagers(p, 100):
print('Found villager:', villager)
if villager not in self.bad_villagers:
break
else: # for
print('No good villagers left, aborting.')
self.state = self.cleanup
return
self.villager = villager
self.villager_pos = utils.pint((villager.x, villager.y, villager.z))
self.state = self.find_openings
def find_openings(self):
w = self.g.world
self.openings = w.find_villager_openings(self.villager_pos)
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 villager:', self.villager)
if self.villager not in self.good_villagers:
self.bad_villagers.append(self.villager)
print('Added to bad villager list')
self.state = self.cleanup
return
navpath = w.path_to_place(p, self.openings[0])
if navpath:
self.g.path = navpath
self.state = self.going_to_villager
else:
self.openings.pop(0)
def going_to_villager(self):
if utils.pint(self.g.pos) == self.openings[0]:
print('Arrived at villager')
self.g.look_at = self.villager_pos
self.wait_time = 0.5
self.state = self.wait_to_interact
def wait_to_interact(self):
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.interact_villager
def interact_villager(self):
print('Interacting with villager')
self.g.game.interact(self.villager.entity_id)
self.g.game.animate()
self.state = self.select_trade
def select_trade(self):
if not self.g.window or not self.g.trades:
return
print('Got trades window')
self.state = self.freeze
def freeze(self):
return
def wait(self):
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.cleanup
def cleanup(self):
self.state = self.done
def done(self):
# never gets ran, placeholder
return None
def __init__(self, global_state):
self.g = global_state
self.state = self.idle
self.villager = None
self.villager_pos = None
self.bad_villagers = []
self.good_villagers = []
self.openings = []
self.wait_time = 0
def run(self):
self.state()
class JobStates:
def idle(self):
@ -1786,6 +1901,7 @@ class JobStates:
self.gather_wart_states = GatherWartStates(self.g)
self.gather_crop_states = GatherCropStates(self.g)
self.eat_food_states = EatFoodStates(self.g)
self.sell_to_villager = SellToVillagerStates(self.g)
def run_machines(self, machines):
for m in machines:
@ -1897,12 +2013,13 @@ class JobStates:
self.sleep_with_bed_states.silent = True
f = self.g.filling
name = blocks.BLOCKS[f.block]
item = items.ITEMS['minecraft:'+name]['protocol_id']
if f:
name = blocks.BLOCKS[f.block]
item = items.ITEMS['minecraft:'+name]['protocol_id']
self.grab_supplies_states.supplies = {
tuple([item]): 0,
}
self.grab_supplies_states.supplies = {
tuple([item]): 0,
}
return machines
def loiter(self):
@ -1914,6 +2031,21 @@ class JobStates:
self.sleep_with_bed_states.silent = True
return machines
def trade(self):
machines = [
#self.grab_supplies_states,
self.sell_to_villager,
#self.sleep_with_bed_states,
#self.eat_food_states,
#self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
self.grab_supplies_states.supplies = {
tuple(items.AXE_IDS): 9,
}
return machines
def stop(self):
self.init_machines()
self.state = self.idle

View File

@ -44,6 +44,7 @@ class ChunksManager:
self.chunks = {}
self.biomes = {}
self.index = {}
self.loading = False
def handle_block(self, block_packet):
self.set_block_at(block_packet.location.x, block_packet.location.y, block_packet.location.z, block_packet.block_state_id)
@ -74,6 +75,8 @@ class ChunksManager:
self.index[item_id].append(coords)
self.biomes[(chunk_packet.x, None, chunk_packet.z)] = chunk_packet.biomes # FIXME
if self.loading:
print('.', end='', flush=True)
def register(self, connection):
connection.register_packet_listener(self.handle_block, clientbound.play.BlockChangePacket)

View File

@ -103,7 +103,7 @@ class Nbt(Type):
class Slot(Type):
def __init__(self, present, item_id, item_count, nbt):
def __init__(self, present, item_id=None, item_count=None, nbt=None):
self.present = present
self.item_id = item_id
self.item_count = item_count
@ -112,8 +112,11 @@ class Slot(Type):
def __str__(self):
return str(self.__dict__)
def __repr__(self):
return 'Slot(present={}, item_id={}, item_count={}, nbt={}'.format(
self.present, self.item_id, self.item_count, self.nbt)
if self.present:
return 'Slot(present={}, item_id={}, item_count={}, nbt={}'.format(
self.present, self.item_id, self.item_count, self.nbt)
else:
return 'Slot(present={})'.format(self.present)
@staticmethod
def read(file_object):
@ -131,9 +134,10 @@ class Slot(Type):
@staticmethod
def send(value, socket):
Boolean.send(value.present, socket)
VarInt.send(value.item_id, socket)
Byte.send(value.item_count, socket)
Byte.send(0x00, socket)
if value.present:
VarInt.send(value.item_id, socket)
Byte.send(value.item_count, socket)
Byte.send(0x00, socket)
class Entry(Type):