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ef68956e63
...
e4b51aa2d6
38
blocks.py
38
blocks.py
|
@ -237,31 +237,12 @@ SAPLINGS = [
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'dark_oak_sapling',
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]
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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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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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] + BEDS
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]
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NON_SOLID_IDS = set([SINGLE_SNOW])
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@ -329,23 +310,16 @@ for block_name in ['beetroots']:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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BEETROOT_IDS.add(state['id'])
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SAPLING_IDS = set()
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for block_name in SAPLINGS:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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SAPLING_IDS.add(state['id'])
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BED_IDS = set()
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for block_name in BEDS:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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BED_IDS.add(state['id'])
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INDEXED_IDS = set()
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for block_name in INDEXED:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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INDEXED_IDS.add(state['id'])
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SAPLING_IDS = set()
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for block_name in SAPLINGS:
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for state in JSON_BLOCKS['minecraft:' + block_name]['states']:
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SAPLING_IDS.add(state['id'])
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MATURE_WHEAT_ID = max(WHEAT_IDS)
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MATURE_POTATO_ID = max(POTATO_IDS)
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MATURE_CARROT_ID = max(CARROT_IDS)
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24
bot.py
24
bot.py
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@ -24,7 +24,7 @@ from minecraft.networking.packets import Packet, clientbound, serverbound
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from protocol.managers import DataManager, ChunksManager, ChatManager, ChunkNotLoadedException
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from munch import Munch
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from vector import Point3D, Vector3D
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from panda3d.core import LPoint3f, LVector3f
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import game
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importlib.reload(game)
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@ -41,9 +41,9 @@ importlib.reload(mcdata)
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last_tick = time.time()
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PITCH_ANGLE_DIR = Vector3D((0, 1, 0))
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YAW_ANGLE_DIR = Vector3D((0, 0, -1))
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YAW_ANGLE_REF = Vector3D((0, 1, 0))
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PITCH_ANGLE_DIR = LVector3f(x=0, y=1, z=0)
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YAW_ANGLE_DIR = LVector3f(x=0, y=0, z=-1)
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YAW_ANGLE_REF = LVector3f(x=0, y=1, z=0)
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YAW_LOOK_AHEAD = 4
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@ -105,7 +105,7 @@ def tick(global_state):
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########## player physics ##########
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if g.path and len(g.path):
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target = Point3D(g.path[0])
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target = LPoint3f(g.path[0])
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target.x += 0.5
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target.z += 0.5
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@ -142,11 +142,9 @@ def tick(global_state):
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g.y_v += g.y_a * utils.TICK
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block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
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block_above = g.chunks.get_block_at(floor(p.x), ceil(p.y+1), floor(p.z))
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in_void = p.y < 0
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in_air = block_below in blocks.NON_SOLID_IDS or in_void
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in_water = block_below in blocks.WATER_IDS
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g.crawling = block_above not in blocks.NON_SOLID_IDS
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if in_air:
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g.y_a = -36.0
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@ -158,11 +156,11 @@ def tick(global_state):
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g.y_a = 0
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if g.look_at:
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look_at = Point3D(g.look_at)
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look_at = LPoint3f(g.look_at)
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elif g.path and len(g.path) > YAW_LOOK_AHEAD:
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look_at = Point3D(g.path[YAW_LOOK_AHEAD])
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look_at = LPoint3f(g.path[YAW_LOOK_AHEAD])
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elif g.path and len(g.path):
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look_at = Point3D(g.path[-1])
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look_at = LPoint3f(g.path[-1])
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else:
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look_at = None
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@ -177,10 +175,9 @@ def tick(global_state):
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target_pitch_d = target_pitch - g.pitch
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g.pitch += utils.cap(target_pitch_d, 10)
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# remove vertical component for yaw calculation
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look_at_d.y = 0
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# remove vertical component for yaw calculation
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look_at_d.y = 0
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if look_at_d.length() > 0.6:
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target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF)
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target_yaw_d = target_yaw - g.yaw
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target_yaw_d = (target_yaw_d + 180) % 360 - 180
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@ -207,7 +204,6 @@ def init(global_state):
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g.y_a = 0
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g.yaw = 360
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g.pitch = 0
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g.crawling = False
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g.breaking = None
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g.break_time = 0
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38
game.py
38
game.py
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@ -8,7 +8,7 @@ from itertools import count
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from munch import Munch
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from copy import copy
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from vector import Point3D
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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 minecraft.networking.types import BlockFace
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@ -21,7 +21,7 @@ from protocol.packets import (
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ClientWindowConfirmationPacket, EntityMetadataPacket,
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SpawnLivingEntityPacket, EntityPositionRotationPacket, DestroyEntitiesPacket,
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EntityActionPacket, EntityTeleport, InteractEntityPacket, TradeListPacket,
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SelectTradePacket, DisconnectPacket,
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SelectTradePacket,
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)
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from protocol.types import Slot
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@ -117,8 +117,10 @@ class MCWorld:
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log_count += 1
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for offset in path.CHECK_DIRECTIONS:
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if self.block_at(*utils.padd(log, offset)) in blocks.LEAF_IDS:
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good_leaves = True
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if self.block_at(*utils.padd(log, offset)) not in blocks.LEAF_IDS:
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break
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else: # for:
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good_leaves = True
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# make sure it's a good tree
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if not good_leaves or log_count < 3:
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@ -130,7 +132,7 @@ class MCWorld:
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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)
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maze_solver = path.Pathfinder(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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@ -144,7 +146,7 @@ class MCWorld:
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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)
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maze_solver = path.Pathfinder(self.g.chunks)
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try:
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s = maze_solver.astar(start, place)
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@ -153,8 +155,8 @@ class MCWorld:
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return None
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def find_bed_areas(self, center, distance):
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bed_clearance = 9 # 5x5 area
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clear_distance = 2
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bed_clearance = 25 # 5x5 area
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clear_distance = 3
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for a in self.find_blocks_3d(center, [0], distance, 50):
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# check for air around the area
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@ -322,7 +324,7 @@ class MCWorld:
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def find_villager_openings(self, villager):
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# returns coords in a cardinal direction where we can stand by a villager
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maze_solver = path.Pathfinder(self.g)
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maze_solver = path.Pathfinder(self.g.chunks)
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result = []
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for distance in range(3):
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@ -372,7 +374,6 @@ class Game:
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register(self.handle_update_health, clientbound.play.UpdateHealthPacket)
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#register(self.handle_entity_velocity, clientbound.play.EntityVelocityPacket)
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register(self.handle_trade_list, TradeListPacket)
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register(self.handle_disconnect, DisconnectPacket)
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#register(self.handle_packet, Packet, early=True)
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@ -392,11 +393,11 @@ class Game:
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def handle_block_change(self, packet):
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if packet.block_state_id == blocks.SOUL_TORCH:
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try:
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self.g.goal = Point3D((packet.location[0], packet.location[1], packet.location[2]))
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self.g.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
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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).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(self.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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@ -419,7 +420,7 @@ class Game:
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def handle_position_and_look(self, packet):
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print(packet)
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p = Point3D((packet.x, packet.y, packet.z))
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p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
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self.g.pos = p
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confirm_packet = serverbound.play.TeleportConfirmPacket()
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@ -850,11 +851,6 @@ class Game:
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data = data.replace('^', '.')
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reply = str(eval(data))
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if command == 'exit':
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import os
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os._exit(0)
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except BaseException as e:
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import traceback
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@ -1234,12 +1230,6 @@ class Game:
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packet.selected_slot = num
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self.g.connection.write_packet(packet)
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def handle_disconnect(self, packet):
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print(packet)
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print('Client disconnected!')
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import os
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os._exit(1)
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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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|
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57
jobs.py
57
jobs.py
|
@ -732,51 +732,7 @@ class SleepWithBedStates:
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self.state = self.cleanup
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return
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self.state = self.find_beds
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def find_beds(self):
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print('Finding beds...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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self.beds = w.find_blocks_indexed(p, blocks.BED_IDS)
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print('Found:', self.beds)
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self.state = self.choose_bed
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def choose_bed(self):
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print('Choosing a bed...')
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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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|
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if not len(self.beds):
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print('No beds')
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self.state = self.select_bed
|
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return
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|
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bed = self.beds[0]
|
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|
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tmp = c.get_block_at(*bed)
|
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c.set_block_at(*bed, blocks.AIR)
|
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navpath = w.path_to_place(p, bed)
|
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c.set_block_at(*bed, tmp)
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|
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print('navpath:', navpath)
|
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|
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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 = bed
|
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self.state = self.going_to_bed
|
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return
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else:
|
||||
self.beds.pop(0)
|
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|
||||
def going_to_bed(self):
|
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if utils.pint(self.g.pos) == self.opening:
|
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self.my_bed = False
|
||||
self.g.look_at = self.area
|
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self.state = self.use_bed
|
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self.state = self.select_bed
|
||||
|
||||
def select_bed(self):
|
||||
if self.g.game.select_item(items.BED_IDS):
|
||||
|
@ -822,7 +778,6 @@ class SleepWithBedStates:
|
|||
|
||||
def place_bed(self):
|
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self.g.game.place_block(self.area, BlockFace.TOP)
|
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self.my_bed = True
|
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self.state = self.use_bed
|
||||
|
||||
def use_bed(self):
|
||||
|
@ -848,12 +803,8 @@ class SleepWithBedStates:
|
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self.state = self.break_bed
|
||||
|
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def break_bed(self):
|
||||
if self.my_bed:
|
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self.g.game.break_block(self.area)
|
||||
self.state = self.collect_bed
|
||||
else:
|
||||
self.state = self.cleanup
|
||||
|
||||
self.g.game.break_block(self.area)
|
||||
self.state = self.collect_bed
|
||||
|
||||
def collect_bed(self):
|
||||
if not self.g.breaking:
|
||||
|
@ -882,8 +833,6 @@ class SleepWithBedStates:
|
|||
|
||||
self.silent = False
|
||||
|
||||
self.my_bed = False
|
||||
self.beds = []
|
||||
self.area = None
|
||||
self.opening = None
|
||||
self.bad_areas = []
|
||||
|
|
|
@ -19,7 +19,6 @@ def get_packets(old_get_packets):
|
|||
mc_packets.add(packets.DestroyEntitiesPacket)
|
||||
mc_packets.add(packets.EntityTeleport)
|
||||
mc_packets.add(packets.TradeListPacket)
|
||||
mc_packets.add(packets.DisconnectPacket)
|
||||
|
||||
|
||||
return mc_packets
|
||||
|
|
69
path.py
69
path.py
|
@ -121,9 +121,8 @@ HALF_PARKOUR = {
|
|||
BLOCK_CACHE_SIZE = 2**14
|
||||
|
||||
class Pathfinder(AStar):
|
||||
def __init__(self, g):
|
||||
self.g = g
|
||||
self.chunks = g.chunks
|
||||
def __init__(self, chunks):
|
||||
self.chunks = chunks
|
||||
self.start_time = time.time()
|
||||
|
||||
@functools.lru_cache(maxsize=BLOCK_CACHE_SIZE)
|
||||
|
@ -134,23 +133,6 @@ class Pathfinder(AStar):
|
|||
def bavoid(self, p):
|
||||
return self.chunks.get_block_at(*p) in blocks.AVOID_IDS or p[1] < 0
|
||||
|
||||
def check_traverse_crawling(self, node, offset):
|
||||
dest = utils.padd(node, offset)
|
||||
|
||||
if not self.bair(dest):
|
||||
return False
|
||||
|
||||
if self.bair(utils.padd(dest, BLOCK_BELOW)):
|
||||
return False
|
||||
|
||||
if self.bavoid(dest):
|
||||
return False
|
||||
|
||||
if self.bavoid(utils.padd(dest, BLOCK_BELOW)):
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def check_traverse(self, node, offset):
|
||||
dest = utils.padd(node, offset)
|
||||
|
||||
|
@ -272,32 +254,27 @@ class Pathfinder(AStar):
|
|||
def neighbors(self, node):
|
||||
results = []
|
||||
|
||||
if self.g.crawling:
|
||||
for offset in TRAVERSE:
|
||||
if self.check_traverse_crawling(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
else:
|
||||
for offset in TRAVERSE:
|
||||
if self.check_traverse(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DIAGONAL:
|
||||
if self.check_diagonal(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in ASCEND:
|
||||
if self.check_ascend(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DESCEND:
|
||||
if self.check_descend(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DESCEND2:
|
||||
if self.check_descend2(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DESCEND3:
|
||||
if self.check_descend3(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in PARKOUR:
|
||||
if self.check_parkour(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in TRAVERSE:
|
||||
if self.check_traverse(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DIAGONAL:
|
||||
if self.check_diagonal(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in ASCEND:
|
||||
if self.check_ascend(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DESCEND:
|
||||
if self.check_descend(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DESCEND2:
|
||||
if self.check_descend2(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in DESCEND3:
|
||||
if self.check_descend3(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
for offset in PARKOUR:
|
||||
if self.check_parkour(node, offset):
|
||||
results.append(utils.padd(node, offset))
|
||||
|
||||
if not results:
|
||||
if time.time() - self.start_time > 2.0:
|
||||
|
|
|
@ -447,14 +447,3 @@ class SelectTradePacket(Packet):
|
|||
definition = [
|
||||
{'selected_slot': VarInt},
|
||||
]
|
||||
|
||||
class DisconnectPacket(Packet):
|
||||
# Sent by the server before it disconnects a client
|
||||
# https://wiki.vg/Protocol#Disconnect_.28play.29
|
||||
|
||||
id = 0x19
|
||||
packet_name = 'disconnect'
|
||||
|
||||
definition = [
|
||||
{'reason': String},
|
||||
]
|
||||
|
|
123
vector.py
123
vector.py
|
@ -1,123 +0,0 @@
|
|||
import math
|
||||
|
||||
class Vector3D:
|
||||
def __init__(self, vector):
|
||||
self.x = vector[0]
|
||||
self.y = vector[1]
|
||||
self.z = vector[2]
|
||||
|
||||
@property
|
||||
def xz(self):
|
||||
return Vector3D((self.x, 0, self.z))
|
||||
|
||||
def tuple(self):
|
||||
return (self.x, self.y, self.z)
|
||||
|
||||
def __getitem__(self, key):
|
||||
return self.tuple()[key]
|
||||
|
||||
def length(self):
|
||||
return math.hypot(self.x, self.y, self.z)
|
||||
|
||||
def normalized(self):
|
||||
x = self.x / self.length()
|
||||
y = self.y / self.length()
|
||||
z = self.z / self.length()
|
||||
return Vector3D((x, y, z))
|
||||
|
||||
def dot(self, other):
|
||||
return self.x * other.x + self.y * other.y + self.z * other.z
|
||||
|
||||
def cross(self, other):
|
||||
a1, a2, a3 = self.tuple()
|
||||
b1, b2, b3 = other.tuple()
|
||||
return Vector3D((a2*b3-a3*b2, a3*b1-a1*b3, a1*b2-a2*b1))
|
||||
|
||||
def angleDeg(self, other):
|
||||
ratio = self.dot(other) / (self.length() * other.length())
|
||||
rads = math.acos(ratio)
|
||||
return math.degrees(rads)
|
||||
|
||||
def signedAngleDeg(self, other, ref):
|
||||
angle1 = self.angleDeg(other)
|
||||
cross = self.cross(ref)
|
||||
angle2 = other.angleDeg(cross)
|
||||
if angle2 < 90:
|
||||
return -angle1
|
||||
else:
|
||||
return angle1
|
||||
|
||||
def __repr__(self):
|
||||
return 'Vector3D(x={}, y={}, z={})'.format(self.x, self.y, self.z)
|
||||
def __str__(self):
|
||||
return '[{}, {}, {}]'.format(self.x, self.y, self.z)
|
||||
|
||||
class Point3D:
|
||||
def __init__(self, point):
|
||||
self.x = point[0]
|
||||
self.y = point[1]
|
||||
self.z = point[2]
|
||||
|
||||
def __sub__(self, other):
|
||||
#x = other.x - self.x
|
||||
#y = other.y - self.y
|
||||
#z = other.z - self.z
|
||||
x = self.x - other.x
|
||||
y = self.y - other.y
|
||||
z = self.z - other.z
|
||||
return Vector3D((x, y, z))
|
||||
|
||||
def tuple(self):
|
||||
return (self.x, self.y, self.z)
|
||||
|
||||
def __getitem__(self, key):
|
||||
return self.tuple()[key]
|
||||
|
||||
def __repr__(self):
|
||||
return 'Point3D(x={}, y={}, z={})'.format(self.x, self.y, self.z)
|
||||
def __str__(self):
|
||||
return '({}, {}, {})'.format(self.x, self.y, self.z)
|
||||
|
||||
if __name__ == '__main__':
|
||||
# test to make sure our Vector module is the same as Panda3D
|
||||
|
||||
from panda3d.core import LPoint3f, LVector3f
|
||||
import random
|
||||
|
||||
pPITCH_ANGLE_DIR = LVector3f(x=0, y=1, z=0)
|
||||
pYAW_ANGLE_DIR = LVector3f(x=0, y=0, z=-1)
|
||||
pYAW_ANGLE_REF = LVector3f(x=0, y=1, z=0)
|
||||
|
||||
PITCH_ANGLE_DIR = Vector3D((0, 1, 0))
|
||||
YAW_ANGLE_DIR = Vector3D((0, 0, -1))
|
||||
YAW_ANGLE_REF = Vector3D((0, 1, 0))
|
||||
|
||||
for _ in range(1000):
|
||||
r = lambda: random.uniform(-10, 10)
|
||||
a, b, c = r(), r(), r()
|
||||
plook_at_d = LVector3f(x=a, y=b, z=c)
|
||||
look_at_d = Vector3D((a, b, c))
|
||||
|
||||
ptarget_pitch = plook_at_d.normalized().angleDeg(pPITCH_ANGLE_DIR)
|
||||
target_pitch = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR)
|
||||
|
||||
if round(ptarget_pitch) != round(target_pitch):
|
||||
print('mismatch:', ptarget_pitch, target_pitch)
|
||||
break
|
||||
else: # for
|
||||
print('no mismatches')
|
||||
|
||||
for _ in range(1000):
|
||||
r = lambda: random.uniform(-10, 10)
|
||||
a, b, c = r(), r(), r()
|
||||
plook_at_d = LVector3f(x=a, y=b, z=c)
|
||||
look_at_d = Vector3D((a, b, c))
|
||||
|
||||
ptarget_yaw = plook_at_d.normalized().signedAngleDeg(other=pYAW_ANGLE_DIR, ref=pYAW_ANGLE_REF)
|
||||
target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF)
|
||||
|
||||
if round(ptarget_yaw) != round(target_yaw):
|
||||
print('mismatch:', ptarget_yaw, target_yaw)
|
||||
break
|
||||
else: # for
|
||||
print('no mismatches')
|
Loading…
Reference in New Issue
Block a user