import re import time import importlib import random from itertools import count from math import hypot, floor from minecraft.networking.types import BlockFace from mosfet.protocol.managers import ChunkNotLoadedException from mosfet import utils from mosfet import path from mosfet import blocks from mosfet import items from mosfet import mcdata from mosfet import mobs class GatherSandStates: def bair(self, p): return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS def bsand(self, p): return self.g.chunks.get_block_at(*p) == blocks.SAND def idle(self): return None def init(self): self.state = self.select_shovel def select_shovel(self): self.g.game.select_item(items.SHOVEL_IDS) self.state = self.find_new_slice def find_new_slice(self): print('Finding new slice...') w = self.g.world print('using origin', self.origin) start = time.time() self.prev_layer, s = w.find_sand_slice(self.origin, 200, 10, self.bad_slices, self.prev_layer) print('Found slice:', s, 'in', time.time() - start, 'seconds') if s: self.slice = s self.bad_slices.append(s) self.state = self.find_new_sand else: print('No slices remaining.') self.state = self.cleanup def find_new_sand(self): print('Finding new sand...') w = self.g.world p = utils.pint(self.g.pos) head = utils.padd(p, path.BLOCK_ABOVE) for sand in w.find_sand(self.slice, 2, p): if sand not in self.bad_sand: print('Found sand:', sand) break else: # for print('No good sands left, aborting.') self.state = self.cleanup return self.sand = sand if utils.phyp(head, self.sand) < blocks.BREAK_DISTANCE: self.state = self.dig_sand else: self.state = self.nav_to_sand def nav_to_sand(self): w = self.g.world p = utils.pint(self.g.pos) c = self.g.chunks tmp = c.get_block_at(*self.sand) c.set_block_at(*self.sand, blocks.AIR) navpath = w.path_to_place(p, self.sand) c.set_block_at(*self.sand, tmp) if navpath: self.g.path = navpath[:-1] self.state = self.going_to_sand else: print('Cant get to that sand') self.bad_sand.append(self.sand) self.state = self.find_new_sand def going_to_sand(self): if not len(self.g.path): self.g.look_at = self.sand self.state = self.dig_sand def dig_sand(self): if not self.g.breaking: if self.bsand(self.sand): self.g.look_at = self.sand self.g.game.break_block(self.sand) print('digging sand') else: self.state = self.find_new_sand def cleanup(self): self.g.look_at = None self.state = self.done def done(self): # never gets ran, placeholder return None def __init__(self, global_state): self.g = global_state self.state = self.idle self.origin = utils.pint(self.g.pos) self.origin = (2019, 64, 238) self.slice = None self.bad_slices = [] self.prev_layer = 0 self.sand = None self.bad_sand = [] self.wait_time = 0 def run(self): self.state()