import re import time import importlib import random from itertools import count from minecraft.networking.types import BlockFace from mosfet.protocol.managers import ChunkNotLoadedException from mosfet import utils from mosfet import path from mosfet.info import blocks from mosfet.info import items from mosfet.info import mcdata from mosfet.info import mobs from mosfet.jobs import ( cache_items, check_threats, clear_leaves, eat_food, fill_blocks, find_gapple, gather_crop, gather_sand, gather_wart, gather_wood, grab_sand, grab_sapling, grab_supplies, plant_tree, sell_to_villager, sleep_with_bed, ) for module in [ cache_items, check_threats, clear_leaves, eat_food, fill_blocks, find_gapple, gather_crop, gather_sand, gather_wart, gather_wood, grab_sand, grab_sapling, grab_supplies, plant_tree, sell_to_villager, sleep_with_bed, ]: importlib.reload(module) class JobStates: def idle(self): return [] def init_machines(self): self.gather_wood_states = gather_wood.GatherWoodStates(self.g) self.gather_sand_states = gather_sand.GatherSandStates(self.g) self.sleep_with_bed_states = sleep_with_bed.SleepWithBedStates(self.g) self.cache_items_states = cache_items.CacheItemsStates(self.g) self.grab_supplies_states = grab_supplies.GrabSuppliesStates(self.g) self.find_gapple_states = find_gapple.FindGappleStates(self.g) self.plant_tree_states = plant_tree.PlantTreeStates(self.g) self.clear_leaves_states = clear_leaves.ClearLeavesStates(self.g) self.grab_sapling_states = grab_sapling.GrabSaplingStates(self.g) self.grab_sand_states = grab_sand.GrabSandStates(self.g) self.fill_blocks_states = fill_blocks.FillBlocksStates(self.g) self.check_threats_states = check_threats.CheckThreatsStates(self.g) self.gather_wart_states = gather_wart.GatherWartStates(self.g) self.gather_crop_states = gather_crop.GatherCropStates(self.g) self.eat_food_states = eat_food.EatFoodStates(self.g) self.sell_to_villager_states = sell_to_villager.SellToVillagerStates(self.g) def run_machines(self, machines): for m in machines: if m.state == m.idle: continue if m.state != m.done: m.run() return # if we went through them all for m in machines: m.state = m.init def gather_sand(self): machines = [ self.gather_sand_states, self.grab_sand_states, self.cache_items_states, self.sleep_with_bed_states, self.eat_food_states, ] return machines def farm_sand(self): machines = [ self.grab_supplies_states, self.check_threats_states, self.gather_sand_states, self.grab_sand_states, self.cache_items_states, self.sleep_with_bed_states, self.eat_food_states, ] self.sleep_with_bed_states.silent = True self.cache_items_states.silent = True self.grab_supplies_states.supplies = { tuple(items.SHOVEL_IDS): (1, 9), } items.set_needed(items.SHOVEL_IDS) return machines def cache_items(self): machines = [ self.cache_items_states, ] return machines def find_gapple(self): machines = [ self.find_gapple_states, ] return machines def gather_wood(self): machines = [ self.gather_wood_states, self.sleep_with_bed_states, self.eat_food_states, self.cache_items_states, ] return machines def farm_wood(self): machines = [ self.grab_supplies_states, self.gather_wood_states, self.clear_leaves_states, self.plant_tree_states, self.grab_sapling_states, 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): (1, 9), } items.set_needed(items.AXE_IDS) items.set_wanted(items.SAPLING_IDS) return machines def farm_wart(self): machines = [ self.gather_wart_states, 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 items.set_wanted(set([items.NETHERWART_ID])) return machines def farm_crop(self): machines = [ self.gather_crop_states, 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 items.set_wanted(set([ items.CARROT_ID, items.POTATO_ID, items.WHEAT_SEEDS_ID, items.BEETROOT_SEEDS_ID, ])) return machines def fill_blocks(self): machines = [ self.grab_supplies_states, self.fill_blocks_states, self.sleep_with_bed_states, self.eat_food_states, ] self.sleep_with_bed_states.silent = True f = self.g.filling if f: name = blocks.BLOCKS[f.block] item = items.ITEMS['minecraft:'+name]['protocol_id'] self.grab_supplies_states.supplies = { tuple([item]): (1, 0), } return machines def loiter(self): machines = [ self.check_threats_states, self.sleep_with_bed_states, self.eat_food_states, ] self.sleep_with_bed_states.silent = True return machines def trade(self): machines = [ self.grab_supplies_states, self.sell_to_villager_states, 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.PUMPKIN_ID]): (64, 3), tuple([items.BERRIES_ID]): (64, 3), tuple([items.IRON_INGOT_ID]): (64, 3), tuple([items.WHEAT_ID]): (64, 3), tuple([items.POTATO_ID]): (64, 3), tuple([items.CARROT_ID]): (64, 3), tuple([items.BEETROOT_ID]): (64, 3), } items.set_needed(set([ items.PUMPKIN_ID, items.BERRIES_ID, items.IRON_INGOT_ID, items.WHEAT_ID, items.POTATO_ID, items.CARROT_ID, items.BEETROOT_ID, ])) return machines def stop(self): self.init_machines() self.state = self.idle def __init__(self, global_state): self.g = global_state self.init_machines() self.state = self.idle def tick(self): self.run_machines(self.state())