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.info import blocks from mosfet.info import items from mosfet.info import mcdata from mosfet.info import mobs class SleepWithBedStates: def idle(self): return None def init(self): if self.g.time < 12000: print('Aborting sleep, not night') self.state = self.cleanup return if self.g.dimension != 'overworld': print('Aborting sleep, not in overworld') self.state = self.cleanup return self.state = self.find_beds def find_beds(self): print('Finding beds...') w = self.g.world p = utils.pint(self.g.pos) result = w.find_blocks_indexed(p, blocks.BED_IDS, 80) self.beds = [] for bed in result: if bed not in self.bad_beds: self.beds.append(bed) print('Found:', self.beds) self.state = self.choose_bed def choose_bed(self): print('Choosing a bed...') w = self.g.world p = utils.pint(self.g.pos) c = self.g.chunks if not len(self.beds): print('No beds') self.state = self.select_bed return bed = self.beds[0] print('Chose:', bed) tmp = c.get_block_at(*bed) c.set_block_at(*bed, blocks.AIR) navpath = w.path_to_place(p, bed) c.set_block_at(*bed, tmp) print('navpath:', navpath) if navpath: self.g.path = navpath[:-1] self.opening = self.g.path[-1] self.g.look_at = self.opening self.area = bed self.state = self.going_to_bed return else: self.beds.pop(0) self.bad_beds.append(bed) print('Cant get to bed, blacklisting') self.state = self.select_bed def going_to_bed(self): if utils.pint(self.g.pos) == self.opening: self.my_bed = False self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW) self.state = self.use_bed def select_bed(self): if self.g.game.select_item(items.BED_IDS): self.state = self.find_bed_spot else: print('No bed, aborting.') self.state = self.cleanup def find_bed_spot(self): print('Finding a bed spot...') w = self.g.world p = utils.pint(self.g.pos) for area in w.find_bed_areas(p, 100): print('Found area:', area) if area not in self.bad_areas: break else: # for print('Unable to find area') self.state = self.cleanup return self.area = area openings = w.find_bed_openings(self.area) for o in openings: navpath = w.path_to_place(p, o) self.opening = o if navpath: 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.look_at = self.opening self.state = self.going_to_area def going_to_area(self): if utils.pint(self.g.pos) == self.opening: self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW) self.state = self.place_bed def place_bed(self): self.g.game.place_block(self.area, BlockFace.TOP) self.my_bed = True self.state = self.use_bed def use_bed(self): if self.g.time > 12550: print('Sleeping') self.g.game.place_block(self.area, BlockFace.TOP) if not self.silent: self.g.chat.send('zzz') self.state = self.sleep_bed def sleep_bed(self): w = self.g.world p = utils.pint(self.g.pos) threats = w.find_threats(p, 30) if threats: print('Waking up due to threats:') print(threats) self.g.game.leave_bed() self.state = self.break_bed elif self.g.time < 100: print('Woke up time') self.state = self.break_bed def break_bed(self): if self.my_bed: self.g.game.break_block(self.area) self.state = self.collect_bed else: self.state = self.cleanup def collect_bed(self): if not self.g.breaking: self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)] self.wait_time = 2 self.state = self.wait def wait(self): # wait to pick up bed if self.wait_time > 0: self.wait_time -= utils.TICK else: self.state = self.cleanup 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.silent = False self.my_bed = False self.beds = [] self.bad_beds = [] self.area = None self.opening = None self.bad_areas = [] self.wait_time = 0 def run(self): self.state()