import re import time import importlib import random from itertools import count from math import hypot, floor from minecraft.networking.types import BlockFace from protocol.managers import ChunkNotLoadedException import utils importlib.reload(utils) import path importlib.reload(path) import blocks importlib.reload(blocks) import items importlib.reload(items) import mcdata importlib.reload(mcdata) import mobs importlib.reload(mobs) class GrabSandStates: def idle(self): return None def init(self): self.state = self.find_sand print('Trying to grab sand') def find_sand(self): w = self.g.world p = utils.pint(self.g.pos) sand = w.find_objects([items.SAND_ID]) if not sand: print('No sand objects found, aborting') self.state = self.cleanup return sand.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z))) for s in sand: s_pos = utils.pint((s.x, s.y, s.z)) check = utils.padd(s_pos, path.BLOCK_BELOW) if utils.phyp(p, s_pos) > 6: continue # skip if the sand is floating if self.g.chunks.get_block_at(*check) in {0}: continue if s.entity_id in self.eid_blacklist: continue self.eid_blacklist.append(s.entity_id) navpath = w.path_to_place(p, s_pos) if navpath: self.g.path = navpath self.state = self.going_to_sand self.sand = s_pos print('Going to sand', self.sand) return else: print('Cant get to sand', self.sand) print('Cant get to any more sand, aborting') self.state = self.cleanup def going_to_sand(self): if utils.pint(self.g.pos) == self.sand: 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.sand = None self.eid_blacklist = [] def run(self): self.state()