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 import path import blocks import items import mcdata import mobs class GatherWartStates: def idle(self): return None def init(self): self.state = self.find_new_wart def find_new_wart(self): print('Finding new wart...') w = self.g.world p = utils.pint(self.g.pos) mature_wart = max(blocks.NETHERWART_IDS) for wart in w.find_blocks_3d(p, [mature_wart], 50, 20): print('Found wart:', wart) if wart not in self.bad_warts: break else: # for print('No good warts left, aborting.') self.state = self.cleanup return self.wart = wart self.state = self.nav_to_wart def nav_to_wart(self): w = self.g.world p = utils.pint(self.g.pos) navpath = w.path_to_place(p, self.wart) if navpath: self.g.path = navpath self.g.look_at = utils.padd(self.wart, path.BLOCK_BELOW) self.state = self.going_to_wart else: self.bad_warts.append(wart) self.state = self.find_new_wart def going_to_wart(self): if utils.pint(self.g.pos) == self.wart: print('At the wart') self.state = self.break_wart def break_wart(self): self.g.game.break_block(self.wart) self.wait_time = 0.5 self.state = self.wait def wait(self): # wait for the item if self.wait_time > 0: self.wait_time -= utils.TICK else: self.state = self.select_wart def select_wart(self): p = utils.pint(self.g.pos) if self.g.game.select_item([items.NETHERWART_ID]): self.state = self.wait_select self.wait_time = 0.5 else: print('Aborting planting, no wart') self.state = self.cleanup def wait_select(self): # wait a bit to select if self.wait_time > 0: self.wait_time -= utils.TICK else: self.state = self.place_wart def place_wart(self): p = utils.pint(self.g.pos) self.g.game.place_block(p, BlockFace.TOP) print('Placed wart') self.state = self.wait_place self.wait_time = 0.5 def wait_place(self): # wait a bit for chunk data to update 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.wart = None self.bad_warts = [] self.wait_time = 0 def run(self): self.state()