127 lines
3.2 KiB
Python
127 lines
3.2 KiB
Python
import re
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import time
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import importlib
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import random
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from itertools import count
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from math import floor
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from minecraft.networking.types import BlockFace
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from mosfet.protocol.managers import ChunkNotLoadedException
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from mosfet import utils
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from mosfet import path
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from mosfet.info import blocks
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from mosfet.info import items
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from mosfet.info import mcdata
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from mosfet.info import mobs
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class GatherWartStates:
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def idle(self):
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return None
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def init(self):
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self.state = self.find_new_wart
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def find_new_wart(self):
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print('Finding new wart...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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mature_wart = max(blocks.NETHERWART_IDS)
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for wart in w.find_blocks_3d(p, [mature_wart], 50, 20, True):
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if wart not in self.bad_warts:
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break
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else: # for
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print('No good warts left, aborting.')
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self.state = self.cleanup
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return
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print('Found wart:', wart)
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self.wart = wart
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self.state = self.nav_to_wart
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def nav_to_wart(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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navpath = w.path_to_place(p, self.wart)
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if navpath:
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print('Going to wart', self.wart)
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self.g.path = navpath
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self.g.look_at = utils.padd(self.wart, path.BLOCK_BELOW)
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self.state = self.going_to_wart
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else:
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print('Cant get to it, blacklisting')
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time.sleep(0.1)
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self.bad_warts.append(wart)
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self.state = self.find_new_wart
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def going_to_wart(self):
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if utils.pint(self.g.pos) == self.wart:
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print('At the wart')
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self.state = self.break_wart
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def break_wart(self):
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self.g.game.break_block(self.wart)
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self.wait_time = 0.5
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self.state = self.wait
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def wait(self):
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# wait for the item
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.select_wart
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def select_wart(self):
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p = utils.pint(self.g.pos)
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if self.g.game.select_item([items.NETHERWART_ID]):
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self.state = self.wait_select
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self.wait_time = 0.5
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else:
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print('Aborting planting, no wart')
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self.state = self.cleanup
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def wait_select(self):
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# wait a bit to select
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.place_wart
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def place_wart(self):
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p = utils.pint(self.g.pos)
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self.g.game.place_block(p, BlockFace.TOP)
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print('Placed wart')
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self.state = self.wait_place
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self.wait_time = 0.5
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def wait_place(self):
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# wait a bit for chunk data to update
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.cleanup
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def cleanup(self):
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self.g.look_at = None
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self.state = self.done
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def done(self):
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# never gets ran, placeholder
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return None
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def __init__(self, global_state):
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self.g = global_state
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self.state = self.idle
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self.wart = None
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self.bad_warts = []
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self.wait_time = 0
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def run(self):
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self.state()
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