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import re
import time
import importlib
from math import hypot
from itertools import count
from bunch import Bunch
from panda3d.core import LPoint3f
from minecraft.networking.packets import Packet, clientbound, serverbound
from minecraft.networking.types import BlockFace
from protocol.packets import (
TimeUpdatePacket, SetSlotPacket, PlayerDiggingPacket,
BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket,
HeldItemChangePacket, PickItemPacket, OpenWindowPacket,
ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket,
ClientWindowConfirmationPacket, EntityMetadataPacket,
SpawnLivingEntityPacket, EntityPositionPacket,
EntityPositionRotationPacket,
)
from protocol.types import Slot
import utils
importlib.reload(utils)
import path
importlib.reload(path)
import blocks
importlib.reload(blocks)
import items
importlib.reload(items)
import data
importlib.reload(data)
class MCWorld:
def __init__(self, global_state):
self.g = global_state
def block_at(self, x, y, z):
return self.g.chunks.get_block_at(x, y, z)
def find_blocks(self, center, distance, block_ids, limit=0):
# search in a spiral from center to all blocks with ID
result = []
for n in count():
offset = utils.spiral(n)
check = utils.padd(center, offset)
if self.block_at(*check) in block_ids:
if hypot(*offset) < distance:
result.append(check)
if limit and len(result) == limit:
return result
if offset[0] > distance:
return result
def find_trees(self, center, distance):
logs = []
for i in range(5):
check = utils.padd(center, utils.alternate(i, 3))
logs.extend(self.find_blocks(check, distance, blocks.LOG_IDS, 50))
trees = []
for log in logs:
# crawl to the bottom log
while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_BELOW)
# make sure we are on the ground
if self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
continue
# crawl to the top log to count
log_count = 1
while self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_ABOVE)
log_count += 1
# make sure it's a good tree
if self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LEAF_IDS and log_count > 2:
# crawl back to the bottom log
while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_BELOW)
trees.append(log)
trees.sort(key=lambda x: utils.phyp(center, x))
return trees
def find_tree_openings(self, tree):
# returns coords in a cardinal direction where we can stand by tree
maze_solver = path.Pathfinder(self.g.chunks)
result = []
# TODO: make sure only non-solid and leaves between
# make sure traversable too
for distance in range(5):
for direction in path.CHECK_DIRECTIONS:
offset = utils.pmul(direction, distance+1)
if maze_solver.check_traverse(tree, offset):
result.append(utils.padd(tree, offset))
return result
def path_to_place(self, start, place):
maze_solver = path.Pathfinder(self.g.chunks)
try:
s = maze_solver.astar(start, place)
return list(s) if s else None
except path.AStarTimeout:
return None
def find_bed_areas(self, center, distance):
air = []
for i in range(5):
check = utils.padd(center, utils.alternate(i, 1))
air.extend(self.find_blocks(check, distance, [0], 200))
areas = []
for a in air:
# check for ground around the area
if len(self.find_blocks(utils.padd(a, path.BLOCK_BELOW), 2, blocks.NON_SOLID_IDS, 9)):
continue
# check for air around the area
if len(self.find_blocks(a, 2, [0], 9)) < 9:
continue
# check for air above the area
if len(self.find_blocks(utils.padd(a, path.BLOCK_ABOVE), 2, [0], 9)) < 9:
continue
areas.append(a)
areas.sort(key=lambda x: utils.phyp(center, x))
return areas
def find_cache_areas(self, center, distance):
return self.find_bed_areas(center, distance)
def sand_adjacent_safe(self, sand):
for direction in path.CHECK_DIRECTIONS:
if self.block_at(*utils.padd(sand, direction)) in blocks.AVOID_IDS:
return False
return True
def find_sand(self, center, distance, origin):
sand = []
for i in range(10):
check = utils.padd(center, utils.alternate(i, 1))
sand.extend(self.find_blocks(check, distance, [blocks.SAND], 20))
safe_sand = []
for s in sand:
# make sure it has solid below
if self.block_at(*utils.padd(s, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
continue
# make sure it has solid two below - prevent hanging sand
if self.block_at(*utils.padd(s, path.BLOCK_BELOW2)) in blocks.NON_SOLID_IDS:
continue
# and walkable air above
if self.block_at(*utils.padd(s, path.BLOCK_ABOVE)) not in blocks.NON_SOLID_IDS:
continue
if not self.sand_adjacent_safe(s):
continue
safe_sand.append(s)
safe_sand.sort(key=lambda x: utils.phyp_bias(center, x, origin))
return safe_sand
def find_bed_openings(self, area):
# returns coords in a cardinal direction where we can stand by bed
result = []
for direction in path.CHECK_DIRECTIONS:
result.append(utils.padd(area, direction))
return result
def find_cache_openings(self, area):
return self.find_bed_openings(area)
class Game:
def __init__(self, global_state):
self.g = global_state
register = self.g.connection.register_packet_listener
register(self.handle_block_change, clientbound.play.BlockChangePacket)
register(self.handle_join_game, clientbound.play.JoinGamePacket)
register(self.handle_position_and_look, clientbound.play.PlayerPositionAndLookPacket)
register(self.handle_time_update, TimeUpdatePacket)
register(self.handle_set_slot, SetSlotPacket)
register(self.handle_break_animation, BlockBreakAnimationPacket)
register(self.handle_break_ack, AcknowledgePlayerDiggingPacket)
register(self.handle_window, OpenWindowPacket)
register(self.handle_window_confirmation, ClientWindowConfirmationPacket)
register(self.handle_spawn_object, clientbound.play.SpawnObjectPacket)
register(self.handle_entity_metadata, EntityMetadataPacket)
register(self.handle_spawn_living, SpawnLivingEntityPacket)
register(self.handle_entity_position, EntityPositionPacket)
register(self.handle_entity_position_rotation, EntityPositionRotationPacket)
#register(self.handle_packet, Packet, early=True)
self.g.chat.set_handler(self.handle_chat)
def handle_join_game(self, packet):
print('Connected.')
print(packet)
self.g.info = packet
self.g.eid = packet.entity_id
def handle_block_change(self, packet):
if packet.block_state_id == blocks.SOUL_TORCH:
try:
self.g.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
print('new waypoint:', self.g.goal)
start = time.time()
solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(self.g.goal))
if solution:
solution = list(solution)
self.g.path = solution
self.g.job.state = self.g.job.stop
print(len(solution))
print(solution)
print(round(time.time() - start, 3), 'seconds')
else:
print('No path found')
#say(connection, 'No path found')
#g.y_v = 10.0
#g.y_a = -36.0
except BaseException as e:
import traceback
print(traceback.format_exc())
def handle_position_and_look(self, packet):
print('pos and look:')
print(packet)
p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
self.g.pos = p
def handle_chat(self, message):
source, text = message
reply = None
if source == 'SYSTEM':
print('unlocking command...')
self.g.command_lock = False
return
match = re.match(r'<(\w+)> (.*)', text)
if match:
sender, text = match.groups()
else:
return
if text.startswith('! '):
text = text[2:]
elif text.startswith('!'):
text = text[1:]
else:
return
if ' ' in text:
command = text.split(' ', 1)[0]
data = text.split(' ', 1)[1]
else:
command = text
data = None
if command == 'ping':
reply = 'pong'
if command == 'echo' and data:
reply = data
if command == 'respawn':
packet = serverbound.play.ClientStatusPacket()
packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN
self.g.connection.write_packet(packet)
reply = 'ok'
if command == 'pos':
reply = str(utils.pint(self.g.pos))[1:-1]
if command == 'afk':
reply = '/afk'
if command == 'error':
reply = 'ok'
raise
if command == 'break':
self.break_block(blocks.TEST_BLOCK)
reply = 'ok'
if command == 'gather' and data:
if data == 'wood':
self.g.job.state = self.g.job.lumberjack
reply = 'ok'
elif data == 'sand':
self.g.job.state = self.g.job.gather_sand
reply = 'ok'
if reply:
for i in self.g.inv.values():
print(i.item_id)
if i.item_id in items.BED_IDS:
break
else:
reply += ', I need a bed'
if command == 'stop':
self.g.job.state = self.g.job.stop
reply = 'ok'
if command == 'inv':
print(self.g.inv)
inv_list = []
for i in self.g.inv.values():
if i.present:
inv_list.append('{}:{} x {}'.format(items.ITEM_NAMES[i.item_id], str(i.item_id), i.item_count))
reply = ', '.join(inv_list)
if not reply:
reply = 'empty'
if command == 'drop':
self.drop_stack()
if command == 'time':
reply = str(self.g.time)
if command == 'select' and data:
item = int(data)
if self.select_item([item]):
reply = 'ok'
else:
reply = 'not found'
if command == 'dump' and data:
item = int(data)
if self.has_item([item]):
self.g.dumping = item
reply = 'ok'
else:
reply = 'not found'
if command == 'open':
self.open_container(blocks.TEST_BLOCK)
if command == 'close':
if self.g.window:
self.close_window()
else:
reply = 'nothing open'
if command == 'click' and data:
if self.g.window:
slot, button, mode = [int(x) for x in data.split(' ')]
try:
item = self.g.window.contents[slot]
except KeyError:
item = Slot(present=False, item_id=None, item_count=None, nbt=None)
print(item)
self.click_window(slot, button, mode, item)
else:
reply = 'nothing open'
if command == 'loaded':
reply = str(self.g.chunks.get_loaded_area())
if command == 'gapple':
self.g.job.state = self.g.job.find_gapple
if data:
self.g.job.find_gapple_states.count = int(data)
reply = 'ok'
if reply:
print(reply)
self.g.chat.send(reply)
def handle_time_update(self, packet):
self.g.time = packet.time_of_day % 24000
def handle_set_slot(self, packet):
g = self.g
print(packet)
if packet.window_id == 0:
g.inv[packet.slot] = packet.slot_data
elif g.window:
g.window.contents[packet.slot] = packet.slot_data
if packet.window_id >= 0 and not packet.slot_data.present:
print('unlocking item lock')
g.item_lock = False
def break_block(self, location):
bid = self.g.chunks.get_block_at(*location)
if bid != 0:
packet = PlayerDiggingPacket()
packet.status = 0
packet.location = location
packet.face = 1
self.g.connection.write_packet(packet)
self.g.breaking = location
self.g.break_time = time.time() + utils.break_time(bid)
def break_finish(self):
packet = PlayerDiggingPacket()
packet.status = 2
packet.location = self.g.breaking
packet.face = 1
self.g.connection.write_packet(packet)
self.g.chunks.set_block_at(*self.g.breaking, 0)
self.g.breaking = None
def handle_break_animation(self, packet):
print(packet)
def handle_break_ack(self, packet):
#print(packet)
return
def animate(self):
packet = serverbound.play.AnimationPacket()
packet.hand = packet.HAND_MAIN
self.g.connection.write_packet(packet)
def place_block(self, location, face):
packet = serverbound.play.PlayerBlockPlacementPacket()
packet.hand = 0
packet.location = location
packet.face = face
packet.x = 0.5
packet.y = 0.5
packet.z = 0.5
packet.inside_block = False
self.g.connection.write_packet(packet)
def pick(self, slot):
packet = PickItemPacket()
packet.slot_to_use = slot
self.g.connection.write_packet(packet)
def hold(self, slot):
packet = HeldItemChangePacket()
packet.slot = slot
self.g.connection.write_packet(packet)
def choose_slot(self, slot):
if slot >= 36:
slot -= 36
self.hold(slot)
else:
self.pick(slot)
def has_item(self, items):
# select the first match from items of inv
for slot, item in self.g.inv.items():
if item.item_id in items:
return True
else: #for
return False
def select_item(self, items):
# select the first match from items of inv
for slot, item in self.g.inv.items():
if item.item_id in items:
self.g.game.choose_slot(slot)
return True
else: #for
return False
def drop_stack(self):
packet = PlayerDiggingPacket()
packet.status = 3
packet.location = utils.pint(self.g.pos)
packet.face = 1
self.g.connection.write_packet(packet)
def open_container(self, location):
bid = self.g.chunks.get_block_at(*location)
# TODO: check if block is a chest??
self.place_block(location, BlockFace.TOP)
def handle_window(self, packet):
print(packet)
self.g.window = Bunch(data=packet, contents=dict(), count=0)
def click_window(self, slot, button, mode, item):
w = self.g.window
packet = ClickWindowPacket()
packet.window_id = w.data.window_id
packet.slot = slot
packet.button = button
packet.action_number = w.count
packet.mode = mode
packet.clicked_item = item
self.g.connection.write_packet(packet)
print('<--', packet)
w.count += 1
def close_window(self):
packet = CloseWindowPacket()
packet.window_id = self.g.window.data.window_id
self.g.connection.write_packet(packet)
self.g.window = None
def handle_window_confirmation(self, packet):
print(packet)
packet2 = ServerWindowConfirmationPacket()
packet2.window_id = packet.window_id
packet2.action_number = packet.action_number
packet2.accepted = packet.accepted
self.g.connection.write_packet(packet2)
def handle_spawn_object(self, packet):
return
if packet.type_id != 37: return
print(packet)
def handle_entity_metadata(self, packet):
if not packet.metadata:
return
if not self.g.job:
return
current_chest = self.g.job.find_gapple_states.current_chest
if not current_chest:
return
for entry in packet.metadata:
if entry.type != 6:
continue
if entry.value.item_id in items.GAPPLE_ID:
self.g.chat.send('gapple found: ' + str(current_chest)[1:-1])
def handle_spawn_living(self, packet):
return
print(packet)
def handle_entity_position(self, packet):
return
print(packet)
def handle_entity_position_rotation(self, packet):
return
print(packet)
def tick(self):
if self.g.breaking:
self.animate()
if time.time() >= self.g.break_time - 2*utils.TICK:
self.break_finish()
if self.g.dumping and not self.g.item_lock:
if self.select_item([self.g.dumping]):
self.drop_stack()
self.g.item_lock = True
else:
self.g.dumping = None