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