133 lines
3.6 KiB
Python
133 lines
3.6 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 hypot, 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 GatherSandStates:
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def bair(self, p):
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return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
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def bsand(self, p):
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return self.g.chunks.get_block_at(*p) == blocks.SAND
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def idle(self):
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return None
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def init(self):
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if not self.g.sand_origin or not self.g.chunks.check_loaded(self.g.sand_origin):
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self.g.sand_origin = utils.pint(self.g.pos)
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self.state = self.select_shovel
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def select_shovel(self):
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self.g.game.select_item(items.SHOVEL_IDS)
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self.state = self.find_new_slice
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def find_new_slice(self):
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print('Finding new slice...')
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w = self.g.world
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origin = self.g.sand_origin
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print('using origin', self.g.sand_origin)
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start = time.time()
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self.prev_layer, s = w.find_sand_slice(self.g.sand_origin, 200, 10, self.bad_slices, self.prev_layer)
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print('Found slice:', s, 'in', time.time() - start, 'seconds')
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if s:
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self.slice = s
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self.bad_slices.append(s)
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self.state = self.find_new_sand
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else:
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print('No slices remaining.')
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self.state = self.cleanup
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def find_new_sand(self):
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print('Finding new sand...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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head = utils.padd(p, path.BLOCK_ABOVE)
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for sand in w.find_sand(self.slice, 2, p):
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if sand not in self.bad_sand:
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print('Found sand:', sand)
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break
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else: # for
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print('No good sands left, aborting.')
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self.state = self.cleanup
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return
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self.sand = sand
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if utils.phyp(head, self.sand) < blocks.BREAK_DISTANCE:
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self.state = self.dig_sand
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else:
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self.state = self.nav_to_sand
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def nav_to_sand(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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c = self.g.chunks
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tmp = c.get_block_at(*self.sand)
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c.set_block_at(*self.sand, blocks.AIR)
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navpath = w.path_to_place(p, self.sand)
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c.set_block_at(*self.sand, tmp)
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if navpath:
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self.g.path = navpath[:-1]
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self.state = self.going_to_sand
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else:
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print('Cant get to that sand')
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self.bad_sand.append(self.sand)
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self.state = self.find_new_sand
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def going_to_sand(self):
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if not len(self.g.path):
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self.g.look_at = self.sand
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self.state = self.dig_sand
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def dig_sand(self):
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if not self.g.breaking:
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if self.bsand(self.sand):
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self.g.look_at = self.sand
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self.g.game.break_block(self.sand)
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print('digging sand')
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else:
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self.state = self.find_new_sand
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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.slice = None
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self.bad_slices = []
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self.prev_layer = 0
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self.sand = None
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self.bad_sand = []
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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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