196 lines
5.5 KiB
Python
196 lines
5.5 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 protocol.managers import ChunkNotLoadedException
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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 mcdata
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importlib.reload(mcdata)
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import mobs
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importlib.reload(mobs)
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class GatherWoodStates:
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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 blog(self, p):
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return self.g.chunks.get_block_at(*p) in blocks.LOG_IDS
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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.g.chopped_tree = False
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self.state = self.select_axe
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def select_axe(self):
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self.g.game.select_item(items.AXE_IDS)
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self.state = self.find_new_tree
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def find_new_tree(self):
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print('Finding new tree...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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for tree in w.find_trees(p, 100):
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print('Found tree:', tree)
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if tree not in self.bad_trees:
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break
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else: # for
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print('No good trees left, aborting.')
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self.state = self.cleanup
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return
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self.tree = tree
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self.type = blocks.BLOCKS[w.block_at(*tree)].replace('_log', '')
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print('Type:', self.type)
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self.state = self.find_openings
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def find_openings(self):
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w = self.g.world
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self.openings = w.find_tree_openings(self.tree)
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self.state = self.choose_opening
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def choose_opening(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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print('openings:', self.openings)
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if not len(self.openings):
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print('Unable to get to tree', self.tree)
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if self.tree not in self.good_trees:
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self.bad_trees.append(self.tree)
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print('Added to bad trees list')
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self.state = self.cleanup
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return
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navpath = w.path_to_place(p, self.openings[0])
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_tree
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else:
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self.openings.pop(0)
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def going_to_tree(self):
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if utils.pint(self.g.pos) == self.openings[0]:
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self.g.look_at = self.tree
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self.state = self.clear_leaves
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def clear_leaves(self):
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if not self.g.breaking:
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p = utils.pint(self.g.pos)
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diff = utils.psub(self.tree, p)
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for x in utils.diffrange(diff[0]):
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for z in utils.diffrange(diff[2]):
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for y in range(2):
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check = utils.padd(p, (x, y, z))
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if check == self.tree:
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break
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if not self.bair(check):
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print('Breaking leaf')
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self.g.game.break_block(check)
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return
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self.state = self.clear_trunk_base
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def clear_trunk_base(self):
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if not self.g.breaking:
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base = self.tree
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above = utils.padd(self.tree, path.BLOCK_ABOVE)
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if self.blog(base):
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self.g.game.break_block(base)
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print('breaking base')
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elif self.blog(above):
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self.g.game.break_block(above)
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print('breaking above')
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else:
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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.tree)
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_trunk_base
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else:
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self.openings.pop(0)
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self.state = self.choose_opening
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def going_to_trunk_base(self):
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if utils.pint(self.g.pos) == self.tree:
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self.g.look_at = utils.padd(self.tree, path.BLOCK_ABOVE2)
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self.state = self.clear_trunk
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def clear_trunk(self):
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if not self.g.breaking:
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check = self.tree
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count = 0
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while self.bair(check) and count < 6:
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check = utils.padd(check, path.BLOCK_ABOVE)
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count += 1
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if self.blog(check):
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print('breaking log', check)
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self.g.game.break_block(check)
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else:
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print('Finished clearing tree')
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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 last log to fall
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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.g.chopped_tree = self.type
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self.good_trees.append(self.tree)
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self.state = self.check_pos
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def check_pos(self):
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# make sure we are at base of trunk
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# doesn't always happen, for some reason
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if utils.pint(self.g.pos) == self.tree:
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self.state = self.cleanup
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else:
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self.state = self.find_openings
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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.tree = None
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self.type = None
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self.openings = []
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self.bad_trees = []
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self.good_trees = []
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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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