minecraft-bot/bot.py

997 lines
27 KiB
Python

import os
import time
import functools
from math import ceil, floor, hypot, sqrt
from itertools import count
import blocks
import items
import custom_packets
from minecraft import authentication
from minecraft.exceptions import YggdrasilError
from minecraft.networking.connection import Connection
from minecraft.networking.packets import clientbound, serverbound
from minecraft.compat import input
from minecraft.managers import chunks, ChunksManager
class AStarTimeout(Exception):
pass
class DataManager:
def __init__(self):
self.blocks_states = {}
self.blocks_properties = {}
self.registries = {}
self.biomes = {}
self.entity_type = {}
self.blocks = {}
from panda3d.core import *
from astar import AStar
BLOCK_ABOVE = (0, +1, 0)
BLOCK_ABOVE2 = (0, +2, 0)
BLOCK_ABOVE3 = (0, +3, 0)
BLOCK_ABOVE4 = (0, +4, 0)
BLOCK_BELOW = (0, -1, 0)
TRAVERSE_NORTH = (0, 0, -1)
TRAVERSE_SOUTH = (0, 0, +1)
TRAVERSE_EAST = (+1, 0, 0)
TRAVERSE_WEST = (-1, 0, 0)
ASCEND_NORTH = (0, +1, -1)
ASCEND_SOUTH = (0, +1, +1)
ASCEND_EAST = (+1, +1, 0)
ASCEND_WEST = (-1, +1, 0)
DESCEND_EAST = (+1, -1, 0)
DESCEND_WEST = (-1, -1, 0)
DESCEND_NORTH = (0, -1, -1)
DESCEND_SOUTH = (0, -1, +1)
DESCEND2_EAST = (+1, -2, 0)
DESCEND2_WEST = (-1, -2, 0)
DESCEND2_NORTH = (0, -2, -1)
DESCEND2_SOUTH = (0, -2, +1)
DESCEND3_EAST = (+1, -3, 0)
DESCEND3_WEST = (-1, -3, 0)
DESCEND3_NORTH = (0, -3, -1)
DESCEND3_SOUTH = (0, -3, +1)
DIAGONAL_NORTHEAST = (+1, 0, -1)
DIAGONAL_NORTHWEST = (-1, 0, -1)
DIAGONAL_SOUTHEAST = (+1, 0, +1)
DIAGONAL_SOUTHWEST = (-1, 0, +1)
PARKOUR_NORTH = (0, 0, -2)
PARKOUR_SOUTH = (0, 0, +2)
PARKOUR_EAST = (+2, 0, 0)
PARKOUR_WEST = (-2, 0, 0)
TRAVERSE = [
TRAVERSE_NORTH,
TRAVERSE_SOUTH,
TRAVERSE_EAST,
TRAVERSE_WEST,
]
ASCEND = [
ASCEND_NORTH,
ASCEND_SOUTH,
ASCEND_EAST,
ASCEND_WEST,
]
DESCEND = [
DESCEND_EAST,
DESCEND_WEST,
DESCEND_NORTH,
DESCEND_SOUTH,
]
DESCEND2 = [
DESCEND2_EAST,
DESCEND2_WEST,
DESCEND2_NORTH,
DESCEND2_SOUTH,
]
DESCEND3 = [
DESCEND3_EAST,
DESCEND3_WEST,
DESCEND3_NORTH,
DESCEND3_SOUTH,
]
DIAGONAL = [
DIAGONAL_NORTHEAST,
DIAGONAL_NORTHWEST,
DIAGONAL_SOUTHEAST,
DIAGONAL_SOUTHWEST,
]
PARKOUR = [
PARKOUR_NORTH,
PARKOUR_SOUTH,
PARKOUR_EAST,
PARKOUR_WEST,
]
HALF_PARKOUR = {
(0, 0, -2): (0, 0, -1),
(0, 0, 2): (0, 0, 1),
(2, 0, 0): (1, 0, 0),
(-2, 0, 0): (-1, 0, 0),
}
HYPOT_LUT = {
(0, -1): 1.0,
(0, 1): 1.0,
(1, 0): 1.0,
(-1, 0): 1.0,
(1, -1): 1.414,
(-1, -1): 1.414,
(1, 1): 1.414,
(-1, 1): 1.414,
(0, 2): 2.0,
(-2, 0): 2.0,
(2, 0): 2.0,
(0, -2): 2.0,
}
def padd(p1, p2):
return (p1[0] + p2[0], p1[1] + p2[1], p1[2] + p2[2])
def psub(p1, p2):
return (p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2])
def pmul(p, s):
return (s*p[0], s*p[1], s*p[2])
def phyp(p1, p2):
return hypot(p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2])
def pint(p):
return (floor(p[0]), floor(p[1]), floor(p[2]))
# larger started being slower
BLOCK_CACHE_SIZE = 2**14
class MazeSolver(AStar):
def __init__(self, chunks):
self.chunks = chunks
self.start_time = time.time()
@functools.lru_cache(maxsize=BLOCK_CACHE_SIZE)
def bair(self, p):
return self.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
@functools.lru_cache(maxsize=BLOCK_CACHE_SIZE)
def bavoid(self, p):
return self.chunks.get_block_at(*p) in blocks.AVOID_IDS
def check_traverse(self, node, offset):
dest = padd(node, offset)
if not self.bair(dest):
return False
if self.bair(padd(dest, BLOCK_BELOW)):
return False
if not self.bair(padd(dest, BLOCK_ABOVE)):
return False
if self.bavoid(dest):
return False
if self.bavoid(padd(dest, BLOCK_BELOW)):
return False
if self.bavoid(padd(dest, BLOCK_ABOVE)):
return False
return True
def check_diagonal(self, node, offset):
if not self.check_traverse(node, offset):
return False
dest = padd(node, offset)
thru1 = (node[0], node[1], dest[2])
thru2 = (dest[0], node[1], node[2])
if not self.bair(thru1):
return False
if not self.bair(padd(thru1, BLOCK_ABOVE)):
return False
if self.bavoid(padd(thru1, BLOCK_BELOW)):
return False
if not self.bair(thru2):
return False
if not self.bair(padd(thru2, BLOCK_ABOVE)):
return False
if self.bavoid(padd(thru2, BLOCK_BELOW)):
return False
return True
def check_ascend(self, node, offset):
if not self.check_traverse(node, offset):
return False
dest = padd(node, offset)
if not self.bair(padd(node, BLOCK_ABOVE2)):
return False
return True
def check_descend(self, node, offset):
if not self.check_traverse(node, offset):
return False
dest = padd(node, offset)
if not self.bair(padd(dest, BLOCK_ABOVE2)):
return False
return True
def check_descend2(self, node, offset):
if not self.check_descend(node, offset):
return False
dest = padd(node, offset)
if not self.bair(padd(dest, BLOCK_ABOVE3)):
return False
return True
def check_descend3(self, node, offset):
if not self.check_descend2(node, offset):
return False
dest = padd(node, offset)
if not self.bair(padd(dest, BLOCK_ABOVE4)):
return False
return True
def check_parkour(self, node, offset):
dest = padd(node, offset)
half_offset = HALF_PARKOUR[offset]
middle = padd(node, half_offset)
# dont jump if we can walk instead
if not self.bair(padd(middle, BLOCK_BELOW)):
return False
if not self.check_ascend(node, offset):
return False
if not self.bair(padd(dest, BLOCK_ABOVE2)):
return False
if not self.bair(padd(middle, BLOCK_ABOVE)):
return False
if not self.bair(padd(middle, BLOCK_ABOVE2)):
return False
return True
def neighbors(self, node):
results = []
for offset in TRAVERSE:
if self.check_traverse(node, offset):
results.append(padd(node, offset))
for offset in DIAGONAL:
if self.check_diagonal(node, offset):
results.append(padd(node, offset))
for offset in ASCEND:
if self.check_ascend(node, offset):
results.append(padd(node, offset))
for offset in DESCEND:
if self.check_descend(node, offset):
results.append(padd(node, offset))
for offset in DESCEND2:
if self.check_descend2(node, offset):
results.append(padd(node, offset))
for offset in DESCEND3:
if self.check_descend3(node, offset):
results.append(padd(node, offset))
for offset in PARKOUR:
if self.check_parkour(node, offset):
results.append(padd(node, offset))
if not results:
if time.time() - self.start_time > 2.0:
raise(AStarTimeout)
return results
def distance_between(self, n1, n2):
(x1, y1, z1) = n1
(x2, y2, z2) = n2
return HYPOT_LUT[x2 - x1, z2 - z1]
def heuristic_cost_estimate(self, n1, n2):
(x1, y1, z1) = n1
(x2, y2, z2) = n2
return hypot(x2 - x1, z2 - z1)
def spiral(n):
# return x, 0, z coords along a spiral at step n
# I forget where I found this
n += 1
k = ceil((sqrt(n)-1)/2)
t = 2 * k + 1
m = t**2
t = t - 1
if n >= m-t:
return k-(m-n), 0, -k
else:
m = m-t
if n >= m-t:
return -k, 0, -k+(m-n)
else:
m = m-t
if n >= m-t:
return -k+(m-n), 0, k
else:
return k, 0, k-(m-n-t)
def alternate(n, amount):
# return 0, y, 0 where y alternates +/- by amount
# example: 0, 2, -2, 4, -4, 6, -6 for amount = 2
sign = 1 if n % 2 else -1
return (0, ceil(n/2) * sign * amount, 0)
def diffrange(n):
# same as range(n+1) but can go negative
sign = 1 if n >= 0 else -1
return range(0, n+sign, sign)
def break_block(connection, coords, time):
packet = custom_packets.PlayerDiggingPacket()
packet.status = 0
packet.location = coords
packet.face = 1
connection.write_packet(packet)
s['break_finished_packet'] = custom_packets.PlayerDiggingPacket()
s['break_finished_packet'].status = 2
s['break_finished_packet'].location = coords
s['break_finished_packet'].face = 1
s['break_time'] = time
s['break_timeout'] = 0.25
def say(connection, message):
packet = serverbound.play.ChatPacket()
packet.message = message
connection.write_packet(packet)
BLOCK_ABOVE = (0, +1, 0)
BLOCK_BELOW = (0, -1, 0)
CHECK_NORTH = (0, 0, -1)
CHECK_SOUTH = (0, 0, +1)
CHECK_EAST = (+1, 0, 0)
CHECK_WEST = (-1, 0, 0)
CHECK_DIRECTIONS = [
CHECK_NORTH,
CHECK_SOUTH,
CHECK_EAST,
CHECK_WEST,
]
class MCWorld:
def __init__(self, chunks):
self.chunks = chunks
def block_at(self, x, y, z):
return self.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 = spiral(n)
check = 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 = padd(center, 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(*padd(log, BLOCK_BELOW)) in blocks.LOG_IDS:
log = padd(log, BLOCK_BELOW)
# make sure we are on the ground
if self.block_at(*padd(log, BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
continue
# crawl to the top log to count
log_count = 1
while self.block_at(*padd(log, BLOCK_ABOVE)) in blocks.LOG_IDS:
log = padd(log, BLOCK_ABOVE)
log_count += 1
# make sure it's a good tree
if self.block_at(*padd(log, BLOCK_ABOVE)) in blocks.LEAF_IDS and log_count > 2:
# crawl back to the bottom log
while self.block_at(*padd(log, BLOCK_BELOW)) in blocks.LOG_IDS:
log = padd(log, BLOCK_BELOW)
trees.append(log)
trees.sort(key=lambda x: 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 = MazeSolver(self.chunks)
result = []
for distance in range(5):
for direction in CHECK_DIRECTIONS:
offset = (0, 0, 0)
for _ in range(distance):
offset = padd(offset, direction)
if maze_solver.check_traverse(tree, offset):
result.append(padd(tree, offset))
return result
def path_to_opening(self, start, opening):
maze_solver = MazeSolver(self.chunks)
try:
s = maze_solver.astar(start, opening)
return list(s) if s else None
except AStarTimeout:
return None
def path_to_base(self, start, base):
maze_solver = MazeSolver(self.chunks)
try:
s = maze_solver.astar(start, base)
return list(s) if s else None
except AStarTimeout:
return None
class LumberjackStates:
def bair(self, p):
return self.player_info.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS
def blog(self, p):
return self.player_info.chunks.get_block_at(*p) in blocks.LOG_IDS
def idle(self):
return None
def init(self):
self.state = self.find_new_tree
def find_new_tree(self):
print('Finding new tree...')
w = MCWorld(self.player_info.chunks)
p = pint(self.player_info.pos)
trees = w.find_trees(p, 100)
print('Found trees:', trees)
while trees[0] in self.bad_trees:
trees.pop(0)
self.tree = trees[0]
openings = w.find_tree_openings(self.tree)
for o in openings:
path = w.path_to_opening(p, o)
self.opening = o
if path: break
else: # for
print('Unable to get to tree', self.tree)
self.bad_trees.append(self.tree)
self.state = self.done
return
s['path'] = path
self.state = self.going_to_tree
def going_to_tree(self):
d = self.player_info.pos - LPoint3f(*self.opening)
if d.length() < 1:
s['look_at'] = self.tree
self.state = self.clear_leaves
def clear_leaves(self):
if not s['break_timeout']:
p = pint(self.player_info.pos)
diff = psub(self.tree, p)
for x in diffrange(diff[0]):
for z in diffrange(diff[2]):
for y in range(2):
check = padd(p, (x, y, z))
if self.blog(check):
self.state = self.clear_trunk_base
return
if not self.bair(check):
s['break'] = (check, 0.5)
return
def clear_trunk_base(self):
if not s['break_timeout']:
base = self.tree
above = padd(self.tree, BLOCK_ABOVE)
if self.blog(base):
s['break'] = (base, 3)
print('breaking base')
elif self.blog(above):
s['break'] = (above, 3)
print('breaking above')
else:
w = MCWorld(self.player_info.chunks)
p = pint(self.player_info.pos)
path = w.path_to_base(p, self.tree)
s['path'] = path
self.state = self.going_to_trunk_base
def going_to_trunk_base(self):
d = self.player_info.pos - LPoint3f(*self.opening)
if d.length() < 1:
s['look_at'] = padd(self.tree, BLOCK_ABOVE2)
self.state = self.clear_trunk
def clear_trunk(self):
if not s['break_timeout']:
check = self.tree
count = 0
while self.bair(check) and count < 6:
check = padd(check, BLOCK_ABOVE)
count += 1
if self.blog(check):
print('breaking log', check)
s['break'] = (check, 3)
else:
print('Finished clearing tree')
self.wait_time = 0.5
s['look_at'] = None
self.state = self.wait
def wait(self):
# wait for the last log to fall
if self.wait_time > 0:
self.wait_time -= TICK
else:
self.state = self.done
def done(self):
return None
def __init__(self, player_info):
self.player_info = player_info
self.state = self.idle
self.tree = None
self.opening = None
self.bad_trees = []
self.wait_time = 0
def run(self):
self.state()
class JobStates:
def idle(self):
return None
def night_shelter(self):
return None
def lumberjack(self):
l = self.lumberjack_states
if l.state == l.idle:
l.state = l.init
elif l.state == l.done:
# check time, etc
l.state = l.init
l.run()
def stop(self):
self.lumberjack_states = LumberjackStates(self.player_info)
self.state = self.idle
def __init__(self, connection, player_info):
self.connection = connection
self.player_info = player_info
self.state = self.idle
self.lumberjack_states = LumberjackStates(self.player_info)
self.survive = False
def run(self):
self.state()
TICK = 0.05
last_tick = time.time()
PITCH_ANGLE_DIR = LVector3f(x=0, y=1, z=0)
YAW_ANGLE_DIR = LVector3f(x=0, y=0, z=-1)
YAW_ANGLE_REF = LVector3f(x=0, y=1, z=0)
YAW_LOOK_AHEAD = 4
running = True
get_mod_time = lambda: os.path.getmtime('bot.py')
last_mod_time = get_mod_time()
# state dictionary
s = dict()
def cap(x, amount):
sign = 1 if x >= 0 else -1
return sign * min(abs(x), amount)
def tick(connection, player_info):
target = None
p = player_info.pos
try:
player_info.chunks.get_block_at(*pint(p))
except chunks.ChunkNotLoadedException:
return
s['jobstate'].run()
if s['path'] and len(s['path']):
target = LPoint3f(s['path'][0])
target.x += 0.5
target.z += 0.5
if target:
d = p - target
# jump up block
if d.y < -0.9 and not s['y_v']:
s['y_v'] = 8.5
s['y_a'] = -36.0
# jump gap
if d.xz.length() > 1.6 and not s['y_v']:
s['y_v'] = 8.5
s['y_a'] = -36.0
if d.length() > 0:
if s['y_v'] < 5:
p.x -= cap(d.x, 0.2)
p.z -= cap(d.z, 0.2)
if len(s['path']) > 1 and d.length() < 0.2:
# removes some jitter in walking
s['path'].pop(0)
elif d.length() == 0:
s['path'].pop(0)
if s['y_v'] or s['y_a']:
p.y += s['y_v'] * TICK
s['y_v'] += s['y_a'] * TICK
block_below = player_info.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
in_air = block_below in blocks.NON_SOLID_IDS
if in_air:
s['y_a'] = -36.0
else:
p.y = ceil(p.y)
s['y_v'] = 0
s['y_a'] = 0
if s['look_at']:
look_at = LPoint3f(s['look_at'])
elif s['path'] and len(s['path']) > YAW_LOOK_AHEAD:
look_at = LPoint3f(s['path'][YAW_LOOK_AHEAD])
elif s['path'] and len(s['path']):
look_at = LPoint3f(s['path'][-1])
else:
look_at = None
if look_at:
look_at.x += 0.5
look_at.z += 0.5
look_at_d = p - look_at
if look_at_d.length() > 0.6:
target_yaw = look_at_d.normalized().signedAngleDeg(other=YAW_ANGLE_DIR, ref=YAW_ANGLE_REF)
target_yaw_d = target_yaw - s['yaw']
target_yaw_d = (target_yaw_d + 180) % 360 - 180
s['yaw'] += cap(target_yaw_d, 30)
target_pitch = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR)
target_pitch = (target_pitch - 90) * -1
target_pitch_d = target_pitch - s['pitch']
s['pitch'] += cap(target_pitch_d, 10)
else:
target_pitch_d = 0 - s['pitch']
s['pitch'] += cap(target_pitch_d, 10)
packet = serverbound.play.PositionAndLookPacket(x=p.x, feet_y=p.y, z=p.z, pitch=s['pitch'], yaw=s['yaw'], on_ground=(not in_air))
connection.write_packet(packet, force=True)
if s['break']:
break_block(connection, *s['break'])
s['break'] = None
if s['break_time'] > 0:
packet = serverbound.play.AnimationPacket()
packet.hand = packet.HAND_MAIN
connection.write_packet(packet)
#print(s['break_time'])
s['break_time'] -= TICK
elif s['break_finished_packet']:
print('break finished')
connection.write_packet(s['break_finished_packet'])
s['break_finished_packet'] = None
elif s['break_timeout'] > 0:
s['break_timeout'] -= TICK
if s['break_timeout'] < 0:
s['break_timeout'] = 0
def init(connection, player_info):
p = player_info.pos
s['path'] = []
s['look_at'] = None
s['y_v'] = 0
s['y_a'] = 0
s['yaw'] = 360
s['pitch'] = 0
s['break'] = None
s['break_time'] = 0
s['break_timeout'] = 0
s['break_finished_packet'] = None
s['jobstate'] = JobStates(connection, player_info)
s['jobstate'].run()
def main(connection, player_info):
def handle_join_game(join_game_packet):
print('Connected.')
print(join_game_packet)
player_info.eid = join_game_packet
connection.register_packet_listener(
handle_join_game, clientbound.play.JoinGamePacket)
def h_position_and_look(packet):
print('pos and look:')
print(packet)
p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
player_info.pos = p
connection.register_packet_listener(
h_position_and_look, clientbound.play.PlayerPositionAndLookPacket)
def x(p):
#print('block change:')
#print(p)
if p.block_state_id == 3885:
try:
s['goal'] = LPoint3f(x=p.location[0], y=p.location[1], z=p.location[2])
print('new waypoint:', s['goal'])
start = time.time()
solution = MazeSolver(player_info.chunks).astar(pint(player_info.pos), pint(s['goal']))
if solution:
solution = list(solution)
s['path'] = solution
s['jobstate'].state = s['jobstate'].stop
print(len(solution))
print(solution)
print(round(time.time() - start, 3), 'seconds')
else:
say(connection, 'No path found')
#s['y_v'] = 10.0
#s['y_a'] = -36.0
except BaseException as e:
import traceback
print(traceback.format_exc())
connection.register_packet_listener(
x, clientbound.play.BlockChangePacket)
#def y(p):
# print(p)
#connection.register_packet_listener(
# y, AcknowledgePlayerDiggingPacket)
def handle_set_slot(p):
print(p)
if p.window_id == 0:
player_info.inv[p.slot] = p.slot_data
connection.register_packet_listener(
handle_set_slot, custom_packets.SetSlotPacket)
def print_chat(chat_packet):
try:
print("Message (%s): %s" % (
chat_packet.field_string('position'), chat_packet.json_data))
if '!reload' in chat_packet.json_data:
global running
running = False
elif '!afk' in chat_packet.json_data:
say(connection, '/afk')
elif '!respawn' in chat_packet.json_data:
packet = serverbound.play.ClientStatusPacket()
packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN
connection.write_packet(packet)
elif '!chunk' in chat_packet.json_data:
print(len(player_info.chunks.chunks.keys()))
print(player_info.chunks.chunks[(38, 4, 33)].__dict__)
elif '!block' in chat_packet.json_data:
block = player_info.chunks.get_block_at(616, 78, 496)
packet = serverbound.play.ChatPacket()
packet.message = str(block)
connection.write_packet(packet)
elif '!path' in chat_packet.json_data:
s['goal'] = LPoint3f(655, 86, 341)
print('new waypoint:', s['goal'])
start = time.time()
solution = MazeSolver(player_info.chunks).astar(pint(player_info.pos), pint(s['goal']))
solution = list(solution)
s['path'] = solution
print(len(solution))
print(round(time.time() - start, 3), 'seconds')
elif '!tree' in chat_packet.json_data:
mc_world = MCWorld(player_info.chunks)
start = time.time()
coords = mc_world.find_tree(pint(player_info.pos), 100)
print(coords)
openings = mc_world.find_tree_openings(coords)
print(openings)
path = mc_world.navigate_to_opening(pint(player_info.pos), openings[0])
print(path)
print(round(time.time() - start, 3), 'seconds')
elif '!break' in chat_packet.json_data:
coords = pint(player_info.pos)
coords = padd(coords, CHECK_NORTH)
break_block(connection, coords, 2.5)
#break_block(connection, coords, 0.35)
elif '!pick' in chat_packet.json_data:
packet = custom_packets.PickItemPacket()
packet.slot_to_use = 1
connection.write_packet(packet)
elif '!inv' in chat_packet.json_data:
for i in player_info.inv.values():
if i.present:
print(items.ITEM_NAMES[i.item_id], 'x', i.item_count)
elif '!echo' in chat_packet.json_data:
parts = chat_packet.json_data.split('\'')
say(connection, parts[1])
elif 'get wood and survive' in chat_packet.json_data:
for i in player_info.inv.values():
if i.item_id in items.BED_IDS:
break
else: # for
say(connection, 'I need a bed')
return
s['jobstate'].state = s['jobstate'].lumberjack
s['jobstate'].survive = True
elif 'get wood' in chat_packet.json_data:
s['jobstate'].state = s['jobstate'].lumberjack
elif 'stop job' in chat_packet.json_data:
say(connection, 'ok')
s['jobstate'].state = s['jobstate'].stop
elif 'where are you' in chat_packet.json_data:
say(connection, str(pint(player_info.pos))[1:-1])
except BaseException as e:
import traceback
print(traceback.format_exc())
connection.register_packet_listener(
print_chat, clientbound.play.ChatMessagePacket)
if not player_info.chunks:
player_info.mcdata = DataManager()
player_info.chunks = ChunksManager(player_info.mcdata)
player_info.chunks.register(connection)
#packet = serverbound.play.ChatPacket()
#packet.message = '> reloaded'
#connection.write_packet(packet)
print()
print()
print('Reloaded.')
#if player_info.pos:
# print('Loaded positions', player_info.pos)
try:
while not player_info.pos:
time.sleep(TICK)
print('Player loaded.')
x, y, z = pint(player_info.pos)
while (floor(x/16), floor(y/16), floor(z/16)) not in player_info.chunks.chunks:
time.sleep(TICK)
print('Chunks loaded.')
init(connection, player_info)
while running:
tick(connection, player_info)
global last_tick
sleep_time = TICK + last_tick - time.time()
if sleep_time < 0: sleep_time = 0
time.sleep(sleep_time)
last_tick = time.time()
if get_mod_time() != last_mod_time:
break
finally:
connection.packet_listeners = []
connection.early_packet_listeners = []
connection.outgoing_packet_listeners = []
connection.early_outgoing_packet_listeners = []