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1035 lines
27 KiB
1035 lines
27 KiB
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 math import hypot |
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from panda3d.core import LPoint3f |
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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 data |
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importlib.reload(data) |
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class FindGappleStates: |
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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.state = self.go_spectator |
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def go_spectator(self): |
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print('Going spectator...') |
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self.g.chat.send('/gamemode spectator') |
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self.state = self.tp_to_coord |
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def tp_to_coord(self): |
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step = utils.spiral(self.count) |
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step_scaled = utils.pmul(step, 192) |
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self.coord = utils.padd(self.origin, step_scaled) |
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self.coord = (self.coord[0], 50, self.coord[2]) |
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print('count:', self.count, 'teleporting to:', self.coord) |
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self.g.chat.send('/tp {} {} {}'.format(*self.coord)) |
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self.g.command_lock = True |
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self.state = self.wait_for_load |
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def wait_for_load(self): |
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if self.g.command_lock: |
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return |
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if self.g.chunks.check_loaded(self.g.pos, 169): |
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print('chunks have been loaded') |
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self.state = self.pick_chest |
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def pick_chest(self): |
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chest_list = [] |
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for chest_id in blocks.CHEST_IDS: |
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chest_list.extend(self.g.chunks.index.get(chest_id, [])) |
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for chest in chest_list: |
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if chest in self.checked_chests: |
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# slow but simple |
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continue |
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if utils.phyp_king(self.coord, chest) > 96: |
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# skip because we can't detect item drops |
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continue |
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self.current_chest = chest |
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self.checked_chests.append(self.current_chest) |
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self.state = self.break_chest |
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break |
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else: # for |
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print('exhausted chest list') |
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self.state = self.cleanup |
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def break_chest(self): |
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print('Breaking chest', self.current_chest) |
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self.g.command_lock = True |
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self.g.item_lock = True |
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self.g.chat.send('/setblock {} {} {} air destroy'.format(*self.current_chest)) |
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self.wait_time = 0.5 |
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self.state = self.wait_for_items |
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def wait_for_items(self): |
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# wait for command to execute |
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if self.g.command_lock: |
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return |
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# wait for items to drop |
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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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print('done waiting for items') |
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self.state = self.pick_chest |
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def cleanup(self): |
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self.count += 1 |
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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.origin = utils.pint(self.g.pos) |
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self.count = 0 |
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self.coord = None |
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self.current_chest = None |
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self.checked_chests = [] |
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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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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.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.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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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 = True |
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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.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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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) == 66 |
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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.state = self.find_new_sand |
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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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sand = w.find_sand(p, 50, self.origin) |
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print('Found sand:', sand) |
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for check in sand: |
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if check in self.bad_sand: |
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continue |
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self.sand = check |
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break |
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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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self.g.chunks.set_block_at(*self.sand, blocks.AIR) |
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navpath = w.path_to_place(p, self.sand) |
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self.g.chunks.set_block_at(*self.sand, blocks.SAND) |
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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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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.game.break_block(self.sand) |
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print('digging sand') |
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else: |
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self.state = self.get_sand |
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def get_sand(self): |
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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.sand) |
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if navpath: |
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self.g.path = navpath |
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self.state = self.going_to_item |
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else: |
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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_item(self): |
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if utils.pint(self.g.pos) == self.sand: |
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self.g.look_at = self.sand |
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self.state = self.cleanup |
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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.origin = utils.pint(self.g.pos) |
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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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class SleepWithBedStates: |
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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 self.g.time >= 12000: |
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self.state = self.find_bed_spot |
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else: |
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print('Aborting sleep, not night') |
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self.state = self.cleanup |
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def find_bed_spot(self): |
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print('Finding a bed spot...') |
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w = self.g.world |
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p = utils.pint(self.g.pos) |
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for area in w.find_bed_areas(p, 100): |
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print('Found area:', area) |
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if area not in self.bad_areas: |
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break |
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else: # for |
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print('Unable to find area') |
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self.state = self.cleanup |
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return |
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self.area = area |
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openings = w.find_bed_openings(self.area) |
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for o in openings: |
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navpath = w.path_to_place(p, o) |
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self.opening = o |
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if navpath: break |
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else: # for |
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print('Unable to get to bed area', self.area) |
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self.bad_areas.append(self.area) |
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self.state = self.cleanup |
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return |
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self.g.path = navpath |
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self.state = self.going_to_area |
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def going_to_area(self): |
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if utils.pint(self.g.pos) == self.opening: |
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self.g.look_at = self.area |
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self.state = self.select_bed |
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def select_bed(self): |
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if self.g.game.select_item(items.BED_IDS): |
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW) |
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self.state = self.place_bed |
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else: |
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self.g.chat.send('I need a bed') |
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self.state = self.cleanup |
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def place_bed(self): |
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self.g.game.place_block(self.area, BlockFace.TOP) |
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self.state = self.use_bed |
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def use_bed(self): |
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if self.g.time >= 12542: |
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print('Sleeping') |
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self.g.game.place_block(self.area, BlockFace.TOP) |
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if not self.silent: |
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self.g.chat.send('zzz') |
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self.state = self.sleep_bed |
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def sleep_bed(self): |
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if self.g.time < 100: |
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print('Woke up') |
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self.state = self.break_bed |
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def break_bed(self): |
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self.g.game.break_block(self.area) |
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self.state = self.collect_bed |
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def collect_bed(self): |
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if not self.g.breaking: |
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self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)] |
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self.wait_time = 4 |
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self.state = self.wait |
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def wait(self): |
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# wait to pick up bed |
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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.state = self.cleanup |
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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.silent = False |
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self.area = None |
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self.opening = None |
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self.bad_areas = [] |
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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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class CacheItemsStates: |
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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.skip_slots = [] |
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self.skip_items = [] |
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num_stacks = len([x for x in self.g.inv.values() if x.present]) |
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print('Inventory amount:', num_stacks) |
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if num_stacks >= 27: |
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self.state = self.find_cache_spot |
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else: |
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print('Aborting caching, not full') |
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self.state = self.cleanup |
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|
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def find_cache_spot(self): |
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print('Finding a chest spot...') |
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w = self.g.world |
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p = utils.pint(self.g.pos) |
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for area in w.find_cache_areas(p, 100): |
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print('Found area:', area) |
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if area not in self.bad_areas: |
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break |
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else: # for |
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print('Unable to find area') |
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self.state = self.cleanup |
|
return |
|
|
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self.area = area |
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openings = w.find_cache_openings(self.area) |
|
|
|
for o in openings: |
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navpath = w.path_to_place(p, o) |
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self.opening = o |
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if navpath: break |
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else: # for |
|
print('Unable to get to cache area', self.area) |
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self.bad_areas.append(self.area) |
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self.state = self.cleanup |
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return |
|
|
|
self.g.path = navpath |
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self.state = self.going_to_area |
|
|
|
def going_to_area(self): |
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if utils.pint(self.g.pos) == self.opening: |
|
self.g.look_at = self.area |
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self.state = self.select_chest |
|
|
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def select_chest(self): |
|
if self.g.game.select_item(items.CHEST_ID): |
|
self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW) |
|
self.state = self.place_chest |
|
else: |
|
self.g.chat.send('I need a chest') |
|
self.state = self.cleanup |
|
|
|
def place_chest(self): |
|
self.g.game.place_block(self.area, BlockFace.TOP) |
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self.state = self.open_chest |
|
|
|
def open_chest(self): |
|
print('Opening chest') |
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self.g.game.open_container(self.area) |
|
self.wait_time = 1 |
|
self.state = self.wait |
|
|
|
def wait(self): |
|
# wait for server to send us chest contents |
|
if self.wait_time > 0: |
|
self.wait_time -= utils.TICK |
|
else: |
|
self.state = self.move_items |
|
|
|
def move_items(self): |
|
if self.g.item_lock: return |
|
|
|
w = self.g.window |
|
w_info = data.WINDOWS[w.data.window_type] |
|
w_inventory_slots = w_info.inventory |
|
|
|
slot_list = [] |
|
|
|
for slot_num in w_inventory_slots: |
|
if slot_num not in w.contents: |
|
continue |
|
|
|
slot = w.contents[slot_num] |
|
|
|
if not slot.present: |
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continue |
|
|
|
if slot.item_id in self.needed_items: |
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continue |
|
|
|
if slot_num in self.skip_slots: |
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continue |
|
|
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slot_list.append((slot_num, slot)) |
|
|
|
slot_list.sort(key=lambda x: x[1].item_count, reverse=True) |
|
|
|
for slot_num, slot in slot_list: |
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if slot.item_id in self.wanted_items and slot.item_id not in self.skip_items: |
|
print('skipping wanted item', slot) |
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self.skip_slots.append(slot_num) |
|
self.skip_items.append(slot.item_id) |
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continue |
|
|
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print('moving', slot) |
|
|
|
self.g.item_lock = True |
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self.g.game.click_window(slot_num, 0, 1, slot) |
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return |
|
|
|
print('nothing left to move') |
|
self.state = self.close_chest |
|
|
|
def close_chest(self): |
|
print('closing chest') |
|
self.g.game.close_window() |
|
self.g.chat.send('cache at ' + str(self.area)[1:-1]) |
|
self.state = self.cleanup |
|
|
|
def cleanup(self): |
|
self.g.look_at = None |
|
self.state = self.done |
|
|
|
def done(self): |
|
# never gets ran, placeholder |
|
return None |
|
|
|
def __init__(self, global_state): |
|
self.g = global_state |
|
self.state = self.idle |
|
|
|
# keep all needed items |
|
self.needed_items = items.NEEDED_ITEMS |
|
# keep one stack of wanted items |
|
self.wanted_items = items.WANTED_ITEMS |
|
|
|
self.skip_slots = [] |
|
self.skip_items = [] |
|
|
|
self.area = None |
|
self.opening = None |
|
self.bad_areas = [] |
|
self.wait_time = 0 |
|
|
|
def run(self): |
|
self.state() |
|
|
|
|
|
class PlantTreeStates: |
|
def idle(self): |
|
return None |
|
|
|
def init(self): |
|
if self.g.chopped_tree: |
|
self.state = self.check_feet |
|
else: |
|
print('Aborting planting, did not plant') |
|
self.state = self.cleanup |
|
|
|
def check_feet(self): |
|
p = utils.pint(self.g.pos) |
|
|
|
# check for air at feet |
|
if self.g.chunks.get_block_at(*p) in [0]: |
|
self.state = self.select_sapling |
|
else: |
|
print('Aborting planting, feet not air') |
|
self.state = self.cleanup |
|
|
|
def select_sapling(self): |
|
p = utils.pint(self.g.pos) |
|
|
|
if self.g.game.select_random_item(items.SAPLING_IDS): |
|
self.g.look_at = utils.padd(p, path.BLOCK_BELOW) |
|
self.state = self.wait_select |
|
self.wait_time = 1 |
|
else: |
|
print('Aborting planting, no saplings') |
|
self.state = self.cleanup |
|
|
|
def wait_select(self): |
|
# wait a bit to look down |
|
if self.wait_time > 0: |
|
self.wait_time -= utils.TICK |
|
else: |
|
self.state = self.place_sapling |
|
|
|
def place_sapling(self): |
|
p = utils.pint(self.g.pos) |
|
self.g.game.place_block(p, BlockFace.TOP) |
|
print('Placed sapling') |
|
self.state = self.cleanup |
|
# self.state = self.wait_place |
|
# self.wait_time = 1 |
|
|
|
#def wait_place(self): |
|
# # wait a bit for chunk data to update |
|
# if self.wait_time > 0: |
|
# self.wait_time -= utils.TICK |
|
# else: |
|
# self.state = self.find_open_spot |
|
|
|
#def find_open_spot(self): |
|
# print('Finding an open spot to stand...') |
|
# w = self.g.world |
|
# p = utils.pint(self.g.pos) |
|
|
|
# for area in w.find_cache_areas(p, 20): |
|
# print('Found area:', area) |
|
# if area not in self.bad_areas: |
|
# break |
|
# else: # for |
|
# print('Unable to find area') |
|
# self.state = self.cleanup |
|
# return |
|
|
|
# self.area = area |
|
# navpath = w.path_to_place(p, self.area) |
|
|
|
# if not navpath: |
|
# print('Unable to get to open area', self.area) |
|
# self.bad_areas.append(self.area) |
|
# self.state = self.cleanup |
|
# return |
|
|
|
# self.g.path = navpath |
|
# self.state = self.going_to_area |
|
# print('Going to area', self.area) |
|
|
|
#def going_to_area(self): |
|
# if utils.pint(self.g.pos) == self.area: |
|
# self.state = self.cleanup |
|
|
|
def cleanup(self): |
|
self.g.look_at = None |
|
self.state = self.done |
|
|
|
def done(self): |
|
# never gets ran, placeholder |
|
return None |
|
|
|
def __init__(self, global_state): |
|
self.g = global_state |
|
self.state = self.idle |
|
|
|
self.wait_time = 0 |
|
self.area = None |
|
self.bad_areas = [] |
|
|
|
def run(self): |
|
self.state() |
|
|
|
|
|
class ClearLeavesStates: |
|
def idle(self): |
|
return None |
|
|
|
def init(self): |
|
num_saplings = self.g.game.count_items(items.SAPLING_IDS) |
|
print('Have', num_saplings, 'saplings in inventory') |
|
if num_saplings < 8: |
|
self.state = self.find_leaves |
|
print('Clearing leaves...') |
|
else: |
|
print('Aborting clearing leaves') |
|
self.state = self.cleanup |
|
|
|
def find_leaves(self): |
|
w = self.g.world |
|
p = utils.pint(self.g.pos) |
|
|
|
break_distance = 5 |
|
|
|
for l in w.find_leaves(p, break_distance): |
|
self.leaves.append(l) |
|
|
|
self.state = self.break_leaves |
|
|
|
def break_leaves(self): |
|
if not self.g.breaking: |
|
if self.leaves: |
|
leaf = self.leaves.pop(0) |
|
self.g.look_at = leaf |
|
self.g.game.break_block(leaf) |
|
print('Breaking leaf', leaf) |
|
else: |
|
self.wait_time = 1 |
|
self.state = self.wait |
|
|
|
def wait(self): |
|
# wait for the items to drop |
|
if self.wait_time > 0: |
|
self.wait_time -= utils.TICK |
|
else: |
|
self.state = self.cleanup |
|
|
|
def cleanup(self): |
|
self.g.look_at = None |
|
self.state = self.done |
|
|
|
def done(self): |
|
# never gets ran, placeholder |
|
return None |
|
|
|
def __init__(self, global_state): |
|
self.g = global_state |
|
self.state = self.idle |
|
|
|
self.leaves = [] |
|
self.wait_time = 0 |
|
|
|
def run(self): |
|
self.state() |
|
|
|
|
|
class GrabSaplingStates: |
|
def idle(self): |
|
return None |
|
|
|
def init(self): |
|
self.state = self.find_saplings |
|
print('Trying to grab a sapling') |
|
|
|
def find_saplings(self): |
|
w = self.g.world |
|
p = utils.pint(self.g.pos) |
|
|
|
saplings = w.find_objects(items.SAPLING_IDS) |
|
|
|
if not saplings: |
|
print('No sapling objects found, aborting') |
|
self.state = self.cleanup |
|
return |
|
|
|
saplings.sort(key=lambda s: utils.phyp(p, (s.x, s.y, s.z))) |
|
|
|
for s in saplings: |
|
s_pos = utils.pint((s.x, s.y, s.z)) |
|
|
|
check = utils.padd(s_pos, path.BLOCK_BELOW) |
|
|
|
if s.entity_id in self.eid_blacklist: |
|
continue |
|
|
|
# slip if the sapling is floating |
|
if self.g.chunks.get_block_at(*check) in blocks.LEAF_IDS | {0}: |
|
continue |
|
|
|
navpath = w.path_to_place(p, s_pos) |
|
|
|
if navpath: |
|
self.g.path = navpath |
|
self.state = self.going_to_sapling |
|
self.sapling = s_pos |
|
self.eid_blacklist.append(s.entity_id) |
|
print('Going to sapling', self.sapling) |
|
return |
|
|
|
print('Cant get to any more saplings, aborting') |
|
self.state = self.cleanup |
|
|
|
def going_to_sapling(self): |
|
if utils.pint(self.g.pos) == self.sapling: |
|
self.state = self.find_saplings |
|
|
|
def cleanup(self): |
|
self.g.look_at = None |
|
self.state = self.done |
|
|
|
def done(self): |
|
# never gets ran, placeholder |
|
return None |
|
|
|
def __init__(self, global_state): |
|
self.g = global_state |
|
self.state = self.idle |
|
|
|
self.sapling = None |
|
self.eid_blacklist = [] |
|
|
|
def run(self): |
|
self.state() |
|
|
|
|
|
class JobStates: |
|
def idle(self): |
|
return None |
|
|
|
def cache_items(self): |
|
s1 = self.cache_items_states |
|
|
|
if s1.state == s1.idle: |
|
s1.state = s1.init |
|
elif s1.state == s1.done: |
|
self.state = self.idle |
|
|
|
s1.run() |
|
|
|
def find_gapple(self): |
|
s1 = self.find_gapple_states |
|
|
|
if s1.state == s1.idle: |
|
s1.state = s1.init |
|
elif s1.state == s1.done: |
|
s1.state = s1.tp_to_coord |
|
|
|
s1.run() |
|
|
|
def gather_sand(self): |
|
s1 = self.gather_sand_states |
|
s2 = self.sleep_with_bed_states |
|
s3 = self.cache_items_states |
|
|
|
if s1.state == s1.idle: |
|
s1.state = s1.init |
|
s2.state = s2.init |
|
s3.state = s3.init |
|
elif s1.state == s1.done: |
|
if s2.state != s2.done: |
|
s2.run() |
|
return |
|
|
|
if s3.state != s3.done: |
|
s3.run() |
|
return |
|
|
|
s1.state = s1.init |
|
s2.state = s2.init |
|
s3.state = s3.init |
|
return |
|
|
|
s1.run() |
|
|
|
def gather_wood(self): |
|
s1 = self.gather_wood_states |
|
s2 = self.sleep_with_bed_states |
|
s3 = self.cache_items_states |
|
|
|
if s1.state == s1.idle: |
|
s1.state = s1.init |
|
s2.state = s2.init |
|
s3.state = s3.init |
|
elif s1.state == s1.done: |
|
if s2.state != s2.done: |
|
s2.run() |
|
return |
|
|
|
if s3.state != s3.done: |
|
s3.run() |
|
return |
|
|
|
s1.state = s1.init |
|
s2.state = s2.init |
|
s3.state = s3.init |
|
return |
|
|
|
s1.run() |
|
|
|
def farm_wood(self): |
|
self.sleep_with_bed_states.silent = True |
|
|
|
s1 = self.gather_wood_states |
|
s2 = self.plant_tree_states |
|
s3 = self.clear_leaves_states |
|
s4 = self.grab_sapling_states |
|
s5 = self.sleep_with_bed_states |
|
s6 = self.cache_items_states |
|
|
|
if s1.state == s1.idle: |
|
s1.state = s1.init |
|
s2.state = s2.init |
|
s3.state = s3.init |
|
s4.state = s4.init |
|
s5.state = s5.init |
|
s6.state = s6.init |
|
elif s1.state == s1.done: |
|
if s2.state != s2.done: |
|
s2.run() |
|
return |
|
|
|
if s3.state != s3.done: |
|
s3.run() |
|
return |
|
|
|
if s4.state != s4.done: |
|
s4.run() |
|
return |
|
|
|
if s5.state != s5.done: |
|
s5.run() |
|
return |
|
|
|
if s6.state != s6.done: |
|
s6.run() |
|
return |
|
|
|
s1.state = s1.init |
|
s2.state = s2.init |
|
s3.state = s3.init |
|
s4.state = s4.init |
|
s5.state = s5.init |
|
s6.state = s6.init |
|
return |
|
|
|
s1.run() |
|
|
|
def stop(self): |
|
self.gather_wood_states = GatherWoodStates(self.g) |
|
self.gather_sand_states = GatherSandStates(self.g) |
|
self.sleep_with_bed_states = SleepWithBedStates(self.g) |
|
self.cache_items_states = CacheItemsStates(self.g) |
|
self.find_gapple_states = FindGappleStates(self.g) |
|
self.plant_tree_states = PlantTreeStates(self.g) |
|
self.clear_leaves_states = ClearLeavesStates(self.g) |
|
self.grab_sapling_states = GrabSaplingStates(self.g) |
|
self.state = self.idle |
|
|
|
def __init__(self, global_state): |
|
self.g = global_state |
|
|
|
self.state = self.idle |
|
self.prev_state = None |
|
self.gather_wood_states = GatherWoodStates(self.g) |
|
self.gather_sand_states = GatherSandStates(self.g) |
|
self.sleep_with_bed_states = SleepWithBedStates(self.g) |
|
self.cache_items_states = CacheItemsStates(self.g) |
|
self.find_gapple_states = FindGappleStates(self.g) |
|
self.plant_tree_states = PlantTreeStates(self.g) |
|
self.clear_leaves_states = ClearLeavesStates(self.g) |
|
self.grab_sapling_states = GrabSaplingStates(self.g) |
|
|
|
def tick(self): |
|
self.state()
|
|
|