Files
minecraft-bot/mosfet/bot.py
T

461 lines
14 KiB
Python

if __name__ == '__main__':
print('Run mosfet.py instead.')
exit(1)
import os
import sys
import time
import importlib
import threading
import traceback
from math import floor, ceil
from copy import copy
from . import monkey_patch # must be before any possible pyCraft imports
from minecraft import authentication
from minecraft.exceptions import YggdrasilError
from minecraft.networking.connection import Connection
from minecraft.networking.packets import Packet, clientbound, serverbound
from mosfet.protocol.managers import DataManager, ChunksManager, ChatManager, ChunkNotLoadedException
from munch import Munch
from mosfet import commands
from mosfet import game
from mosfet import job
from mosfet import path
from mosfet import print_help
from mosfet import utils
from mosfet import vector
from mosfet import world
from mosfet.info import blocks
from mosfet.info import items
from mosfet.info import mcdata
from mosfet.info import mobs
for module in [
blocks,
commands,
game,
items,
job,
mcdata,
mobs,
path,
print_help,
utils,
vector,
world,
]:
importlib.reload(module)
last_tick = time.time()
PITCH_ANGLE_DIR = vector.Vector3D((0, 1, 0))
YAW_ANGLE_DIR = vector.Vector3D((0, 0, -1))
YAW_ANGLE_REF = vector.Vector3D((0, 1, 0))
YAW_LOOK_AHEAD = 4
def tick(global_state):
g = global_state
p = g.pos
target = None
# make sure current chunks are loaded for physics
required_distance = getattr(g, 'physics_render_distance',
g.info.render_distance)
if not g.chunks.check_loaded(required_distance):
if g.get('movement_status') != 'waiting_for_chunks':
print('[movement] status=waiting_for_chunks near {}'.format(
utils.pint(p)), flush=True)
g.movement_status = 'waiting_for_chunks'
if not g.chunks.loading:
print('Loading chunks', end='', flush=True)
g.chunks.loading = time.time()
now = time.time()
if now - g.get('chunk_wait_report_at', 0) >= 5:
center = g.chunks.center
if center is None:
missing = 'cache center not received'
else:
cx, cz = center
missing = [
(x, z)
for x in range(cx - required_distance,
cx + required_distance + 1)
for z in range(cz - required_distance,
cz + required_distance + 1)
if (x, z) not in g.chunks.chunks
]
print('\n[movement] chunk wait: pos={}, center={}, '
'radius={}, loaded={}, missing={}'.format(
utils.pint(p), center, g.chunks.radius,
len(g.chunks.chunks), missing), flush=True)
g.chunk_wait_report_at = now
from minecraft.networking.modern import (
ClientTickEnd, PlayerPositionRotation,
)
packet = PlayerPositionRotation(
x=p.x, y=p.y, z=p.z, pitch=0, yaw=0, on_ground=True)
g.connection.write_packet(packet, force=True)
g.connection.write_packet(ClientTickEnd(), force=True)
return
else:
if g.chunks.loading:
print()
print('Chunks loaded in', round(time.time() - g.chunks.loading, 2), 's')
g.chunks.loading = False
g.chunk_wait_report_at = 0
status = 'following_path' if g.path else 'running_job'
if g.get('movement_status') != status:
print('[movement] status={}'.format(status), flush=True)
g.movement_status = status
########## object physics ##########
# note: it's possible the chunk data is out of date when this runs
for eid, obj in copy(g.objects).items():
if obj.velocity_x:
obj.x += obj.velocity_x / 8000
if obj.velocity_y:
obj.y += obj.velocity_y / 8000
if obj.velocity_z:
obj.z += obj.velocity_z / 8000
block_below = g.chunks.get_block_at(floor(obj.x), floor(obj.y-0.20), floor(obj.z))
in_air = block_below in blocks.NON_SOLID_IDS
if in_air:
obj.velocity_x *= 0.988
obj.velocity_y -= 390
obj.velocity_z *= 0.988
else:
obj.y = int(obj.y-0.20)+1
obj.velocity_x *= 0.5
obj.velocity_y = 0
obj.velocity_z *= 0.5
# float object back up in case it clipped through multiple blocks
if g.chunks.get_block_at(floor(obj.x), floor(obj.y), floor(obj.z)) not in blocks.NON_SOLID_IDS:
obj.y += 0.05
if abs(obj.velocity_x) < 1: obj.velocity_x = 0
if abs(obj.velocity_z) < 1: obj.velocity_z = 0
########## player physics ##########
if g.path and len(g.path):
target = vector.Point3D(g.path[0])
target.x += 0.5
target.z += 0.5
if g.afk_timeout > 0:
target = None
g.afk_timeout -= utils.TICK
if target:
d = p - target
# jump up block
if d.y < -0.9 and not g.y_v:
g.y_v = 8.5
g.y_a = -36.0
# jump gap
if d.xz.length() > 1.6 and not g.y_v:
g.y_v = 8.5
g.y_a = -36.0
if d.length() > 0:
if g.y_v < 5:
p.x -= utils.cap(d.x, 0.2)
p.z -= utils.cap(d.z, 0.2)
if len(g.path) > 1 and d.length() < 0.2:
# removes some jitter in walking
g.path.pop(0)
elif d.length() == 0:
g.path.pop(0)
if g.y_v or g.y_a:
p.y += g.y_v * utils.TICK
g.y_v += g.y_a * utils.TICK
block_below = g.chunks.get_block_at(floor(p.x), ceil(p.y-1), floor(p.z))
block_above = g.chunks.get_block_at(floor(p.x), ceil(p.y+1), floor(p.z))
in_void = p.y < 0
in_air = block_below in blocks.NON_SOLID_IDS or in_void
in_water = block_below in blocks.WATER_IDS
g.crawling = block_above not in blocks.NON_SOLID_IDS
if in_air:
g.y_a = -36.0
elif in_water:
g.y_a = -16.0
else:
p.y = ceil(p.y)
g.y_v = 0
g.y_a = 0
if g.look_at:
look_at = vector.Point3D(g.look_at)
elif g.path and len(g.path) > YAW_LOOK_AHEAD:
look_at = vector.Point3D(g.path[YAW_LOOK_AHEAD])
elif g.path and len(g.path):
look_at = vector.Point3D(g.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_pitch = look_at_d.normalized().angleDeg(PITCH_ANGLE_DIR)
target_pitch = (target_pitch - 90) * -1
target_pitch_d = target_pitch - g.pitch
g.pitch += utils.cap(target_pitch_d, 10)
# remove vertical component for yaw calculation
look_at_d.y = 0
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 - g.yaw
target_yaw_d = (target_yaw_d + 180) % 360 - 180
g.yaw += utils.cap(target_yaw_d, 30)
else:
target_pitch_d = 0 - g.pitch
g.pitch += utils.cap(target_pitch_d, 10)
from minecraft.networking.modern import (
ClientTickEnd, PlayerPositionRotation,
)
packet = PlayerPositionRotation(
x=p.x, y=p.y, z=p.z, pitch=g.pitch, yaw=g.yaw,
on_ground=(not in_air))
# Keep the client-tick boundary after its movement packet on the wire.
g.connection.write_packet(packet, force=True)
g.connection.write_packet(ClientTickEnd(), force=True)
if g.job:
g.job.tick()
if g.game:
g.game.tick() # order important for correction_count
def init(global_state):
g = global_state
g.time = 0
g.path = []
g.look_at = None
g.y_v = 0
g.y_a = 0
g.yaw = 360
g.pitch = 0
g.crawling = False
g.breaking = None
g.break_time = 0
g.dumping = None
g.draining = False
g.item_lock = False
g.command_lock = False
g.trades = []
g.job = job.JobStates(g)
g.chopped_tree = False
g.afk_timeout = 0
g.filling = False
g.minimum_cache_slots = 27
g.maximum_supply_slots = 33
def bot(global_state):
EMAIL = os.getenv('EMAIL')
PASSWORD = os.getenv('PASSWORD')
SERVER = os.getenv('SERVER')
PORT = int(os.environ.get('PORT', 25565))
g = global_state
if not g.mcdata:
g.mcdata = DataManager('./minecraft_data')
if not SERVER:
print()
print('You must specify a server to connect to. For example:')
print('SERVER=minecraft.example.com python mosfet.py')
print('SERVER=localhost PORT=12345 python mosfet.py')
os._exit(0)
elif not g.connection:
if EMAIL and PASSWORD:
auth_token = authentication.AuthenticationToken()
try:
auth_token.authenticate(EMAIL, PASSWORD)
except YggdrasilError as e:
print(e)
os._exit(0)
print("Logged in as %s..." % auth_token.username)
g.connection = Connection(SERVER, PORT, auth_token=auth_token)
elif EMAIL:
print('No password provided, attempting to connect in offline mode...')
g.connection = Connection(SERVER, PORT, username=EMAIL)
elif PASSWORD:
print('')
print('Did you forget to specify an email?')
print('If you want to use your own account:')
print('Set SERVER and run python mosfet.py.')
os._exit(0)
else:
print('No username or password provided, using burner minecraft account...')
EMAIL = 'moc.liamg@monortem'[::-1]
PASSWORD = '!8891anteR'[::-1]
auth_token = authentication.AuthenticationToken()
try:
auth_token.authenticate(EMAIL, PASSWORD)
except YggdrasilError as e:
print(e)
os._exit(0)
print("Logged in as %s..." % auth_token.username)
g.connection = Connection(SERVER, PORT, auth_token=auth_token)
g.chunks = ChunksManager(g.mcdata)
g.connection.connect()
g.chunks.register(g.connection)
g.chat = ChatManager(g)
g.game = game.Game(g)
g.world = world.World(g)
g.commands = commands.Commands(g)
try:
while not g.pos:
time.sleep(utils.TICK)
print('Player loaded.')
init(g)
g.game.close_window()
print('Initialized.')
while g.running:
tick(g)
global last_tick
sleep_time = utils.TICK + last_tick - time.time()
if sleep_time < 0: sleep_time = 0
time.sleep(sleep_time)
last_tick = time.time()
finally:
print('Removing listeners...')
g.connection.packet_listeners = []
g.connection.early_packet_listeners = []
g.connection.outgoing_packet_listeners = []
g.connection.early_outgoing_packet_listeners = []
print('Bot module loaded.')
def start_automation(global_state):
"""Start migrated path-following and crop automation only."""
g = global_state
g.protocol_version = 777
g.time = 0.0
g.path = []
g.look_at = None
g.y_v = 0.0
g.y_a = 0.0
g.crawling = False
g.afk_timeout = 0.0
g.objects = g.get('objects') or {}
g.players = g.get('players') or {}
g.breaking = None
g.break_time = 0.0
g.correction_count = g.get('correction_count', 0)
g.yaw = float(g.get('yaw', 0.0) or 0.0)
g.pitch = float(g.get('pitch', 0.0) or 0.0)
g.chunks.loading = False
# Local navigation only needs nearby chunks; waiting for the entire view
# radius can stall on servers that stream chunks gradually.
g.physics_render_distance = 2
g.movement_paused = False
g.movement_status = 'idle'
g.movement_error = None
# Keep the port constrained to crop harvesting; other legacy jobs and
# general inventory/window mutations are not exposed through this adapter.
from mosfet.game import Game
from mosfet.job import JobStates
g.game = Game(g)
g.job = JobStates(g)
def run():
from mosfet import bot, utils
loaded_since = None
initial_world_ready = False
def set_status(status):
if g.movement_status != status:
print('[movement] status={}'.format(status), flush=True)
g.movement_status = status
while (g.get('running', True) and g.get('connection') and
g.connection.connected):
started = time.monotonic()
now = time.monotonic()
if not initial_world_ready:
if g.chunks.check_loaded(g.physics_render_distance):
if loaded_since is None:
loaded_since = now
elif now - loaded_since >= 0.5:
initial_world_ready = True
else:
loaded_since = None
# Wait once for the initial position/chunk batch. After that,
# bot.tick() keeps requesting chunks at cache boundaries instead
# of gating itself forever on a momentary missing column.
movement_ready = initial_world_ready
job_active = (g.job is not None and g.job.state != g.job.idle)
has_work = bool(g.path) or job_active or bool(g.breaking)
if g.get('movement_paused'):
set_status('paused')
elif has_work and not movement_ready:
set_status('waiting_for_chunks')
elif has_work and movement_ready:
try:
bot.tick(g)
except Exception:
traceback.print_exc()
g.movement_error = traceback.format_exc()
g.path = []
g.movement_status = 'error'
print('[movement] stopped after navigation error',
flush=True)
return
elif not has_work and not g.get('movement_paused'):
set_status('idle')
delay = max(0.0, utils.TICK - (time.monotonic() - started))
time.sleep(delay)
worker = threading.Thread(target=run, name='mosfet-movement',
daemon=True)
g.movement_thread = worker
worker.start()
return worker