568 lines
15 KiB
Python
568 lines
15 KiB
Python
import re
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import time
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import importlib
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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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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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class LumberjackStates:
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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.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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trees = w.find_trees(p, 100)
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print('Found trees:', trees)
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while trees[0] in self.bad_trees:
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trees.pop(0)
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self.tree = trees[0]
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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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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.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.tree = None
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self.openings = []
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self.bad_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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areas = w.find_bed_areas(p, 100)
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print('Found areas:', areas)
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if len(areas):
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while areas[0] in self.bad_areas:
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areas.pop(0)
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self.area = areas[0]
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elif self.last_area:
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self.area = self.last_area
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else:
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print('Unable to find area, and no last area')
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self.state = self.cleanup
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return
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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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self.last_area = self.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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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.area = None
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self.opening = None
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self.bad_areas = []
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self.last_area = None
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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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#if len(self.g.inv) >= 27:
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if len(self.g.inv) >= 2:
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self.state = self.find_chest_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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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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areas = w.find_cache_areas(p, 100)
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print('Found areas:', areas)
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if len(areas):
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while areas[0] in self.bad_areas:
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areas.pop(0)
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self.area = areas[0]
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elif self.last_area:
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self.area = self.last_area
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else:
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print('Unable to find area, and no last area')
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self.state = self.cleanup
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return
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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 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
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self.g.path = navpath
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self.state = self.going_to_area
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self.last_area = self.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_chest
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def select_chest(self):
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if self.g.game.select_item(items.CHEST_ID):
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self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
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self.state = self.place_chest
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else:
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self.g.chat.send('I need a chest')
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self.state = self.cleanup
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def place_chest(self):
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self.g.game.place_block(self.area, BlockFace.TOP)
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self.state = self.open_chest
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def open_chest(self):
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print('Opening chest')
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self.g.game.open_container(self.area)
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self.wait_time = 1
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self.state = self.wait
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def wait(self):
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# wait for server to send us chest contents
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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.move_items
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def move_items(self):
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if self.g.item_lock: return
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w = self.g.window
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w_data = data.WINDOWS[w.window_type]
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w_inventory_slots = w_data.inventory
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for slot_num in w_inventory_slots:
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if slot_num not in w.contents:
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continue
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slot = w.contents[slot_num]
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if slot.item_id in items.USEFUL_ITEMS:
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continue
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print('moving', slot)
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inv_slot_num = slot_num - w_data.slot_diff
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self.g.inv.pop(inv_slot_num, None)
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self.g.item_lock = True
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self.g.game.click_window(w.window_id, slot_num, 0, 1, slot)
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return
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print('nothing left to move')
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self.state = close_chest
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def close_chest(self):
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print('closing chest')
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self.g.game.close_window()
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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.area = None
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self.opening = None
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self.bad_areas = []
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self.last_area = None
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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 JobStates:
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def idle(self):
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return None
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def gather_sand(self):
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s = self.gather_sand_states
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if s.state == s.idle:
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s.state = s.init
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elif s.state == s.done:
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#s.state = s.init
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self.prev_state = self.gather_sand
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self.state = self.sleep_with_bed
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return
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s.run()
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def lumberjack(self):
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s1 = self.lumberjack_states
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s2 = self.sleep_with_bed_states
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s3 = self.cache_items_states
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if s1.state == s1.idle:
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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elif s1.state == s1.done:
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if s2.state != s2.done:
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s2.run()
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return
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if s3.state != s3.done:
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s3.run()
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return
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s1.state = s1.init
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s2.state = s2.init
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s3.state = s3.init
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return
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s1.run()
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def stop(self):
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self.lumberjack_states = LumberjackStates(self.g)
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self.gather_sand_states = GatherSandStates(self.g)
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self.sleep_with_bed_states = SleepWithBedStates(self.g)
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self.cache_items_states = CacheItemsStates(self.g)
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self.state = self.idle
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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.prev_state = None
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self.lumberjack_states = LumberjackStates(self.g)
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self.gather_sand_states = GatherSandStates(self.g)
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self.sleep_with_bed_states = SleepWithBedStates(self.g)
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self.cache_items_states = CacheItemsStates(self.g)
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def tick(self):
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self.state()
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