mosfet/mosfet/job.py

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import re
import time
import importlib
import random
from itertools import count
from math import hypot, floor
from minecraft.networking.types import BlockFace
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from mosfet.protocol.managers import ChunkNotLoadedException
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from mosfet import utils
from mosfet import path
from mosfet.info import blocks
from mosfet.info import items
from mosfet.info import mcdata
from mosfet.info import mobs
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from mosfet.jobs import (
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cache_items,
check_threats,
clear_leaves,
eat_food,
fill_blocks,
find_gapple,
gather_crop,
gather_sand,
gather_wart,
gather_wood,
grab_sand,
grab_sapling,
grab_supplies,
plant_tree,
sell_to_villager,
sleep_with_bed,
)
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for module in [
cache_items,
check_threats,
clear_leaves,
eat_food,
fill_blocks,
find_gapple,
gather_crop,
gather_sand,
gather_wart,
gather_wood,
grab_sand,
grab_sapling,
grab_supplies,
plant_tree,
sell_to_villager,
sleep_with_bed,
]:
importlib.reload(module)
class JobStates:
def idle(self):
return []
def init_machines(self):
self.gather_wood_states = gather_wood.GatherWoodStates(self.g)
self.gather_sand_states = gather_sand.GatherSandStates(self.g)
self.sleep_with_bed_states = sleep_with_bed.SleepWithBedStates(self.g)
self.cache_items_states = cache_items.CacheItemsStates(self.g)
self.grab_supplies_states = grab_supplies.GrabSuppliesStates(self.g)
self.find_gapple_states = find_gapple.FindGappleStates(self.g)
self.plant_tree_states = plant_tree.PlantTreeStates(self.g)
self.clear_leaves_states = clear_leaves.ClearLeavesStates(self.g)
self.grab_sapling_states = grab_sapling.GrabSaplingStates(self.g)
self.grab_sand_states = grab_sand.GrabSandStates(self.g)
self.fill_blocks_states = fill_blocks.FillBlocksStates(self.g)
self.check_threats_states = check_threats.CheckThreatsStates(self.g)
self.gather_wart_states = gather_wart.GatherWartStates(self.g)
self.gather_crop_states = gather_crop.GatherCropStates(self.g)
self.eat_food_states = eat_food.EatFoodStates(self.g)
self.sell_to_villager_states = sell_to_villager.SellToVillagerStates(self.g)
def run_machines(self, machines):
for m in machines:
if m.state == m.idle:
continue
if m.state != m.done:
m.run()
return
# if we went through them all
for m in machines:
m.state = m.init
def gather_sand(self):
machines = [
self.gather_sand_states,
self.grab_sand_states,
self.cache_items_states,
self.sleep_with_bed_states,
self.eat_food_states,
]
return machines
def farm_sand(self):
machines = [
self.grab_supplies_states,
self.check_threats_states,
self.gather_sand_states,
self.grab_sand_states,
self.cache_items_states,
self.sleep_with_bed_states,
self.eat_food_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
self.grab_supplies_states.supplies = {
tuple(items.SHOVEL_IDS): (1, 9),
}
items.set_needed(items.SHOVEL_IDS)
return machines
def cache_items(self):
machines = [
self.cache_items_states,
]
return machines
def find_gapple(self):
machines = [
self.find_gapple_states,
]
return machines
def gather_wood(self):
machines = [
self.gather_wood_states,
self.sleep_with_bed_states,
self.eat_food_states,
self.cache_items_states,
]
return machines
def farm_wood(self):
machines = [
self.grab_supplies_states,
self.gather_wood_states,
self.clear_leaves_states,
self.plant_tree_states,
self.grab_sapling_states,
self.sleep_with_bed_states,
self.eat_food_states,
self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
self.grab_supplies_states.supplies = {
tuple(items.AXE_IDS): (1, 9),
}
items.set_needed(items.AXE_IDS)
items.set_wanted(items.SAPLING_IDS)
return machines
def farm_wart(self):
machines = [
self.gather_wart_states,
self.sleep_with_bed_states,
self.eat_food_states,
self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
items.set_wanted(set([items.NETHERWART_ID]))
return machines
def farm_crop(self):
machines = [
self.gather_crop_states,
self.sleep_with_bed_states,
self.eat_food_states,
self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
items.set_wanted(set([
items.CARROT_ID,
items.POTATO_ID,
items.WHEAT_SEEDS_ID,
items.BEETROOT_SEEDS_ID,
]))
return machines
def fill_blocks(self):
machines = [
self.grab_supplies_states,
self.fill_blocks_states,
self.sleep_with_bed_states,
self.eat_food_states,
]
self.sleep_with_bed_states.silent = True
f = self.g.filling
if f:
name = blocks.BLOCKS[f.block]
item = items.ITEMS['minecraft:'+name]['protocol_id']
self.grab_supplies_states.supplies = {
tuple([item]): (1, 0),
}
return machines
def loiter(self):
machines = [
self.check_threats_states,
self.sleep_with_bed_states,
self.eat_food_states,
]
self.sleep_with_bed_states.silent = True
return machines
def trade(self):
machines = [
self.grab_supplies_states,
self.sell_to_villager_states,
self.sleep_with_bed_states,
self.eat_food_states,
self.cache_items_states,
]
self.sleep_with_bed_states.silent = True
self.cache_items_states.silent = True
self.grab_supplies_states.supplies = {
tuple([items.PUMPKIN_ID]): (64, 3),
tuple([items.BERRIES_ID]): (64, 3),
tuple([items.IRON_INGOT_ID]): (64, 3),
tuple([items.WHEAT_ID]): (64, 3),
tuple([items.POTATO_ID]): (64, 3),
}
items.set_needed(set([
items.PUMPKIN_ID,
items.BERRIES_ID,
items.IRON_INGOT_ID,
items.WHEAT_ID,
items.POTATO_ID,
]))
return machines
def stop(self):
self.init_machines()
self.state = self.idle
def __init__(self, global_state):
self.g = global_state
self.init_machines()
self.state = self.idle
def tick(self):
self.run_machines(self.state())