import re import time import importlib import random from itertools import count from math import hypot, floor from minecraft.networking.types import BlockFace from protocol.managers import ChunkNotLoadedException import utils import path import blocks import items import mcdata import mobs class GatherWoodStates: def bair(self, p): return self.g.chunks.get_block_at(*p) in blocks.NON_SOLID_IDS def blog(self, p): return self.g.chunks.get_block_at(*p) in blocks.LOG_IDS def idle(self): return None def init(self): self.g.chopped_tree = False self.state = self.select_axe def select_axe(self): self.g.game.select_item(items.AXE_IDS) self.state = self.find_new_tree def find_new_tree(self): print('Finding new tree...') w = self.g.world p = utils.pint(self.g.pos) for tree in w.find_trees(p, 100): print('Found tree:', tree) if tree not in self.bad_trees: break else: # for print('No good trees left, aborting.') self.state = self.cleanup return self.tree = tree self.type = blocks.BLOCKS[w.block_at(*tree)].replace('_log', '') print('Type:', self.type) self.state = self.find_openings def find_openings(self): w = self.g.world self.openings = w.find_tree_openings(self.tree) self.state = self.choose_opening def choose_opening(self): w = self.g.world p = utils.pint(self.g.pos) print('openings:', self.openings) if not len(self.openings): print('Unable to get to tree', self.tree) if self.tree not in self.good_trees: self.bad_trees.append(self.tree) print('Added to bad trees list') self.state = self.cleanup return navpath = w.path_to_place(p, self.openings[0]) if navpath: self.g.path = navpath self.state = self.going_to_tree else: self.openings.pop(0) def going_to_tree(self): if utils.pint(self.g.pos) == self.openings[0]: self.g.look_at = self.tree self.state = self.clear_leaves def clear_leaves(self): if not self.g.breaking: p = utils.pint(self.g.pos) diff = utils.psub(self.tree, p) for x in utils.diffrange(diff[0]): for z in utils.diffrange(diff[2]): for y in range(2): check = utils.padd(p, (x, y, z)) if check == self.tree: break if not self.bair(check): print('Breaking leaf') self.g.game.break_block(check) return self.state = self.clear_trunk_base def clear_trunk_base(self): if not self.g.breaking: base = self.tree above = utils.padd(self.tree, path.BLOCK_ABOVE) if self.blog(base): self.g.game.break_block(base) print('breaking base') elif self.blog(above): self.g.game.break_block(above) print('breaking above') else: w = self.g.world p = utils.pint(self.g.pos) navpath = w.path_to_place(p, self.tree) if navpath: self.g.path = navpath self.state = self.going_to_trunk_base else: self.openings.pop(0) self.state = self.choose_opening def going_to_trunk_base(self): if utils.pint(self.g.pos) == self.tree: self.g.look_at = utils.padd(self.tree, path.BLOCK_ABOVE2) self.state = self.clear_trunk def clear_trunk(self): if not self.g.breaking: check = self.tree count = 0 while self.bair(check) and count < 6: check = utils.padd(check, path.BLOCK_ABOVE) count += 1 if self.blog(check): print('breaking log', check) self.g.game.break_block(check) else: print('Finished clearing tree') self.wait_time = 0.5 self.state = self.wait def wait(self): # wait for the last log to fall if self.wait_time > 0: self.wait_time -= utils.TICK else: self.g.chopped_tree = self.type self.good_trees.append(self.tree) self.state = self.check_pos def check_pos(self): # make sure we are at base of trunk # doesn't always happen, for some reason if utils.pint(self.g.pos) == self.tree: self.state = self.cleanup else: self.state = self.find_openings 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.tree = None self.type = None self.openings = [] self.bad_trees = [] self.good_trees = [] self.wait_time = 0 def run(self): self.state()