mosfet/mosfet/jobs/gather_wood.py

190 lines
5.4 KiB
Python

import re
import time
import importlib
import random
from itertools import count
from math import hypot, floor
from minecraft.networking.types import BlockFace
from mosfet.protocol.managers import ChunkNotLoadedException
from mosfet import utils
from mosfet import path
from mosfet import blocks
from mosfet import items
from mosfet import mcdata
from mosfet 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()