mosfet/mosfet/jobs/clear_leaves.py

92 lines
2.3 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 protocol.managers import ChunkNotLoadedException
import utils
import path
import blocks
import items
import mcdata
import mobs
class ClearLeavesStates:
def idle(self):
return None
def init(self):
if not self.g.chopped_tree:
print('Didnt chop tree, clearing leaves')
self.state = self.cleanup
return
sapling_type = self.g.chopped_tree + '_sapling'
sapling_item = items.get_id(sapling_type)
num_saplings = self.g.game.count_items([sapling_item])
print('Have', num_saplings, sapling_type, 'in inventory')
if num_saplings > 8:
print('Have enough saplings, aborting clearing leaves')
self.state = self.cleanup
return
self.state = self.select_log
print('Clearing leaves...')
def select_log(self):
# select a log to avoid using tools
self.g.game.select_item(items.LOG_IDS)
self.state = self.find_leaves
def find_leaves(self):
w = self.g.world
p = utils.pint(self.g.pos)
pos = utils.padd(p, path.BLOCK_ABOVE)
for l in w.find_leaves(pos, blocks.BREAK_DISTANCE):
self.leaves.append(l)
self.state = self.break_leaves
def break_leaves(self):
if not self.g.breaking:
if self.leaves:
leaf = self.leaves.pop(0)
self.g.look_at = leaf
self.g.game.break_block(leaf)
print('Breaking leaf', leaf)
else:
self.wait_time = 1
self.state = self.wait
def wait(self):
# wait for the items to drop
if self.wait_time > 0:
self.wait_time -= utils.TICK
else:
self.state = self.cleanup
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.leaves = []
self.wait_time = 0
def run(self):
self.state()