mosfet/mosfet/jobs/sleep_with_bed.py

206 lines
5.3 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 SleepWithBedStates:
def idle(self):
return None
def init(self):
if self.g.time < 12000:
print('Aborting sleep, not night')
self.state = self.cleanup
return
if self.g.dimension != 'overworld':
print('Aborting sleep, not in overworld')
self.state = self.cleanup
return
self.state = self.find_beds
def find_beds(self):
print('Finding beds...')
w = self.g.world
p = utils.pint(self.g.pos)
result = w.find_blocks_indexed(p, blocks.BED_IDS)
self.beds = []
for bed in result:
if bed not in self.bad_beds:
self.beds.append(bed)
print('Found:', self.beds)
self.state = self.choose_bed
def choose_bed(self):
print('Choosing a bed...')
w = self.g.world
p = utils.pint(self.g.pos)
c = self.g.chunks
if not len(self.beds):
print('No beds')
self.state = self.select_bed
return
bed = self.beds[0]
print('Chose:', bed)
tmp = c.get_block_at(*bed)
c.set_block_at(*bed, blocks.AIR)
navpath = w.path_to_place(p, bed)
c.set_block_at(*bed, tmp)
print('navpath:', navpath)
if navpath:
self.g.path = navpath[:-1]
self.opening = self.g.path[-1]
self.g.look_at = self.opening
self.area = bed
self.state = self.going_to_bed
return
else:
self.beds.pop(0)
self.bad_beds.append(bed)
print('Cant get to bed, blacklisting')
self.state = self.select_bed
def going_to_bed(self):
if utils.pint(self.g.pos) == self.opening:
self.my_bed = False
self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
self.state = self.use_bed
def select_bed(self):
if self.g.game.select_item(items.BED_IDS):
self.state = self.find_bed_spot
else:
print('No bed, aborting.')
self.state = self.cleanup
def find_bed_spot(self):
print('Finding a bed spot...')
w = self.g.world
p = utils.pint(self.g.pos)
for area in w.find_bed_areas(p, 100):
print('Found area:', area)
if area not in self.bad_areas:
break
else: # for
print('Unable to find area')
self.state = self.cleanup
return
self.area = area
openings = w.find_bed_openings(self.area)
for o in openings:
navpath = w.path_to_place(p, o)
self.opening = o
if navpath: break
else: # for
print('Unable to get to bed area', self.area)
self.bad_areas.append(self.area)
self.state = self.cleanup
return
self.g.path = navpath
self.g.look_at = self.opening
self.state = self.going_to_area
def going_to_area(self):
if utils.pint(self.g.pos) == self.opening:
self.g.look_at = utils.padd(self.area, path.BLOCK_BELOW)
self.state = self.place_bed
def place_bed(self):
self.g.game.place_block(self.area, BlockFace.TOP)
self.my_bed = True
self.state = self.use_bed
def use_bed(self):
if self.g.time > 12550:
print('Sleeping')
self.g.game.place_block(self.area, BlockFace.TOP)
if not self.silent:
self.g.chat.send('zzz')
self.state = self.sleep_bed
def sleep_bed(self):
w = self.g.world
p = utils.pint(self.g.pos)
threats = w.find_threats(p, 30)
if threats:
print('Waking up due to threats:')
print(threats)
self.g.game.leave_bed()
self.state = self.break_bed
elif self.g.time < 100:
print('Woke up time')
self.state = self.break_bed
def break_bed(self):
if self.my_bed:
self.g.game.break_block(self.area)
self.state = self.collect_bed
else:
self.state = self.cleanup
def collect_bed(self):
if not self.g.breaking:
self.g.path = [utils.padd(self.area, utils.spiral(n)) for n in range(9)]
self.wait_time = 2
self.state = self.wait
def wait(self):
# wait to pick up bed
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.silent = False
self.my_bed = False
self.beds = []
self.bad_beds = []
self.area = None
self.opening = None
self.bad_areas = []
self.wait_time = 0
def run(self):
self.state()