mosfet/game.py

325 lines
10 KiB
Python

import re
import time
import importlib
from math import hypot
from panda3d.core import LPoint3f
from minecraft.networking.packets import Packet, clientbound, serverbound
from protocol.packets import TimeUpdatePacket, SetSlotPacket, PlayerDiggingPacket, BlockBreakAnimationPacket, AcknowledgePlayerDiggingPacket
import utils
importlib.reload(utils)
import path
importlib.reload(path)
import blocks
importlib.reload(blocks)
class MCWorld:
def __init__(self, global_state):
self.g = global_state
def block_at(self, x, y, z):
return self.g.chunks.get_block_at(x, y, z)
def find_blocks(self, center, distance, block_ids, limit=0):
# search in a spiral from center to all blocks with ID
result = []
for n in count():
offset = utils.spiral(n)
check = utils.padd(center, offset)
if self.block_at(*check) in block_ids:
if hypot(*offset) < distance:
result.append(check)
if limit and len(result) == limit:
return result
if offset[0] > distance:
return result
def find_trees(self, center, distance):
logs = []
for i in range(5):
check = utils.padd(center, alternate(i, 3))
logs.extend(self.find_blocks(check, distance, blocks.LOG_IDS, 50))
trees = []
for log in logs:
# crawl to the bottom log
while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_BELOW)
# make sure we are on the ground
if self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
continue
# crawl to the top log to count
log_count = 1
while self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_ABOVE)
log_count += 1
# make sure it's a good tree
if self.block_at(*utils.padd(log, path.BLOCK_ABOVE)) in blocks.LEAF_IDS and log_count > 2:
# crawl back to the bottom log
while self.block_at(*utils.padd(log, path.BLOCK_BELOW)) in blocks.LOG_IDS:
log = utils.padd(log, path.BLOCK_BELOW)
trees.append(log)
trees.sort(key=lambda x: phyp(center, x))
return trees
def find_tree_openings(self, tree):
# returns coords in a cardinal direction where we can stand by tree
maze_solver = MazeSolver(self.g.chunks)
result = []
# TODO: make sure only non-solid and leaves between
# make sure traversable too
for distance in range(5):
for direction in CHECK_DIRECTIONS:
offset = pmul(direction, distance+1)
if maze_solver.check_traverse(tree, offset):
result.append(utils.padd(tree, offset))
return result
def path_to_place(self, start, place):
maze_solver = MazeSolver(self.g.chunks)
try:
s = maze_solver.astar(start, place)
return list(s) if s else None
except AStarTimeout:
return None
def find_bed_areas(self, center, distance):
air = []
for i in range(5):
check = utils.padd(center, alternate(i, 1))
air.extend(self.find_blocks(check, distance, [0], 200))
areas = []
for a in air:
# check for ground around the area
if len(self.find_blocks(utils.padd(a, path.BLOCK_BELOW), 2, blocks.NON_SOLID_IDS, 9)):
continue
# check for air around the area
if len(self.find_blocks(a, 2, [0], 9)) < 9:
continue
# check for air above the area
if len(self.find_blocks(utils.padd(a, path.BLOCK_ABOVE), 2, [0], 9)) < 9:
continue
areas.append(a)
areas.sort(key=lambda x: phyp(center, x))
return areas
def sand_adjacent_safe(self, sand):
for direction in CHECK_DIRECTIONS:
if self.block_at(*utils.padd(sand, direction)) in blocks.AVOID_IDS:
return False
return True
def find_sand(self, center, distance, origin):
sand = []
for i in range(10):
check = utils.padd(center, alternate(i, 1))
sand.extend(self.find_blocks(check, distance, [66], 20))
safe_sand = []
for s in sand:
# make sure it has solid below
if self.block_at(*utils.padd(s, path.BLOCK_BELOW)) in blocks.NON_SOLID_IDS:
continue
# make sure it has solid two below - prevent hanging sand
if self.block_at(*utils.padd(s, path.BLOCK_BELOW2)) in blocks.NON_SOLID_IDS:
continue
# and walkable air above
if self.block_at(*utils.padd(s, path.BLOCK_ABOVE)) not in blocks.NON_SOLID_IDS:
continue
if not self.sand_adjacent_safe(s):
continue
safe_sand.append(s)
safe_sand.sort(key=lambda x: utils.phyp_bias(center, x, origin))
return safe_sand
def find_bed_openings(self, area):
# returns coords in a cardinal direction where we can stand by bed
result = []
for direction in CHECK_DIRECTIONS:
result.append(utils.padd(area, direction))
return result
class Game:
def __init__(self, global_state):
self.g = global_state
register = self.g.connection.register_packet_listener
register(self.handle_block_change, clientbound.play.BlockChangePacket)
register(self.handle_join_game, clientbound.play.JoinGamePacket)
register(self.handle_position_and_look, clientbound.play.PlayerPositionAndLookPacket)
register(self.handle_time_update, TimeUpdatePacket)
register(self.handle_set_slot, SetSlotPacket)
register(self.handle_break_animation, BlockBreakAnimationPacket)
register(self.handle_break_ack, AcknowledgePlayerDiggingPacket)
self.g.chat.set_handler(self.handle_chat)
def handle_join_game(self, packet):
print('Connected.')
print(packet)
self.g.info = packet
self.g.eid = packet.entity_id
def handle_block_change(self, packet):
if packet.block_state_id == blocks.SOUL_TORCH:
try:
self.g.goal = LPoint3f(x=packet.location[0], y=packet.location[1], z=packet.location[2])
print('new waypoint:', self.g.goal)
start = time.time()
solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(g.goal))
if solution:
solution = list(solution)
self.g.path = solution
#g.jobstate.state = self.g.jobstate.stop
print(len(solution))
print(solution)
print(round(time.time() - start, 3), 'seconds')
else:
print('No path found')
#say(connection, 'No path found')
#g.y_v = 10.0
#g.y_a = -36.0
except BaseException as e:
import traceback
print(traceback.format_exc())
def handle_position_and_look(self, packet):
print('pos and look:')
print(packet)
p = LPoint3f(x=packet.x, y=packet.y, z=packet.z)
self.g.pos = p
def handle_chat(self, message):
source, text = message
reply = None
match = re.match(r'<(\w+)> (.*)', text)
if match:
sender, text = match.groups()
else:
return
if text.startswith('! '):
text = text[2:]
elif text.startswith('!'):
text = text[1:]
else:
return
if ' ' in text:
command = text.split(' ', 1)[0]
data = text.split(' ', 1)[1]
else:
command = text
if command == 'ping':
reply = 'pong'
if command == 'echo' and data:
reply = data
if command == 'respawn':
packet = serverbound.play.ClientStatusPacket()
packet.action_id = serverbound.play.ClientStatusPacket.RESPAWN
self.g.connection.write_packet(packet)
reply = 'ok'
if command == 'pos':
reply = str(utils.pint(self.g.pos))[1:-1]
if command == 'afk':
reply = '/afk'
if command == 'error':
reply = 'ok'
raise
if command == 'break':
self.break_block((616, 78, 496))
reply = 'ok'
if reply:
print(reply)
self.g.chat.send(reply)
def handle_time_update(self, packet):
self.g.time = packet.time_of_day % 24000
def handle_set_slot(self, packet):
print(packet)
if packet.window_id == 0:
self.g.inv[packet.slot] = packet.slot_data
def break_block(self, location):
bid = self.g.chunks.get_block_at(*location)
if bid != 0:
packet = PlayerDiggingPacket()
packet.status = 0
packet.location = location
packet.face = 1
self.g.connection.write_packet(packet)
self.g.breaking = location
self.g.break_time = time.time() + utils.break_time(bid)
def break_finish(self):
packet = PlayerDiggingPacket()
packet.status = 2
packet.location = self.g.breaking
packet.face = 1
self.g.connection.write_packet(packet)
self.g.breaking = None
def handle_break_animation(self, packet):
print(packet)
def handle_break_ack(self, packet):
print(packet)
def animate(self):
packet = serverbound.play.AnimationPacket()
packet.hand = packet.HAND_MAIN
self.g.connection.write_packet(packet)
def place_block(self, location, face):
packet = serverbound.play.PlayerBlockPlacementPacket()
packet.hand = 0
packet.location = pos
packet.face = face
packet.x = 0.5
packet.y = 0.5
packet.z = 0.5
packet.inside_block = False
self.g.connection.write_packet(packet)
def tick(self):
if self.g.breaking:
self.animate()
if time.time() >= self.g.break_time - 2*utils.TICK:
self.break_finish()