Begin villager trading job
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@@ -1772,6 +1772,114 @@ class EatFoodStates:
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self.state()
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class SellToVillagerStates:
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def idle(self):
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return None
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def init(self):
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self.state = self.find_villager
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def find_villager(self):
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print('Finding new villager...')
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w = self.g.world
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p = utils.pint(self.g.pos)
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for villager in w.find_villagers(p, 100):
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print('Found villager:', villager)
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if villager not in self.bad_villagers:
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break
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else: # for
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print('No good villagers left, aborting.')
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self.state = self.cleanup
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return
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self.villager = villager
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self.villager_pos = utils.pint((villager.x, villager.y, villager.z))
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self.state = self.find_openings
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def find_openings(self):
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w = self.g.world
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self.openings = w.find_villager_openings(self.villager_pos)
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self.state = self.choose_opening
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def choose_opening(self):
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w = self.g.world
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p = utils.pint(self.g.pos)
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print('openings:', self.openings)
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if not len(self.openings):
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print('Unable to get to villager:', self.villager)
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if self.villager not in self.good_villagers:
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self.bad_villagers.append(self.villager)
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print('Added to bad villager list')
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self.state = self.cleanup
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return
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navpath = w.path_to_place(p, self.openings[0])
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if navpath:
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self.g.path = navpath
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self.state = self.going_to_villager
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else:
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self.openings.pop(0)
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def going_to_villager(self):
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if utils.pint(self.g.pos) == self.openings[0]:
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print('Arrived at villager')
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self.g.look_at = self.villager_pos
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self.wait_time = 0.5
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self.state = self.wait_to_interact
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def wait_to_interact(self):
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.interact_villager
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def interact_villager(self):
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print('Interacting with villager')
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self.g.game.interact(self.villager.entity_id)
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self.g.game.animate()
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self.state = self.select_trade
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def select_trade(self):
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if not self.g.window or not self.g.trades:
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return
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print('Got trades window')
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self.state = self.freeze
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def freeze(self):
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return
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def wait(self):
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if self.wait_time > 0:
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self.wait_time -= utils.TICK
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else:
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self.state = self.cleanup
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def cleanup(self):
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self.state = self.done
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def done(self):
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# never gets ran, placeholder
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return None
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def __init__(self, global_state):
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self.g = global_state
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self.state = self.idle
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self.villager = None
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self.villager_pos = None
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self.bad_villagers = []
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self.good_villagers = []
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self.openings = []
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self.wait_time = 0
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def run(self):
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self.state()
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class JobStates:
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def idle(self):
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@@ -1793,6 +1901,7 @@ class JobStates:
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self.gather_wart_states = GatherWartStates(self.g)
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self.gather_crop_states = GatherCropStates(self.g)
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self.eat_food_states = EatFoodStates(self.g)
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self.sell_to_villager = SellToVillagerStates(self.g)
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def run_machines(self, machines):
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for m in machines:
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@@ -1922,6 +2031,21 @@ class JobStates:
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self.sleep_with_bed_states.silent = True
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return machines
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def trade(self):
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machines = [
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#self.grab_supplies_states,
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self.sell_to_villager,
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#self.sleep_with_bed_states,
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#self.eat_food_states,
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#self.cache_items_states,
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]
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self.sleep_with_bed_states.silent = True
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self.cache_items_states.silent = True
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self.grab_supplies_states.supplies = {
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tuple(items.AXE_IDS): 9,
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}
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return machines
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def stop(self):
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self.init_machines()
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self.state = self.idle
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