Add job for farming trees and object physics

This commit is contained in:
2020-10-13 20:26:50 -06:00
parent c6c0def867
commit f328f3443a
9 changed files with 361 additions and 38 deletions
+98 -26
View File
@@ -1,9 +1,10 @@
import re
import time
import importlib
import random
from math import hypot
from itertools import count
from bunch import Bunch
from munch import Munch
from panda3d.core import LPoint3f
@@ -17,8 +18,7 @@ from protocol.packets import (
ClickWindowPacket, CloseWindowPacket, ServerWindowConfirmationPacket,
ClientWindowConfirmationPacket, EntityMetadataPacket,
SpawnLivingEntityPacket, EntityPositionPacket,
EntityPositionRotationPacket,
EntityPositionRotationPacket, DestroyEntitiesPacket, EntityVelocityPacket,
)
from protocol.types import Slot
@@ -93,7 +93,7 @@ class MCWorld:
result = []
# TODO: make sure only non-solid and leaves between
# make sure traversable too
# make sure traversable too and non-avoid
for distance in range(5):
for direction in path.CHECK_DIRECTIONS:
@@ -203,6 +203,8 @@ class Game:
register(self.handle_spawn_living, SpawnLivingEntityPacket)
register(self.handle_entity_position, EntityPositionPacket)
register(self.handle_entity_position_rotation, EntityPositionRotationPacket)
register(self.handle_destroy_entities, DestroyEntitiesPacket)
register(self.handle_entity_velocity, EntityVelocityPacket)
#register(self.handle_packet, Packet, early=True)
@@ -224,8 +226,8 @@ class Game:
solution = path.Pathfinder(self.g.chunks).astar(utils.pint(self.g.pos), utils.pint(self.g.goal))
if solution:
solution = list(solution)
#self.g.path = solution
#self.g.job.state = self.g.job.stop
self.g.path = solution
self.g.job.state = self.g.job.stop
print(len(solution))
print(solution)
print(round(time.time() - start, 3), 'seconds')
@@ -320,6 +322,19 @@ class Game:
else:
reply += ', I need a bed'
if command == 'farm' and data:
if data == 'wood':
self.g.job.state = self.g.job.farm_wood
reply = 'ok'
if reply:
for i in self.g.inv.values():
print(i.item_id)
if i.item_id in items.BED_IDS:
break
else:
reply += ', I need a bed'
if command == 'stop':
self.g.job.state = self.g.job.stop
reply = 'ok'
@@ -386,6 +401,11 @@ class Game:
self.g.job.find_gapple_states.count = int(data)
reply = 'ok'
if command == 'objects':
for k, v in self.g.objects.items():
if data and v.item_id != int(data): continue
print(str(k) + ':', v)
if reply:
print(reply)
self.g.chat.send(reply)
@@ -483,6 +503,23 @@ class Game:
else: #for
return False
def select_random_item(self, items):
# select a random match from items of inv
# this is random per item type
# example: 5 stacks wood, 1 stack glass
# -> still 50/50 chance between them
matches = set()
for slot, item in self.g.inv.items():
if item.item_id in items:
matches.add(item.item_id)
if matches:
return self.select_item([random.choice(list(matches))])
else:
return False
def drop_stack(self):
packet = PlayerDiggingPacket()
packet.status = 3
@@ -497,7 +534,7 @@ class Game:
def handle_window(self, packet):
print(packet)
self.g.window = Bunch(data=packet, contents=dict(), count=0)
self.g.window = Munch(data=packet, contents=dict(), count=0)
def click_window(self, slot, button, mode, item):
w = self.g.window
@@ -529,41 +566,76 @@ class Game:
self.g.connection.write_packet(packet2)
def handle_spawn_object(self, packet):
return
#return
if packet.type_id != 37: return
print(packet)
self.g.objects[packet.entity_id] = Munch(
x=packet.x,
y=packet.y,
z=packet.z,
velocity_x=packet.velocity_x,
velocity_y=packet.velocity_y,
velocity_z=packet.velocity_z,
)
def check_gapple(self, packet):
if not self.g.job:
return
current_gapple_chest = self.g.job.find_gapple_states.current_chest
if current_gapple_chest:
for entry in packet.metadata:
if entry.type != 6:
continue
if entry.value.item_id in items.GAPPLE_ID:
self.g.chat.send('gapple found: ' + str(current_gapple_chest)[1:-1])
print('gapple found:', str(current_gapple_chest)[1:-1])
def handle_entity_metadata(self, packet):
if not packet.metadata:
return
if not self.g.job:
return
current_chest = self.g.job.find_gapple_states.current_chest
if not current_chest:
return
for entry in packet.metadata:
if entry.type != 6:
continue
if entry.value.item_id in items.GAPPLE_ID:
self.g.chat.send('gapple found: ' + str(current_chest)[1:-1])
print('gapple found:', str(current_chest)[1:-1])
self.check_gapple(packet)
obj = self.g.objects.get(packet.entity_id, None)
if obj:
for entry in packet.metadata:
if entry.type != 6:
continue
obj.item_id = entry.value.item_id
obj.item_count = entry.value.item_count
def handle_spawn_living(self, packet):
return
print(packet)
def handle_entity_position(self, packet):
return
print(packet)
obj = self.g.objects.get(packet.entity_id, None)
if obj:
pass
#obj.x += packet.delta_x
#obj.y += packet.delta_y
#obj.z += packet.delta_z
def handle_entity_position_rotation(self, packet):
return
print(packet)
obj = self.g.objects.get(packet.entity_id, None)
if obj:
print('object rotation found:', packet)
raise
def handle_entity_velocity(self, packet):
obj = self.g.objects.get(packet.entity_id, None)
if obj:
print(packet)
#obj.velocity_x = packet.velocity_x
#obj.velocity_y = packet.velocity_y
#obj.velocity_z = packet.velocity_z
def handle_destroy_entities(self, packet):
for eid in packet.entity_ids:
if eid in self.g.objects:
del self.g.objects[eid]
def tick(self):
if self.g.breaking: