Exemple #1
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    def _move_player(self, direction):
        oldpos = self._mobile.position
        if oldpos.direction == direction:
            x, y = oldpos.x, oldpos.y
            if direction == NORTH:
                y -= 1
            elif direction == NORTH_EAST:
                x += 1
                y -= 1
            elif direction == EAST:
                x += 1
            elif direction == SOUTH_EAST:
                x += 1
                y += 1
            elif direction == SOUTH:
                y += 1
            elif direction == SOUTH_WEST:
                x -= 1
                y += 1
            elif direction == WEST:
                x -= 1
            elif direction == NORTH_WEST:
                x -= 1
                y -= 1

            self._mobile.position = Position(x, y, oldpos.z, direction)
        else:
            self._mobile.position = Position(oldpos.x, oldpos.y, oldpos.z,
                                             direction)
Exemple #2
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def PathFindWalkRectangle(client, map, rectangle):
    assert rectangle[0] <= rectangle[2]
    assert rectangle[1] <= rectangle[3]

    destinations = []
    for x in range(rectangle[0], rectangle[2] + 1):
        destinations.append(Position(x, rectangle[1]))
        destinations.append(Position(x, rectangle[3]))

    for y in range(rectangle[1] + 1, rectangle[3]):
        destinations.append(Position(rectangle[0], y))
        destinations.append(Position(rectangle[2], y))

    return PathFindWalkAny(client, map, destinations)
Exemple #3
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    def _walk(self):
        position = self.player.position
        if position is None:
            self._failure()
            return

        self.trees = find_tree(self.map, self.exhaust_db, position)
        if self.trees is None:
            self._failure()
            return

        positions = set()
        for resource in self.trees:
            for p in passable_positions_around(self.map, resource.x,
                                               resource.y, resource.z, 2):
                positions.add(p)

        if len(positions) == 0:
            # no reachable position; try again
            resource = self.trees[0]
            self.exhaust_db.set_exhausted(resource.x / 8, resource.y / 8)
            reactor.callLater(0.1, self._walk)
            return

        nearest = nearest_position(
            (self.player.position.x, self.player.position.y), positions)
        position = Position(nearest[0], nearest[1])
        client = self._client
        d = PathFindWalk(self._client, self.map, position).deferred
        d.addCallbacks(self._walked, self._walk_failed)
Exemple #4
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 def _walk(self):
     forge = nearest_forge(self._client.world, self._client.world.player.position)
     print "forge", forge
     self._map.flush_cache()
     p = Position(forge[0], forge[1])
     d = PathFindWalkNear(self._client, self._map, p, 1).deferred
     d.addCallbacks(self._walked, self._walk_failed)
Exemple #5
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    def _walk(self):
        position = self.player.position
        if position is None:
            self._failure()
            return

        self.trees = find_tree(self.map, self.exhaust_db, position)
        if self.trees is None:
            self._failure()
            return

        positions = set()
        for resource in self.trees:
            for p in passable_positions_around(self.map, resource.x,
                                               resource.y, resource.z, 2):
                positions.add(Position(p[0], p[1]))

        self.map.flush_cache()
        d = PathFindWalkAny(self._client, self.map, positions).deferred
        d.addCallbacks(self._walked, self._walk_failed)
Exemple #6
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    def _try(self):
        destinations = []

        for x in range(self.destination.x - self.distance,
                       self.destination.x + self.distance + 1):
            for y in range(self.destination.y - self.distance,
                           self.destination.y + self.distance + 1):
                p = Position(x, y)
                if self.destination.manhattan_distance(p) <= self.distance:
                    destinations.append(p)

        destination = choose_destination(self.map, self.player.position,
                                         destinations)
        if destination is None:
            self._failure(Unreachable())
            return

        self.__walk = d = PathFindWalkFragile(self._client, self.map,
                                              destination).deferred
        self.__walk.addCallbacks(self._success, self._walk_failed)
Exemple #7
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def PathFindWalkRectangle(client, map, rectangle):
    assert rectangle[0] <= rectangle[2]
    assert rectangle[1] <= rectangle[3]

    wx = rectangle[2] - rectangle[0]
    wy = rectangle[3] - rectangle[1]

    player = client.world.player.position
    x, y = player.x + random.randint(-8, 8), player.y + random.randint(-8, 8)
    x += random.randint(-wx / 2, wx / 2)
    y += random.randint(-wy / 2, wy / 2)

    if x < rectangle[0]:
        x = rectangle[0]
    elif x > rectangle[2]:
        x = rectangle[2]

    if y < rectangle[1]:
        y = rectangle[1]
    elif y > rectangle[3]:
        y = rectangle[3]

    return PathFindWalk(client, map, Position(x, y))
Exemple #8
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    def _walk(self):
        position = self.player.position
        if position is None:
            self._failure()
            return

        self.tree = find_tree(self.map, self.exhaust_db, position)
        if self.tree is None:
            self._failure()
            return

        x, y = self.tree.x, self.tree.y
        if position.x < self.tree.x:
            x -= 1
        elif position.x > self.tree.x:
            x += 1
        if position.y < self.tree.y:
            y -= 1
        elif position.y > self.tree.y:
            y += 1

        position = Position(x, y)
        d = PathFindWalk(self._client, self.map, position).deferred
        d.addCallbacks(self._walked, self._walk_failed)
Exemple #9
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def find_tree(map, exhaust_db, position):
    item_id, x, y, z = find_resource(map, position, TREES, exhaust_db)
    print("tree:", item_id, x, y, z)
    return Position(x, y)
Exemple #10
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def find_tree(map, exhaust_db, position):
    center = Position((position.x * 7 + BANK[4]) / 8,
                      (position.y * 7 + BANK[5]) / 8)
    return find_statics_resource_block(map, center, TREES, exhaust_db)
Exemple #11
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 def is_passable(self, x, y, z):
     from gemuo.path import Position
     return self.map.is_passable(x, y, z) and Position(x, y) not in self.bad
Exemple #12
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 def _opened(self, result):
     d = DirectWalk(self._client, Position(HOUSE[0], HOUSE[1] - 2)).deferred
     d.addCallbacks(self._walked2, self._walk2_failed)
Exemple #13
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 def _walk(self):
     self._map.flush_cache()
     d = PathFindWalk(self._client, self._map, Position(HOUSE[0], HOUSE[1])).deferred
     d.addCallbacks(self._walked, self._walk_failed)
Exemple #14
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 def add_bad(self, x, y):
     from gemuo.path import Position
     self.bad.append(Position(x, y))
Exemple #15
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 def walk_reject(self, seq, x, y, z, direction):
     self._queue.reject(seq)
     self._mobile.position = Position(x, y, z, direction)
Exemple #16
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 def _opened2(self, result):
     d = DirectWalk(self._client, Position(HOUSE[0], HOUSE[1])).deferred
     d.addCallbacks(self._success, self._failure)
Exemple #17
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    def on_packet(self, packet):
        if isinstance(packet, p.MobileStatus):
            mobile = self._make_mobile(packet.serial)
            mobile.name = packet.name
            mobile.hits = BoundedValue(packet.hits, packet.hits_max)
            mobile.female = packet.female
            mobile.stats = packet.stats
            mobile.stamina = BoundedValue(packet.stamina, packet.stamina_max)
            mobile.mana = BoundedValue(packet.mana, packet.mana_max)
            mobile.gold = packet.gold
            mobile.armor = packet.armor
            mobile.mass = packet.mass
            mobile.stat_cap = packet.stat_cap

            self._signal('on_mobile_status', mobile)
        elif isinstance(packet, p.WorldItem):
            item = self._new_item(packet.serial)
            item.item_id = packet.item_id
            item.amount = packet.amount
            item.hue = packet.hue
            item.flags = packet.flags
            item.position = Position(packet.x, packet.y, packet.z,
                                     packet.direction)

            self._signal('on_world_item', item)
        elif isinstance(packet, p.LoginConfirm):
            self._clear()

            self.map_width = packet.map_width
            self.map_height = packet.map_height

            self.player = self._make_mobile(packet.serial)
            self.player.body = packet.body
            self.player.position = Position(packet.x, packet.y, packet.z,
                                            packet.direction)
            self.walk = Walk(self.player)
        elif isinstance(packet, p.Delete):
            self._delete_entity(packet.serial)
        elif isinstance(packet, p.MobileUpdate):
            mobile = self._make_mobile(packet.serial)
            mobile.body = packet.body
            mobile.hue = packet.hue
            mobile.flags = packet.flags
            mobile.position = Position(packet.x, packet.y, packet.z,
                                       packet.direction)

            self._signal('on_mobile_update', mobile)
        elif isinstance(packet, p.WalkReject):
            if self.walk is not None:
                self.walk.walk_reject(packet.seq, packet.x, packet.y, packet.z,
                                      packet.direction)

            self._signal('on_walk_reject')
        elif isinstance(packet, p.WalkAck):
            if self.walk is not None:
                self.walk.walk_ack(packet.seq, packet.notoriety)

            self._signal('on_walk_ack')
        elif isinstance(packet, p.OpenContainer):
            if packet.serial in self.entities:
                container = self.entities[packet.serial]
                container.gump_id = packet.gump_id
                self._signal('on_open_container', container)
        elif isinstance(packet, p.ContainerItem):
            item = self._new_item(packet.serial)
            item.item_id = packet.item_id
            item.hue = packet.hue
            item.parent_serial = packet.parent_serial
            item.amount = packet.amount
            item.position = Position(packet.x, packet.y)

            self._signal('on_container_item', item)
        elif isinstance(packet, p.EquipItem):
            item = self._new_item(packet.serial)
            item.item_id = packet.item_id
            item.hue = packet.hue
            item.parent_serial = packet.parent_serial
            item.layer = packet.layer

            self._signal('on_equip_item', item)
        elif isinstance(packet, p.SkillUpdate):
            if self.player is not None:
                self.player.update_skills(packet.skills)
                self._signal('on_skill_update', self.player.skills)
        elif isinstance(packet, p.ContainerContent):
            containers = set()

            for x in packet.items:
                self.on_packet(x)
                containers.add(x.parent_serial)

            for x in containers:
                if x in self.entities:
                    self._signal('on_container_content', self.entities[x])
        elif isinstance(packet, p.MobileIncoming):
            mobile = self._make_mobile(packet.serial)
            mobile.body = packet.body
            mobile.hue = packet.hue
            mobile.flags = packet.flags
            mobile.position = Position(packet.x, packet.y, packet.z,
                                       packet.direction)
            mobile.notoriety = packet.notoriety

            for x in packet.items:
                item = self._new_item(x.serial)
                item.parent_serial = mobile.serial
                item.item_id = x.item_id
                item.layer = x.layer
                item.hue = x.hue

            self._signal('on_mobile_incoming', mobile)
        elif isinstance(packet, p.MovePlayer):
            if self.walk is not None:
                self.walk.move_player(packet.direction)

            self._signal('on_move_player')
        elif isinstance(packet, p.MobileMoving):
            mobile = self._make_mobile(packet.serial)
            oldpos = mobile.position
            mobile.body = packet.body
            mobile.hue = packet.hue
            mobile.flags = packet.flags
            mobile.position = Position(packet.x, packet.y, packet.z,
                                       packet.direction)
            mobile.notoriety = packet.notoriety

            self._signal('on_mobile_moving', mobile, oldpos)
        elif isinstance(packet, p.MobileHits):
            mobile = self._make_mobile(packet.serial)
            mobile.hits = BoundedValue(packet.hits, packet.hits_max)

            self._signal('on_mobile_hits', mobile)
        elif isinstance(packet, p.MobileMana):
            mobile = self._make_mobile(packet.serial)
            mobile.mana = BoundedValue(packet.mana, packet.mana_max)

            self._signal('on_mobile_mana', mobile)
        elif isinstance(packet, p.MobileStamina):
            mobile = self._make_mobile(packet.serial)
            mobile.stamina = BoundedValue(packet.stamina, packet.stamina_max)

            self._signal('on_mobile_stamina', mobile)
        elif isinstance(packet, p.Extended):
            if packet.extended == 0x0019 and packet.extended2 == 2:
                # statlock info
                mobile = self._make_mobile(packet.serial)
                mobile.stat_locks = packet.stat_locks
        elif isinstance(packet, p.AsciiMessage):
            if packet.serial in self.entities:
                if packet.type == 0x06 or len(packet.name) > 0:
                    entity = self.entities[packet.serial]
                    entity.name = packet.text
        elif isinstance(packet, p.ChangeCombatant):
            if packet.serial != 0:
                self.combatant = self._make_mobile(packet.serial)
            else:
                self.combatant = None
Exemple #18
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 def _walk_to_healer(self):
     if self.walk is not None: return
     self.walk = PathFindWalkNear(self._client, self.map,
                                  Position(1281, 1326), 3)
     self.walk.deferred.addCallbacks(self._walked, self._walk_failed)