mirror of
https://github.com/kolbytn/mindcraft.git
synced 2025-08-03 22:05:35 +02:00
finished function to test the blueprint layout. now working on procedurally generating the blueprint
This commit is contained in:
parent
a383ee9d14
commit
0eb503cde8
2 changed files with 181 additions and 3 deletions
|
@ -1,3 +1,4 @@
|
|||
import mineflayer from "mineflayer";
|
||||
|
||||
const bot = mineflayer.createBot({
|
||||
host: 'localhost', // Replace with your server IP or hostname
|
||||
|
@ -6,6 +7,159 @@ const bot = mineflayer.createBot({
|
|||
// password: 'your_bot_password' // Only if the server has online-mode=true
|
||||
});
|
||||
|
||||
this.bot.on('spawn', async () => {
|
||||
bot.chat("/setblock ~ ~ ~ stone");
|
||||
});
|
||||
bot.on('spawn', async () => {
|
||||
// generate a blueprint
|
||||
const blueprint = {
|
||||
"levels": [
|
||||
{
|
||||
"level": 0,
|
||||
"coordinates": [142, -60, -179],
|
||||
"placement": [
|
||||
["stone", "stone", "oak_door", "stone", "stone"],
|
||||
["stone", "air", "air", "air", "stone"],
|
||||
["stone", "air", "air", "air", "stone"],
|
||||
["stone", "stone", "stone", "stone", "stone"]
|
||||
]
|
||||
},
|
||||
{
|
||||
"level": 1,
|
||||
"coordinates": [142, -59, -179],
|
||||
"placement": [
|
||||
["stone", "stone", "air", "stone", "stone"],
|
||||
["stone", "air", "air", "air", "stone"],
|
||||
["stone", "air", "air", "air", "stone"],
|
||||
["stone", "stone", "stone", "stone", "stone"]
|
||||
]
|
||||
},
|
||||
{
|
||||
"level": 2,
|
||||
"coordinates": [142, -58, -179],
|
||||
"placement": [
|
||||
["stone", "stone", "stone", "stone", "stone"],
|
||||
["stone", "stone", "stone", "stone", "stone"],
|
||||
["stone", "stone", "stone", "stone", "stone"],
|
||||
["stone", "stone", "stone", "stone", "stone"],
|
||||
]
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
// have andy build the blueprint automatically
|
||||
const result = blueprintToCommands(blueprint);
|
||||
// const result = clearHouse(blueprint)
|
||||
const commands = result.commands;
|
||||
const nearbyPosition = result.nearbyPosition;
|
||||
for (const command of commands) {
|
||||
bot.chat(command);
|
||||
}
|
||||
|
||||
console.log(commands.slice(-10));
|
||||
|
||||
// Print out the location nearby the blueprint
|
||||
console.log(`tp ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`)
|
||||
|
||||
|
||||
});
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Takes in the blueprint, and then converts it into a set of /setblock commands for the bot to follow
|
||||
* @Returns: An object containing the setblock commands as a list of strings, and a position nearby the blueprint but not in it
|
||||
* @param blueprint
|
||||
*/
|
||||
function blueprintToCommands(blueprint) {
|
||||
const commands = [];
|
||||
|
||||
let minX = Infinity, maxX = -Infinity;
|
||||
let minY = Infinity, maxY = -Infinity;
|
||||
let minZ = Infinity, maxZ = -Infinity;
|
||||
|
||||
for (const level of blueprint.levels) {
|
||||
console.log(level.level)
|
||||
const baseX = level.coordinates[0];
|
||||
const baseY = level.coordinates[1];
|
||||
const baseZ = level.coordinates[2];
|
||||
const placement = level.placement;
|
||||
|
||||
// Update bounds
|
||||
minX = Math.min(minX, baseX);
|
||||
maxX = Math.max(maxX, baseX + placement[0].length - 1);
|
||||
minY = Math.min(minY, baseY);
|
||||
maxY = Math.max(maxY, baseY);
|
||||
minZ = Math.min(minZ, baseZ);
|
||||
maxZ = Math.max(maxZ, baseZ + placement.length - 1);
|
||||
|
||||
// Loop through the 2D placement array
|
||||
for (let z = 0; z < placement.length; z++) {
|
||||
for (let x = 0; x < placement[z].length; x++) {
|
||||
const blockType = placement[z][x];
|
||||
if (blockType) {
|
||||
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} ${blockType}`;
|
||||
commands.push(setblockCommand);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate a position nearby the blueprint but not in it
|
||||
const nearbyPosition = {
|
||||
x: maxX + 5, // Move 5 blocks to the right
|
||||
y: minY, // Stay on the lowest level of the blueprint
|
||||
z: minZ // Stay aligned with the front of the blueprint
|
||||
};
|
||||
|
||||
return { commands, nearbyPosition };
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Takes in a blueprint, and returns a set of commands to clear up the space.
|
||||
*
|
||||
*/
|
||||
function clearHouse(blueprint) {
|
||||
const commands = [];
|
||||
|
||||
let minX = Infinity, maxX = -Infinity;
|
||||
let minY = Infinity, maxY = -Infinity;
|
||||
let minZ = Infinity, maxZ = -Infinity;
|
||||
|
||||
for (const level of blueprint.levels) {
|
||||
const baseX = level.coordinates[0];
|
||||
const baseY = level.coordinates[1];
|
||||
const baseZ = level.coordinates[2];
|
||||
const placement = level.placement;
|
||||
|
||||
// Update bounds
|
||||
minX = Math.min(minX, baseX);
|
||||
maxX = Math.max(maxX, baseX + placement[0].length - 1);
|
||||
minY = Math.min(minY, baseY);
|
||||
maxY = Math.max(maxY, baseY);
|
||||
minZ = Math.min(minZ, baseZ);
|
||||
maxZ = Math.max(maxZ, baseZ + placement.length - 1);
|
||||
|
||||
// Loop through the 2D placement array
|
||||
for (let z = 0; z < placement.length; z++) {
|
||||
for (let x = 0; x < placement[z].length; x++) {
|
||||
const blockType = placement[z][x];
|
||||
if (blockType) {
|
||||
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} air`;
|
||||
commands.push(setblockCommand);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate a position nearby the blueprint but not in it
|
||||
const nearbyPosition = {
|
||||
x: maxX + 5, // Move 5 blocks to the right
|
||||
y: minY, // Stay on the lowest level of the blueprint
|
||||
z: minZ // Stay aligned with the front of the blueprint
|
||||
};
|
||||
|
||||
return { commands, nearbyPosition };
|
||||
}
|
||||
|
||||
|
||||
|
|
24
test/test_generate_blueprint.js
Normal file
24
test/test_generate_blueprint.js
Normal file
|
@ -0,0 +1,24 @@
|
|||
|
||||
/** Build house
|
||||
*
|
||||
* @param position coordinate that specify where the house should be built. come in as [x,y,z]
|
||||
* @param windows an int that can be 0,1,2 for increasing frequencies of windows
|
||||
* @param doors a boolean that has doors for room or no doors (if ur crazy ig)
|
||||
*/
|
||||
function buildHouse(position, windows, doors){
|
||||
// randomly initalize a space for a 3D matrix (make sure its big enough)
|
||||
const minSize = 30; // Minimum size for width, length, height
|
||||
const randomness = 20; // Maximum randomness to add
|
||||
const width = Math.floor(Math.random() * (randomness + 1)) + minSize;
|
||||
const length = Math.floor(Math.random() * (randomness + 1)) + minSize;
|
||||
const height = Math.floor(Math.random() * (randomness + 1)) + minSize;
|
||||
|
||||
|
||||
// slice up the space ensuring each compartment has at least 4x4x2 space.
|
||||
|
||||
|
||||
// then, internally do things like windows / stairs / doors/ etc...
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
Add table
Reference in a new issue