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