mirror of
https://github.com/kolbytn/mindcraft.git
synced 2025-04-21 21:52:07 +02:00
commit
305d233f62
5 changed files with 158 additions and 57 deletions
21
agent.js
21
agent.js
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@ -50,33 +50,34 @@ export class Agent {
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let message = res.substring(0, res.indexOf(query_cmd)).trim();
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if (message)
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this.bot.chat(message);
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console.log('Agent used query:', query_cmd);
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let query = getQuery(query_cmd);
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let query_res = query.perform(this);
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this.history.add(this.name, query_res);
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console.log('Agent used query:', query_cmd, 'and got:', query_res)
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this.history.add('system', query_res);
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}
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else if (containsCodeBlock(res)) { // contains code block
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console.log('Agent is executing code:', res)
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let message = res.substring(0, res.indexOf('```')).trim();
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if (message)
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this.bot.chat(message);
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else
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this.bot.chat("Executing code...");
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let code = res.substring(res.indexOf('```')+3, res.lastIndexOf('```'));
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if (code) {
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console.log('Queuing code: ' + code);
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this.coder.queueCode(code);
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let code_return = await this.coder.execute();
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if (code_return.success)
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break;
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else {
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let message = "Code execution failed: " + code_return.message;
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let message = code_return.message;
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if (code_return.interrupted)
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break; // can only be interrupted by another chat, so this chat is over.
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if (!code_return.success) {
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message += "\n Write code to fix the problem and try again.";
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this.history.add(this.name, message);
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}
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console.log('code return:', message);
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this.history.add('system', message);
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}
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}
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else { // conversation response
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this.bot.chat(res);
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console.log('Purely conversational response:', res)
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break;
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}
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}
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@ -1,6 +1,10 @@
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import * as skills from '../utils/skills.js';
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import * as world from '../utils/world.js';
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// this file is currently unused
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import Vec3 from 'vec3';
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const log = skills.log;
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export async function main(bot) {
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// agent's code goes here
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/* CODE HERE */
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log(bot, 'Code finished.');
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}
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@ -1,4 +1,4 @@
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import { writeFile, unlink } from 'fs';
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import { writeFile, readFile, unlink } from 'fs';
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export class Coder {
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constructor(agent) {
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@ -6,8 +6,16 @@ export class Coder {
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this.current_code = '';
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this.file_counter = 0;
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this.fp = './agent_code/';
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this.agent.bot.interrupt_code = false;
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this.executing = false;
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this.agent.bot.abort_code = false;
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this.agent.bot.output = '';
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this.code_template = '';
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readFile(this.fp+'template.js', 'utf8', (err, data) => {
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if (err) throw err;
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console.log('Template str:', data);
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this.code_template = data;
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});
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}
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queueCode(code) {
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@ -22,7 +30,8 @@ export class Coder {
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return code;
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}
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}
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code = code.replaceAll(';\n', '; if(bot.abort_code) return false;\n')
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// this may cause problems in callback functions
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code = code.replaceAll(';\n', '; if(bot.interrupt_code) {log(bot, "Code interrupted.");return;}\n');
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return code;
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}
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@ -43,16 +52,16 @@ export class Coder {
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});
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}
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// returns {success: bool, message: string, interrupted: bool}
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async execute() {
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if (!this.current_code) return {success: false, message: "No code to execute."};
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let src = "import * as skills from '../utils/skills.js';";
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src += "\nimport * as world from '../utils/world.js';"
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src += "\nimport Vec3 from 'vec3';"
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src += `\n\nexport async function main(bot) {\n`;
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if (!this.current_code) return {success: false, message: "No code to execute.", interrupted: false};
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if (!this.code_template) return {success: false, message: "Code template not loaded.", interrupted: false};
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let src = '';
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for (let line of this.current_code.split('\n')) {
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src += ` ${line}\n`;
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}
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src += ` return true;\n}\n`; // potentially redundant return statement, in case agent doesn't return anything
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src = this.code_template.replace('/* CODE HERE */', src);
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console.log("writing to file...", src)
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@ -70,41 +79,63 @@ export class Coder {
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if (write_result) {
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console.error('Error writing code execution file: ' + result);
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return {success: false, message: result};
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return {success: false, message: result, interrupted: false};
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}
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try {
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console.log('executing code...\n');
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let execution_file = await import('.'+filename);
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await this.clear();
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await this.stop();
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this.executing = true;
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await execution_file.main(this.agent.bot);
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this.executing = false;
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this.agent.bot.emit('finished_executing');
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let msg = 'Code executed successfully.';
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console.log(msg)
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return {success: true, message: msg};
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let output = this.formatOutput(this.agent.bot);
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let interrupted = this.agent.bot.interrupt_code;
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this.clear();
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return {success:true, message: output, interrupted};
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} catch (err) {
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this.executing = false;
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this.agent.bot.emit('finished_executing');
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await this.clear();
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console.error("Code execution triggered catch:" + err);
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return {success: false, message: err};
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let message = this.formatOutput(this.agent.bot);
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message += '!!Code threw exception!! Error: ' + err;
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let interrupted = this.agent.bot.interrupt_code;
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await this.stop();
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return {success: false, message, interrupted};
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}
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}
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async clear() {
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formatOutput(bot) {
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if (bot.interrupt_code) return '';
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let output = bot.output;
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const MAX_OUT = 1000;
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if (output.length > MAX_OUT) {
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output = `Code output is very long (${output.length} chars) and has been shortened.\n
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First outputs:\n${output.substring(0, MAX_OUT/2)}\n...skipping many lines.\nFinal outputs:\n ${output.substring(output.length - MAX_OUT/2)}`;
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}
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else {
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output = 'Code output:\n' + output;
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}
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return output;
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}
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async stop() {
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while (this.executing) {
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this.agent.bot.abort_code = true;
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this.agent.bot.interrupt_code = true;
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this.agent.bot.collectBlock.cancelTask();
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this.agent.bot.pathfinder.stop();
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console.log('waiting for code to finish executing... interrupt:', this.agent.bot.interrupt_code);
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await new Promise(resolve => setTimeout(resolve, 1000));
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}
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this.clear();
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}
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clear() {
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this.current_code = '';
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this.abort_code = false;
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this.agent.bot.output = '';
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this.agent.bot.interrupt_code = false;
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}
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}
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@ -4,25 +4,33 @@ let history_examples = [
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{'role': 'user', 'content': 'grombo_Xx: What do you see?'},
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{'role': 'assistant', 'content': 'Let me see... !blocks'},
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{'role': 'assistant', 'content': 'NEARBY_BLOCKS\n- oak_log\n- dirt\n- cobblestone'},
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{'role': 'system', 'content': 'NEARBY_BLOCKS\n- oak_log\n- dirt\n- cobblestone'},
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{'role': 'assistant', 'content': 'I see some oak logs, dirt, and cobblestone.'},
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{'role': 'user', 'content': 'zZZn98: come here'},
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{'role': 'assistant', 'content': '```// I am going to navigate to zZZn98.\nreturn await skills.goToPlayer(bot, "zZZn98");```'},
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{'role': 'assistant', 'content': '```// I am going to navigate to zZZn98.\nawait skills.goToPlayer(bot, "zZZn98");```'},
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{'role': 'system', 'content': 'Code execution finished successfully.'},
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{'role': 'assistant', 'content': 'Here!'},
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{'role': 'user', 'content': 'hanky: collect some sand for me please'},
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{'role': 'assistant', 'content': 'Collecting sand...```// I am going to collect 3 sand and give to hanky.\n\
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await skills.collectBlock(bot, "sand");\nreturn await skills.giveToPlayer(bot, "sand", "hanky");```'},
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await skills.collectBlock(bot, "sand");\nawait skills.giveToPlayer(bot, "sand", "hanky");```'},
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{'role': 'system', 'content': 'Code Output:\nYou have reached player hanky.\nCode execution finished successfully.'},
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{'role': 'assistant', 'content': 'Here!'},
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{'role': 'user', 'content': 'sarah_O.o: can you do a dance for me?'},
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{'role': 'assistant', 'content': "I don't know how to do that."},
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{'role': 'user', 'content': 'sarah_O.o: can you fly up in the air?'},
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{'role': 'assistant', 'content': "I can't do that."},
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{'role': 'user', 'content': 'hanky: kill that zombie!'},
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{'role': 'assistant', 'content': "I'm attacking! ```//I'm going to attack the nearest zombie.\n\
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return await skills.attackMob(bot, 'zombie');```"},
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await skills.attackMob(bot, 'zombie');```"},
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{'role': 'system', 'content': 'Code Output:\nNo zombie nearby\nCode execution failed!'},
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{'role': 'assistant', 'content': 'I could not find a zombie nearby.'},
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{'role': 'user', 'content': 'billybob: stop what you are doing'},
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{'role': 'assistant', 'content': '```// I am going to write nothing to clear my code\n return true;```'},
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{'role': 'user', 'content': 'billybob: stop'},
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{'role': 'assistant', 'content': '```// I am going to write empty code to stop whatever I am doing\n```'},
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]
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export class History {
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@ -37,7 +45,10 @@ export class History {
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add(name, content) {
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let role = 'assistant';
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if (name !== this.agent.name) {
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if (name === 'system') {
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role = 'system';
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}
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else if (name !== this.agent.name) {
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role = 'user';
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content = `${name}: ${content}`;
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}
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@ -3,6 +3,10 @@ import { getCraftingTable, getInventoryCounts, getInventoryStacks, getNearbyMobs
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import pf from 'mineflayer-pathfinder';
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import Vec3 from 'vec3';
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export function log(bot, message) {
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bot.output += message + '\n';
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}
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export async function craftItem(bot, itemName) {
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/**
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@ -79,32 +83,78 @@ export async function breakBlockAt(bot, x, y, z) {
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}
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export async function placeBlock(bot, blockType, x, y, z, faceVec=new Vec3(0, 1, 0)) {
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export async function placeBlock(bot, blockType, x, y, z) {
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/**
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* Place the given block type at the given position.
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* Place the given block type at the given position. It will build off from any adjacent blocks. Will fail if there is a block in the way or nothing to build off of.
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* @param {MinecraftBot} bot, reference to the minecraft bot.
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* @param {string} blockType, the type of block to place.
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* @param {number} x, the x coordinate of the block to place.
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* @param {number} y, the y coordinate of the block to place.
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* @param {number} z, the z coordinate of the block to place.
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* @param {Vec3} faceVec, the face of the block to place against. Defaults to the top face.
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* @returns {Promise<boolean>} true if the block was placed, false otherwise.
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* @example
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* let position = world.getPosition(bot);
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* await skills.placeBlock(bot, "oak_log", position.x + 1, position.y, position.x, new Vec3(1, 0, 0));
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* await skills.placeBlock(bot, "oak_log", position.x + 1, position.y - 1, position.x);
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**/
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let referenceBlock = bot.blockAt(new Vec3(x, y, z));
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if (referenceBlock.name != 'air')
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const empty_blocks = ['air', 'water', 'lava'];
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const targetBlock = bot.blockAt(new Vec3(x, y, z));
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if (!empty_blocks.includes(targetBlock.name)) {
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log(bot, `Cannot place block at ${targetBlock.position} because ${targetBlock.name} is in the way.`);
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return false;
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}
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// get the buildoffblock and facevec based on whichever adjacent block is not empty
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let buildOffBlock = null;
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let faceVec = null;
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const dirs = [Vec3(0, -1, 0), Vec3(0, 1, 0), Vec3(1, 0, 0), Vec3(-1, 0, 0), Vec3(0, 0, 1), Vec3(0, 0, -1)];
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for (let d of dirs) {
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const block = bot.blockAt(new Vec3(x, y, z).plus(d));
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if (!empty_blocks.includes(block.name)) {
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buildOffBlock = block;
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faceVec = new Vec3(-d.x, -d.y, -d.z);
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break;
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}
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}
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if (!buildOffBlock) {
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log(bot, `Cannot place block at ${targetBlock.position} because there is nothing to build off of.`);
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return false;
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}
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console.log("buildOffBlock: ", buildOffBlock.position, buildOffBlock.name, "faceVec: ", faceVec)
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// check if bot is in the way
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console.log("bot position: ", bot.entity.position, "buildOffBlock.position: ", buildOffBlock.position.plus(faceVec), "distance: ", bot.entity.position.distanceTo(buildOffBlock.position.plus(faceVec)))
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if (bot.entity.position.distanceTo(buildOffBlock.position.plus(faceVec)) < 0.5) {
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log(bot, `Cannot place block at ${buildOffBlock.position} because you are in the way.`);
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return false;
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}
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console.log("Placing on: ", buildOffBlock.position, buildOffBlock.name)
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let block = bot.inventory.items().find(item => item.name === blockType);
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if (!block)
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if (!block) {
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log(bot, `Don't have any ${blockType} to place.`);
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return false;
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}
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await bot.equip(block, 'hand');
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await bot.placeBlock(referenceBlock, faceVec).then(() => {
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return true;
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}).catch((err) => {
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// turn to face the block
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await bot.lookAt(buildOffBlock.position.plus(faceVec));
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// can still throw error if blocked by a bot player or mob, but takes a long time to timeout
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bot.placeBlock(buildOffBlock, faceVec).catch(err => {console.log('placeBlock threw error, ignoring')});
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console.log("placing block...")
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// wait and then check if the block was placed
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await new Promise(resolve => setTimeout(resolve, 500));
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const newBlock = bot.blockAt(buildOffBlock.position.plus(faceVec));
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if (!newBlock) return false;
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if (newBlock.name !== blockType) {
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log(bot, `Failed to place ${blockType} at ${newBlock.position}.`);
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return false;
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});
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}
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console.log('block placed')
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log(bot, `Successfully placed ${blockType} at ${newBlock.position}.`);
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return true;
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}
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@ -191,7 +241,9 @@ export async function goToPlayer(bot, username) {
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bot.pathfinder.setMovements(new pf.Movements(bot));
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let pos = player.position;
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await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 3));
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let distance = 2;
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await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, distance));
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log(bot, `You have reached your destination.`);
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return true;
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}
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@ -211,8 +263,10 @@ export async function followPlayer(bot, username) {
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bot.pathfinder.setMovements(new pf.Movements(bot));
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bot.pathfinder.setGoal(new pf.goals.GoalFollow(player, 2), true);
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log(bot, `You are now actively following player ${username}.`);
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while (!bot.abort_code) {
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while (!bot.interrupt_code) {
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console.log('followPlayer waiting for interrupt...', bot.interrupt_code);
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await new Promise(resolve => setTimeout(resolve, 1000));
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}
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Loading…
Add table
Reference in a new issue