custom task file for small church

This commit is contained in:
Isadora White 2025-04-03 22:44:19 -07:00
parent c01cea4062
commit 3834406f6a
2 changed files with 1066 additions and 55 deletions

View file

@ -12,14 +12,12 @@ export class ConstructionTaskValidator {
let valid = false;
let score = 0;
let result = this.blueprint.check(this.agent.bot);
if (result.mismatches.length === 0) {
if (result.mismatches.y_amount === 0) {
valid = true;
console.log('Task is complete');
}
let total_blocks = result.mismatches.length + result.matches.length;
score = (result.matches.length / total_blocks) * 100;
console.log(`Agent name is ${this.agent.name}`);
console.log(`Task is ${score}% complete \n\n`);
let total_blocks = result.mismatches.y_amount + result.matches.y_amount;
score = (result.matches.y_amount / total_blocks) * 100;
return {
"valid": valid,
"score": score
@ -37,10 +35,10 @@ export class ConstructionTaskValidator {
export function resetConstructionWorld(bot, blueprint) {
console.log('Resetting world...');
const starting_position = blueprint.levels[0].coordinates;
const length = blueprint.levels[0].placement.length + 5;
const height = blueprint.levels.length + 5;
const width = blueprint.levels[0].placement[0].length + 5;
const command = `/fill ${starting_position[0]} ${starting_position[1]} ${starting_position[2]} ${starting_position[0] + width} ${starting_position[1] + height} ${starting_position[2] + length} air`;
const y_amount = blueprint.levels[0].placement.y_amount + 5;
const height = blueprint.levels.y_amount + 5;
const width = blueprint.levels[0].placement[0].y_amount + 5;
const command = `/fill ${starting_position[0]} ${starting_position[1]} ${starting_position[2]} ${starting_position[0] + width} ${starting_position[1] + height} ${starting_position[2] + y_amount} air`;
bot.chat(command);
console.log('World reset');
}
@ -50,7 +48,7 @@ export function checkLevelBlueprint(agent, levelNum) {
const bot = agent.bot;
try {
const result = blueprint.checkLevel(bot, levelNum);
if (result.mismatches.length === 0) {
if (result.mismatches.y_amount === 0) {
return `Level ${levelNum} is correct`;
} else {
let explanation = blueprint.explainLevelDifference(bot, levelNum);
@ -69,7 +67,7 @@ export function checkBlueprint(agent) {
const blueprint = agent.task.blueprint;
const bot = agent.bot;
const result = blueprint.check(bot);
if (result.mismatches.length === 0) {
if (result.mismatches.y_amount === 0) {
return "Blueprint is correct";
} else {
let explanation = blueprint.explainBlueprintDifference(bot);
@ -97,11 +95,11 @@ export class Blueprint {
var placement_string = "[\n";
for (let row of placement) {
placement_string += "[";
for (let i = 0; i < row.length - 1; i++) {
for (let i = 0; i < row.y_amount - 1; i++) {
let item = row[i];
placement_string += `${item}, `;
}
let final_item = row[row.length - 1];
let final_item = row[row.y_amount - 1];
placement_string += `${final_item}],\n`;
}
placement_string += "]";
@ -118,7 +116,7 @@ export class Blueprint {
explainBlueprintDifference(bot) {
var explanation = "";
const levels = this.data.levels;
for (let i = 0; i < levels.length; i++) {
for (let i = 0; i < levels.y_amount; i++) {
let level_explanation = this.explainLevelDifference(bot, i);
explanation += level_explanation + "\n";
}
@ -129,7 +127,7 @@ export class Blueprint {
const mismatches = results.mismatches;
const levelData = this.data.levels[levelNum];
if (mismatches.length === 0) {
if (mismatches.y_amount === 0) {
return `Level ${levelData.level} is complete`;
}
var explanation = `Level ${levelData.level} `;
@ -153,7 +151,7 @@ export class Blueprint {
const levels = this.data.levels;
const mismatches = [];
const matches = [];
for (let i = 0; i < levels.length; i++) {
for (let i = 0; i < levels.y_amount; i++) {
const result = this.checkLevel(bot, i);
mismatches.push(...result.mismatches);
matches.push(...result.matches);
@ -173,9 +171,9 @@ export class Blueprint {
const mismatches = [];
const matches = [];
for (let zOffset = 0; zOffset < placement.length; zOffset++) {
for (let zOffset = 0; zOffset < placement.y_amount; zOffset++) {
const row = placement[zOffset];
for (let xOffset = 0; xOffset < row.length; xOffset++) {
for (let xOffset = 0; xOffset < row.y_amount; xOffset++) {
const blockName = row[xOffset];
const x = startCoords[0] + xOffset;
@ -240,15 +238,15 @@ export class Blueprint {
// Update bounds
minX = Math.min(minX, baseX);
maxX = Math.max(maxX, baseX + placement[0].length - 1);
maxX = Math.max(maxX, baseX + placement[0].y_amount - 1);
minY = Math.min(minY, baseY);
maxY = Math.max(maxY, baseY);
minZ = Math.min(minZ, baseZ);
maxZ = Math.max(maxZ, baseZ + placement.length - 1);
maxZ = Math.max(maxZ, baseZ + placement.y_amount - 1);
// Loop through the 2D placement array
for (let z = 0; z < placement.length; z++) {
for (let x = 0; x < placement[z].length; x++) {
for (let z = 0; z < placement.y_amount; z++) {
for (let x = 0; x < placement[z].y_amount; x++) {
const blockType = placement[z][x];
if (blockType) {
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} ${blockType}`;
@ -289,15 +287,15 @@ export class Blueprint {
// Update bounds
minX = Math.min(minX, baseX) - 30;
maxX = Math.max(maxX, baseX + placement[0].length - 1) + 30;
maxX = Math.max(maxX, baseX + placement[0].y_amount - 1) + 30;
minY = Math.min(minY, baseY);
maxY = Math.max(maxY, baseY);
minZ = Math.min(minZ, baseZ) - 30;
maxZ = Math.max(maxZ, baseZ + placement.length - 1) + 30;
maxZ = Math.max(maxZ, baseZ + placement.y_amount - 1) + 30;
// Loop through the 2D placement array
for (let z = 0; z < placement.length; z++) {
for (let x = 0; x < placement[z].length; x++) {
for (let z = 0; z < placement.y_amount; z++) {
for (let x = 0; x < placement[z].y_amount; x++) {
const blockType = placement[z][x];
if (blockType) {
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} air`;
@ -350,8 +348,8 @@ export function proceduralGeneration(m = 20,
complexity = 4,
startCoord = [148,-60,-170]) {
// Build 3D space
const matrix = Array.from({length: p}, () =>
Array.from({length: m}, () =>
const matrix = Array.from({y_amount: p}, () =>
Array.from({y_amount: m}, () =>
Array(n).fill('air')
)
);
@ -359,7 +357,7 @@ export function proceduralGeneration(m = 20,
// todo: extrapolate into another param? then have set materials be dynamic?
let roomMaterials = ["stone", "terracotta", "quartz_block", "copper_block", "purpur_block"]
if (complexity < roomMaterials.length) {
if (complexity < roomMaterials.y_amount) {
roomMaterials = roomMaterials.slice(0, complexity + 1);
}
@ -510,9 +508,9 @@ export function proceduralGeneration(m = 20,
// Takes in a room and randomly converts some faces to be windows
function addWindowsAsSquares(matrix, x, y, z, newLength, newWidth, newDepth, material) {
// Matrix dimensions
const matrixDepth = matrix.length;
const matrixLength = matrix[0].length;
const matrixWidth = matrix[0][0].length;
const matrixDepth = matrix.y_amount;
const matrixLength = matrix[0].y_amount;
const matrixWidth = matrix[0][0].y_amount;
const windowX = Math.ceil(minRoomWidth / 2)
const windowY = Math.ceil(minRoomLength / 2)
const windowZ = Math.ceil(minRoomDepth / 2)
@ -593,9 +591,9 @@ export function proceduralGeneration(m = 20,
function addWindowsAsPlane(matrix, x, y, z, newLength, newWidth, newDepth, material) {
// Ensure the new dimensions are within bounds
const maxX = matrix[0].length;
const maxY = matrix[0][0].length;
const maxZ = matrix.length;
const maxX = matrix[0].y_amount;
const maxY = matrix[0][0].y_amount;
const maxZ = matrix.y_amount;
// Each face has a 30% chance of becoming a window
if (Math.random() < 0.8) {
@ -643,21 +641,21 @@ export function proceduralGeneration(m = 20,
//still a little buggy
function addStairs(matrix, x, y, z, length, width, material) {
function addStairs(matrix, x, y, z, y_amount, width, material) {
let currentZ = z;
let currentX = x + 1;
let currentY = y + 1;
let direction = 0;
let stepCount = 0;
const maxSteps = length * width; // Safety limit
const maxSteps = y_amount * width; // Safety limit
while (currentZ >= 0 && currentX < x + length - 1 && currentY < y + width - 1 && stepCount < maxSteps) {
while (currentZ >= 0 && currentX < x + y_amount - 1 && currentY < y + width - 1 && stepCount < maxSteps) {
// Place stair block
matrix[currentZ][currentX][currentY] = material || 'stone';
// Clear 3 blocks above for headroom
for (let i = 1; i <= 3; i++) {
if (currentZ + i < matrix.length) {
if (currentZ + i < matrix.y_amount) {
matrix[currentZ + i][currentX][currentY] = 'air';
}
}
@ -665,8 +663,8 @@ export function proceduralGeneration(m = 20,
// Move to next position based on direction
if (direction === 0) {
currentX++;
if (currentX >= x + length - 1) {
currentX = x + length - 2;
if (currentX >= x + y_amount - 1) {
currentX = x + y_amount - 2;
direction = 1;
} else {
currentZ--;
@ -700,7 +698,7 @@ export function proceduralGeneration(m = 20,
// Consider a random probability of adding a carpet
if (Math.random() < probability) {
// Choose a random color for the carpet
let randomColor = colors[Math.floor(Math.random() * colors.length)];
let randomColor = colors[Math.floor(Math.random() * colors.y_amount)];
// Add carpet one z position above the floor with a random color
matrix[z + 1][x][y] = `${randomColor}_carpet`;
}
@ -773,7 +771,7 @@ export function proceduralGeneration(m = 20,
for (let attempt = 0; attempt < 150; attempt++) {
const material = roomMaterials[Math.floor(Math.random() * roomMaterials.length)];
const material = roomMaterials[Math.floor(Math.random() * roomMaterials.y_amount)];
// dimensions of room
@ -790,7 +788,7 @@ export function proceduralGeneration(m = 20,
newZ = 0; // Ground floor
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth};
lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth};
roomPlaced = true;
placedRooms++;
@ -820,14 +818,14 @@ export function proceduralGeneration(m = 20,
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
// addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
// addLadder(matrix, lastRoom.x + Math.floor(lastRoom.y_amount / 2),
// lastRoom.y + Math.floor(lastRoom.width / 2),
// newZ); // Adding the ladder
addStairs(matrix, newX, newY, newZ, newLength, newWidth, material)
lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth};
lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth};
roomPlaced = true;
placedRooms++;
break;
@ -847,7 +845,7 @@ export function proceduralGeneration(m = 20,
addDoor(matrix, lastRoom.x, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z, material);
lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth};
lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth};
roomPlaced = true;
placedRooms++;
break;
@ -855,7 +853,7 @@ export function proceduralGeneration(m = 20,
break;
case 'right':
newX = lastRoom.x + lastRoom.length - 1;
newX = lastRoom.x + lastRoom.y_amount - 1;
newY = lastRoom.y;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
@ -863,12 +861,12 @@ export function proceduralGeneration(m = 20,
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + lastRoom.length - 1,
addDoor(matrix, lastRoom.x + lastRoom.y_amount - 1,
lastRoom.y + Math.floor(lastRoom.width / 2),
lastRoom.z, material);
lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth};
lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth};
roomPlaced = true;
placedRooms++;
break;
@ -884,12 +882,12 @@ export function proceduralGeneration(m = 20,
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.y_amount / 2),
lastRoom.y + lastRoom.width - 1,
lastRoom.z, material);
lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth};
lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth};
roomPlaced = true;
placedRooms++;
break;
@ -905,12 +903,12 @@ export function proceduralGeneration(m = 20,
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.y_amount / 2),
lastRoom.y,
lastRoom.z, material);
lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth};
lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth};
roomPlaced = true;
placedRooms++;
break;
@ -978,7 +976,7 @@ function printMatrix(matrix) {
*/
function matrixToBlueprint(matrix, startCoord) {
// Validate inputs
if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.length !== 3) {
if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.y_amount !== 3) {
console.log(matrix)
throw new Error('Invalid input format');
}
@ -1003,6 +1001,85 @@ function matrixToBlueprint(matrix, startCoord) {
};
}
async function getBlockName(bot, coordinate) {
const blockAtLocation = bot.blockAt(new Vec3(coordinate.x, coordinate.y, coordinate.z));
const blockName = blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : "air";
return blockName;
}
/**
* Converts a world location to a blueprint. takes some time to ensure that the chunks are loaded before conversion.
* @param startCoord - [x,y,z] that signifies the start of the blueprint
* @param y_amount - how many spaces you want to register from the start coordinate in the y dimension
* @param x_amount - how many spaces in the x direction on minecraft
* @param z_amount - how many spaces from the start coordinate in the z direction in minecraft
* @param bot - the mineflayer agent (ex. andy)
* @returns - a Blueprint object of the converted blueprint
*/
export async function worldToBlueprint(startCoord, y_amount, x_amount, z_amount, bot) {
await bot.waitForChunksToLoad();
const materials = {};
const levels = [];
for (let y = 0; y < y_amount; y++) {
const placement = [];
const coordinates = [startCoord.x, startCoord.y + y, startCoord.z];
for (let z = 0; z < z_amount; z++) {
const row = [];
for (let x = 0; x < x_amount; x++) {
const worldCoord = {
x: startCoord.x + x,
y: startCoord.y + y,
z: startCoord.z + z
};
await bot.waitForChunksToLoad(worldCoord);
const blockName = await getBlockName(bot, worldCoord);
row.push(blockName);
if (blockName !== 'air') {
materials[blockName] = (materials[blockName] || 0) + 1;
}
}
placement.push(row);
}
levels.push({
level: y,
coordinates: coordinates,
placement: placement
})
}
console.log(levels);
const blueprint_data = {
materials: materials,
levels: levels
}
return blueprint_data
}
export function blueprintToTask(blueprint_data, num_agents) {
let initialInventory = {}
for (let j = 0; j < num_agents; j++) {
initialInventory[JSON.stringify(j)] = {};
}
let give_agent = 0;
for (const key of Object.keys(blueprint_data.materials)) {
initialInventory[JSON.stringify(give_agent)][key] = blueprint_data.materials[key];
give_agent = (give_agent + 1) % num_agents;
}
const task = {
type: "construction",
goal: "Make a house with the blueprint below",
conversation: "Let's share materials and make a house with the blueprint",
agent_count: 2,
blueprint: blueprint_data,
initial_inventory: initialInventory,
};
return task;
}
// testing code

View file

@ -0,0 +1,934 @@
{
"small_church": {
"type": "construction",
"goal": "Make a house with the blueprint below",
"conversation": "Let's share materials and make a house with the blueprint",
"agent_count": 2,
"blueprint": {
"materials": {
"oak_planks": 120,
"stone_bricks": 64,
"oak_door": 2,
"oak_stairs": 16,
"quartz_block": 1,
"glass_pane": 7,
"torch": 4
},
"levels": [
{
"level": 0,
"coordinates": [
-18,
1,
30
],
"placement": [
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
],
[
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks",
"oak_planks"
]
]
},
{
"level": 1,
"coordinates": [
-18,
2,
30
],
"placement": [
[
"air",
"stone_bricks",
"stone_bricks",
"oak_door",
"stone_bricks",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"oak_stairs",
"oak_stairs",
"air",
"oak_stairs",
"oak_stairs"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"oak_stairs",
"oak_stairs",
"air",
"oak_stairs",
"oak_stairs"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"oak_stairs",
"oak_stairs",
"air",
"oak_stairs",
"oak_stairs"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"oak_stairs",
"oak_stairs",
"air",
"oak_stairs",
"oak_stairs"
],
[
"stone_bricks",
"air",
"air",
"quartz_block",
"air",
"air"
]
]
},
{
"level": 2,
"coordinates": [
-18,
3,
30
],
"placement": [
[
"stone_bricks",
"glass_pane",
"stone_bricks",
"oak_door",
"stone_bricks",
"glass_pane"
],
[
"glass_pane",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"glass_pane",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"glass_pane",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"glass_pane",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"glass_pane",
"air",
"air",
"air",
"air",
"air"
]
]
},
{
"level": 3,
"coordinates": [
-18,
4,
30
],
"placement": [
[
"stone_bricks",
"stone_bricks",
"stone_bricks",
"stone_bricks",
"stone_bricks",
"stone_bricks"
],
[
"stone_bricks",
"torch",
"air",
"air",
"air",
"torch"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"torch",
"air",
"air",
"air",
"torch"
]
]
},
{
"level": 4,
"coordinates": [
-18,
5,
30
],
"placement": [
[
"stone_bricks",
"stone_bricks",
"stone_bricks",
"stone_bricks",
"stone_bricks",
"stone_bricks"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
"stone_bricks",
"air",
"air",
"air",
"air",
"air"
],
[
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}