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https://github.com/kolbytn/mindcraft.git
synced 2025-08-26 00:53:44 +02:00
use goToGoal, better movement selection and error handling
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parent
0d8719f8ef
commit
5aa4aa4e06
2 changed files with 39 additions and 36 deletions
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@ -4,7 +4,7 @@ import pf from 'mineflayer-pathfinder';
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import Vec3 from 'vec3';
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import settings from "../../../settings.js";
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const blockPlaceDelay = settings.block_place_delay || 10;
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const blockPlaceDelay = settings.block_place_delay == null ? 0 : settings.block_place_delay;
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const useDelay = blockPlaceDelay > 0;
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export function log(bot, message) {
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@ -506,7 +506,7 @@ export async function pickupNearbyItems(bot) {
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let pickedUp = 0;
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while (nearestItem) {
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bot.pathfinder.setMovements(new pf.Movements(bot));
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await bot.pathfinder.goto(new pf.goals.GoalFollow(nearestItem, 0.8), true);
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await goToGoal(bot, new pf.goals.GoalFollow(nearestItem, 0.8));
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await new Promise(resolve => setTimeout(resolve, 200));
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let prev = nearestItem;
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nearestItem = getNearestItem(bot);
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@ -549,7 +549,7 @@ export async function breakBlockAt(bot, x, y, z) {
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movements.canPlaceOn = false;
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movements.allow1by1towers = false;
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bot.pathfinder.setMovements(movements);
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await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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}
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if (bot.game.gameMode !== 'creative') {
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await bot.tool.equipForBlock(block);
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@ -727,7 +727,7 @@ export async function placeBlock(bot, blockType, x, y, z, placeOn='bottom', dont
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let pos = targetBlock.position;
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let movements = new pf.Movements(bot);
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bot.pathfinder.setMovements(movements);
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await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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}
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await bot.equip(block, 'hand');
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@ -952,6 +952,10 @@ export async function giveToPlayer(bot, itemType, username, num=1) {
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* @example
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* await skills.giveToPlayer(bot, "oak_log", "player1");
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**/
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if (bot.username === username) {
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log(bot, `You cannot give items to yourself.`);
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return false;
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}
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let player = bot.players[username].entity
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if (!player) {
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log(bot, `Could not find ${username}.`);
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@ -1011,7 +1015,7 @@ export async function giveToPlayer(bot, itemType, username, num=1) {
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export async function goToGoal(bot, goal) {
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/**
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* Navigate to the given goal, attempting minimally destructive movements.
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* Navigate to the given goal. Use doors and attempt minimally destructive movements.
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* @param {MinecraftBot} bot, reference to the minecraft bot.
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* @param {pf.goals.Goal} goal, the goal to navigate to.
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**/
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@ -1025,30 +1029,18 @@ export async function goToGoal(bot, goal) {
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const destructiveMovements = new pf.Movements(bot);
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let final_movements = null;
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let movements = [
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{name: 'nonDestructive', movements: nonDestructiveMovements},
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{name: 'destructive', movements: destructiveMovements}
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];
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let final_movements = destructiveMovements;
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const pathfind_timeout = 1000;
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try {
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for (let i = 0; i < movements.length; i++) {
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const movement = movements[i].movements;
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const path = await bot.pathfinder.getPathTo(movement, goal, pathfind_timeout);
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if (path && path.path && path.path.length > 0 && path.status !== 'noPath') {
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final_movements = movement;
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log(bot, `Using ${movements[i].name} movements.`);
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break;
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}
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}
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if (!final_movements) {
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log(bot, `Could not find a path to ${username}.`);
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return false;
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}
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} catch (err) {
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log(bot, `Could not find a path: ${err.message}.`);
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return false;
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if (await bot.pathfinder.getPathTo(nonDestructiveMovements, goal, pathfind_timeout).status === 'success') {
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final_movements = nonDestructiveMovements;
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log(bot, `Found non-destructive path.`);
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}
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else if (await bot.pathfinder.getPathTo(destructiveMovements, goal, pathfind_timeout).status === 'success') {
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log(bot, `Found destructive path.`);
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}
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else {
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log(bot, `Could not find a path to goal, attempting to navigate anyway using destructive movements.`);
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}
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const doorCheckInterval = startDoorInterval(bot);
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@ -1059,9 +1051,9 @@ export async function goToGoal(bot, goal) {
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clearInterval(doorCheckInterval);
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return true;
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} catch (err) {
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log(bot, `Could not find a path: ${err.message}.`);
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clearInterval(doorCheckInterval);
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return false;
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// we need to catch so we can clean up the door check interval, then rethrow the error
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throw err;
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}
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}
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@ -1168,9 +1160,16 @@ export async function goToPosition(bot, x, y, z, min_distance=2) {
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try {
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await goToGoal(bot, new pf.goals.GoalNear(x, y, z, min_distance));
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log(bot, `You have reached at ${x}, ${y}, ${z}.`);
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clearInterval(progressInterval);
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return true;
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const distance = bot.entity.position.distanceTo(new Vec3(x, y, z));
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if (distance <= min_distance+1) {
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log(bot, `You have reached at ${x}, ${y}, ${z}.`);
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return true;
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}
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else {
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log(bot, `Unable to reach ${x}, ${y}, ${z}, you are ${Math.round(distance)} blocks away.`);
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return false;
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}
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} catch (err) {
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log(bot, `Pathfinding stopped: ${err.message}.`);
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clearInterval(progressInterval);
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@ -1235,7 +1234,10 @@ export async function goToPlayer(bot, username, distance=3) {
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* @example
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* await skills.goToPlayer(bot, "player");
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**/
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if (bot.username === username) {
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log(bot, `You are already at ${username}.`);
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return true;
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}
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if (bot.modes.isOn('cheat')) {
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bot.chat('/tp @s ' + username);
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log(bot, `Teleported to ${username}.`);
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@ -1287,7 +1289,7 @@ export async function followPlayer(bot, username, distance=4) {
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if (bot.modes.isOn('cheat') && bot.entity.position.distanceTo(player.position) > 100 && player.isOnGround) {
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await goToPlayer(bot, username);
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}
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const is_nearby = bot.entity.position.distanceTo(player.position) <= distance + 1;
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const is_nearby = bot.entity.position.distanceTo(player.position) <= distance + 2;
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if (is_nearby) {
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clearInterval(doorCheckInterval);
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doorCheckInterval = null;
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@ -1334,7 +1336,7 @@ export async function moveAway(bot, distance) {
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}
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}
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await bot.pathfinder.goto(inverted_goal);
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await goToGoal(bot, inverted_goal);
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let new_pos = bot.entity.position;
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log(bot, `Moved away from nearest entity to ${new_pos}.`);
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return true;
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@ -1528,7 +1530,7 @@ export async function tillAndSow(bot, x, y, z, seedType=null) {
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if (bot.entity.position.distanceTo(block.position) > 4.5) {
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let pos = block.position;
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bot.pathfinder.setMovements(new pf.Movements(bot));
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await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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}
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if (block.name !== 'farmland') {
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let hoe = bot.inventory.items().find(item => item.name.includes('hoe'));
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@ -1574,7 +1576,7 @@ export async function activateNearestBlock(bot, type) {
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if (bot.entity.position.distanceTo(block.position) > 4.5) {
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let pos = block.position;
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bot.pathfinder.setMovements(new pf.Movements(bot));
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await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
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}
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await bot.activateBlock(block);
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log(bot, `Activated ${type} at x:${block.position.x.toFixed(1)}, y:${block.position.y.toFixed(1)}, z:${block.position.z.toFixed(1)}.`);
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@ -354,6 +354,7 @@ export async function isClearPath(bot, target) {
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let movements = new pf.Movements(bot)
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movements.canDig = false;
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movements.canPlaceOn = false;
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movements.canOpenDoors = false;
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let goal = new pf.goals.GoalNear(target.position.x, target.position.y, target.position.z, 1);
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let path = await bot.pathfinder.getPathTo(movements, goal, 100);
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return path.status === 'success';
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