diff --git a/patches/mineflayer-pathfinder+2.4.5.patch b/patches/mineflayer-pathfinder+2.4.5.patch index 6906371..bfc4ad0 100644 --- a/patches/mineflayer-pathfinder+2.4.5.patch +++ b/patches/mineflayer-pathfinder+2.4.5.patch @@ -1,8 +1,35 @@ diff --git a/node_modules/mineflayer-pathfinder/index.js b/node_modules/mineflayer-pathfinder/index.js -index b38bd30..bf16a63 100644 +index b38bd30..fb39b45 100644 --- a/node_modules/mineflayer-pathfinder/index.js +++ b/node_modules/mineflayer-pathfinder/index.js -@@ -550,6 +550,7 @@ function inject (bot) { +@@ -170,6 +170,16 @@ function inject (bot) { + const curPoint = path[i] + if (curPoint.toBreak.length > 0 || curPoint.toPlace.length > 0) break + const b = bot.blockAt(new Vec3(curPoint.x, curPoint.y, curPoint.z)) ++ ++ // openned doors have small Collision box ++ // that may stop the bot from moving forward ++ if(i === 0 && b.name.includes('door')) { ++ curPoint.x = Math.floor(curPoint.x) + 0.5 ++ curPoint.y = Math.floor(curPoint.y) ++ curPoint.z = Math.floor(curPoint.z) + 0.5 ++ continue ++ } ++ + if (b && (b.type === waterType || ((b.type === ladderId || b.type === vineId) && i + 1 < path.length && path[i + 1].y < curPoint.y))) { + curPoint.x = Math.floor(curPoint.x) + 0.5 + curPoint.y = Math.floor(curPoint.y) +@@ -524,6 +534,9 @@ function inject (bot) { + bot.activateBlock(bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z))).then(() => { + lockUseBlock.release() + placingBlock = nextPoint.toPlace.shift() ++ if (!placingBlock) { ++ placing = false ++ } + }, err => { + console.error(err) + lockUseBlock.release() +@@ -550,6 +563,7 @@ function inject (bot) { lockEquipItem.release() const refBlock = bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z), false) if (!lockPlaceBlock.tryAcquire()) return @@ -10,7 +37,7 @@ index b38bd30..bf16a63 100644 if (interactableBlocks.includes(refBlock.name)) { bot.setControlState('sneak', true) } -@@ -557,6 +558,7 @@ function inject (bot) { +@@ -557,6 +571,7 @@ function inject (bot) { .then(function () { // Dont release Sneak if the block placement was not successful bot.setControlState('sneak', false) @@ -18,3 +45,152 @@ index b38bd30..bf16a63 100644 if (bot.pathfinder.LOSWhenPlacingBlocks && placingBlock.returnPos) returningPos = placingBlock.returnPos.clone() }) .catch(_ignoreError => { +diff --git a/node_modules/mineflayer-pathfinder/lib/movements.js b/node_modules/mineflayer-pathfinder/lib/movements.js +index a7e3505..3c4a8f2 100644 +--- a/node_modules/mineflayer-pathfinder/lib/movements.js ++++ b/node_modules/mineflayer-pathfinder/lib/movements.js +@@ -62,7 +62,13 @@ + + this.climbables = new Set() + this.climbables.add(registry.blocksByName.ladder.id) +- // this.climbables.add(registry.blocksByName.vine.id) ++ if (registry.blocksByName.vine) this.climbables.add(registry.blocksByName.vine.id) ++ if (registry.blocksByName.weeping_vines) this.climbables.add(registry.blocksByName.weeping_vines.id) ++ if (registry.blocksByName.weeping_vines_plant) this.climbables.add(registry.blocksByName.weeping_vines_plant.id) ++ if (registry.blocksByName.twisting_vines) this.climbables.add(registry.blocksByName.twisting_vines.id) ++ if (registry.blocksByName.twisting_vines_plant) this.climbables.add(registry.blocksByName.twisting_vines_plant.id) ++ if (registry.blocksByName.cave_vines) this.climbables.add(registry.blocksByName.cave_vines.id) ++ if (registry.blocksByName.cave_vines_plant) this.climbables.add(registry.blocksByName.cave_vines_plant.id) + this.emptyBlocks = new Set() + + this.replaceables = new Set() +@@ -92,13 +98,15 @@ + } + }) + registry.blocksArray.forEach(block => { +- if (this.interactableBlocks.has(block.name) && block.name.toLowerCase().includes('gate') && !block.name.toLowerCase().includes('iron')) { ++ if (this.interactableBlocks.has(block.name) ++ && (block.name.toLowerCase().includes('gate') || block.name.toLowerCase().includes('door') || block.name.toLowerCase().includes('trapdoor')) ++ && !block.name.toLowerCase().includes('iron')) { + // console.info(block) + this.openable.add(block.id) + } + }) + +- this.canOpenDoors = false // Causes issues. Probably due to none paper servers. ++ this.canOpenDoors = true + + this.exclusionAreasStep = [] + this.exclusionAreasBreak = [] +@@ -230,8 +238,13 @@ + } + } + b.climbable = this.climbables.has(b.type) +- b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type)) && !this.blocksToAvoid.has(b.type) +- b.physical = b.boundingBox === 'block' && !this.fences.has(b.type) ++ ++ // Enhanced trapdoor logic - open trapdoors are safe to pass through ++ const isOpenTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open === true ++ const isClosedTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open !== true ++ ++ b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type) || isOpenTrapdoor) && !this.blocksToAvoid.has(b.type) ++ b.physical = (b.boundingBox === 'block' && !this.fences.has(b.type)) || isClosedTrapdoor + b.replaceable = this.replaceables.has(b.type) && !b.physical + b.liquid = this.liquids.has(b.type) + b.height = pos.y + dy +@@ -284,6 +297,18 @@ + cost += this.exclusionStep(block) // Is excluded so can't move or break + cost += this.getNumEntitiesAt(block.position, 0, 0, 0) * this.entityCost + if (block.safe) return cost ++ ++ // process door cost ++ if ((this.canOpenDoors && block.openable) ++ || (block.openable && block._properties?.open === true)) { ++ return cost ++ } ++ ++ // Handle trapdoors specifically - they can be opened instead of broken ++ if (this.canOpenDoors && block.openable && block.name.includes('trapdoor') && !block.name.includes('iron')) { ++ return cost + 1 // Small cost for opening trapdoor ++ } ++ + if (!this.safeToBreak(block)) return 100 // Can't break, so can't move + toBreak.push(block.position) + +@@ -387,8 +412,8 @@ + cost += this.safeOrBreak(blockB, toBreak) + if (cost > 100) return + +- // Open fence gates +- if (this.canOpenDoors && blockC.openable && blockC.shapes && blockC.shapes.length !== 0) { ++ // Open fence gates and doors ++ if (this.canOpenDoors && blockC.openable && !blockC._properties.open) { + toPlace.push({ x: node.x + dir.x, y: node.y, z: node.z + dir.z, dx: 0, dy: 0, dz: 0, useOne: true }) // Indicate that a block should be used on this block not placed + } else { + cost += this.safeOrBreak(blockC, toBreak) +@@ -552,6 +577,54 @@ + if (cost > 100) return + + neighbors.push(new Move(node.x, node.y + 1, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace)) ++ } ++ ++ getMoveClimbUpThroughTrapdoor (node, neighbors) { ++ const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable) ++ const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above ++ const blockCeiling = this.getBlock(node, 0, 2, 0) // Trapdoor or ceiling block ++ ++ // Only attempt this move if we're on a climbable block (ladder/vine) ++ if (!blockCurrent.climbable) return ++ ++ // Check if there's a closed trapdoor above us ++ if (!blockCeiling.openable || blockCeiling._properties?.open === true) return ++ ++ let cost = 2 // Base cost for climbing up and opening trapdoor ++ const toBreak = [] ++ const toPlace = [] ++ ++ // Make sure we can break/pass through the block above if needed ++ cost += this.safeOrBreak(blockAbove, toBreak) ++ if (cost > 100) return ++ ++ // Add cost for opening the trapdoor ++ toPlace.push({ x: node.x, y: node.y + 2, z: node.z, dx: 0, dy: 0, dz: 0, useOne: true }) ++ ++ neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace)) ++ } ++ ++ // Enhanced ladder/vine climbing that can handle stepping on top and jumping ++ getMoveClimbTop (node, neighbors) { ++ const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable) ++ const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above ++ ++ // Only attempt this move if we're on a climbable block (ladder/vine) ++ if (!blockCurrent.climbable) return ++ ++ // Check if we can step on top of the ladder/vine and then jump up ++ if (!blockAbove.safe) return ++ ++ let cost = 2 // Cost for climbing to top of ladder and jumping ++ const toBreak = [] ++ const toPlace = [] ++ ++ // Check if there's space to jump up from the top of the ladder ++ const blockJumpTarget = this.getBlock(node, 0, 2, 0) ++ cost += this.safeOrBreak(blockJumpTarget, toBreak) ++ if (cost > 100) return ++ ++ neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace)) + } + + // Jump up, down or forward over a 1 block gap +@@ -655,6 +728,10 @@ + + this.getMoveDown(node, neighbors) + this.getMoveUp(node, neighbors) ++ ++ // Enhanced climbing moves for ladders, vines, and trapdoors ++ this.getMoveClimbUpThroughTrapdoor(node, neighbors) ++ this.getMoveClimbTop(node, neighbors) + + return neighbors + } \ No newline at end of file diff --git a/src/agent/agent.js b/src/agent/agent.js index d989f24..f478764 100644 --- a/src/agent/agent.js +++ b/src/agent/agent.js @@ -118,6 +118,7 @@ export class Agent { ]; const respondFunc = async (username, message) => { + if (message === "") return; if (username === this.name) return; if (settings.only_chat_with.length > 0 && !settings.only_chat_with.includes(username)) return; try { diff --git a/src/agent/library/skills.js b/src/agent/library/skills.js index e488771..7cdec5f 100644 --- a/src/agent/library/skills.js +++ b/src/agent/library/skills.js @@ -1127,9 +1127,45 @@ export async function goToPlayer(bot, username, distance=3) { return false; } - const move = new pf.Movements(bot); - bot.pathfinder.setMovements(move); - await bot.pathfinder.goto(new pf.goals.GoalFollow(player, distance), true); + + const dontBreakBlocks = ['glass', 'glass_pane']; + const nonDestructiveMovements = new pf.Movements(bot); + nonDestructiveMovements.canOpenDoors = true; + nonDestructiveMovements.allowFreeMotion = true; + nonDestructiveMovements.digCost = 100; + nonDestructiveMovements.blocksCantBreak.add(dontBreakBlocks.map(block => mc.getBlockId(block))); + + const destructiveMovements = new pf.Movements(bot); + destructiveMovements.canOpenDoors = true; + destructiveMovements.allowFreeMotion = true; + + let movements = nonDestructiveMovements; + const goal = new pf.goals.GoalFollow(player, distance); + + const timeout = 5000; + try { + console.log('finding non-destructive path...'); + const nonDestructivePath = await bot.pathfinder.getPathTo(nonDestructiveMovements, goal, timeout); + if ( + nonDestructivePath && + nonDestructivePath.path && + nonDestructivePath.path.length > 0 && + nonDestructivePath.status !== 'noPath' + ) { + console.log('found non-destructive path'); + movements = nonDestructiveMovements; + } + else { + console.log('no non-destructive path found, using destructive path'); + movements = destructiveMovements; + } + } catch (err) { + log(bot, `Could not find a path: ${err.message}.`); + return false; + } + + bot.pathfinder.setMovements(movements); + await bot.pathfinder.goto(goal, true); log(bot, `You have reached ${username}.`); }