Merge pull request #11 from kolbytn/improvments

Even More Improvements!
This commit is contained in:
Kolby Nottingham 2023-12-04 21:40:34 -08:00 committed by GitHub
commit 86b53ba530
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 385 additions and 102 deletions

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@ -16,7 +16,6 @@ Add `OPENAI_API_KEY` (and optionally `OPENAI_ORG_ID`) to your environment variab
run `node main.js`
## Node Module Patches
## Patches
Some of the node modules that we depend on have bugs in them. PRs have been submitted but currently you must manually implement these fixes in some node modules:
- In `mineflayer-collectblock/lib/CollectBlock.js`, replace `!block.canHarvest(bot.heldItem)` with `bot.heldItem !== null && !block.canHarvest(bot.heldItem.type)` (line 80?)
Some of the node modules that we depend on have bugs in them. To add a patch, change your local node module file and run `npx patch-package [package-name]`

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@ -6,6 +6,7 @@
"mineflayer-collectblock": "^1.4.1",
"mineflayer-pathfinder": "^2.4.4",
"mineflayer-pvp": "^1.3.2",
"openai": "^4.4.0"
"openai": "^4.4.0",
"patch-package": "^8.0.0"
}
}

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@ -0,0 +1,19 @@
diff --git a/node_modules/mineflayer/lib/plugins/place_block.js b/node_modules/mineflayer/lib/plugins/place_block.js
index fdaec6b..e471e70 100644
--- a/node_modules/mineflayer/lib/plugins/place_block.js
+++ b/node_modules/mineflayer/lib/plugins/place_block.js
@@ -6,12 +6,13 @@ function inject (bot) {
async function placeBlockWithOptions (referenceBlock, faceVector, options) {
const dest = referenceBlock.position.plus(faceVector)
let oldBlock = bot.blockAt(dest)
+ await bot.lookAt(dest)
await bot._genericPlace(referenceBlock, faceVector, options)
let newBlock = bot.blockAt(dest)
if (oldBlock.type === newBlock.type) {
[oldBlock, newBlock] = await onceWithCleanup(bot, `blockUpdate:${dest}`, {
- timeout: 5000,
+ timeout: 300,
// Condition to wait to receive block update actually changing the block type, in case the bot receives block updates with no changes
// oldBlock and newBlock will both be null when the world unloads
checkCondition: (oldBlock, newBlock) => !oldBlock || !newBlock || oldBlock.type !== newBlock.type

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@ -0,0 +1,13 @@
diff --git a/node_modules/mineflayer-collectblock/lib/CollectBlock.js b/node_modules/mineflayer-collectblock/lib/CollectBlock.js
index 2c11e8c..bc47dc7 100644
--- a/node_modules/mineflayer-collectblock/lib/CollectBlock.js
+++ b/node_modules/mineflayer-collectblock/lib/CollectBlock.js
@@ -77,7 +77,7 @@ function mineBlock(bot, block, options) {
}
yield bot.tool.equipForBlock(block, equipToolOptions);
// @ts-expect-error
- if (!block.canHarvest(bot.heldItem)) {
+ if (bot.heldItem !== null && !block.canHarvest(bot.heldItem.type)) {
options.targets.removeTarget(block);
return;
}

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@ -52,8 +52,13 @@ export class Coder {
if (!this.queued_code) return {success: false, message: "No code to execute.", interrupted: false};
if (!this.code_template) return {success: false, message: "Code template not loaded.", interrupted: false};
let src = '';
let code = this.queued_code;
code = code.replaceAll('console.log(', 'log(bot,');
code = code.replaceAll('log("', 'log(bot,"');
// this may cause problems in callback functions
let code = this.queued_code.replaceAll(';\n', '; if(bot.interrupt_code) {log(bot, "Code interrupted.");return;}\n');
code = code.replaceAll(';\n', '; if(bot.interrupt_code) {log(bot, "Code interrupted.");return;}\n');
for (let line of code.split('\n')) {
src += ` ${line}\n`;
}

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@ -15,7 +15,7 @@
{"role": "user", "content": "greg: Collect 10 wood"},
{"role": "assistant", "content": "Let me see what's nearby... !blocks"},
{"role": "system", "content": "NEARBY_BLOCKS\n- oak_log\n- dirt\n- cobblestone"},
{"role": "assistant", "content": "I see some oak logs, dirt, and cobblestone. I'll collect oak logs.\n```\n// I am going to collect 10 oak_log.\nfor (let i=0; i<10; i++) {\n await skills.collectBlock(bot, 'oak_log');\n}\n```"}
{"role": "assistant", "content": "I see some oak logs, dirt, and cobblestone. I'll collect oak logs.\n```\n// I am going to collect 10 oak_log.\nawait skills.collectBlock(bot, 'oak_log', 10);\n```"}
],
[
@ -34,7 +34,7 @@
[
{"role": "user", "content": "hanky: collect some sand and give it to me please"},
{"role": "assistant", "content": "Collecting sand...\n```\n// I am going to collect 3 sand and give to hanky.\nawait skills.collectBlock(bot, 'sand');\nawait skills.giveToPlayer(bot, 'sand', 'hanky');\n```"},
{"role": "assistant", "content": "Collecting sand...\n```\n// I am going to collect 3 sand and give to hanky.\nawait skills.collectBlock(bot, 'sand', 3);\nawait skills.giveToPlayer(bot, 'sand', 'hanky');\n```"},
{"role": "system", "content": "Code Output:\nYou have reached player hanky.\nCode execution finished successfully."},
{"role": "assistant", "content": "Here!"}
],
@ -65,6 +65,6 @@
[
{"role": "user", "content": "trixy88: craft some sticks"},
{"role": "assistant", "content": "```\n// I am going to craft 8 sticks\nawait skills.craftRecipe(bot, 'stick');\nawait skills.craftRecipe(bot, 'stick');```"}
{"role": "assistant", "content": "```\n// I am going to craft 8 sticks\nawait skills.craftRecipe(bot, 'stick');\nlog(bot, crafted)\nawait skills.craftRecipe(bot, 'stick');```"}
]
]

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@ -27,11 +27,13 @@ export async function sendRequest(turns, systemMessage, stop_seq='***') {
messages: messages,
stop: stop_seq,
});
if (completion.choices[0].finish_reason == 'length')
throw new Error('Context length exceeded');
console.log('Received.')
res = completion.choices[0].message.content;
}
catch (err) {
if (err.code == 'context_length_exceeded' && turns.length > 1) {
if ((err.message == 'Context length exceeded' || err.code == 'context_length_exceeded') && turns.length > 1) {
console.log('Context length exceeded, trying again with shorter context.');
return await sendRequest(turns.slice(1), systemMessage, stop_seq);
} else {

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@ -1,5 +1,5 @@
import { getItemId } from "./mcdata.js";
import { getNearestBlock, getInventoryCounts, getInventoryStacks, getNearbyMobs, getNearbyBlocks } from "./world.js";
import { getItemId, getItemName } from "./mcdata.js";
import { getNearestBlocks, getNearestBlock, getInventoryCounts, getInventoryStacks, getNearbyMobs, getNearbyBlocks } from "./world.js";
import pf from 'mineflayer-pathfinder';
import Vec3 from 'vec3';
@ -18,7 +18,7 @@ export async function craftRecipe(bot, itemName) {
* await skills.craftRecipe(bot, "stick");
**/
let recipes = bot.recipesFor(getItemId(itemName), null, 1, null); // get recipes that don't require a crafting table
let craftingTable = undefined;
let craftingTable = null;
if (!recipes || recipes.length === 0) {
craftingTable = getNearestBlock(bot, 'crafting_table', 6);
if (craftingTable === null){
@ -35,11 +35,138 @@ export async function craftRecipe(bot, itemName) {
console.log('crafting...');
await bot.craft(recipe, 1, craftingTable);
console.log('crafted');
log(bot, `Successfully crafted ${itemName}, you now have ${getInventoryCounts(bot)[itemName]} ${itemName}.`);
return true;
}
export async function smeltItem(bot, itemName, num=1) {
/**
* Puts 1 coal in furnace and smelts the given item name, waits until the furnace runs out of fuel or input items.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {string} itemName, the item name to smelt. Must contain "raw"
* @param {number} num, the number of items to smelt. Defaults to 1.
* @returns {Promise<boolean>} true if the item was smelted, false otherwise. Fail
* @example
* await skills.smeltItem(bot, "raw_iron");
**/
if (!itemName.includes('raw')) {
log(bot, `Cannot smelt ${itemName}, must be a "raw" item, like "raw_iron".`);
return false;
} // TODO: allow cobblestone, sand, clay, etc.
let furnaceBlock = undefined;
furnaceBlock = getNearestBlock(bot, 'furnace', 6);
if (furnaceBlock === null){
log(bot, `There is no furnace nearby.`)
return false;
}
await bot.lookAt(furnaceBlock.position);
console.log('smelting...');
const furnace = await bot.openFurnace(furnaceBlock);
// check if the furnace is already smelting something
let input_item = furnace.inputItem();
if (input_item && input_item.type !== getItemId(itemName) && input_item.count > 0) {
// TODO: check if furnace is currently burning fuel. furnace.fuel is always null, I think there is a bug.
// This only checks if the furnace has an input item, but it may not be smelting it and should be cleared.
log(bot, `The furnace is currently smelting ${getItemName(input_item.type)}.`);
return false;
}
// check if the bot has enough items to smelt
let inv_counts = getInventoryCounts(bot);
if (!inv_counts[itemName] || inv_counts[itemName] < num) {
log(bot, `You do not have enough ${itemName} to smelt.`);
return false;
}
// fuel the furnace
if (!furnace.fuelItem()) {
let fuel = bot.inventory.items().find(item => item.name === 'coal' || item.name === 'charcoal');
let put_fuel = Math.ceil(num / 8);
if (!fuel || fuel.count < put_fuel) {
log(bot, `You do not have enough coal or charcoal to smelt ${num} ${itemName}, you need ${put_fuel} coal or charcoal`);
return false;
}
await furnace.putFuel(fuel.type, null, put_fuel);
log(bot, `Added ${put_fuel} ${getItemName(fuel.type)} to furnace fuel.`);
console.log(`Added ${put_fuel} ${getItemName(fuel.type)} to furnace fuel.`)
}
// put the items in the furnace
await furnace.putInput(getItemId(itemName), null, num);
// wait for the items to smelt
let total = 0;
let collected_last = true;
let smelted_item = null;
await new Promise(resolve => setTimeout(resolve, 200));
while (total < num) {
await new Promise(resolve => setTimeout(resolve, 10000));
console.log('checking...');
let collected = false;
if (furnace.outputItem()) {
smelted_item = await furnace.takeOutput();
if (smelted_item) {
total += smelted_item.count;
collected = true;
}
}
if (!collected && !collected_last) {
break; // if nothing was collected this time or last time
}
collected_last = collected;
if (bot.interrupt_code) {
break;
}
}
if (total === 0) {
log(bot, `Failed to smelt ${itemName}.`);
return false;
}
if (total < num) {
log(bot, `Only smelted ${total} ${getItemName(smelted_item.type)}.`);
return false;
}
log(bot, `Successfully smelted ${itemName}, got ${total} ${getItemName(smelted_item.type)}.`);
return true;
}
export async function clearNearestFurnace(bot) {
/**
* Clears the nearest furnace of all items.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @returns {Promise<boolean>} true if the furnace was cleared, false otherwise.
* @example
* await skills.clearNearestFurnace(bot);
**/
let furnaceBlock = getNearestBlock(bot, 'furnace', 6);
if (!furnaceBlock){
log(bot, `There is no furnace nearby.`)
return false;
}
console.log('clearing furnace...');
const furnace = await bot.openFurnace(furnaceBlock);
console.log('opened furnace...')
// take the items out of the furnace
let smelted_item, intput_item, fuel_item;
if (furnace.outputItem())
smelted_item = await furnace.takeOutput();
if (furnace.inputItem())
intput_item = await furnace.takeInput();
if (furnace.fuelItem())
fuel_item = await furnace.takeFuel();
console.log(smelted_item, intput_item, fuel_item)
let smelted_name = smelted_item ? `${smelted_item.count} ${smelted_item.name}` : `0 smelted items`;
let input_name = intput_item ? `${intput_item.count} ${intput_item.name}` : `0 input items`;
let fuel_name = fuel_item ? `${fuel_item.count} ${fuel_item.name}` : `0 fuel items`;
log(bot, `Cleared furnace, recieved ${smelted_name}, ${input_name}, and ${fuel_name}.`);
return true;
}
export async function attackMob(bot, mobType, kill=true) {
/**
* Attack mob of the given type.
@ -56,11 +183,16 @@ export async function attackMob(bot, mobType, kill=true) {
let pos = mob.position;
console.log(bot.entity.position.distanceTo(pos))
// equip highest damage weapon
let weapons = bot.inventory.items().filter(item => item.name.includes('sword') || item.name.includes('axe') || item.name.includes('pickaxe') || item.name.includes('shovel'));
let weapon = weapons.sort((a, b) => b.attackDamage - a.attackDamage)[0];
if (weapon)
await bot.equip(weapon, 'hand');
if (!kill) {
if (bot.entity.position.distanceTo(pos) > 5) {
console.log('moving to mob...')
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 5));
await goToPosition(bot, pos.x, pos.y, pos.z);
}
console.log('attacking mob...')
await bot.attack(mob);
@ -74,6 +206,8 @@ export async function attackMob(bot, mobType, kill=true) {
return false;
}
}
log(bot, `Successfully killed ${mobType}.`);
await pickupNearbyItem(bot);
return true;
}
@ -83,30 +217,69 @@ export async function attackMob(bot, mobType, kill=true) {
}
export async function collectBlock(bot, blockType) {
export async function collectBlock(bot, blockType, num=1) {
/**
* Collect one of the given block type.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {string} blockType, the type of block to collect.
* @param {number} num, the number of blocks to collect. Defaults to 1.
* @returns {Promise<boolean>} true if the block was collected, false if the block type was not found.
* @example
* await skills.collectBlock(bot, "oak_log");
**/
const block = getNearestBlock(bot, blockType, 64);
if (block) {
// check if block is collectable
await bot.tool.equipForBlock(block);
const itemId = bot.heldItem ? bot.heldItem.type : null
if (!block.canHarvest(itemId)) {
log(bot, `Don't have right tools to harvest ${blockType}.`);
return false;
}
await bot.collectBlock.collect(block);
return true;
let collected = 0;
const blocks = getNearestBlocks(bot, blockType, 64, num);
if (blocks.length === 0) {
log(bot, `Could not find any ${blockType} to collect.`);
return false;
}
log(bot, `Could not find ${blockType} to collect.`);
return false;
const first_block = blocks[0];
await bot.tool.equipForBlock(first_block);
const itemId = bot.heldItem ? bot.heldItem.type : null
if (!first_block.canHarvest(itemId)) {
log(bot, `Don't have right tools to harvest ${blockType}.`);
return false;
}
for (let block of blocks) {
try {
await bot.collectBlock.collect(block);
collected++;
}
catch (err) {
if (err.name === 'NoChests') {
log(bot, `Failed to collect ${blockType}: Inventory full, no place to deposit.`);
break;
}
else {
log(bot, `Failed to collect ${blockType}: ${err}.`);
continue;
}
}
}
log(bot, `Collected ${collected} ${blockType}.`);
return true;
}
export async function pickupNearbyItem(bot) {
/**
* Pick up all nearby items.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @returns {Promise<boolean>} true if the items were picked up, false otherwise.
* @example
* await skills.pickupNearbyItem(bot);
**/
const distance = 10;
let nearestItem = bot.nearestEntity(entity => entity.name === 'item' && bot.entity.position.distanceTo(entity.position) < distance);
if (!nearestItem) {
log(bot, `Didn't pick up items.`);
return false;
}
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalNear(nearestItem.position.x, nearestItem.position.y, nearestItem.position.z, 1));
log(bot, `Successfully picked up a dropped item.`);
return true;
}
@ -142,9 +315,9 @@ export async function placeBlock(bot, blockType, x, y, z) {
* let position = world.getPosition(bot);
* await skills.placeBlock(bot, "oak_log", position.x + 1, position.y - 1, position.x);
**/
const target_dest = new Vec3(Math.floor(x), Math.floor(y), Math.floor(z));
const empty_blocks = ['air', 'water', 'lava', 'grass', 'tall_grass', 'snow', 'dead_bush', 'fern'];
const targetBlock = bot.blockAt(new Vec3(x, y, z));
const targetBlock = bot.blockAt(target_dest);
if (!empty_blocks.includes(targetBlock.name)) {
log(bot, `Cannot place block at ${targetBlock.position} because ${targetBlock.name} is in the way.`);
return false;
@ -154,7 +327,7 @@ export async function placeBlock(bot, blockType, x, y, z) {
let faceVec = null;
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)];
for (let d of dirs) {
const block = bot.blockAt(new Vec3(x, y, z).plus(d));
const block = bot.blockAt(target_dest.plus(d));
if (!empty_blocks.includes(block.name)) {
buildOffBlock = block;
faceVec = new Vec3(-d.x, -d.y, -d.z);
@ -162,7 +335,7 @@ export async function placeBlock(bot, blockType, x, y, z) {
}
}
if (!buildOffBlock) {
log(bot, `Cannot place block at ${targetBlock.position} because there is nothing to build off of.`);
log(bot, `Cannot place ${blockType} at ${targetBlock.position}: nothing to place on.`);
return false;
}
console.log("Placing on: ", buildOffBlock.position, buildOffBlock.name)
@ -172,8 +345,6 @@ export async function placeBlock(bot, blockType, x, y, z) {
log(bot, `Don't have any ${blockType} to place.`);
return false;
}
await bot.equip(block, 'hand');
// too close
let blockAbove = bot.blockAt(targetBlock.position.plus(Vec3(0,1,0)))
@ -206,80 +377,112 @@ export async function placeBlock(bot, blockType, x, y, z) {
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
}
// too close
await bot.equip(block, 'hand');
await bot.lookAt(buildOffBlock.position);
// turn to face the block
await bot.lookAt(buildOffBlock.position.plus(faceVec));
// can still throw error if blocked by a bot player or mob, but takes a long time to timeout
bot.placeBlock(buildOffBlock, faceVec).catch(err => {console.log('placeBlock threw error, ignoring')});
console.log("placing block...")
// wait and then check if the block was placed
await new Promise(resolve => setTimeout(resolve, 200));
const newBlock = bot.blockAt(buildOffBlock.position.plus(faceVec));
if (!newBlock) return false;
if (newBlock.name !== blockType) {
log(bot, `Failed to place ${blockType} at ${newBlock.position}.`);
console.log('entities:', buildOffBlock.blockEntity, targetBlock.blockEntity)
// will throw error if an entity is in the way, and sometimes even if the block was placed
try {
await bot.placeBlock(buildOffBlock, faceVec);
log(bot, `Successfully placed ${blockType} at ${target_dest}.`);
await new Promise(resolve => setTimeout(resolve, 200));
return true;
} catch (err) {
log(bot, `Failed to place ${blockType} at ${target_dest}.`);
return false;
}
console.log('block placed')
log(bot, `Successfully placed ${blockType} at ${newBlock.position}.`);
}
export async function equip(bot, itemName, bodyPart) {
/**
* Equip the given item to the given body part, like tools or armor.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {string} itemName, the item or block name to equip.
* @param {string} bodyPart, the body part to equip the item to.
* @returns {Promise<boolean>} true if the item was equipped, false otherwise.
* @example
* await skills.equip(bot, "iron_pickaxe", "hand");
* await skills.equip(bot, "diamond_chestplate", "torso");
**/
let item = bot.inventory.items().find(item => item.name === itemName);
if (!item) {
log(bot, `You do not have any ${itemName} to equip.`);
return false;
}
await bot.equip(item, bodyPart);
return true;
}
export async function equipItem(bot, itemName) {
export async function discard(bot, itemName, num=-1) {
/**
* Equip the given item or block.
* Discard the given item.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {string} itemName, the item or block name to equip.
* @returns {Promise<boolean>} true if the item was equipped, false otherwise.
* @param {string} itemName, the item or block name to discard.
* @param {number} num, the number of items to discard. Defaults to -1, which discards all items.
* @returns {Promise<boolean>} true if the item was discarded, false otherwise.
* @example
* await skills.equipItem(bot, "wooden_pickaxe");
* await skills.discard(bot, "oak_log");
**/
let item = null;
for (let stack of getInventoryStacks(bot)) {
if (stack.name == itemName) {
item = stack;
let discarded = 0;
while (true) {
let item = bot.inventory.items().find(item => item.name === itemName);
if (!item) {
break;
}
let to_discard = num === -1 ? item.count : Math.min(num - discarded, item.count);
await bot.toss(item.type, null, to_discard);
discarded += to_discard;
if (num !== -1 && discarded >= num) {
break;
}
}
if (item == null)
if (discarded === 0) {
log(bot, `You do not have any ${itemName} to discard.`);
return false;
await bot.equip(item, 'hand');
}
log(bot, `Successfully discarded ${discarded} ${itemName}.`);
return true;
}
export async function goToPosition(bot, x, y, z) {
export async function eat(bot, foodName="") {
/**
* Navigate to the given position.
* Eat the given item. If no item is given, it will eat the first food item in the bot's inventory.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {number} x, the x coordinate to navigate to. If null, the bot's current x coordinate will be used.
* @param {number} y, the y coordinate to navigate to. If null, the bot's current y coordinate will be used.
* @param {number} z, the z coordinate to navigate to. If null, the bot's current z coordinate will be used.
* @returns {Promise<boolean>} true if the position was reached, false otherwise.
* @param {string} item, the item to eat.
* @returns {Promise<boolean>} true if the item was eaten, false otherwise.
* @example
* let position = world.getPosition(bot);
* await skills.goToPosition(bot, position.x, position.y, position.x + 20);
* await skills.eat(bot, "apple");
**/
if (x == null) x = bot.entity.position.x;
if (y == null) y = bot.entity.position.y;
if (z == null) z = bot.entity.position.z;
bot.pathfinder.setMovements(new pf.Movements(bot));
let pos = { x: x, y: y, z: z };
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 1));
let item, name;
if (foodName) {
item = bot.inventory.items().find(item => item.name === foodName);
name = foodName;
}
else {
item = bot.inventory.items().find(item => item.foodRecovery > 0);
name = "food";
}
if (!item) {
log(bot, `You do not have any ${name} to eat.`);
return false;
}
await bot.equip(item, 'hand');
await bot.consume();
log(bot, `Successfully ate ${item.name}.`);
return true;
}
export async function giveToPlayer(bot, itemType, username) {
export async function giveToPlayer(bot, itemType, username, num=1) {
/**
* Give one of the specified item to the specified player
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {string} itemType, the name of the item to give.
* @param {string} username, the username of the player to give the item to.
* @param {number} num, the number of items to give. Defaults to 1.
* @returns {Promise<boolean>} true if the item was given, false otherwise.
* @example
* await skills.giveToPlayer(bot, "oak_log", "player1");
@ -289,14 +492,32 @@ export async function giveToPlayer(bot, itemType, username) {
log(bot, `Could not find ${username}.`);
return false;
}
if (!getInventoryCounts(bot)[itemType]) {
log(bot, `You do not have any ${itemType} to give.`);
await goToPlayer(bot, username);
await bot.lookAt(player.position);
discard(bot, itemType, num);
return true;
}
export async function goToPosition(bot, x, y, z, min_distance=2) {
/**
* Navigate to the given position.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {number} x, the x coordinate to navigate to. If null, the bot's current x coordinate will be used.
* @param {number} y, the y coordinate to navigate to. If null, the bot's current y coordinate will be used.
* @param {number} z, the z coordinate to navigate to. If null, the bot's current z coordinate will be used.
* @param {number} distance, the distance to keep from the position. Defaults to 2.
* @returns {Promise<boolean>} true if the position was reached, false otherwise.
* @example
* let position = world.getNearestBlock(bot, "oak_log", 64).position;
* await skills.goToPosition(bot, position.x, position.y, position.x + 20);
**/
if (x == null || y == null || z == null) {
log(bot, `Missing coordinates, given x:${x} y:${y} z:${z}`);
return false;
}
await goToPlayer(bot, username);
let pos = player.position;
await bot.lookAt(pos);
await bot.toss(getItemId(itemType), null, 1);
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalNear(x, y, z, min_distance));
log(bot, `You have reached at ${x}, ${y}, ${z}.`);
return true;
}
@ -311,14 +532,17 @@ export async function goToPlayer(bot, username) {
* await skills.goToPlayer(bot, "player");
**/
let player = bot.players[username].entity
if (!player)
if (!player) {
log(bot, `Could not find ${username}.`);
return false;
bot.pathfinder.setMovements(new pf.Movements(bot));
let pos = player.position;
let distance = 2;
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, distance));
log(bot, `You have reached your destination.`);
}
let arrived = await goToPosition(bot, player.position.x, player.position.y, player.position.z);
if (!arrived) {
log(bot, `Failed to reach ${username}.`);
return false;
}
log(bot, `Player is now at ${player.position}.`);
return true;
}

View file

@ -1,9 +1,35 @@
import { getAllBlockIds } from './mcdata.js';
export function getNearestBlocks(bot, block_types, distance=16, count=1) {
/**
* Get a list of the nearest blocks of the given types.
* @param {Bot} bot - The bot to get the nearest block for.
* @param {string[]} block_types - The names of the blocks to search for.
* @param {number} distance - The maximum distance to search, default 16.
* @param {number} count - The maximum number of blocks to find, default 1.
* @returns {Block[]} - The nearest blocks of the given type.
* @example
* let woodBlocks = world.getNearestBlocks(bot, ['oak_log', 'birch_log'], 16, 1);
**/
let block_locs = bot.findBlocks({
matching: (block) => {
return block && block_types.includes(block.name);
},
maxDistance: distance,
count: count
});
let blocks = [];
for (let i = 0; i < block_locs.length; i++) {
blocks.push(bot.blockAt(block_locs[i]));
}
return blocks;
}
export function getNearestBlock(bot, block_type, distance=16) {
/**
* Get the position of the nearest block of the given type.
* Get the nearest block of the given type.
* @param {Bot} bot - The bot to get the nearest block for.
* @param {string} block_type - The name of the block to search for.
* @param {number} distance - The maximum distance to search, default 16.
@ -11,15 +37,9 @@ export function getNearestBlock(bot, block_type, distance=16) {
* @example
* let coalBlock = world.getNearestBlock(bot, 'coal_ore', 16);
**/
let block_locs = bot.findBlocks({
matching: (block) => {
return block && block.type === bot.registry.blocksByName[block_type].id
},
maxDistance: distance,
count: 1
});
if (block_locs.length > 0) {
return bot.blockAt(block_locs[0]);
let blocks = getNearestBlocks(bot, [block_type], distance, 1);
if (blocks.length > 0) {
return blocks[0];
}
return null;
}
@ -81,7 +101,7 @@ export function getNearbyPlayers(bot, maxDistance) {
export function getInventoryStacks(bot) {
let inventory = [];
for (const item of bot.inventory.slots.values()) {
for (const item of bot.inventory.items()) {
if (item != null) {
inventory.push(item);
}