diff --git a/src/agent/agent.js b/src/agent/agent.js index 5466ea4..dfaf425 100644 --- a/src/agent/agent.js +++ b/src/agent/agent.js @@ -158,6 +158,7 @@ export class Agent { process.exit(1); }); this.bot.on('death', () => { + this.coder.cancelResume(); this.coder.stop(); }); this.bot.on('kicked', (reason) => { @@ -170,6 +171,10 @@ export class Agent { this.handleMessage('system', `You died with the final message: '${message}'. Previous actions were stopped and you have respawned. Notify the user and perform any necessary actions.`); } }); + this.bot.on('idle', () => { + this.bot.modes.unPauseAll(); + this.coder.executeResume(); + }); // This update loop ensures that each update() is called one at a time, even if it takes longer than the interval const INTERVAL = 300; diff --git a/src/agent/coder.js b/src/agent/coder.js index f564abb..aca2f5c 100644 --- a/src/agent/coder.js +++ b/src/agent/coder.js @@ -86,16 +86,15 @@ export class Coder { }); } - async generateCode(agent_history) { // wrapper to prevent overlapping code generation loops await this.stop(); this.generating = true; - await this.generateCodeLoop(agent_history); + let res = await this.generateCodeLoop(agent_history); this.generating = false; + if (!res.interrupted) this.agent.bot.emit('idle'); } - async generateCodeLoop(agent_history) { let system_message = "You are a minecraft mineflayer bot that plays minecraft by writing javascript codeblocks. Given the conversation between you and the user, use the provided skills and world functions to write your code in a codeblock. Example response: ``` // your code here ``` You will then be given a response to your code. If you are satisfied with the response, respond without a codeblock in a conversational way. If something went wrong, write another codeblock and try to fix the problem."; system_message += getSkillDocs(); @@ -118,11 +117,11 @@ export class Coder { agent_history.add('system', code_return.message); agent_history.add(this.agent.name, res); this.agent.bot.chat(res); - return; + return {success: true, message: null, interrupted: false, timedout: false}; } if (failures >= 1) { agent_history.add('system', 'Action failed, agent would not write code.'); - return; + return {success: false, message: null, interrupted: false, timedout: false}; } messages.push({ role: 'system', @@ -136,14 +135,14 @@ export class Coder { const execution_file = await this.stageCode(code); if (!execution_file) { agent_history.add('system', 'Failed to stage code, something is wrong.'); - return; + return {success: false, message: null, interrupted: false, timedout: false}; } code_return = await this.execute(async ()=>{ return await execution_file.main(this.agent.bot); }); if (code_return.interrupted && !code_return.timedout) - return; + return {success: false, message: null, interrupted: true, timedout: false}; console.log(code_return.message); messages.push({ @@ -155,7 +154,28 @@ export class Coder { content: code_return.message }); } - return; + return {success: false, message: null, interrupted: false, timedout: true}; + } + + async executeResume(func=null, name=null, timeout=10) { + console.log('resuming code...') + if (func != null) { + this.resume_func = func; + this.resume_name = name; + } + if (this.resume_func != null && this.agent.isIdle()) { + this.interruptible = true; + let res = await this.execute(this.resume_func, timeout); + this.interruptible = false; + return res; + } else { + return {success: false, message: null, interrupted: false, timedout: false}; + } + } + + cancelResume() { + this.resume_func = null; + this.resume_name = null; } // returns {success: bool, message: string, interrupted: bool, timedout: false} @@ -179,17 +199,19 @@ export class Coder { let interrupted = this.agent.bot.interrupt_code; let timedout = this.timedout; this.clear(); + if (!interrupted && !this.generating) this.agent.bot.emit('idle'); return {success:true, message: output, interrupted, timedout}; } catch (err) { this.executing = false; clearTimeout(TIMEOUT); - + this.cancelResume(); console.error("Code execution triggered catch: " + err); await this.stop(); let message = this.formatOutput(this.agent.bot) + '!!Code threw exception!! Error: ' + err; let interrupted = this.agent.bot.interrupt_code; this.clear(); + if (!interrupted && !this.generating) this.agent.bot.emit('idle'); return {success: false, message, interrupted, timedout: false}; } } diff --git a/src/agent/commands/actions.js b/src/agent/commands/actions.js index 94e5114..d9b88cf 100644 --- a/src/agent/commands/actions.js +++ b/src/agent/commands/actions.js @@ -1,11 +1,18 @@ import * as skills from '../library/skills.js'; import settings from '../../settings.js'; -function wrapExecution(func, timeout=-1) { +function wrapExecution(func, timeout=-1, resume_name=null) { return async function (agent, ...args) { - let code_return = await agent.coder.execute(async () => { - await func(agent, ...args); - }, timeout); + let code_return; + if (resume_name != null) { + code_return = await agent.coder.executeResume(async () => { + await func(agent, ...args); + }, resume_name, timeout); + } else { + code_return = await agent.coder.execute(async () => { + await func(agent, ...args); + }, timeout); + } if (code_return.interrupted && !code_return.timedout) return; return code_return.message; @@ -28,6 +35,7 @@ export const actionsList = [ perform: async function (agent) { await agent.coder.stop(); agent.coder.clear(); + agent.coder.cancelResume(); return 'Agent stopped.'; } }, @@ -77,7 +85,7 @@ export const actionsList = [ params: {'player_name': '(string) The name of the player to follow.'}, perform: wrapExecution(async (agent, player_name) => { await skills.followPlayer(agent.bot, player_name); - }) + }, -1, 'followPlayer') }, { name: '!moveAway', @@ -110,6 +118,18 @@ export const actionsList = [ await skills.collectBlock(agent.bot, type, num); }, 10) // 10 minute timeout }, + { + name: '!collectAllBlocks', + description: 'Collect all the nearest blocks of a given type until told to stop.', + params: { + 'type': '(string) The block type to collect. Ex: !collectAllBlocks("stone")' + }, + perform: wrapExecution(async (agent, type) => { + let success = await skills.collectBlock(agent.bot, type, 1); + if (!success) + agent.coder.cancelResume(); + }, 10, 'collectAllBlocks') // 10 minute timeout + }, { name: '!craftRecipe', description: 'Craft the given recipe a given number of times. Ex: I will craft 8 sticks !craftRecipe("stick", 2)', diff --git a/src/agent/library/skills.js b/src/agent/library/skills.js index 906b24b..d5abb0b 100644 --- a/src/agent/library/skills.js +++ b/src/agent/library/skills.js @@ -12,7 +12,7 @@ export function log(bot, message, chat=false) { async function autoLight(bot) { if (bot.modes.isOn('torch_placing') && !bot.interrupt_code) { - let nearest_torch = world.getNearestBlock(bot, 'torch', 8); + let nearest_torch = world.getNearestBlock(bot, 'torch', 6); if (!nearest_torch) { let has_torch = bot.inventory.items().find(item => item.name === 'torch'); if (has_torch) { @@ -373,7 +373,7 @@ export async function collectBlock(bot, blockType, num=1) { break; } log(bot, `Collected ${collected} ${blockType}.`); - return true; + return collected > 0; } export async function pickupNearbyItems(bot) { @@ -671,49 +671,18 @@ export async function followPlayer(bot, username) { * @example * await skills.followPlayer(bot, "player"); **/ - bot.modes.pause('self_defense'); - bot.modes.pause('hunting'); - let player = bot.players[username].entity if (!player) return false; const follow_distance = 4; - const attack_distance = 8; - bot.pathfinder.setMovements(new pf.Movements(bot)); bot.pathfinder.setGoal(new pf.goals.GoalFollow(player, follow_distance), true); log(bot, `You are now actively following player ${username}.`); while (!bot.interrupt_code) { - let acted = false; - if (bot.modes.isOn('self_defense')) { - const enemy = world.getNearestEntityWhere(bot, entity => mc.isHostile(entity), attack_distance); - if (enemy) { - log(bot, `Found ${enemy.name}, attacking!`, true); - await defendSelf(bot); - acted = true; - } - } - if (bot.modes.isOn('hunting')) { - const animal = world.getNearestEntityWhere(bot, entity => mc.isHuntable(entity), attack_distance); - if (animal) { - log(bot, `Hunting ${animal.name}!`, true); - await attackEntity(bot, animal, true); - acted = true; - } - } - if (bot.entity.position.distanceTo(player.position) < follow_distance) { - acted = await autoLight(bot); - } - - if (acted) { // if we did something then resume following - bot.pathfinder.setMovements(new pf.Movements(bot)); - bot.pathfinder.setGoal(new pf.goals.GoalFollow(player, follow_distance), true); - } await new Promise(resolve => setTimeout(resolve, 500)); } - return true; } diff --git a/src/agent/modes.js b/src/agent/modes.js index 1639d92..78b62a6 100644 --- a/src/agent/modes.js +++ b/src/agent/modes.js @@ -18,15 +18,15 @@ const modes = [ { name: 'self_defense', description: 'Automatically attack nearby enemies. Interrupts other actions.', + interrupts: ['all'], on: true, active: false, update: async function (agent) { - if (this.active) return; - const enemy = world.getNearestEntityWhere(agent.bot, entity => mc.isHostile(entity), 8); + const enemy = world.getNearestEntityWhere(agent.bot, entity => mc.isHostile(entity), 9); if (enemy && await world.isClearPath(agent.bot, enemy)) { agent.bot.chat(`Fighting ${enemy.name}!`); execute(this, agent, async () => { - await skills.defendSelf(agent.bot, 8); + await skills.defendSelf(agent.bot, 9); }); } } @@ -34,23 +34,23 @@ const modes = [ { name: 'hunting', description: 'Automatically hunt nearby animals when idle.', + interrupts: ['defaults'], on: true, active: false, update: async function (agent) { - if (agent.isIdle()) { - const huntable = world.getNearestEntityWhere(agent.bot, entity => mc.isHuntable(entity), 8); - if (huntable && await world.isClearPath(agent.bot, huntable)) { - execute(this, agent, async () => { - agent.bot.chat(`Hunting ${huntable.name}!`); - await skills.attackEntity(agent.bot, huntable); - }); - } + const huntable = world.getNearestEntityWhere(agent.bot, entity => mc.isHuntable(entity), 8); + if (huntable && await world.isClearPath(agent.bot, huntable)) { + execute(this, agent, async () => { + agent.bot.chat(`Hunting ${huntable.name}!`); + await skills.attackEntity(agent.bot, huntable); + }); } } }, { name: 'item_collecting', description: 'Automatically collect nearby items when idle.', + interrupts: ['followPlayer'], on: true, active: false, @@ -58,47 +58,42 @@ const modes = [ prev_item: null, noticed_at: -1, update: async function (agent) { - if (this.active) return; - if (agent.isIdle()) { - let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8); - if (item && item !== this.prev_item && await world.isClearPath(agent.bot, item)) { - if (this.noticed_at === -1) { - this.noticed_at = Date.now(); - } - if (Date.now() - this.noticed_at > this.wait * 1000) { - agent.bot.chat(`Picking up ${item.name}!`); - this.prev_item = item; - execute(this, agent, async () => { - await skills.pickupNearbyItems(agent.bot); - }); - this.noticed_at = -1; - } + let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8); + if (item && item !== this.prev_item && await world.isClearPath(agent.bot, item)) { + if (this.noticed_at === -1) { + this.noticed_at = Date.now(); } - else { + if (Date.now() - this.noticed_at > this.wait * 1000) { + agent.bot.chat(`Picking up ${item.name}!`); + this.prev_item = item; + execute(this, agent, async () => { + await skills.pickupNearbyItems(agent.bot); + }); this.noticed_at = -1; } } + else { + this.noticed_at = -1; + } } }, { name: 'torch_placing', description: 'Automatically place torches when idle and there are no torches nearby.', + interrupts: ['followPlayer'], on: true, active: false, update: function (agent) { - if (this.active) return; - if (agent.isIdle()) { - // TODO: check light level instead of nearby torches, block.light is broken - const near_torch = world.getNearestBlock(agent.bot, 'torch', 8); - if (!near_torch) { - let torches = agent.bot.inventory.items().filter(item => item.name.includes('torch')); - if (torches.length > 0) { - const torch = torches[0]; - const pos = agent.bot.entity.position; - execute(this, agent, async () => { - await skills.placeBlock(agent.bot, torch.name, pos.x, pos.y, pos.z); - }); - } + // TODO: check light level instead of nearby torches, block.light is broken + const near_torch = world.getNearestBlock(agent.bot, 'torch', 6); + if (!near_torch) { + let torches = agent.bot.inventory.items().filter(item => item.name.includes('torch')); + if (torches.length > 0) { + const torch = torches[0]; + const pos = agent.bot.entity.position; + execute(this, agent, async () => { + await skills.placeBlock(agent.bot, torch.name, pos.x, pos.y, pos.z); + }); } } } @@ -106,6 +101,7 @@ const modes = [ { name: 'idle_staring', description: 'Non-functional animation to look around at entities when idle.', + interrupts: [], on: true, active: false, @@ -113,35 +109,30 @@ const modes = [ last_entity: null, next_change: 0, update: function (agent) { - if (agent.isIdle()) { - this.active = true; - const entity = agent.bot.nearestEntity(); - let entity_in_view = entity && entity.position.distanceTo(agent.bot.entity.position) < 10 && entity.name !== 'enderman'; - if (entity_in_view && entity !== this.last_entity) { - this.staring = true; - this.last_entity = entity; - this.next_change = Date.now() + Math.random() * 1000 + 4000; - } - if (entity_in_view && this.staring) { - let isbaby = entity.type !== 'player' && entity.metadata[16]; - let height = isbaby ? entity.height/2 : entity.height; - agent.bot.lookAt(entity.position.offset(0, height, 0)); - } - if (!entity_in_view) - this.last_entity = null; - if (Date.now() > this.next_change) { - // look in random direction - this.staring = Math.random() < 0.3; - if (!this.staring) { - const yaw = Math.random() * Math.PI * 2; - const pitch = (Math.random() * Math.PI/2) - Math.PI/4; - agent.bot.look(yaw, pitch, false); - } - this.next_change = Date.now() + Math.random() * 10000 + 2000; - } + const entity = agent.bot.nearestEntity(); + let entity_in_view = entity && entity.position.distanceTo(agent.bot.entity.position) < 10 && entity.name !== 'enderman'; + if (entity_in_view && entity !== this.last_entity) { + this.staring = true; + this.last_entity = entity; + this.next_change = Date.now() + Math.random() * 1000 + 4000; + } + if (entity_in_view && this.staring) { + let isbaby = entity.type !== 'player' && entity.metadata[16]; + let height = isbaby ? entity.height/2 : entity.height; + agent.bot.lookAt(entity.position.offset(0, height, 0)); + } + if (!entity_in_view) + this.last_entity = null; + if (Date.now() > this.next_change) { + // look in random direction + this.staring = Math.random() < 0.3; + if (!this.staring) { + const yaw = Math.random() * Math.PI * 2; + const pitch = (Math.random() * Math.PI/2) - Math.PI/4; + agent.bot.look(yaw, pitch, false); + } + this.next_change = Date.now() + Math.random() * 10000 + 2000; } - else - this.active = false; } }, ]; @@ -190,22 +181,24 @@ class ModeController { return res; } + unPauseAll() { + for (let mode of this.modes_list) { + if (mode.paused) console.log(`Unpausing mode ${mode.name}`); + mode.paused = false; + } + } + async update() { if (this.agent.isIdle()) { - // other actions might pause a mode to override it - // when idle, unpause all modes - for (let mode of this.modes_list) { - if (mode.paused) console.log(`Unpausing mode ${mode.name}`); - mode.paused = false; - } + this.unPauseAll(); } for (let mode of this.modes_list) { - if (mode.on && !mode.paused) { + let available = mode.interrupts.includes('all') || this.agent.isIdle(); + let interruptible = this.agent.coder.interruptible && (mode.interrupts.includes('defaults') || mode.interrupts.includes(this.agent.coder.resume_name)); + if (mode.on && !mode.paused && !mode.active && (available || interruptible)) { await mode.update(this.agent); - if (mode.active) { - break; - } } + if (mode.active) break; } } } diff --git a/src/examples.json b/src/examples.json index 863a731..07c30be 100644 --- a/src/examples.json +++ b/src/examples.json @@ -54,7 +54,7 @@ ], [ - {"role": "user", "content": "billybob: stop"}, + {"role": "user", "content": "abc: stop"}, {"role": "assistant", "content": "Sure. !stop"} ],