Merge pull request #4 from icwhite/procedural_generation_save

Procedural generation save
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Isadora White 2025-03-04 11:17:54 -08:00 committed by GitHub
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21 changed files with 4013417 additions and 182516 deletions

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@ -1,6 +1,6 @@
{
"name": "andy_0",
"model": "gpt-4o",
"name": "Andy_0",
"model": "gpt-4o-mini",
"modes": {
"hunting": false
},
@ -9,7 +9,7 @@
"conversation_examples": [
[
{
"role": "assistant",
"role": "user",
"content": "Hey! let's collaborate to build a stone pickaxe!"
},
{
@ -17,7 +17,7 @@
"content": "Cool, let me check what is in my inventory !inventory\nI have 10 oak logs. What do you have?"
},
{
"role": "assistant",
"role": "user",
"content": "Let me check !inventory \nI have 10 stones."
},
{
@ -25,13 +25,13 @@
"content": "Let me give you the stones and you can craft the pickaxe. !givePlayer(\"stone\", 10, \"playername\")"
},
{
"role": "assistant",
"role": "user",
"content": "Thanks for the stones! Now I can craft the pickaxe. !craftItem(\"stone_pickaxe\", 1)"
}
],
[
{
"role": "assistant",
"role": "user",
"content": "Hey! let's collaborate to build shears!"
},
{
@ -39,7 +39,7 @@
"content": "Cool, let me check what is in my inventory !inventory\nI have 1 iron ingot. What do you have?"
},
{
"role": "assistant",
"role": "user",
"content": "Let me check !inventory \nI have 1 iron ingot. "
},
{
@ -47,7 +47,7 @@
"content": "Nice let's check what we need to craft shears. !getCraftingPlan(\"shears\", 1)"
},
{
"role": "assistant",
"role": "user",
"content": "We need 2 iron ingots to craft the shears. Could you share your iron ingot with me?"
},
{
@ -55,10 +55,58 @@
"content": "Yes, here is my iron ingot !givePlayer(\"iron_ingot\", 1, \"playername\")"
},
{
"role": "assistant",
"role": "user",
"content": "Thanks for the iron ingot! Now I can craft the shears. !craftItem(\"shears\", 1)"
}
],
[
{
"role": "user",
"content": "Hey! Let's collaborate to build a brush"
},
{
"role": "assistant",
"content": "Cool, let's check what we need for that !getCraftingPlan(\"brush\", 1)"
},
{
"role": "system",
"content": "CRAFTING_PLAN\n- 2 sticks\n- 2 feathers\n- 1 iron ingot"
},
{
"role": "assistant",
"content": "We need 2 sticks, 2 feathers, and 1 iron ingot to craft the brush. Do you have any of these items?"
},
{
"role": "user",
"content": "Let me check !inventory \nI have 2 sticks and 2 feathers."
},
{
"role": "assistant",
"content": "Great! I have 1 iron ingot. Let me give you my iron ingot and you can craft the brush. !givePlayer(\"iron_ingot\", 1, \"playername\")"
},
{
"role": "user",
"content": "Thanks for the iron ingot! Now I can craft the brush. !craftItem(\"brush\", 1)"
}
],
[
{
"role": "user",
"content": "Hey! Let's collaborate to build a brush"
},
{
"role": "assistant",
"content": "Cool, let's check what we need for that !getCraftingPlan(\"brush\", 1)"
},
{
"role": "system",
"content": "no such tool"
},
{
"role": "assistant",
"content": "I'm sorry, I don't have the crafting plan for a brush. Let me check my inventory to see if I have the items needed. !inventory Do you have access to the crafting plan?"
}
],
[
{
"role": "user",
@ -109,24 +157,6 @@
"content": "terrance: (FROM OTHER BOT)I can build the base, you can build the walls. !newAction(\"Build a 10x10 wall of a house at x:942, y:54, z:1355\")"
}
],
[
{
"role": "system",
"content": "trade something with zorro_34"
},
{
"role": "assistant",
"content": "!startConversation(\"zorro_34\", \"Hey let's trade. What do you have?\")"
},
{
"role": "user",
"content": "zorro_34: (FROM OTHER BOT)Let's see... !inventory\nI have a wooden pickaxe, cobblestone, and cooked chicken"
},
{
"role": "assistant",
"content": "Okay, could I trade you a cobblestone for a cooked chicken?"
}
],
[
{
"role": "user",
@ -141,26 +171,6 @@
"content": "rupert: (FROM OTHER BOT)Alright, I'll build the walls! !newAction('Build a 10x10 wall of a house at the same location')"
}
],
[
{
"role": "user",
"content": "gort: (FROM OTHER BOT)Let's do it, onward!"
},
{
"role": "assistant",
"content": "Alright, I'll start by getting some cobblestone. !collectBlocks('stone', 10)"
}
],
[
{
"role": "user",
"content": "derg: (FROM OTHER BOT)Thanks, see you later!"
},
{
"role": "assistant",
"content": "See you later. !endConversation(\"derg\")"
}
],
[
{
"role": "user",

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@ -108,7 +108,7 @@ def launch_parallel_experiments(task_path,
num_exp,
exp_name,
num_agents=2,
model="gpt-4o",
model="gpt-4o-mini",
api="openai",
num_parallel=1,
s3=False,

View file

@ -1,6 +1,5 @@
{
"name": "jill",
"model": "gpt-4o-mini",
"conversation_examples": [

View file

@ -1,6 +1,6 @@
{
"name": "jill_0",
"model": "gpt-4o",
"name": "Jill_0",
"model": "gpt-4o-mini",
"modes": {
"hunting": false
},
@ -9,7 +9,7 @@
"conversation_examples": [
[
{
"role": "assistant",
"role": "user",
"content": "Hey! let's collaborate to build a stone pickaxe!"
},
{
@ -17,7 +17,7 @@
"content": "Cool, let me check what is in my inventory !inventory\nI have 10 oak logs. What do you have?"
},
{
"role": "assistant",
"role": "user",
"content": "Let me check !inventory \nI have 10 stones."
},
{
@ -25,13 +25,13 @@
"content": "Let me give you the stones and you can craft the pickaxe. !givePlayer(\"stone\", 10, \"playername\")"
},
{
"role": "assistant",
"role": "user",
"content": "Thanks for the stones! Now I can craft the pickaxe. !craftItem(\"stone_pickaxe\", 1)"
}
],
[
{
"role": "assistant",
"role": "user",
"content": "Hey! let's collaborate to build shears!"
},
{
@ -39,7 +39,7 @@
"content": "Cool, let me check what is in my inventory !inventory\nI have 1 iron ingot. What do you have?"
},
{
"role": "assistant",
"role": "user",
"content": "Let me check !inventory \nI have 1 iron ingot. "
},
{
@ -47,7 +47,7 @@
"content": "Nice let's check what we need to craft shears. !getCraftingPlan(\"shears\", 1)"
},
{
"role": "assistant",
"role": "user",
"content": "We need 2 iron ingots to craft the shears. Could you share your iron ingot with me?"
},
{
@ -55,10 +55,58 @@
"content": "Yes, here is my iron ingot !givePlayer(\"iron_ingot\", 1, \"playername\")"
},
{
"role": "assistant",
"role": "user",
"content": "Thanks for the iron ingot! Now I can craft the shears. !craftItem(\"shears\", 1)"
}
],
[
{
"role": "user",
"content": "Hey! Let's collaborate to build a brush"
},
{
"role": "assistant",
"content": "Cool, let's check what we need for that !getCraftingPlan(\"brush\", 1)"
},
{
"role": "system",
"content": "CRAFTING_PLAN\n- 2 sticks\n- 2 feathers\n- 1 iron ingot"
},
{
"role": "assistant",
"content": "We need 2 sticks, 2 feathers, and 1 iron ingot to craft the brush. Do you have any of these items?"
},
{
"role": "user",
"content": "Let me check !inventory \nI have 2 sticks and 2 feathers."
},
{
"role": "assistant",
"content": "Great! I have 1 iron ingot. Let me give you my iron ingot and you can craft the brush. !givePlayer(\"iron_ingot\", 1, \"playername\")"
},
{
"role": "user",
"content": "Thanks for the iron ingot! Now I can craft the brush. !craftItem(\"brush\", 1)"
}
],
[
{
"role": "user",
"content": "Hey! Let's collaborate to build a brush"
},
{
"role": "assistant",
"content": "Cool, let's check what we need for that !getCraftingPlan(\"brush\", 1)"
},
{
"role": "system",
"content": "no such tool"
},
{
"role": "assistant",
"content": "I'm sorry, I don't have the crafting plan for a brush. Let me check my inventory to see if I have the items needed. !inventory Do you have access to the crafting plan?"
}
],
[
{
"role": "user",
@ -109,24 +157,6 @@
"content": "terrance: (FROM OTHER BOT)I can build the base, you can build the walls. !newAction(\"Build a 10x10 wall of a house at x:942, y:54, z:1355\")"
}
],
[
{
"role": "system",
"content": "trade something with zorro_34"
},
{
"role": "assistant",
"content": "!startConversation(\"zorro_34\", \"Hey let's trade. What do you have?\")"
},
{
"role": "user",
"content": "zorro_34: (FROM OTHER BOT)Let's see... !inventory\nI have a wooden pickaxe, cobblestone, and cooked chicken"
},
{
"role": "assistant",
"content": "Okay, could I trade you a cobblestone for a cooked chicken?"
}
],
[
{
"role": "user",
@ -141,26 +171,6 @@
"content": "rupert: (FROM OTHER BOT)Alright, I'll build the walls! !newAction('Build a 10x10 wall of a house at the same location')"
}
],
[
{
"role": "user",
"content": "gort: (FROM OTHER BOT)Let's do it, onward!"
},
{
"role": "assistant",
"content": "Alright, I'll start by getting some cobblestone. !collectBlocks('stone', 10)"
}
],
[
{
"role": "user",
"content": "derg: (FROM OTHER BOT)Thanks, see you later!"
},
{
"role": "assistant",
"content": "See you later. !endConversation(\"derg\")"
}
],
[
{
"role": "user",

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@ -130,7 +130,6 @@ export class Agent {
//wait for a bit so inventory is cleared
await new Promise((resolve) => setTimeout(resolve, 500));
console.log(this.task && "agent_number" in this.task && this.task.agent_number > 1);
if (this.task && "agent_number" in this.task && this.task.agent_number > 1) {
var initial_inventory = this.task.initial_inventory[this.name];
console.log("Initial inventory:", initial_inventory);
@ -218,11 +217,6 @@ export class Agent {
this._setupEventHandlers(save_data, init_message);
this.startEvents();
console.log("HERE IS THE LOGGED TASK")
console.log(this.task)
this.task.initBotTask();
@ -301,7 +295,7 @@ export class Agent {
message: `You have restarted and this message is auto-generated. Continue the conversation with me.`,
start: true
};
convoManager.recieveFromBot(this.last_sender, msg_package);
convoManager.receiveFromBot(this.last_sender, msg_package);
}
}
else if (init_message) {
@ -346,9 +340,6 @@ export class Agent {
async handleMessage(source, message, max_responses=null) {
await this.checkTaskDone();
// if (this.task && this.validator && this.validator.validate()) {
// this.killBots();
// }
if (!source || !message) {
console.warn('Received empty message from', source);
return false;
@ -646,22 +637,8 @@ export class Agent {
async update(delta) {
await this.bot.modes.update();
await this.self_prompter.update(delta);
try {
if (this.task && this.taskTimeout) {
const elapsedTime = (Date.now() - this.taskStartTime) / 1000;
if (elapsedTime >= this.taskTimeout) {
console.log('Task timeout reached. Task unsuccessful.');
await this.cleanKill('Task unsuccessful: Timeout reached', 3);
}
}
} catch (e) {
console.error("Caught an error while checking timeout reached",e);
}
this.self_prompter.update(delta);
await this.checkTaskDone();
// if (this.task.data) {
// let res = this.task.isDone();
// if (res) {

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@ -2,7 +2,7 @@ import * as world from '../library/world.js';
import * as mc from '../../utils/mcdata.js';
import { getCommandDocs } from './index.js';
import convoManager from '../conversation.js';
import { checkLevelBlueprint, checkBlueprint } from '../construction_tasks.js';
import { checkLevelBlueprint, checkBlueprint } from '../task_types/construction_tasks.js';
const pad = (str) => {
return '\n' + str + '\n';

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@ -19,10 +19,16 @@ export class ConstructionTaskValidator {
let total_blocks = result.mismatches.length + result.matches.length;
score = (result.matches.length / total_blocks) * 100;
console.log(`Task is ${score}% complete`);
return valid;
return {
"valid": valid,
"score": score
};
} catch (error) {
console.error('Error validating task:', error);
return false;
return {
"valid": false,
"score": 0
};
}
}
}
@ -71,7 +77,6 @@ export class Blueprint {
explain() {
var explanation = "";
// todo: we need to limit this to be a certain amount of levels to not overload memory...
for (let item of this.data.levels) {
var coordinates = item.coordinates;
explanation += `Level ${item.level}: `;
@ -907,11 +912,46 @@ export function proceduralGeneration(m = 20,
}
}
// uncomment to visualize blueprint output
// printMatrix(matrix)
return matrixToBlueprint(matrix, [148,-60,-170])
}
/**
* for cutesy output
* @param matrix
*/
function printMatrix(matrix) {
matrix.forEach((layer, layerIndex) => {
console.log(`Layer ${layerIndex}:`);
layer.forEach(row => {
console.log(
row.map(cell => {
switch (cell) {
case 'stone': return '█'; // Wall
case 'air': return '.'; // Open space
case 'dark_oak_door[half=upper, hinge=left]': return 'D';
case 'dark_oak_door[half=lower, hinge=left]': return 'D';
case 'oak_stairs[facing=north]': return 'S'; // Stairs
case 'oak_stairs[facing=east]': return 'S'; // Stairs
case 'oak_stairs[facing=south]': return 'S'; // Stairs
case 'oak_stairs[facing=west]': return 'S'; // Stairs
case 'glass': return 'W'
default: return '?'; // Unknown or unmarked space
}
}).join(' ')
);
});
console.log('---');
});
}
/**
* Converts a 3D matrix into a Minecraft blueprint format
* @param {Array<Array<Array<string>>>} matrix - 3D matrix of block types

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@ -326,6 +326,12 @@ export class CookingTaskInitiator {
['minecraft:honey_bottle', 1], // Non-stackable
['minecraft:glow_berries', 64],
['minecraft:bowl', 64],
['minecraft:golden_carrot', 64],
['minecraft:golden_apple', 64],
['minecraft:enchanted_golden_apple', 64],
['minecraft:cooked_mutton', 64],
['minecraft:cooked_salmon', 64],
['minecraft:cooked_cod', 64]
['minecraft:gold_ingot', 64],
['minecraft:oak_planks', 64],
];

View file

@ -2,8 +2,18 @@ import { readFileSync } from 'fs';
import { executeCommand } from './commands/index.js';
import { getPosition } from './library/world.js';
import settings from '../../settings.js';
import { Vec3 } from 'vec3';
import { ConstructionTaskValidator, Blueprint } from './task_types/construction_tasks.js';
import { CookingTaskInitiator } from './task_types/cooking_tasks.js';
import { ConstructionTaskValidator, Blueprint } from './construction_tasks.js';
//todo: modify validator code to return an object with valid and score -> do more testing hahah
//todo: figure out how to log these things to the same place as bots/histories
// export class CraftTaskValidator {
// constructor(data, agent) {
// this.target = data.target;
// this.number_of_target = data.number_of_target;
// this.agent = agent;
/**
* Validates the presence of required items in an agent's inventory
@ -14,8 +24,9 @@ import { ConstructionTaskValidator, Blueprint } from './construction_tasks.js';
function checkItemPresence(data, agent) {
// Helper function to check if target is a dictionary with quantities
function isTargetDictionaryWithQuantities(target) {
return typeof target === 'object' &&
!Array.isArray(target) &&
return typeof target === 'object' &&
!Array.isArray(target) &&
target !== null &&
Object.values(target).every(value => typeof value === 'number');
}
@ -62,10 +73,10 @@ function checkItemPresence(data, agent) {
try {
// First normalize targets to always have a consistent format
const targets = normalizeTargets(data.target);
// Determine the required quantities
const requiredQuantities = isTargetDictionaryWithQuantities(data.target)
? data.target
const requiredQuantities = isTargetDictionaryWithQuantities(data.target)
? data.target
: normalizeQuantities(targets, data.number_of_target);
// Count items in inventory
@ -84,7 +95,6 @@ function checkItemPresence(data, agent) {
for (const [item, requiredCount] of Object.entries(requiredQuantities)) {
const itemName = item.toLowerCase();
const currentCount = inventoryCount[itemName] || 0;
if (currentCount < requiredCount) {
allTargetsMet = false;
missingItems.push({
@ -111,6 +121,20 @@ function checkItemPresence(data, agent) {
}
}
class CookingCraftingTaskValidator {
constructor(data, agent) {
this.data = data;
this.agent = agent;
}
validate() {
const result = checkItemPresence(this.data, this.agent);
return {
"valid": result.success,
"score": result.success ? 1 : 0,
};
}
}
export class Task {
constructor(agent, task_path, task_id) {
this.agent = agent;
@ -139,10 +163,8 @@ export class Task {
if (this.task_type === 'construction') {
this.validator = new ConstructionTaskValidator(this.data, this.agent);
} else if (this.task_type === 'cooking' || this.task_type === 'techtree') {
this.validator = () => {
const result = checkItemPresence(this.data, this.agent);
return result.success;
};
this.validator = new CookingCraftingTaskValidator(this.data, this.agent);
} else {
this.validator = null;
}
@ -157,7 +179,6 @@ export class Task {
this.blocked_actions.push('!endGoal');
if (this.conversation)
this.blocked_actions.push('!endConversation');
console.log('Task loaded:', this.data);
}
this.name = this.agent.name;
@ -181,7 +202,7 @@ export class Task {
}
// If goal is an object, get the goal for this agent's count_id
if (typeof this.data.goal === 'object') {
if (typeof this.data.goal === 'object' && this.data.goal !== null) {
const agentId = this.agent.count_id.toString();
return (this.data.goal[agentId] || '') + add_string;
}
@ -194,7 +215,6 @@ export class Task {
const tasksFile = readFileSync(task_path, 'utf8');
const tasks = JSON.parse(tasksFile);
let task = tasks[task_id];
console.log('Loaded task:', task);
if (!task) {
throw new Error(`Task ${task_id} not found`);
}
@ -210,29 +230,35 @@ export class Task {
}
isDone() {
if (this.validator && this.validator.validate()) //todo: error here
return {"message": 'Task successful', "code": 2};
let res = null;
if (this.validator)
res = this.validator.validate();
if (res && res.valid) {
return {"message": 'Task successful', "score": res.score};
}
let other_names = this.available_agents.filter(n => n !== this.name);
const elapsedTime = (Date.now() - this.taskStartTime) / 1000;
if (elapsedTime >= 30 && this.available_agents.length !== this.data.agent_count) {
console.log('No other agents found. Task unsuccessful.');
return {"message": 'No other agents found', "code": 3};
return {"message": 'No other agents found', "score": 0};
}
if (this.taskTimeout) {
if (elapsedTime >= this.taskTimeout) {
console.log('Task timeout reached. Task unsuccessful.');
return {"message": 'Task timeout reached', "code": 4};
if (res) {
return {"message": 'Task timeout reached', "score": res.score};
} else {
return {"message": 'Task timeout reached', "score": 0};
}
}
}
return false;
}
initBotTask = async () => {
async initBotTask() {
await this.agent.bot.chat(`/clear ${this.name}`);
console.log(`Cleared ${this.name}'s inventory.`);
@ -241,13 +267,12 @@ export class Task {
if (this.data === null)
return;
if (this.task_type === 'cooking') {
this.initiator = new CookingTaskInitiator(this.data, this.agent);
} else {
this.initiator = null;
}
await this.teleportBots();
//wait for a bit so bots are teleported
@ -255,8 +280,8 @@ export class Task {
if (this.data.initial_inventory) {
console.log("Setting inventory...");
let initialInventory;
let initialInventory = {};
// Handle multi-agent inventory assignment
if (this.data.agent_count > 1) {
initialInventory = this.data.initial_inventory[this.agent.count_id.toString()] || {};
@ -337,7 +362,6 @@ export class Task {
console.log(`Teleporting ${this.name} to human ${human_player_name}`)
bot.chat(`/tp ${this.name} ${human_player_name}`)
}
await new Promise((resolve) => setTimeout(resolve, 200));
// now all bots are teleport on top of each other (which kinda looks ugly)
@ -368,17 +392,6 @@ export class Task {
}
}
if (this.goal) {
console.log('Setting goal:', this.goal);
await executeCommand(this.agent, `!goal("${this.goal}")`);
}
if (this.conversation && this.agent.count_id === 0) {
let other_name = this.available_agents.filter(n => n !== this.name)[0];
await executeCommand(this.agent, `!startConversation("${other_name}", "${this.conversation}")`);
}
if (this.data.type === 'construction'){
//Ensures construction is cleaned out first. -> relies on cheats which are turned off?
if (this.blueprint){

View file

@ -1,7 +1,7 @@
import fs from 'fs';
// Read and parse the JSON file
const tasks = JSON.parse(fs.readFileSync('./example_multiagent_construction_tasks.json'));
const tasks = JSON.parse(fs.readFileSync('./test_multiagent_construction_tasks.json'));
// Validate format and count variants
const counts = {};

View file

@ -1,5 +1,5 @@
import fs from 'fs';
import {proceduralGeneration} from "../../src/agent/construction_tasks.js";
import {proceduralGeneration} from "../../src/agent/task_types/construction_tasks.js";
function createInitialInventory(blueprint, agents) {
/*
@ -20,7 +20,7 @@ function createInitialInventory(blueprint, agents) {
// Initialize inventories
for (let i = 0; i < agents; i++) {
inventories[i] = {};
inventories[i] = {'diamond_pickaxe':1};
}
// Count materials in blueprint
@ -30,7 +30,9 @@ function createInitialInventory(blueprint, agents) {
if (block !== 'air') {
// Check if material contains 'door' or 'ladder' and convert appropriately
let materialKey = block;
if (block.includes('door')) {
if (block.includes('dark_oak_door')) {
materialKey = 'dark_oak_door';
} else if (block.includes('oak_door')) {
materialKey = 'oak_door';
} else if (block.includes('ladder')) {
materialKey = 'ladder';
@ -47,9 +49,6 @@ function createInitialInventory(blueprint, agents) {
inventories[currentAgent][material] = count;
currentAgent = (currentAgent + 1) % agents;
}
// Todo: add tools to all agents (diamond pickaxe)
return inventories;
@ -61,9 +60,8 @@ function calculateSpaceNeeded(rooms) {
return baseSize + scaleFactor;
}
function generateConstructionTasks() {
function generateConstructionTasks(variants) {
const tasks = {};
const variants = 1
const materialLevels = 5;
const roomCounts = [4, 6, 8];
const windowStyles = [0, 1, 2];
@ -102,7 +100,7 @@ function generateConstructionTasks() {
agent_count: 2,
initial_inventory: createInitialInventory(blueprint, 2),
timeout: timeout+(300*r), // 5 minute per additional level of complexity
blueprint: blueprint, //todo: make a pointer?
blueprint: blueprint,
};
}
@ -114,13 +112,13 @@ function generateConstructionTasks() {
return tasks;
}
const tasks = generateConstructionTasks();
const tasks = generateConstructionTasks(1);
// Clear existing file content
fs.writeFileSync('./example_multiagent_construction_tasks.json', '');
fs.writeFileSync('./test_multiagent_construction_tasks.json', '');
// re-add
fs.writeFileSync(
'./example_multiagent_construction_tasks.json',
'./test_multiagent_construction_tasks.json',
JSON.stringify(tasks, null, 2)
);
console.log("Generated tasks saved to example_multiagent_construction_tasks.json");
console.log("Generated tasks saved to test_multiagent_construction_tasks.json");

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import mineflayer from 'mineflayer';
import { Vec3 } from 'vec3';
import { ConstructionTaskValidator, Blueprint, checkBlueprint, checkLevelBlueprint } from '../src/agent/tasks.js';
import { Agent } from '../src/agent/agent.js';
try {
const agent = new Agent("../andy.json",
false,
null,
0,
"../example_tasks.json",
"construction_house");
await new Promise((resolve) => setTimeout(resolve, 10000));
let result = await checkBlueprint(agent);
// console.log(result);
// const levelResult = await checkLevelBlueprint(agent, 0);
// console.log(levelResult);
} catch (error) {
console.error('An error occurred:', error);
process.exit(1);
}
// const validator = new ConstructionTaskValidator();
const blueprintData = {
"materials": {
"oak_planks": 20,
"oak_door": 1,
"stone": 26,
},
"levels": [
{
"level": 0,
"coordinates": [142, -60, -179],
"placement":
[
["stone", "stone", "oak_door", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 1,
"coordinates": [142, -59, -179],
"placement":
[
["stone", "stone", "oak_door", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 2,
"coordinates": [142, -58, -179],
"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"]
]
}
]
};

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@ -1,22 +0,0 @@
import { Blueprint } from '../src/agent/tasks.js';
import { readFileSync } from 'fs';
//load file from example_tasks.json
const object = JSON.parse(readFileSync('example_tasks.json', 'utf8'));
console.log(object.construction_house.blueprint);
const blueprint = new Blueprint(object.construction_house.blueprint);
const placement = object.construction_house.blueprint.levels[0].placement;
console.log(placement);
var placement_string = "[\n";
for (let row of placement) {
placement_string += "[";
for (let i = 0; i < row.length - 1; i++) {
let item = row[i];
placement_string += `${item}, `;
}
let final_item = row[row.length - 1];
placement_string += `${final_item}],\n`;
}
placement_string += "]";
console.log(placement_string);
console.log(blueprint.explain());

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import mineflayer from "mineflayer";
const bot = mineflayer.createBot({
host: 'localhost', // Replace with your server IP or hostname
port: 55916, // Replace with your server port
username: 'andy', // Replace with your bot's username
// password: 'your_bot_password' // Only if the server has online-mode=true
});
bot.on('spawn', async () => {
// generate a blueprint
const blueprint = {
"levels": [
{
"level": 0,
"coordinates": [142, -60, -179],
"placement": [
["stone", "stone", "oak_door", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 1,
"coordinates": [142, -59, -179],
"placement": [
["stone", "stone", "air", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 2,
"coordinates": [142, -58, -179],
"placement": [
["stone", "stone", "stone", "stone", "stone"],
["stone", "stone", "stone", "stone", "stone"],
["stone", "stone", "stone", "stone", "stone"],
["stone", "stone", "stone", "stone", "stone"],
]
}
]
};
// have andy build the blueprint automatically
const result = autoBuild(blueprint);
// const result = clearHouse(blueprint)
const commands = result.commands;
const nearbyPosition = result.nearbyPosition;
for (const command of commands) {
bot.chat(command);
}
console.log(commands.slice(-10));
// Print out the location nearby the blueprint
console.log(`tp ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`)
});
/**
* Takes in the blueprint, and then converts it into a set of /setblock commands for the bot to follow
* @Returns: An object containing the setblock commands as a list of strings, and a position nearby the blueprint but not in it
* @param blueprint
*/
export function autoBuild(blueprint) {
const commands = [];
let minX = Infinity, maxX = -Infinity;
let minY = Infinity, maxY = -Infinity;
let minZ = Infinity, maxZ = -Infinity;
for (const level of blueprint.levels) {
// console.log(level.level)
const baseX = level.coordinates[0];
const baseY = level.coordinates[1];
const baseZ = level.coordinates[2];
const placement = level.placement;
// Update bounds
minX = Math.min(minX, baseX);
maxX = Math.max(maxX, baseX + placement[0].length - 1);
minY = Math.min(minY, baseY);
maxY = Math.max(maxY, baseY);
minZ = Math.min(minZ, baseZ);
maxZ = Math.max(maxZ, baseZ + placement.length - 1);
// Loop through the 2D placement array
for (let z = 0; z < placement.length; z++) {
for (let x = 0; x < placement[z].length; x++) {
const blockType = placement[z][x];
if (blockType) {
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} ${blockType}`;
commands.push(setblockCommand);
}
}
}
}
// Calculate a position nearby the blueprint but not in it
const nearbyPosition = {
x: maxX + 5, // Move 5 blocks to the right
y: minY, // Stay on the lowest level of the blueprint
z: minZ // Stay aligned with the front of the blueprint
};
return { commands, nearbyPosition};
}
/**
* Takes in a blueprint, and returns a set of commands to clear up the space.
*
*/
export function autoDelete(blueprint) {
const commands = [];
let minX = Infinity, maxX = -Infinity;
let minY = Infinity, maxY = -Infinity;
let minZ = Infinity, maxZ = -Infinity;
for (const level of blueprint.levels) {
const baseX = level.coordinates[0];
const baseY = level.coordinates[1];
const baseZ = level.coordinates[2];
const placement = level.placement;
// Update bounds
minX = Math.min(minX, baseX);
maxX = Math.max(maxX, baseX + placement[0].length - 1);
minY = Math.min(minY, baseY);
maxY = Math.max(maxY, baseY);
minZ = Math.min(minZ, baseZ);
maxZ = Math.max(maxZ, baseZ + placement.length - 1);
// Loop through the 2D placement array
for (let z = 0; z < placement.length; z++) {
for (let x = 0; x < placement[z].length; x++) {
const blockType = placement[z][x];
if (blockType) {
const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} air`;
commands.push(setblockCommand);
}
}
}
}
// Calculate a position nearby the blueprint but not in it
const nearbyPosition = {
x: maxX + 5, // Move 5 blocks to the right
y: minY, // Stay on the lowest level of the blueprint
z: minZ // Stay aligned with the front of the blueprint
};
return { commands, nearbyPosition };
}

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import mineflayer from 'mineflayer';
import { Vec3 } from 'vec3';
import { ConstructionTaskValidator, Blueprint } from '../src/agent/tasks.js';
import { Agent } from '../src/agent/agent.js';
const bot = mineflayer.createBot({
host: 'localhost', // Replace with your server IP or hostname
port: 55916, // Replace with your server port
username: 'andy', // Replace with your bot's username
// password: 'your_bot_password' // Only if the server has online-mode=true
});
bot.on('spawn', async () => {
bot.chat("/setblock ~ ~ ~ stone");
console.log("Bot spawned. Starting blueprint check...");
await new Promise((resolve) => setTimeout(resolve, 5000));
const blockAtLocation = await bot.blockAt(new Vec3(142, -60, -179));
console.log(blockAtLocation);
const blueprint = new Blueprint(blueprintData);
console.log(blueprint.explain());
console.log(blueprint.explainLevel(0));
try {
const check_level = await blueprint.checkLevel(bot, 0);
console.log(check_level);
let check_blueprint = await blueprint.check(bot);
console.log(check_blueprint);
let level_diff = await blueprint.explainLevelDifference(bot, 0);
console.log(level_diff);
let blueprint_diff = await blueprint.explainBlueprintDifference(bot);
console.log(blueprint_diff);
} catch (err) {
console.error("Error checking blueprint:", err);
}
// console.log(blueprint.checkLevel(bot, 0));
// console.log(blueprint.check(bot));
// console.log(blueprint.explainBlueprintDifference(bot, blueprintData));
// console.log(blueprint.explainLevelDifference(bot, 0));
bot.quit();
});
async function checkBluepint(bot, blueprintData) {
const materials = blueprintData.materials;
const levels = blueprintData.levels;
const mismatches = [];
const matches = [];
for (let i = 0; i < levels.length; i++) {
const levelData = levels[i];
const result = await checkLevelBlueprint(bot, levelData);
mismatches.push(...result.mismatches);
matches.push(...result.matches);
}
return {
"mismatches": mismatches,
"matches": matches
};
}
async function checkLevelBlueprint(bot, levelData) {
const startCoords = levelData.coordinates;
const placement = levelData.placement;
const mismatches = [];
const matches = [];
for (let zOffset = 0; zOffset < placement.length; zOffset++) {
const row = placement[zOffset];
for (let xOffset = 0; xOffset < row.length; xOffset++) {
const blockName = row[xOffset];
const x = startCoords[0] + xOffset;
const y = startCoords[1];
const z = startCoords[2] + zOffset;
try {
const blockAtLocation = await bot.blockAt(new Vec3(x, y, z));
if (!blockAtLocation || blockAtLocation.name !== blockName) {
mismatches.push({
level: levelData.level,
coordinates: [x, y, z],
expected: blockName,
actual: blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : 'air' // Assuming air if no block
});
} else {
matches.push({
level: levelData.level,
coordinates: [x, y, z],
expected: blockName,
actual: blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : 'air' // Assuming air if no block
});
}
} catch (err) {
console.error(`Error getting block at (${x}, ${y}, ${z}):`, err);
return false; // Stop checking if there's an issue getting blocks
}
}
}
return {
"mismatches": mismatches,
"matches": matches
};
}
const blueprintData = {
"materials": {
"oak_planks": 20,
"oak_door": 1,
"stone": 26,
},
"levels": [
{
"level": 0,
"coordinates": [142, -60, -179],
"placement":
[
["stone", "stone", "oak_door", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 1,
"coordinates": [142, -59, -179],
"placement":
[
["stone", "stone", "oak_door", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 2,
"coordinates": [142, -58, -179],
"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"]
]
}
]
};

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import mineflayer from 'mineflayer';
import { Vec3 } from 'vec3';
async function checkBuildingBlueprint(bot, blueprint) {
/**
* Checks if a Minecraft building matches a given blueprint using Mineflayer.
*
* @param {mineflayer.Bot} bot - The Mineflayer bot instance.
* @param {object} blueprint - The blueprint object.
* @returns {Promise<boolean>} - True if the building matches, false otherwise.
*/
const mismatches = [];
for (const levelData of blueprint.levels) {
const levelNum = levelData.level;
const startCoords = levelData.coordinates;
const placement = levelData.placement;
for (let zOffset = 0; zOffset < placement.length; zOffset++) {
const row = placement[zOffset];
for (let xOffset = 0; xOffset < row.length; xOffset++) {
const blockName = row[xOffset];
const expectedBlockId = getBlockIdFromName(bot, blockName);
if (expectedBlockId === undefined) {
console.warn(`Warning: Unknown block name '${blockName}' in blueprint. Skipping.`);
continue;
}
const x = startCoords[0] + xOffset;
const y = startCoords[1] + levelNum;
const z = startCoords[2] + zOffset;
try {
const blockAtLocation = await bot.blockAt(new Vec3(x, y, z));
if (!blockAtLocation || blockAtLocation.type !== expectedBlockId) {
mismatches.push({
level: levelNum,
coordinates: [x, y, z],
expected: blockName,
actual: blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : 'air' // Assuming air if no block
});
}
} catch (err) {
console.error(`Error getting block at (${x}, ${y}, ${z}):`, err);
return false; // Stop checking if there's an issue getting blocks
}
}
}
}
if (mismatches.length > 0) {
console.log("Building does not match the blueprint. Found the following mismatches:");
mismatches.forEach(mismatch => {
console.log(` Level ${mismatch.level}, Coordinates ${mismatch.coordinates.join(', ')}: Expected '${mismatch.expected}', Found '${mismatch.actual}'`);
});
return false;
} else {
console.log("Building matches the blueprint!");
return true;
}
}
function getBlockIdFromName(bot, blockName) {
/**
* Gets the numerical block ID from a string block name using the bot's registry.
* @param {mineflayer.Bot} bot - The Mineflayer bot instance.
* @param {string} blockName - The name of the block (case-insensitive).
* @returns {number|undefined} - The block ID, or undefined if not found.
*/
const blockInfo = bot.registry.blocksByName[blockName.toLowerCase().replace(/ /g, '_')];
return blockInfo ? blockInfo.id : undefined;
}
// Example usage (replace with your bot login and server details)
const blueprintData = {
"materials": {
"plank": {
"id": "oak_plank",
"number": 20
},
"door": {
"id": "oak_door",
"number": 1
}
},
"levels": [
{
"level": 0,
"coordinates": [142, -60, -179],
"placement":
[
["stone", "stone", "oak_door", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 1,
"coordinates": [142, -59, -179],
"placement":
[
["stone", "stone", "air", "stone", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "air", "air", "air", "stone"],
["stone", "stone", "stone", "stone", "stone"]
]
},
{
"level": 2,
"coordinates": [142, -58, -179],
"placement":
[
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"],
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"],
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"],
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"]
]
}
]
};
const bot = mineflayer.createBot({
host: 'localhost', // Replace with your server IP or hostname
port: 55916, // Replace with your server port
username: 'andy', // Replace with your bot's username
// password: 'your_bot_password' // Only if the server has online-mode=true
});
bot.on('spawn', async () => {
console.log("Bot spawned. Starting blueprint check...");
const matchesBlueprint = await checkBuildingBlueprint(bot, blueprintData);
console.log(`Blueprint check result: ${matchesBlueprint}`);
bot.quit(); // Disconnect the bot after checking
});
bot.on('kicked', (reason, loggedIn) => {
console.log(`Bot kicked: ${reason}, loggedIn: ${loggedIn}`);
});
bot.on('error', err => {
console.log(`Bot error: ${err}`);
});

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import {materials} from "mineflayer-armor-manager/dist/data/armor.js";
/**
*
* @param m - length (x-axis)
* @param n - width (y-axis)
* @param p - depth (z-axis, how many layers)
* @param rooms
* @returns {any[][][]}
*/
function generateAbstractRooms(m, n, p, rooms = 5) {
const matrix = Array.from({ length: p }, () =>
Array.from({ length: m }, () =>
Array(n).fill('air')
)
);
// Mark entire outer border with 'stone'
for (let z = 0; z < p; z++) {
for (let x = 0; x < m; x++) {
for (let y = 0; y < n; y++) {
if (
z === 0 || z === p - 1 || // Top and bottom faces
x === 0 || x === m - 1 || // Front and back faces
y === 0 || y === n - 1 // Left and right faces
) {
matrix[z][x][y] = 'stone';
}
}
}
}
const usedSpaces = new Set();
// Loop that places rooms
for (let roomCount = 0; roomCount < rooms; roomCount++) {
const length = Math.max(4, Math.floor(Math.random() * 6) + 4);
const width = Math.max(4, Math.floor(Math.random() * 6) + 4);
const depth = Math.max(3, Math.floor(Math.random() * 6) + 4);
let roomPlaced = false;
for (let attempt = 0; attempt < 50; attempt++) {
const x = Math.floor(Math.random() * (m - length - 1)) + 1;
const y = Math.floor(Math.random() * (n - width - 1)) + 1;
const z = Math.floor(Math.random() * (p - depth - 1)) + 1;
// Check space availability, excluding room's own edges (so that walls/ceilings can be shared)
console.log(`Attempting room: ${length}x${width}x${depth}`);
const spaceAvailable = !Array.from({ length: depth }).some((_, di) =>
Array.from({ length: length }).some((_, dj) =>
Array.from({ length: width }).some((_, dk) =>
// Exclude room's own edges from check
(di !== 0 && di !== depth - 1 &&
dj !== 0 && dj !== length - 1 &&
dk !== 0 && dk !== width - 1) &&
usedSpaces.has(`${x + dj},${y + dk},${z + di}`)
)
)
);
if (spaceAvailable) {
for (let di = 0; di < depth; di++) {
for (let dj = 0; dj < length; dj++) {
for (let dk = 0; dk < width; dk++) {
const spaceKey = `${x + dj},${y + dk},${z + di}`;
usedSpaces.add(spaceKey);
if (
z + di >= 0 && z + di < p &&
x + dj >= 0 && x + dj < m &&
y + dk >= 0 && y + dk < n
) {
// Mark only the outer edges of the room
if (di === 0 || di === depth - 1 ||
dj === 0 || dj === length - 1 ||
dk === 0 || dk === width - 1) {
matrix[z + di][x + dj][y + dk] = 'stone';
}
}
}
}
}
roomPlaced = true;
break;
}
}
if (!roomPlaced) {
console.warn(`Could not place room ${roomCount}`);
}
}
blueprint = matrixToBlueprint(matrix, [200, -60, -100])
return blueprint;
}
/**
* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness for what gets placed next.
* @param m width of the 3D space
* @param n height of the 3D space
* @param p depth of the 3D space
* @param rooms Number of rooms to attempt to generate
* @param minRoomWidth
* @param minRoomLength
* @param minRoomDepth
* @param roomVariance How much the room size will vary
* @param wrapping material of wrapping (air, glass, etc...) -> default is air
* @param carpetStyle 0,1,2 increasingly more complex
* @param windowStyle 0,1,2 increasingly more complex
* @param complexity 0,1,2,3,4 for increasingly complex materials for room generation
* @returns a Blueprint object
*/
// todo: room material params, roof style
function proceduralGeneration(m = 20,
n = 20,
p = 20,
rooms = 8,
minRoomWidth = 5,
minRoomLength = 5,
minRoomDepth = 6,
roomVariance = 5,
wrapping = "air",
carpetStyle = 1,
windowStyle = 2,
complexity = 4) {
// Build 3D space
const matrix = Array.from({length: p}, () =>
Array.from({length: m}, () =>
Array(n).fill('air')
)
);
// set materials
let roomMaterials = ["stone", "terracotta", "quartz_block", "copper_block", "purpur_block"]
if (complexity < roomMaterials.length){
roomMaterials = roomMaterials.slice(0, complexity + 1);
}
// Mark entire outer border with 'stone'
for (let z = 0; z < p; z++) {
for (let x = 0; x < m; x++) {
for (let y = 0; y < n; y++) {
if (
z === 0 || z === p - 1 || // Top and bottom faces
x === 0 || x === m - 1 || // Front and back faces
y === 0 || y === n - 1 // Left and right faces
) {
matrix[z][x][y] = 'stone';
}
}
}
}
// Replace outer layer with wrap
for (let z = 0; z < p; z++) {
for (let x = 0; x < m; x++) {
for (let y = 0; y < n; y++) {
if (
(z === p - 1 || // Top face
x === 0 || x === m - 1 || // Front and back faces
y === 0 || y === n - 1) // Left and right faces
) {
matrix[z][x][y] = wrapping;
}
}
}
}
let placedRooms = 0;
let lastRoom = null;
// Direction probabilities (e.g., 'above': 40%, 'left': 15%, etc.)
const directionChances = [
{direction: 'above', chance: 0.15},
{direction: 'left', chance: 0.15},
{direction: 'right', chance: 0.15},
{direction: 'forward', chance: 0.15},
{direction: 'backward', chance: 0.15},
];
// Function to pick a random direction based on percentages
function getRandomDirection() {
const rand = Math.random();
let cumulative = 0;
for (const {direction, chance} of directionChances) {
cumulative += chance;
if (rand <= cumulative) return direction;
}
return directionChances[1].direction; // Fallback to the first direction
}
// Ensures no rooms overlap except at edges
function isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth) {
for (let di = 0; di < newDepth; di++) {
for (let dj = 0; dj < newLength; dj++) {
for (let dk = 0; dk < newWidth; dk++) {
const x = newX + dj;
const y = newY + dk;
const z = newZ + di;
// Skip checking the outermost borders of the new room (these can overlap with stone)
if (dj === 0 || dj === newLength - 1 ||
dk === 0 || dk === newWidth - 1 ||
di === 0 || di === newDepth - 1) {
continue;
}
// For non-border spaces, ensure they're air
if (matrix[z][x][y] !== 'air') {
return false;
}
}
}
}
return true;
}
function validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material) {
// Allow rooms to use the matrix edges (note the <= instead of <)
if (
newX >= 0 && newX + newLength <= m &&
newY >= 0 && newY + newWidth <= n &&
newZ >= 0 && newZ + newDepth <= p &&
isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)
) {
console.log(`Placing room at (${newX}, ${newY}, ${newZ}) with dimensions (${newLength}x${newWidth}x${newDepth})`);
for (let di = 0; di < newDepth; di++) {
for (let dj = 0; dj < newLength; dj++) {
for (let dk = 0; dk < newWidth; dk++) {
const x = newX + dj;
const y = newY + dk;
const z = newZ + di;
// If this is at a matrix border, don't modify it
if (z === 0){
continue;
}
// if (x === 0 || x === m - 1 ||
// y === 0 || y === n - 1 ||
// z === 0 || z === p - 1) {
// continue;
// }
// For non-border spaces, check if this is a floor that should be shared
//was: === 'stone'
if (di === 0 && matrix[z-1][x][y] !== 'air') {
// Skip creating floor if there's a ceiling below
matrix[z][x][y] = 'air';
} else if (di === 0 || di === newDepth - 1 ||
dj === 0 || dj === newLength - 1 ||
dk === 0 || dk === newWidth - 1) {
matrix[z][x][y] = material;
} else {
matrix[z][x][y] = 'air';
}
}
}
}
return true;
}
return false;
}
function addDoor(matrix, x, y, z, material) {
matrix[z][x][y] = material;
// Place the lower half of the door
matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
// Place the upper half of the door
matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
}
// 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 windowX = Math.ceil(minRoomWidth/2)
const windowY = Math.ceil(minRoomLength/2)
const windowZ = Math.ceil(minRoomDepth/2)
// Helper function to check if coordinates are within bounds
function isInBounds(z, x, y) {
return z >= 0 && z < matrixDepth &&
x >= 0 && x < matrixLength &&
y >= 0 && y < matrixWidth;
}
// Front and back faces (z is constant)
if (Math.random() < 0.8) {
let centerX = x + Math.floor(newLength / 2 - windowX/2);
let centerY = y + Math.floor(newWidth / 2 - windowY/2);
for (let dx = 0; dx <= windowX; dx++) {
for (let dy = 0; dy <= windowY; dy++) {
let frontZ = z;
let backZ = z + newDepth - 1;
if (isInBounds(frontZ, centerX + dx, centerY + dy) &&
matrix[frontZ][centerX + dx][centerY + dy] === material) {
matrix[frontZ][centerX + dx][centerY + dy] = 'glass';
}
if (isInBounds(backZ, centerX + dx, centerY + dy) &&
matrix[backZ][centerX + dx][centerY + dy] === material) {
matrix[backZ][centerX + dx][centerY + dy] = 'glass';
}
}
}
}
// Left and right faces (x is constant)
if (Math.random() < 0.8) {
let centerZ = z + Math.floor(newDepth / 2 - windowZ/2);
let centerY = y + Math.floor(newWidth / 2 - windowY/2);
for (let dz = 0; dz <= windowZ; dz++) {
for (let dy = 0; dy <= windowY; dy++) {
let leftX = x;
let rightX = x + newLength - 1;
if (isInBounds(centerZ + dz, leftX, centerY + dy) &&
matrix[centerZ + dz][leftX][centerY + dy] === material) {
matrix[centerZ + dz][leftX][centerY + dy] = 'glass';
}
if (isInBounds(centerZ + dz, rightX, centerY + dy) &&
matrix[centerZ + dz][rightX][centerY + dy] === material) {
matrix[centerZ + dz][rightX][centerY + dy] = 'glass';
}
}
}
}
// Top and bottom faces (y is constant)
if (Math.random() < 0.8) {
let centerX = x + Math.floor(newLength / 2 - windowX/2);
let centerZ = z + Math.floor(newDepth / 2 - windowZ / 2);
for (let dx = 0; dx <= windowX; dx++) {
for (let dz = 0; dz <= windowZ; dz++) {
let bottomY = y;
let topY = y + newWidth - 1;
if (isInBounds(centerZ + dz, centerX + dx, bottomY) &&
matrix[centerZ + dz][centerX + dx][bottomY] === material) {
matrix[centerZ + dz][centerX + dx][bottomY] = 'glass';
}
if (isInBounds(centerZ + dz, centerX + dx, topY) &&
matrix[centerZ + dz][centerX + dx][topY] === material) {
matrix[centerZ + dz][centerX + dx][topY] = 'glass';
}
}
}
}
}
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;
// Each face has a 30% chance of becoming a window
if (Math.random() < 0.8) {
for (let dx = 0; dx < newLength; dx++) {
for (let dy = 0; dy < newWidth; dy++) {
let frontZ = z;
let backZ = z + newDepth - 1;
// Check bounds before modifying the matrix
if (frontZ >= 0 && frontZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
if (matrix[frontZ][x + dx][y + dy] === material) {
matrix[frontZ][x + dx][y + dy] = 'glass';
}
}
if (backZ >= 0 && backZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
if (matrix[backZ][x + dx][y + dy] === material) {
matrix[backZ][x + dx][y + dy] = 'glass';
}
}
}
}
}
if (Math.random() < 0.8) {
for (let dz = 0; dz < newDepth; dz++) {
for (let dy = 0; dy < newWidth; dy++) {
let leftX = x;
let rightX = x + newLength - 1;
// Check bounds before modifying the matrix
if (leftX >= 0 && leftX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
if (matrix[z + dz][leftX][y + dy] === material) {
matrix[z + dz][leftX][y + dy] = 'glass';
}
}
if (rightX >= 0 && rightX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
if (matrix[z + dz][rightX][y + dy] === material) {
matrix[z + dz][rightX][y + dy] = 'glass';
}
}
}
}
}
}
// out of commission
function addStairs(matrix, x, y, z, direction) {
let dz = 0; // Change in Z direction
let dx = 0; // Change in X direction
let facing = '';
// Determine direction and facing
switch (direction) {
case 'north':
dz = -1;
facing = 'oak_stairs[facing=north]';
break;
case 'south':
dz = 1;
facing = 'oak_stairs[facing=south]';
break;
case 'east':
dx = 1;
facing = 'oak_stairs[facing=east]';
break;
case 'west':
dx = -1;
facing = 'oak_stairs[facing=west]';
break;
default:
console.error('Invalid stair direction');
return;
}
// Bore stair pattern downwards until we hit a floor or the matrix edge
let currentZ = z;
while (currentZ > 0 && matrix[currentZ - 1][x][y] === 'air') {
// Place stone as foundation
matrix[currentZ - 1][x][y] = 'stone';
// Place stair above the stone
matrix[currentZ][x][y] = facing;
// Move down diagonally
x += dx;
y += dz;
currentZ--;
// Check if we've hit the edge
if (x < 0 || x >= matrix[0].length || y < 0 || y >= matrix[0][0].length) break;
}
}
function addCarpet(probability, matrix, newX, newY, newZ, newLength, newWidth, material) {
let colors = ["blue", "cyan", "light_blue", "lime"];
// Iterate through the dimensions of the room
for (let dx = 1; dx < newLength-1; dx++) {
for (let dy = 1; dy < newWidth-1; dy++) {
let x = newX + dx;
let y = newY + dy;
let z = newZ; // Start at floor level
// Check if there is floor (not air)
if (matrix[z][x][y] === material) {
// 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)];
// Add carpet one z position above the floor with a random color
matrix[z + 1][x][y] = `${randomColor}_carpet`;
}
}
}
}
}
function addLadder(matrix, x, y, z) {
let currentZ = z+1;
// turn the floor into air where person would go up
matrix[currentZ][x+1][y] = 'air';
// Build the first 3 ladder segments from floor level downwards
for (let i = 0; i < 3; i++) {
matrix[currentZ][x][y] = 'ladder[facing=north]';
currentZ-=1
}
// Continue building ladder downwards until a floor is hit or we reach the bottom
while (currentZ >= 0 && matrix[currentZ][x][y] === 'air') {
// Place ladder
matrix[currentZ][x][y] = 'ladder[facing=north]';
// Move down
currentZ--;
}
}
function embellishments(carpet, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material){
switch (windowStyle) {
case 0:
break;
case 1:
addWindowsAsSquares(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
break;
case 2:
addWindowsAsPlane(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
}
switch (carpet) {
case 0:
break;
case 1:
addCarpet(0.3,matrix,newX, newY, newZ, newLength, newWidth, material);
break;
case 2:
addCarpet(0.7,matrix,newX, newY, newZ, newLength, newWidth, material)
break;
}
}
// Places rooms until we can't, or we place all
// attempts random configurations of rooms in random directions.
while (placedRooms < rooms) {
let roomPlaced = false;
for (let attempt = 0; attempt < 150; attempt++) {
const material = roomMaterials[Math.floor(Math.random() * roomMaterials.length)];
// dimensions of room
const newLength = Math.max(minRoomLength, Math.floor(Math.random() * roomVariance) + minRoomLength);
const newWidth = Math.max(minRoomWidth, Math.floor(Math.random() * roomVariance) + minRoomWidth);
const newDepth = Math.max(minRoomDepth, Math.floor(Math.random() * Math.floor(roomVariance/2) ) + minRoomDepth );
let newX, newY, newZ;
// first room is special
if (placedRooms === 0) {
// First room placement
newX = Math.floor(Math.random() * (m - newLength - 1)) + 1;
newY = Math.floor(Math.random() * (n - newWidth - 1)) + 1;
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 };
roomPlaced = true;
placedRooms++;
// Add doors to all four sides
// Left side
addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ, material);
// Right side
addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ, material);
// Front side
addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ, material);
// Back side
addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ, material);
addCarpet(0.7, matrix, newX, newY, newZ, newLength, newWidth)
}
break;
}
else {
const direction = getRandomDirection();
switch (direction) {
case 'above':
newX = lastRoom.x;
newY = lastRoom.y;
newZ = lastRoom.z + lastRoom.depth - 1;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y + Math.floor(lastRoom.width / 2),
newZ); // Adding the ladder
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'left':
newX = lastRoom.x - newLength + 1;
newY = lastRoom.y;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
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 };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'right':
newX = lastRoom.x + lastRoom.length - 1;
newY = lastRoom.y;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + lastRoom.length - 1,
lastRoom.y + Math.floor(lastRoom.width / 2),
lastRoom.z, material);
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'forward':
newX = lastRoom.x;
newY = lastRoom.y + lastRoom.width - 1;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y + lastRoom.width - 1,
lastRoom.z, material);
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
case 'backward':
newX = lastRoom.x;
newY = lastRoom.y - newWidth + 1;
newZ = lastRoom.z;
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
lastRoom.y,
lastRoom.z, material);
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
roomPlaced = true;
placedRooms++;
break;
}
break;
}
if (roomPlaced) {
break;
}
}
}
if (!roomPlaced) {
console.warn(`Could not place room ${placedRooms + 1}`);
break;
}
}
return matrix
}
/**
* Converts a 3D matrix into a Minecraft blueprint format
* @param {Array<Array<Array<string>>>} matrix - 3D matrix of block types
* @param {number[]} startCoord - Starting coordinates [x, y, z]
* @returns {Object} Blueprint object in Minecraft format
*/
function matrixToBlueprint(matrix, startCoord) {
// Validate inputs
if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.length !== 3) {
throw new Error('Invalid input format');
}
const [startX, startY, startZ] = startCoord;
return {
levels: matrix.map((level, levelIndex) => ({
level: levelIndex,
coordinates: [
startX,
startY + levelIndex,
startZ
],
placement: level.map(row =>
// Ensure each block is a string, default to 'air' if undefined
row.map(block => block?.toString() || 'air')
)
}))
};
}
/**
* for cutesy output
* @param matrix
*/
function printMatrix(matrix) {
matrix.forEach((layer, layerIndex) => {
console.log(`Layer ${layerIndex}:`);
layer.forEach(row => {
console.log(
row.map(cell => {
switch (cell) {
case 'stone': return '█'; // Wall
case 'air': return '.'; // Open space
case 'dark_oak_door[half=upper, hinge=left]': return 'D';
case 'dark_oak_door[half=lower, hinge=left]': return 'D';
case 'oak_stairs[facing=north]': return 'S'; // Stairs
case 'oak_stairs[facing=east]': return 'S'; // Stairs
case 'oak_stairs[facing=south]': return 'S'; // Stairs
case 'oak_stairs[facing=west]': return 'S'; // Stairs
case 'glass': return 'W'
default: return '?'; // Unknown or unmarked space
}
}).join(' ')
);
});
console.log('---');
});
}
// main:
const resultMatrix = proceduralGeneration(20, 10, 20, 10, "air", 2, 2, 4);
printMatrix(resultMatrix)
let blueprint = matrixToBlueprint(resultMatrix,[122, -60, -178])
import mineflayer from "mineflayer";
import {autoBuild} from "./test_blueprint_layout.js";
const bot = mineflayer.createBot({
host: 'localhost', // Replace with your server IP or hostname
port: 55916, // Replace with your server port
username: 'andy', // Replace with your bot's username
// password: 'your_bot_password' // Only if the server has online-mode=true
});
bot.on('spawn', async () => {
// have andy build the blueprint automatically
const result = autoBuild(blueprint);
// const result = clearHouse(blueprint)
const commands = result.commands;
const nearbyPosition = result.nearbyPosition;
for (const command of commands) {
bot.chat(command);
}
console.log(commands.slice(-10));
bot.chat('I have built the house!');
// bot.chat('/tp @a ' + nearbyPosition.x + ' ' + nearbyPosition.y + ' ' + nearbyPosition.z+1);
// Print out the location nearby the blueprint
console.log(`tp ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`)
});

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@ -1,14 +0,0 @@
import { resetConstructionWorld } from "../src/agent/tasks.js";
import mineflayer from 'mineflayer';
const bot = mineflayer.createBot({
host: 'localhost', // Replace with your server IP or hostname
port: 55916, // Replace with your server port
username: 'andy', // Replace with your bot's username
// password: 'your_bot_password' // Only if the server has online-mode=true
});
bot.on('spawn', async () => {
bot.chat("/tp andy izzycw");
resetConstructionWorld(bot);
});