Merge pull request #584 from kolbytn/develop

Doors
This commit is contained in:
Max Robinson 2025-08-17 12:36:34 -05:00 committed by GitHub
commit d0b3fbd3f5
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
12 changed files with 420 additions and 36 deletions

View file

@ -1,8 +1,35 @@
diff --git a/node_modules/mineflayer-pathfinder/index.js b/node_modules/mineflayer-pathfinder/index.js
index b38bd30..bf16a63 100644
index b38bd30..fb39b45 100644
--- a/node_modules/mineflayer-pathfinder/index.js
+++ b/node_modules/mineflayer-pathfinder/index.js
@@ -550,6 +550,7 @@ function inject (bot) {
@@ -170,6 +170,16 @@ function inject (bot) {
const curPoint = path[i]
if (curPoint.toBreak.length > 0 || curPoint.toPlace.length > 0) break
const b = bot.blockAt(new Vec3(curPoint.x, curPoint.y, curPoint.z))
+
+ // openned doors have small Collision box
+ // that may stop the bot from moving forward
+ if(i === 0 && b.name.includes('door')) {
+ curPoint.x = Math.floor(curPoint.x) + 0.5
+ curPoint.y = Math.floor(curPoint.y)
+ curPoint.z = Math.floor(curPoint.z) + 0.5
+ continue
+ }
+
if (b && (b.type === waterType || ((b.type === ladderId || b.type === vineId) && i + 1 < path.length && path[i + 1].y < curPoint.y))) {
curPoint.x = Math.floor(curPoint.x) + 0.5
curPoint.y = Math.floor(curPoint.y)
@@ -524,6 +534,9 @@ function inject (bot) {
bot.activateBlock(bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z))).then(() => {
lockUseBlock.release()
placingBlock = nextPoint.toPlace.shift()
+ if (!placingBlock) {
+ placing = false
+ }
}, err => {
console.error(err)
lockUseBlock.release()
@@ -550,6 +563,7 @@ function inject (bot) {
lockEquipItem.release()
const refBlock = bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z), false)
if (!lockPlaceBlock.tryAcquire()) return
@ -10,7 +37,7 @@ index b38bd30..bf16a63 100644
if (interactableBlocks.includes(refBlock.name)) {
bot.setControlState('sneak', true)
}
@@ -557,6 +558,7 @@ function inject (bot) {
@@ -557,6 +571,7 @@ function inject (bot) {
.then(function () {
// Dont release Sneak if the block placement was not successful
bot.setControlState('sneak', false)
@ -18,3 +45,152 @@ index b38bd30..bf16a63 100644
if (bot.pathfinder.LOSWhenPlacingBlocks && placingBlock.returnPos) returningPos = placingBlock.returnPos.clone()
})
.catch(_ignoreError => {
diff --git a/node_modules/mineflayer-pathfinder/lib/movements.js b/node_modules/mineflayer-pathfinder/lib/movements.js
index a7e3505..3c4a8f2 100644
--- a/node_modules/mineflayer-pathfinder/lib/movements.js
+++ b/node_modules/mineflayer-pathfinder/lib/movements.js
@@ -62,7 +62,13 @@
this.climbables = new Set()
this.climbables.add(registry.blocksByName.ladder.id)
- // this.climbables.add(registry.blocksByName.vine.id)
+ if (registry.blocksByName.vine) this.climbables.add(registry.blocksByName.vine.id)
+ if (registry.blocksByName.weeping_vines) this.climbables.add(registry.blocksByName.weeping_vines.id)
+ if (registry.blocksByName.weeping_vines_plant) this.climbables.add(registry.blocksByName.weeping_vines_plant.id)
+ if (registry.blocksByName.twisting_vines) this.climbables.add(registry.blocksByName.twisting_vines.id)
+ if (registry.blocksByName.twisting_vines_plant) this.climbables.add(registry.blocksByName.twisting_vines_plant.id)
+ if (registry.blocksByName.cave_vines) this.climbables.add(registry.blocksByName.cave_vines.id)
+ if (registry.blocksByName.cave_vines_plant) this.climbables.add(registry.blocksByName.cave_vines_plant.id)
this.emptyBlocks = new Set()
this.replaceables = new Set()
@@ -92,13 +98,15 @@
}
})
registry.blocksArray.forEach(block => {
- if (this.interactableBlocks.has(block.name) && block.name.toLowerCase().includes('gate') && !block.name.toLowerCase().includes('iron')) {
+ if (this.interactableBlocks.has(block.name)
+ && (block.name.toLowerCase().includes('gate') || block.name.toLowerCase().includes('door') || block.name.toLowerCase().includes('trapdoor'))
+ && !block.name.toLowerCase().includes('iron')) {
// console.info(block)
this.openable.add(block.id)
}
})
- this.canOpenDoors = false // Causes issues. Probably due to none paper servers.
+ this.canOpenDoors = true
this.exclusionAreasStep = []
this.exclusionAreasBreak = []
@@ -230,8 +238,13 @@
}
}
b.climbable = this.climbables.has(b.type)
- b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type)) && !this.blocksToAvoid.has(b.type)
- b.physical = b.boundingBox === 'block' && !this.fences.has(b.type)
+
+ // Enhanced trapdoor logic - open trapdoors are safe to pass through
+ const isOpenTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open === true
+ const isClosedTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open !== true
+
+ b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type) || isOpenTrapdoor) && !this.blocksToAvoid.has(b.type)
+ b.physical = (b.boundingBox === 'block' && !this.fences.has(b.type)) || isClosedTrapdoor
b.replaceable = this.replaceables.has(b.type) && !b.physical
b.liquid = this.liquids.has(b.type)
b.height = pos.y + dy
@@ -284,6 +297,18 @@
cost += this.exclusionStep(block) // Is excluded so can't move or break
cost += this.getNumEntitiesAt(block.position, 0, 0, 0) * this.entityCost
if (block.safe) return cost
+
+ // process door cost
+ if ((this.canOpenDoors && block.openable)
+ || (block.openable && block._properties?.open === true)) {
+ return cost
+ }
+
+ // Handle trapdoors specifically - they can be opened instead of broken
+ if (this.canOpenDoors && block.openable && block.name.includes('trapdoor') && !block.name.includes('iron')) {
+ return cost + 1 // Small cost for opening trapdoor
+ }
+
if (!this.safeToBreak(block)) return 100 // Can't break, so can't move
toBreak.push(block.position)
@@ -387,8 +412,8 @@
cost += this.safeOrBreak(blockB, toBreak)
if (cost > 100) return
- // Open fence gates
- if (this.canOpenDoors && blockC.openable && blockC.shapes && blockC.shapes.length !== 0) {
+ // Open fence gates and doors
+ if (this.canOpenDoors && blockC.openable && !blockC._properties.open) {
toPlace.push({ x: node.x + dir.x, y: node.y, z: node.z + dir.z, dx: 0, dy: 0, dz: 0, useOne: true }) // Indicate that a block should be used on this block not placed
} else {
cost += this.safeOrBreak(blockC, toBreak)
@@ -552,6 +577,54 @@
if (cost > 100) return
neighbors.push(new Move(node.x, node.y + 1, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace))
+ }
+
+ getMoveClimbUpThroughTrapdoor (node, neighbors) {
+ const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable)
+ const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above
+ const blockCeiling = this.getBlock(node, 0, 2, 0) // Trapdoor or ceiling block
+
+ // Only attempt this move if we're on a climbable block (ladder/vine)
+ if (!blockCurrent.climbable) return
+
+ // Check if there's a closed trapdoor above us
+ if (!blockCeiling.openable || blockCeiling._properties?.open === true) return
+
+ let cost = 2 // Base cost for climbing up and opening trapdoor
+ const toBreak = []
+ const toPlace = []
+
+ // Make sure we can break/pass through the block above if needed
+ cost += this.safeOrBreak(blockAbove, toBreak)
+ if (cost > 100) return
+
+ // Add cost for opening the trapdoor
+ toPlace.push({ x: node.x, y: node.y + 2, z: node.z, dx: 0, dy: 0, dz: 0, useOne: true })
+
+ neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace))
+ }
+
+ // Enhanced ladder/vine climbing that can handle stepping on top and jumping
+ getMoveClimbTop (node, neighbors) {
+ const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable)
+ const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above
+
+ // Only attempt this move if we're on a climbable block (ladder/vine)
+ if (!blockCurrent.climbable) return
+
+ // Check if we can step on top of the ladder/vine and then jump up
+ if (!blockAbove.safe) return
+
+ let cost = 2 // Cost for climbing to top of ladder and jumping
+ const toBreak = []
+ const toPlace = []
+
+ // Check if there's space to jump up from the top of the ladder
+ const blockJumpTarget = this.getBlock(node, 0, 2, 0)
+ cost += this.safeOrBreak(blockJumpTarget, toBreak)
+ if (cost > 100) return
+
+ neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace))
}
// Jump up, down or forward over a 1 block gap
@@ -655,6 +728,10 @@
this.getMoveDown(node, neighbors)
this.getMoveUp(node, neighbors)
+
+ // Enhanced climbing moves for ladders, vines, and trapdoors
+ this.getMoveClimbUpThroughTrapdoor(node, neighbors)
+ this.getMoveClimbTop(node, neighbors)
return neighbors
}

View file

@ -0,0 +1,13 @@
diff --git a/node_modules/prismarine-item/index.js b/node_modules/prismarine-item/index.js
index a1397a2..1d75cad 100644
--- a/node_modules/prismarine-item/index.js
+++ b/node_modules/prismarine-item/index.js
@@ -231,7 +231,7 @@ function loader (registryOrVersion) {
const typeOfEnchantLevelValue = registry.supportFeature('typeOfValueForEnchantLevel')
const useStoredEnchantments = registry.supportFeature('booksUseStoredEnchantments') && this.name === 'enchanted_book'
- if (typeOfEnchantLevelValue === 'short' && enchantNbtKey === 'ench') {
+ if (typeOfEnchantLevelValue === 'short' && (enchantNbtKey === 'ench' || enchantNbtKey === 'componentEnchantments')) {
let itemEnch = []
if (useStoredEnchantments && this?.nbt?.value?.StoredEnchantments) {

View file

@ -0,0 +1,14 @@
{
"modes": {
"self_preservation": true,
"unstuck": true,
"cowardice": false,
"self_defense": true,
"hunting": false,
"item_collecting": true,
"torch_placing": true,
"elbow_room": true,
"idle_staring": true,
"cheat": false
}
}

View file

@ -7,7 +7,7 @@ const settings = {
// the mindserver manages all agents and hosts the UI
"mindserver_port": 8080,
"base_profile": "survival", // survival, creative, or god_mode
"base_profile": "survival", // survival, creative, assistant, or god_mode
"profiles": [
"./andy.json",
// "./profiles/gpt.json",
@ -42,6 +42,9 @@ const settings = {
"verbose_commands": true, // show full command syntax
"narrate_behavior": true, // chat simple automatic actions ('Picking up item!')
"chat_bot_messages": true, // publicly chat messages to other bots
"block_place_delay": 0, // delay between placing blocks (ms) if using newAction. helps avoid bot being kicked by anti-cheat mechanisms on servers.
"log_all_prompts": false, // log ALL prompts to file
}

View file

@ -7,6 +7,8 @@ export class ActionManager {
this.timedout = false;
this.resume_func = null;
this.resume_name = '';
this.last_action_time = 0;
this.recent_action_counter = 0;
}
async resumeAction(actionFn, timeout) {
@ -59,6 +61,25 @@ export class ActionManager {
async _executeAction(actionLabel, actionFn, timeout = 10) {
let TIMEOUT;
try {
if (this.last_action_time > 0) {
let time_diff = Date.now() - this.last_action_time;
if (time_diff < 20) {
this.recent_action_counter++;
}
else {
this.recent_action_counter = 0;
}
if (this.recent_action_counter > 2) {
console.warn('Fast action loop detected, cancelling resume.');
this.cancelResume(); // likely cause of repetition
}
if (this.recent_action_counter > 5) {
console.error('Infinite action loop detected, shutting down.');
this.agent.cleanKill('Infinite action loop detected, shutting down.');
return { success: false, message: 'Infinite action loop detected, shutting down.', interrupted: false, timedout: false };
}
}
this.last_action_time = Date.now();
console.log('executing code...\n');
// await current action to finish (executing=false), with 10 seconds timeout

View file

@ -118,6 +118,7 @@ export class Agent {
];
const respondFunc = async (username, message) => {
if (message === "") return;
if (username === this.name) return;
if (settings.only_chat_with.length > 0 && !settings.only_chat_with.includes(username)) return;
try {
@ -438,7 +439,11 @@ export class Agent {
this.bot.clearControlStates();
this.bot.pathfinder.stop(); // clear any lingering pathfinder
this.bot.modes.unPauseAll();
this.actions.resumeAction();
setTimeout(() => {
if (this.isIdle()) {
this.actions.resumeAction();
}
}, 1000);
});
// Init NPC controller

View file

@ -2,7 +2,10 @@ import * as mc from "../../utils/mcdata.js";
import * as world from "./world.js";
import pf from 'mineflayer-pathfinder';
import Vec3 from 'vec3';
import settings from "../../../settings.js";
const blockPlaceDelay = settings.block_place_delay == null ? 0 : settings.block_place_delay;
const useDelay = blockPlaceDelay > 0;
export function log(bot, message) {
bot.output += message + '\n';
@ -503,7 +506,7 @@ export async function pickupNearbyItems(bot) {
let pickedUp = 0;
while (nearestItem) {
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalFollow(nearestItem, 0.8), true);
await goToGoal(bot, new pf.goals.GoalFollow(nearestItem, 0.8));
await new Promise(resolve => setTimeout(resolve, 200));
let prev = nearestItem;
nearestItem = getNearestItem(bot);
@ -533,6 +536,7 @@ export async function breakBlockAt(bot, x, y, z) {
let block = bot.blockAt(Vec3(x, y, z));
if (block.name !== 'air' && block.name !== 'water' && block.name !== 'lava') {
if (bot.modes.isOn('cheat')) {
if (useDelay) { await new Promise(resolve => setTimeout(resolve, blockPlaceDelay)); }
let msg = '/setblock ' + Math.floor(x) + ' ' + Math.floor(y) + ' ' + Math.floor(z) + ' air';
bot.chat(msg);
log(bot, `Used /setblock to break block at ${x}, ${y}, ${z}.`);
@ -545,7 +549,7 @@ export async function breakBlockAt(bot, x, y, z) {
movements.canPlaceOn = false;
movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
}
if (bot.game.gameMode !== 'creative') {
await bot.tool.equipForBlock(block);
@ -629,11 +633,14 @@ export async function placeBlock(bot, blockType, x, y, z, placeOn='bottom', dont
if (blockType.includes('stairs')) {
blockType += `[facing=${face}]`;
}
if (useDelay) { await new Promise(resolve => setTimeout(resolve, blockPlaceDelay)); }
let msg = '/setblock ' + Math.floor(x) + ' ' + Math.floor(y) + ' ' + Math.floor(z) + ' ' + blockType;
bot.chat(msg);
if (blockType.includes('door'))
if (useDelay) { await new Promise(resolve => setTimeout(resolve, blockPlaceDelay)); }
bot.chat('/setblock ' + Math.floor(x) + ' ' + Math.floor(y+1) + ' ' + Math.floor(z) + ' ' + blockType + '[half=upper]');
if (blockType.includes('bed'))
if (useDelay) { await new Promise(resolve => setTimeout(resolve, blockPlaceDelay)); }
bot.chat('/setblock ' + Math.floor(x) + ' ' + Math.floor(y) + ' ' + Math.floor(z-1) + ' ' + blockType + '[part=head]');
log(bot, `Used /setblock to place ${blockType} at ${target_dest}.`);
return true;
@ -720,7 +727,7 @@ export async function placeBlock(bot, blockType, x, y, z, placeOn='bottom', dont
let pos = targetBlock.position;
let movements = new pf.Movements(bot);
bot.pathfinder.setMovements(movements);
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
}
await bot.equip(block, 'hand');
@ -945,6 +952,10 @@ export async function giveToPlayer(bot, itemType, username, num=1) {
* @example
* await skills.giveToPlayer(bot, "oak_log", "player1");
**/
if (bot.username === username) {
log(bot, `You cannot give items to yourself.`);
return false;
}
let player = bot.players[username].entity
if (!player) {
log(bot, `Could not find ${username}.`);
@ -1002,6 +1013,115 @@ export async function giveToPlayer(bot, itemType, username, num=1) {
return false;
}
export async function goToGoal(bot, goal) {
/**
* Navigate to the given goal. Use doors and attempt minimally destructive movements.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {pf.goals.Goal} goal, the goal to navigate to.
**/
const nonDestructiveMovements = new pf.Movements(bot);
const dontBreakBlocks = ['glass', 'glass_pane'];
for (let block of dontBreakBlocks) {
nonDestructiveMovements.blocksCantBreak.add(mc.getBlockId(block));
}
nonDestructiveMovements.digCost = 10;
const destructiveMovements = new pf.Movements(bot);
let final_movements = destructiveMovements;
const pathfind_timeout = 1000;
if (await bot.pathfinder.getPathTo(nonDestructiveMovements, goal, pathfind_timeout).status === 'success') {
final_movements = nonDestructiveMovements;
log(bot, `Found non-destructive path.`);
}
else if (await bot.pathfinder.getPathTo(destructiveMovements, goal, pathfind_timeout).status === 'success') {
log(bot, `Found destructive path.`);
}
else {
log(bot, `Could not find a path to goal, attempting to navigate anyway using destructive movements.`);
}
const doorCheckInterval = startDoorInterval(bot);
bot.pathfinder.setMovements(final_movements);
try {
await bot.pathfinder.goto(goal);
clearInterval(doorCheckInterval);
return true;
} catch (err) {
clearInterval(doorCheckInterval);
// we need to catch so we can clean up the door check interval, then rethrow the error
throw err;
}
}
let _doorInterval = null;
function startDoorInterval(bot) {
/**
* Start helper interval that opens nearby doors if the bot is stuck.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @returns {number} the interval id.
**/
if (_doorInterval) {
clearInterval(_doorInterval);
}
let prev_pos = bot.entity.position.clone();
let prev_check = Date.now();
let stuck_time = 0;
const doorCheckInterval = setInterval(() => {
const now = Date.now();
if (bot.entity.position.distanceTo(prev_pos) >= 0.1) {
stuck_time = 0;
} else {
stuck_time += now - prev_check;
}
if (stuck_time > 1200) {
// shuffle positions so we're not always opening the same door
const positions = [
bot.entity.position.clone(),
bot.entity.position.offset(0, 0, 1),
bot.entity.position.offset(0, 0, -1),
bot.entity.position.offset(1, 0, 0),
bot.entity.position.offset(-1, 0, 0),
]
let elevated_positions = positions.map(position => position.offset(0, 1, 0));
positions.push(...elevated_positions);
positions.push(bot.entity.position.offset(0, 2, 0)); // above head
positions.push(bot.entity.position.offset(0, -1, 0)); // below feet
let currentIndex = positions.length;
while (currentIndex != 0) {
let randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex--;
[positions[currentIndex], positions[randomIndex]] = [
positions[randomIndex], positions[currentIndex]];
}
for (let position of positions) {
let block = bot.blockAt(position);
if (block && block.name &&
!block.name.includes('iron') &&
(block.name.includes('door') ||
block.name.includes('fence_gate') ||
block.name.includes('trapdoor')))
{
bot.activateBlock(block);
break;
}
}
stuck_time = 0;
}
prev_pos = bot.entity.position.clone();
prev_check = now;
}, 200);
_doorInterval = doorCheckInterval;
return doorCheckInterval;
}
export async function goToPosition(bot, x, y, z, min_distance=2) {
/**
@ -1026,10 +1146,7 @@ export async function goToPosition(bot, x, y, z, min_distance=2) {
return true;
}
const movements = new pf.Movements(bot);
bot.pathfinder.setMovements(movements);
const checkProgress = () => {
const checkDigProgress = () => {
if (bot.targetDigBlock) {
const targetBlock = bot.targetDigBlock;
const itemId = bot.heldItem ? bot.heldItem.type : null;
@ -1041,17 +1158,24 @@ export async function goToPosition(bot, x, y, z, min_distance=2) {
}
};
const progressInterval = setInterval(checkProgress, 1000);
const progressInterval = setInterval(checkDigProgress, 1000);
try {
await bot.pathfinder.goto(new pf.goals.GoalNear(x, y, z, min_distance));
log(bot, `You have reached at ${x}, ${y}, ${z}.`);
return true;
await goToGoal(bot, new pf.goals.GoalNear(x, y, z, min_distance));
clearInterval(progressInterval);
const distance = bot.entity.position.distanceTo(new Vec3(x, y, z));
if (distance <= min_distance+1) {
log(bot, `You have reached at ${x}, ${y}, ${z}.`);
return true;
}
else {
log(bot, `Unable to reach ${x}, ${y}, ${z}, you are ${Math.round(distance)} blocks away.`);
return false;
}
} catch (err) {
log(bot, `Pathfinding stopped: ${err.message}.`);
return false;
} finally {
clearInterval(progressInterval);
return false;
}
}
@ -1112,7 +1236,10 @@ export async function goToPlayer(bot, username, distance=3) {
* @example
* await skills.goToPlayer(bot, "player");
**/
if (bot.username === username) {
log(bot, `You are already at ${username}.`);
return true;
}
if (bot.modes.isOn('cheat')) {
bot.chat('/tp @s ' + username);
log(bot, `Teleported to ${username}.`);
@ -1127,9 +1254,10 @@ export async function goToPlayer(bot, username, distance=3) {
return false;
}
const move = new pf.Movements(bot);
bot.pathfinder.setMovements(move);
await bot.pathfinder.goto(new pf.goals.GoalFollow(player, distance), true);
distance = Math.max(distance, 0.5);
const goal = new pf.goals.GoalFollow(player, distance);
await goToGoal(bot, goal, true);
log(bot, `You have reached ${username}.`);
}
@ -1149,24 +1277,36 @@ export async function followPlayer(bot, username, distance=4) {
return false;
const move = new pf.Movements(bot);
move.digCost = 10;
bot.pathfinder.setMovements(move);
let doorCheckInterval = startDoorInterval(bot);
bot.pathfinder.setGoal(new pf.goals.GoalFollow(player, distance), true);
log(bot, `You are now actively following player ${username}.`);
while (!bot.interrupt_code) {
await new Promise(resolve => setTimeout(resolve, 500));
// in cheat mode, if the distance is too far, teleport to the player
if (bot.modes.isOn('cheat') && bot.entity.position.distanceTo(player.position) > 100 && player.isOnGround) {
await goToPlayer(bot, username);
}
if (bot.modes.isOn('unstuck')) {
const is_nearby = bot.entity.position.distanceTo(player.position) <= distance + 1;
if (is_nearby)
bot.modes.pause('unstuck');
else
bot.modes.unpause('unstuck');
const is_nearby = bot.entity.position.distanceTo(player.position) <= distance + 2;
if (is_nearby) {
clearInterval(doorCheckInterval);
doorCheckInterval = null;
bot.modes.pause('unstuck');
bot.modes.pause('elbow_room');
}
else {
if (!doorCheckInterval) {
doorCheckInterval = startDoorInterval(bot);
}
bot.modes.unpause('unstuck');
bot.modes.unpause('elbow_room');
}
}
clearInterval(doorCheckInterval);
return true;
}
@ -1189,7 +1329,6 @@ export async function moveAway(bot, distance) {
const move = new pf.Movements(bot);
const path = await bot.pathfinder.getPathTo(move, inverted_goal, 10000);
let last_move = path.path[path.path.length-1];
console.log(last_move);
if (last_move) {
let x = Math.floor(last_move.x);
let y = Math.floor(last_move.y);
@ -1199,7 +1338,7 @@ export async function moveAway(bot, distance) {
}
}
await bot.pathfinder.goto(inverted_goal);
await goToGoal(bot, inverted_goal);
let new_pos = bot.entity.position;
log(bot, `Moved away from nearest entity to ${new_pos}.`);
return true;
@ -1393,7 +1532,7 @@ export async function tillAndSow(bot, x, y, z, seedType=null) {
if (bot.entity.position.distanceTo(block.position) > 4.5) {
let pos = block.position;
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
}
if (block.name !== 'farmland') {
let hoe = bot.inventory.items().find(item => item.name.includes('hoe'));
@ -1439,7 +1578,7 @@ export async function activateNearestBlock(bot, type) {
if (bot.entity.position.distanceTo(block.position) > 4.5) {
let pos = block.position;
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
await goToGoal(bot, new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
}
await bot.activateBlock(block);
log(bot, `Activated ${type} at x:${block.position.x.toFixed(1)}, y:${block.position.y.toFixed(1)}, z:${block.position.z.toFixed(1)}.`);

View file

@ -354,6 +354,7 @@ export async function isClearPath(bot, target) {
let movements = new pf.Movements(bot)
movements.canDig = false;
movements.canPlaceOn = false;
movements.canOpenDoors = false;
let goal = new pf.goals.GoalNear(target.position.x, target.position.y, target.position.z, 1);
let path = await bot.pathfinder.getPathTo(movements, goal, 100);
return path.status === 'success';

View file

@ -114,6 +114,11 @@ const modes_list = [
});
}
this.last_time = Date.now();
},
unpause: function () {
this.prev_location = null;
this.stuck_time = 0;
this.prev_dig_block = null;
}
},
{
@ -342,13 +347,18 @@ class ModeController {
}
unpause(mode_name) {
modes_map[mode_name].paused = false;
const mode = modes_map[mode_name];
//if unpause func is defined and mode is currently paused
if (mode.unpause && mode.paused) {
mode.unpause();
}
mode.paused = false;
}
unPauseAll() {
for (let mode of modes_list) {
if (mode.paused) console.log(`Unpausing mode ${mode.name}`);
mode.paused = false;
this.unpause(mode.name);
}
}

View file

@ -26,7 +26,7 @@
},
"base_profile": {
"type": "string",
"description": "Allowed values: survival, creative, god_mode. Each has fine tuned settings for different game modes.",
"description": "Allowed values: survival, assistant, creative, god_mode. Each has fine tuned settings for different game modes.",
"default": "survival"
},
"load_memory": {

View file

@ -28,7 +28,7 @@ export class GPT {
stop: stop_seq,
...(this.params || {})
};
if (this.model_name.includes('o1')) {
if (this.model_name.includes('o1') || this.model_name.includes('o3') || this.model_name.includes('5')) {
delete pack.stop;
}

View file

@ -37,6 +37,8 @@ export class Prompter {
let base_fp = '';
if (settings.base_profile.includes('survival')) {
base_fp = './profiles/defaults/survival.json';
} else if (settings.base_profile.includes('assistant')) {
base_fp = './profiles/defaults/assistant.json';
} else if (settings.base_profile.includes('creative')) {
base_fp = './profiles/defaults/creative.json';
} else if (settings.base_profile.includes('god_mode')) {