init defaults

This commit is contained in:
Kolby Nottingham 2024-01-26 12:11:32 -08:00
parent 2af1fc16ee
commit e2e199a093
5 changed files with 104 additions and 101 deletions

View file

@ -165,6 +165,10 @@ export class Agent {
}
});
this.bot.on('idle', () => {
this.coder.executeDefault();
});
this.self_defense = true;
this.defending = false;
this._pause_defending = false;

View file

@ -12,6 +12,9 @@ export class Coder {
this.executing = false;
this.code_template = '';
this.timedout = false;
this.default_func = null;
this.default_name = null;
this.interruptible = false;
}
async load() {
@ -85,7 +88,6 @@ export class Coder {
});
}
async generateCode(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();
@ -150,6 +152,21 @@ export class Coder {
return;
}
async executeDefault(func=null, name=null, timeout=10) {
if (func != null) {
this.default_func = func;
this.default_name = name;
}
if (this.default_func != null) {
this.interruptible = true;
let res = await this.execute(this.default_func, timeout);
this.interruptible = false;
return res;
} else {
return {success: false, message: null, interrupted: false, timedout: false};
}
}
// returns {success: bool, message: string, interrupted: bool, timedout: false}
async execute(func, timeout=10) {
if (!this.code_template) return {success: false, message: "Code template not loaded.", interrupted: false, timedout: false};
@ -171,6 +188,7 @@ export class Coder {
let interrupted = this.agent.bot.interrupt_code;
let timedout = this.timedout;
this.clear();
if (!interrupted) this.agent.bot.emit('idle');
return {success:true, message: output, interrupted, timedout};
} catch (err) {
console.error("Code execution triggered catch: " + err);
@ -180,6 +198,7 @@ export class Coder {
let message = this.formatOutput(this.agent.bot) + '!!Code threw exception!! Error: ' + err;
let interrupted = this.agent.bot.interrupt_code;
this.clear();
if (!interrupted) this.agent.bot.emit('idle');
return {success: false, message, interrupted, timedout: false};
}
}

View file

@ -1,11 +1,18 @@
import * as skills from '../library/skills.js';
function wrapExecution(func, timeout=-1) {
function wrapExecution(func, timeout=-1, default_name=null) {
return async function (agent, ...args) {
let code_return = await agent.coder.execute(async () => {
await func(agent, ...args);
}, timeout);
let code_return;
if (default_name != null) {
code_return = await agent.coder.executeDefault(async () => {
await func(agent, ...args);
}, default_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;
@ -26,6 +33,8 @@ export const actionsList = [
perform: async function (agent) {
await agent.coder.stop();
agent.coder.clear();
agent.coder.default_func = null;
agent.coder.default_name = null;
return 'Agent stopped.';
}
},
@ -60,7 +69,7 @@ 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: '!givePlayer',
@ -81,6 +90,16 @@ 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) => {
await skills.collectBlock(agent.bot, type, 1);
}, 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)',

View file

@ -643,49 +643,18 @@ 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, 8);
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 = 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));
await new Promise(resolve => setTimeout(resolve, 1000));
}
return true;
}

View file

@ -15,10 +15,10 @@ const modes = [
{
name: 'self_defense',
description: 'Automatically attack nearby enemies. Interrupts other actions.',
interrupts: ['all'],
on: true,
active: false,
update: function (agent) {
if (this.active) return;
const enemy = world.getNearestEntityWhere(agent.bot, entity => mc.isHostile(entity), 8);
if (enemy) {
agent.bot.chat(`Fighting ${enemy.name}!`);
@ -31,57 +31,53 @@ const modes = [
{
name: 'hunting',
description: 'Automatically hunt nearby animals when idle.',
interrupts: ['defaults'],
on: true,
active: false,
update: function (agent) {
if (!agent.coder.executing) {
const huntable = world.getNearestEntityWhere(agent.bot, entity => mc.isHuntable(entity), 8);
if (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) {
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,
update: function (agent) {
if (!agent.coder.executing) {
let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8);
if (item) {
execute(this, agent, async () => {
// wait 2 seconds for the item to settle
await new Promise(resolve => setTimeout(resolve, 2000));
await skills.pickupNearbyItem(agent.bot);
});
}
let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8);
if (item) {
execute(this, agent, async () => {
// wait 2 seconds for the item to settle
await new Promise(resolve => setTimeout(resolve, 2000));
await skills.pickupNearbyItem(agent.bot);
});
}
}
},
{
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.coder.executing) {
// 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', 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);
});
}
}
}
@ -89,6 +85,7 @@ const modes = [
{
name: 'idle_staring',
description: 'Non-functional animation to look around at entities when idle.',
interrupts: [],
on: true,
active: false,
@ -96,35 +93,30 @@ const modes = [
last_entity: null,
next_change: 0,
update: function (agent) {
if (!agent.coder.executing) {
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;
}
},
];
@ -183,12 +175,12 @@ class ModeController {
}
}
for (let mode of this.modes_list) {
if (mode.on && !mode.paused) {
let available = mode.interrupts.includes('all') || !this.agent.coder.executing;
let interruptible = this.agent.coder.interruptible && (mode.interrupts.includes('defaults') || mode.interrupts.includes(this.agent.coder.default_name));
if (mode.on && !mode.paused && !mode.active && (available || interruptible)) {
mode.update(this.agent);
if (mode.active) {
break;
}
}
if (mode.active) break;
}
}
}