diff --git a/src/agent/task_types/construction_tasks.js b/src/agent/task_types/construction_tasks.js index c4b627d..f224966 100644 --- a/src/agent/task_types/construction_tasks.js +++ b/src/agent/task_types/construction_tasks.js @@ -12,12 +12,12 @@ export class ConstructionTaskValidator { let valid = false; let score = 0; let result = this.blueprint.check(this.agent.bot); - if (result.mismatches.y_amount === 0) { + if (result.mismatches.length === 0) { valid = true; console.log('Task is complete'); } - let total_blocks = result.mismatches.y_amount + result.matches.y_amount; - score = (result.matches.y_amount / total_blocks) * 100; + let total_blocks = result.mismatches.length + result.matches.length; + score = (result.matches.length / total_blocks) * 100; return { "valid": valid, "score": score @@ -35,10 +35,10 @@ export class ConstructionTaskValidator { export function resetConstructionWorld(bot, blueprint) { console.log('Resetting world...'); const starting_position = blueprint.levels[0].coordinates; - const y_amount = blueprint.levels[0].placement.y_amount + 5; - const height = blueprint.levels.y_amount + 5; - const width = blueprint.levels[0].placement[0].y_amount + 5; - const command = `/fill ${starting_position[0]} ${starting_position[1]} ${starting_position[2]} ${starting_position[0] + width} ${starting_position[1] + height} ${starting_position[2] + y_amount} air`; + const length = blueprint.levels[0].placement.length + 5; + const height = blueprint.levels.length + 5; + const width = blueprint.levels[0].placement[0].length + 5; + const command = `/fill ${starting_position[0]} ${starting_position[1]} ${starting_position[2]} ${starting_position[0] + width} ${starting_position[1] + height} ${starting_position[2] + length} air`; bot.chat(command); console.log('World reset'); } @@ -46,19 +46,13 @@ export function resetConstructionWorld(bot, blueprint) { export function checkLevelBlueprint(agent, levelNum) { const blueprint = agent.task.blueprint; const bot = agent.bot; - try { - const result = blueprint.checkLevel(bot, levelNum); - if (result.mismatches.y_amount === 0) { - return `Level ${levelNum} is correct`; - } else { - let explanation = blueprint.explainLevelDifference(bot, levelNum); - return explanation; - } - } catch (error) { - console.error('Error checking level blueprint:', error); - return `Error checking level ${levelNum}: ${error.message}`; + const result = blueprint.checkLevel(bot, levelNum); + if (result.mismatches.length === 0) { + return `Level ${levelNum} is correct`; + } else { + let explanation = blueprint.explainLevelDifference(bot, levelNum); + return explanation; } - } export function checkBlueprint(agent) { @@ -67,7 +61,7 @@ export function checkBlueprint(agent) { const blueprint = agent.task.blueprint; const bot = agent.bot; const result = blueprint.check(bot); - if (result.mismatches.y_amount === 0) { + if (result.mismatches.length === 0) { return "Blueprint is correct"; } else { let explanation = blueprint.explainBlueprintDifference(bot); @@ -95,11 +89,11 @@ export class Blueprint { var placement_string = "[\n"; for (let row of placement) { placement_string += "["; - for (let i = 0; i < row.y_amount - 1; i++) { + for (let i = 0; i < row.length - 1; i++) { let item = row[i]; placement_string += `${item}, `; } - let final_item = row[row.y_amount - 1]; + let final_item = row[row.length - 1]; placement_string += `${final_item}],\n`; } placement_string += "]"; @@ -116,7 +110,7 @@ export class Blueprint { explainBlueprintDifference(bot) { var explanation = ""; const levels = this.data.levels; - for (let i = 0; i < levels.y_amount; i++) { + for (let i = 0; i < levels.length; i++) { let level_explanation = this.explainLevelDifference(bot, i); explanation += level_explanation + "\n"; } @@ -127,7 +121,7 @@ export class Blueprint { const mismatches = results.mismatches; const levelData = this.data.levels[levelNum]; - if (mismatches.y_amount === 0) { + if (mismatches.length === 0) { return `Level ${levelData.level} is complete`; } var explanation = `Level ${levelData.level} `; @@ -151,7 +145,7 @@ export class Blueprint { const levels = this.data.levels; const mismatches = []; const matches = []; - for (let i = 0; i < levels.y_amount; i++) { + for (let i = 0; i < levels.length; i++) { const result = this.checkLevel(bot, i); mismatches.push(...result.mismatches); matches.push(...result.matches); @@ -163,17 +157,14 @@ export class Blueprint { } checkLevel(bot, levelNum) { const levelData = this.data.levels[levelNum]; - if (!levelData) { - throw new Error(`Level ${levelNum} does not exist in the blueprint.`); - } const startCoords = levelData.coordinates; const placement = levelData.placement; const mismatches = []; const matches = []; - for (let zOffset = 0; zOffset < placement.y_amount; zOffset++) { + for (let zOffset = 0; zOffset < placement.length; zOffset++) { const row = placement[zOffset]; - for (let xOffset = 0; xOffset < row.y_amount; xOffset++) { + for (let xOffset = 0; xOffset < row.length; xOffset++) { const blockName = row[xOffset]; const x = startCoords[0] + xOffset; @@ -238,15 +229,15 @@ export class Blueprint { // Update bounds minX = Math.min(minX, baseX); - maxX = Math.max(maxX, baseX + placement[0].y_amount - 1); + 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.y_amount - 1); + maxZ = Math.max(maxZ, baseZ + placement.length - 1); // Loop through the 2D placement array - for (let z = 0; z < placement.y_amount; z++) { - for (let x = 0; x < placement[z].y_amount; x++) { + 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}`; @@ -272,6 +263,7 @@ export class Blueprint { * */ autoDelete() { + console.log("auto delete called!") const commands = []; let blueprint = this.data @@ -286,16 +278,16 @@ export class Blueprint { const placement = level.placement; // Update bounds - minX = Math.min(minX, baseX) - 30; - maxX = Math.max(maxX, baseX + placement[0].y_amount - 1) + 30; + 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) - 30; - maxZ = Math.max(maxZ, baseZ + placement.y_amount - 1) + 30; + 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.y_amount; z++) { - for (let x = 0; x < placement[z].y_amount; x++) { + 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`; @@ -307,9 +299,9 @@ export class Blueprint { // Calculate a position nearby the blueprint but not in it const nearbyPosition = { - x: Math.floor((maxX + minX)/2), // Move 5 blocks to the right + x: maxX + 5, // Move 5 blocks to the right y: minY, // Stay on the lowest level of the blueprint - z: Math.floor((maxZ + minZ)/2) // Stay aligned with the front of the blueprint + z: minZ // Stay aligned with the front of the blueprint }; return { commands, nearbyPosition }; @@ -348,8 +340,8 @@ export function proceduralGeneration(m = 20, complexity = 4, startCoord = [148,-60,-170]) { // Build 3D space - const matrix = Array.from({y_amount: p}, () => - Array.from({y_amount: m}, () => + const matrix = Array.from({length: p}, () => + Array.from({length: m}, () => Array(n).fill('air') ) ); @@ -357,7 +349,7 @@ export function proceduralGeneration(m = 20, // todo: extrapolate into another param? then have set materials be dynamic? let roomMaterials = ["stone", "terracotta", "quartz_block", "copper_block", "purpur_block"] - if (complexity < roomMaterials.y_amount) { + if (complexity < roomMaterials.length) { roomMaterials = roomMaterials.slice(0, complexity + 1); } @@ -508,9 +500,9 @@ export function proceduralGeneration(m = 20, // 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.y_amount; - const matrixLength = matrix[0].y_amount; - const matrixWidth = matrix[0][0].y_amount; + 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) @@ -591,9 +583,9 @@ export function proceduralGeneration(m = 20, function addWindowsAsPlane(matrix, x, y, z, newLength, newWidth, newDepth, material) { // Ensure the new dimensions are within bounds - const maxX = matrix[0].y_amount; - const maxY = matrix[0][0].y_amount; - const maxZ = matrix.y_amount; + 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) { @@ -641,21 +633,21 @@ export function proceduralGeneration(m = 20, //still a little buggy - function addStairs(matrix, x, y, z, y_amount, width, material) { + function addStairs(matrix, x, y, z, length, width, material) { let currentZ = z; let currentX = x + 1; let currentY = y + 1; let direction = 0; let stepCount = 0; - const maxSteps = y_amount * width; // Safety limit + const maxSteps = length * width; // Safety limit - while (currentZ >= 0 && currentX < x + y_amount - 1 && currentY < y + width - 1 && stepCount < maxSteps) { + while (currentZ >= 0 && currentX < x + length - 1 && currentY < y + width - 1 && stepCount < maxSteps) { // Place stair block matrix[currentZ][currentX][currentY] = material || 'stone'; // Clear 3 blocks above for headroom for (let i = 1; i <= 3; i++) { - if (currentZ + i < matrix.y_amount) { + if (currentZ + i < matrix.length) { matrix[currentZ + i][currentX][currentY] = 'air'; } } @@ -663,8 +655,8 @@ export function proceduralGeneration(m = 20, // Move to next position based on direction if (direction === 0) { currentX++; - if (currentX >= x + y_amount - 1) { - currentX = x + y_amount - 2; + if (currentX >= x + length - 1) { + currentX = x + length - 2; direction = 1; } else { currentZ--; @@ -698,7 +690,7 @@ export function proceduralGeneration(m = 20, // 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.y_amount)]; + 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`; } @@ -771,7 +763,7 @@ export function proceduralGeneration(m = 20, for (let attempt = 0; attempt < 150; attempt++) { - const material = roomMaterials[Math.floor(Math.random() * roomMaterials.y_amount)]; + const material = roomMaterials[Math.floor(Math.random() * roomMaterials.length)]; // dimensions of room @@ -788,7 +780,7 @@ export function proceduralGeneration(m = 20, newZ = 0; // Ground floor if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) { - lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth}; + lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth}; roomPlaced = true; placedRooms++; @@ -818,14 +810,14 @@ export function proceduralGeneration(m = 20, embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material) - // addLadder(matrix, lastRoom.x + Math.floor(lastRoom.y_amount / 2), + // addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2), // lastRoom.y + Math.floor(lastRoom.width / 2), // newZ); // Adding the ladder addStairs(matrix, newX, newY, newZ, newLength, newWidth, material) - lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth}; + lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth}; roomPlaced = true; placedRooms++; break; @@ -845,7 +837,7 @@ export function proceduralGeneration(m = 20, addDoor(matrix, lastRoom.x, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z, material); - lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth}; + lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth}; roomPlaced = true; placedRooms++; break; @@ -853,7 +845,7 @@ export function proceduralGeneration(m = 20, break; case 'right': - newX = lastRoom.x + lastRoom.y_amount - 1; + 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)) { @@ -861,12 +853,12 @@ export function proceduralGeneration(m = 20, embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material) - addDoor(matrix, lastRoom.x + lastRoom.y_amount - 1, + addDoor(matrix, lastRoom.x + lastRoom.length - 1, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z, material); - lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth}; + lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth}; roomPlaced = true; placedRooms++; break; @@ -882,12 +874,12 @@ export function proceduralGeneration(m = 20, embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material) - addDoor(matrix, lastRoom.x + Math.floor(lastRoom.y_amount / 2), + addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2), lastRoom.y + lastRoom.width - 1, lastRoom.z, material); - lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth}; + lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth}; roomPlaced = true; placedRooms++; break; @@ -903,12 +895,12 @@ export function proceduralGeneration(m = 20, embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material) - addDoor(matrix, lastRoom.x + Math.floor(lastRoom.y_amount / 2), + addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2), lastRoom.y, lastRoom.z, material); - lastRoom = {x: newX, y: newY, z: newZ, y_amount: newLength, width: newWidth, depth: newDepth}; + lastRoom = {x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth}; roomPlaced = true; placedRooms++; break; @@ -976,7 +968,7 @@ function printMatrix(matrix) { */ function matrixToBlueprint(matrix, startCoord) { // Validate inputs - if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.y_amount !== 3) { + if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.length !== 3) { console.log(matrix) throw new Error('Invalid input format'); } @@ -1003,8 +995,7 @@ function matrixToBlueprint(matrix, startCoord) { async function getBlockName(bot, coordinate) { const blockAtLocation = bot.blockAt(new Vec3(coordinate.x, coordinate.y, coordinate.z)); - const blockName = blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : "air"; - return blockName; + return blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : "air"; } /** @@ -1059,7 +1050,7 @@ export async function worldToBlueprint(startCoord, y_amount, x_amount, z_amount, export function blueprintToTask(blueprint_data, num_agents) { let initialInventory = {} for (let j = 0; j < num_agents; j++) { - initialInventory[JSON.stringify(j)] = {}; + initialInventory[JSON.stringify(j)] = {"diamond_pickaxe": 1, "diamond_axe": 1, "diamond_shovel": 1}; } let give_agent = 0; @@ -1079,25 +1070,33 @@ export function blueprintToTask(blueprint_data, num_agents) { return task; } - - - // testing code -// let blueprint = proceduralGeneration(10,10,20) +// let blueprint = proceduralGeneration(20,10,20) // const b = new Blueprint(blueprint) // const result = b.autoBuild(); // const commands = result.commands; // const nearbyPosition = result.nearbyPosition; // +// // import {initBot} from "../../utils/mcdata.js"; // let bot = initBot("andy"); -// -// -// bot.on('spawn', async () => { + + +// example usage of world->blueprint function + +// bot.once('spawn', async () => { // console.log("nearby position", nearbyPosition); // bot.chat(`/tp @andy ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`); // for (const command of commands) { // bot.chat(command); // } -// }); +// const startCoord = { +// x: 148, +// y: -60, +// z: -170 +// }; +// // [148,-60,-170] is default start for procedural generation +// +// const worldOutput = await worldToBlueprint(startCoord, 20,10,20, bot) +// }); \ No newline at end of file diff --git a/src/agent/tasks.js b/src/agent/tasks.js index 7bfed78..ed3aa82 100644 --- a/src/agent/tasks.js +++ b/src/agent/tasks.js @@ -551,6 +551,7 @@ export class Task { if (this.data.type === 'construction'){ //Ensures construction is cleaned out first. -> relies on cheats which are turned off? if (this.blueprint){ + console.log('Cleaning out construction blueprint'); const result = this.blueprint.autoDelete(); const commands = result.commands; const nearbyPosition = result.nearbyPosition; diff --git a/tasks/construction_tasks/custom/pyramid.json b/tasks/construction_tasks/custom/pyramid.json index 248a01b..398c37d 100644 --- a/tasks/construction_tasks/custom/pyramid.json +++ b/tasks/construction_tasks/custom/pyramid.json @@ -151,7 +151,7 @@ "level": 1, "coordinates": [ -60, - -60, + -59, 6 ], "placement": [ @@ -281,7 +281,7 @@ "level": 2, "coordinates": [ -60, - -60, + -58, 6 ], "placement": [ @@ -411,7 +411,7 @@ "level": 3, "coordinates": [ -60, - -60, + -57, 6 ], "placement": [ @@ -541,7 +541,7 @@ "level": 4, "coordinates": [ -60, - -60, + -56, 6 ], "placement": [ @@ -675,13 +675,15 @@ "stone_bricks": 41, "quartz_block": 16, "polished_diorite": 21, - "glowstone": 3 + "glowstone": 3, + "diamond_pickaxe": 1 }, "1": { "gold_block": 27, "polished_andesite": 34, "stone": 23, - "quartz_pillar": 2 + "quartz_pillar": 2, + "diamond_pickaxe": 1 } } }