import { getItemId, getItemName } from "./mcdata.js"; import { getNearestBlocks, getNearestBlock, getInventoryCounts, getInventoryStacks, getNearbyMobs, getNearbyBlocks } from "./world.js"; import pf from 'mineflayer-pathfinder'; import Vec3 from 'vec3'; export function log(bot, message) { bot.output += message + '\n'; } export async function craftRecipe(bot, itemName) { /** * Attempt to craft the given item name from a recipe. May craft many items. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} itemName, the item name to craft. * @returns {Promise} true if the item was crafted, false otherwise. * @example * await skills.craftRecipe(bot, "stick"); **/ let recipes = bot.recipesFor(getItemId(itemName), null, 1, null); // get recipes that don't require a crafting table let craftingTable = null; if (!recipes || recipes.length === 0) { craftingTable = getNearestBlock(bot, 'crafting_table', 6); if (craftingTable === null){ log(bot, `You either do not have enough resources to craft ${itemName} or it requires a crafting table, but there is none nearby.`) return false; } recipes = bot.recipesFor(getItemId(itemName), null, 1, craftingTable); } if (!recipes || recipes.length === 0) { log(bot, `You do not have the resources to craft a ${itemName}.`); return false; } const recipe = recipes[0]; console.log('crafting...'); await bot.craft(recipe, 1, craftingTable); log(bot, `Successfully crafted ${itemName}, you now have ${getInventoryCounts(bot)[itemName]} ${itemName}.`); return true; } export async function smeltItem(bot, itemName, num=1) { /** * Puts 1 coal in furnace and smelts the given item name, waits until the furnace runs out of fuel or input items. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} itemName, the item name to smelt. * @param {number} num, the number of items to smelt. Defaults to 1. * @returns {Promise} true if the item was smelted, false otherwise. Fail * @example * await skills.smeltItem(bot, "raw_iron"); **/ let furnaceBlock = undefined; furnaceBlock = getNearestBlock(bot, 'furnace', 6); if (furnaceBlock === null){ log(bot, `There is no furnace nearby.`) return false; } await bot.lookAt(furnaceBlock.position); console.log('smelting...'); const furnace = await bot.openFurnace(furnaceBlock); // check if the furnace is already smelting something let input_item = furnace.inputItem(); if (input_item && input_item.type !== getItemId(itemName) && input_item.count > 0) { // TODO: check if furnace is currently burning fuel. furnace.fuel is always null, I think there is a bug. // This only checks if the furnace has an input item, but it may not be smelting it and should be cleared. log(bot, `The furnace is currently smelting ${getItemName(input_item.type)}.`); return false; } // check if the bot has enough items to smelt let inv_counts = getInventoryCounts(bot); if (!inv_counts[itemName] || inv_counts[itemName] < num) { log(bot, `You do not have enough ${itemName} to smelt.`); return false; } // fuel the furnace if (!furnace.fuelItem()) { let fuel = bot.inventory.items().find(item => item.name === 'coal' || item.name === 'charcoal'); let put_fuel = Math.ceil(num / 8); if (!fuel || fuel.count < put_fuel) { log(bot, `You do not have enough coal or charcoal to smelt ${num} ${itemName}, you need ${put_fuel} coal or charcoal`); return false; } await furnace.putFuel(fuel.type, null, put_fuel); log(bot, `Added ${put_fuel} ${getItemName(fuel.type)} to furnace fuel.`); console.log(`Added ${put_fuel} ${getItemName(fuel.type)} to furnace fuel.`) } // put the items in the furnace await furnace.putInput(getItemId(itemName), null, num); // wait for the items to smelt let total = 0; let collected_last = true; let smelted_item = null; while (total < num) { await new Promise(resolve => setTimeout(resolve, 10000)); console.log('checking...'); let collected = false; if (furnace.outputItem()) { smelted_item = await furnace.takeOutput(); if (smelted_item) { total += smelted_item.count; collected = true; } } if (!collected && !collected_last) { break; // if nothing was collected this time or last time } collected_last = collected; if (bot.interrupt_code) { break; } } if (total === 0) { log(bot, `Failed to smelt ${itemName}.`); return false; } if (total < num) { log(bot, `Only smelted ${total} ${getItemName(smelted_item.type)}.`); return false; } log(bot, `Successfully smelted ${itemName}, got ${total} ${getItemName(smelted_item.type)}.`); return true; } export async function clearNearestFurnace(bot) { /** * Clears the nearest furnace of all items. * @param {MinecraftBot} bot, reference to the minecraft bot. * @returns {Promise} true if the furnace was cleared, false otherwise. * @example * await skills.clearNearestFurnace(bot); **/ let furnaceBlock = getNearestBlock(bot, 'furnace', 6); if (!furnaceBlock){ log(bot, `There is no furnace nearby.`) return false; } console.log('clearing furnace...'); const furnace = await bot.openFurnace(furnaceBlock); console.log('opened furnace...') // take the items out of the furnace let smelted_item, intput_item, fuel_item; if (furnace.outputItem()) smelted_item = await furnace.takeOutput(); if (furnace.inputItem()) intput_item = await furnace.takeInput(); if (furnace.fuelItem()) fuel_item = await furnace.takeFuel(); console.log(smelted_item, intput_item, fuel_item) let smelted_name = smelted_item ? `${smelted_item.count} ${smelted_item.name}` : `0 smelted items`; let input_name = intput_item ? `${intput_item.count} ${intput_item.name}` : `0 input items`; let fuel_name = fuel_item ? `${fuel_item.count} ${fuel_item.name}` : `0 fuel items`; log(bot, `Cleared furnace, recieved ${smelted_name}, ${input_name}, and ${fuel_name}.`); return true; } export async function attackMob(bot, mobType, kill=true) { /** * Attack mob of the given type. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} mobType, the type of mob to attack. * @param {boolean} kill, whether or not to continue attacking until the mob is dead. Defaults to true. * @returns {Promise} true if the mob was attacked, false if the mob type was not found. * @example * await skills.attackMob(bot, "zombie", true); **/ const mob = bot.nearestEntity(entity => entity.name && entity.name.toLowerCase() === mobType.toLowerCase()); const attackable = ['animal', 'monster', 'mob']; if (mob && attackable.includes(mob.type)) { let pos = mob.position; console.log(bot.entity.position.distanceTo(pos)) // equip highest damage weapon let weapons = bot.inventory.items().filter(item => item.name.includes('sword') || item.name.includes('axe') || item.name.includes('pickaxe') || item.name.includes('shovel')); let weapon = weapons.sort((a, b) => b.attackDamage - a.attackDamage)[0]; if (weapon) await bot.equip(weapon, 'hand'); if (!kill) { if (bot.entity.position.distanceTo(pos) > 5) { console.log('moving to mob...') await goToPosition(bot, pos.x, pos.y, pos.z); } console.log('attacking mob...') await bot.attack(mob); } else { bot.pvp.attack(mob); while (getNearbyMobs(bot, 16).includes(mob)) { await new Promise(resolve => setTimeout(resolve, 1000)); if (bot.interrupt_code) { bot.pvp.stop(); return false; } } log(bot, `Successfully killed ${mobType}.`); await pickupNearbyItem(bot); return true; } } log(bot, 'Could not find any '+mobType+' to attack.'); return false; } export async function collectBlock(bot, blockType, num=1) { /** * Collect one of the given block type. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} blockType, the type of block to collect. * @param {number} num, the number of blocks to collect. Defaults to 1. * @returns {Promise} true if the block was collected, false if the block type was not found. * @example * await skills.collectBlock(bot, "oak_log"); **/ let collected = 0; const blocks = getNearestBlocks(bot, blockType, 64, num); if (blocks.length === 0) { log(bot, `Could not find any ${blockType} to collect.`); return false; } const first_block = blocks[0]; await bot.tool.equipForBlock(first_block); const itemId = bot.heldItem ? bot.heldItem.type : null if (!first_block.canHarvest(itemId)) { log(bot, `Don't have right tools to harvest ${blockType}.`); return false; } for (let block of blocks) { try { await bot.collectBlock.collect(block); collected++; } catch (err) { if (err.name === 'NoChests') { log(bot, `Failed to collect ${blockType}: Inventory full, no place to deposit.`); break; } else { log(bot, `Failed to collect ${blockType}: ${err}.`); continue; } } } log(bot, `Collected ${collected} ${blockType}.`); return true; } export async function pickupNearbyItem(bot) { /** * Pick up all nearby items. * @param {MinecraftBot} bot, reference to the minecraft bot. * @returns {Promise} true if the items were picked up, false otherwise. * @example * await skills.pickupNearbyItem(bot); **/ const distance = 10; let nearestItem = bot.nearestEntity(entity => entity.name === 'item' && bot.entity.position.distanceTo(entity.position) < distance); if (!nearestItem) { log(bot, `Didn't pick up items.`); return false; } bot.pathfinder.setMovements(new pf.Movements(bot)); await bot.pathfinder.goto(new pf.goals.GoalNear(nearestItem.position.x, nearestItem.position.y, nearestItem.position.z, 1)); log(bot, `Successfully picked up a dropped item.`); return true; } export async function breakBlockAt(bot, x, y, z) { /** * Break the block at the given position. Will use the bot's equipped item. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {number} x, the x coordinate of the block to break. * @param {number} y, the y coordinate of the block to break. * @param {number} z, the z coordinate of the block to break. * @returns {Promise} true if the block was broken, false otherwise. * @example * let position = world.getPosition(bot); * await skills.breakBlockAt(bot, position.x, position.y - 1, position.x); **/ let current = bot.blockAt(Vec3(x, y, z)); if (current.name != 'air') await bot.dig(current, true); return true; } export async function placeBlock(bot, blockType, x, y, z) { /** * Place the given block type at the given position. It will build off from any adjacent blocks. Will fail if there is a block in the way or nothing to build off of. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} blockType, the type of block to place. * @param {number} x, the x coordinate of the block to place. * @param {number} y, the y coordinate of the block to place. * @param {number} z, the z coordinate of the block to place. * @returns {Promise} true if the block was placed, false otherwise. * @example * let position = world.getPosition(bot); * await skills.placeBlock(bot, "oak_log", position.x + 1, position.y - 1, position.x); **/ const target_dest = new Vec3(Math.floor(x), Math.floor(y), Math.floor(z)); const empty_blocks = ['air', 'water', 'lava', 'grass', 'tall_grass', 'snow', 'dead_bush', 'fern']; const targetBlock = bot.blockAt(target_dest); console.log('targetBlock:', x, y, z) if (!empty_blocks.includes(targetBlock.name)) { log(bot, `Cannot place block at ${targetBlock.position} because ${targetBlock.name} is in the way.`); return false; } // get the buildoffblock and facevec based on whichever adjacent block is not empty let buildOffBlock = null; let faceVec = null; const dirs = [Vec3(0, -1, 0), Vec3(0, 1, 0), Vec3(1, 0, 0), Vec3(-1, 0, 0), Vec3(0, 0, 1), Vec3(0, 0, -1)]; for (let d of dirs) { const block = bot.blockAt(target_dest.plus(d)); if (!empty_blocks.includes(block.name)) { buildOffBlock = block; faceVec = new Vec3(-d.x, -d.y, -d.z); break; } } if (!buildOffBlock) { log(bot, `Cannot place ${blockType} at ${targetBlock.position}: nothing to place on.`); return false; } console.log("Placing on: ", buildOffBlock.position, buildOffBlock.name) let block = bot.inventory.items().find(item => item.name === blockType); if (!block) { log(bot, `Don't have any ${blockType} to place.`); return false; } // too close let blockAbove = bot.blockAt(targetBlock.position.plus(Vec3(0,1,0))) if (bot.entity.position.distanceTo(targetBlock.position) < 1 || bot.entity.position.distanceTo(blockAbove.position) < 1) { console.log('moving away from block...') let found = false; for(let i = 0; i < 10; i++) { console.log('looking for block...') const randomDirection = new Vec3((Math.random() > 0.5 ? 1 : -1), 0, (Math.random() > 0.5 ? 1 : -1)); const pos = targetBlock.position.add(randomDirection.scale(1.2)); if (bot.blockAt(pos).name === 'air') { console.log('found good position') bot.pathfinder.setMovements(new pf.Movements(bot)); await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 1.2)); found = true; break; } } if (!found) { console.log('could not find good position') log(bot, `Was too close to place ${blockType} at ${targetBlock.position}.`) return false; } } // too far if (bot.entity.position.distanceTo(targetBlock.position) > 4.5) { // move close until it is within 6 blocks console.log('moving closer to block...') let pos = targetBlock.position; bot.pathfinder.setMovements(new pf.Movements(bot)); await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4)); } await bot.equip(block, 'hand'); await bot.lookAt(buildOffBlock.position); console.log("placing block...") console.log('entities:', buildOffBlock.blockEntity, targetBlock.blockEntity) // will throw error if an entity is in the way, and sometimes even if the block was placed try { await bot.placeBlock(buildOffBlock, faceVec); log(bot, `Successfully placed ${blockType} at ${target_dest}.`); await new Promise(resolve => setTimeout(resolve, 200)); return true; } catch (err) { log(bot, `Failed to place ${blockType} at ${target_dest}.`); return false; } } export async function equip(bot, itemName, bodyPart) { /** * Equip the given item to the given body part, like tools or armor. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} itemName, the item or block name to equip. * @param {string} bodyPart, the body part to equip the item to. * @returns {Promise} true if the item was equipped, false otherwise. * @example * await skills.equip(bot, "iron_pickaxe", "hand"); * await skills.equip(bot, "diamond_chestplate", "torso"); **/ let item = bot.inventory.items().find(item => item.name === itemName); if (!item) { log(bot, `You do not have any ${itemName} to equip.`); return false; } await bot.equip(item, bodyPart); return true; } export async function discard(bot, itemName, num=-1) { /** * Discard the given item. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} itemName, the item or block name to discard. * @param {number} num, the number of items to discard. Defaults to -1, which discards all items. * @returns {Promise} true if the item was discarded, false otherwise. * @example * await skills.discard(bot, "oak_log"); **/ let discarded = 0; while (true) { let item = bot.inventory.items().find(item => item.name === itemName); if (!item) { break; } let to_discard = num === -1 ? item.count : Math.min(num - discarded, item.count); await bot.toss(item.type, null, to_discard); discarded += to_discard; if (num !== -1 && discarded >= num) { break; } } if (discarded === 0) { log(bot, `You do not have any ${itemName} to discard.`); return false; } log(bot, `Successfully discarded ${discarded} ${itemName}.`); return true; } export async function eat(bot, foodName="") { /** * Eat the given item. If no item is given, it will eat the first food item in the bot's inventory. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} item, the item to eat. * @returns {Promise} true if the item was eaten, false otherwise. * @example * await skills.eat(bot, "apple"); **/ let item, name; if (foodName) { item = bot.inventory.items().find(item => item.name === foodName); name = foodName; } else { item = bot.inventory.items().find(item => item.foodRecovery > 0); name = "food"; } if (!item) { log(bot, `You do not have any ${name} to eat.`); return false; } await bot.equip(item, 'hand'); await bot.consume(); log(bot, `Successfully ate ${item.name}.`); return true; } export async function giveToPlayer(bot, itemType, username, num=1) { /** * Give one of the specified item to the specified player * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} itemType, the name of the item to give. * @param {string} username, the username of the player to give the item to. * @param {number} num, the number of items to give. Defaults to 1. * @returns {Promise} true if the item was given, false otherwise. * @example * await skills.giveToPlayer(bot, "oak_log", "player1"); **/ let player = bot.players[username].entity if (!player){ log(bot, `Could not find ${username}.`); return false; } await goToPlayer(bot, username); await bot.lookAt(player.position); discard(bot, itemType, num); return true; } export async function goToPosition(bot, x, y, z, min_distance=2) { /** * Navigate to the given position. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {number} x, the x coordinate to navigate to. If null, the bot's current x coordinate will be used. * @param {number} y, the y coordinate to navigate to. If null, the bot's current y coordinate will be used. * @param {number} z, the z coordinate to navigate to. If null, the bot's current z coordinate will be used. * @param {number} distance, the distance to keep from the position. Defaults to 2. * @returns {Promise} true if the position was reached, false otherwise. * @example * let position = world.getNearestBlock(bot, "oak_log", 64).position; * await skills.goToPosition(bot, position.x, position.y, position.x + 20); **/ if (x == null || y == null || z == null) { log(bot, `Missing coordinates, given x:${x} y:${y} z:${z}`); return false; } bot.pathfinder.setMovements(new pf.Movements(bot)); await bot.pathfinder.goto(new pf.goals.GoalNear(x, y, z, min_distance)); log(bot, `You have reached at ${x}, ${y}, ${z}.`); return true; } export async function goToPlayer(bot, username) { /** * Navigate to the given player. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} username, the username of the player to navigate to. * @returns {Promise} true if the player was found, false otherwise. * @example * await skills.goToPlayer(bot, "player"); **/ let player = bot.players[username].entity if (!player) { log(bot, `Could not find ${username}.`); return false; } let arrived = await goToPosition(bot, player.position.x, player.position.y, player.position.z); if (!arrived) { log(bot, `Failed to reach ${username}.`); return false; } log(bot, `Player is now at ${player.position}.`); return true; } export async function followPlayer(bot, username) { /** * Follow the given player endlessly. Will not return until the code is manually stopped. * @param {MinecraftBot} bot, reference to the minecraft bot. * @param {string} username, the username of the player to follow. * @returns {Promise} true if the player was found, false otherwise. * @example * await skills.followPlayer(bot, "player"); **/ let player = bot.players[username].entity if (!player) return false; bot.pathfinder.setMovements(new pf.Movements(bot)); bot.pathfinder.setGoal(new pf.goals.GoalFollow(player, 2), true); log(bot, `You are now actively following player ${username}.`); while (!bot.interrupt_code) { console.log('followPlayer waiting for interrupt...', bot.interrupt_code); await new Promise(resolve => setTimeout(resolve, 1000)); } return true; }