mindcraft/src/agent/tasks.js

433 lines
No EOL
16 KiB
JavaScript

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';
//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
* @param {Object} data - Task data containing target and quantity information
* @param {Object} agent - Agent object with bot inventory
* @returns {Object} Validation result with success status and missing items
*/
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) &&
target !== null &&
Object.values(target).every(value => typeof value === 'number');
}
// Convert any target format into a standardized dictionary
function normalizeTargets(target) {
if (typeof target === 'string') {
// Single target case
return { [target]: 1 };
} else if (Array.isArray(target)) {
// Array case - convert to dictionary with default quantity 1
return target.reduce((acc, item) => {
acc[item] = 1;
return acc;
}, {});
} else if (typeof target === 'object' && target !== null) {
// Already a dictionary - return as is
return target;
}
throw new Error('Invalid target format');
}
// Normalize quantities to match target format
function normalizeQuantities(targets, quantities) {
if (quantities === undefined) {
// If no quantities specified, default to 1 for each target
return Object.keys(targets).reduce((acc, key) => {
acc[key] = 1;
return acc;
}, {});
} else if (typeof quantities === 'number') {
// If single number provided, apply to all targets
return Object.keys(targets).reduce((acc, key) => {
acc[key] = quantities;
return acc;
}, {});
} else if (typeof quantities === 'object' && quantities !== null) {
// If quantities dictionary provided, use it directly
return quantities;
}
throw new Error('Invalid number_of_target format');
}
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
: normalizeQuantities(targets, data.number_of_target);
// Count items in inventory
const inventoryCount = {};
agent.bot.inventory.slots.forEach((slot) => {
if (slot) {
const itemName = slot.name.toLowerCase();
inventoryCount[itemName] = (inventoryCount[itemName] || 0) + slot.count;
}
});
// Check if all required items are present in sufficient quantities
const missingItems = [];
let allTargetsMet = true;
for (const [item, requiredCount] of Object.entries(requiredQuantities)) {
const itemName = item.toLowerCase();
const currentCount = inventoryCount[itemName] || 0;
if (currentCount < requiredCount) {
allTargetsMet = false;
missingItems.push({
item: itemName,
required: requiredCount,
current: currentCount,
missing: requiredCount - currentCount
});
}
}
return {
success: allTargetsMet,
missingItems: missingItems
};
} catch (error) {
console.error('Error checking item presence:', error);
return {
success: false,
missingItems: [],
error: error.message
};
}
}
class CookingCraftingTaskValidator {
constructor(data, agent) {
this.data = data;
this.agent = agent;
}
validate(has_initiated) {
if (has_initiated) {
const result = checkItemPresence(this.data, this.agent);
let score = 0;
if (result.success) {
score = 1;
}
return {
"valid": result.success,
"score": score,
};
}
else {
return {
"valid": false,
"score": 0
};
}
}
}
export class Task {
constructor(agent, task_path, task_id) {
this.agent = agent;
this.data = null;
this.taskTimeout = 300;
this.taskStartTime = Date.now();
this.validator = null;
this.reset_function = null;
this.blocked_actions = [];
this.task_id = task_id;
console.log('Task ID:', task_id);
if (task_path && task_id) {
this.data = this.loadTask(task_path, task_id);
this.task_type = this.data.type;
if (this.task_type === 'construction' && this.data.blueprint) {
this.blueprint = new Blueprint(this.data.blueprint);
this.goal = this.data.goal + ' \n' + this.blueprint.explain() + " \n" + "make sure to place the lower levels of the blueprint first";
this.conversation = this.data.conversation + ' \n' + this.blueprint.explain();
} else {
this.goal = this.data.goal;
this.conversation = this.data.conversation;
}
this.taskTimeout = this.data.timeout || 300;
this.taskStartTime = Date.now();
// Set validator based on task_type
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 = new CookingCraftingTaskValidator(this.data, this.agent);
} else {
this.validator = null;
}
if (this.data.blocked_actions) {
this.blocked_actions = this.data.blocked_actions[this.agent.count_id.toString()] || [];
} else {
this.blocked_actions = [];
}
this.restrict_to_inventory = !!this.data.restrict_to_inventory;
if (this.data.goal)
this.blocked_actions.push('!endGoal');
if (this.conversation)
this.blocked_actions.push('!endConversation');
}
this.name = this.agent.name;
this.available_agents = settings.profiles.map((p) => JSON.parse(readFileSync(p, 'utf8')).name);
this.agent_initialized = false;
}
getAgentGoal() {
if (!this.data || !this.data.goal) {
return null;
}
let add_string = '';
if (this.task_type === 'cooking') {
add_string = '\nIn the end, all the food items should be given to one single player.';
}
// If goal is a string, all agents share the same goal
if (typeof this.data.goal === 'string') {
return this.data.goal + add_string;
}
// If goal is an object, get the goal for this agent's count_id
if (typeof this.data.goal === 'object' && this.data.goal !== null) {
const agentId = this.agent.count_id.toString();
return (this.data.goal[agentId] || '') + add_string;
}
return null;
}
loadTask(task_path, task_id) {
try {
const tasksFile = readFileSync(task_path, 'utf8');
const tasks = JSON.parse(tasksFile);
let task = tasks[task_id];
console.log(task);
console.log(this.agent.count_id);
if (!task) {
throw new Error(`Task ${task_id} not found`);
}
// if ((!task.agent_count || task.agent_count <= 1) && this.agent.count_id > 0) {
// task = null;
// }
return task;
} catch (error) {
console.error('Error loading task:', error);
process.exit(1);
}
}
isDone() {
let res = null;
if (this.validator)
res = this.validator.validate(this.agent_initialized);
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', "score": 0};
}
if (this.taskTimeout) {
if (elapsedTime >= this.taskTimeout) {
console.log('Task timeout reached. Task unsuccessful.');
if (res) {
return {"message": 'Task timeout reached', "score": res.score};
} else {
return {"message": 'Task timeout reached', "score": 0};
}
}
}
return false;
}
async initBotTask() {
await this.agent.bot.chat(`/clear ${this.name}`);
console.log(`Cleared ${this.name}'s inventory.`);
//wait for a bit so inventory is cleared
await new Promise((resolve) => setTimeout(resolve, 500));
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
await new Promise((resolve) => setTimeout(resolve, 3000));
if (this.data.initial_inventory) {
console.log("Setting inventory...");
let initialInventory = {};
// Handle multi-agent inventory assignment
if (this.data.agent_count > 1) {
initialInventory = this.data.initial_inventory[this.agent.count_id.toString()] || {};
console.log("Initial inventory for agent", this.agent.count_id, ":", initialInventory);
} else {
initialInventory = this.data.initial_inventory;
console.log("Initial inventory:", initialInventory);
}
console.log(this.data.initial_inventory);
// Assign inventory items
for (let key of Object.keys(initialInventory)) {
const itemName = key.toLowerCase();
const quantity = initialInventory[key];
await this.agent.bot.chat(`/give ${this.name} ${itemName} ${quantity}`);
console.log(`Gave ${this.name} ${quantity} ${itemName}`);
}
// Wait briefly for inventory commands to complete
await new Promise((resolve) => setTimeout(resolve, 500));
}
this.agent_initialized = true;
if (this.initiator) {
await this.initiator.init();
}
if (this.data.agent_count && this.data.agent_count > 1) {
// TODO wait for other bots to join
await new Promise((resolve) => setTimeout(resolve, 10000));
if (this.available_agents.length < this.data.agent_count) {
console.log(`Missing ${this.data.agent_count - this.available_agents.length} bot(s).`);
this.agent.killAll();
}
}
if (this.data.conversation && this.agent.count_id === 0) {
let other_name = this.available_agents.filter(n => n !== this.name)[0];
let waitCount = 0;
while (other_name === undefined && waitCount < 20) {
other_name = this.available_agents.filter(n => n !== this.name)[0];
await new Promise((resolve) => setTimeout(resolve, 1000));
waitCount++;
}
if (other_name === undefined) {
console.log('No other agents found. Task unsuccessful.');
this.agent.killAll();
}
await executeCommand(this.agent, `!startConversation("${other_name}", "${this.data.conversation}")`);
}
const agentGoal = this.getAgentGoal();
console.log(`Agent goal for agent Id ${this.agent.count_id}: ${agentGoal}`);
if (agentGoal) {
console.log(`Setting goal for agent ${this.agent.count_id}: ${agentGoal}`);
await executeCommand(this.agent, `!goal("${agentGoal}")`);
}
}
async teleportBots() {
console.log('\n\nTeleporting bots');
function getRandomOffset(range) {
return Math.floor(Math.random() * (range * 2 + 1)) - range;
}
let human_player_name = null;
let bot = this.agent.bot;
// Finding if there is a human player on the server
for (const playerName in bot.players) {
const player = bot.players[playerName];
if (!this.available_agents.some((n) => n === playerName)) {
console.log('Found human player:', player.username);
human_player_name = player.username
break;
}
}
if (human_player_name) {
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)
// Thus, we need to teleport them to random distances to make it look better
/*
Note : We don't want randomness for construction task as the reference point matters a lot.
Another reason for no randomness for construction task is because, often times the user would fly in the air,
then set a random block to dirt and teleport the bot to stand on that block for starting the construction,
This was done by MaxRobinson in one of the youtube videos.
*/
if (this.data.type !== 'construction') {
const pos = getPosition(bot);
const xOffset = getRandomOffset(5);
const zOffset = getRandomOffset(5);
bot.chat(`/tp ${this.name} ${Math.floor(pos.x + xOffset)} ${pos.y + 3} ${Math.floor(pos.z + zOffset)}`);
await new Promise((resolve) => setTimeout(resolve, 200));
}
if (this.data.agent_count && this.data.agent_count > 1) {
// TODO wait for other bots to join
await new Promise((resolve) => setTimeout(resolve, 10000));
if (this.available_agents.length < this.data.agent_count) {
console.log(`Missing ${this.data.agent_count - this.available_agents.length} bot(s).`);
this.agent.killAll();
}
}
if (this.data.type === 'construction'){
//Ensures construction is cleaned out first. -> relies on cheats which are turned off?
if (this.blueprint){
const result = this.blueprint.autoDelete();
// const result = clearHouse(blueprint)
const commands = result.commands;
const nearbyPosition = result.nearbyPosition;
console.log("nearby position", nearbyPosition);
bot.chat(`/tp ${this.name} ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`);
for (const command of commands) {
bot.chat(command);
}
}
else{
console.log('no construction blueprint?')
}
}
}
}