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148 lines
5.2 KiB
JavaScript
148 lines
5.2 KiB
JavaScript
import yaml from 'js-yaml'
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import { readFileSync } from 'fs';
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import {getPosition} from './library/world.js'
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export function loadTask(taskId) {
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try {
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const taskType = taskId.split('_')[0];
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const tasksFile = readFileSync(`tasks/${taskType}_tasks.yaml`, 'utf8');
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const tasks = yaml.load(tasksFile);
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const task = tasks[taskId];
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if (!task) {
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throw new Error(`Task ${taskId} not found`);
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}
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return task;
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} catch (error) {
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console.error('Error loading task:', error);
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process.exit(1);
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}
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}
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export async function initBotTask(bot, task, name) {
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if (task) {
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bot.chat(`/clear ${bot.username}`);
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console.log(`Cleared ${bot.username}'s inventory.`);
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}
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//wait for a bit so inventory is cleared
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await new Promise((resolve) => setTimeout(resolve, 500));
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console.log(task && "agent_number" in task && task.agent_number > 1);
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if (task && "agent_number" in task && task.agent_number > 1) {
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var initial_inventory = task.initial_inventory[bot.username];
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console.log("Initial inventory:", initial_inventory);
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} else if (task) {
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console.log("Initial inventory:", task.initial_inventory);
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var initial_inventory = task.initial_inventory;
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}
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if (task && "initial_inventory" in task) {
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console.log("Setting inventory...");
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console.log("Inventory to set:", initial_inventory);
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for (let key of Object.keys(initial_inventory)) {
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console.log('Giving item:', key);
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bot.chat(`/give ${bot.username} ${key} ${initial_inventory[key]}`);
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};
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//wait for a bit so inventory is set
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await new Promise((resolve) => setTimeout(resolve, 500));
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console.log("Done giving inventory items.");
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}
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// Function to generate random numbers
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function getRandomOffset(range) {
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return Math.floor(Math.random() * (range * 2 + 1)) - range;
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}
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let human_player_name = null;
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// Finding if there is a human player on the server
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for (const playerName in bot.players) {
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const player = bot.players[playerName];
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if (!isOtherAgent(player.username)) {
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console.log('Found human player:', player.username);
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human_player_name = player.username
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break;
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}
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}
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// If there are multiple human players, teleport to the first one
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// teleport near a human player if found by default
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if (task && "agent_number" in task) {
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var agent_names = task.agent_names;
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if (human_player_name) {
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console.log(`Teleporting ${bot.username} to human ${human_player_name}`)
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bot.chat(`/tp ${bot.username} ${human_player_name}`) // teleport on top of the human player
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}
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else {
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bot.chat(`/tp ${bot.username} ${agent_names[0]}`) // teleport on top of the first agent
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}
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await new Promise((resolve) => setTimeout(resolve, 200));
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}
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else if (task) {
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if (human_player_name) {
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console.log(`Teleporting ${bot.username} to human ${human_player_name}`)
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bot.chat(`/tp ${bot.username} ${human_player_name}`) // teleport on top of the human player
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}
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await new Promise((resolve) => setTimeout(resolve, 200));
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}
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// now all bots are teleport on top of each other (which kinda looks ugly)
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// Thus, we need to teleport them to random distances to make it look better
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/*
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Note : We don't want randomness for construction task as the reference point matters a lot.
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Another reason for no randomness for construction task is because, often times the user would fly in the air,
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then set a random block to dirt and teleport the bot to stand on that block for starting the construction,
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This was done by MaxRobinson in one of the youtube videos.
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*/
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if (task && task.type !== 'construction') {
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const pos = getPosition(bot);
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const xOffset = getRandomOffset(5);
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const zOffset = getRandomOffset(5);
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bot.chat(`/tp ${bot.username} ${Math.floor(pos.x + xOffset)} ${pos.y + 3} ${Math.floor(pos.z + zOffset)}`);
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await new Promise((resolve) => setTimeout(resolve, 200));
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}
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}
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export class TechTreeHarvestValidator {
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constructor(task, bot) {
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this.target = task.target;
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this.number_of_target = task.number_of_target;
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this.bot = bot;
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}
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validate() {
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try{
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console.log("validate");
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let valid = false;
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let total_targets = 0;
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this.bot.inventory.slots.forEach((slot) => {
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if (slot && slot.name.toLowerCase() === this.target) {
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total_targets += slot.count;
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}
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if (slot && slot.name.toLowerCase() === this.target && slot.count >= this.number_of_target) {
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valid = true;
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console.log('Task is complete');
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}
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});
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if (total_targets >= this.number_of_target) {
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valid = true;
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console.log('Task is complete');
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}
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return valid;
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} catch (error) {
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console.error('Error validating task:', error);
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return false;
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}
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}
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}
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