mindcraft/src/agent/library/skills.js
MaxRobinsonTheGreat b45f49aefd check creative
2024-05-18 12:06:50 -05:00

973 lines
38 KiB
JavaScript

import * as mc from "../../utils/mcdata.js";
import * as world from "./world.js";
import pf from 'mineflayer-pathfinder';
import Vec3 from 'vec3';
export function log(bot, message, chat=false) {
bot.output += message + '\n';
if (chat)
bot.chat(message);
}
async function autoLight(bot) {
if (bot.modes.isOn('torch_placing') && !bot.interrupt_code) {
let nearest_torch = world.getNearestBlock(bot, 'torch', 6);
if (!nearest_torch) {
let has_torch = bot.inventory.items().find(item => item.name === 'torch');
const curr_block = agent.bot.blockAt(pos);
if (has_torch && curr_block.name === 'air') {
try {
log(bot, `Placing torch at ${bot.entity.position}.`);
return await placeBlock(bot, 'torch', bot.entity.position.x, bot.entity.position.y, bot.entity.position.z);
} catch (err) {return true;}
}
}
}
return false;
}
async function equipHighestAttack(bot) {
let weapons = bot.inventory.items().filter(item => item.name.includes('sword') || (item.name.includes('axe') && !item.name.includes('pickaxe')));
if (weapons.length === 0)
weapons = bot.inventory.items().filter(item => item.name.includes('pickaxe') || item.name.includes('shovel'));
if (weapons.length === 0)
return;
weapons.sort((a, b) => a.attackDamage < b.attackDamage);
let weapon = weapons[0];
if (weapon)
await bot.equip(weapon, 'hand');
}
export async function craftRecipe(bot, itemName, num=1) {
/**
* 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<boolean>} true if the recipe was crafted, false otherwise.
* @example
* await skills.craftRecipe(bot, "stick");
**/
let placedTable = false;
// get recipes that don't require a crafting table
let recipes = bot.recipesFor(mc.getItemId(itemName), null, 1, null);
let craftingTable = null;
if (!recipes || recipes.length === 0) {
// Look for crafting table
craftingTable = world.getNearestBlock(bot, 'crafting_table', 8);
if (craftingTable === null){
// Try to place crafting table
let hasTable = world.getInventoryCounts(bot)['crafting_table'] > 0;
if (hasTable) {
let pos = world.getNearestFreeSpace(bot, 1, 6);
await placeBlock(bot, 'crafting_table', pos.x, pos.y, pos.z);
craftingTable = world.getNearestBlock(bot, 'crafting_table', 8);
if (craftingTable) {
recipes = bot.recipesFor(mc.getItemId(itemName), null, 1, craftingTable);
placedTable = true;
}
}
else {
log(bot, `You either do not have enough resources to craft ${itemName} or it requires a crafting table.`)
return false;
}
}
else {
recipes = bot.recipesFor(mc.getItemId(itemName), null, 1, craftingTable);
}
}
if (!recipes || recipes.length === 0) {
log(bot, `You do not have the resources to craft a ${itemName}.`);
if (placedTable) {
await collectBlock(bot, 'crafting_table', 1);
}
return false;
}
const recipe = recipes[0];
console.log('crafting...');
await bot.craft(recipe, num, craftingTable);
log(bot, `Successfully crafted ${itemName}, you now have ${world.getInventoryCounts(bot)[itemName]} ${itemName}.`);
if (placedTable) {
await collectBlock(bot, 'crafting_table', 1);
}
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. Ores must contain "raw" like raw_iron.
* @param {number} num, the number of items to smelt. Defaults to 1.
* @returns {Promise<boolean>} true if the item was smelted, false otherwise. Fail
* @example
* await skills.smeltItem(bot, "raw_iron");
* await skills.smeltItem(bot, "beef");
**/
const foods = ['beef', 'chicken', 'cod', 'mutton', 'porkchop', 'rabbit', 'salmon', 'tropical_fish'];
if (!itemName.includes('raw') && !foods.includes(itemName)) {
log(bot, `Cannot smelt ${itemName}, must be a "raw" item, like "raw_iron".`);
return false;
} // TODO: allow cobblestone, sand, clay, etc.
let placedFurnace = false;
let furnaceBlock = undefined;
furnaceBlock = world.getNearestBlock(bot, 'furnace', 6);
if (!furnaceBlock){
// Try to place furnace
let hasFurnace = world.getInventoryCounts(bot)['furnace'] > 0;
if (hasFurnace) {
let pos = world.getNearestFreeSpace(bot, 1, 6);
await placeBlock(bot, 'furnace', pos.x, pos.y, pos.z);
furnaceBlock = world.getNearestBlock(bot, 'furnace', 6);
placedFurnace = true;
}
}
if (!furnaceBlock){
log(bot, `There is no furnace nearby and you have no furnace.`)
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 !== mc.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 ${mc.getItemName(input_item.type)}.`);
if (placedFurnace)
await collectBlock(bot, 'furnace', 1);
return false;
}
// check if the bot has enough items to smelt
let inv_counts = world.getInventoryCounts(bot);
if (!inv_counts[itemName] || inv_counts[itemName] < num) {
log(bot, `You do not have enough ${itemName} to smelt.`);
if (placedFurnace)
await collectBlock(bot, 'furnace', 1);
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`);
if (placedFurnace)
await collectBlock(bot, 'furnace', 1);
return false;
}
await furnace.putFuel(fuel.type, null, put_fuel);
log(bot, `Added ${put_fuel} ${mc.getItemName(fuel.type)} to furnace fuel.`);
console.log(`Added ${put_fuel} ${mc.getItemName(fuel.type)} to furnace fuel.`)
}
// put the items in the furnace
await furnace.putInput(mc.getItemId(itemName), null, num);
// wait for the items to smelt
let total = 0;
let collected_last = true;
let smelted_item = null;
await new Promise(resolve => setTimeout(resolve, 200));
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 (placedFurnace) {
await collectBlock(bot, 'furnace', 1);
}
if (total === 0) {
log(bot, `Failed to smelt ${itemName}.`);
return false;
}
if (total < num) {
log(bot, `Only smelted ${total} ${mc.getItemName(smelted_item.type)}.`);
return false;
}
log(bot, `Successfully smelted ${itemName}, got ${total} ${mc.getItemName(smelted_item.type)}.`);
return true;
}
export async function clearNearestFurnace(bot) {
/**
* Clears the nearest furnace of all items.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @returns {Promise<boolean>} true if the furnace was cleared, false otherwise.
* @example
* await skills.clearNearestFurnace(bot);
**/
let furnaceBlock = world.getNearestBlock(bot, 'furnace', 6);
if (!furnaceBlock){
log(bot, `There is no furnace nearby.`)
return false;
}
console.log('clearing furnace...');
const furnace = await bot.openFurnace(furnaceBlock);
console.log('opened furnace...')
// take the items out of the furnace
let smelted_item, intput_item, fuel_item;
if (furnace.outputItem())
smelted_item = await furnace.takeOutput();
if (furnace.inputItem())
intput_item = await furnace.takeInput();
if (furnace.fuelItem())
fuel_item = await furnace.takeFuel();
console.log(smelted_item, intput_item, fuel_item)
let smelted_name = smelted_item ? `${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 attackNearest(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<boolean>} true if the mob was attacked, false if the mob type was not found.
* @example
* await skills.attackNearest(bot, "zombie", true);
**/
bot.modes.pause('cowardice');
const mob = world.getNearbyEntities(bot, 24).find(entity => entity.name === mobType);
if (mob) {
return await attackEntity(bot, mob, kill);
}
log(bot, 'Could not find any '+mobType+' to attack.');
return false;
}
export async function attackEntity(bot, entity, kill=true) {
/**
* Attack mob of the given type.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {Entity} entity, the entity to attack.
* @returns {Promise<boolean>} true if the entity was attacked, false if interrupted
* @example
* await skills.attackEntity(bot, entity);
**/
let pos = entity.position;
console.log(bot.entity.position.distanceTo(pos))
await equipHighestAttack(bot)
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(entity);
}
else {
bot.pvp.attack(entity);
while (world.getNearbyEntities(bot, 24).includes(entity)) {
await new Promise(resolve => setTimeout(resolve, 1000));
if (bot.interrupt_code) {
bot.pvp.stop();
return false;
}
}
log(bot, `Successfully killed ${entity.name}.`);
await pickupNearbyItems(bot);
return true;
}
}
export async function defendSelf(bot, range=9) {
/**
* Defend yourself from all nearby hostile mobs until there are no more.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {number} range, the range to look for mobs. Defaults to 8.
* @returns {Promise<boolean>} true if the bot found any enemies and has killed them, false if no entities were found.
* @example
* await skills.defendSelf(bot);
* **/
bot.modes.pause('self_defense');
bot.modes.pause('cowardice');
let attacked = false;
let enemy = world.getNearestEntityWhere(bot, entity => mc.isHostile(entity), range);
while (enemy) {
await equipHighestAttack(bot);
if (bot.entity.position.distanceTo(enemy.position) > 4 && enemy.name !== 'creeper' && enemy.name !== 'phantom') {
try {
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalFollow(enemy, 2), true);
} catch (err) {/* might error if entity dies, ignore */}
}
bot.pvp.attack(enemy);
attacked = true;
await new Promise(resolve => setTimeout(resolve, 500));
enemy = world.getNearestEntityWhere(bot, entity => mc.isHostile(entity), range);
if (bot.interrupt_code) {
bot.pvp.stop();
return false;
}
}
bot.pvp.stop();
if (attacked)
log(bot, `Successfully defended self.`);
else
log(bot, `No enemies nearby to defend self from.`);
return attacked;
}
export async function collectBlock(bot, blockType, num=1, exclude=null) {
/**
* 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<boolean>} true if the block was collected, false if the block type was not found.
* @example
* await skills.collectBlock(bot, "oak_log");
**/
if (num < 1) {
log(bot, `Invalid number of blocks to collect: ${num}.`);
return false;
}
let blocktypes = [blockType];
if (blockType.endsWith('ore'))
blocktypes.push('deepslate_'+blockType);
if (blockType === 'dirt')
blocktypes.push('grass_block');
let collected = 0;
for (let i=0; i<num; i++) {
let blocks = world.getNearestBlocks(bot, blocktypes, 64);
if (exclude) {
for (let position of exclude) {
blocks = blocks.filter(
block => block.position.x !== position.x || block.position.y !== position.y || block.position.z !== position.z
);
}
}
if (blocks.length === 0) {
if (collected === 0)
log(bot, `No ${blockType} nearby to collect.`);
else
log(bot, `No more ${blockType} nearby to collect.`);
break;
}
const block = blocks[0];
await bot.tool.equipForBlock(block);
const itemId = bot.heldItem ? bot.heldItem.type : null
if (!block.canHarvest(itemId)) {
log(bot, `Don't have right tools to harvest ${blockType}.`);
return false;
}
try {
await bot.collectBlock.collect(block);
collected++;
await autoLight(bot);
}
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;
}
}
if (bot.interrupt_code)
break;
}
log(bot, `Collected ${collected} ${blockType}.`);
return collected > 0;
}
export async function pickupNearbyItems(bot) {
/**
* Pick up all nearby items.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @returns {Promise<boolean>} true if the items were picked up, false otherwise.
* @example
* await skills.pickupNearbyItems(bot);
**/
const distance = 8;
const getNearestItem = bot => bot.nearestEntity(entity => entity.name === 'item' && bot.entity.position.distanceTo(entity.position) < distance);
let nearestItem = getNearestItem(bot);
let pickedUp = 0;
while (nearestItem) {
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalFollow(nearestItem, 0.8), true);
await new Promise(resolve => setTimeout(resolve, 200));
let prev = nearestItem;
nearestItem = getNearestItem(bot);
if (prev === nearestItem) {
break;
}
pickedUp++;
}
log(bot, `Picked up ${pickedUp} items.`);
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<boolean>} 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);
**/
if (x == null || y == null || z == null) throw new Error('Invalid position to break block at.');
let block = bot.blockAt(Vec3(x, y, z));
if (block.name !== 'air' && block.name !== 'water' && block.name !== 'lava') {
if (bot.entity.position.distanceTo(block.position) > 4.5) {
let pos = block.position;
let movements = new pf.Movements(bot);
movements.canPlaceOn = false;
movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
}
if (bot.game.gameMode !== 'creative') {
await bot.tool.equipForBlock(block);
const itemId = bot.heldItem ? bot.heldItem.type : null
if (!block.canHarvest(itemId)) {
log(bot, `Don't have right tools to break ${block.name}.`);
return false;
}
}
await bot.dig(block, true);
log(bot, `Broke ${block.name} at x:${x.toFixed(1)}, y:${y.toFixed(1)}, z:${z.toFixed(1)}.`);
}
else {
log(bot, `Skipping block at x:${x.toFixed(1)}, y:${y.toFixed(1)}, z:${z.toFixed(1)} because it is ${block.name}.`);
return false;
}
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<boolean>} 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);
**/
console.log('placing block...')
let block = bot.inventory.items().find(item => item.name === blockType);
if (!block) {
log(bot, `Don't have any ${blockType} to place.`);
return false;
}
const target_dest = new Vec3(Math.floor(x), Math.floor(y), Math.floor(z));
const targetBlock = bot.blockAt(target_dest);
if (targetBlock.name === blockType) {
log(bot, `${blockType} already at ${targetBlock.position}.`);
return false;
}
const empty_blocks = ['air', 'water', 'lava', 'grass', 'short_grass', 'tall_grass', 'snow', 'dead_bush', 'fern'];
if (!empty_blocks.includes(targetBlock.name)) {
log(bot, `${blockType} in the way at ${targetBlock.position}.`);
const removed = await breakBlockAt(bot, x, y, z);
if (!removed) {
log(bot, `Cannot place ${blockType} at ${targetBlock.position}: block in the way.`);
return false;
}
await new Promise(resolve => setTimeout(resolve, 200)); // wait for block to break
}
// 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;
}
const pos = bot.entity.position;
const pos_above = pos.plus(Vec3(0,1,0));
const dont_move_for = ['torch', 'redstone_torch', 'redstone', 'lever', 'button', 'rail', 'detector_rail', 'powered_rail', 'activator_rail', 'tripwire_hook', 'tripwire', 'water_bucket'];
if (!dont_move_for.includes(blockType) && (pos.distanceTo(targetBlock.position) < 1 || pos_above.distanceTo(targetBlock.position) < 1)) {
// too close
let goal = new pf.goals.GoalNear(targetBlock.position.x, targetBlock.position.y, targetBlock.position.z, 2);
let inverted_goal = new pf.goals.GoalInvert(goal);
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(inverted_goal);
}
if (bot.entity.position.distanceTo(targetBlock.position) > 4.5) {
// too far
let pos = targetBlock.position;
let movements = new pf.Movements(bot);
bot.pathfinder.setMovements(movements);
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);
// 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<boolean>} 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<boolean>} 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<boolean>} 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<boolean>} 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 ${username}.`);
return false;
}
await goToPlayer(bot, username);
await bot.lookAt(player.position);
discard(bot, itemType, num);
return true;
}
export async function goToPosition(bot, x, y, z, min_distance=2) {
/**
* Navigate to the given position.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {number} x, the x coordinate to navigate to. If null, the bot's current x coordinate will be used.
* @param {number} y, the y coordinate to navigate to. If null, the bot's current y coordinate will be used.
* @param {number} z, the z coordinate to navigate to. If null, the bot's current z coordinate will be used.
* @param {number} distance, the distance to keep from the position. Defaults to 2.
* @returns {Promise<boolean>} true if the position was reached, false otherwise.
* @example
* let position = world.world.getNearestBlock(bot, "oak_log", 64).position;
* await skills.goToPosition(bot, position.x, position.y, position.x + 20);
**/
if (x == null || y == null || z == null) {
log(bot, `Missing coordinates, given x:${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, distance=3) {
/**
* Navigate to the given player.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {string} username, the username of the player to navigate to.
* @param {number} distance, the goal distance to the player.
* @returns {Promise<boolean>} true if the player was found, false otherwise.
* @example
* await skills.goToPlayer(bot, "player");
**/
bot.modes.pause('self_defense');
bot.modes.pause('cowardice');
let player = bot.players[username].entity
if (!player) {
log(bot, `Could not find ${username}.`);
return false;
}
const move = new pf.Movements(bot);
bot.pathfinder.setMovements(move);
await bot.pathfinder.goto(new pf.goals.GoalFollow(player, distance), true);
log(bot, `You have reached ${username}.`);
}
export async function followPlayer(bot, username, distance=4) {
/**
* 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<boolean>} true if the player was found, false otherwise.
* @example
* await skills.followPlayer(bot, "player");
**/
let player = bot.players[username].entity
if (!player)
return false;
const move = new pf.Movements(bot);
bot.pathfinder.setMovements(move);
bot.pathfinder.setGoal(new pf.goals.GoalFollow(player, distance), true);
log(bot, `You are now actively following player ${username}.`);
while (!bot.interrupt_code) {
await new Promise(resolve => setTimeout(resolve, 500));
}
return true;
}
export async function moveAway(bot, distance) {
/**
* Move away from current position in any direction.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {number} distance, the distance to move away.
* @returns {Promise<boolean>} true if the bot moved away, false otherwise.
* @example
* await skills.moveAway(bot, 8);
**/
const pos = bot.entity.position;
let goal = new pf.goals.GoalNear(pos.x, pos.y, pos.z, distance);
let inverted_goal = new pf.goals.GoalInvert(goal);
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(inverted_goal);
let new_pos = bot.entity.position;
log(bot, `Moved away from nearest entity to ${new_pos}.`);
return true;
}
export async function avoidEnemies(bot, distance=16) {
/**
* Move a given distance away from all nearby enemy mobs.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {number} distance, the distance to move away.
* @returns {Promise<boolean>} true if the bot moved away, false otherwise.
* @example
* await skills.avoidEnemies(bot, 8);
**/
bot.modes.pause('self_preservation'); // prevents damage-on-low-health from interrupting the bot
let enemy = world.getNearestEntityWhere(bot, entity => mc.isHostile(entity), distance);
while (enemy) {
const follow = new pf.goals.GoalFollow(enemy, distance+1); // move a little further away
const inverted_goal = new pf.goals.GoalInvert(follow);
bot.pathfinder.setMovements(new pf.Movements(bot));
bot.pathfinder.setGoal(inverted_goal, true);
await new Promise(resolve => setTimeout(resolve, 500));
enemy = world.getNearestEntityWhere(bot, entity => mc.isHostile(entity), distance);
if (bot.interrupt_code) {
break;
}
}
bot.pathfinder.stop();
log(bot, `Moved ${distance} away from enemies.`);
return true;
}
export async function stay(bot) {
/**
* Stay in the current position until interrupted. Disables all modes.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @returns {Promise<boolean>} true if the bot stayed, false otherwise.
* @example
* await skills.stay(bot);
**/
bot.modes.pause('self_preservation');
bot.modes.pause('cowardice');
bot.modes.pause('self_defense');
bot.modes.pause('hunting');
bot.modes.pause('torch_placing');
bot.modes.pause('item_collecting');
while (!bot.interrupt_code) {
await new Promise(resolve => setTimeout(resolve, 500));
}
return true;
}
export async function useDoor(bot, door_pos=null) {
/**
* Use the door at the given position.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {Vec3} door_pos, the position of the door to use. If null, the nearest door will be used.
* @returns {Promise<boolean>} true if the door was used, false otherwise.
* @example
* let door = world.getNearestBlock(bot, "oak_door", 16).position;
* await skills.useDoor(bot, door);
**/
if (!door_pos) {
for (let door_type of ['oak_door', 'spruce_door', 'birch_door', 'jungle_door', 'acacia_door', 'dark_oak_door',
'mangrove_door', 'cherry_door', 'bamboo_door', 'crimson_door', 'warped_door']) {
door_pos = world.getNearestBlock(bot, door_type, 16).position;
if (door_pos) break;
}
} else {
door_pos = Vec3(door_pos.x, door_pos.y, door_pos.z);
}
if (!door_pos) {
log(bot, `Could not find a door to use.`);
return false;
}
bot.pathfinder.setGoal(new pf.goals.GoalNear(door_pos.x, door_pos.y, door_pos.z, 1));
await new Promise((resolve) => setTimeout(resolve, 1000));
while (bot.pathfinder.isMoving()) {
await new Promise((resolve) => setTimeout(resolve, 100));
}
let door_block = bot.blockAt(door_pos);
await bot.lookAt(door_pos);
if (!door_block._properties.open)
await bot.activateBlock(door_block);
bot.setControlState("forward", true);
await new Promise((resolve) => setTimeout(resolve, 600));
bot.setControlState("forward", false);
await bot.activateBlock(door_block);
log(bot, `Used door at ${door_pos}.`);
return true;
}
export async function goToBed(bot) {
/**
* Sleep in the nearest bed.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @returns {Promise<boolean>} true if the bed was found, false otherwise.
* @example
* await skills.goToBed(bot);
**/
const beds = bot.findBlocks({
matching: (block) => {
return block.name.includes('bed');
},
maxDistance: 32,
count: 1
});
if (beds.length === 0) {
log(bot, `Could not find a bed to sleep in.`);
return false;
}
let loc = beds[0];
await goToPosition(bot, loc.x, loc.y, loc.z);
const bed = bot.blockAt(loc);
await bot.sleep(bed);
log(bot, `You are in bed.`);
while (bot.isSleeping) {
await new Promise(resolve => setTimeout(resolve, 500));
}
log(bot, `You have woken up.`);
return true;
}
export async function tillAndSow(bot, x, y, z, seedType=null) {
/**
* Till the ground at the given position and plant the given seed type.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {number} x, the x coordinate to till.
* @param {number} y, the y coordinate to till.
* @param {number} z, the z coordinate to till.
* @param {string} plantType, the type of plant to plant. Defaults to none, which will only till the ground.
* @returns {Promise<boolean>} true if the ground was tilled, false otherwise.
* @example
* let position = world.getPosition(bot);
* await skills.till(bot, position.x, position.y - 1, position.x);
**/
console.log(x, y, z)
x = Math.round(x);
y = Math.round(y);
z = Math.round(z);
let block = bot.blockAt(new Vec3(x, y, z));
console.log(x, y, z)
if (block.name !== 'grass_block' && block.name !== 'dirt' && block.name !== 'farmland') {
log(bot, `Cannot till ${block.name}, must be grass_block or dirt.`);
return false;
}
let above = bot.blockAt(new Vec3(x, y+1, z));
if (above.name !== 'air') {
log(bot, `Cannot till, there is ${above.name} above the block.`);
return false;
}
// if distance is too far, move to the block
if (bot.entity.position.distanceTo(block.position) > 4.5) {
let pos = block.position;
bot.pathfinder.setMovements(new pf.Movements(bot));
await bot.pathfinder.goto(new pf.goals.GoalNear(pos.x, pos.y, pos.z, 4));
}
if (block.name !== 'farmland') {
let hoe = bot.inventory.items().find(item => item.name.includes('hoe'));
if (!hoe) {
log(bot, `Cannot till, no hoes.`);
return false;
}
await bot.equip(hoe, 'hand');
await bot.activateBlock(block);
log(bot, `Tilled block x:${x.toFixed(1)}, y:${y.toFixed(1)}, z:${z.toFixed(1)}.`);
}
if (seedType) {
if (seedType.endsWith('seed') && !seedType.endsWith('seeds'))
seedType += 's'; // fixes common mistake
let seeds = bot.inventory.items().find(item => item.name === seedType);
if (!seeds) {
log(bot, `No ${seedType} to plant.`);
return false;
}
await bot.equip(seeds, 'hand');
await bot.placeBlock(block, new Vec3(0, -1, 0));
log(bot, `Planted ${seedType} at x:${x.toFixed(1)}, y:${y.toFixed(1)}, z:${z.toFixed(1)}.`);
}
return true;
}
export async function activateNearestBlock(bot, type) {
/**
* Activate the nearest block of the given type.
* @param {MinecraftBot} bot, reference to the minecraft bot.
* @param {string} type, the type of block to activate.
* @returns {Promise<boolean>} true if the block was activated, false otherwise.
* @example
* await skills.activateNearestBlock(bot, "lever");
* **/
let block = world.getNearestBlock(bot, type, 16);
if (!block) {
log(bot, `Could not find any ${type} to activate.`);
return false;
}
if (bot.entity.position.distanceTo(block.position) > 4.5) {
let pos = block.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.activateBlock(block);
log(bot, `Activated ${type} at x:${block.position.x.toFixed(1)}, y:${block.position.y.toFixed(1)}, z:${block.position.z.toFixed(1)}.`);
return true;
}