wip: world
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import pf from 'mineflayer-pathfinder'
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import * as mc from '../utils/mcdata'
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export function getNearestFreeSpace(bot, size = 1, distance = 8) {
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/**
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* Get the nearest empty space with solid blocks beneath it of the given size.
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* @param {Bot} bot - The bot to get the nearest free space for.
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* @param {number} size - The (size x size) of the space to find, default 1.
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* @param {number} distance - The maximum distance to search, default 8.
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* @returns {Vec3} - The south west corner position of the nearest free space.
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* @example
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* let position = world.getNearestFreeSpace(bot, 1, 8);
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*/
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const empty_pos = bot.findBlocks({
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matching: (block) => {
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return block && block.name == 'air'
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},
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maxDistance: distance,
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count: 1000,
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})
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for (let i = 0; i < empty_pos.length; i++) {
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let empty = true
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for (let x = 0; x < size; x++) {
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for (let z = 0; z < size; z++) {
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const top = bot.blockAt(empty_pos[i].offset(x, 0, z))
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const bottom = bot.blockAt(empty_pos[i].offset(x, -1, z))
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if (!top || !top.name == 'air' || !bottom || bottom.drops.length == 0 || !bottom.diggable) {
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empty = false
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break
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}
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}
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if (!empty)
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break
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}
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if (empty) {
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return empty_pos[i]
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}
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}
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}
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export function getNearestBlocks(bot, block_types = null, distance = 16, count = 10000) {
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/**
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* Get a list of the nearest blocks of the given types.
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* @param {Bot} bot - The bot to get the nearest block for.
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* @param {string[]} block_types - The names of the blocks to search for.
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* @param {number} distance - The maximum distance to search, default 16.
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* @param {number} count - The maximum number of blocks to find, default 10000.
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* @returns {Block[]} - The nearest blocks of the given type.
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* @example
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* let woodBlocks = world.getNearestBlocks(bot, ['oak_log', 'birch_log'], 16, 1);
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*/
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// if blocktypes is not a list, make it a list
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let block_ids = []
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if (block_types === null) {
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block_ids = mc.getAllBlockIds(['air'])
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}
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else {
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if (!Array.isArray(block_types))
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block_types = [block_types]
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for (const block_type of block_types) {
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block_ids.push(mc.getBlockId(block_type))
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}
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}
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const positions = bot.findBlocks({ matching: block_ids, maxDistance: distance, count })
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const blocks = []
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for (let i = 0; i < positions.length; i++) {
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const block = bot.blockAt(positions[i])
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const distance = positions[i].distanceTo(bot.entity.position)
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blocks.push({ block, distance })
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}
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blocks.sort((a, b) => a.distance - b.distance)
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const res = []
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for (let i = 0; i < blocks.length; i++) {
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res.push(blocks[i].block)
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}
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return res
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}
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export function getNearestBlock(bot, block_type, distance = 16) {
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/**
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* Get the nearest block of the given type.
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* @param {Bot} bot - The bot to get the nearest block for.
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* @param {string} block_type - The name of the block to search for.
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* @param {number} distance - The maximum distance to search, default 16.
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* @returns {Block} - The nearest block of the given type.
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* @example
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* let coalBlock = world.getNearestBlock(bot, 'coal_ore', 16);
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*/
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const blocks = getNearestBlocks(bot, block_type, distance, 1)
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if (blocks.length > 0) {
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return blocks[0]
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}
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return null
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}
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export function getNearbyEntities(bot, maxDistance = 16) {
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const entities = []
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for (const entity of Object.values(bot.entities)) {
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const distance = entity.position.distanceTo(bot.entity.position)
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if (distance > maxDistance)
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continue
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entities.push({ entity, distance })
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}
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entities.sort((a, b) => a.distance - b.distance)
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const res = []
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for (let i = 0; i < entities.length; i++) {
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res.push(entities[i].entity)
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}
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return res
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}
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export function getNearestEntityWhere(bot, predicate, maxDistance = 16) {
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return bot.nearestEntity(entity => predicate(entity) && bot.entity.position.distanceTo(entity.position) < maxDistance)
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}
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export function getNearbyPlayers(bot, maxDistance) {
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if (maxDistance == null)
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maxDistance = 16
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const players = []
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for (const entity of Object.values(bot.entities)) {
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const distance = entity.position.distanceTo(bot.entity.position)
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if (distance > maxDistance)
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continue
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if (entity.type == 'player' && entity.username != bot.username) {
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players.push({ entity, distance })
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}
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}
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players.sort((a, b) => a.distance - b.distance)
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const res = []
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for (let i = 0; i < players.length; i++) {
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res.push(players[i].entity)
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}
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return res
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}
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export function getInventoryStacks(bot) {
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const inventory = []
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for (const item of bot.inventory.items()) {
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if (item != null) {
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inventory.push(item)
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}
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}
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return inventory
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}
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export function getInventoryCounts(bot) {
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/**
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* Get an object representing the bot's inventory.
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* @param {Bot} bot - The bot to get the inventory for.
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* @returns {object} - An object with item names as keys and counts as values.
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* @example
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* let inventory = world.getInventoryCounts(bot);
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* let oakLogCount = inventory['oak_log'];
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* let hasWoodenPickaxe = inventory['wooden_pickaxe'] > 0;
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*/
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const inventory = {}
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for (const item of bot.inventory.items()) {
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if (item != null) {
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if (inventory[item.name] == null) {
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inventory[item.name] = 0
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}
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inventory[item.name] += item.count
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}
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}
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return inventory
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}
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export function getCraftableItems(bot) {
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/**
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* Get a list of all items that can be crafted with the bot's current inventory.
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* @param {Bot} bot - The bot to get the craftable items for.
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* @returns {string[]} - A list of all items that can be crafted.
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* @example
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* let craftableItems = world.getCraftableItems(bot);
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*/
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let table = getNearestBlock(bot, 'crafting_table')
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if (!table) {
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for (const item of bot.inventory.items()) {
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if (item != null && item.name === 'crafting_table') {
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table = item
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break
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}
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}
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}
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const res = []
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for (const item of mc.getAllItems()) {
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const recipes = bot.recipesFor(item.id, null, 1, table)
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if (recipes.length > 0)
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res.push(item.name)
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}
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return res
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}
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export function getPosition(bot) {
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/**
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* Get your position in the world (Note that y is vertical).
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* @param {Bot} bot - The bot to get the position for.
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* @returns {Vec3} - An object with x, y, and x attributes representing the position of the bot.
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* @example
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* let position = world.getPosition(bot);
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* let x = position.x;
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*/
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return bot.entity.position
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}
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export function getNearbyEntityTypes(bot) {
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/**
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* Get a list of all nearby mob types.
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* @param {Bot} bot - The bot to get nearby mobs for.
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* @returns {string[]} - A list of all nearby mobs.
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* @example
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* let mobs = world.getNearbyEntityTypes(bot);
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*/
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const mobs = getNearbyEntities(bot, 16)
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const found = []
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for (let i = 0; i < mobs.length; i++) {
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if (!found.includes(mobs[i].name)) {
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found.push(mobs[i].name)
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}
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}
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return found
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}
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export function getNearbyPlayerNames(bot) {
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/**
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* Get a list of all nearby player names.
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* @param {Bot} bot - The bot to get nearby players for.
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* @returns {string[]} - A list of all nearby players.
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* @example
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* let players = world.getNearbyPlayerNames(bot);
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*/
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const players = getNearbyPlayers(bot, 64)
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const found = []
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for (let i = 0; i < players.length; i++) {
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if (!found.includes(players[i].username) && players[i].username != bot.username) {
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found.push(players[i].username)
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}
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}
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return found
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}
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export function getNearbyBlockTypes(bot, distance = 16) {
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/**
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* Get a list of all nearby block names.
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* @param {Bot} bot - The bot to get nearby blocks for.
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* @param {number} distance - The maximum distance to search, default 16.
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* @returns {string[]} - A list of all nearby blocks.
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* @example
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* let blocks = world.getNearbyBlockTypes(bot);
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*/
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const blocks = getNearestBlocks(bot, null, distance)
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const found = []
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for (let i = 0; i < blocks.length; i++) {
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if (!found.includes(blocks[i].name)) {
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found.push(blocks[i].name)
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}
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}
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return found
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}
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export async function isClearPath(bot, target) {
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/**
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* Check if there is a path to the target that requires no digging or placing blocks.
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* @param {Bot} bot - The bot to get the path for.
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* @param {Entity} target - The target to path to.
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* @returns {boolean} - True if there is a clear path, false otherwise.
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*/
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const movements = new pf.Movements(bot)
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movements.canDig = false
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movements.canPlaceOn = false
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const goal = new pf.goals.GoalNear(target.position.x, target.position.y, target.position.z, 1)
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const path = await bot.pathfinder.getPathTo(movements, goal, 100)
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return path.status === 'success'
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}
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export function shouldPlaceTorch(bot) {
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if (!bot.modes.isOn('torch_placing') || bot.interrupt_code)
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return false
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const pos = getPosition(bot)
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// TODO: check light level instead of nearby torches, block.light is broken
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let nearest_torch = getNearestBlock(bot, 'torch', 6)
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if (!nearest_torch)
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nearest_torch = getNearestBlock(bot, 'wall_torch', 6)
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if (!nearest_torch) {
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const block = bot.blockAt(pos)
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const has_torch = bot.inventory.items().find(item => item.name === 'torch')
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return has_torch && block?.name === 'air'
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}
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return false
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}
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export function getBiomeName(bot) {
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/**
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* Get the name of the biome the bot is in.
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* @param {Bot} bot - The bot to get the biome for.
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* @returns {string} - The name of the biome.
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* @example
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* let biome = world.getBiomeName(bot);
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*/
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const biomeId = bot.world.getBiome(bot.entity.position)
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return mc.getAllBiomes()[biomeId].name
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}
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