fix: world and query
This commit is contained in:
@@ -1,32 +1,11 @@
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import type { Bot } from 'mineflayer'
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import type { BotContext } from '../composables/bot'
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import { z } from 'zod'
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import { getStatus } from '../components/status'
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import { getStatusToString } from '../components/status'
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import * as world from '../composables/world'
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// Core types
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type QueryResult = string | Promise<string>
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// BotContext management
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let ctx: QueryBotContext
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export function initQueryBotContext(BotContext: QueryBotContext): void {
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ctx = BotContext
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}
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interface QueryBotContext {
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world: {
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getBiomeName: (bot: Bot) => string
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getNearbyPlayerNames: (bot: Bot) => string[]
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getInventoryCounts: (bot: Bot) => Record<string, number>
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getNearbyBlockTypes: (bot: Bot) => string[]
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getCraftableItems: (bot: Bot) => string[]
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getNearbyEntityTypes: (bot: Bot) => string[]
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}
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convoManager: {
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getInGameAgents: () => string[]
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}
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}
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interface Query {
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readonly name: string
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readonly description: string
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@@ -51,9 +30,7 @@ function createStatsQuery(): Query {
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name: 'stats',
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description: 'Get your bot\'s location, health, hunger, and time of day.',
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schema: z.object({}),
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perform: (ctx: BotContext) => (): string => {
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return Array.from(getStatus(ctx).entries()).map(([key, value]) => `${key}: ${value}`).join('\n')
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},
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perform: (ctx: BotContext) => (): string => getStatusToString(ctx),
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}
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}
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@@ -62,9 +39,9 @@ function createInventoryQuery(): Query {
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name: 'inventory',
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description: 'Get your bot\'s inventory.',
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schema: z.object({}),
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perform: (agent: QueryAgentBotContext) => (): string => {
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const { bot } = agent
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const inventory = ctx.world.getInventoryCounts(bot)
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perform: (ctx: BotContext) => (): string => {
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const { bot } = ctx
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const inventory = world.getInventoryCounts({ bot, botCtx: ctx })
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const items = Object.entries(inventory)
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.map(([item, count]) => formatInventoryItem(item, count))
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.join('')
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@@ -77,7 +54,7 @@ function createInventoryQuery(): Query {
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].filter(Boolean).join('')
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return pad(`INVENTORY${items || ': Nothing'}
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${agent.bot.game.gameMode === 'creative' ? '\n(You have infinite items in creative mode. You do not need to gather resources!!)' : ''}
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${bot.game.gameMode === 'creative' ? '\n(You have infinite items in creative mode. You do not need to gather resources!!)' : ''}
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WEARING: ${wearing || 'Nothing'}`)
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},
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}
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@@ -88,8 +65,8 @@ function createNearbyBlocksQuery(): Query {
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name: 'nearbyBlocks',
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description: 'Get the blocks near the bot.',
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schema: z.object({}),
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perform: (agent: QueryAgentBotContext) => (): string => {
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const blocks = ctx.world.getNearbyBlockTypes(agent.bot)
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perform: (ctx: BotContext) => (): string => {
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const blocks = world.getNearbyBlockTypes({ bot: ctx.bot, botCtx: ctx })
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return pad(`NEARBY_BLOCKS${blocks.map(b => `\n- ${b}`).join('') || ': none'}`)
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},
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}
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@@ -100,8 +77,8 @@ function createCraftableQuery(): Query {
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name: 'craftable',
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description: 'Get the craftable items with the bot\'s inventory.',
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schema: z.object({}),
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perform: (agent: QueryAgentBotContext) => (): string => {
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const craftable = ctx.world.getCraftableItems(agent.bot)
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perform: (ctx: BotContext) => (): string => {
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const craftable = world.getCraftableItems({ bot: ctx.bot, botCtx: ctx })
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return pad(`CRAFTABLE_ITEMS${craftable.map(i => `\n- ${i}`).join('') || ': none'}`)
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},
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}
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@@ -112,19 +89,16 @@ function createEntitiesQuery(): Query {
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name: 'entities',
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description: 'Get the nearby players and entities.',
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schema: z.object({}),
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perform: (agent: QueryAgentBotContext) => (): string => {
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const { bot } = agent
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const players = ctx.world.getNearbyPlayerNames(bot)
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.filter(p => !ctx.convoManager.getInGameAgents().includes(p))
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const bots = ctx.convoManager.getInGameAgents()
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.filter(b => b !== agent.name)
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const entities = ctx.world.getNearbyEntityTypes(bot)
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.filter(e => e !== 'player' && e !== 'item')
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perform: (ctx: BotContext) => (): string => {
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const { bot } = ctx
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const worldCtx = { bot, botCtx: ctx }
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const players = world.getNearbyPlayerNames(worldCtx)
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const entities = world.getNearbyEntityTypes(worldCtx)
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.filter((e: string) => e !== 'player' && e !== 'item')
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const result = [
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...players.map(p => `- Human player: ${p}`),
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...bots.map(b => `- Bot player: ${b}`),
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...entities.map(e => `- entities: ${e}`),
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...players.map((p: string) => `- Human player: ${p}`),
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...entities.map((e: string) => `- entities: ${e}`),
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]
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return pad(`NEARBY_ENTITIES${result.length ? `\n${result.join('\n')}` : ': none'}`)
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@@ -132,25 +106,6 @@ function createEntitiesQuery(): Query {
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}
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}
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function createModesQuery(): Query {
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return {
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name: 'modes',
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description: 'Get all available modes and their docs and see which are on/off.',
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schema: z.object({}),
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perform: (agent: QueryAgentBotContext) => (): string => agent.bot.modes.getDocs(),
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}
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}
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function createSavedPlacesQuery(): Query {
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return {
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name: 'savedPlaces',
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description: 'List all saved locations.',
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schema: z.object({}),
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perform: (agent: QueryAgentBotContext) => (): string =>
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`Saved place names: ${agent.memory_bank.getKeys()}`,
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}
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}
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// Export query list
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export const queryList: readonly Query[] = [
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createStatsQuery(),
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@@ -158,6 +113,4 @@ export const queryList: readonly Query[] = [
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createNearbyBlocksQuery(),
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createCraftableQuery(),
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createEntitiesQuery(),
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createModesQuery(),
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createSavedPlacesQuery(),
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] as const
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@@ -2,6 +2,10 @@ import type { BotContext, ComponentLifecycle } from '../composables/bot'
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import { useLogg } from '@guiiai/logg'
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import { registerCommand } from '../composables/command'
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export function getStatusToString(ctx: BotContext): string {
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return Array.from(getStatus(ctx).entries()).map(([key, value]) => `${key}: ${value}`).join('\n')
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}
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export function getStatus(ctx: BotContext): Map<string, string> {
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const status = new Map<string, string>()
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const pos = ctx.bot.entity.position
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@@ -1,305 +1,174 @@
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import type { Bot } from 'mineflayer'
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import type { Block } from 'prismarine-block'
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import type { Entity } from 'prismarine-entity'
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import type { Item } from 'prismarine-item'
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import type { Vec3 } from 'vec3'
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import type { BotContext } from './bot'
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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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interface WorldContext {
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bot: Bot
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botCtx: BotContext
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}
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export function getNearestFreeSpace(ctx: WorldContext, size: number = 1, distance: number = 8): Vec3 | undefined {
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const emptyPositions = ctx.bot.findBlocks({
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matching: (block: Block) => block?.name === 'air',
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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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return emptyPositions.find((pos) => {
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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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const top = ctx.bot.blockAt(pos.offset(x, 0, z))
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const bottom = ctx.bot.blockAt(pos.offset(x, -1, z))
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if (!top || top.name !== 'air' || !bottom?.drops?.length || !bottom.diggable) {
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return false
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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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return true
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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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export function getNearestBlocks(ctx: WorldContext, blockTypes: string[] | string | null = null, distance: number = 16, count: number = 10000): Block[] {
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const blockIds = blockTypes === null
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? mc.getAllBlockIds(['air'])
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: (Array.isArray(blockTypes) ? blockTypes : [blockTypes]).map(mc.getBlockId)
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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 positions = ctx.bot.findBlocks({ matching: blockIds, maxDistance: distance, count })
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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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return positions
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.map((pos) => {
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const block = ctx.bot.blockAt(pos)
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const dist = pos.distanceTo(ctx.bot.entity.position)
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return block ? { block, distance: dist } : null
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})
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.filter((item): item is { block: Block, distance: number } => item !== null)
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.sort((a, b) => a.distance - b.distance)
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.map(item => item.block)
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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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export function getNearestBlock(ctx: WorldContext, blockType: string, distance: number = 16): Block | null {
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const blocks = getNearestBlocks(ctx, blockType, distance, 1)
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return blocks[0] || 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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export function getNearbyEntities(ctx: WorldContext, maxDistance: number = 16): Entity[] {
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return Object.values(ctx.bot.entities)
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.filter((entity): entity is Entity =>
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entity !== null
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&& entity.position.distanceTo(ctx.bot.entity.position) <= maxDistance,
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)
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.sort((a, b) =>
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a.position.distanceTo(ctx.bot.entity.position)
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- b.position.distanceTo(ctx.bot.entity.position),
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)
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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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export function getNearestEntityWhere(ctx: WorldContext, predicate: (entity: Entity) => boolean, maxDistance: number = 16): Entity | null {
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return ctx.bot.nearestEntity(entity =>
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predicate(entity)
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&& ctx.bot.entity.position.distanceTo(entity.position) < maxDistance,
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)
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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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export function getNearbyPlayers(ctx: WorldContext, maxDistance: number = 16): Entity[] {
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return getNearbyEntities(ctx, maxDistance)
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.filter(entity =>
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entity.type === 'player'
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&& entity.username !== ctx.bot.username,
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)
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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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export function getInventoryStacks(ctx: WorldContext): Item[] {
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return ctx.bot.inventory.items().filter((item): item is Item => item !== null)
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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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export function getInventoryCounts(ctx: WorldContext): Record<string, number> {
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return getInventoryStacks(ctx).reduce((counts, item) => {
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counts[item.name] = (counts[item.name] || 0) + item.count
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return counts
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}, {} as Record<string, number>)
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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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export function getCraftableItems(ctx: WorldContext): string[] {
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const table = getNearestBlock(ctx, 'crafting_table')
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|| getInventoryStacks(ctx).find(item => item.name === 'crafting_table')
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return mc.getAllItems()
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.filter(item => ctx.bot.recipesFor(item.id, null, 1, table).length > 0)
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.map(item => item.name)
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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.
|
||||
* @returns {Vec3} - An object with x, y, and x attributes representing the position of the bot.
|
||||
* @example
|
||||
* let position = world.getPosition(bot);
|
||||
* let x = position.x;
|
||||
*/
|
||||
return bot.entity.position
|
||||
export function getPosition(ctx: WorldContext): Vec3 {
|
||||
return ctx.bot.entity.position
|
||||
}
|
||||
|
||||
export function getNearbyEntityTypes(bot) {
|
||||
/**
|
||||
* Get a list of all nearby mob types.
|
||||
* @param {Bot} bot - The bot to get nearby mobs for.
|
||||
* @returns {string[]} - A list of all nearby mobs.
|
||||
* @example
|
||||
* let mobs = world.getNearbyEntityTypes(bot);
|
||||
*/
|
||||
const mobs = getNearbyEntities(bot, 16)
|
||||
const found = []
|
||||
for (let i = 0; i < mobs.length; i++) {
|
||||
if (!found.includes(mobs[i].name)) {
|
||||
found.push(mobs[i].name)
|
||||
}
|
||||
}
|
||||
return found
|
||||
export function getNearbyEntityTypes(ctx: WorldContext): string[] {
|
||||
return [...new Set(
|
||||
getNearbyEntities(ctx, 16)
|
||||
.map(mob => mob.name)
|
||||
.filter((name): name is string => name !== undefined),
|
||||
)]
|
||||
}
|
||||
|
||||
export function getNearbyPlayerNames(bot) {
|
||||
/**
|
||||
* Get a list of all nearby player names.
|
||||
* @param {Bot} bot - The bot to get nearby players for.
|
||||
* @returns {string[]} - A list of all nearby players.
|
||||
* @example
|
||||
* let players = world.getNearbyPlayerNames(bot);
|
||||
*/
|
||||
const players = getNearbyPlayers(bot, 64)
|
||||
const found = []
|
||||
for (let i = 0; i < players.length; i++) {
|
||||
if (!found.includes(players[i].username) && players[i].username != bot.username) {
|
||||
found.push(players[i].username)
|
||||
}
|
||||
}
|
||||
return found
|
||||
export function getNearbyPlayerNames(ctx: WorldContext): string[] {
|
||||
return [...new Set(
|
||||
getNearbyPlayers(ctx, 64)
|
||||
.map(player => player.username)
|
||||
.filter((name): name is string =>
|
||||
name !== undefined
|
||||
&& name !== ctx.bot.username,
|
||||
),
|
||||
)]
|
||||
}
|
||||
|
||||
export function getNearbyBlockTypes(bot, distance = 16) {
|
||||
/**
|
||||
* Get a list of all nearby block names.
|
||||
* @param {Bot} bot - The bot to get nearby blocks for.
|
||||
* @param {number} distance - The maximum distance to search, default 16.
|
||||
* @returns {string[]} - A list of all nearby blocks.
|
||||
* @example
|
||||
* let blocks = world.getNearbyBlockTypes(bot);
|
||||
*/
|
||||
const blocks = getNearestBlocks(bot, null, distance)
|
||||
const found = []
|
||||
for (let i = 0; i < blocks.length; i++) {
|
||||
if (!found.includes(blocks[i].name)) {
|
||||
found.push(blocks[i].name)
|
||||
}
|
||||
}
|
||||
return found
|
||||
export function getNearbyBlockTypes(ctx: WorldContext, distance: number = 16): string[] {
|
||||
return [...new Set(
|
||||
getNearestBlocks(ctx, null, distance)
|
||||
.map(block => block.name),
|
||||
)]
|
||||
}
|
||||
|
||||
export async function isClearPath(bot, target) {
|
||||
/**
|
||||
* Check if there is a path to the target that requires no digging or placing blocks.
|
||||
* @param {Bot} bot - The bot to get the path for.
|
||||
* @param {Entity} target - The target to path to.
|
||||
* @returns {boolean} - True if there is a clear path, false otherwise.
|
||||
*/
|
||||
const movements = new pf.Movements(bot)
|
||||
export async function isClearPath(ctx: WorldContext, target: Entity): Promise<boolean> {
|
||||
const movements = new pf.Movements(ctx.bot)
|
||||
movements.canDig = false
|
||||
movements.canPlaceOn = false
|
||||
const goal = new pf.goals.GoalNear(target.position.x, target.position.y, target.position.z, 1)
|
||||
const path = await bot.pathfinder.getPathTo(movements, goal, 100)
|
||||
|
||||
const goal = new pf.goals.GoalNear(
|
||||
target.position.x,
|
||||
target.position.y,
|
||||
target.position.z,
|
||||
1,
|
||||
)
|
||||
|
||||
const path = await ctx.bot.pathfinder.getPathTo(movements, goal, 100)
|
||||
return path.status === 'success'
|
||||
}
|
||||
|
||||
export function shouldPlaceTorch(bot) {
|
||||
if (!bot.modes.isOn('torch_placing') || bot.interrupt_code)
|
||||
export function shouldPlaceTorch(ctx: WorldContext): boolean {
|
||||
// if (!ctx.bot.modes.isOn('torch_placing') || ctx.bot.interrupt_code) {
|
||||
// return false
|
||||
// }
|
||||
|
||||
const pos = getPosition(ctx)
|
||||
const nearestTorch = getNearestBlock(ctx, 'torch', 6)
|
||||
|| getNearestBlock(ctx, 'wall_torch', 6)
|
||||
|
||||
if (nearestTorch) {
|
||||
return false
|
||||
const pos = getPosition(bot)
|
||||
// TODO: check light level instead of nearby torches, block.light is broken
|
||||
let nearest_torch = getNearestBlock(bot, 'torch', 6)
|
||||
if (!nearest_torch)
|
||||
nearest_torch = getNearestBlock(bot, 'wall_torch', 6)
|
||||
if (!nearest_torch) {
|
||||
const block = bot.blockAt(pos)
|
||||
const has_torch = bot.inventory.items().find(item => item.name === 'torch')
|
||||
return has_torch && block?.name === 'air'
|
||||
}
|
||||
return false
|
||||
|
||||
const block = ctx.bot.blockAt(pos)
|
||||
const hasTorch = ctx.bot.inventory.items().some(item => item?.name === 'torch')
|
||||
|
||||
return Boolean(hasTorch && block?.name === 'air')
|
||||
}
|
||||
|
||||
export function getBiomeName(bot) {
|
||||
/**
|
||||
* Get the name of the biome the bot is in.
|
||||
* @param {Bot} bot - The bot to get the biome for.
|
||||
* @returns {string} - The name of the biome.
|
||||
* @example
|
||||
* let biome = world.getBiomeName(bot);
|
||||
*/
|
||||
const biomeId = bot.world.getBiome(bot.entity.position)
|
||||
export function getBiomeName(ctx: WorldContext): string {
|
||||
const biomeId = ctx.bot.world.getBiome(ctx.bot.entity.position)
|
||||
return mc.getAllBiomes()[biomeId].name
|
||||
}
|
||||
|
||||
@@ -28,7 +28,7 @@ async function main() {
|
||||
registerComponent('command', createCommandComponent)
|
||||
})
|
||||
|
||||
initAgent()
|
||||
initAgent(ctx)
|
||||
|
||||
process.on('SIGINT', () => {
|
||||
cleanup()
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import type { BotContext } from '../composables/bot'
|
||||
import { getStatusToString } from '../components/status'
|
||||
|
||||
export function basicSystemPrompt(botName: string): string {
|
||||
return `You are a playful Minecraft bot named ${botName} that can converse with players, see, move,
|
||||
@@ -40,13 +41,7 @@ task to do in Minecraft. My ultimate goal is to discover as many things as possi
|
||||
accomplish as many tasks as possible and become the best Minecraft player in the world.
|
||||
|
||||
I will give you the following information:
|
||||
${Array.from(ctx.status.entries()).map(([key, value]) => `${key}: ${value}`).join('\n')}
|
||||
|
||||
Then you can choose some of the tools to use. Use the valid JS call function to call the tool.
|
||||
|
||||
## For example:
|
||||
### Get the stats
|
||||
stats()
|
||||
${getStatusToString(ctx)}
|
||||
`
|
||||
|
||||
return prompt
|
||||
|
||||
Reference in New Issue
Block a user