mindcraft/src/agent/modes.js

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import * as skills from './library/skills.js';
import * as world from './library/world.js';
import * as mc from '../utils/mcdata.js';
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import settings from '../../settings.js'
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import { handleTranslation } from '../utils/translator.js';
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async function say(agent, message) {
agent.bot.modes.behavior_log += message + '\n';
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if (agent.shut_up || !settings.narrate_behavior) return;
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let translation = await handleTranslation(message);
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agent.bot.chat(translation);
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}
// a mode is a function that is called every tick to respond immediately to the world
// it has the following fields:
// on: whether 'update' is called every tick
// active: whether an action has been triggered by the mode and hasn't yet finished
// paused: whether the mode is paused by another action that overrides the behavior (eg followplayer implements its own self defense)
// update: the function that is called every tick (if on is true)
// when a mode is active, it will trigger an action to be performed but won't wait for it to return output
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// the order of this list matters! first modes will be prioritized
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// while update functions are async, they should *not* be awaited longer than ~100ms as it will block the update loop
// to perform longer actions, use the execute function which won't block the update loop
const modes = [
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{
name: 'self_preservation',
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description: 'Respond to drowning, burning, and damage at low health. Interrupts all actions.',
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interrupts: ['all'],
on: true,
active: false,
fall_blocks: ['sand', 'gravel', 'concrete_powder'], // includes matching substrings like 'sandstone' and 'red_sand'
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update: async function (agent) {
const bot = agent.bot;
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let block = bot.blockAt(bot.entity.position);
let blockAbove = bot.blockAt(bot.entity.position.offset(0, 1, 0));
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if (!block) block = {name: 'air'}; // hacky fix when blocks are not loaded
if (!blockAbove) blockAbove = {name: 'air'};
if (blockAbove.name === 'water' || blockAbove.name === 'flowing_water') {
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// does not call execute so does not interrupt other actions
if (!bot.pathfinder.goal) {
bot.setControlState('jump', true);
}
}
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else if (this.fall_blocks.some(name => blockAbove.name.includes(name))) {
execute(this, agent, async () => {
await skills.moveAway(bot, 2);
});
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}
else if (block.name === 'lava' || block.name === 'flowing_lava' || block.name === 'fire' ||
blockAbove.name === 'lava' || blockAbove.name === 'flowing_lava' || blockAbove.name === 'fire') {
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say(agent, 'I\'m on fire!'); // TODO: gets stuck in lava
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execute(this, agent, async () => {
let nearestWater = world.getNearestBlock(bot, 'water', 20);
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if (nearestWater) {
const pos = nearestWater.position;
await skills.goToPosition(bot, pos.x, pos.y, pos.z, 0.2);
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say(agent, 'Ahhhh that\'s better!');
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}
else {
await skills.moveAway(bot, 5);
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}
});
}
else if (Date.now() - bot.lastDamageTime < 3000 && (bot.health < 5 || bot.lastDamageTaken >= bot.health)) {
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say(agent, 'I\'m dying!');
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execute(this, agent, async () => {
await skills.moveAway(bot, 20);
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});
}
else if (agent.isIdle()) {
bot.clearControlStates(); // clear jump if not in danger or doing anything else
}
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}
},
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{
name: 'unstuck',
description: 'Attempt to get unstuck when in the same place for a while. Interrupts some actions.',
interrupts: ['collectBlocks', 'goToPlayer', 'collectAllBlocks', 'goToPlace'],
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on: true,
active: false,
prev_location: null,
distance: 2,
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stuck_time: 0,
last_time: Date.now(),
max_stuck_time: 20,
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update: async function (agent) {
if (agent.isIdle()) return;
const bot = agent.bot;
if (this.prev_location && this.prev_location.distanceTo(bot.entity.position) < this.distance) {
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this.stuck_time += (Date.now() - this.last_time) / 1000;
}
else {
this.prev_location = bot.entity.position.clone();
this.stuck_time = 0;
}
if (this.stuck_time > this.max_stuck_time) {
say(agent, 'I\'m stuck!');
execute(this, agent, async () => {
await skills.moveAway(bot, 5);
});
}
this.last_time = Date.now();
}
},
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{
name: 'cowardice',
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description: 'Run away from enemies. Interrupts all actions.',
interrupts: ['all'],
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on: true,
active: false,
update: async function (agent) {
const enemy = world.getNearestEntityWhere(agent.bot, entity => mc.isHostile(entity), 16);
if (enemy && await world.isClearPath(agent.bot, enemy)) {
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say(agent, `Aaa! A ${enemy.name}!`);
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execute(this, agent, async () => {
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await skills.avoidEnemies(agent.bot, 24);
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});
}
}
},
{
name: 'self_defense',
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description: 'Attack nearby enemies. Interrupts all actions.',
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interrupts: ['all'],
on: true,
active: false,
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update: async function (agent) {
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const enemy = world.getNearestEntityWhere(agent.bot, entity => mc.isHostile(entity), 8);
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if (enemy && await world.isClearPath(agent.bot, enemy)) {
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say(agent, `Fighting ${enemy.name}!`);
execute(this, agent, async () => {
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await skills.defendSelf(agent.bot, 8);
});
}
}
},
{
name: 'hunting',
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description: 'Hunt nearby animals when idle.',
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interrupts: [],
on: true,
active: false,
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update: async function (agent) {
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const huntable = world.getNearestEntityWhere(agent.bot, entity => mc.isHuntable(entity), 8);
if (huntable && await world.isClearPath(agent.bot, huntable)) {
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execute(this, agent, async () => {
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say(agent, `Hunting ${huntable.name}!`);
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await skills.attackEntity(agent.bot, huntable);
});
}
}
},
{
name: 'item_collecting',
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description: 'Collect nearby items when idle.',
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interrupts: ['followPlayer'],
on: true,
active: false,
wait: 2, // number of seconds to wait after noticing an item to pick it up
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prev_item: null,
noticed_at: -1,
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update: async function (agent) {
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let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8);
let empty_inv_slots = agent.bot.inventory.emptySlotCount();
if (item && item !== this.prev_item && await world.isClearPath(agent.bot, item) && empty_inv_slots > 1) {
if (this.noticed_at === -1) {
this.noticed_at = Date.now();
}
if (Date.now() - this.noticed_at > this.wait * 1000) {
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say(agent, `Picking up item!`);
this.prev_item = item;
execute(this, agent, async () => {
await skills.pickupNearbyItems(agent.bot);
});
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this.noticed_at = -1;
}
}
else {
this.noticed_at = -1;
}
}
},
{
name: 'torch_placing',
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description: 'Place torches when idle and there are no torches nearby.',
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interrupts: ['followPlayer'],
on: true,
active: false,
cooldown: 5,
last_place: Date.now(),
update: function (agent) {
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if (world.shouldPlaceTorch(agent.bot)) {
if (Date.now() - this.last_place < this.cooldown * 1000) return;
execute(this, agent, async () => {
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const pos = agent.bot.entity.position;
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await skills.placeBlock(agent.bot, 'torch', pos.x, pos.y, pos.z, 'bottom', true);
});
this.last_place = Date.now();
}
}
},
{
name: 'idle_staring',
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description: 'Animation to look around at entities when idle.',
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interrupts: [],
on: true,
active: false,
staring: false,
last_entity: null,
next_change: 0,
update: function (agent) {
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const entity = agent.bot.nearestEntity();
let entity_in_view = entity && entity.position.distanceTo(agent.bot.entity.position) < 10 && entity.name !== 'enderman';
if (entity_in_view && entity !== this.last_entity) {
this.staring = true;
this.last_entity = entity;
this.next_change = Date.now() + Math.random() * 1000 + 4000;
}
if (entity_in_view && this.staring) {
let isbaby = entity.type !== 'player' && entity.metadata[16];
let height = isbaby ? entity.height/2 : entity.height;
agent.bot.lookAt(entity.position.offset(0, height, 0));
}
if (!entity_in_view)
this.last_entity = null;
if (Date.now() > this.next_change) {
// look in random direction
this.staring = Math.random() < 0.3;
if (!this.staring) {
const yaw = Math.random() * Math.PI * 2;
const pitch = (Math.random() * Math.PI/2) - Math.PI/4;
agent.bot.look(yaw, pitch, false);
}
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this.next_change = Date.now() + Math.random() * 10000 + 2000;
}
}
},
{
name: 'cheat',
description: 'Use cheats to instantly place blocks and teleport.',
interrupts: [],
on: false,
active: false,
update: function (agent) { /* do nothing */ }
}
];
async function execute(mode, agent, func, timeout=-1) {
if (agent.self_prompter.on)
agent.self_prompter.stopLoop();
mode.active = true;
let code_return = await agent.coder.execute(async () => {
await func();
}, timeout);
mode.active = false;
console.log(`Mode ${mode.name} finished executing, code_return: ${code_return.message}`);
}
class ModeController {
constructor(agent) {
this.agent = agent;
this.modes_list = modes;
this.modes_map = {};
this.behavior_log = '';
for (let mode of this.modes_list) {
this.modes_map[mode.name] = mode;
}
}
exists(mode_name) {
return this.modes_map[mode_name] != null;
}
setOn(mode_name, on) {
this.modes_map[mode_name].on = on;
}
isOn(mode_name) {
return this.modes_map[mode_name].on;
}
pause(mode_name) {
this.modes_map[mode_name].paused = true;
}
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getMiniDocs() { // no descriptions
let res = 'Agent Modes:';
for (let mode of this.modes_list) {
let on = mode.on ? 'ON' : 'OFF';
res += `\n- ${mode.name}(${on})`;
}
return res;
}
getDocs() {
let res = 'Agent Modes:';
for (let mode of this.modes_list) {
let on = mode.on ? 'ON' : 'OFF';
res += `\n- ${mode.name}(${on}): ${mode.description}`;
}
return res;
}
unPauseAll() {
for (let mode of this.modes_list) {
if (mode.paused) console.log(`Unpausing mode ${mode.name}`);
mode.paused = false;
}
}
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async update() {
if (this.agent.isIdle()) {
this.unPauseAll();
}
for (let mode of this.modes_list) {
let interruptible = mode.interrupts.some(i => i === 'all') || mode.interrupts.some(i => i === this.agent.coder.cur_action_name);
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if (mode.on && !mode.paused && !mode.active && (this.agent.isIdle() || interruptible)) {
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await mode.update(this.agent);
}
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if (mode.active) break;
}
}
flushBehaviorLog() {
const log = this.behavior_log;
this.behavior_log = '';
return log;
}
getJson() {
let res = {};
for (let mode of this.modes_list) {
res[mode.name] = mode.on;
}
return res;
}
loadJson(json) {
for (let mode of this.modes_list) {
if (json[mode.name] != undefined) {
mode.on = json[mode.name];
}
}
}
}
export function initModes(agent) {
// the mode controller is added to the bot object so it is accessible from anywhere the bot is used
agent.bot.modes = new ModeController(agent);
let modes = agent.prompter.getInitModes();
if (modes) {
agent.bot.modes.loadJson(modes);
}
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}