mindcraft/src/agent/commands/actions.js

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import * as skills from '../library/skills.js';
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import settings from '../../settings.js';
function wrapExecution(func, timeout=-1, resume_name=null) {
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return async function (agent, ...args) {
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let code_return;
if (resume_name != null) {
code_return = await agent.coder.executeResume(async () => {
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await func(agent, ...args);
}, resume_name, timeout);
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} else {
code_return = await agent.coder.execute(async () => {
await func(agent, ...args);
}, timeout);
}
if (code_return.interrupted && !code_return.timedout)
return;
return code_return.message;
}
}
export const actionsList = [
{
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name: '!newAction',
description: 'Perform new and unknown custom behaviors that are not available as a command by writing code.',
perform: async function (agent) {
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if (!settings.allow_insecure_coding)
return 'Agent is not allowed to write code.';
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return await agent.coder.generateCode(agent.history);
}
},
{
name: '!stop',
description: 'Force stop all actions and commands that are currently executing.',
perform: async function (agent) {
await agent.coder.stop();
agent.coder.clear();
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agent.coder.cancelResume();
return 'Agent stopped.';
}
},
{
name: '!restart',
description: 'Restart the agent process.',
perform: async function (agent) {
process.exit(1);
}
},
{
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name: '!clearChat',
description: 'Clear the chat history.',
perform: async function (agent) {
agent.history.clear();
return agent.name + "'s chat history was cleared, starting new conversation from scratch.";
}
},
{
name: '!setMode',
description: 'Set a mode to on or off. A mode is an automatic behavior that constantly checks and responds to the environment. Ex: !setMode("hunting", true)',
params: {
'mode_name': '(string) The name of the mode to enable.',
'on': '(bool) Whether to enable or disable the mode.'
},
perform: async function (agent, mode_name, on) {
const modes = agent.bot.modes;
if (!modes.exists(mode_name))
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return `Mode ${mode_name} does not exist.` + modes.getStr();
if (modes.isOn(mode_name) === on)
return `Mode ${mode_name} is already ${on ? 'on' : 'off'}.`;
modes.setOn(mode_name, on);
return `Mode ${mode_name} is now ${on ? 'on' : 'off'}.`;
}
},
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{
name: '!goToPlayer',
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description: 'Go to the given player. Ex: !goToPlayer("steve", 3)',
params: {
'player_name': '(string) The name of the player to go to.',
'closeness': '(number) How close to get to the player.'
},
perform: wrapExecution(async (agent, player_name, closeness) => {
return await skills.goToPlayer(agent.bot, player_name, closeness);
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})
},
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{
name: '!followPlayer',
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description: 'Endlessly follow the given player. Will defend that player if self_defense mode is on. Ex: !followPlayer("stevie", 4)',
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params: {
'player_name': '(string) The name of the player to follow.',
'follow_dist': '(number) The distance to follow from.'
},
perform: wrapExecution(async (agent, player_name, follow_dist) => {
await skills.followPlayer(agent.bot, player_name, follow_dist);
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}, -1, 'followPlayer')
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},
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{
name: '!moveAway',
description: 'Move away from the current location in any direction by a given distance. Ex: !moveAway(2)',
params: {'distance': '(number) The distance to move away.'},
perform: wrapExecution(async (agent, distance) => {
await skills.moveAway(agent.bot, distance);
})
},
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{
name: '!givePlayer',
description: 'Give the specified item to the given player. Ex: !givePlayer("steve", "stone_pickaxe", 1)',
params: {
'player_name': '(string) The name of the player to give the item to.',
'item_name': '(string) The name of the item to give.' ,
'num': '(number) The number of items to give.'
},
perform: wrapExecution(async (agent, player_name, item_name, num) => {
await skills.giveToPlayer(agent.bot, item_name, player_name, num);
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})
},
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{
name: '!collectBlocks',
description: 'Collect the nearest blocks of a given type.',
params: {
'type': '(string) The block type to collect. Ex: !collectBlocks("stone", 10)',
'num': '(number) The number of blocks to collect.'
},
perform: wrapExecution(async (agent, type, num) => {
await skills.collectBlock(agent.bot, type, num);
}, 10) // 10 minute timeout
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},
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{
name: '!collectAllBlocks',
description: 'Collect all the nearest blocks of a given type until told to stop.',
params: {
'type': '(string) The block type to collect. Ex: !collectAllBlocks("stone")'
},
perform: wrapExecution(async (agent, type) => {
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let success = await skills.collectBlock(agent.bot, type, 1);
if (!success)
agent.coder.cancelResume();
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}, 10, 'collectAllBlocks') // 10 minute timeout
},
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{
name: '!craftRecipe',
description: 'Craft the given recipe a given number of times. Ex: I will craft 8 sticks !craftRecipe("stick", 2)',
params: {
'recipe_name': '(string) The name of the output item to craft.',
'num': '(number) The number of times to craft the recipe. This is NOT the number of output items, as it may craft many more items depending on the recipe.'
},
perform: wrapExecution(async (agent, recipe_name, num) => {
for (let i=0; i<num; i++) {
await skills.craftRecipe(agent.bot, recipe_name);
}
})
},
{
name: '!placeHere',
description: 'Place a given block in the current location. Do NOT use to build structures, only use for single blocks/torches. Ex: !placeBlockHere("crafting_table")',
params: {'type': '(string) The block type to place.'},
perform: wrapExecution(async (agent, type) => {
let pos = agent.bot.entity.position;
await skills.placeBlock(agent.bot, type, pos.x, pos.y, pos.z);
})
},
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{
name: '!attack',
description: 'Attack and kill the nearest entity of a given type.',
params: {'type': '(string) The type of entity to attack.'},
perform: wrapExecution(async (agent, type) => {
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await skills.attackNearest(agent.bot, type, true);
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})
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},
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{
name: '!goToBed',
description: 'Go to the nearest bed and sleep.',
perform: wrapExecution(async (agent) => {
await skills.goToBed(agent.bot);
})
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},
{
name: '!stay',
description: 'Stay in the current location no matter what. Pauses all modes.',
perform: wrapExecution(async (agent) => {
await skills.stay(agent.bot);
})
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}
];