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purged test code
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8 changed files with 0 additions and 1385 deletions
BIN
test/.DS_Store
vendored
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test/.DS_Store
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@ -1,69 +0,0 @@
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import mineflayer from 'mineflayer';
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import { Vec3 } from 'vec3';
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import { ConstructionTaskValidator, Blueprint, checkBlueprint, checkLevelBlueprint } from '../src/agent/tasks.js';
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import { Agent } from '../src/agent/agent.js';
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try {
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const agent = new Agent("../andy.json",
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false,
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null,
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0,
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"../example_tasks.json",
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"construction_house");
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await new Promise((resolve) => setTimeout(resolve, 10000));
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let result = await checkBlueprint(agent);
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// console.log(result);
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// const levelResult = await checkLevelBlueprint(agent, 0);
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// console.log(levelResult);
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} catch (error) {
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console.error('An error occurred:', error);
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process.exit(1);
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}
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// const validator = new ConstructionTaskValidator();
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const blueprintData = {
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"materials": {
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"oak_planks": 20,
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"oak_door": 1,
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"stone": 26,
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},
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"levels": [
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{
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"level": 0,
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"coordinates": [142, -60, -179],
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"placement":
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[
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["stone", "stone", "oak_door", "stone", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "stone", "stone", "stone", "stone"]
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]
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},
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{
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"level": 1,
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"coordinates": [142, -59, -179],
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"placement":
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[
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["stone", "stone", "oak_door", "stone", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "stone", "stone", "stone", "stone"]
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]
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},
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{
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"level": 2,
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"coordinates": [142, -58, -179],
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"placement":
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[
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["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"],
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["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"],
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["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"],
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["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"]
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]
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}
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]
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};
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import { Blueprint } from '../src/agent/tasks.js';
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import { readFileSync } from 'fs';
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//load file from example_tasks.json
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const object = JSON.parse(readFileSync('example_tasks.json', 'utf8'));
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console.log(object.construction_house.blueprint);
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const blueprint = new Blueprint(object.construction_house.blueprint);
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const placement = object.construction_house.blueprint.levels[0].placement;
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console.log(placement);
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var placement_string = "[\n";
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for (let row of placement) {
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placement_string += "[";
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for (let i = 0; i < row.length - 1; i++) {
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let item = row[i];
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placement_string += `${item}, `;
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}
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let final_item = row[row.length - 1];
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placement_string += `${final_item}],\n`;
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}
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placement_string += "]";
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console.log(placement_string);
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console.log(blueprint.explain());
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import mineflayer from "mineflayer";
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const bot = mineflayer.createBot({
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host: 'localhost', // Replace with your server IP or hostname
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port: 55916, // Replace with your server port
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username: 'andy', // Replace with your bot's username
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// password: 'your_bot_password' // Only if the server has online-mode=true
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});
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bot.on('spawn', async () => {
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// generate a blueprint
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const blueprint = {
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"levels": [
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{
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"level": 0,
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"coordinates": [142, -60, -179],
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"placement": [
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["stone", "stone", "oak_door", "stone", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "stone", "stone", "stone", "stone"]
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]
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},
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{
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"level": 1,
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"coordinates": [142, -59, -179],
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"placement": [
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["stone", "stone", "air", "stone", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "air", "air", "air", "stone"],
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["stone", "stone", "stone", "stone", "stone"]
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]
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},
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{
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"level": 2,
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"coordinates": [142, -58, -179],
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"placement": [
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["stone", "stone", "stone", "stone", "stone"],
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["stone", "stone", "stone", "stone", "stone"],
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["stone", "stone", "stone", "stone", "stone"],
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["stone", "stone", "stone", "stone", "stone"],
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]
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}
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]
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};
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// have andy build the blueprint automatically
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const result = autoBuild(blueprint);
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// const result = clearHouse(blueprint)
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const commands = result.commands;
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const nearbyPosition = result.nearbyPosition;
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for (const command of commands) {
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bot.chat(command);
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}
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console.log(commands.slice(-10));
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// Print out the location nearby the blueprint
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console.log(`tp ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`)
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});
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/**
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* Takes in the blueprint, and then converts it into a set of /setblock commands for the bot to follow
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* @Returns: An object containing the setblock commands as a list of strings, and a position nearby the blueprint but not in it
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* @param blueprint
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*/
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export function autoBuild(blueprint) {
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const commands = [];
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let minX = Infinity, maxX = -Infinity;
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let minY = Infinity, maxY = -Infinity;
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let minZ = Infinity, maxZ = -Infinity;
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for (const level of blueprint.levels) {
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// console.log(level.level)
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const baseX = level.coordinates[0];
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const baseY = level.coordinates[1];
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const baseZ = level.coordinates[2];
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const placement = level.placement;
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// Update bounds
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minX = Math.min(minX, baseX);
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maxX = Math.max(maxX, baseX + placement[0].length - 1);
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minY = Math.min(minY, baseY);
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maxY = Math.max(maxY, baseY);
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minZ = Math.min(minZ, baseZ);
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maxZ = Math.max(maxZ, baseZ + placement.length - 1);
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// Loop through the 2D placement array
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for (let z = 0; z < placement.length; z++) {
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for (let x = 0; x < placement[z].length; x++) {
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const blockType = placement[z][x];
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if (blockType) {
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const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} ${blockType}`;
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commands.push(setblockCommand);
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}
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}
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}
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}
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// Calculate a position nearby the blueprint but not in it
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const nearbyPosition = {
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x: maxX + 5, // Move 5 blocks to the right
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y: minY, // Stay on the lowest level of the blueprint
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z: minZ // Stay aligned with the front of the blueprint
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};
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return { commands, nearbyPosition};
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}
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/**
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* Takes in a blueprint, and returns a set of commands to clear up the space.
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*
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*/
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export function autoDelete(blueprint) {
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const commands = [];
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let minX = Infinity, maxX = -Infinity;
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let minY = Infinity, maxY = -Infinity;
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let minZ = Infinity, maxZ = -Infinity;
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for (const level of blueprint.levels) {
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const baseX = level.coordinates[0];
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const baseY = level.coordinates[1];
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const baseZ = level.coordinates[2];
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const placement = level.placement;
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// Update bounds
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minX = Math.min(minX, baseX);
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maxX = Math.max(maxX, baseX + placement[0].length - 1);
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minY = Math.min(minY, baseY);
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maxY = Math.max(maxY, baseY);
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minZ = Math.min(minZ, baseZ);
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maxZ = Math.max(maxZ, baseZ + placement.length - 1);
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// Loop through the 2D placement array
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for (let z = 0; z < placement.length; z++) {
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for (let x = 0; x < placement[z].length; x++) {
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const blockType = placement[z][x];
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if (blockType) {
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const setblockCommand = `/setblock ${baseX + x} ${baseY} ${baseZ + z} air`;
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commands.push(setblockCommand);
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}
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}
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}
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}
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// Calculate a position nearby the blueprint but not in it
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const nearbyPosition = {
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x: maxX + 5, // Move 5 blocks to the right
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y: minY, // Stay on the lowest level of the blueprint
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z: minZ // Stay aligned with the front of the blueprint
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};
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return { commands, nearbyPosition };
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}
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@ -1,147 +0,0 @@
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import mineflayer from 'mineflayer';
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import { Vec3 } from 'vec3';
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import { ConstructionTaskValidator, Blueprint } from '../src/agent/tasks.js';
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import { Agent } from '../src/agent/agent.js';
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const bot = mineflayer.createBot({
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host: 'localhost', // Replace with your server IP or hostname
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port: 55916, // Replace with your server port
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username: 'andy', // Replace with your bot's username
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// password: 'your_bot_password' // Only if the server has online-mode=true
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});
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bot.on('spawn', async () => {
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bot.chat("/setblock ~ ~ ~ stone");
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console.log("Bot spawned. Starting blueprint check...");
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await new Promise((resolve) => setTimeout(resolve, 5000));
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const blockAtLocation = await bot.blockAt(new Vec3(142, -60, -179));
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console.log(blockAtLocation);
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const blueprint = new Blueprint(blueprintData);
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console.log(blueprint.explain());
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console.log(blueprint.explainLevel(0));
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try {
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const check_level = await blueprint.checkLevel(bot, 0);
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console.log(check_level);
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let check_blueprint = await blueprint.check(bot);
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console.log(check_blueprint);
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let level_diff = await blueprint.explainLevelDifference(bot, 0);
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console.log(level_diff);
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let blueprint_diff = await blueprint.explainBlueprintDifference(bot);
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console.log(blueprint_diff);
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} catch (err) {
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console.error("Error checking blueprint:", err);
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}
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// console.log(blueprint.checkLevel(bot, 0));
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// console.log(blueprint.check(bot));
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// console.log(blueprint.explainBlueprintDifference(bot, blueprintData));
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// console.log(blueprint.explainLevelDifference(bot, 0));
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bot.quit();
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});
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async function checkBluepint(bot, blueprintData) {
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const materials = blueprintData.materials;
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const levels = blueprintData.levels;
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const mismatches = [];
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const matches = [];
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for (let i = 0; i < levels.length; i++) {
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const levelData = levels[i];
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const result = await checkLevelBlueprint(bot, levelData);
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mismatches.push(...result.mismatches);
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matches.push(...result.matches);
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}
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return {
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"mismatches": mismatches,
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"matches": matches
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};
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}
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async function checkLevelBlueprint(bot, levelData) {
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const startCoords = levelData.coordinates;
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const placement = levelData.placement;
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const mismatches = [];
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const matches = [];
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for (let zOffset = 0; zOffset < placement.length; zOffset++) {
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const row = placement[zOffset];
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for (let xOffset = 0; xOffset < row.length; xOffset++) {
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const blockName = row[xOffset];
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const x = startCoords[0] + xOffset;
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const y = startCoords[1];
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const z = startCoords[2] + zOffset;
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try {
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const blockAtLocation = await bot.blockAt(new Vec3(x, y, z));
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if (!blockAtLocation || blockAtLocation.name !== blockName) {
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mismatches.push({
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level: levelData.level,
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coordinates: [x, y, z],
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expected: blockName,
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actual: blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : 'air' // Assuming air if no block
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});
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} else {
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matches.push({
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level: levelData.level,
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coordinates: [x, y, z],
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expected: blockName,
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actual: blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : 'air' // Assuming air if no block
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});
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}
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} catch (err) {
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||||||
console.error(`Error getting block at (${x}, ${y}, ${z}):`, err);
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|
||||||
return false; // Stop checking if there's an issue getting blocks
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||||||
}
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||||||
}
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||||||
}
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||||||
return {
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"mismatches": mismatches,
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"matches": matches
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||||||
};
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|
||||||
}
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|
||||||
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|
||||||
const blueprintData = {
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||||||
"materials": {
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|
||||||
"oak_planks": 20,
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|
||||||
"oak_door": 1,
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|
||||||
"stone": 26,
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|
||||||
},
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|
||||||
"levels": [
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|
||||||
{
|
|
||||||
"level": 0,
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|
||||||
"coordinates": [142, -60, -179],
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|
||||||
"placement":
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|
||||||
[
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|
||||||
["stone", "stone", "oak_door", "stone", "stone"],
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|
||||||
["stone", "air", "air", "air", "stone"],
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|
||||||
["stone", "air", "air", "air", "stone"],
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|
||||||
["stone", "stone", "stone", "stone", "stone"]
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|
||||||
]
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|
||||||
},
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|
||||||
{
|
|
||||||
"level": 1,
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|
||||||
"coordinates": [142, -59, -179],
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|
||||||
"placement":
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|
||||||
[
|
|
||||||
["stone", "stone", "oak_door", "stone", "stone"],
|
|
||||||
["stone", "air", "air", "air", "stone"],
|
|
||||||
["stone", "air", "air", "air", "stone"],
|
|
||||||
["stone", "stone", "stone", "stone", "stone"]
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"level": 2,
|
|
||||||
"coordinates": [142, -58, -179],
|
|
||||||
"placement":
|
|
||||||
[
|
|
||||||
["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"],
|
|
||||||
["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"],
|
|
||||||
["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"],
|
|
||||||
["oak_planks", "oak_planks", "oak_planks", "oak_planks", "oak_planks"]
|
|
||||||
]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,147 +0,0 @@
|
||||||
import mineflayer from 'mineflayer';
|
|
||||||
import { Vec3 } from 'vec3';
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
async function checkBuildingBlueprint(bot, blueprint) {
|
|
||||||
/**
|
|
||||||
* Checks if a Minecraft building matches a given blueprint using Mineflayer.
|
|
||||||
*
|
|
||||||
* @param {mineflayer.Bot} bot - The Mineflayer bot instance.
|
|
||||||
* @param {object} blueprint - The blueprint object.
|
|
||||||
* @returns {Promise<boolean>} - True if the building matches, false otherwise.
|
|
||||||
*/
|
|
||||||
|
|
||||||
const mismatches = [];
|
|
||||||
|
|
||||||
for (const levelData of blueprint.levels) {
|
|
||||||
const levelNum = levelData.level;
|
|
||||||
const startCoords = levelData.coordinates;
|
|
||||||
const placement = levelData.placement;
|
|
||||||
|
|
||||||
for (let zOffset = 0; zOffset < placement.length; zOffset++) {
|
|
||||||
const row = placement[zOffset];
|
|
||||||
for (let xOffset = 0; xOffset < row.length; xOffset++) {
|
|
||||||
const blockName = row[xOffset];
|
|
||||||
const expectedBlockId = getBlockIdFromName(bot, blockName);
|
|
||||||
|
|
||||||
if (expectedBlockId === undefined) {
|
|
||||||
console.warn(`Warning: Unknown block name '${blockName}' in blueprint. Skipping.`);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
const x = startCoords[0] + xOffset;
|
|
||||||
const y = startCoords[1] + levelNum;
|
|
||||||
const z = startCoords[2] + zOffset;
|
|
||||||
|
|
||||||
try {
|
|
||||||
const blockAtLocation = await bot.blockAt(new Vec3(x, y, z));
|
|
||||||
if (!blockAtLocation || blockAtLocation.type !== expectedBlockId) {
|
|
||||||
mismatches.push({
|
|
||||||
level: levelNum,
|
|
||||||
coordinates: [x, y, z],
|
|
||||||
expected: blockName,
|
|
||||||
actual: blockAtLocation ? bot.registry.blocks[blockAtLocation.type].name : 'air' // Assuming air if no block
|
|
||||||
});
|
|
||||||
}
|
|
||||||
} catch (err) {
|
|
||||||
console.error(`Error getting block at (${x}, ${y}, ${z}):`, err);
|
|
||||||
return false; // Stop checking if there's an issue getting blocks
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (mismatches.length > 0) {
|
|
||||||
console.log("Building does not match the blueprint. Found the following mismatches:");
|
|
||||||
mismatches.forEach(mismatch => {
|
|
||||||
console.log(` Level ${mismatch.level}, Coordinates ${mismatch.coordinates.join(', ')}: Expected '${mismatch.expected}', Found '${mismatch.actual}'`);
|
|
||||||
});
|
|
||||||
return false;
|
|
||||||
} else {
|
|
||||||
console.log("Building matches the blueprint!");
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function getBlockIdFromName(bot, blockName) {
|
|
||||||
/**
|
|
||||||
* Gets the numerical block ID from a string block name using the bot's registry.
|
|
||||||
* @param {mineflayer.Bot} bot - The Mineflayer bot instance.
|
|
||||||
* @param {string} blockName - The name of the block (case-insensitive).
|
|
||||||
* @returns {number|undefined} - The block ID, or undefined if not found.
|
|
||||||
*/
|
|
||||||
const blockInfo = bot.registry.blocksByName[blockName.toLowerCase().replace(/ /g, '_')];
|
|
||||||
return blockInfo ? blockInfo.id : undefined;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Example usage (replace with your bot login and server details)
|
|
||||||
const blueprintData = {
|
|
||||||
"materials": {
|
|
||||||
"plank": {
|
|
||||||
"id": "oak_plank",
|
|
||||||
"number": 20
|
|
||||||
},
|
|
||||||
"door": {
|
|
||||||
"id": "oak_door",
|
|
||||||
"number": 1
|
|
||||||
}
|
|
||||||
},
|
|
||||||
"levels": [
|
|
||||||
{
|
|
||||||
"level": 0,
|
|
||||||
"coordinates": [142, -60, -179],
|
|
||||||
"placement":
|
|
||||||
[
|
|
||||||
["stone", "stone", "oak_door", "stone", "stone"],
|
|
||||||
["stone", "air", "air", "air", "stone"],
|
|
||||||
["stone", "air", "air", "air", "stone"],
|
|
||||||
["stone", "stone", "stone", "stone", "stone"]
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"level": 1,
|
|
||||||
"coordinates": [142, -59, -179],
|
|
||||||
"placement":
|
|
||||||
[
|
|
||||||
["stone", "stone", "air", "stone", "stone"],
|
|
||||||
["stone", "air", "air", "air", "stone"],
|
|
||||||
["stone", "air", "air", "air", "stone"],
|
|
||||||
["stone", "stone", "stone", "stone", "stone"]
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"level": 2,
|
|
||||||
"coordinates": [142, -58, -179],
|
|
||||||
"placement":
|
|
||||||
[
|
|
||||||
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"],
|
|
||||||
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"],
|
|
||||||
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"],
|
|
||||||
["oak_plank", "oak_plank", "oak_plank", "oak_plank", "oak_plank"]
|
|
||||||
]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
};
|
|
||||||
|
|
||||||
const bot = mineflayer.createBot({
|
|
||||||
host: 'localhost', // Replace with your server IP or hostname
|
|
||||||
port: 55916, // Replace with your server port
|
|
||||||
username: 'andy', // Replace with your bot's username
|
|
||||||
// password: 'your_bot_password' // Only if the server has online-mode=true
|
|
||||||
});
|
|
||||||
|
|
||||||
bot.on('spawn', async () => {
|
|
||||||
console.log("Bot spawned. Starting blueprint check...");
|
|
||||||
const matchesBlueprint = await checkBuildingBlueprint(bot, blueprintData);
|
|
||||||
console.log(`Blueprint check result: ${matchesBlueprint}`);
|
|
||||||
bot.quit(); // Disconnect the bot after checking
|
|
||||||
});
|
|
||||||
|
|
||||||
bot.on('kicked', (reason, loggedIn) => {
|
|
||||||
console.log(`Bot kicked: ${reason}, loggedIn: ${loggedIn}`);
|
|
||||||
});
|
|
||||||
|
|
||||||
bot.on('error', err => {
|
|
||||||
console.log(`Bot error: ${err}`);
|
|
||||||
});
|
|
|
@ -1,821 +0,0 @@
|
||||||
import {materials} from "mineflayer-armor-manager/dist/data/armor.js";
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
* @param m - length (x-axis)
|
|
||||||
* @param n - width (y-axis)
|
|
||||||
* @param p - depth (z-axis, how many layers)
|
|
||||||
* @param rooms
|
|
||||||
* @returns {any[][][]}
|
|
||||||
*/
|
|
||||||
function generateAbstractRooms(m, n, p, rooms = 5) {
|
|
||||||
const matrix = Array.from({ length: p }, () =>
|
|
||||||
Array.from({ length: m }, () =>
|
|
||||||
Array(n).fill('air')
|
|
||||||
)
|
|
||||||
);
|
|
||||||
|
|
||||||
// Mark entire outer border with 'stone'
|
|
||||||
for (let z = 0; z < p; z++) {
|
|
||||||
for (let x = 0; x < m; x++) {
|
|
||||||
for (let y = 0; y < n; y++) {
|
|
||||||
if (
|
|
||||||
z === 0 || z === p - 1 || // Top and bottom faces
|
|
||||||
x === 0 || x === m - 1 || // Front and back faces
|
|
||||||
y === 0 || y === n - 1 // Left and right faces
|
|
||||||
) {
|
|
||||||
matrix[z][x][y] = 'stone';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const usedSpaces = new Set();
|
|
||||||
|
|
||||||
// Loop that places rooms
|
|
||||||
for (let roomCount = 0; roomCount < rooms; roomCount++) {
|
|
||||||
const length = Math.max(4, Math.floor(Math.random() * 6) + 4);
|
|
||||||
const width = Math.max(4, Math.floor(Math.random() * 6) + 4);
|
|
||||||
const depth = Math.max(3, Math.floor(Math.random() * 6) + 4);
|
|
||||||
|
|
||||||
let roomPlaced = false;
|
|
||||||
|
|
||||||
for (let attempt = 0; attempt < 50; attempt++) {
|
|
||||||
const x = Math.floor(Math.random() * (m - length - 1)) + 1;
|
|
||||||
const y = Math.floor(Math.random() * (n - width - 1)) + 1;
|
|
||||||
const z = Math.floor(Math.random() * (p - depth - 1)) + 1;
|
|
||||||
|
|
||||||
// Check space availability, excluding room's own edges (so that walls/ceilings can be shared)
|
|
||||||
console.log(`Attempting room: ${length}x${width}x${depth}`);
|
|
||||||
|
|
||||||
const spaceAvailable = !Array.from({ length: depth }).some((_, di) =>
|
|
||||||
Array.from({ length: length }).some((_, dj) =>
|
|
||||||
Array.from({ length: width }).some((_, dk) =>
|
|
||||||
// Exclude room's own edges from check
|
|
||||||
(di !== 0 && di !== depth - 1 &&
|
|
||||||
dj !== 0 && dj !== length - 1 &&
|
|
||||||
dk !== 0 && dk !== width - 1) &&
|
|
||||||
usedSpaces.has(`${x + dj},${y + dk},${z + di}`)
|
|
||||||
)
|
|
||||||
)
|
|
||||||
);
|
|
||||||
|
|
||||||
if (spaceAvailable) {
|
|
||||||
for (let di = 0; di < depth; di++) {
|
|
||||||
for (let dj = 0; dj < length; dj++) {
|
|
||||||
for (let dk = 0; dk < width; dk++) {
|
|
||||||
const spaceKey = `${x + dj},${y + dk},${z + di}`;
|
|
||||||
usedSpaces.add(spaceKey);
|
|
||||||
|
|
||||||
if (
|
|
||||||
z + di >= 0 && z + di < p &&
|
|
||||||
x + dj >= 0 && x + dj < m &&
|
|
||||||
y + dk >= 0 && y + dk < n
|
|
||||||
) {
|
|
||||||
// Mark only the outer edges of the room
|
|
||||||
if (di === 0 || di === depth - 1 ||
|
|
||||||
dj === 0 || dj === length - 1 ||
|
|
||||||
dk === 0 || dk === width - 1) {
|
|
||||||
matrix[z + di][x + dj][y + dk] = 'stone';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
roomPlaced = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!roomPlaced) {
|
|
||||||
console.warn(`Could not place room ${roomCount}`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
blueprint = matrixToBlueprint(matrix, [200, -60, -100])
|
|
||||||
|
|
||||||
return blueprint;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Systematically builds the houses by placing them next to the already existing rooms. Still uses randomness for what gets placed next.
|
|
||||||
* @param m width of the 3D space
|
|
||||||
* @param n height of the 3D space
|
|
||||||
* @param p depth of the 3D space
|
|
||||||
* @param rooms Number of rooms to attempt to generate
|
|
||||||
* @param minRoomWidth
|
|
||||||
* @param minRoomLength
|
|
||||||
* @param minRoomDepth
|
|
||||||
* @param roomVariance How much the room size will vary
|
|
||||||
* @param wrapping material of wrapping (air, glass, etc...) -> default is air
|
|
||||||
* @param carpetStyle 0,1,2 increasingly more complex
|
|
||||||
* @param windowStyle 0,1,2 increasingly more complex
|
|
||||||
* @param complexity 0,1,2,3,4 for increasingly complex materials for room generation
|
|
||||||
* @returns a Blueprint object
|
|
||||||
*/
|
|
||||||
// todo: room material params, roof style
|
|
||||||
function proceduralGeneration(m = 20,
|
|
||||||
n = 20,
|
|
||||||
p = 20,
|
|
||||||
rooms = 8,
|
|
||||||
minRoomWidth = 5,
|
|
||||||
minRoomLength = 5,
|
|
||||||
minRoomDepth = 6,
|
|
||||||
roomVariance = 5,
|
|
||||||
wrapping = "air",
|
|
||||||
carpetStyle = 1,
|
|
||||||
windowStyle = 2,
|
|
||||||
complexity = 4) {
|
|
||||||
// Build 3D space
|
|
||||||
const matrix = Array.from({length: p}, () =>
|
|
||||||
Array.from({length: m}, () =>
|
|
||||||
Array(n).fill('air')
|
|
||||||
)
|
|
||||||
);
|
|
||||||
|
|
||||||
// set materials
|
|
||||||
let roomMaterials = ["stone", "terracotta", "quartz_block", "copper_block", "purpur_block"]
|
|
||||||
|
|
||||||
if (complexity < roomMaterials.length){
|
|
||||||
roomMaterials = roomMaterials.slice(0, complexity + 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Mark entire outer border with 'stone'
|
|
||||||
for (let z = 0; z < p; z++) {
|
|
||||||
for (let x = 0; x < m; x++) {
|
|
||||||
for (let y = 0; y < n; y++) {
|
|
||||||
if (
|
|
||||||
z === 0 || z === p - 1 || // Top and bottom faces
|
|
||||||
x === 0 || x === m - 1 || // Front and back faces
|
|
||||||
y === 0 || y === n - 1 // Left and right faces
|
|
||||||
) {
|
|
||||||
matrix[z][x][y] = 'stone';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Replace outer layer with wrap
|
|
||||||
for (let z = 0; z < p; z++) {
|
|
||||||
for (let x = 0; x < m; x++) {
|
|
||||||
for (let y = 0; y < n; y++) {
|
|
||||||
if (
|
|
||||||
(z === p - 1 || // Top face
|
|
||||||
x === 0 || x === m - 1 || // Front and back faces
|
|
||||||
y === 0 || y === n - 1) // Left and right faces
|
|
||||||
) {
|
|
||||||
matrix[z][x][y] = wrapping;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let placedRooms = 0;
|
|
||||||
let lastRoom = null;
|
|
||||||
|
|
||||||
// Direction probabilities (e.g., 'above': 40%, 'left': 15%, etc.)
|
|
||||||
const directionChances = [
|
|
||||||
{direction: 'above', chance: 0.15},
|
|
||||||
{direction: 'left', chance: 0.15},
|
|
||||||
{direction: 'right', chance: 0.15},
|
|
||||||
{direction: 'forward', chance: 0.15},
|
|
||||||
{direction: 'backward', chance: 0.15},
|
|
||||||
];
|
|
||||||
|
|
||||||
// Function to pick a random direction based on percentages
|
|
||||||
function getRandomDirection() {
|
|
||||||
const rand = Math.random();
|
|
||||||
let cumulative = 0;
|
|
||||||
|
|
||||||
for (const {direction, chance} of directionChances) {
|
|
||||||
cumulative += chance;
|
|
||||||
if (rand <= cumulative) return direction;
|
|
||||||
}
|
|
||||||
return directionChances[1].direction; // Fallback to the first direction
|
|
||||||
}
|
|
||||||
|
|
||||||
// Ensures no rooms overlap except at edges
|
|
||||||
function isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth) {
|
|
||||||
for (let di = 0; di < newDepth; di++) {
|
|
||||||
for (let dj = 0; dj < newLength; dj++) {
|
|
||||||
for (let dk = 0; dk < newWidth; dk++) {
|
|
||||||
const x = newX + dj;
|
|
||||||
const y = newY + dk;
|
|
||||||
const z = newZ + di;
|
|
||||||
|
|
||||||
// Skip checking the outermost borders of the new room (these can overlap with stone)
|
|
||||||
if (dj === 0 || dj === newLength - 1 ||
|
|
||||||
dk === 0 || dk === newWidth - 1 ||
|
|
||||||
di === 0 || di === newDepth - 1) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// For non-border spaces, ensure they're air
|
|
||||||
if (matrix[z][x][y] !== 'air') {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
function validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material) {
|
|
||||||
// Allow rooms to use the matrix edges (note the <= instead of <)
|
|
||||||
if (
|
|
||||||
newX >= 0 && newX + newLength <= m &&
|
|
||||||
newY >= 0 && newY + newWidth <= n &&
|
|
||||||
newZ >= 0 && newZ + newDepth <= p &&
|
|
||||||
isSpaceValid(newX, newY, newZ, newLength, newWidth, newDepth)
|
|
||||||
) {
|
|
||||||
console.log(`Placing room at (${newX}, ${newY}, ${newZ}) with dimensions (${newLength}x${newWidth}x${newDepth})`);
|
|
||||||
for (let di = 0; di < newDepth; di++) {
|
|
||||||
for (let dj = 0; dj < newLength; dj++) {
|
|
||||||
for (let dk = 0; dk < newWidth; dk++) {
|
|
||||||
const x = newX + dj;
|
|
||||||
const y = newY + dk;
|
|
||||||
const z = newZ + di;
|
|
||||||
|
|
||||||
// If this is at a matrix border, don't modify it
|
|
||||||
if (z === 0){
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
// if (x === 0 || x === m - 1 ||
|
|
||||||
// y === 0 || y === n - 1 ||
|
|
||||||
// z === 0 || z === p - 1) {
|
|
||||||
// continue;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// For non-border spaces, check if this is a floor that should be shared
|
|
||||||
//was: === 'stone'
|
|
||||||
if (di === 0 && matrix[z-1][x][y] !== 'air') {
|
|
||||||
// Skip creating floor if there's a ceiling below
|
|
||||||
matrix[z][x][y] = 'air';
|
|
||||||
} else if (di === 0 || di === newDepth - 1 ||
|
|
||||||
dj === 0 || dj === newLength - 1 ||
|
|
||||||
dk === 0 || dk === newWidth - 1) {
|
|
||||||
matrix[z][x][y] = material;
|
|
||||||
} else {
|
|
||||||
matrix[z][x][y] = 'air';
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
function addDoor(matrix, x, y, z, material) {
|
|
||||||
matrix[z][x][y] = material;
|
|
||||||
|
|
||||||
// Place the lower half of the door
|
|
||||||
matrix[z + 1][x][y] = 'dark_oak_door[half=lower, hinge=left]';
|
|
||||||
|
|
||||||
// Place the upper half of the door
|
|
||||||
matrix[z + 2][x][y] = 'dark_oak_door[half=upper, hinge=left]';
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Takes in a room and randomly converts some faces to be windows
|
|
||||||
function addWindowsAsSquares(matrix, x, y, z, newLength, newWidth, newDepth, material) {
|
|
||||||
// Matrix dimensions
|
|
||||||
const matrixDepth = matrix.length;
|
|
||||||
const matrixLength = matrix[0].length;
|
|
||||||
const matrixWidth = matrix[0][0].length;
|
|
||||||
const windowX = Math.ceil(minRoomWidth/2)
|
|
||||||
const windowY = Math.ceil(minRoomLength/2)
|
|
||||||
const windowZ = Math.ceil(minRoomDepth/2)
|
|
||||||
|
|
||||||
// Helper function to check if coordinates are within bounds
|
|
||||||
function isInBounds(z, x, y) {
|
|
||||||
return z >= 0 && z < matrixDepth &&
|
|
||||||
x >= 0 && x < matrixLength &&
|
|
||||||
y >= 0 && y < matrixWidth;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Front and back faces (z is constant)
|
|
||||||
if (Math.random() < 0.8) {
|
|
||||||
let centerX = x + Math.floor(newLength / 2 - windowX/2);
|
|
||||||
let centerY = y + Math.floor(newWidth / 2 - windowY/2);
|
|
||||||
|
|
||||||
for (let dx = 0; dx <= windowX; dx++) {
|
|
||||||
for (let dy = 0; dy <= windowY; dy++) {
|
|
||||||
let frontZ = z;
|
|
||||||
let backZ = z + newDepth - 1;
|
|
||||||
|
|
||||||
if (isInBounds(frontZ, centerX + dx, centerY + dy) &&
|
|
||||||
matrix[frontZ][centerX + dx][centerY + dy] === material) {
|
|
||||||
matrix[frontZ][centerX + dx][centerY + dy] = 'glass';
|
|
||||||
}
|
|
||||||
if (isInBounds(backZ, centerX + dx, centerY + dy) &&
|
|
||||||
matrix[backZ][centerX + dx][centerY + dy] === material) {
|
|
||||||
matrix[backZ][centerX + dx][centerY + dy] = 'glass';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Left and right faces (x is constant)
|
|
||||||
if (Math.random() < 0.8) {
|
|
||||||
let centerZ = z + Math.floor(newDepth / 2 - windowZ/2);
|
|
||||||
let centerY = y + Math.floor(newWidth / 2 - windowY/2);
|
|
||||||
|
|
||||||
for (let dz = 0; dz <= windowZ; dz++) {
|
|
||||||
for (let dy = 0; dy <= windowY; dy++) {
|
|
||||||
let leftX = x;
|
|
||||||
let rightX = x + newLength - 1;
|
|
||||||
|
|
||||||
if (isInBounds(centerZ + dz, leftX, centerY + dy) &&
|
|
||||||
matrix[centerZ + dz][leftX][centerY + dy] === material) {
|
|
||||||
matrix[centerZ + dz][leftX][centerY + dy] = 'glass';
|
|
||||||
}
|
|
||||||
if (isInBounds(centerZ + dz, rightX, centerY + dy) &&
|
|
||||||
matrix[centerZ + dz][rightX][centerY + dy] === material) {
|
|
||||||
matrix[centerZ + dz][rightX][centerY + dy] = 'glass';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Top and bottom faces (y is constant)
|
|
||||||
if (Math.random() < 0.8) {
|
|
||||||
let centerX = x + Math.floor(newLength / 2 - windowX/2);
|
|
||||||
let centerZ = z + Math.floor(newDepth / 2 - windowZ / 2);
|
|
||||||
|
|
||||||
for (let dx = 0; dx <= windowX; dx++) {
|
|
||||||
for (let dz = 0; dz <= windowZ; dz++) {
|
|
||||||
let bottomY = y;
|
|
||||||
let topY = y + newWidth - 1;
|
|
||||||
|
|
||||||
if (isInBounds(centerZ + dz, centerX + dx, bottomY) &&
|
|
||||||
matrix[centerZ + dz][centerX + dx][bottomY] === material) {
|
|
||||||
matrix[centerZ + dz][centerX + dx][bottomY] = 'glass';
|
|
||||||
}
|
|
||||||
if (isInBounds(centerZ + dz, centerX + dx, topY) &&
|
|
||||||
matrix[centerZ + dz][centerX + dx][topY] === material) {
|
|
||||||
matrix[centerZ + dz][centerX + dx][topY] = 'glass';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function addWindowsAsPlane(matrix, x, y, z, newLength, newWidth, newDepth, material) {
|
|
||||||
// Ensure the new dimensions are within bounds
|
|
||||||
const maxX = matrix[0].length;
|
|
||||||
const maxY = matrix[0][0].length;
|
|
||||||
const maxZ = matrix.length;
|
|
||||||
|
|
||||||
// Each face has a 30% chance of becoming a window
|
|
||||||
if (Math.random() < 0.8) {
|
|
||||||
for (let dx = 0; dx < newLength; dx++) {
|
|
||||||
for (let dy = 0; dy < newWidth; dy++) {
|
|
||||||
let frontZ = z;
|
|
||||||
let backZ = z + newDepth - 1;
|
|
||||||
|
|
||||||
// Check bounds before modifying the matrix
|
|
||||||
if (frontZ >= 0 && frontZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
|
|
||||||
if (matrix[frontZ][x + dx][y + dy] === material) {
|
|
||||||
matrix[frontZ][x + dx][y + dy] = 'glass';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (backZ >= 0 && backZ < maxZ && x + dx >= 0 && x + dx < maxX && y + dy >= 0 && y + dy < maxY) {
|
|
||||||
if (matrix[backZ][x + dx][y + dy] === material) {
|
|
||||||
matrix[backZ][x + dx][y + dy] = 'glass';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Math.random() < 0.8) {
|
|
||||||
for (let dz = 0; dz < newDepth; dz++) {
|
|
||||||
for (let dy = 0; dy < newWidth; dy++) {
|
|
||||||
let leftX = x;
|
|
||||||
let rightX = x + newLength - 1;
|
|
||||||
|
|
||||||
// Check bounds before modifying the matrix
|
|
||||||
if (leftX >= 0 && leftX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
|
|
||||||
if (matrix[z + dz][leftX][y + dy] === material) {
|
|
||||||
matrix[z + dz][leftX][y + dy] = 'glass';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (rightX >= 0 && rightX < maxX && z + dz >= 0 && z + dz < maxZ && y + dy >= 0 && y + dy < maxY) {
|
|
||||||
if (matrix[z + dz][rightX][y + dy] === material) {
|
|
||||||
matrix[z + dz][rightX][y + dy] = 'glass';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// out of commission
|
|
||||||
function addStairs(matrix, x, y, z, direction) {
|
|
||||||
let dz = 0; // Change in Z direction
|
|
||||||
let dx = 0; // Change in X direction
|
|
||||||
let facing = '';
|
|
||||||
|
|
||||||
// Determine direction and facing
|
|
||||||
switch (direction) {
|
|
||||||
case 'north':
|
|
||||||
dz = -1;
|
|
||||||
facing = 'oak_stairs[facing=north]';
|
|
||||||
break;
|
|
||||||
case 'south':
|
|
||||||
dz = 1;
|
|
||||||
facing = 'oak_stairs[facing=south]';
|
|
||||||
break;
|
|
||||||
case 'east':
|
|
||||||
dx = 1;
|
|
||||||
facing = 'oak_stairs[facing=east]';
|
|
||||||
break;
|
|
||||||
case 'west':
|
|
||||||
dx = -1;
|
|
||||||
facing = 'oak_stairs[facing=west]';
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
console.error('Invalid stair direction');
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Bore stair pattern downwards until we hit a floor or the matrix edge
|
|
||||||
let currentZ = z;
|
|
||||||
while (currentZ > 0 && matrix[currentZ - 1][x][y] === 'air') {
|
|
||||||
// Place stone as foundation
|
|
||||||
matrix[currentZ - 1][x][y] = 'stone';
|
|
||||||
|
|
||||||
// Place stair above the stone
|
|
||||||
matrix[currentZ][x][y] = facing;
|
|
||||||
|
|
||||||
// Move down diagonally
|
|
||||||
x += dx;
|
|
||||||
y += dz;
|
|
||||||
currentZ--;
|
|
||||||
|
|
||||||
// Check if we've hit the edge
|
|
||||||
if (x < 0 || x >= matrix[0].length || y < 0 || y >= matrix[0][0].length) break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function addCarpet(probability, matrix, newX, newY, newZ, newLength, newWidth, material) {
|
|
||||||
let colors = ["blue", "cyan", "light_blue", "lime"];
|
|
||||||
|
|
||||||
// Iterate through the dimensions of the room
|
|
||||||
for (let dx = 1; dx < newLength-1; dx++) {
|
|
||||||
for (let dy = 1; dy < newWidth-1; dy++) {
|
|
||||||
let x = newX + dx;
|
|
||||||
let y = newY + dy;
|
|
||||||
let z = newZ; // Start at floor level
|
|
||||||
|
|
||||||
// Check if there is floor (not air)
|
|
||||||
if (matrix[z][x][y] === material) {
|
|
||||||
// Consider a random probability of adding a carpet
|
|
||||||
if (Math.random() < probability) {
|
|
||||||
// Choose a random color for the carpet
|
|
||||||
let randomColor = colors[Math.floor(Math.random() * colors.length)];
|
|
||||||
// Add carpet one z position above the floor with a random color
|
|
||||||
matrix[z + 1][x][y] = `${randomColor}_carpet`;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function addLadder(matrix, x, y, z) {
|
|
||||||
let currentZ = z+1;
|
|
||||||
|
|
||||||
// turn the floor into air where person would go up
|
|
||||||
matrix[currentZ][x+1][y] = 'air';
|
|
||||||
|
|
||||||
// Build the first 3 ladder segments from floor level downwards
|
|
||||||
for (let i = 0; i < 3; i++) {
|
|
||||||
matrix[currentZ][x][y] = 'ladder[facing=north]';
|
|
||||||
currentZ-=1
|
|
||||||
}
|
|
||||||
|
|
||||||
// Continue building ladder downwards until a floor is hit or we reach the bottom
|
|
||||||
while (currentZ >= 0 && matrix[currentZ][x][y] === 'air') {
|
|
||||||
// Place ladder
|
|
||||||
matrix[currentZ][x][y] = 'ladder[facing=north]';
|
|
||||||
|
|
||||||
// Move down
|
|
||||||
currentZ--;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
function embellishments(carpet, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material){
|
|
||||||
|
|
||||||
|
|
||||||
switch (windowStyle) {
|
|
||||||
case 0:
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
addWindowsAsSquares(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
addWindowsAsPlane(matrix, newZ, newY, newZ, newLength, newWidth, newDepth, material)
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
switch (carpet) {
|
|
||||||
case 0:
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
addCarpet(0.3,matrix,newX, newY, newZ, newLength, newWidth, material);
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
addCarpet(0.7,matrix,newX, newY, newZ, newLength, newWidth, material)
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Places rooms until we can't, or we place all
|
|
||||||
// attempts random configurations of rooms in random directions.
|
|
||||||
while (placedRooms < rooms) {
|
|
||||||
let roomPlaced = false;
|
|
||||||
|
|
||||||
for (let attempt = 0; attempt < 150; attempt++) {
|
|
||||||
|
|
||||||
const material = roomMaterials[Math.floor(Math.random() * roomMaterials.length)];
|
|
||||||
|
|
||||||
|
|
||||||
// dimensions of room
|
|
||||||
const newLength = Math.max(minRoomLength, Math.floor(Math.random() * roomVariance) + minRoomLength);
|
|
||||||
const newWidth = Math.max(minRoomWidth, Math.floor(Math.random() * roomVariance) + minRoomWidth);
|
|
||||||
const newDepth = Math.max(minRoomDepth, Math.floor(Math.random() * Math.floor(roomVariance/2) ) + minRoomDepth );
|
|
||||||
let newX, newY, newZ;
|
|
||||||
|
|
||||||
// first room is special
|
|
||||||
if (placedRooms === 0) {
|
|
||||||
// First room placement
|
|
||||||
newX = Math.floor(Math.random() * (m - newLength - 1)) + 1;
|
|
||||||
newY = Math.floor(Math.random() * (n - newWidth - 1)) + 1;
|
|
||||||
newZ = 0; // Ground floor
|
|
||||||
|
|
||||||
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
|
|
||||||
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
||||||
roomPlaced = true;
|
|
||||||
placedRooms++;
|
|
||||||
|
|
||||||
// Add doors to all four sides
|
|
||||||
// Left side
|
|
||||||
addDoor(matrix, newX, newY + Math.floor(newWidth / 2), newZ, material);
|
|
||||||
// Right side
|
|
||||||
addDoor(matrix, newX + newLength - 1, newY + Math.floor(newWidth / 2), newZ, material);
|
|
||||||
// Front side
|
|
||||||
addDoor(matrix, newX + Math.floor(newLength / 2), newY, newZ, material);
|
|
||||||
// Back side
|
|
||||||
addDoor(matrix, newX + Math.floor(newLength / 2), newY + newWidth - 1, newZ, material);
|
|
||||||
|
|
||||||
addCarpet(0.7, matrix, newX, newY, newZ, newLength, newWidth)
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
const direction = getRandomDirection();
|
|
||||||
|
|
||||||
switch (direction) {
|
|
||||||
case 'above':
|
|
||||||
newX = lastRoom.x;
|
|
||||||
newY = lastRoom.y;
|
|
||||||
newZ = lastRoom.z + lastRoom.depth - 1;
|
|
||||||
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
|
|
||||||
|
|
||||||
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
|
|
||||||
|
|
||||||
addLadder(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
|
|
||||||
lastRoom.y + Math.floor(lastRoom.width / 2),
|
|
||||||
newZ); // Adding the ladder
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
||||||
roomPlaced = true;
|
|
||||||
placedRooms++;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 'left':
|
|
||||||
newX = lastRoom.x - newLength + 1;
|
|
||||||
newY = lastRoom.y;
|
|
||||||
newZ = lastRoom.z;
|
|
||||||
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
|
|
||||||
|
|
||||||
|
|
||||||
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
|
|
||||||
|
|
||||||
|
|
||||||
addDoor(matrix, lastRoom.x, lastRoom.y + Math.floor(lastRoom.width / 2), lastRoom.z, material);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
||||||
roomPlaced = true;
|
|
||||||
placedRooms++;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 'right':
|
|
||||||
newX = lastRoom.x + lastRoom.length - 1;
|
|
||||||
newY = lastRoom.y;
|
|
||||||
newZ = lastRoom.z;
|
|
||||||
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
|
|
||||||
|
|
||||||
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
|
|
||||||
|
|
||||||
|
|
||||||
addDoor(matrix, lastRoom.x + lastRoom.length - 1,
|
|
||||||
lastRoom.y + Math.floor(lastRoom.width / 2),
|
|
||||||
lastRoom.z, material);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
||||||
roomPlaced = true;
|
|
||||||
placedRooms++;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 'forward':
|
|
||||||
newX = lastRoom.x;
|
|
||||||
newY = lastRoom.y + lastRoom.width - 1;
|
|
||||||
newZ = lastRoom.z;
|
|
||||||
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
|
|
||||||
|
|
||||||
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
|
|
||||||
|
|
||||||
|
|
||||||
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
|
|
||||||
lastRoom.y + lastRoom.width - 1,
|
|
||||||
lastRoom.z, material);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
||||||
roomPlaced = true;
|
|
||||||
placedRooms++;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 'backward':
|
|
||||||
newX = lastRoom.x;
|
|
||||||
newY = lastRoom.y - newWidth + 1;
|
|
||||||
newZ = lastRoom.z;
|
|
||||||
if (validateAndBuildBorder(matrix, newX, newY, newZ, newLength, newWidth, newDepth, m, n, p, material)) {
|
|
||||||
|
|
||||||
embellishments(carpetStyle, windowStyle, matrix, newX, newY, newZ, newLength, newWidth, newDepth, material)
|
|
||||||
|
|
||||||
|
|
||||||
addDoor(matrix, lastRoom.x + Math.floor(lastRoom.length / 2),
|
|
||||||
lastRoom.y,
|
|
||||||
lastRoom.z, material);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
lastRoom = { x: newX, y: newY, z: newZ, length: newLength, width: newWidth, depth: newDepth };
|
|
||||||
roomPlaced = true;
|
|
||||||
placedRooms++;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (roomPlaced) {
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!roomPlaced) {
|
|
||||||
console.warn(`Could not place room ${placedRooms + 1}`);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return matrix
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Converts a 3D matrix into a Minecraft blueprint format
|
|
||||||
* @param {Array<Array<Array<string>>>} matrix - 3D matrix of block types
|
|
||||||
* @param {number[]} startCoord - Starting coordinates [x, y, z]
|
|
||||||
* @returns {Object} Blueprint object in Minecraft format
|
|
||||||
*/
|
|
||||||
function matrixToBlueprint(matrix, startCoord) {
|
|
||||||
// Validate inputs
|
|
||||||
if (!Array.isArray(matrix) || !Array.isArray(startCoord) || startCoord.length !== 3) {
|
|
||||||
throw new Error('Invalid input format');
|
|
||||||
}
|
|
||||||
|
|
||||||
const [startX, startY, startZ] = startCoord;
|
|
||||||
|
|
||||||
return {
|
|
||||||
levels: matrix.map((level, levelIndex) => ({
|
|
||||||
level: levelIndex,
|
|
||||||
coordinates: [
|
|
||||||
startX,
|
|
||||||
startY + levelIndex,
|
|
||||||
startZ
|
|
||||||
],
|
|
||||||
placement: level.map(row =>
|
|
||||||
// Ensure each block is a string, default to 'air' if undefined
|
|
||||||
row.map(block => block?.toString() || 'air')
|
|
||||||
)
|
|
||||||
}))
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* for cutesy output
|
|
||||||
* @param matrix
|
|
||||||
*/
|
|
||||||
function printMatrix(matrix) {
|
|
||||||
matrix.forEach((layer, layerIndex) => {
|
|
||||||
console.log(`Layer ${layerIndex}:`);
|
|
||||||
layer.forEach(row => {
|
|
||||||
console.log(
|
|
||||||
row.map(cell => {
|
|
||||||
switch (cell) {
|
|
||||||
case 'stone': return '█'; // Wall
|
|
||||||
case 'air': return '.'; // Open space
|
|
||||||
case 'dark_oak_door[half=upper, hinge=left]': return 'D';
|
|
||||||
case 'dark_oak_door[half=lower, hinge=left]': return 'D';
|
|
||||||
case 'oak_stairs[facing=north]': return 'S'; // Stairs
|
|
||||||
case 'oak_stairs[facing=east]': return 'S'; // Stairs
|
|
||||||
case 'oak_stairs[facing=south]': return 'S'; // Stairs
|
|
||||||
case 'oak_stairs[facing=west]': return 'S'; // Stairs
|
|
||||||
case 'glass': return 'W'
|
|
||||||
|
|
||||||
|
|
||||||
default: return '?'; // Unknown or unmarked space
|
|
||||||
}
|
|
||||||
}).join(' ')
|
|
||||||
);
|
|
||||||
});
|
|
||||||
console.log('---');
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// main:
|
|
||||||
const resultMatrix = proceduralGeneration(20, 10, 20, 10, "air", 2, 2, 4);
|
|
||||||
printMatrix(resultMatrix)
|
|
||||||
|
|
||||||
let blueprint = matrixToBlueprint(resultMatrix,[122, -60, -178])
|
|
||||||
|
|
||||||
import mineflayer from "mineflayer";
|
|
||||||
import {autoBuild} from "./test_blueprint_layout.js";
|
|
||||||
|
|
||||||
const bot = mineflayer.createBot({
|
|
||||||
host: 'localhost', // Replace with your server IP or hostname
|
|
||||||
port: 55916, // Replace with your server port
|
|
||||||
username: 'andy', // Replace with your bot's username
|
|
||||||
// password: 'your_bot_password' // Only if the server has online-mode=true
|
|
||||||
});
|
|
||||||
|
|
||||||
bot.on('spawn', async () => {
|
|
||||||
// have andy build the blueprint automatically
|
|
||||||
const result = autoBuild(blueprint);
|
|
||||||
// const result = clearHouse(blueprint)
|
|
||||||
const commands = result.commands;
|
|
||||||
const nearbyPosition = result.nearbyPosition;
|
|
||||||
for (const command of commands) {
|
|
||||||
bot.chat(command);
|
|
||||||
}
|
|
||||||
|
|
||||||
console.log(commands.slice(-10));
|
|
||||||
bot.chat('I have built the house!');
|
|
||||||
// bot.chat('/tp @a ' + nearbyPosition.x + ' ' + nearbyPosition.y + ' ' + nearbyPosition.z+1);
|
|
||||||
|
|
||||||
// Print out the location nearby the blueprint
|
|
||||||
console.log(`tp ${nearbyPosition.x} ${nearbyPosition.y} ${nearbyPosition.z}`)
|
|
||||||
});
|
|
||||||
|
|
|
@ -1,14 +0,0 @@
|
||||||
import { resetConstructionWorld } from "../src/agent/tasks.js";
|
|
||||||
import mineflayer from 'mineflayer';
|
|
||||||
|
|
||||||
const bot = mineflayer.createBot({
|
|
||||||
host: 'localhost', // Replace with your server IP or hostname
|
|
||||||
port: 55916, // Replace with your server port
|
|
||||||
username: 'andy', // Replace with your bot's username
|
|
||||||
// password: 'your_bot_password' // Only if the server has online-mode=true
|
|
||||||
});
|
|
||||||
|
|
||||||
bot.on('spawn', async () => {
|
|
||||||
bot.chat("/tp andy izzycw");
|
|
||||||
resetConstructionWorld(bot);
|
|
||||||
});
|
|
Loading…
Add table
Reference in a new issue