diff --git a/node_modules/mineflayer-pathfinder/index.js b/node_modules/mineflayer-pathfinder/index.js index b38bd30..fb39b45 100644 --- a/node_modules/mineflayer-pathfinder/index.js +++ b/node_modules/mineflayer-pathfinder/index.js @@ -170,6 +170,16 @@ function inject (bot) { const curPoint = path[i] if (curPoint.toBreak.length > 0 || curPoint.toPlace.length > 0) break const b = bot.blockAt(new Vec3(curPoint.x, curPoint.y, curPoint.z)) + + // openned doors have small Collision box + // that may stop the bot from moving forward + if(i === 0 && b.name.includes('door')) { + curPoint.x = Math.floor(curPoint.x) + 0.5 + curPoint.y = Math.floor(curPoint.y) + curPoint.z = Math.floor(curPoint.z) + 0.5 + continue + } + if (b && (b.type === waterType || ((b.type === ladderId || b.type === vineId) && i + 1 < path.length && path[i + 1].y < curPoint.y))) { curPoint.x = Math.floor(curPoint.x) + 0.5 curPoint.y = Math.floor(curPoint.y) @@ -524,6 +534,9 @@ function inject (bot) { bot.activateBlock(bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z))).then(() => { lockUseBlock.release() placingBlock = nextPoint.toPlace.shift() + if (!placingBlock) { + placing = false + } }, err => { console.error(err) lockUseBlock.release() @@ -550,6 +563,7 @@ function inject (bot) { lockEquipItem.release() const refBlock = bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z), false) if (!lockPlaceBlock.tryAcquire()) return + bot.world.setBlockStateId(refBlock.position.offset(placingBlock.dx, placingBlock.dy, placingBlock.dz), 1) if (interactableBlocks.includes(refBlock.name)) { bot.setControlState('sneak', true) } @@ -557,6 +571,7 @@ function inject (bot) { .then(function () { // Dont release Sneak if the block placement was not successful bot.setControlState('sneak', false) + bot.setControlState('jump', false) if (bot.pathfinder.LOSWhenPlacingBlocks && placingBlock.returnPos) returningPos = placingBlock.returnPos.clone() }) .catch(_ignoreError => { diff --git a/node_modules/mineflayer-pathfinder/lib/movements.js b/node_modules/mineflayer-pathfinder/lib/movements.js index a7e3505..3c4a8f2 100644 --- a/node_modules/mineflayer-pathfinder/lib/movements.js +++ b/node_modules/mineflayer-pathfinder/lib/movements.js @@ -62,7 +62,13 @@ this.climbables = new Set() this.climbables.add(registry.blocksByName.ladder.id) - // this.climbables.add(registry.blocksByName.vine.id) + if (registry.blocksByName.vine) this.climbables.add(registry.blocksByName.vine.id) + if (registry.blocksByName.weeping_vines) this.climbables.add(registry.blocksByName.weeping_vines.id) + if (registry.blocksByName.weeping_vines_plant) this.climbables.add(registry.blocksByName.weeping_vines_plant.id) + if (registry.blocksByName.twisting_vines) this.climbables.add(registry.blocksByName.twisting_vines.id) + if (registry.blocksByName.twisting_vines_plant) this.climbables.add(registry.blocksByName.twisting_vines_plant.id) + if (registry.blocksByName.cave_vines) this.climbables.add(registry.blocksByName.cave_vines.id) + if (registry.blocksByName.cave_vines_plant) this.climbables.add(registry.blocksByName.cave_vines_plant.id) this.emptyBlocks = new Set() this.replaceables = new Set() @@ -92,13 +98,15 @@ } }) registry.blocksArray.forEach(block => { - if (this.interactableBlocks.has(block.name) && block.name.toLowerCase().includes('gate') && !block.name.toLowerCase().includes('iron')) { + if (this.interactableBlocks.has(block.name) + && (block.name.toLowerCase().includes('gate') || block.name.toLowerCase().includes('door') || block.name.toLowerCase().includes('trapdoor')) + && !block.name.toLowerCase().includes('iron')) { // console.info(block) this.openable.add(block.id) } }) - this.canOpenDoors = false // Causes issues. Probably due to none paper servers. + this.canOpenDoors = true this.exclusionAreasStep = [] this.exclusionAreasBreak = [] @@ -230,8 +238,13 @@ } } b.climbable = this.climbables.has(b.type) - b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type)) && !this.blocksToAvoid.has(b.type) - b.physical = b.boundingBox === 'block' && !this.fences.has(b.type) + + // Enhanced trapdoor logic - open trapdoors are safe to pass through + const isOpenTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open === true + const isClosedTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open !== true + + b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type) || isOpenTrapdoor) && !this.blocksToAvoid.has(b.type) + b.physical = (b.boundingBox === 'block' && !this.fences.has(b.type)) || isClosedTrapdoor b.replaceable = this.replaceables.has(b.type) && !b.physical b.liquid = this.liquids.has(b.type) b.height = pos.y + dy @@ -284,6 +297,18 @@ cost += this.exclusionStep(block) // Is excluded so can't move or break cost += this.getNumEntitiesAt(block.position, 0, 0, 0) * this.entityCost if (block.safe) return cost + + // process door cost + if ((this.canOpenDoors && block.openable) + || (block.openable && block._properties?.open === true)) { + return cost + } + + // Handle trapdoors specifically - they can be opened instead of broken + if (this.canOpenDoors && block.openable && block.name.includes('trapdoor') && !block.name.includes('iron')) { + return cost + 1 // Small cost for opening trapdoor + } + if (!this.safeToBreak(block)) return 100 // Can't break, so can't move toBreak.push(block.position) @@ -387,8 +412,8 @@ cost += this.safeOrBreak(blockB, toBreak) if (cost > 100) return - // Open fence gates - if (this.canOpenDoors && blockC.openable && blockC.shapes && blockC.shapes.length !== 0) { + // Open fence gates and doors + if (this.canOpenDoors && blockC.openable && !blockC._properties.open) { toPlace.push({ x: node.x + dir.x, y: node.y, z: node.z + dir.z, dx: 0, dy: 0, dz: 0, useOne: true }) // Indicate that a block should be used on this block not placed } else { cost += this.safeOrBreak(blockC, toBreak) @@ -552,6 +577,54 @@ if (cost > 100) return neighbors.push(new Move(node.x, node.y + 1, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace)) + } + + getMoveClimbUpThroughTrapdoor (node, neighbors) { + const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable) + const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above + const blockCeiling = this.getBlock(node, 0, 2, 0) // Trapdoor or ceiling block + + // Only attempt this move if we're on a climbable block (ladder/vine) + if (!blockCurrent.climbable) return + + // Check if there's a closed trapdoor above us + if (!blockCeiling.openable || blockCeiling._properties?.open === true) return + + let cost = 2 // Base cost for climbing up and opening trapdoor + const toBreak = [] + const toPlace = [] + + // Make sure we can break/pass through the block above if needed + cost += this.safeOrBreak(blockAbove, toBreak) + if (cost > 100) return + + // Add cost for opening the trapdoor + toPlace.push({ x: node.x, y: node.y + 2, z: node.z, dx: 0, dy: 0, dz: 0, useOne: true }) + + neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace)) + } + + // Enhanced ladder/vine climbing that can handle stepping on top and jumping + getMoveClimbTop (node, neighbors) { + const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable) + const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above + + // Only attempt this move if we're on a climbable block (ladder/vine) + if (!blockCurrent.climbable) return + + // Check if we can step on top of the ladder/vine and then jump up + if (!blockAbove.safe) return + + let cost = 2 // Cost for climbing to top of ladder and jumping + const toBreak = [] + const toPlace = [] + + // Check if there's space to jump up from the top of the ladder + const blockJumpTarget = this.getBlock(node, 0, 2, 0) + cost += this.safeOrBreak(blockJumpTarget, toBreak) + if (cost > 100) return + + neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace)) } // Jump up, down or forward over a 1 block gap @@ -655,6 +728,10 @@ this.getMoveDown(node, neighbors) this.getMoveUp(node, neighbors) + + // Enhanced climbing moves for ladders, vines, and trapdoors + this.getMoveClimbUpThroughTrapdoor(node, neighbors) + this.getMoveClimbTop(node, neighbors) return neighbors }