mindcraft/src/agent/modes.js
2024-01-25 13:25:36 -08:00

202 lines
7.2 KiB
JavaScript

import * as skills from './library/skills.js';
import * as world from './library/world.js';
import * as mc from '../utils/mcdata.js';
// 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
// the order of this list matters! first modes will be prioritized
const modes = [
{
name: 'self_defense',
description: 'Automatically attack nearby enemies. Interrupts other actions.',
on: true,
active: false,
update: function (agent) {
if (this.active) return;
const enemy = world.getNearestEntityWhere(agent.bot, entity => mc.isHostile(entity), 8);
if (enemy) {
agent.bot.chat(`Fighting ${enemy.name}!`);
execute(this, agent, async () => {
await skills.defendSelf(agent.bot, 8);
});
}
}
},
{
name: 'hunting',
description: 'Automatically hunt nearby animals when idle.',
on: true,
active: false,
update: function (agent) {
if (agent.idle) {
const huntable = world.getNearestEntityWhere(agent.bot, entity => mc.isHuntable(entity), 8);
if (huntable) {
execute(this, agent, async () => {
agent.bot.chat(`Hunting ${huntable.name}!`);
await skills.attackEntity(agent.bot, huntable);
});
}
}
}
},
{
name: 'item_collecting',
description: 'Automatically collect nearby items when idle.',
on: true,
active: false,
update: function (agent) {
if (agent.idle) {
let item = world.getNearestEntityWhere(agent.bot, entity => entity.name === 'item', 8);
if (item) {
execute(this, agent, async () => {
// wait 2 seconds for the item to settle
await new Promise(resolve => setTimeout(resolve, 2000));
await skills.pickupNearbyItem(agent.bot);
});
}
}
}
},
{
name: 'torch_placing',
description: 'Automatically place torches when idle and there are no torches nearby.',
on: true,
active: false,
update: function (agent) {
if (this.active) return;
if (agent.idle) {
// TODO: check light level instead of nearby torches, block.light is broken
const near_torch = world.getNearestBlock(agent.bot, 'torch', 8);
if (!near_torch) {
let torches = agent.bot.inventory.items().filter(item => item.name.includes('torch'));
if (torches.length > 0) {
const torch = torches[0];
const pos = agent.bot.entity.position;
execute(this, agent, async () => {
await skills.placeBlock(agent.bot, torch.name, pos.x, pos.y, pos.z);
});
}
}
}
}
},
{
name: 'idle_staring',
description: 'Non-functional animation to look around at entities when idle.',
on: true,
active: false,
staring: false,
last_entity: null,
next_change: 0,
update: function (agent) {
if (agent.idle) {
this.active = true;
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);
}
this.next_change = Date.now() + Math.random() * 10000 + 2000;
}
}
else
this.active = false;
}
},
];
async function execute(mode, agent, func, timeout=-1) {
mode.active = true;
await agent.coder.stop();
agent.idle = false;
let code_return = await agent.coder.execute(async () => {
await func();
}, timeout);
mode.active = false;
agent.idle = true;
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 = {};
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;
}
getStr() {
let res = 'Available Modes:';
for (let mode of this.modes_list) {
let on = mode.on ? 'ON' : 'OFF';
res += `\n- ${mode.name}(${on}): ${mode.description}`;
}
return res;
}
update() {
if (this.agent.idle) {
// other actions might pause a mode to override it
// when idle, unpause all modes
for (let mode of this.modes_list) {
if (mode.paused) console.log(`Unpausing mode ${mode.name}`);
mode.paused = false;
}
}
for (let mode of this.modes_list) {
if (mode.on && !mode.paused) {
mode.update(this.agent);
if (mode.active) {
break;
}
}
}
}
}
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);
}