Root cause of "bot just stands still": every gather.* skill was using
bot.findBlock({ matching: (b) => names.includes(b.name) }), and under
mineflayer 1.21.4 + ViaBackwards the Block objects fed into the
callback have a wrong .name field (Block.type / numeric id is still
correct — this is mineflayer issue #2347). Every search returned null,
every skill reported "no_target", reflex looped wander → tunnel-out
forever. The bot's logs said "dispatch ok" while the operator watched
it pace in circles.
Proven live with a new diag.match skill on play.xmatic.team:
findBlocks({matching: numericIds}) → 50 hits
findBlocks({matching: (b) => b.name === ...}) → 0 hits ← the bug
findBlock({matching: (b) => b.name === ...}) → null ← the bug
findBlock({matching: numericIds}) → dark_oak_log @ (606,62,110)
After this fix the same bot from the same spawn dispatches gather.logs
and reaches the chop loop ("chop: dark_oak_log at 606,62,110 (tool=fists)")
instead of returning "no reachable log within 64 blocks".
Changes:
- runtime/perception.js (new): findBlocksByName / findNearestBlockByName
centralise the numeric-id workaround for any future skill.
- runtime/actions.js: chopNearestTree, sleepInBed, placeCraftingTable now
use perception. Also load mineflayer-tool plugin alongside collectblock
(collectblock 1.6 hard-requires bot.tool to dispatch a dig).
- gather-stone, gather-wool, deposit-surplus rewritten to numeric-id
search. gather-wool also loads mineflayer-tool.
- diagnose-scan.js (new): two diagnostic skills — diag.scan reports
findBlocks counts per radius for common blocks; diag.match cross-tests
the four matcher styles so this regression can be re-proven on demand.
- runtime/skills/index.js: registers diag.scan + diag.match.
Memory: project_findblock_callback_broken_under_viabackwards.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
173 lines
5.6 KiB
JavaScript
173 lines
5.6 KiB
JavaScript
// gather.wool — get one block of wool, any colour. Three paths in order
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// of preference:
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// 1. Mine a placed wool block within 32 blocks (someone left one).
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// 2. Shear a nearby sheep if we carry shears.
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// 3. Attack a nearby sheep to drop wool (last resort; gives 1 wool).
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//
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// Wool is the only ingredient missing for a bed once we have planks, so
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// this skill is the first real "go find an animal" task the bot has.
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import collectBlockPkg from "mineflayer-collectblock";
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import pathfinderPkg from "mineflayer-pathfinder";
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import toolPkg from "mineflayer-tool";
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const toolPlugin = toolPkg.plugin ?? toolPkg.default?.plugin ?? toolPkg.default ?? toolPkg;
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import { info, warn } from "../log.js";
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import { findNearestBlockByName } from "../perception.js";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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const WOOL_NAMES = [
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"white_wool", "orange_wool", "magenta_wool", "light_blue_wool", "yellow_wool",
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"lime_wool", "pink_wool", "gray_wool", "light_gray_wool", "cyan_wool",
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"purple_wool", "blue_wool", "brown_wool", "green_wool", "red_wool", "black_wool",
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];
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const collectBlockPlugin =
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collectBlockPkg.plugin ??
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collectBlockPkg.default?.plugin ??
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collectBlockPkg.default ??
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collectBlockPkg;
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const WOOL_BLOCK_RE = /(?:^|_)wool$/;
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let pluginLoaded = new WeakSet();
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function ensurePlugins(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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bot.loadPlugin(toolPlugin); // collectblock needs bot.tool
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bot.loadPlugin(collectBlockPlugin);
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pluginLoaded.add(bot);
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}
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function setMovementsForGather(bot) {
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const m = new Movements(bot);
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m.canDig = true;
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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function withTimeout(promise, ms, label) {
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let timer;
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const timeout = new Promise((_, reject) => {
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timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
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});
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return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
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}
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function woolCount(bot) {
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return bot.inventory.items().reduce(
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(sum, i) => (WOOL_BLOCK_RE.test(i.name) || i.name.endsWith("_wool") ? sum + i.count : sum),
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0,
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);
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}
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function nearestSheep(bot) {
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let best = null;
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for (const e of Object.values(bot.entities)) {
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if (e?.name !== "sheep" || !e.position) continue;
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const d = e.position.distanceTo(bot.entity.position);
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if (!best || d < best.d) best = { e, d };
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}
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return best;
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}
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export const skill = Object.freeze({
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id: "gather.wool",
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title: "Gather one wool",
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timeoutMs: 90_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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if (woolCount(ctx.bot) >= 3) {
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return { ok: false, code: "already_have", detail: "already have ≥3 wool" };
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}
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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ensurePlugins(bot);
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setMovementsForGather(bot);
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// 1. Placed wool block? Numeric-id search — see runtime/perception.js.
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const woolBlock = findNearestBlockByName(bot, WOOL_NAMES, { maxDistance: 32 });
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if (woolBlock) {
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info("action", `gather.wool: mining ${woolBlock.name} at ${woolBlock.position}`);
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try {
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await withTimeout(bot.collectBlock.collect(woolBlock), 45_000, "collectWool");
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return {
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ok: true,
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code: "done",
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detail: { from: "block", name: woolBlock.name },
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worldDelta: { gotWool: 1, source: "block" },
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};
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} catch (e) {
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warn("action", `gather.wool block-mine failed: ${e.message}`);
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// fall through to sheep
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}
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}
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// 2/3. Sheep — shear if we have shears, otherwise attack.
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const sheep = nearestSheep(bot);
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if (!sheep) {
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return { ok: false, code: "no_target", detail: "no wool block and no sheep within view", worldDelta: null };
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}
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalFollow(sheep.e, 2)),
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30_000,
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"pathToSheep",
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);
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} catch (e) {
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return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
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}
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const shears = bot.inventory.items().find((i) => i.name === "shears");
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if (shears) {
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try {
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await withTimeout(bot.equip(shears, "hand"), 3000, "equip shears");
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bot.activateEntity(sheep.e); // shears interaction
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await new Promise((r) => setTimeout(r, 600));
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// Wait for the drop entity to spawn near the sheep, then pick it up
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// by walking to it. Simplest: a brief wait — the bot is already next
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// to the sheep, drops are auto-collected.
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await new Promise((r) => setTimeout(r, 1200));
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return {
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ok: true,
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code: "done",
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detail: { from: "shear", entityId: sheep.e.id },
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worldDelta: { gotWool: 1, source: "shear" },
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};
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} catch (e) {
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warn("action", `gather.wool shear failed: ${e.message}`);
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// fall through to attack
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}
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}
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try {
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bot.attack(sheep.e);
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await new Promise((r) => setTimeout(r, 800));
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// Mineflayer doesn't auto-loop attacks; re-fire until dead or out
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// of reach. Up to 6 swings.
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for (let i = 0; i < 6; i++) {
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const still = Object.values(bot.entities).find((e) => e.id === sheep.e.id);
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if (!still) break;
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if (still.position.distanceTo(bot.entity.position) > 4) break;
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bot.attack(still);
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await new Promise((r) => setTimeout(r, 700));
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}
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await new Promise((r) => setTimeout(r, 1200));
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return {
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ok: true,
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code: "done",
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detail: { from: "kill", entityId: sheep.e.id },
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worldDelta: { gotWool: 1, source: "kill" },
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};
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} catch (e) {
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warn("action", `gather.wool attack failed: ${e.message}`);
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return { ok: false, code: "failed", detail: e.message, worldDelta: null };
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}
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},
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recover(ctx, result) {
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if (result.code === "no_target") return { hint: "wander", reason: "no sheep or wool block visible" };
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return null;
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},
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});
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