Closes the loop "стой и кидай proposals" → "копит ресурсы, строит,
работает к глобальной цели". Three pieces:
1. Crafting primitives (runtime/actions.js).
craftPlanks (4 per log, any wood type), craftSticks (4 per 2 planks),
placeCraftingTable (crafts a table from planks if needed + places at
reference block + reuses an existing table within 4 m), craftWoodenAxe,
craftWoodenPickaxe, craftWoodenSword. Each uses bot.recipesFor()
+ bot.craft() with a 15s timeout. Returns the same {ok, detail}
contract as the other actions.
inv.{getItemCount, getAnyPlanksCount, getAnyLogCount} helpers
exported so the reflex layer can read inventory cheaply without
pulling mineflayer state through every reducer.
2. Tech-tree reflex (runtime/reflex.js).
New techTreeReflex between sleep and autonomous. Inventory-driven
progression: log+0 planks → planks; planks+0 sticks → sticks;
planks+sticks+no axe → wooden_axe; +no pickaxe → wooden_pickaxe;
+no sword → wooden_sword. 5 s cooldown so we don't fire on every
tick.
Pure script, no LLM. The progression is exactly what a player
does in the first 10 min on a new world; making it scripted means
the bot never burns tokens on it.
3. LLM planner (runtime/planner.js).
Background timer (every 15 min, with a 30 s warm-up after start).
Reads goal.md + plan.md + a slim snapshot, prompts Pi to output a
fresh plan.md to stdout. Stripped of code fences and written
verbatim to state/<host>/plan.md. Capped at 16 KB.
The plan is markdown the operator can read or edit by hand. Numbered
milestones, ✓ prefix for completed ones, kept short. The reflex
layer doesn't auto-execute LLM text — but the planner sets the
long-horizon shape that future reflexes (build house, plant farm)
can read.
5 min timeout on the pi subprocess. If it crashes or times out, the
next 15-min tick just retries — no propagation to the reflex loop.
The progression now looks like, roughly:
chop log (autonomous) →
craft planks → craft sticks → wooden_axe (tech-tree) →
chop faster (autonomous, has axe now) →
wooden_pickaxe + wooden_sword (tech-tree) →
mine stone … (next PR: stone tools, farm site selection,
house frame)
Smoke-tested: all three modules import cleanly, exports check out.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
554 lines
17 KiB
JavaScript
554 lines
17 KiB
JavaScript
// Mineflayer action primitives. Each function is async, has a hard timeout,
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// catches its own errors, and returns { ok: boolean, detail?: any }.
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// Actions are dispatched from the reflex layer via ctx.dispatch — never
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// awaited inline in a tick, because they may take seconds.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { info, warn } from "./log.js";
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// Hard timeout wrapper. Mineflayer goals (pathfinder, pvp targeting) can hang
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// when the goal is unreachable; without a ceiling the whole reflex chain stops.
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function withTimeout(promise, ms, label) {
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return Promise.race([
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Promise.resolve(promise),
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new Promise((_, reject) =>
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setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms),
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),
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]);
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}
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// Mineflayer ships with the pathfinder plugin externally — but we need to
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// ensure it's loaded exactly once per bot. The reflex bot doesn't auto-load
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// it the way mineflayer-bridge.ts did, so we lazy-load here.
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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// Each action that uses pathfinder should set its own Movements profile
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// before calling goto — otherwise it inherits whatever the previous caller
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// left set, which has caused live regressions (e.g. flee setting canDig=false,
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// then a later chop inheriting the same restrictive profile).
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function setMovementsForGather(bot) {
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const m = new Movements(bot);
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m.canDig = true; // chopping is the entire point
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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function setMovementsForTravel(bot) {
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const m = new Movements(bot);
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m.canDig = true; // dig through leaves rather than get stuck
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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// ---- combat ----------------------------------------------------------------
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const MELEE_WEAPONS = [
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"netherite_sword",
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"diamond_sword",
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"iron_sword",
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"stone_sword",
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"golden_sword",
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"wooden_sword",
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"netherite_axe",
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"diamond_axe",
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"iron_axe",
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"stone_axe",
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"golden_axe",
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"wooden_axe",
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];
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async function equipBestMelee(bot) {
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for (const name of MELEE_WEAPONS) {
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const item = bot.inventory.items().find((i) => i.name === name);
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if (item) {
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try {
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await bot.equip(item, "hand");
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return name;
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} catch {
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// keep trying
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}
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}
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}
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return null;
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}
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export async function attackNearest(bot, hostileType) {
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const target = Object.values(bot.entities).find(
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(e) => (hostileType ? e.name === hostileType : isHostile(e)) && e.position.distanceTo(bot.entity.position) <= 4,
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);
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if (!target) return { ok: false, detail: "no target in reach" };
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const weapon = await equipBestMelee(bot);
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info("action", `attack: target=${target.name} dist=${target.position.distanceTo(bot.entity.position).toFixed(1)} weapon=${weapon ?? "fists"}`);
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try {
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// Look at target then swing. Single hit per call — reflex tick re-fires
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// until the target is dead or out of range.
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await withTimeout(bot.lookAt(target.position.offset(0, target.height ?? 1, 0)), 2000, "lookAt");
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bot.attack(target);
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return { ok: true, detail: { target: target.name, weapon } };
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} catch (e) {
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warn("action", `attack failed: ${e.message}`);
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return { ok: false, detail: e.message };
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}
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}
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// ---- flee ------------------------------------------------------------------
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export async function fleeFrom(bot, fromEntity, distance = 16) {
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ensurePathfinder(bot);
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const from = fromEntity?.position ?? bot.entity.position;
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const here = bot.entity.position;
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// vector away
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const dx = here.x - from.x;
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const dz = here.z - from.z;
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const len = Math.hypot(dx, dz) || 1;
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const tx = Math.round(here.x + (dx / len) * distance);
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const tz = Math.round(here.z + (dz / len) * distance);
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const ty = Math.round(here.y);
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info("action", `flee: from=${fromEntity?.name ?? "?"} → ${tx},${ty},${tz}`);
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// canDig:true here is deliberate — without it the bot gets permanently
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// stuck in dense tree canopy (observed live: bot perched at Y=85 inside
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// dark-oak leaves, every flee timed out for hours). We accept the risk of
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// chopping through scenery while panicking; it's how a player would react.
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const movements = new Movements(bot);
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movements.canDig = true;
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movements.allow1by1towers = false;
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bot.pathfinder.setMovements(movements);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 1)),
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30_000,
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`fleeFrom(${fromEntity?.name})`,
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);
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return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
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} catch (e) {
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warn("action", `flee failed: ${e.message}`);
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return { ok: false, detail: e.message };
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}
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}
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// ---- food ------------------------------------------------------------------
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const FOOD_PRIORITY = [
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"cooked_beef",
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"cooked_porkchop",
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"cooked_mutton",
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"cooked_chicken",
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"cooked_rabbit",
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"cooked_salmon",
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"cooked_cod",
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"baked_potato",
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"bread",
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"carrot",
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"apple",
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"sweet_berries",
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"melon_slice",
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"beef",
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"porkchop",
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"chicken",
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"mutton",
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];
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function findFood(bot) {
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for (const name of FOOD_PRIORITY) {
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const item = bot.inventory.items().find((i) => i.name === name);
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if (item) return item;
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}
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// fallback: anything with food value via mc-data is too brittle; we accept
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// only the priority list to avoid accidentally eating poisonous spider eyes.
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return null;
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}
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export async function eatBestFood(bot) {
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const item = findFood(bot);
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if (!item) return { ok: false, detail: "no food in inventory" };
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info("action", `eat: ${item.name}`);
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try {
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await withTimeout(bot.equip(item, "hand"), 3000, "equip food");
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await withTimeout(bot.consume(), 15_000, "consume");
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return { ok: true, detail: { ate: item.name } };
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} catch (e) {
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warn("action", `eat failed: ${e.message}`);
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return { ok: false, detail: e.message };
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}
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}
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// ---- sleep -----------------------------------------------------------------
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const BED_NAMES = [
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"red_bed",
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"white_bed",
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"orange_bed",
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"yellow_bed",
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"lime_bed",
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"green_bed",
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"cyan_bed",
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"light_blue_bed",
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"blue_bed",
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"purple_bed",
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"magenta_bed",
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"pink_bed",
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"brown_bed",
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"gray_bed",
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"light_gray_bed",
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"black_bed",
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];
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export async function sleepInBed(bot) {
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// Already in a bed?
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if (bot.isSleeping) return { ok: true, detail: "already sleeping" };
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// Find a nearby placed bed first.
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const bedBlock = bot.findBlock({
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matching: (b) => BED_NAMES.includes(b?.name),
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maxDistance: 16,
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});
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if (bedBlock) {
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info("action", `sleep: nearest bed at ${bedBlock.position.x},${bedBlock.position.y},${bedBlock.position.z}`);
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(bedBlock.position.x, bedBlock.position.y, bedBlock.position.z, 2)),
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15_000,
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"goto bed",
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);
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await withTimeout(bot.sleep(bedBlock), 10_000, "bot.sleep");
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return { ok: true, detail: { bedAt: bedBlock.position } };
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} catch (e) {
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warn("action", `sleep failed: ${e.message}`);
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return { ok: false, detail: e.message };
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}
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}
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// No placed bed — try placing one if we carry one. Skip — we don't want to
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// invent a base location accidentally. Future: only place when at our base
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// per locations.json.
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return { ok: false, detail: "no bed in range and won't place blindly" };
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}
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// ---- gathering -------------------------------------------------------------
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const LOG_NAMES = [
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"oak_log",
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"dark_oak_log",
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"spruce_log",
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"birch_log",
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"jungle_log",
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"acacia_log",
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"mangrove_log",
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"cherry_log",
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"pale_oak_log",
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];
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const AXE_NAMES = [
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"netherite_axe",
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"diamond_axe",
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"iron_axe",
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"stone_axe",
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"golden_axe",
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"wooden_axe",
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];
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async function equipBestAxe(bot) {
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for (const name of AXE_NAMES) {
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const item = bot.inventory.items().find((i) => i.name === name);
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if (item) {
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try {
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await bot.equip(item, "hand");
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return name;
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} catch {}
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}
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}
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return null;
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}
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// Per-bot blacklist of (x,y,z) positions that pathfinder failed to reach
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// recently. Cleared after BLACKLIST_TTL_MS so the bot can retry if the world
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// has changed (a player chopped a path, the tree fell to natural decay, etc).
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const chopBlacklist = new WeakMap(); // bot → Map<"x,y,z", expireMs>
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const BLACKLIST_TTL_MS = 5 * 60_000;
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function getBlacklist(bot) {
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let m = chopBlacklist.get(bot);
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if (!m) {
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m = new Map();
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chopBlacklist.set(bot, m);
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}
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// Sweep expired entries on each lookup — small, cheap.
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const now = Date.now();
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for (const [k, exp] of m) if (exp < now) m.delete(k);
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return m;
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}
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export async function chopNearestTree(bot) {
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const blacklist = getBlacklist(bot);
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// findBlock invokes the matcher for blocks that pass the maxDistance
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// pre-filter; in dense areas some have a synthetic shape with no
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// `.position`. Guard or we crash before we even start pathfinding.
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const log = bot.findBlock({
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matching: (b) => {
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if (!b || !b.position || !LOG_NAMES.includes(b.name)) return false;
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const key = `${b.position.x},${b.position.y},${b.position.z}`;
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return !blacklist.has(key);
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},
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maxDistance: 32,
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});
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if (!log) return { ok: false, detail: "no reachable log within 32 blocks" };
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ensurePathfinder(bot);
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setMovementsForGather(bot);
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const axe = await equipBestAxe(bot);
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info(
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"action",
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`chop: ${log.name} at ${log.position.x},${log.position.y},${log.position.z} (tool=${axe ?? "fists"})`,
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);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalGetToBlock(log.position.x, log.position.y, log.position.z)),
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45_000,
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"pathToLog",
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);
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await withTimeout(bot.dig(log), 30_000, "digLog");
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// Walk over the dropped item briefly (collectblock plugin would do this
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// for us, but a simple sleep-then-resume is enough for now).
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await new Promise((r) => setTimeout(r, 1200));
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return { ok: true, detail: { logType: log.name, at: log.position } };
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} catch (e) {
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warn("action", `chop failed: ${e.message}`);
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const key = `${log.position.x},${log.position.y},${log.position.z}`;
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blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
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return { ok: false, detail: e.message, blacklisted: log.position };
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}
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}
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// ---- exploration -----------------------------------------------------------
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export async function wander(bot, radius = 12) {
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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// Pick a random offset that's at least 6 blocks away — small enough to be
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// safe, large enough to not be a no-op when we're stuck on the same block.
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const here = bot.entity.position;
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const angle = Math.random() * Math.PI * 2;
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const dist = 6 + Math.random() * (radius - 6);
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const tx = Math.round(here.x + Math.cos(angle) * dist);
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const tz = Math.round(here.z + Math.sin(angle) * dist);
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const ty = Math.round(here.y);
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info("action", `wander: → ${tx},${ty},${tz} (dist=${dist.toFixed(1)})`);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 2)),
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30_000,
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`wander(${tx},${tz})`,
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);
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return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
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} catch (e) {
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warn("action", `wander failed: ${e.message}`);
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return { ok: false, detail: e.message };
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}
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}
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// ---- crafting --------------------------------------------------------------
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//
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// Mineflayer's crafting API is two-step: find a recipe with bot.recipesFor()
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// (which considers what's in inventory + nearby crafting tables), then call
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// bot.craft(recipe, count, tableBlock?). For "needs a table" items the
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// caller must place one within ~3 blocks first or pass the table block.
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//
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// We keep the actions small and explicit so the tech-tree reflex can compose
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// them: chop → planks → sticks → table → axe → keep chopping (now faster).
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function getItemCount(bot, name) {
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return bot.inventory.items().reduce((sum, i) => (i.name === name ? sum + i.count : sum), 0);
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}
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function getAnyPlanksCount(bot) {
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return bot.inventory
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.items()
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.reduce((sum, i) => (i.name.endsWith("_planks") ? sum + i.count : sum), 0);
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}
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function getAnyLogCount(bot) {
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return bot.inventory.items().reduce((sum, i) => (i.name.endsWith("_log") ? sum + i.count : sum), 0);
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}
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// Pick a recipe by item-name regardless of table presence.
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function findRecipe(bot, itemName, tableBlock = null) {
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const mcdata = bot.registry ?? null;
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const itemId = mcdata?.itemsByName?.[itemName]?.id;
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if (itemId == null) return null;
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const recipes = bot.recipesFor(itemId, null, 1, tableBlock);
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return recipes[0] ?? null;
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}
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async function craftRecipe(bot, itemName, count = 1, tableBlock = null) {
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const recipe = findRecipe(bot, itemName, tableBlock);
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if (!recipe) {
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return { ok: false, detail: `no recipe for ${itemName} (have: ${summarizeInv(bot)})` };
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}
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try {
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await withTimeout(bot.craft(recipe, count, tableBlock), 15_000, `craft(${itemName})`);
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return { ok: true, detail: { item: itemName, count } };
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} catch (e) {
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return { ok: false, detail: `craft(${itemName}): ${e.message}` };
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}
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}
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function summarizeInv(bot) {
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const items = bot.inventory.items();
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if (!items.length) return "empty";
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return items
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.slice(0, 5)
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.map((i) => `${i.name}×${i.count}`)
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.join(",");
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}
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// Convert any wood logs into planks (4 planks per log). Picks the first log
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// type we have. Most recipes don't need a table.
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export async function craftPlanks(bot, count = 4) {
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const log = bot.inventory.items().find((i) => i.name.endsWith("_log"));
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if (!log) return { ok: false, detail: "no log in inventory" };
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const planks = log.name.replace("_log", "_planks");
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info("action", `craft: ${count} ${planks} (from ${log.name})`);
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return craftRecipe(bot, planks, Math.ceil(count / 4));
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}
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// 2 planks → 4 sticks. No table needed.
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export async function craftSticks(bot, count = 4) {
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if (getAnyPlanksCount(bot) < 2) return { ok: false, detail: "need 2 planks" };
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info("action", `craft: ${count} sticks`);
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return craftRecipe(bot, "stick", Math.ceil(count / 4));
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}
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// Place a crafting table at the bot's feet+1 (or near). Returns the placed
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||
// block so subsequent craft calls can pass it as tableBlock.
|
||
export async function placeCraftingTable(bot) {
|
||
// Already placed nearby?
|
||
const existing = bot.findBlock({
|
||
matching: (b) => b && b.name === "crafting_table",
|
||
maxDistance: 4,
|
||
});
|
||
if (existing) return { ok: true, detail: { at: existing.position, reused: true }, block: existing };
|
||
|
||
// Need to craft one first if we don't have it.
|
||
if (getItemCount(bot, "crafting_table") === 0) {
|
||
if (getAnyPlanksCount(bot) < 4) {
|
||
return { ok: false, detail: "need 4 planks to craft a table" };
|
||
}
|
||
const craftRes = await craftRecipe(bot, "crafting_table", 1);
|
||
if (!craftRes.ok) return craftRes;
|
||
}
|
||
|
||
// Pick a placement target — block beside the bot at foot level + 1 face.
|
||
const here = bot.entity.position;
|
||
const referenceBlock = bot.blockAt(here.offset(0, -1, 0));
|
||
if (!referenceBlock) return { ok: false, detail: "no reference block beneath bot" };
|
||
|
||
const tableItem = bot.inventory.items().find((i) => i.name === "crafting_table");
|
||
try {
|
||
await withTimeout(bot.equip(tableItem, "hand"), 3000, "equip table");
|
||
await withTimeout(
|
||
bot.placeBlock(referenceBlock, { x: 0, y: 1, z: 0 }),
|
||
5000,
|
||
"placeBlock(table)",
|
||
);
|
||
} catch (e) {
|
||
return { ok: false, detail: `place table: ${e.message}` };
|
||
}
|
||
const placed = bot.findBlock({
|
||
matching: (b) => b && b.name === "crafting_table",
|
||
maxDistance: 4,
|
||
});
|
||
info("action", `craft: placed crafting_table at ${placed?.position}`);
|
||
return { ok: true, detail: { at: placed?.position, reused: false }, block: placed };
|
||
}
|
||
|
||
export async function craftWoodenAxe(bot) {
|
||
const tableRes = await placeCraftingTable(bot);
|
||
if (!tableRes.ok) return tableRes;
|
||
if (getAnyPlanksCount(bot) < 3) return { ok: false, detail: "need 3 planks" };
|
||
if (getItemCount(bot, "stick") < 2) return { ok: false, detail: "need 2 sticks" };
|
||
info("action", `craft: wooden_axe`);
|
||
return craftRecipe(bot, "wooden_axe", 1, tableRes.block);
|
||
}
|
||
|
||
export async function craftWoodenPickaxe(bot) {
|
||
const tableRes = await placeCraftingTable(bot);
|
||
if (!tableRes.ok) return tableRes;
|
||
if (getAnyPlanksCount(bot) < 3) return { ok: false, detail: "need 3 planks" };
|
||
if (getItemCount(bot, "stick") < 2) return { ok: false, detail: "need 2 sticks" };
|
||
info("action", `craft: wooden_pickaxe`);
|
||
return craftRecipe(bot, "wooden_pickaxe", 1, tableRes.block);
|
||
}
|
||
|
||
export async function craftWoodenSword(bot) {
|
||
const tableRes = await placeCraftingTable(bot);
|
||
if (!tableRes.ok) return tableRes;
|
||
if (getAnyPlanksCount(bot) < 2) return { ok: false, detail: "need 2 planks" };
|
||
if (getItemCount(bot, "stick") < 1) return { ok: false, detail: "need 1 stick" };
|
||
info("action", `craft: wooden_sword`);
|
||
return craftRecipe(bot, "wooden_sword", 1, tableRes.block);
|
||
}
|
||
|
||
// Re-exported helpers for the reflex layer.
|
||
export const inv = { getItemCount, getAnyPlanksCount, getAnyLogCount };
|
||
|
||
// ---- navigation (for operator come/follow) --------------------------------
|
||
|
||
export async function goTo(bot, x, y, z, minDistance = 2) {
|
||
ensurePathfinder(bot);
|
||
setMovementsForTravel(bot);
|
||
info("action", `goTo: ${x},${y},${z} (min ${minDistance})`);
|
||
try {
|
||
await withTimeout(
|
||
bot.pathfinder.goto(new goals.GoalNear(x, y, z, minDistance)),
|
||
60_000,
|
||
`goTo(${x},${y},${z})`,
|
||
);
|
||
return { ok: true, detail: { x, y, z } };
|
||
} catch (e) {
|
||
warn("action", `goTo failed: ${e.message}`);
|
||
return { ok: false, detail: e.message };
|
||
}
|
||
}
|
||
|
||
// ---- helpers ---------------------------------------------------------------
|
||
|
||
const HOSTILE_NAMES = new Set([
|
||
"zombie",
|
||
"skeleton",
|
||
"creeper",
|
||
"spider",
|
||
"witch",
|
||
"pillager",
|
||
"vindicator",
|
||
"husk",
|
||
"stray",
|
||
"drowned",
|
||
"phantom",
|
||
"enderman",
|
||
"slime",
|
||
"magma_cube",
|
||
"hoglin",
|
||
"piglin_brute",
|
||
"ravager",
|
||
"warden",
|
||
"breeze",
|
||
"bogged",
|
||
]);
|
||
|
||
export function isHostile(entity) {
|
||
return HOSTILE_NAMES.has((entity?.name || "").toLowerCase());
|
||
}
|