A high-level, general purpose and modular minecraft bot using hot re-loadable (without restarting the bot!) plugins. Batteries included, launch to run!
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let bot
let mcData
let quiet
// import v from 'vec3'
const v = require('vec3')
let cfg = {
info: {
quiet: quiet,
recentCommand: null,
},
// to satisfy typescript
quiet: null,
bot: bot
}
function isVec3(vec) {
return vec?.length === 3 || vec.x && vec.y && vec.z
}
function block(entity = bot.entity, pos = entity?.position?.offset(0, -1, 0)) {
console.assert(pos || entity)
const block = isVec3(pos) ? bot.blockAt(v(pos))
: pos
console.log(block, block?.getProperties && block.getProperties())
if (!block) {
quiet || bot.chat("empty block")
return block
}
bot.lookAt(block?.position)
let info = [block.type, block.name]
if (block.metadata) info.push(Object.entries(block.getProperties()))
quiet || bot.chat(info.join(": "))
}
function item(
entity = bot.entity,
slot = entity.heldItem
) {
const item = typeof slot === "number" ?
bot.inventory.slots[slot + bot.QUICK_BAR_START] :
slot
console.log("info item:", item)
if (!item) {
quiet || bot.chat("no item")
return item
}
let info = [item.type, item.name, item.count]
if (item.metadata) info.push("meta: " + item.metadata.length)
if (item.nbt) {
info.push(compound_value(item.nbt))
}
quiet || bot.chat(info.join("; "))
function compound_value(obj) {
if (typeof obj.value == "object") {
return compound_value(obj.value)
} else if (obj.value) {
return obj.value
} else if (typeof obj == "object") {
const keys = Object.keys(obj)
return keys.map(key => {
return `${key}: ${compound_value(obj[key])}`
});
} else {
return obj
}
}
return item
}
function entity(name) {
const entity = typeof name === "string" ? bot.nearestEntity((entity) => {
const ename = entity.name || entity.username
return name && ename ? ename == name : true
}) : entity
console.log(entity)
if (!entity) {
quiet || bot.chat("no entity")
return entity
}
let info = [entity.type, entity.username || entity.name]
// TODO various info depending on the type of entity; player, villager, etc
if (entity.metadata) info.push("len: " + entity.metadata.length)
quiet || bot.chat(info.join("; "))
return entity
}
function command(message_parts, player) {
if (message_parts.length > 0) {
cfg.info.recentCommand = message_parts
}
switch (message_parts.length) {
case 0:
if (cfg.info.recentCommand) {
command(cfg.info.recentCommand, player)
} else {
// TODO dispatch on instance of entity, block, etc..
// TODO have the logic inside the function or with a utility function
block()
}
break;
case 1:
switch (message_parts[0]) {
case "quiet":
cfg.info.quiet = quiet = !quiet;
quiet || bot.chat(`info: ${quiet ? "" : "not "}being quiet`);
break;
case "i":
case "item":
item()
break
case "e":
case "entity":
entity()
break
case "me":
block(player)
break
case "b":
case "block":
default:
block()
break;
}
break;
case 2:
switch (message_parts[0]) {
case "i":
case "item":
switch (message_parts[1]) {
case "me":
item(player)
break
default:
const slot = parseInt(message_parts[1])
slot && item(undefined, slot)
break
}
break
case "b":
case "block":
switch (message_parts[1]) {
case "me":
block(player)
break
default:
console.log(bot.players[message_parts[1]])
quiet || bot.chat("info: not yet implemented")
}
break
case "e":
case "entity":
default:
entity(message_parts[1])
break;
}
break
case 4:
switch (message_parts[0]) {
case "b":
case "block":
default:
block(undefined, message_parts.slice(1))
break;
}
break;
default:
cfg.quiet || bot.chat("info: unknown command")
break;
}
}
const load = (config) => {
config.info = cfg.info
cfg = config
bot = cfg.bot
mcData = bot.mcData || (bot.mcData = require('minecraft-data')(bot.version))
}
const unload = () => {}
module.exports = { load, unload, command, block, item, entity }