8e719d5ccf
Can now use beds in inventory but with a hacky block placing workaround. `findBlock` returns a null position. So it uses the closest adjacent block and assumes it'll work. Bot also is more robust at sleeping,
126 lines
4.1 KiB
JavaScript
126 lines
4.1 KiB
JavaScript
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let pathfinder
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//TODO replace with simple pathfinder motions
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let cfg = {}
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let bot = {}
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let inv
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// cfg.autosleep = false
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function sleep(quiet = cfg.sleep.quiet) {
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if(bot.game.dimension !== "minecraft:overworld" || cfg.sleep.force){
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!quiet && bot.chat("can't sleep, not in overworld now")
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return
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}
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if (bot.isSleeping && !cfg.sleep.force) {
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!quiet && bot.chat("already in bed!")
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return
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}
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let bed = bot.findBlock({
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matching: block => bot.isABed(block)
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})
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let bed_occupied = bed && bot.parseBedMetadata(bed).occupied
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if (bed && bed_occupied) {
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bot.lookAt(bed.position)
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bed = bot.findBlock({
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matching: block => bot.isABed(block) && !bot.parseBedMetadata(block).occupied
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}) || bed
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bed_occupied = bot.parseBedMetadata(bed).occupied
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}
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if (bed && !bed_occupied) {
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bot.lookAt(bed.position)
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bot.waitForChunksToLoad(() => {
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cfg.plugins.mover && cfg.plugins.mover.moveNear(bed.position, 2)
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bot.once('goal_reached', (goal) => {
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console.info(goal)
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bot.sleep(bed, (err) => {
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if (err) {
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!quiet && bot.chat(`can't sleep: ${err.message}`)
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} else {
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!quiet && bot.chat("zzz")
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console.log("sleeping? ", bot.isSleeping)
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// hack until this is fixed
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// TODO confirm this is fixed
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// bot.isSleeping = true
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}
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})
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})
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})
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} else if (bed = bot.inventory.items().filter(bot.isABed)[0]) {
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const v = require('vec3')
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bot.equip(bed, "hand", (err) => { if (err) console.error(err) })
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bot.waitForChunksToLoad(() => {
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let refBlock =
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// FIXME hack to get around findBlock returning null
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bot.blockAt(bot.entity.position.offset(1, 0, 1), false)
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// bot.findBlock({
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// matching: (block) => {
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// // if (block && block.type !== 0 && block.position) {
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// if (block && block.position) {
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// console.info("found", block)
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// const blockAbove = bot.blockAt(block.position.offset(0, 1, 0))
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// return !blockAbove || blockAbove.type === 0
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// }
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// // console.info("not found", block)
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// return false
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// }
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// , maxDistance: 10
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// })
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console.log(refBlock)
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bot.placeBlock(refBlock, new v.Vec3(0, 1, 0), console.error)
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setTimeout(sleep, 3000, true)
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})
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} else {
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// TODO: use mover
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// bot.gameplay.solveFor(
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// new ObtainItem("bed"), (err) => {
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// if (err) {
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!quiet && bot.chat(`need a${bed_occupied ? "n unoccupied" : ""} bed: may not see if just placed`)
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// }
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// }
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// )
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// bot.chat('/afk')
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}
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bot.pathfinder.movements
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}
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function wake() {
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bot.wake((err) => {
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if (err) {
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bot.chat(`can't wake up: ${err.message}`)
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} else {
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bot.chat('woke up')
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}
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})
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}
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function autoSleep() {
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if (!bot.time.isDay && !cfg.sleep.timeoutFn && cfg.sleep.auto && !bot.isSleeping) {
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sleep()
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cfg.sleep.timeoutFn = setTimeout(() => { cfg.sleep.timeoutFn = null }, cfg.sleep.timeout)
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console.log("sleeping?", bot.isSleeping, bot.time.isDay, bot.time.timeOfDay)
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}
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}
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const load = (config) => {
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cfg = config
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bot = cfg.bot
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cfg.sleep = {
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auto: true,
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// timeout: 30 * 1000,
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timeout: 2 * 60 * 1000,
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quiet: !!cfg.quiet
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}
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pathfinder = bot.pathfinder || require('mineflayer-pathfinder').pathfinder
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// bot.loadPlugin(pathfinder)
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inv = cfg.plugins["inventory"]
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bot.on("time", autoSleep)
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}
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const unload = () => {
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bot.off("time", autoSleep)
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}
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module.exports = { load, unload, sleep, wake } |