4f1e510386
Dump of current working bot. Warning: somewhat messy code! Lints haven't been run, no tests, etc.
115 lines
4.1 KiB
JavaScript
115 lines
4.1 KiB
JavaScript
// Load your dependency plugins.
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const {pathfinder} = require('mineflayer-pathfinder')
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// bot.loadPlugin(require('prismarine-viewer').mineflayer)
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// const mineflayerViewer = require('prismarine-viewer').mineflayer
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// Import required behaviors.
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const {
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StateTransition,
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BotStateMachine,
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EntityFilters,
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BehaviorFollowEntity,
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BehaviorLookAtEntity,
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BehaviorGetClosestEntity,
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NestedStateMachine,
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BehaviorIdle,
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StateMachineWebserver,
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} = require("mineflayer-statemachine");
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// TODO chat
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// wait for our bot to login.
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function statemachineInit() {
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cfg.botAddress = new RegExp(`^${bot.username} (!.+)`)
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// This targets object is used to pass data between different states. It can be left empty.
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const targets = new Object();
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// Create our states
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const getClosestPlayer = new BehaviorGetClosestEntity(
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bot, targets, entity => EntityFilters().PlayersOnly(entity) && bot.entity.position.distanceTo(entity.position) <= 50 ); // && a.username !== bot.username);
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const followPlayer = new BehaviorFollowEntity(bot, targets);
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const lookAtPlayer = new BehaviorLookAtEntity(bot, targets);
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const stay = new BehaviorIdle();
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// Create our transitions
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const transitions = [
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// We want to start following the player immediately after finding them.
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// Since getClosestPlayer finishes instantly, shouldTransition() should always return true.
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new StateTransition({
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parent: getClosestPlayer,
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child: followPlayer,
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onTransition: (quiet) => quiet || bot.chat(`Hi ${targets.entity.username}!`),
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shouldTransition: () => bot.entity.position.distanceTo(targets.entity.position) <= 50,
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// shouldTransition: () => getClosestPlayer.distanceToTarget() < 100 || console.info("player too far!") && false,
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}),
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// If the distance to the player is less than two blocks, switch from the followPlayer
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// state to the lookAtPlayer state.
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new StateTransition({
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parent: followPlayer,
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child: lookAtPlayer,
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// onTransition: () => console.log(targets),
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shouldTransition: () => followPlayer.distanceToTarget() < 2,
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}),
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// If the distance to the player is more than two blocks, switch from the lookAtPlayer
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// state to the followPlayer state.
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new StateTransition({
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parent: lookAtPlayer,
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child: followPlayer,
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shouldTransition: () => lookAtPlayer.distanceToTarget() >= 5,
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}),
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new StateTransition({
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parent: lookAtPlayer,
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child: stay,
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onTransition: () => bot.chat("ok, staying"),
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// shouldTransition: () => true,
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}),
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new StateTransition({
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parent: stay,
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child: getClosestPlayer,
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// shouldTransition: () => Math.random() > 0.01,
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// shouldTransition: () => Math.random() > 0.1 && getClosestPlayer.distanceToTarget() < 2,
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}),
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];
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// Now we just wrap our transition list in a nested state machine layer. We want the bot
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// to start on the getClosestPlayer state, so we'll specify that here.
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const rootLayer = new NestedStateMachine(transitions, getClosestPlayer, stay);
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// We can start our state machine simply by creating a new instance.
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cfg.stateMachines.follow = new BotStateMachine(bot, rootLayer);
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const webserver = new StateMachineWebserver(bot, cfg.stateMachines.follow);
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webserver.startServer();
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// mineflayerViewer(bot, { port: 3000 })
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// const path = [bot.entity.position.clone()]
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// bot.on('move', () => {
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// if (path[path.length - 1].distanceTo(bot.entity.position) > 1) {
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// path.push(bot.entity.position.clone())
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// bot.viewer.drawLine('path', path)
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// }
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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.inventory = {
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// auto: true,
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// quiet: false
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// }
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// bot.on('chat', inventory)
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bot.loadPlugin(pathfinder)
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// statemachineInit()
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}
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const unload = () => {
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// bot.off('chat', inventory)
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}
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module.exports = { load, unload } |