mirror of
https://github.com/moeru-ai/airi.git
synced 2026-05-19 08:10:45 +00:00
Patches mineflayer-pathfinder to implement estimated-time-of-arrival based navigation timeouts (2× estimated travel time + grace period). Adds stuck detection counter that triggers failure after 3 consecutive resets without progress. Introduces patchedGoto wrapper returning {ok, reason, elapsedMs, estimatedTimeMs, message} for all navigation calls. Updates goToPlayer/goToPosition actions to surface timeout
332 lines
14 KiB
Diff
332 lines
14 KiB
Diff
# MIT License
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# Copyright (c) 2024 Kolby Nottingham
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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diff --git a/index.js b/index.js
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index b38bd30..patched 100644
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--- a/index.js
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+++ b/index.js
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@@ -14,6 +14,7 @@
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function inject (bot) {
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const waterType = bot.registry.blocksByName.water.id
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+ const lavaType = bot.registry.blocksByName.lava.id
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const ladderId = bot.registry.blocksByName.ladder.id
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const vineId = bot.registry.blocksByName.vine.id
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let stateMovements = new Movements(bot)
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@@ -29,6 +30,8 @@
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let lastNodeTime = performance.now()
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let returningPos = null
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let stopPathing = false
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+ let stuckCount = 0
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+ let lastStuckPos = null
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const physics = new Physics(bot)
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const lockPlaceBlock = new Lock()
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const lockEquipItem = new Lock()
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@@ -61,6 +64,10 @@
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}
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bot.pathfinder.getPathTo = (movements, goal, timeout) => {
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+ // Update lava avoidance based on current bot state
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+ if (movements.updateLavaAvoidance) {
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+ movements.updateLavaAvoidance()
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+ }
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const generator = bot.pathfinder.getPathFromTo(movements, bot.entity.position, goal, { timeout })
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const { value: { result, astarContext: context } } = generator.next()
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astarContext = context
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@@ -136,6 +143,11 @@
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lockUseBlock.release()
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stateMovements.clearCollisionIndex()
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if (clearStates) bot.clearControlStates()
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+ // Reset stuck counter when path is reset for non-stuck reasons
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+ if (reason !== 'stuck') {
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+ stuckCount = 0
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+ lastStuckPos = null
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+ }
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if (stopPathing) return stop()
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}
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@@ -170,6 +182,16 @@
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const curPoint = path[i]
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if (curPoint.toBreak.length > 0 || curPoint.toPlace.length > 0) break
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const b = bot.blockAt(new Vec3(curPoint.x, curPoint.y, curPoint.z))
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+
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+ // openned doors have small Collision box
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+ // that may stop the bot from moving forward
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+ if(i === 0 && b?.name.includes('door')) {
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+ curPoint.x = Math.floor(curPoint.x) + 0.5
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+ curPoint.y = Math.floor(curPoint.y)
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+ curPoint.z = Math.floor(curPoint.z) + 0.5
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+ continue
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+ }
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+
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if (b && (b.type === waterType || ((b.type === ladderId || b.type === vineId) && i + 1 < path.length && path[i + 1].y < curPoint.y))) {
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curPoint.x = Math.floor(curPoint.x) + 0.5
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curPoint.y = Math.floor(curPoint.y)
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@@ -524,6 +546,9 @@
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bot.activateBlock(bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z))).then(() => {
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lockUseBlock.release()
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placingBlock = nextPoint.toPlace.shift()
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+ if (!placingBlock) {
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+ placing = false
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+ }
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}, err => {
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console.error(err)
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lockUseBlock.release()
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@@ -550,6 +575,7 @@
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lockEquipItem.release()
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const refBlock = bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z), false)
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if (!lockPlaceBlock.tryAcquire()) return
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+ bot.world.setBlockStateId(refBlock.position.offset(placingBlock.dx, placingBlock.dy, placingBlock.dz), 1)
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if (interactableBlocks.includes(refBlock.name)) {
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bot.setControlState('sneak', true)
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}
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@@ -557,6 +583,7 @@
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.then(function () {
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// Dont release Sneak if the block placement was not successful
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bot.setControlState('sneak', false)
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+ bot.setControlState('jump', false)
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if (bot.pathfinder.LOSWhenPlacingBlocks && placingBlock.returnPos) returningPos = placingBlock.returnPos.clone()
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})
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.catch(_ignoreError => {
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@@ -576,7 +603,7 @@
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let dx = nextPoint.x - p.x
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const dy = nextPoint.y - p.y
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let dz = nextPoint.z - p.z
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- if (Math.abs(dx) <= 0.35 && Math.abs(dz) <= 0.35 && Math.abs(dy) < 1) {
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+ if (Math.abs(dx) <= 0.175 && Math.abs(dz) <= 0.175 && Math.abs(dy) < 1) {
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// arrived at next point
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lastNodeTime = performance.now()
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if (stopPathing) {
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@@ -611,6 +638,9 @@
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if (bot.entity.isInWater) {
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bot.setControlState('jump', true)
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bot.setControlState('sprint', false)
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+ } else if (bot.entity.isInLava) {
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+ bot.setControlState('jump', true)
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+ bot.setControlState('sprint', false)
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} else if (stateMovements.allowSprinting && physics.canStraightLine(path, true)) {
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bot.setControlState('jump', false)
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bot.setControlState('sprint', true)
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@@ -628,9 +658,22 @@
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bot.setControlState('sprint', false)
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}
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- // check for futility
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+ // check for futility — with stuck counter to prevent infinite reset loops
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if (performance.now() - lastNodeTime > 3500) {
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- // should never take this long to go to the next node
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+ const currentPos = bot.entity.position.clone()
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+ if (lastStuckPos && currentPos.distanceTo(lastStuckPos) < 1.5) {
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+ stuckCount++
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+ } else {
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+ stuckCount = 1
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+ lastStuckPos = currentPos
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+ }
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+ if (stuckCount >= 3) {
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+ // Truly stuck after 3 consecutive resets without progress — give up
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+ stuckCount = 0
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+ lastStuckPos = null
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+ stop()
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+ return
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+ }
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resetPath('stuck')
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}
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}
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diff --git a/lib/movements.js b/lib/movements.js
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index a7e3505..patched 100644
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--- a/lib/movements.js
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+++ b/lib/movements.js
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@@ -50,7 +50,12 @@
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this.blocksToAvoid.add(registry.blocksByName.fire.id)
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if (registry.blocksByName.cobweb) this.blocksToAvoid.add(registry.blocksByName.cobweb.id)
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if (registry.blocksByName.web) this.blocksToAvoid.add(registry.blocksByName.web.id)
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- this.blocksToAvoid.add(registry.blocksByName.lava.id)
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+
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+ // Only avoid lava if bot is not currently in lava
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+ // Check if bot.entity exists and is initialized
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+ if (!bot.entity || !bot.entity.isInLava) {
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+ this.blocksToAvoid.add(registry.blocksByName.lava.id)
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+ }
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this.liquids = new Set()
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this.liquids.add(registry.blocksByName.water.id)
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@@ -62,7 +67,13 @@
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this.climbables = new Set()
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this.climbables.add(registry.blocksByName.ladder.id)
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- // this.climbables.add(registry.blocksByName.vine.id)
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+ if (registry.blocksByName.vine) this.climbables.add(registry.blocksByName.vine.id)
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+ if (registry.blocksByName.weeping_vines) this.climbables.add(registry.blocksByName.weeping_vines.id)
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+ if (registry.blocksByName.weeping_vines_plant) this.climbables.add(registry.blocksByName.weeping_vines_plant.id)
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+ if (registry.blocksByName.twisting_vines) this.climbables.add(registry.blocksByName.twisting_vines.id)
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+ if (registry.blocksByName.twisting_vines_plant) this.climbables.add(registry.blocksByName.twisting_vines_plant.id)
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+ if (registry.blocksByName.cave_vines) this.climbables.add(registry.blocksByName.cave_vines.id)
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+ if (registry.blocksByName.cave_vines_plant) this.climbables.add(registry.blocksByName.cave_vines_plant.id)
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this.emptyBlocks = new Set()
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this.replaceables = new Set()
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@@ -92,13 +103,15 @@
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}
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})
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registry.blocksArray.forEach(block => {
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- if (this.interactableBlocks.has(block.name) && block.name.toLowerCase().includes('gate') && !block.name.toLowerCase().includes('iron')) {
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+ if (this.interactableBlocks.has(block.name)
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+ && (block.name.toLowerCase().includes('gate') || block.name.toLowerCase().includes('door') || block.name.toLowerCase().includes('trapdoor'))
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+ && !block.name.toLowerCase().includes('iron')) {
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// console.info(block)
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this.openable.add(block.id)
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}
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})
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- this.canOpenDoors = false // Causes issues. Probably due to none paper servers.
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+ this.canOpenDoors = true
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this.exclusionAreasStep = []
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this.exclusionAreasBreak = []
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@@ -230,8 +243,13 @@
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}
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}
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b.climbable = this.climbables.has(b.type)
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- b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type)) && !this.blocksToAvoid.has(b.type)
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- b.physical = b.boundingBox === 'block' && !this.fences.has(b.type)
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+
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+ // Enhanced trapdoor logic - open trapdoors are safe to pass through
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+ const isOpenTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open === true
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+ const isClosedTrapdoor = this.openable.has(b.type) && b.name.includes('trapdoor') && b._properties?.open !== true
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+
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+ b.safe = (b.boundingBox === 'empty' || b.climbable || this.carpets.has(b.type) || isOpenTrapdoor) && !this.blocksToAvoid.has(b.type)
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+ b.physical = (b.boundingBox === 'block' && !this.fences.has(b.type)) || isClosedTrapdoor
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b.replaceable = this.replaceables.has(b.type) && !b.physical
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b.liquid = this.liquids.has(b.type)
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b.height = pos.y + dy
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@@ -284,6 +302,18 @@
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cost += this.exclusionStep(block) // Is excluded so can't move or break
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cost += this.getNumEntitiesAt(block.position, 0, 0, 0) * this.entityCost
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if (block.safe) return cost
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+
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+ // process door cost
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+ if ((this.canOpenDoors && block.openable)
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+ || (block.openable && block._properties?.open === true)) {
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+ return cost
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+ }
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+
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+ // Handle trapdoors specifically - they can be opened instead of broken
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+ if (this.canOpenDoors && block.openable && block.name.includes('trapdoor') && !block.name.includes('iron')) {
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+ return cost + 1 // Small cost for opening trapdoor
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+ }
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+
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if (!this.safeToBreak(block)) return 100 // Can't break, so can't move
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toBreak.push(block.position)
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@@ -387,8 +417,8 @@
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cost += this.safeOrBreak(blockB, toBreak)
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if (cost > 100) return
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- // Open fence gates
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- if (this.canOpenDoors && blockC.openable && blockC.shapes && blockC.shapes.length !== 0) {
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+ // Open fence gates and doors
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+ if (this.canOpenDoors && blockC.openable && !blockC._properties.open) {
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toPlace.push({ x: node.x + dir.x, y: node.y, z: node.z + dir.z, dx: 0, dy: 0, dz: 0, useOne: true }) // Indicate that a block should be used on this block not placed
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} else {
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cost += this.safeOrBreak(blockC, toBreak)
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@@ -554,6 +584,54 @@
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neighbors.push(new Move(node.x, node.y + 1, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace))
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}
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+ getMoveClimbUpThroughTrapdoor (node, neighbors) {
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+ const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable)
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+ const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above
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+ const blockCeiling = this.getBlock(node, 0, 2, 0) // Trapdoor or ceiling block
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+
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+ // Only attempt this move if we're on a climbable block (ladder/vine)
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+ if (!blockCurrent.climbable) return
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+
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+ // Check if there's a closed trapdoor above us
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+ if (!blockCeiling.openable || blockCeiling._properties?.open === true) return
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+
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+ let cost = 2 // Base cost for climbing up and opening trapdoor
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+ const toBreak = []
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+ const toPlace = []
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+
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+ // Make sure we can break/pass through the block above if needed
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+ cost += this.safeOrBreak(blockAbove, toBreak)
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+ if (cost > 100) return
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+
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+ // Add cost for opening the trapdoor
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+ toPlace.push({ x: node.x, y: node.y + 2, z: node.z, dx: 0, dy: 0, dz: 0, useOne: true })
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+
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+ neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace))
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+ }
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+
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+ // Enhanced ladder/vine climbing that can handle stepping on top and jumping
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+ getMoveClimbTop (node, neighbors) {
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+ const blockCurrent = this.getBlock(node, 0, 0, 0) // Current position (should be climbable)
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+ const blockAbove = this.getBlock(node, 0, 1, 0) // Block directly above
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+
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+ // Only attempt this move if we're on a climbable block (ladder/vine)
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+ if (!blockCurrent.climbable) return
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+
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+ // Check if we can step on top of the ladder/vine and then jump up
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+ if (!blockAbove.safe) return
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+
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+ let cost = 2 // Cost for climbing to top of ladder and jumping
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+ const toBreak = []
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+ const toPlace = []
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+
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+ // Check if there's space to jump up from the top of the ladder
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+ const blockJumpTarget = this.getBlock(node, 0, 2, 0)
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+ cost += this.safeOrBreak(blockJumpTarget, toBreak)
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+ if (cost > 100) return
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+
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+ neighbors.push(new Move(node.x, node.y + 2, node.z, node.remainingBlocks - toPlace.length, cost, toBreak, toPlace))
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+ }
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+
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// Jump up, down or forward over a 1 block gap
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getMoveParkourForward (node, dir, neighbors) {
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const block0 = this.getBlock(node, 0, -1, 0)
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@@ -656,8 +734,27 @@
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this.getMoveDown(node, neighbors)
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this.getMoveUp(node, neighbors)
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+ // Enhanced climbing moves for ladders, vines, and trapdoors
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+ this.getMoveClimbUpThroughTrapdoor(node, neighbors)
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+ this.getMoveClimbTop(node, neighbors)
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+
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return neighbors
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}
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+
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+ // Update lava avoidance based on bot's current state
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+ updateLavaAvoidance () {
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+ const registry = this.bot.registry
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+ const lavaId = registry.blocksByName.lava.id
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+
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+ // Check if bot.entity exists and is initialized
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+ if (this.bot.entity && this.bot.entity.isInLava) {
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+ // If bot is in lava, allow pathfinding through lava to escape
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+ this.blocksToAvoid.delete(lavaId)
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+ } else {
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+ // If bot is not in lava, avoid lava blocks
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+ this.blocksToAvoid.add(lavaId)
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+ }
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+ }
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}
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module.exports = Movements
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