forked from wmantly/mc-bot-town
fable
This commit is contained in:
@@ -16,7 +16,7 @@ class Scanner {
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}
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}
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this._scanRadius = radius;
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const start = Date.now();
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console.log(`Scanner: Discovering chests within ${radius} blocks...`);
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const chestPositions = bot.bot.findBlocks({
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matching: this.chestBlockType,
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@@ -24,7 +24,8 @@ class Scanner {
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count: Infinity,
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});
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console.log(`Scanner: Found ${chestPositions.length} chest block(s)`);
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const elapsedFind = Date.now() - start;
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console.log(`Scanner: Found ${chestPositions.length} chest block(s) in ${elapsedFind}ms`);
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const discoveredChests = [];
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const processed = new Set();
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@@ -37,35 +38,27 @@ class Scanner {
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const chestInfo = this.detectChestType(bot, pos);
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// Skip the second half of double chests
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if (chestInfo.type === 'skip') {
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continue;
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}
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if (chestInfo.type === 'skip') continue;
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const rowColumn = this.assignRowColumn(pos);
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const category = this.columnToCategory(rowColumn.column);
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await database.upsertChest(
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pos.x, pos.y, pos.z,
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chestInfo.type,
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rowColumn.row,
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rowColumn.column,
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category
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);
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discoveredChests.push({
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x: pos.x, y: pos.y, z: pos.z,
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type: chestInfo.type,
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...rowColumn,
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category
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row: rowColumn.row,
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column: rowColumn.column,
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category,
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});
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}
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// Remove DB records for chest positions no longer discovered
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// (e.g., the old canonical half of a double chest that switched sides)
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// Batch UPSERT all discovered chests in a single transaction
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if (discoveredChests.length > 0) {
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await database.deleteOrphanChests(discoveredChests);
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await database.batchUpsertChests(discoveredChests);
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}
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console.log(`Scanner: Discovered/updated ${discoveredChests.length} chest(s)`);
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const elapsedTotal = Date.now() - start;
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console.log(`Scanner: Discovered/updated ${discoveredChests.length} chest(s) in ${elapsedTotal}ms`);
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return discoveredChests;
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}
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@@ -122,56 +115,53 @@ class Scanner {
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}
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async scanChest(bot, database, chestPosition) {
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console.log(`Scanner: Scanning chest at ${chestPosition.x},${chestPosition.y},${chestPosition.z}`);
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try {
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// Ensure bot is close enough to interact
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const distance = bot.bot.entity.position.distanceTo(chestPosition);
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if (distance > 4) {
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await bot.goTo({ where: chestPosition, range: 3 });
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// goToMust: if we never arrive, blockAt sees an unloaded chunk
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// and the chest would be wrongly marked lost below
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await bot.goToMust({ where: chestPosition, range: 3 });
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}
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const chestBlock = bot.bot.blockAt(chestPosition);
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if (!chestBlock || !chestBlock.name.includes('chest')) {
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console.log(`Scanner: Not a chest at ${chestPosition.x},${chestPosition.y},${chestPosition.z}`);
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return 0;
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console.log(`Scanner: Block not a chest at ${chestPosition.x},${chestPosition.y},${chestPosition.z}, marking lost`);
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await database.markChestLost(chestPosition.x, chestPosition.y, chestPosition.z);
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return { shulkerCount: 0, lost: true };
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}
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// Get chest from database
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const chest = await database.getChestByPosition(chestPosition.x, chestPosition.y, chestPosition.z);
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if (!chest) {
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console.log(`Scanner: Chest not in database`);
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return 0;
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console.log(`Scanner: Chest not in database at ${chestPosition.x},${chestPosition.y},${chestPosition.z}`);
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return { shulkerCount: 0 };
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}
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const window = await bot.openContainer(chestBlock);
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const slots = window.slots;
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let shulkerCount = 0;
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// Only scan chest inventory slots (not player inventory)
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const chestSlotCount = window.inventoryStart || 27;
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console.log(`Scanner: Chest has ${chestSlotCount} slots`);
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// Correct DB chest_type if it doesn't match the actual window size
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const actualType = chestSlotCount > 27 ? 'double' : 'single';
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if (chest.chest_type !== actualType) {
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console.log(`Scanner: Correcting chest type: DB says '${chest.chest_type}', actual is '${actualType}'`);
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await database.upsertChest(
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chestPosition.x, chestPosition.y, chestPosition.z,
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actualType, chest.row, chest.column, chest.category
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);
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}
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// Clear previous loose item records before re-scanning
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// Clear previous records before re-scanning
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await database.clearLooseItems(chest.id);
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await database.deleteShulkersByChest(chest.id);
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const looseItems = [];
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let shulkerCount = 0;
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for (let i = 0; i < chestSlotCount; i++) {
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const slot = slots[i];
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if (!slot) continue;
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if (slot.name.includes('shulker_box')) {
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console.log(`Scanner: Found shulker at slot ${i}: ${slot.name}`);
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await this.scanShulkerFromNBT(bot, database, chest.id, i, slot);
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shulkerCount++;
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} else {
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@@ -184,123 +174,168 @@ class Scanner {
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}
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await bot.bot.closeWindow(window);
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console.log(`Scanner: Found ${shulkerCount} shulkers in chest`);
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return shulkerCount;
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await sleep(300);
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return { shulkerCount };
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} catch (error) {
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console.error(`Scanner: Error scanning chest at ${chestPosition.x},${chestPosition.y},${chestPosition.z}:`, error);
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return 0;
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return { shulkerCount: 0 };
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}
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}
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async scanAllChests(bot, database, interruptCheck) {
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const chests = await database.getChests();
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const start = Date.now();
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console.log(`Scanner: Scanning all ${chests.length} tracked chests`);
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let totalShulkers = 0;
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let scannedCount = 0;
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let skippedCount = 0;
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let lostCount = 0;
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// Track scanned positions so we don't re-scan or re-queue
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const scannedPositions = new Set();
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// Build a row-major serpentine scan plan:
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// Chests are in rows along Z (same X = one aisle). Walk down one aisle,
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// step to the next, walk back the other way (serpentine). This eliminates
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// the constant row-hopping of nearest-neighbor traversal.
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const plan = this._buildSerpentinePlan(chests, bot.bot.entity.position);
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// Visit chests in nearest-neighbor order to minimize travel
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const remaining = chests.map(c => ({ ...c, pos: new Vec3(c.pos_x, c.pos_y, c.pos_z) }));
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for (const c of remaining) {
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scannedPositions.add(`${c.pos.x},${c.pos.y},${c.pos.z}`);
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}
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while (remaining.length > 0) {
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const botPos = bot.bot.entity.position;
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// Find the closest unscanned chest
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let closestIdx = 0;
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let closestDist = botPos.distanceTo(remaining[0].pos);
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for (let i = 1; i < remaining.length; i++) {
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const dist = botPos.distanceTo(remaining[i].pos);
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if (dist < closestDist) {
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closestDist = dist;
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closestIdx = i;
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}
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for (let i = 0; i < plan.length; i++) {
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if (interruptCheck && interruptCheck()) {
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console.log(`Scanner: Interrupted after ${scannedCount} chests`);
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break;
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}
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const chest = remaining.splice(closestIdx, 1)[0];
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const chest = plan[i];
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const key = `${chest.pos.x},${chest.pos.y},${chest.pos.z}`;
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if (closestDist > 4.5) {
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console.log(`Scanner: Walking to chest at ${chest.pos} (distance: ${closestDist.toFixed(1)})`);
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// Scan all chests in plan that are currently within reach (including this one)
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const botPos = bot.bot.entity.position;
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const batch = [];
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// First check: is the current chest reachable?
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if (botPos.distanceTo(chest.pos) > 4.5) {
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// Walk to it
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console.log(`Scanner: Walking to chest at ${chest.pos.toArray()} (${botPos.distanceTo(chest.pos).toFixed(1)} blocks, ${plan.length - i} left)`);
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try {
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const reached = await bot.goTo({
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where: chest.pos,
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range: 3,
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});
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const reached = await bot.goTo({ where: chest.pos, range: 3 });
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if (reached === false) {
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console.log(`Scanner: Could not reach chest at ${chest.pos}: no path`);
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skippedCount++;
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continue;
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}
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} catch (error) {
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console.log(`Scanner: Could not reach chest at ${chest.pos}: ${error.message}`);
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skippedCount++;
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continue;
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}
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}
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// Wait for anti-ESP to reveal nearby blocks after arriving
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if (interruptCheck && interruptCheck()) {
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console.log(`Scanner: Interrupted after ${scannedCount} chests`);
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return totalShulkers;
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}
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await sleep(250);
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}
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// Discover any new chests now visible from this position (every 5th stop or first)
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if (scannedCount % 5 === 0) {
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const newChests = await this.discoverChests(bot, this._scanRadius || 30, database);
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for (const nc of newChests) {
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const key = `${nc.x},${nc.y},${nc.z}`;
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if (!scannedPositions.has(key)) {
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scannedPositions.add(key);
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remaining.push({ ...nc, pos: new Vec3(nc.x, nc.y, nc.z) });
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console.log(`Scanner: Discovered new chest at ${nc.x},${nc.y},${nc.z} while walking`);
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}
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// Now batch-scan this chest and all upcoming chests within reach
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const newPos = bot.bot.entity.position;
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for (let j = i; j < plan.length && batch.length < 6; j++) {
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const c = plan[j];
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const ck = `${c.pos.x},${c.pos.y},${c.pos.z}`;
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if (newPos.distanceTo(c.pos) <= 4.5) {
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batch.push({ idx: j, chest: c, key: ck });
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} else if (batch.length === 0) {
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// Current chest somehow not in reach after walking to it — force it
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batch.push({ idx: j, chest: c, key: ck });
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} else {
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break; // Only scan contiguous reachable chests
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}
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}
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const shulkerCount = await this.scanChest(bot, database, chest.pos);
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totalShulkers += shulkerCount;
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scannedCount++;
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for (const item of batch) {
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if (item.idx > i) i = item.idx; // Skip ahead in plan
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if (scannedCount % 10 === 0) {
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console.log(`Scanner: Progress - ${scannedCount}/${scannedCount + remaining.length} chests scanned, ${totalShulkers} shulkers found`);
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if (interruptCheck && interruptCheck()) {
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console.log(`Scanner: Interrupted during batch after ${scannedCount} chests`);
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break;
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}
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const result = await this.scanChest(bot, database, item.chest.pos);
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totalShulkers += result.shulkerCount;
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scannedCount++;
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if (result.lost) lostCount++;
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await sleep(400);
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}
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if (scannedCount > 0 && scannedCount % 50 === 0) {
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const elapsed = ((Date.now() - start) / 1000).toFixed(1);
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console.log(`Scanner: Progress — ${scannedCount} chests, ${totalShulkers} shulkers, ${lostCount} lost, ${elapsed}s elapsed`);
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}
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}
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await database.rebuildItemIndex();
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console.log(`Scanner: Scanned ${scannedCount} chests, skipped ${skippedCount}, found ${totalShulkers} shulkers`);
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const elapsedTotal = ((Date.now() - start) / 1000).toFixed(1);
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console.log(`Scanner: Done — ${scannedCount} chests, ${skippedCount} unreachable, ${lostCount} lost, ${totalShulkers} shulkers, ${elapsedTotal}s total`);
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return totalShulkers;
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}
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/**
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* Build a row-major serpentine traversal plan:
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* - Group chests by X coordinate (each X = one aisle/row)
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* - Sort rows by X
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* - Within each row, sort by Z (alternating direction for serpentine)
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* - Start from the row nearest to the bot's current position
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*/
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_buildSerpentinePlan(chests, botPos) {
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// Group by X (row/aisle)
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const rows = new Map();
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for (const c of chests) {
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const x = c.pos_x;
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if (!rows.has(x)) rows.set(x, []);
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rows.get(x).push({ ...c, pos: new Vec3(c.pos_x, c.pos_y, c.pos_z) });
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}
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// Sort rows by X
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const sortedRows = [...rows.entries()].sort((a, b) => a[0] - b[0]);
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// Find the row closest to the bot
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let startRowIdx = 0;
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let bestDist = Infinity;
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for (let i = 0; i < sortedRows.length; i++) {
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const dist = Math.abs(botPos.x - sortedRows[i][0]);
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if (dist < bestDist) { bestDist = dist; startRowIdx = i; }
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}
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// Build plan: start from nearest row, scan outward in serpentine order
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const plan = [];
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let direction = 1; // 1 = ascending Z, -1 = descending Z
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// First: rows from startRowIdx to end
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for (let i = startRowIdx; i < sortedRows.length; i++) {
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const [, rowChests] = sortedRows[i];
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rowChests.sort((a, b) => direction * (a.pos_z - b.pos_z));
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plan.push(...rowChests);
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direction *= -1;
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}
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// Then: remaining rows before startRowIdx (going backward in X)
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for (let i = startRowIdx - 1; i >= 0; i--) {
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const [, rowChests] = sortedRows[i];
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rowChests.sort((a, b) => direction * (a.pos_z - b.pos_z));
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plan.push(...rowChests);
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direction *= -1;
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}
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console.log(`Scanner: Serpentine plan — ${sortedRows.length} rows, ${plan.length} chests, starting at row x=${sortedRows[startRowIdx][0]}`);
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return plan;
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}
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// Read shulker contents from NBT data (no physical interaction needed)
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async scanShulkerFromNBT(bot, database, chestId, chestSlot, shulkerItem) {
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console.log(`Scanner: Reading shulker NBT at slot ${chestSlot}`);
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try {
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// Create/update shulker record and get its ID in one call
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const shulkerRecord = await database.upsertAndGetShulker(
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chestId,
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chestSlot,
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shulkerItem.name,
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null // category will be set based on contents
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chestId, chestSlot, shulkerItem.name, null
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);
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if (!shulkerRecord) {
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console.error(`Scanner: No shulker record found for chest ${chestId} slot ${chestSlot}`);
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console.error(`Scanner: No shulker record for chest ${chestId} slot ${chestSlot}`);
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return [];
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}
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const shulkerId = shulkerRecord.id;
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await database.clearShulkerItems(shulkerId);
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// Extract items from shulker NBT
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const items = this.extractShulkerContents(bot, shulkerItem);
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let totalItems = 0;
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@@ -313,67 +348,49 @@ class Scanner {
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itemTypes.add(item.name);
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}
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// Update shulker stats
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let itemFocus = itemTypes.size === 1 ? Array.from(itemTypes)[0] : null;
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const usedSlots = items.length;
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// If any item in the shulker is special, append #special to the focus
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if (itemFocus) {
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const hasSpecial = items.some(item => Scanner.isSpecialItem(item.nbt));
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if (hasSpecial) {
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itemFocus = itemFocus + '#special';
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}
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if (hasSpecial) itemFocus = itemFocus + '#special';
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}
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await database.updateShulkerCounts(shulkerId, usedSlots, totalItems);
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await database.updateShulkerCounts(shulkerId, items.length, totalItems);
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await database.updateShulkerItemFocus(shulkerId, itemFocus);
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console.log(`Scanner: Shulker has ${items.length} slot(s) used, ${totalItems} total items`);
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return items;
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} catch (error) {
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console.error(`Scanner: Error reading shulker NBT:`, error);
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return [];
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}
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}
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// Extract items from shulker box NBT data
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extractShulkerContents(bot, shulkerItem) {
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const items = [];
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if (!shulkerItem.nbt) {
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console.log('Scanner: Shulker has no NBT data (empty)');
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return items;
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}
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if (!shulkerItem.nbt) return items;
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try {
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// Navigate the NBT structure to find Items array
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// Structure varies between:
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// - Placed+opened shulker: nbt.value.BlockEntityTag.value.Items.value.value
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// - Trade window / freshly-crafted: nbt.value.tag.value.BlockEntityTag.value.Items.value.value
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// - Simple forms: nbt.Items, nbt.BlockEntityTag.Items, etc.
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let nbtItems = null;
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const nbt = shulkerItem.nbt;
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// Try multiple paths to find the items array
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const paths = [
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() => nbt.value?.BlockEntityTag?.value?.Items?.value?.value, // Full nested path (standard placed shulker)
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() => nbt.value?.BlockEntityTag?.value?.Items?.value, // One less nesting level
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() => nbt.BlockEntityTag?.Items?.value?.value, // Without top-level value wrapper
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() => nbt.BlockEntityTag?.Items?.value, // Simpler BlockEntityTag path
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() => nbt.BlockEntityTag?.Items, // Direct BlockEntityTag
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() => nbt.value?.tag?.value?.BlockEntityTag?.value?.Items?.value?.value, // Trade window shulker (has extra tag wrapper)
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() => nbt.value?.tag?.value?.Items?.value?.value, // Trade window with Items directly under tag
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() => nbt.value?.tag?.value?.Items?.value, // Trade window simpler
|
||||
() => nbt.value?.Items?.value?.value, // No BlockEntityTag
|
||||
() => nbt.Items?.value?.value, // Even simpler
|
||||
() => nbt.Items, // Direct Items
|
||||
() => nbt.tag?.value?.BlockEntityTag?.value?.Items?.value?.value, // Tag wrapper path
|
||||
() => nbt.tag?.BlockEntityTag?.Items?.value?.value, // Tag without value
|
||||
() => nbt.tag?.Items?.value?.value, // Tag with Items direct
|
||||
() => nbt.value?.BlockEntityTag?.value?.Items?.value?.value,
|
||||
() => nbt.value?.BlockEntityTag?.value?.Items?.value,
|
||||
() => nbt.BlockEntityTag?.Items?.value?.value,
|
||||
() => nbt.BlockEntityTag?.Items?.value,
|
||||
() => nbt.BlockEntityTag?.Items,
|
||||
() => nbt.value?.tag?.value?.BlockEntityTag?.value?.Items?.value?.value,
|
||||
() => nbt.value?.tag?.value?.Items?.value?.value,
|
||||
() => nbt.value?.tag?.value?.Items?.value,
|
||||
() => nbt.value?.Items?.value?.value,
|
||||
() => nbt.Items?.value?.value,
|
||||
() => nbt.Items,
|
||||
() => nbt.tag?.value?.BlockEntityTag?.value?.Items?.value?.value,
|
||||
() => nbt.tag?.BlockEntityTag?.Items?.value?.value,
|
||||
() => nbt.tag?.Items?.value?.value,
|
||||
];
|
||||
|
||||
let nbtItems = null;
|
||||
for (const pathFn of paths) {
|
||||
const result = pathFn();
|
||||
if (Array.isArray(result)) {
|
||||
@@ -382,48 +399,36 @@ class Scanner {
|
||||
}
|
||||
}
|
||||
|
||||
if (!nbtItems || !Array.isArray(nbtItems)) {
|
||||
console.log('Scanner: No items array found in shulker (may be empty)');
|
||||
return items;
|
||||
}
|
||||
|
||||
console.log(`Scanner: Found ${nbtItems.length} items in shulker NBT`);
|
||||
if (!nbtItems || !Array.isArray(nbtItems)) return items;
|
||||
|
||||
for (const nbtItem of nbtItems) {
|
||||
// Extract slot, id, count from NBT item
|
||||
const slot = nbtItem.Slot?.value ?? nbtItem.Slot ?? 0;
|
||||
const id = nbtItem.id?.value ?? nbtItem.id ?? 'unknown';
|
||||
const count = nbtItem.Count?.value ?? nbtItem.Count ?? 1;
|
||||
|
||||
// Clean up the id (remove minecraft: prefix)
|
||||
const cleanId = String(id).replace('minecraft:', '');
|
||||
|
||||
if (count <= 0 || cleanId === 'air') continue;
|
||||
|
||||
// tag may be a prismarine-nbt compound or a plain object
|
||||
const tag = nbtItem.tag?.value ?? nbtItem.tag ?? null;
|
||||
items.push({
|
||||
slot: slot,
|
||||
slot,
|
||||
name: cleanId,
|
||||
id: bot.mcData.itemsByName[cleanId]?.id || 0,
|
||||
count: count,
|
||||
nbt: tag ? this.parseNBT(tag) : null
|
||||
count,
|
||||
nbt: tag ? this.parseNBT(tag) : null,
|
||||
});
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Scanner: Error parsing shulker NBT:', error);
|
||||
console.log('Scanner: Raw NBT:', JSON.stringify(shulkerItem.nbt).substring(0, 500));
|
||||
}
|
||||
|
||||
return items;
|
||||
}
|
||||
|
||||
// Recursively unwrap prismarine-nbt {type, value} structures into plain objects
|
||||
simplifyNBT(nbt) {
|
||||
if (nbt === null || nbt === undefined) return nbt;
|
||||
if (typeof nbt !== 'object') return nbt;
|
||||
|
||||
// prismarine-nbt compound/value wrapper
|
||||
if (nbt.type !== undefined && nbt.value !== undefined) {
|
||||
return this.simplifyNBT(nbt.value);
|
||||
}
|
||||
@@ -442,14 +447,9 @@ class Scanner {
|
||||
parseNBT(nbt) {
|
||||
if (!nbt) return null;
|
||||
if (typeof nbt === 'string') {
|
||||
try {
|
||||
nbt = JSON.parse(nbt);
|
||||
} catch (e) {
|
||||
return null;
|
||||
}
|
||||
try { nbt = JSON.parse(nbt); } catch (e) { return null; }
|
||||
}
|
||||
|
||||
// Unwrap prismarine-nbt wrappers so we can access keys directly
|
||||
nbt = this.simplifyNBT(nbt);
|
||||
|
||||
const result = {};
|
||||
@@ -457,16 +457,11 @@ class Scanner {
|
||||
if (nbt.Enchantments) {
|
||||
let enchList = nbt.Enchantments;
|
||||
if (Array.isArray(enchList)) {
|
||||
result.enchantments = enchList.map(e => ({
|
||||
id: e.id,
|
||||
level: e.lvl
|
||||
}));
|
||||
result.enchantments = enchList.map(e => ({ id: e.id, level: e.lvl }));
|
||||
}
|
||||
}
|
||||
|
||||
if (nbt.Damage) {
|
||||
result.damage = nbt.Damage;
|
||||
}
|
||||
if (nbt.Damage) result.damage = nbt.Damage;
|
||||
|
||||
if (nbt.display?.Name) {
|
||||
const name = nbt.display.Name;
|
||||
@@ -488,26 +483,13 @@ class Scanner {
|
||||
});
|
||||
}
|
||||
|
||||
if (nbt.CustomModelData) {
|
||||
result.customModelData = nbt.CustomModelData;
|
||||
}
|
||||
|
||||
if (nbt.RepairCost) {
|
||||
result.repairCost = nbt.RepairCost;
|
||||
}
|
||||
|
||||
// Map ID for filled_map items
|
||||
if (nbt.map !== undefined) {
|
||||
result.map = nbt.map;
|
||||
}
|
||||
if (nbt.CustomModelData) result.customModelData = nbt.CustomModelData;
|
||||
if (nbt.RepairCost) result.repairCost = nbt.RepairCost;
|
||||
if (nbt.map !== undefined) result.map = nbt.map;
|
||||
|
||||
return Object.keys(result).length > 0 ? result : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if parsed NBT data indicates a "special" item — one with a custom
|
||||
* display name, lore, or custom model data that should be stored separately.
|
||||
*/
|
||||
static isSpecialItem(nbtData) {
|
||||
if (!nbtData) return false;
|
||||
if (typeof nbtData === 'string') {
|
||||
@@ -517,4 +499,4 @@ class Scanner {
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Scanner;
|
||||
module.exports = Scanner;
|
||||
|
||||
Reference in New Issue
Block a user