Files
mc-bot-town/nodejs/controller/storage/scanner.js
T
2026-07-12 17:26:59 -04:00

503 lines
15 KiB
JavaScript

'use strict';
const Vec3 = require('vec3');
const { sleep } = require('../../utils');
class Scanner {
constructor() {
this.chestBlockType = null;
}
async discoverChests(bot, radius, database) {
if (!this.chestBlockType) {
this.chestBlockType = bot.mcData.blocksByName.chest?.id;
if (!this.chestBlockType) {
throw new Error('Chest block not found in minecraft-data');
}
}
const start = Date.now();
console.log(`Scanner: Discovering chests within ${radius} blocks...`);
const chestPositions = bot.bot.findBlocks({
matching: this.chestBlockType,
maxDistance: radius,
count: Infinity,
});
const elapsedFind = Date.now() - start;
console.log(`Scanner: Found ${chestPositions.length} chest block(s) in ${elapsedFind}ms`);
const discoveredChests = [];
const processed = new Set();
for (const pos of chestPositions) {
const key = `${pos.x},${pos.y},${pos.z}`;
if (processed.has(key)) continue;
processed.add(key);
const chestInfo = this.detectChestType(bot, pos);
// Skip the second half of double chests
if (chestInfo.type === 'skip') continue;
const rowColumn = this.assignRowColumn(pos);
const category = this.columnToCategory(rowColumn.column);
discoveredChests.push({
x: pos.x, y: pos.y, z: pos.z,
type: chestInfo.type,
row: rowColumn.row,
column: rowColumn.column,
category,
});
}
// Batch UPSERT all discovered chests in a single transaction
if (discoveredChests.length > 0) {
await database.batchUpsertChests(discoveredChests);
}
const elapsedTotal = Date.now() - start;
console.log(`Scanner: Discovered/updated ${discoveredChests.length} chest(s) in ${elapsedTotal}ms`);
return discoveredChests;
}
detectChestType(bot, position) {
const block = bot.bot.blockAt(position);
if (!block) return { type: 'single' };
// Use block state properties (Minecraft 1.13+ has type: single/left/right)
const props = typeof block.getProperties === 'function' ? block.getProperties() : null;
if (props && props.type) {
if (props.type === 'single') return { type: 'single' };
// Register the 'left' half as canonical, skip 'right'
if (props.type === 'left') return { type: 'double' };
return { type: 'skip' }; // 'right' half
}
// Fallback: adjacency check for older versions
const directions = [
new Vec3(1, 0, 0),
new Vec3(-1, 0, 0),
new Vec3(0, 0, 1),
new Vec3(0, 0, -1)
];
for (const dir of directions) {
const adjacentPos = position.offset(dir.x, dir.y, dir.z);
const adjacentBlock = bot.bot.blockAt(adjacentPos);
if (adjacentBlock && adjacentBlock.name === 'chest') {
if (dir.x === -1 || dir.z === -1) {
return { type: 'double' };
}
return { type: 'skip' };
}
}
return { type: 'single' };
}
assignRowColumn(position) {
const row = Math.floor(position.y / 4) + 1;
const column = position.x;
return { row, column };
}
columnToCategory(column) {
if (column <= 1) return 'minerals';
if (column === 2) return 'food';
if (column === 3) return 'tools';
if (column === 4) return 'armor';
if (column === 5) return 'blocks';
if (column === 6) return 'redstone';
return 'misc';
}
async scanChest(bot, database, chestPosition) {
try {
const distance = bot.bot.entity.position.distanceTo(chestPosition);
if (distance > 4) {
// goToMust: if we never arrive, blockAt sees an unloaded chunk
// and the chest would be wrongly marked lost below
await bot.goToMust({ where: chestPosition, range: 3 });
}
const chestBlock = bot.bot.blockAt(chestPosition);
if (!chestBlock || !chestBlock.name.includes('chest')) {
console.log(`Scanner: Block not a chest at ${chestPosition.x},${chestPosition.y},${chestPosition.z}, marking lost`);
await database.markChestLost(chestPosition.x, chestPosition.y, chestPosition.z);
return { shulkerCount: 0, lost: true };
}
const chest = await database.getChestByPosition(chestPosition.x, chestPosition.y, chestPosition.z);
if (!chest) {
console.log(`Scanner: Chest not in database at ${chestPosition.x},${chestPosition.y},${chestPosition.z}`);
return { shulkerCount: 0 };
}
const window = await bot.openContainer(chestBlock);
const slots = window.slots;
const chestSlotCount = window.inventoryStart || 27;
// Correct DB chest_type if it doesn't match the actual window size
const actualType = chestSlotCount > 27 ? 'double' : 'single';
if (chest.chest_type !== actualType) {
await database.upsertChest(
chestPosition.x, chestPosition.y, chestPosition.z,
actualType, chest.row, chest.column, chest.category
);
}
// Clear previous records before re-scanning
await database.clearLooseItems(chest.id);
await database.deleteShulkersByChest(chest.id);
const looseItems = [];
let shulkerCount = 0;
for (let i = 0; i < chestSlotCount; i++) {
const slot = slots[i];
if (!slot) continue;
if (slot.name.includes('shulker_box')) {
await this.scanShulkerFromNBT(bot, database, chest.id, i, slot);
shulkerCount++;
} else {
looseItems.push({ slot: i, name: slot.name, id: slot.type, count: slot.count });
}
}
if (looseItems.length > 0) {
await database.batchUpsertLooseItems(chest.id, looseItems);
}
await bot.bot.closeWindow(window);
await sleep(300);
return { shulkerCount };
} catch (error) {
console.error(`Scanner: Error scanning chest at ${chestPosition.x},${chestPosition.y},${chestPosition.z}:`, error);
return { shulkerCount: 0 };
}
}
async scanAllChests(bot, database, interruptCheck) {
const chests = await database.getChests();
const start = Date.now();
console.log(`Scanner: Scanning all ${chests.length} tracked chests`);
let totalShulkers = 0;
let scannedCount = 0;
let skippedCount = 0;
let lostCount = 0;
// Build a row-major serpentine scan plan:
// Chests are in rows along Z (same X = one aisle). Walk down one aisle,
// step to the next, walk back the other way (serpentine). This eliminates
// the constant row-hopping of nearest-neighbor traversal.
const plan = this._buildSerpentinePlan(chests, bot.bot.entity.position);
for (let i = 0; i < plan.length; i++) {
if (interruptCheck && interruptCheck()) {
console.log(`Scanner: Interrupted after ${scannedCount} chests`);
break;
}
const chest = plan[i];
const key = `${chest.pos.x},${chest.pos.y},${chest.pos.z}`;
// Scan all chests in plan that are currently within reach (including this one)
const botPos = bot.bot.entity.position;
const batch = [];
// First check: is the current chest reachable?
if (botPos.distanceTo(chest.pos) > 4.5) {
// Walk to it
console.log(`Scanner: Walking to chest at ${chest.pos.toArray()} (${botPos.distanceTo(chest.pos).toFixed(1)} blocks, ${plan.length - i} left)`);
try {
const reached = await bot.goTo({ where: chest.pos, range: 3 });
if (reached === false) {
skippedCount++;
continue;
}
} catch (error) {
skippedCount++;
continue;
}
await sleep(250);
}
// Now batch-scan this chest and all upcoming chests within reach
const newPos = bot.bot.entity.position;
for (let j = i; j < plan.length && batch.length < 6; j++) {
const c = plan[j];
const ck = `${c.pos.x},${c.pos.y},${c.pos.z}`;
if (newPos.distanceTo(c.pos) <= 4.5) {
batch.push({ idx: j, chest: c, key: ck });
} else if (batch.length === 0) {
// Current chest somehow not in reach after walking to it — force it
batch.push({ idx: j, chest: c, key: ck });
} else {
break; // Only scan contiguous reachable chests
}
}
for (const item of batch) {
if (item.idx > i) i = item.idx; // Skip ahead in plan
if (interruptCheck && interruptCheck()) {
console.log(`Scanner: Interrupted during batch after ${scannedCount} chests`);
break;
}
const result = await this.scanChest(bot, database, item.chest.pos);
totalShulkers += result.shulkerCount;
scannedCount++;
if (result.lost) lostCount++;
await sleep(400);
}
if (scannedCount > 0 && scannedCount % 50 === 0) {
const elapsed = ((Date.now() - start) / 1000).toFixed(1);
console.log(`Scanner: Progress — ${scannedCount} chests, ${totalShulkers} shulkers, ${lostCount} lost, ${elapsed}s elapsed`);
}
}
await database.rebuildItemIndex();
const elapsedTotal = ((Date.now() - start) / 1000).toFixed(1);
console.log(`Scanner: Done — ${scannedCount} chests, ${skippedCount} unreachable, ${lostCount} lost, ${totalShulkers} shulkers, ${elapsedTotal}s total`);
return totalShulkers;
}
/**
* Build a row-major serpentine traversal plan:
* - Group chests by X coordinate (each X = one aisle/row)
* - Sort rows by X
* - Within each row, sort by Z (alternating direction for serpentine)
* - Start from the row nearest to the bot's current position
*/
_buildSerpentinePlan(chests, botPos) {
// Group by X (row/aisle)
const rows = new Map();
for (const c of chests) {
const x = c.pos_x;
if (!rows.has(x)) rows.set(x, []);
rows.get(x).push({ ...c, pos: new Vec3(c.pos_x, c.pos_y, c.pos_z) });
}
// Sort rows by X
const sortedRows = [...rows.entries()].sort((a, b) => a[0] - b[0]);
// Find the row closest to the bot
let startRowIdx = 0;
let bestDist = Infinity;
for (let i = 0; i < sortedRows.length; i++) {
const dist = Math.abs(botPos.x - sortedRows[i][0]);
if (dist < bestDist) { bestDist = dist; startRowIdx = i; }
}
// Build plan: start from nearest row, scan outward in serpentine order
const plan = [];
let direction = 1; // 1 = ascending Z, -1 = descending Z
// First: rows from startRowIdx to end
for (let i = startRowIdx; i < sortedRows.length; i++) {
const [, rowChests] = sortedRows[i];
rowChests.sort((a, b) => direction * (a.pos_z - b.pos_z));
plan.push(...rowChests);
direction *= -1;
}
// Then: remaining rows before startRowIdx (going backward in X)
for (let i = startRowIdx - 1; i >= 0; i--) {
const [, rowChests] = sortedRows[i];
rowChests.sort((a, b) => direction * (a.pos_z - b.pos_z));
plan.push(...rowChests);
direction *= -1;
}
console.log(`Scanner: Serpentine plan — ${sortedRows.length} rows, ${plan.length} chests, starting at row x=${sortedRows[startRowIdx][0]}`);
return plan;
}
// Read shulker contents from NBT data (no physical interaction needed)
async scanShulkerFromNBT(bot, database, chestId, chestSlot, shulkerItem) {
try {
const shulkerRecord = await database.upsertAndGetShulker(
chestId, chestSlot, shulkerItem.name, null
);
if (!shulkerRecord) {
console.error(`Scanner: No shulker record for chest ${chestId} slot ${chestSlot}`);
return [];
}
const shulkerId = shulkerRecord.id;
await database.clearShulkerItems(shulkerId);
const items = this.extractShulkerContents(bot, shulkerItem);
let totalItems = 0;
const itemTypes = new Set();
await database.batchUpsertShulkerItems(shulkerId, items);
for (const item of items) {
totalItems += item.count;
itemTypes.add(item.name);
}
let itemFocus = itemTypes.size === 1 ? Array.from(itemTypes)[0] : null;
if (itemFocus) {
const hasSpecial = items.some(item => Scanner.isSpecialItem(item.nbt));
if (hasSpecial) itemFocus = itemFocus + '#special';
}
await database.updateShulkerCounts(shulkerId, items.length, totalItems);
await database.updateShulkerItemFocus(shulkerId, itemFocus);
return items;
} catch (error) {
console.error(`Scanner: Error reading shulker NBT:`, error);
return [];
}
}
extractShulkerContents(bot, shulkerItem) {
const items = [];
if (!shulkerItem.nbt) return items;
try {
const nbt = shulkerItem.nbt;
const paths = [
() => 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)) {
nbtItems = result;
break;
}
}
if (!nbtItems || !Array.isArray(nbtItems)) return items;
for (const nbtItem of nbtItems) {
const slot = nbtItem.Slot?.value ?? nbtItem.Slot ?? 0;
const id = nbtItem.id?.value ?? nbtItem.id ?? 'unknown';
const count = nbtItem.Count?.value ?? nbtItem.Count ?? 1;
const cleanId = String(id).replace('minecraft:', '');
if (count <= 0 || cleanId === 'air') continue;
const tag = nbtItem.tag?.value ?? nbtItem.tag ?? null;
items.push({
slot,
name: cleanId,
id: bot.mcData.itemsByName[cleanId]?.id || 0,
count,
nbt: tag ? this.parseNBT(tag) : null,
});
}
} catch (error) {
console.error('Scanner: Error parsing shulker NBT:', error);
}
return items;
}
simplifyNBT(nbt) {
if (nbt === null || nbt === undefined) return nbt;
if (typeof nbt !== 'object') return nbt;
if (nbt.type !== undefined && nbt.value !== undefined) {
return this.simplifyNBT(nbt.value);
}
if (Array.isArray(nbt)) {
return nbt.map(v => this.simplifyNBT(v));
}
const out = {};
for (const key of Object.keys(nbt)) {
out[key] = this.simplifyNBT(nbt[key]);
}
return out;
}
parseNBT(nbt) {
if (!nbt) return null;
if (typeof nbt === 'string') {
try { nbt = JSON.parse(nbt); } catch (e) { return null; }
}
nbt = this.simplifyNBT(nbt);
const result = {};
if (nbt.Enchantments) {
let enchList = nbt.Enchantments;
if (Array.isArray(enchList)) {
result.enchantments = enchList.map(e => ({ id: e.id, level: e.lvl }));
}
}
if (nbt.Damage) result.damage = nbt.Damage;
if (nbt.display?.Name) {
const name = nbt.display.Name;
if (typeof name === 'string') {
try { result.displayName = JSON.parse(name).text || name; } catch (e) { result.displayName = name; }
} else {
result.displayName = name?.text || String(name);
}
}
if (nbt.display?.Lore) {
let lore = nbt.display.Lore;
if (!Array.isArray(lore)) lore = [lore];
result.lore = lore.map(l => {
if (typeof l === 'string') {
try { return JSON.parse(l).text || l; } catch (e) { return l; }
}
return l?.text || String(l);
});
}
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;
}
static isSpecialItem(nbtData) {
if (!nbtData) return false;
if (typeof nbtData === 'string') {
try { nbtData = JSON.parse(nbtData); } catch (e) { return false; }
}
return !!(nbtData.displayName || nbtData.lore || nbtData.customModelData);
}
}
module.exports = Scanner;