957 lines
27 KiB
JavaScript
957 lines
27 KiB
JavaScript
'use strict';
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const mineflayer = require('mineflayer');
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const minecraftData = require('minecraft-data');
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const { pathfinder, Movements, goals: { GoalNear } } = require('mineflayer-pathfinder');
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const Vec3 = require('vec3');
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const {sleep} = require('../utils');
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// The server sends entity_velocity packets with undefined fields (e.g.
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// packet.velocity.x is undefined). This causes fromNotchVelocity to return
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// Vec3(NaN,NaN,NaN), which corrupts the bot's velocity, which the physics tick
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// uses to update position → NaN position → physics.js deadlocks permanently.
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const _conv = require('mineflayer/lib/conversions');
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const _fromNotchVelocity = _conv.fromNotchVelocity;
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_conv.fromNotchVelocity = function(vel) {
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if (!Number.isFinite(vel.x) || !Number.isFinite(vel.y) || !Number.isFinite(vel.z))
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return new Vec3(0, 0, 0);
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return _fromNotchVelocity(vel);
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};
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class CJbot{
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isReady = false;
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listeners = {};
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// Holds the minimum cool down time for chat messages
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nextChatTime = 1500;
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// Prevents executing commands while one is running
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commandLock = false;
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commandCollDownTime = 1500;
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// Holds the list of commands this bot can execute
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commands = {};
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combatTag = false;
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doLogOut = false;
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// Map of all the bots currently in use
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static bots = {};
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// Forces the code to wait while until the bot is loaded before moving on to
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// the next
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static __addLock = false;
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// Holds a list of bots that still needs to be connect
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static __toConnect = [];
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constructor(args){
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// Friendly name to access the bot in `CJbot.bots`
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this.name = args.name || args.username;
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this.username = args.username;
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this.password = args.password;
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this.host = args.host;
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this.auth = args.auth || 'microsoft';
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this.version = args.version || '1.20.1';
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this.hasAi = args.hasAi;
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//
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this.pluginsWanted = args.plugins || {};
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// States if the bot should connect when its loaded
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this.autoReConnect = 'autoConnect' in args ? args.autoReConnect : true;
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this.autoConnect = 'autoConnect' in args ? args.autoConnect : true;
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// On-demand mode: bot stays offline until ensureConnected() is called
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this.onDemand = args.onDemand || false;
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this._idleTimer = null;
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this._taskQueue = [];
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this._connecting = false;
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this._idleTimeout = args.idleTimeout || 30000;
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this._goToLock = false;
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// Bumped by interruptTask; in-flight goTo calls compare against the
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// value they captured at start and bail out when it changes.
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this._interruptGen = 0;
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// If we want the be always connected, kick off the function to auto
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// reconnect
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if(this.autoReConnect && !this.onDemand) this.__autoReConnect()
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}
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connect(){
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console.log('CJbot.connect');
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return new Promise((resolve, reject) =>{
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try{
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this.bot = mineflayer.createBot({
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host: this.host,
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username: this.username,
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password: this.password,
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version: this.version,
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auth: this.auth,
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});
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// If an error happens before the login event, toss an error back to
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// the caller of the function
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let onError = this.bot.on('error', (m)=>{
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console.log('ERROR CJbot.connect on error:', this.name, m.toString());
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reject(m);
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})
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// If the connection ends before the login event, toss an error back
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// to the caller of the function
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this.bot.on('end', (reason, ...args)=>{
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console.log(this.name, 'Connection ended:', reason, ...args);
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this.pluginUnloadAll(this.onDemand); // keepDb=true for on-demand
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this.isReady = false;
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reject(reason);
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});
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// When the bot is ready, return to the caller success
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this.bot.on('spawn', async()=>{
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console.log('CJbot.connect on spawn')
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await sleep(2000);
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this.__onReady();
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resolve();
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this._pluginsReady = this.pluginLoadAll();
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});
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}catch(error){
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console.log('CJbot.connect Error', error);
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reject(error);
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}
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});
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}
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// Wrap the once method so it works correctly with await
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once(event){
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return new Promise((resolve, reject)=> this.bot.once(event, resolve));
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}
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// Internal method to kick off the functionality after its loaded in the
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// server
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async __onReady(){try{
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this.bot.loadPlugin(pathfinder);
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this.mcData = minecraftData(this.bot.version);
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this.defaultMove = new Movements(this.bot, this.mcData);
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this.defaultMove.canDig = false;
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this.defaultMove.scafoldingBlocks = [];
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/*// Make pathfinder avoid routing through chests/shulkers
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if (!this.defaultMove.blocksCost) this.defaultMove.blocksCost = {};
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const avoidBlocks = ['chest', 'trapped_chest', 'ender_chest',
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'shulker_box', 'white_shulker_box', 'orange_shulker_box',
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'magenta_shulker_box', 'light_blue_shulker_box', 'yellow_shulker_box',
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'lime_shulker_box', 'pink_shulker_box', 'gray_shulker_box',
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'light_gray_shulker_box', 'cyan_shulker_box', 'purple_shulker_box',
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'blue_shulker_box', 'brown_shulker_box', 'green_shulker_box',
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'red_shulker_box', 'black_shulker_box'];
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for (const name of avoidBlocks) {
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const block = this.mcData.blocksByName[name];
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if (block) this.defaultMove.blocksCost[block.id] = 100;
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}*/
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// 1. Disable sprinting globally. This is the #1 cause of clipping
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// on high-TPS servers because the bot moves too fast for its own
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// rotation speed.
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this.defaultMove.allowSprinting = false;
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this.defaultMove.entityCost = 100;
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this.defaultMove.allow1by1towers = false;
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// 3. Entity Intersections
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// Set this to true to make the bot more aware of collision boxes
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this.defaultMove.allowEntityDetection = true;
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this.bot.pathfinder.setMovements(this.defaultMove);
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// Add the listeners to the bot. We do this so if the bot loses
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// connection, the mineflayer instance will also be lost.
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this.isReady = true;
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this.__error();
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this.__startListeners();
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// Call the internal listeners when the bot is ready
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for(let callback of this.listeners.onReady || []){
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callback.call(this);
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}
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console.log('Bot is ready', this.bot.entity.username, this.username);
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// Start chat listeners
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this.__listen();
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this.bot.on('title', (...args)=>console.log('on title', args))
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}catch(error){
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console.error('minecraft.js | __onReady | ', this.name, ' ', error);
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}}
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__startListeners(){
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for(let event in this.listeners){
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console.log('__adding listeners', event)
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for(let callback of this.listeners[event]){
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this.bot.on(event, callback);
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}
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}
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}
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// Wrap the .on method so we can hold the listeners internally
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on(event, callback){
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if(!this.listeners[event]) this.listeners[event] = [];
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this.listeners[event].push(callback);
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// If the bot is already loaded, add the passed listener to the
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// mineflayer instance
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if(this.isReady){
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if(event === 'onReady') callback(this);
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else this.bot.on(event, callback);
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}
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return ()=> this.off(event, callback);
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}
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// Remove listener for events
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off(event, callback) {
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console.log('off', event, callback)
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if (!this.listeners[event]) return false;
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const index = this.listeners[event].indexOf(callback);
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if (index === -1) return false;
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this.listeners[event].splice(index, 1);
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// If bot is ready, also remove from the Mineflayer bot
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if (this.isReady) {
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this.bot.off(event, callback);
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}
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return true;
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}
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// Listen for ending events and call connect again
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__autoReConnect(){
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try{
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console.log('auto re-connect function')
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this.on('kicked', (...args)=>console.log('CJbot.__autoReConnect on kick', args))
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this.on('end', async (...args)=>{
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console.error('CJbot.__autoReConnect on end', args)
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// connect() also rejects on 'end', which used to surface as an
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// unhandled rejection (fatal on modern Node). Guard against
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// overlapping loops and retry until we get back in.
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if(this._reconnecting) return;
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this._reconnecting = true;
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try{
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while(true){
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await sleep(30000);
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try{
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await this.connect();
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break;
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}catch(error){
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console.error('CJbot.__autoReConnect retry failed:', this.name, error?.message || error);
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}
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}
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}finally{
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this._reconnecting = false;
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}
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});
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this.on('error', (error)=>{
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console.error('MC on error', error);
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// this.connect();
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});
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}catch(error){
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console.error('error in __autoReConnect', error);
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}
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}
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__error(message){
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this.bot.on('error', (error)=>{
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console.error(`ERROR!!! MC bot ${this.username} on ${this.host} had an error:\n`, error)
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});
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}
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quit(force){
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if(!this.combatTag || force){
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this.bot.quit();
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}else{
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console.log('Logout prevented due to combatTag');
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this.doLogOut = true;
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}
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}
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/* Plugins */
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static plungins = {};
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static pluginAdd(cls){
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this.plungins[cls.name] = cls;
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// Queue for web registration if plugin has web support
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if (typeof cls.createRouter === 'function' || cls.webUI) {
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const webServer = require('../controller/web-server');
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webServer.queuePlugin(cls);
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}
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}
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plunginsLoaded = {};
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async pluginLoadAll(){
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for(let pluginName in this.pluginsWanted){
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await this.pluginLoad(pluginName, this.pluginsWanted[pluginName]);
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}
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}
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async pluginLoad(pluginName, opts){
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console.log('CJbot.pluginLoad', pluginName)
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let plugin = new this.constructor.plungins[pluginName]({...opts, bot:this})
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await plugin.init();
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this.plunginsLoaded[pluginName] = plugin;
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}
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async pluginUnload(name){
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console.log('CJbot.pluginUnload', name)
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if(this.plunginsLoaded[name]){
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this.plunginsLoaded[name].unload();
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delete this.plunginsLoaded[name];
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console.log('CJbot.pluginUnload', name, 'done');
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return true;
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}
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}
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async pluginUnloadAll(keepDb = false){
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console.log('CJbot.pluginUnloadAll', keepDb ? '(keepDb)' : '');
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for(let pluginName in this.plunginsLoaded){
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console.log('CJbot.pluginUnloadAll loop', pluginName)
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try{
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await this.plunginsLoaded[pluginName].unload(keepDb);
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delete this.plunginsLoaded[pluginName];
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}catch(error){
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console.log('CJbot.pluginUnload loop error:', error)
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}
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}
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}
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/* On-demand lifecycle */
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async ensureConnected(taskFn) {
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this._resetIdleTimer();
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if (this.isReady) return await taskFn();
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return new Promise((resolve, reject) => {
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this._taskQueue.push({ fn: taskFn, resolve, reject });
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if (this._connecting) return;
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this._connecting = true;
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this.connect().then(async () => {
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this._connecting = false;
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// Wait for plugins to finish loading (pluginLoadAll runs after spawn)
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await this._pluginsReady;
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await this._drainTaskQueue();
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}).catch((error) => {
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this._connecting = false;
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const queue = this._taskQueue.splice(0);
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for (const task of queue) task.reject(error);
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});
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});
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}
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async _drainTaskQueue() {
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while (this._taskQueue.length > 0) {
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const task = this._taskQueue.shift();
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try {
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task.resolve(await task.fn());
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} catch (error) {
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task.reject(error);
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}
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this._resetIdleTimer();
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}
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}
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_resetIdleTimer() {
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if (!this.onDemand) return;
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if (this._idleTimer) clearTimeout(this._idleTimer);
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this._idleTimer = setTimeout(() => this._idleDisconnect(), this._idleTimeout);
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}
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_idleDisconnect() {
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if (!this.isReady) return;
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// A registered task (scan, organize, withdraw, trade) is still running —
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// disconnecting now would abandon shulkers and leak locks
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if (this._currentTask) {
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console.log(`${this.name}: Idle timer fired mid-task (${this._currentTask.task}), rescheduling`);
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this._resetIdleTimer();
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return;
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}
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console.log(`${this.name}: Idle timeout, disconnecting on-demand bot`);
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this.quit(true);
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}
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/* Chat and messaging*/
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__listen(){
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this.bot.on('chat', (from, message)=>{
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// Ignore messages from this bot
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if(from === this.bot.entity.username) return;
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// Filter messages to this bot
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if(message.startsWith(this.bot.entity.username)){
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this.__doCommand(
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from,
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message.replace(`${this.bot.entity.username} ` , ' ').trim()
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)
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}
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});
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this.bot.on('whisper', (from, message)=>{
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this.__doCommand(
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from,
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message.replace(`${this.bot.entity.username} ` , ' ').trim()
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)
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});
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this.bot.on('message', (message, type)=>{
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if(message.toString().includes(' invited you to teleport to him.')){
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// teleport invite
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console.log('found teleport', message.toString().split(' ')[0])
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this.__doCommand(message.toString().split(' ')[0], '.invite');
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}
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if(message.toString().includes(' wants to trade with you!')){
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// teleport invite
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console.log('found Trade', message.toString().split(' ')[0])
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this.__doCommand(message.toString().split(' ')[0], '.trade');
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}
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if(message.toString().includes('You are combat tagged by')){
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try{
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this.combatTag = true;
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console.log('was attacked by')
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let attacker = message.toString().split('. ')[0].replace('You are combat tagged by ', '')
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console.log('was attacked by', attacker)
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// teleport invite
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this.whisper(attacker, 'Please do not attack me, I am a bot.')
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}catch(error){
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console.log('error!!!!!!', error)
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}
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}
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if(message.toString().includes('You are no longer in combat. You may now logout.')){
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this.combatTag = false
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if(this.doLogOut){
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this.quit()
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}
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}
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});
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}
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__chatCoolDown(){
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return Math.floor(Math.random() * (3000 - 2000) + 2000);
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}
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async say(...messages){
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for(let message of messages){
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(async (message)=>{
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if(this.nextChatTime > Date.now()){
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await sleep(this.nextChatTime-Date.now()+1)
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}
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this.bot.chat(message);
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})(message);
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this.nextChatTime = Date.now() + this.__chatCoolDown();
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}
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}
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async sayAiSafe(...messages){
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for(let message of messages){
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if(message.startsWith('/') && !(message.startsWith('/msg') || message.startsWith('/help'))){
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console.log('bot tried to execute bad command', message);
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message = '.'+message;
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}
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await this.say(message);
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}
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}
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async whisper(to, ...messages){
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await this.say(...messages.map(message=>`/msg ${to} ${message}`));
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}
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/* Commands */
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async __unLockCommand(time){
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await sleep(this.commandCollDownTime);
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this.commandLock = false;
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}
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__reduceCommands(from){
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return Object.keys(this.commands).filter(command =>{
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if (this.commands[command].allowed && !this.commands[command].allowed.includes(from)) return false;
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return true;
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});
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}
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async __doCommand(from, command){try{
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let [cmd, ...parts] = command.split(/\s+/);
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if(!this.__reduceCommands(from).includes(cmd)) return;
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const cmdDef = this.commands[cmd];
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if(this.commandLock && !cmdDef.ignoreLock){
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this.whisper(from, `I'm busy with another command right now, please try again shortly...`);
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return ;
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}
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if(!cmdDef.ignoreLock) this.commandLock = true;
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try{
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await cmdDef.function.call(this, from, ...parts);
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}catch(error){
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this.whisper(from, `The command encountered an error.`);
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this.whisper(from, `ERROR: ${error}`);
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console.error(`Chat command error on ${cmd} from ${from}\n`, error);
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}
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if(!cmdDef.ignoreLock) this.__unLockCommand();
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}catch(error){
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console.error('minecraft.js | __doCommand |', this.name, ' ', error)
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}}
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addCommand(name, obj){
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if(this.commands[name]) return false;
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this.commands[name] = obj;
|
|
}
|
|
|
|
getPlayers(){
|
|
for (let [username, value] of Object.entries(this.bot.players)){
|
|
value.lvl = Number(value.displayName.extra[0].text)
|
|
}
|
|
|
|
return this.bot.players;
|
|
}
|
|
|
|
/* Actions */
|
|
|
|
__blockOrVec(thing){
|
|
if(thing instanceof Vec3.Vec3) return this.bot.blockAt(thing);
|
|
if(thing.constructor && thing.constructor.name === 'Block') return thing;
|
|
|
|
throw new Error('Not supported block identifier');
|
|
}
|
|
|
|
findBlockBySign(text){
|
|
return this.bot.findBlock({
|
|
useExtraInfo: true,
|
|
maxDistance: 64,
|
|
matching: (block)=> {
|
|
if(block.name.includes('sign') && block.signText.includes(text)){
|
|
return true;
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
findChestBySign(text){
|
|
return this.bot.findBlock({
|
|
point: this.findBlockBySign(text).position,
|
|
maxDistance: 4,
|
|
useExtraInfo: true,
|
|
matching: block => block.name === 'chest'
|
|
});
|
|
}
|
|
|
|
isWithinRange(target, range=2){
|
|
const botPos = this.bot.entity.position;
|
|
const distance = botPos.distanceTo(target);
|
|
|
|
return distance <= range+.9;
|
|
}
|
|
|
|
playerWithinBlock(player, block, range){
|
|
let playerData = this.bot.players[player];
|
|
if(!playerData || !playerData.entity) return; // Skip if no entity info
|
|
|
|
// Calculate the distance between the player and the block
|
|
let distance = playerData.entity.position.distanceTo(block.position);
|
|
|
|
console.log('CJbot.playerWithinBlock', distance, range, distance < range)
|
|
if(!range){
|
|
return distance;
|
|
}
|
|
|
|
return distance < range;
|
|
}
|
|
|
|
// Interrupt current movement so trade/storage commands can run
|
|
async interruptTask(from) {
|
|
this._interrupted = true;
|
|
this._interruptGen++;
|
|
this._currentTask = null;
|
|
try {
|
|
this.bot.pathfinder.stop();
|
|
} catch (e) { /* pathfinder may not be moving */ }
|
|
this.bot.clearControlStates();
|
|
}
|
|
|
|
registerTask(source, task, fn) {
|
|
this._interrupted = false;
|
|
this._currentTask = { source, task, fn };
|
|
}
|
|
|
|
clearTask() {
|
|
this._currentTask = null;
|
|
}
|
|
|
|
wasInterrupted() {
|
|
return this._interrupted;
|
|
}
|
|
|
|
async goTo(options) {
|
|
while (this._goToLock) await new Promise(r => setTimeout(r, 50));
|
|
this._goToLock = true;
|
|
// Captured after acquiring the lock: an interrupt kills goTo calls that
|
|
// were already running, not the interrupting command's own movement.
|
|
const gen = this._interruptGen;
|
|
try {
|
|
let range = options.range || 2;
|
|
let block = this.__blockOrVec(options.where);
|
|
let timeout = options.timeout || 60000;
|
|
const goal = block.position;
|
|
console.log('[goTo] target:', goal.toArray(), 'range:', range);
|
|
|
|
const startTime = Date.now();
|
|
let lastPos = this.bot.entity.position.clone();
|
|
let stuckTime = 0;
|
|
let recoveryCount = 0;
|
|
|
|
// Fire-and-forget: starts pathfinder, never awaited.
|
|
// PathStopped/GoalChanged/NoPath are expected during recovery.
|
|
const startPathfinder = () => {
|
|
this.bot.pathfinder.goto(
|
|
new GoalNear(...goal.toArray(), range)
|
|
).catch(e => {
|
|
if (e.name !== 'PathStopped' && e.name !== 'GoalChanged' && e.name !== 'NoPath')
|
|
console.log('[goTo] goto rejected:', e.name, e.message);
|
|
});
|
|
};
|
|
|
|
startPathfinder();
|
|
|
|
while (!this.isWithinRange(goal, range)) {
|
|
if (this._interruptGen !== gen) {
|
|
this.bot.pathfinder.stop();
|
|
console.log('[goTo] interrupted');
|
|
return false;
|
|
}
|
|
|
|
const elapsed = Date.now() - startTime;
|
|
if (elapsed > timeout) {
|
|
this.bot.pathfinder.stop();
|
|
console.log('[goTo] timed out after', timeout, 'ms');
|
|
return false;
|
|
}
|
|
|
|
const currentPos = this.bot.entity.position;
|
|
const moved = currentPos.distanceTo(lastPos);
|
|
|
|
if (moved > 0.2) {
|
|
// Making progress
|
|
stuckTime = 0;
|
|
recoveryCount = Math.max(0, recoveryCount - 1);
|
|
lastPos = currentPos.clone();
|
|
} else {
|
|
// Not moving
|
|
stuckTime += 400;
|
|
}
|
|
|
|
// Pathfinder legitimately pauses during jumps, replans, and corner
|
|
// turns — only treat 2s+ of zero movement as actually stuck.
|
|
if (stuckTime >= 2000) {
|
|
console.log('[goTo] stuck, recovery=', recoveryCount);
|
|
await this._recoverFromStuck(recoveryCount);
|
|
stuckTime = 0;
|
|
recoveryCount++;
|
|
lastPos = this.bot.entity.position.clone();
|
|
if (recoveryCount > 8) {
|
|
console.log('[goTo] giving up after', recoveryCount, 'recoveries');
|
|
return false;
|
|
}
|
|
startPathfinder();
|
|
}
|
|
|
|
if (!this.bot.pathfinder.isMoving()) {
|
|
startPathfinder();
|
|
}
|
|
await sleep(400);
|
|
}
|
|
|
|
this.bot.pathfinder.stop();
|
|
console.log('[goTo] arrived');
|
|
return true;
|
|
} finally {
|
|
this._goToLock = false;
|
|
}
|
|
}
|
|
|
|
// Like goTo, but failure to arrive aborts the caller instead of letting it
|
|
// operate on a container it never reached.
|
|
async goToMust(options) {
|
|
const arrived = await this.goTo(options);
|
|
if (!arrived) {
|
|
const pos = options.where?.position || options.where;
|
|
throw new Error(`Could not reach ${pos} (interrupted, stuck, or timed out)`);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Simple unstuck: back up N blocks, strafe N blocks (alternating left/right),
|
|
// then let the main loop retry pathfinding to the goal.
|
|
async _recoverFromStuck(failureCount) {
|
|
this.bot.pathfinder.stop();
|
|
this.bot.clearControlStates();
|
|
await sleep(50);
|
|
|
|
// Cap at 3 blocks — backing way up just walks the bot away from the
|
|
// goal and into other obstacles. No jump: jumping while reversing
|
|
// climbs the bot onto chests and wedges it into corners.
|
|
const n = Math.min(failureCount + 1, 3);
|
|
const strafeDir = failureCount % 2 === 0 ? 'left' : 'right';
|
|
const blockTime = 250; // ms per block (walking speed ~4.3 blocks/sec)
|
|
|
|
console.log('[goTo] recover: back', n, 'strafe', n, strafeDir);
|
|
|
|
// Back up N blocks
|
|
this.bot.setControlState('back', true);
|
|
await sleep(n * blockTime);
|
|
this.bot.setControlState('back', false);
|
|
await sleep(50);
|
|
|
|
// Strafe N blocks (alternating direction)
|
|
this.bot.setControlState(strafeDir, true);
|
|
await sleep(n * blockTime);
|
|
this.bot.setControlState(strafeDir, false);
|
|
|
|
this.bot.clearControlStates();
|
|
await sleep(100);
|
|
}
|
|
async goToReturn(options){
|
|
let here = this.bot.entity.position;
|
|
let hereYaw = this.bot.entity.yaw
|
|
await this.goTo(options);
|
|
|
|
return async () =>{
|
|
await this.goTo({where: here, range: 0}, true);
|
|
await sleep(500);
|
|
await this.bot.look(Math.floor(hereYaw), 0);
|
|
}
|
|
}
|
|
|
|
async __nextContainerSlot(window, item) {
|
|
let firstEmptySlot = false;
|
|
|
|
await window.containerItems();
|
|
|
|
for(let slot in window.slots.slice(0, window.inventoryStart)){
|
|
if(window.slots[slot] === null ){
|
|
if(!Number.isInteger(firstEmptySlot)) firstEmptySlot = Number(slot);
|
|
continue;
|
|
}
|
|
if(item.type === window.slots[slot].type && window.slots[slot].count < window.slots[slot].stackSize){
|
|
return slot;
|
|
}
|
|
}
|
|
|
|
return firstEmptySlot;
|
|
}
|
|
|
|
async openContainer(block){
|
|
block = this.__blockOrVec(block);
|
|
|
|
// A window left open by a failed earlier operation would otherwise be
|
|
// returned as-is below — for the wrong container, with wrong slot
|
|
// indexes. Close it and start clean.
|
|
if(this.bot.currentWindow){
|
|
console.log('CJbot.openContainer: closing stale window', this.bot.currentWindow.title);
|
|
try{
|
|
this.bot.closeWindow(this.bot.currentWindow);
|
|
}catch(error){
|
|
console.log('CJbot.openContainer: stale window close failed:', error.message);
|
|
}
|
|
await sleep(500);
|
|
}
|
|
|
|
// A chest with a solid block on top cannot open. If the obstruction is
|
|
// a shulker box it's one of ours, abandoned by a failed cycle — break
|
|
// it and try to collect it. Anything else is a hard, described failure
|
|
// instead of four pointless retries.
|
|
if(block.name.includes('chest')){
|
|
const above = this.bot.blockAt(block.position.offset(0, 1, 0));
|
|
if(above && above.boundingBox === 'block'){
|
|
if(above.name.includes('shulker_box')){
|
|
console.log(`CJbot.openContainer: chest at ${block.position} blocked by ${above.name} on top — breaking it`);
|
|
try{
|
|
await this.bot.lookAt(above.position.offset(0.5, 0.5, 0.5), true);
|
|
await this.bot.dig(above, 'raycast');
|
|
await sleep(300);
|
|
// Try to catch the drop so the box isn't lost to despawn
|
|
await this.goTo({ where: above.position, range: 0, timeout: 10000 });
|
|
await sleep(500);
|
|
}catch(error){
|
|
throw new Error(`Chest at ${block.position} blocked by ${above.name} on top (recovery failed: ${error.message})`);
|
|
}
|
|
}else{
|
|
throw new Error(`Chest at ${block.position} won't open: blocked by ${above.name} on top`);
|
|
}
|
|
}
|
|
}
|
|
|
|
let count = 0;
|
|
while(true){
|
|
// Face the container — some anti-cheat setups reject interactions
|
|
// the player isn't looking at
|
|
try{
|
|
await this.bot.lookAt(block.position.offset(0.5, 0.5, 0.5), true);
|
|
}catch(error){ /* best effort */ }
|
|
|
|
try{
|
|
const window = await this.bot.openContainer(block);
|
|
if(window) return window;
|
|
}catch(error){
|
|
if(!error.message.includes('Event windowOpen did not fire within timeout')) throw error;
|
|
}
|
|
// The open packet may have landed even though the event timed out
|
|
if(this.bot.currentWindow?.title) return this.bot.currentWindow;
|
|
|
|
if(++count > 3) throw new Error(`Block wont open (${block.name} at ${block.position})`);
|
|
await sleep(1500);
|
|
}
|
|
}
|
|
|
|
async openCraftingTable(block){
|
|
let count = 0;
|
|
block = this.__blockOrVec(block);
|
|
this.bot.activateBlock(block);
|
|
let window = await this.once('windowOpen');
|
|
|
|
return window;
|
|
}
|
|
|
|
async checkItemsFromContainer(containerBlock, itemName, count){
|
|
let currentSlot = 0;
|
|
let foundCount = 0;
|
|
let window = await this.openContainer(containerBlock);
|
|
|
|
for(let slot of window.slots){
|
|
if(currentSlot++ === window.inventoryStart) break;currentSlot
|
|
if(!slot) continue;
|
|
if(slot.name === itemName) foundCount += slot.count;
|
|
}
|
|
|
|
await this.bot.closeWindow(window);
|
|
if(foundCount >= count) return true;
|
|
}
|
|
|
|
async getItemsFromChest(containerBlock, itemName, count){
|
|
let window = await this.openContainer(containerBlock);
|
|
await sleep(500);
|
|
// console.log('item id', this.mcData.itemsByName[itemName], this.mcData)
|
|
await window.withdraw(this.mcData.itemsByName[itemName].id, null, count);
|
|
await this.bot.closeWindow(window);
|
|
}
|
|
|
|
async getFullShulkersFromChest(chestBlock, item) {
|
|
const fullShulkers = [];
|
|
|
|
let window = await this.openContainer(chestBlock);
|
|
|
|
let itemCount = 0
|
|
let currentSlot = 0;
|
|
for(let slot of window.slots){
|
|
if(currentSlot++ === window.inventoryStart) break;
|
|
|
|
if(!slot || slot.name !== 'shulker_box') continue;
|
|
// console.log('slot:', slot)
|
|
if(slot.nbt){
|
|
// console.log('nbt', slot.nbt, slot.nbt.value.BlockEntityTag)
|
|
// console.log('BlockEntityTag:', slot.nbt.value.BlockEntityTag.value.Items.value.value)
|
|
|
|
for(let shulkerSlot of slot.nbt.value.BlockEntityTag.value.Items.value.value){
|
|
console.log('shulkerSlot', shulkerSlot)
|
|
if(shulkerSlot.id?.value !== `minecraft:${item}`) continue;
|
|
itemCount += shulkerSlot.Count.value
|
|
}
|
|
if(this.bot.registry.itemsByName[item].stackSize * 27 === itemCount){
|
|
console.log('found full shulker');
|
|
this.bot.moveSlotItem(currentSlot, window.inventoryStart);
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
await window.close();
|
|
}
|
|
|
|
async dumpToChest(block, blockName, amount) {
|
|
|
|
let window = await this.openContainer(block);
|
|
|
|
let items = window.slots.slice(window.inventoryStart).filter(function(item){
|
|
if(!item) return false;
|
|
if(blockName && blockName !== item.name) return false;
|
|
return true;
|
|
});
|
|
|
|
for(let item of items){
|
|
await sleep(500);
|
|
let currentSlot = Number(item.slot);
|
|
if(!window.slots[currentSlot]) continue;
|
|
|
|
try{
|
|
await this.bot.transfer({
|
|
window,
|
|
itemType: this.mcData.itemsByName[item.name].id,
|
|
sourceStart: currentSlot,
|
|
sourceEnd: currentSlot+1,
|
|
destStart: 0,
|
|
destEnd: window.inventoryStart-1,
|
|
count: amount || item.count,
|
|
})
|
|
|
|
if(amount) amount -= item.count
|
|
}catch(error){
|
|
console.log('error?', item.count, error.message, error);
|
|
}
|
|
}
|
|
|
|
await sleep(1000);
|
|
await this.bot.closeWindow(window);
|
|
|
|
return amount ? amount : true;
|
|
}
|
|
}
|
|
|
|
module.exports = {CJbot};
|