Updated Idle and Observe logic, and added combat engagement and task locking.
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Deploy Cletus Bot / deploy (push) Successful in 26s
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Deploy Cletus Bot / deploy (push) Successful in 26s
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d8ee8d6728
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3 changed files with 86 additions and 9 deletions
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@ -2,6 +2,8 @@
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let bot = null;
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let stateMachine = null;
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let lastChat = null;
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let activeTask = null;
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let combatLocked = false;
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module.exports = {
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setBot: (instance) => { bot = instance; },
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@ -16,8 +18,12 @@ module.exports = {
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setDB: (dbInstance) => { db = dbInstance; },
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getDB: () => db,
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getContextSnapshot: () => ({
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bot,
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lastChat
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})
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getContextSnapshot: () => ({ bot, lastChat }),
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setActiveTask: (taskName) => { activeTask = taskName; },
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clearActiveTask: () => { activeTask = null; },
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getActiveTask: () => activeTask,
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setCombatLock: (value) => { combatLocked = value; },
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isCombatLocked: () => combatLocked
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};
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@ -1,5 +1,5 @@
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// states/Idle.js
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const { getBot } = require('../core/context');
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const { getBot, getActiveTask, isCombatLocked } = require('../core/context');
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const { GoalNear } = require('mineflayer-pathfinder').goals;
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const { getHomeZone } = require('../memory/locations');
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@ -7,9 +7,34 @@ const db = require('../db');
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module.exports = async function Idle() {
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const bot = getBot();
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if (getActiveTask() || isCombatLocked()) {
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console.log('[IDLE] Skipping — locked by task or combat.');
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return;
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}
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console.log('[STATE] Idle');
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return new Promise(resolve => {
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// Follow and observe a player that is close by. This should eventually become a method to help the player.
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const players = Object.values(bot.players).filter(p => p.username !== bot.username && p.entity);
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if (players.length > 0) {
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const target = players[0].entity;
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const distance = bot.entity.position.distanceTo(target.position);
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if (distance > 5 || distance < 2) {
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bot.chat(`Following ${players[0].username}...`);
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bot.pathfinder.setGoal(new GoalNear(target.position.x, target.position.y, target.position.z, 2));
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}
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setTimeout(() => {
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getStateMachine().transition('Observe');
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resolve();
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}, 10000);
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return;
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}
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getHomeZone(db, async (err, zone) => {
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const fallbackCenter = { x: 100, y: 64, z: 100 };
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const fallbackBounds = { x: 20, y: 10, z: 20 };
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@ -20,12 +45,15 @@ module.exports = async function Idle() {
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const actionRoll = Math.floor(Math.random() * 3);
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// Randomize an action to do things around the home area.
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if (actionRoll === 0) {
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const grass = bot.findBlock({
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matching: block => block.name === 'tall_grass',
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maxDistance: safeRadius
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});
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// Cut grass
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if (grass) {
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await bot.pathfinder.setGoal(new GoalNear(grass.position.x, grass.position.y, grass.position.z, 1));
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try {
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@ -34,6 +62,7 @@ module.exports = async function Idle() {
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} catch {}
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}
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// manage a farm by harvesting crops.
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} else if (actionRoll === 1) {
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const crops = bot.findBlocks({
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matching: block => ['wheat', 'carrots', 'potatoes'].includes(block.name),
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@ -54,6 +83,7 @@ module.exports = async function Idle() {
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}
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}
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// Find and attack mobs.
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} else {
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const mob = Object.values(bot.entities).find(e =>
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@ -63,8 +93,24 @@ module.exports = async function Idle() {
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);
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if (mob) {
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context.setCombatLock(true);
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bot.chat(`Engaging ${mob.name}.`);
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bot.attack(mob);
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bot.once('death', () => {
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context.setCombatLock(false);
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bot.chat("I died. Lock released.");
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});
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// Monitor mobs and release combat lock when clear
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const checkClear = setInterval(() => {
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const nearbyMobs = Object.values(bot.entities).filter(e => e.type === 'mob');
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if (nearbyMobs.length === 0) {
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context.setCombatLock(false);
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clearInterval(checkClear);
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bot.chat("Area is clear.");
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}
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}, 3000);
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} else {
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const dx = Math.floor(Math.random() * safeRadius * 2 - safeRadius);
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const dz = Math.floor(Math.random() * safeRadius * 2 - safeRadius);
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@ -5,14 +5,39 @@ const config = require('../config.json');
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module.exports = async function Observe() {
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const bot = getBot();
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if (getActiveTask() || isCombatLocked()) {
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console.log('[OBSERVE] Skipping — locked by task or combat.');
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return;
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}
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console.log('[STATE] Observe');
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// Example: count nearby entities. I will need to add way more to this observe file later.
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const entities = Object.values(bot.entities).filter(e => e.type === 'mob');
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const msg = `I see ${entities.length} mobs nearby. What should I do?`;
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const response = await chatWithAI(msg, config.ai);
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bot.chat(response);
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if (entities.length > 0) {
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context.setCombatLock(true);
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bot.chat(`Noticed ${entities.length} mob(s), engaging...`);
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const mob = entities[0];
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bot.attack(mob);
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bot.once('death', () => {
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context.setCombatLock(false);
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bot.chat("I died. Lock released.");
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});
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const checkClear = setInterval(() => {
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const remaining = Object.values(bot.entities).filter(e => e.type === 'mob');
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if (remaining.length === 0) {
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context.setCombatLock(false);
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clearInterval(checkClear);
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bot.chat("Area is clear.");
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}
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}, 3000);
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return; // skip rest of Observe state
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}
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await logSurroundings();
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