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index.js
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index.js
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const aStar = require('a-star')
const EventEmitter = require('events').EventEmitter
module.exports = init
// instantiated from init
const vec3 = require('vec3')
const MONITOR_INTERVAL = 40
const WATER_THRESHOLD = 20
const DEFAULT_TIMEOUT = 10 * 1000 // 10 seconds
const DEFAULT_END_RADIUS = 0.1
// if the distance is more than this number, navigator will opt to simply
// head in the correct direction and recalculate upon getting closer
const TOO_FAR_THRESHOLD = 150
function init () {
return inject
}
function inject (bot) {
const cardinalDirectionVectors = [
vec3(-1, 0, 0), // north
vec3(1, 0, 0), // south
vec3(0, 0, -1), // east
vec3(0, 0, 1) // west
]
bot.navigate = new EventEmitter()
bot.navigate.to = navigateTo
bot.navigate.stop = noop
bot.navigate.walk = walk
bot.navigate.findPathSync = findPathSync
bot.navigate.blocksToAvoid = {
51: true, // fire
59: true, // crops
10: true, // lava
11: true // lava
}
function onArrived () {
bot.navigate.emit('arrived')
}
function findPathSync (end, params) {
params = params || {}
end = end.floored()
const timeout = params.timeout == null ? DEFAULT_TIMEOUT : params.timeout
const endRadius = params.endRadius == null ? DEFAULT_END_RADIUS : params.endRadius
const tooFarThreshold = params.tooFarThreshold == null ? TOO_FAR_THRESHOLD : params.tooFarThreshold
let actualIsEnd = params.isEnd || createIsEndWithRadius(end, endRadius)
const heuristic = createHeuristicFn(end)
const start = bot.entity.position.floored()
let tooFar = false
if (start.distanceTo(end) > tooFarThreshold) {
// Too far to calculate reliably. Return 'tooFar' and a path to walk
// in the general direction of end.
actualIsEnd = function (node) {
// let's just go 100 meters (and not end in water)
return node.water === 0 && start.distanceTo(node.point) >= 100
}
tooFar = true
}
// search
const results = aStar({
start: new Node(start, 0),
isEnd: actualIsEnd,
neighbor: getNeighbors,
distance: distanceFunc,
heuristic: heuristic,
timeout: timeout
})
results.status = tooFar ? 'tooFar' : results.status
results.path = results.path.map(nodeCenterOffset)
return results
}
function walk (currentCourse, callback) {
callback = callback || noop
let lastNodeTime = new Date().getTime()
const monitorInterval = setInterval(monitorMovement, MONITOR_INTERVAL)
bot.navigate.stop('interrupted')
bot.navigate.stop = stop
function monitorMovement () {
let nextPoint = currentCourse[0]
const currentPosition = bot.entity.position
if (currentPosition.distanceTo(nextPoint) <= 0.2) {
// arrived at next point
lastNodeTime = new Date().getTime()
currentCourse.shift()
if (currentCourse.length === 0) {
// done
stop('arrived')
return
}
// not done yet
nextPoint = currentCourse[0]
}
const delta = nextPoint.minus(currentPosition)
let gottaJump = false
const horizontalDelta = Math.abs(delta.x + delta.z)
if (delta.y > 0.1) {
// gotta jump up when we're close enough
gottaJump = horizontalDelta < 1.75
} else if (delta.y > -0.1) {
// possibly jump over a hole
gottaJump = horizontalDelta > 1.5 && horizontalDelta < 2.5
}
bot.setControlState('jump', gottaJump)
// run toward next point
const lookAtY = currentPosition.y + bot.entity.height
const lookAtPoint = vec3(nextPoint.x, lookAtY, nextPoint.z)
bot.lookAt(lookAtPoint)
bot.setControlState('forward', true)
// check for futility
if (new Date().getTime() - lastNodeTime > 1500) {
// should never take this long to go to the next node
bot.navigate.emit('obstructed')
stop('obstructed')
}
}
function stop (reason) {
bot.navigate.stop = noop
clearInterval(monitorInterval)
bot.clearControlStates()
bot.navigate.emit('stop', reason)
callback(reason)
}
}
// publicly exposed
function navigateTo (end, params) {
params = params || {}
const onArrivedCb = params.onArrived ? params.onArrived : onArrived
bot.navigate.stop('interrupted')
const results = findPathSync(end, params)
if (results.status === 'success') {
bot.navigate.emit('pathFound', results.path)
walk(results.path, function () {
onArrivedCb()
})
} else if (results.status === 'tooFar') {
// it's too far, just walk in the general direction and restart the search
bot.navigate.emit('pathPartFound', results.path)
walk(results.path, function () {
navigateTo(end, params)
})
} else if (results.status === 'noPath' || results.status === 'timeout') {
// can't find a path
bot.navigate.emit('cannotFind', results.path)
}
}
function getNeighbors (node) {
// for each cardinal direction:
// "." is head. "+" is feet and current location.
// "#" is initial floor which is always solid. "a"-"u" are blocks to check
//
// --0123-- horizontalOffset
// |
// +2 aho
// +1 .bip
// 0 +cjq
// -1 #dkr
// -2 els
// -3 fmt
// -4 gn
// |
// dz
//
const point = node.point
const isSafeA = isSafe(bot.blockAt(point.offset(0, 2, 0)))
const result = []
cardinalDirectionVectors.forEach(function (directionVector) {
let blockH, blockE
const pointB = pointAt(1, 1)
const blockB = properties(pointB)
if (!blockB.safe) {
// we can do nothing in this direction
return
}
const pointC = pointAt(1, 0)
const blockC = properties(pointC)
if (!blockC.safe) {
// can't walk forward
if (!blockC.physical) {
// too dangerous
return
}
if (!isSafeA) {
// can't jump
return
}
blockH = properties(pointAt(1, 2))
if (!blockH.safe) {
// no head room to stand on c
return
}
// can jump up onto c
result.push(pointB)
return
}
// c is open
const pointD = pointAt(1, -1)
const blockD = properties(pointD)
if (blockD.physical) {
// can walk onto d. this is the case of flat ground.
result.push(pointC)
return
}
if (blockD.safe) {
// safe to drop through d
const pointE = pointAt(1, -2)
blockE = properties(pointE)
if (blockE.physical) {
// can drop onto e
result.push(pointD)
} else if (blockE.safe) {
// can drop through e
const pointF = pointAt(1, -3)
const blockF = properties(pointF)
if (blockF.physical) {
// can drop onto f
result.push(pointE)
} else if (blockF.safe) {
// can drop through f
const blockG = properties(pointAt(1, -4))
if (blockG.physical) {
result.push(pointF)
}
}
}
}
// might be able to jump over the d hole.
blockH = properties(pointAt(1, 2))
const blockO = properties(pointAt(2, 2))
const canJumpForward = isSafeA && blockH.safe && blockO.safe
const pointI = pointAt(2, 1)
const blockI = properties(pointI)
const pointJ = pointAt(2, 0)
const blockJ = properties(pointJ)
if (canJumpForward && blockI.safe && blockJ.physical) {
// can jump over and up onto j
result.push(pointI)
}
const pointK = pointAt(2, -1)
const blockK = properties(pointK)
let canJumpPastJ = canJumpForward && blockJ.safe && blockI.safe
if (canJumpPastJ && blockK.physical) {
// can jump over onto k
result.push(pointJ)
canJumpPastJ = false
}
// might be able to walk and drop forward
const pointL = pointAt(2, -2)
const blockL = properties(pointL)
let canLandOnL = false
if (blockI.safe && blockJ.safe && blockK.safe && blockL.physical) {
// can walk and drop onto l
canLandOnL = true
result.push(pointK)
}
if (blockE === undefined) blockE = properties(pointAt(1, -2))
let canLandOnM = false
if (blockE.safe) {
// can drop through e
const pointM = pointAt(2, -3)
const blockM = properties(pointM)
if (blockJ.safe && blockK.safe && blockL.safe && blockM.physical) {
// can walk and drop onto m
canLandOnM = true
result.push(pointL)
}
const blockN = properties(pointAt(2, -4))
if (blockK.safe && blockL.safe && blockM.safe && blockN.physical) {
// can walk and drop onto n
result.push(pointM)
}
}
if (!canJumpPastJ) return
// 3rd column
const blockP = properties(pointAt(3, 1))
const pointQ = pointAt(3, 0)
const blockQ = properties(pointQ)
const pointR = pointAt(3, -1)
const blockR = properties(pointR)
if (blockP.safe && blockQ.safe && blockR.physical) {
// can jump way over onto r
result.push(pointQ)
return
}
const pointS = pointAt(3, -2)
const blockS = properties(pointS)
if (!canLandOnL && blockQ.safe && blockR.safe && blockS.physical) {
// can jump way over and down onto s
result.push(pointR)
return
}
const blockT = properties(pointAt(3, -3))
if (!canLandOnM && blockR.safe && blockS.safe && blockT.physical) {
// can jump way over and down onto t
result.push(pointS)
}
function pointAt (horizontalOffset, dy) {
return point.offset(directionVector.x * horizontalOffset, dy, directionVector.z * horizontalOffset)
}
function properties (point) {
const block = bot.blockAt(point)
return block
? {
safe: isSafe(block),
physical: block.boundingBox === 'block'
}
: {
safe: false,
physical: false
}
}
}) // cardinalDirectionVectors.forEach
return result.map(function (point) {
const faceBlock = bot.blockAt(point.offset(0, 1, 0))
let water = 0
if (faceBlock.type === 0x08 || faceBlock.type === 0x09) {
water = node.water + 1
}
return new Node(point, water)
}).filter(function (node) {
return node.water <= WATER_THRESHOLD
})
}
function isSafe (block) {
return block.boundingBox === 'empty' &&
!bot.navigate.blocksToAvoid[block.type]
}
}
function createIsEndWithRadius (end, radius) {
return function (node) {
return node.point.distanceTo(end) <= radius
}
}
function distanceFunc (nodeA, nodeB) {
return nodeA.point.distanceTo(nodeB.point)
}
function nodeCenterOffset (node) {
return node.point.offset(0.5, 0, 0.5)
}
function Node (point, water) {
this.point = point
this.water = water
}
Node.prototype.toString = function () {
// must declare a toString so that A* works.
return this.point.toString() + ':' + this.water
}
function createHeuristicFn (end) {
return function (node) {
return node.point.distanceTo(end) + 5 * node.water
}
}
function noop () {}