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import { createServer } from "http";
import { Server } from "socket.io";
import { createServer as createViteServer } from "vite";
import path from "path";
import mineflayer from "mineflayer";
import pkg from "mineflayer-pathfinder";
const { pathfinder, Movements, goals } = pkg;
import { GoogleGenAI, Type } from "@google/genai";
const app = express();
const httpServer = createServer(app);
const io = new Server(httpServer, {
cors: {
origin: "*",
},
});
const PORT = Number(process.env.PORT) || 7860;
let bot: mineflayer.Bot | null = null;
let ai: GoogleGenAI | null = null;
let selectedModel: string = "gemini-3-flash-preview";
let apiType: string = "google";
let apiBaseUrl: string = "";
let customModel: string = "";
let maxBlocks: number = 10000;
let globalApiKey: string = "";
let currentEdition: string = "java";
let chatHistory: { role: string, content: string }[] = [];
// Helper to log to frontend
const log = (message: string, type: "info" | "success" | "error" | "chat" = "info") => {
io.emit("bot-log", { message, type, timestamp: new Date().toISOString() });
console.log(`[${type.toUpperCase()}] ${message}`);
};
async function startServer() {
// API Routes
app.get("/api/status", (req, res) => {
res.json({ connected: !!bot, username: bot?.username });
});
// Socket.io for Bot Control
io.on("connection", (socket) => {
log("Frontend connected to control panel");
socket.on("connect-bot", (config) => {
const { host, port, version, username, apiKey, model } = config;
if (bot) {
bot.quit();
log("Existing bot disconnected");
}
try {
globalApiKey = apiKey;
apiType = config.apiType || "google";
apiBaseUrl = config.apiBaseUrl || "";
customModel = config.customModel || "";
maxBlocks = parseInt(config.maxBlocks) || 10000;
selectedModel = model || "gemini-3-flash-preview";
currentEdition = config.edition || "java";
const authType = config.auth || "offline";
if (apiType === "google") {
ai = new GoogleGenAI({ apiKey });
} else {
ai = null;
}
bot = mineflayer.createBot({
host,
port: parseInt(port) || 25565,
username,
version: version || false,
auth: authType as 'offline' | 'microsoft',
onMsaCode: (data) => {
io.emit("bot-msa-code", { code: data.user_code, uri: data.verification_uri });
log(`Waiting for Microsoft login. Go to ${data.verification_uri} and enter code: ${data.user_code}`, "info");
}
});
bot.loadPlugin(pathfinder);
bot.on("spawn", () => {
log(`Bot ${bot?.username} spawned on ${host}:${port}`, "success");
io.emit("bot-status", { connected: true, username: bot?.username });
});
bot.on("chat", async (username, message) => {
if (username === bot?.username) return;
log(`${username}: ${message}`, "chat");
// Проверяем на !build ИЛИ !б
if (message.startsWith("!build ") || message.startsWith("!б ")) {
const prompt = message.substring(message.indexOf(" ") + 1);
await handleBuildRequest(prompt, username, false);
} else if (message.startsWith("!next ") || message.startsWith("!н ")) {
const prompt = message.substring(message.indexOf(" ") + 1);
await handleBuildRequest(prompt, username, true);
}
});
bot.on("error", (err) => log(`Bot error: ${err.message}`, "error"));
bot.on("kicked", (reason) => {
log(`Bot kicked: ${reason}`, "error");
bot = null;
io.emit("bot-status", { connected: false });
});
} catch (error: any) {
log(`Failed to initialize: ${error.message}`, "error");
}
});
socket.on("disconnect-bot", () => {
if (bot) {
bot.quit();
bot = null;
log("Bot disconnected manually");
io.emit("bot-status", { connected: false });
}
});
});
async function handleBuildRequest(prompt: string, requestingUser: string, isNext: boolean) {
if (!bot) return;
log(`AI is thinking about: "${prompt}"...`);
bot.chat(`Request received from ${requestingUser}, beginning generation...`);
try {
function getEntityLookingAt(userEntity: any, entities: any, botEntity: any) {
if (!userEntity || !userEntity.position) return null;
const pos = { x: userEntity.position.x, y: userEntity.position.y + 1.62, z: userEntity.position.z };
const yaw = userEntity.yaw;
const pitch = userEntity.pitch;
const dx = -Math.sin(yaw) * Math.cos(pitch);
const dy = -Math.sin(pitch);
const dz = -Math.cos(yaw) * Math.cos(pitch);
let bestEntity = null;
let bestDistance = Infinity;
for (const id in entities) {
const entity = entities[id];
if (entity === userEntity || entity === botEntity) continue;
if (!entity.position || !['mob', 'player', 'hostile', 'other'].includes(entity.type)) continue;
const ex = entity.position.x - pos.x;
const ey = (entity.position.y + (entity.height || 1) / 2) - pos.y;
const ez = entity.position.z - pos.z;
const dist = Math.sqrt(ex*ex + ey*ey + ez*ez);
if (dist > 30) continue;
const nx = ex / dist;
const ny = ey / dist;
const nz = ez / dist;
const dot = dx*nx + dy*ny + dz*nz;
if (dot > 0.95 && dist < bestDistance) {
bestDistance = dist;
bestEntity = entity;
}
}
return bestEntity;
}
const userEntity = bot.players[requestingUser]?.entity;
const lookingAtEntity = getEntityLookingAt(userEntity, bot.entities, bot.entity);
let lookingAtText = "Nothing";
if (lookingAtEntity) {
const name = lookingAtEntity.username || lookingAtEntity.name || lookingAtEntity.displayName || "unknown";
lookingAtText = `${name} (ID: ${lookingAtEntity.id})`;
}
const nearbyEntities = Object.values(bot.entities)
.filter(e => e !== bot?.entity && e.position && bot!.entity.position.distanceTo(e.position) < 30)
.filter(e => e.type === 'mob' || e.type === 'player' || e.type === 'hostile' || e.type === 'other')
.map(e => `${e.username || e.name} (ID: ${e.id}, dist: ${Math.round(bot!.entity.position.distanceTo(e.position))}m)`)
.slice(0, 15)
.join(", ") || "No entities nearby";
const syntaxRules = currentEdition === "bedrock"
? `CRITICAL BEDROCK COMMAND SYNTAX:
- Bedrock DOES NOT support NBT tags in commands.
- To give items: give ${requestingUser} diamond_sword 1
- To summon with name: summon armor_stand "Palace" ~2 ~ ~`
: `CRITICAL 1.21.1 JAVA COMMAND SYNTAX:
- Items with custom names/enchantments: give ${requestingUser} cobblestone[custom_name=[{"text":"Name","italic":false}],enchantments={channeling:1}]
- Summoning entities with visible names: summon armor_stand ~2 ~ ~ {CustomName:'{"text":"Palace"}',CustomNameVisible:1b,ArmorItems:[{},{},{},{id:"minecraft:shield",count:1}]}`;
const equipRules = currentEdition === "bedrock"
? `3. EQUIPPING ARMOR/WEAPONS (BEDROCK): Use /replaceitem.
["cmd", "replaceitem entity @s slot.armor.head 0 netherite_helmet"]
["cmd", "replaceitem entity @s slot.armor.chest 0 netherite_chestplate"]
["cmd", "replaceitem entity @s slot.armor.legs 0 netherite_leggings"]
["cmd", "replaceitem entity @s slot.armor.feet 0 netherite_boots"]
["cmd", "replaceitem entity @s slot.weapon.mainhand 0 netherite_sword"]
["cmd", "replaceitem entity @s slot.weapon.offhand 0 shield"]`
: `3. EQUIPPING ARMOR/WEAPONS (JAVA): To actually wear armor or hold weapons, you MUST use these commands (do not just use /give):
["cmd", "item replace entity @s armor.head with netherite_helmet"]
["cmd", "item replace entity @s armor.chest with netherite_chestplate"]
["cmd", "item replace entity @s armor.legs with netherite_leggings"]
["cmd", "item replace entity @s armor.feet with netherite_boots"]
["cmd", "item replace entity @s weapon.mainhand with netherite_sword"]
["cmd", "item replace entity @s weapon.offhand with shield"]`;
const systemPrompt = `You are a Minecraft architect, admin, and player. The user "${requestingUser}" wants: "${prompt}".
You can build structures, execute commands, move around, or interact with players.
Coordinates (x, y, z) for blocks and movement are relative to the bot's starting position (0,0,0).
For commands (like /summon), use relative coordinates (~ ~ ~) which are relative to the bot!
Use standard Minecraft ${currentEdition === 'bedrock' ? 'Bedrock' : 'Java 1.21.1'} block names and command syntax.
ENVIRONMENT CONTEXT (What you currently see):
- Nearby entities: ${nearbyEntities}
- User "${requestingUser}" is currently looking at: ${lookingAtText}
- Your position: ${Math.round(bot.entity.position.x)}, ${Math.round(bot.entity.position.y)}, ${Math.round(bot.entity.position.z)}
${syntaxRules}
IMPORTANT RULES:
1. When BUILDING structures, ALWAYS start by teleporting or moving away from the build area so you don't get stuck.
2. When ATTACKING or FOLLOWING an entity, NEVER use the "move" action to go to their coordinates. ONLY use the "attack" or "follow" action directly. The bot will track them automatically.
${equipRules}
4. PVP DUEL PROTOCOL: If the user asks for a fight, duel, or "PvP mode":
- Build a fighting ring/arena around your current position (floor at y=-1, walls around).
- Equip EQUAL armor and weapons to BOTH yourself AND the user.
- Teleport the user and yourself inside the ring on opposite sides (e.g., ["cmd", "tp @s ~4 ~ ~"] and ["cmd", "tp ${requestingUser} ~-4 ~ ~"]).
- Set both gamemodes to survival (["cmd", "gamemode survival @s"] and ["cmd", "gamemode survival ${requestingUser}"]).
- Finally, use the ["attack", "${requestingUser}"] action to start the epic battle!
You can build large structures up to ${maxBlocks} blocks.
To save tokens, output a JSON object containing an "actions" array.
Action type 1 (Place Block): [x, y, z, "block_name"]
Action type 2 (Execute Command): ["cmd", "command_string"]
Action type 3 (Walk/Parkour): ["move", x, y, z]
Action type 4 (Teleport): ["tp", x, y, z]
Action type 5 (Attack Entity): ["attack", "player_name_or_entity_id"]
Action type 6 (Follow Entity): ["follow", "player_name_or_entity_id"]
Example:
{
"actions": [
["cmd", "item replace entity @s weapon.mainhand with diamond_sword"],
["attack", "PlayerName"]
]
}
Output ONLY the JSON object.`;
if (!isNext) {
chatHistory = [];
}
let userMessage = prompt;
if (isNext) {
userMessage = `CONTINUE OR MODIFY THE PREVIOUS BUILD. User request: "${prompt}". Output the FULL JSON array of actions to execute next (e.g. replacing blocks, adding new ones, etc). Keep in mind the coordinates of the previous blocks.`;
}
chatHistory.push({ role: "user", content: userMessage });
let responseText = "";
if (apiType === "openai") {
const url = apiBaseUrl.replace(/\/+$/, '') + '/chat/completions';
const messages = [
{ role: "system", content: systemPrompt },
...chatHistory
];
const res = await fetch(url, {
method: "POST",
headers: {
"Content-Type": "application/json",
"Authorization": `Bearer ${globalApiKey}`
},
body: JSON.stringify({
model: customModel || "gpt-3.5-turbo",
messages: messages
})
});
if (!res.ok) {
const errText = await res.text();
throw new Error(`Custom API Error: ${res.status} ${errText}`);
}
const data = await res.json();
responseText = data.choices[0].message.content;
} else {
if (!ai) throw new Error("Google GenAI not initialized");
const contents = chatHistory.map(msg => ({
role: msg.role === "assistant" ? "model" : "user",
parts: [{ text: msg.content }]
}));
const response = await ai.models.generateContent({
model: selectedModel,
contents: contents,
config: {
systemInstruction: systemPrompt,
responseMimeType: "application/json",
}
});
responseText = response.text;
}
chatHistory.push({ role: "assistant", content: responseText });
// Clean up markdown formatting if present
responseText = responseText.replace(/```json/g, '').replace(/```/g, '').trim();
// Fix bad control characters (like literal newlines or tabs inside strings) that break JSON.parse
responseText = responseText.replace(/[\n\r\t]/g, ' ').replace(/[\x00-\x1F\x7F-\x9F]/g, '');
const parsed = JSON.parse(responseText);
const actions = parsed.actions;
if (!Array.isArray(actions)) throw new Error("Invalid AI response format: missing 'actions' array");
log(`AI generated ${actions.length} actions. Muting command feedback and starting execution...`, "success");
// Disable command feedback in Minecraft to prevent chat spam
bot.chat('/gamerule sendCommandFeedback false');
bot.chat('/gamerule logAdminCommands false');
const startPos = bot.entity.position.clone();
for (const action of actions) {
if (!bot) break;
if (!Array.isArray(action)) continue;
try {
// 100ms delay to speed up building while avoiding anti-spam kicks (10 blocks/sec)
await new Promise(r => setTimeout(r, 100));
if (action[0] === "cmd" && typeof action[1] === "string") {
let cmd = action[1];
if (cmd.startsWith("/")) cmd = cmd.substring(1);
log(`Executing command: /${cmd}`, "info");
bot.chat(`/${cmd}`);
} else if (action[0] === "move") {
const dx = Number(action[1]) || 0;
const dy = Number(action[2]) || 0;
const dz = Number(action[3]) || 0;
const targetPos = startPos.offset(dx, dy, dz);
log(`Walking to ~${dx} ~${dy} ~${dz}...`, "info");
const defaultMove = new Movements(bot);
bot.pathfinder.setMovements(defaultMove);
try {
await bot.pathfinder.goto(new goals.GoalBlock(targetPos.x, targetPos.y, targetPos.z));
} catch (e) {
log(`Pathfinding failed or interrupted`, "error");
}
} else if (action[0] === "tp") {
const dx = Number(action[1]) || 0;
const dy = Number(action[2]) || 0;
const dz = Number(action[3]) || 0;
log(`Teleporting to ~${dx} ~${dy} ~${dz}`, "info");
bot.chat(`/tp @s ~${dx} ~${dy} ~${dz}`);
await new Promise(r => setTimeout(r, 500)); // Wait for teleport to complete
} else if (action[0] === "attack") {
const targetIdentifier = action[1];
let target = bot.players[targetIdentifier]?.entity || bot.entities[targetIdentifier];
if (!target) {
target = Object.values(bot.entities).find(e => e.username === targetIdentifier || e.name === targetIdentifier);
}
if (target) {
const targetName = target.username || target.name || targetIdentifier;
log(`Engaging in combat with ${targetName} to the death!`, "info");
let targetDead = false;
const deathListener = (entity: any) => {
if (entity === target) targetDead = true;
};
bot.on('entityDead', deathListener);
const defaultMove = new Movements(bot);
defaultMove.allowSprinting = true; // Enable sprinting for combat
bot.pathfinder.setMovements(defaultMove);
let currentTargetEntity = target;
// GoalFollow with dynamic=true keeps updating the path as the target moves
bot.pathfinder.setGoal(new goals.GoalFollow(currentTargetEntity, 2), true);
try {
// Fight loop: continues until target is dead, logs off, or bot dies
while (!targetDead && bot.health > 0) {
const freshTarget = bot.entities[currentTargetEntity.id];
if (!freshTarget || !freshTarget.isValid) {
targetDead = true;
break;
}
if (freshTarget !== currentTargetEntity) {
currentTargetEntity = freshTarget;
bot.pathfinder.setGoal(new goals.GoalFollow(currentTargetEntity, 2), true);
}
bot.setControlState('sprint', true); // Force sprint to catch up
const dist = bot.entity.position.distanceTo(currentTargetEntity.position);
if (dist <= 3.5) {
bot.lookAt(currentTargetEntity.position.offset(0, 1.5, 0));
bot.attack(currentTargetEntity);
await new Promise(r => setTimeout(r, 600)); // Weapon cooldown (approx 0.6s)
} else {
await new Promise(r => setTimeout(r, 100)); // Wait to get closer
}
}
} catch (e) {
log(`Combat interrupted`, "error");
} finally {
bot.removeListener('entityDead', deathListener);
bot.pathfinder.setGoal(null); // Stop following
bot.clearControlStates();
}
log(`Finished fighting ${targetName}`, "success");
} else {
log(`Cannot find target ${targetIdentifier}`, "error");
}
} else if (action[0] === "follow") {
const targetIdentifier = action[1];
let target = bot.players[targetIdentifier]?.entity || bot.entities[targetIdentifier];
if (!target) {
target = Object.values(bot.entities).find(e => e.username === targetIdentifier || e.name === targetIdentifier);
}
if (target) {
const targetName = target.username || target.name || targetIdentifier;
log(`Following ${targetName}...`, "info");
const defaultMove = new Movements(bot);
defaultMove.allowSprinting = true;
bot.pathfinder.setMovements(defaultMove);
let currentTargetEntity = target;
bot.pathfinder.setGoal(new goals.GoalFollow(currentTargetEntity, 3), true);
try {
// Follow for 30 seconds or until interrupted
let followTicks = 0;
while (followTicks < 300 && bot.health > 0) {
const freshTarget = bot.entities[currentTargetEntity.id];
if (!freshTarget || !freshTarget.isValid) break;
if (freshTarget !== currentTargetEntity) {
currentTargetEntity = freshTarget;
bot.pathfinder.setGoal(new goals.GoalFollow(currentTargetEntity, 3), true);
}
const dist = bot.entity.position.distanceTo(currentTargetEntity.position);
if (dist > 5) bot.setControlState('sprint', true);
else bot.setControlState('sprint', false);
await new Promise(r => setTimeout(r, 100));
followTicks++;
}
} catch (e) {
log(`Could not reach ${targetName}`, "error");
} finally {
bot.pathfinder.setGoal(null);
bot.clearControlStates();
}
} else {
log(`Cannot find target ${targetIdentifier}`, "error");
}
} else if (action.length >= 4) {
const [x, y, z, rawBlock] = action;
const targetPos = startPos.offset(x, y, z);
// Ensure block name has minecraft: prefix if it doesn't already
let blockName = String(rawBlock).toLowerCase();
if (!blockName.startsWith('minecraft:')) {
blockName = `minecraft:${blockName}`;
}
// @ts-ignore
bot.chat(`/setblock ${Math.floor(targetPos.x)} ${Math.floor(targetPos.y)} ${Math.floor(targetPos.z)} ${blockName}`);
}
} catch (e) {
log(`Failed to execute action: ${JSON.stringify(action)}`, "error");
}
}
bot.chat("Generation complete.");
log("Generation complete!", "success");
} catch (error: any) {
log(`AI Error: ${error.message}`, "error");
bot.chat(`Error during generation: ${error.message}`);
}
}
// Vite middleware for development
if (process.env.NODE_ENV !== "production") {
const vite = await createViteServer({
server: { middlewareMode: true },
appType: "spa",
});
app.use(vite.middlewares);
} else {
const distPath = path.join(process.cwd(), "dist");
app.use(express.static(distPath));
app.get("*", (req, res) => {
res.sendFile(path.join(distPath, "index.html"));
});
}
httpServer.listen(PORT, "0.0.0.0", () => {
log(`Server running on http://localhost:${PORT}`, "success");
});
}
startServer(); |