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* ============================================
* gui-agent.js β Zelin GUI Interaction Agent
* ============================================
* Handles ALL Minecraft GUIs with AI-driven decisions.
* Architecture: SEE GUI β AI THINKS β HUMAN-LIKE EXECUTION
* Every click has natural timing, every decision goes through AI.
* Integrated with psyche.js for emotional context.
*/
import { callAIBackground } from './ai.js';
import { getStateSnapshot } from './psyche.js';
import { getBot } from './mineflayer-agent.js';
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// UTILITY FUNCTIONS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, Math.max(0, ms)));
}
function gaussianRandom(mean = 0, stdDev = 1) {
const u1 = Math.random();
const u2 = Math.random();
const z0 = Math.sqrt(-2 * Math.log(Math.max(u1, 1e-10))) * Math.cos(2 * Math.PI * u2);
return z0 * stdDev + mean;
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// CORE: Read any open GUI window
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
function readCurrentWindow() {
const bot = getBot();
const win = bot?.currentWindow ?? bot?.inventory;
if (!win) return null;
return {
type: win.type ?? 'unknown',
title: win.title ?? '',
slots: win.slots
?.map((item, i) => item ? {
slot: i,
name: item.name,
type: item.type, // numeric item ID needed for withdraw/deposit
displayName: item.displayName ?? item.name,
count: item.count,
nbt: item.nbt ? 'present' : null,
} : null)
.filter(Boolean) ?? [],
inventorySlots: bot?.inventory?.slots
?.map((item, i) => item ? { slot: i, name: item.name, count: item.count } : null)
.filter(Boolean) ?? [],
};
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// CORE: AI decides what to do inside a GUI
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
async function thinkAboutGUI(windowData, context = '') {
const psyche = getStateSnapshot();
const prompt = `Eres Zelin, jugadora de Minecraft. Acabas de abrir una GUI.
GUI ABIERTA:
${JSON.stringify(windowData, null, 2)}
CONTEXTO: ${context}
ESTADO: mood=${psyche.mood}, energy=${psyche.energy}
Analiza el contenido y decide que hacer. Responde SOLO en JSON:
{
"observation": "(que ves en esta GUI, en 1 frase natural)",
"decision": "take|put|craft|smelt|enchant|trade|rename|brew|browse|close|nothing",
"actions": [
{
"type": "click|shift_click|move|take_all|put|craft|close",
"slot": 0,
"item": "nombre del item si aplica",
"count": 1,
"reason": "por que"
}
],
"chatAfter": null,
"humanDelay": 800
}`;
try {
const raw = await callAIBackground([
{ role: 'system', content: prompt },
{ role: 'user', content: 'que hago en esta GUI?' },
], 'fast', 200, 'gui-decision');
const cleaned = raw.replace(/```json|```/g, '').trim();
const startIdx = cleaned.indexOf('{');
const endIdx = cleaned.lastIndexOf('}');
if (startIdx < 0 || endIdx < 0) return { decision: 'close', actions: [] };
return JSON.parse(cleaned.slice(startIdx, endIdx + 1));
} catch (e) {
console.error('[GUI] Think error:', e.message);
return { decision: 'close', actions: [] };
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// HUMAN EXECUTION β Clicks with natural timing
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
async function humanClickSlot(slot, mode = 0, button = 0) {
const bot = getBot();
if (!bot) return;
// Hover visual before clicking (simulates moving cursor to slot)
await sleep(120 + Math.random() * 200);
try {
await bot.clickWindow(slot, button, mode);
} catch (e) {
console.warn('[GUI] Click failed:', e.message);
}
// Small post-click pause (processing what was done)
await sleep(80 + Math.random() * 150);
}
async function humanShiftClick(slot) {
const bot = getBot();
if (!bot) return;
await sleep(100 + Math.random() * 180);
try {
await bot.clickWindow(slot, 0, 1); // mode=1 is shift-click
} catch (e) {
console.warn('[GUI] Shift-click failed:', e.message);
}
await sleep(60 + Math.random() * 100);
}
async function browseWindow(windowData) {
// A human "scans" the GUI visually before doing anything
// Simulate with delay proportional to number of items
const items = windowData?.slots?.length ?? 0;
const browseTime = 300 + items * 40 + Math.random() * 500;
await sleep(browseTime);
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// HANDLERS BY GUI TYPE
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// COFRE / BARRIL / SHULKER / ENDER CHEST
async function handleChest(block, context = '') {
const bot = getBot();
if (!bot) return null;
let chest;
try {
chest = await bot.openChest(block);
await sleep(200 + Math.random() * 300); // Opening time
} catch (e) {
console.error('[GUI] Failed to open chest:', e.message);
return null;
}
const windowData = readCurrentWindow();
if (!windowData) { chest.close(); return null; }
await browseWindow(windowData); // Human visual scan
const decision = await thinkAboutGUI(windowData, context);
if (!decision?.actions) { chest.close(); return decision; }
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 400);
try {
if (action.type === 'take') {
// Find the item in chest slots
const slotItem = windowData.slots.find(s => s.slot === action.slot || s.name === action.item);
if (slotItem) {
await chest.withdraw(slotItem.type ?? slotItem.name, null, action.count ?? slotItem.count);
}
} else if (action.type === 'shift_click') {
await humanShiftClick(action.slot);
} else if (action.type === 'put') {
const invItem = bot.inventory.items().find(i => i.name === action.item);
if (invItem) {
await chest.deposit(invItem.type, null, action.count ?? invItem.count);
}
} else if (action.type === 'click') {
await humanClickSlot(action.slot);
} else if (action.type === 'close') {
break;
}
} catch (e) {
console.warn('[GUI] Action failed:', action.type, e.message);
}
}
await sleep(200 + Math.random() * 300);
try { chest.close(); } catch { /* already closed */ }
if (decision.chatAfter) {
await sleep(500 + Math.random() * 1000);
try { bot.chat(decision.chatAfter); } catch { /* not connected */ }
}
return decision;
}
// HORNO / ALTO HORNO / AHUMADOR
async function handleFurnace(block, context = '') {
const bot = getBot();
if (!bot) return null;
let furnace;
try {
furnace = await bot.openFurnace(block);
await sleep(300 + Math.random() * 400);
} catch (e) {
console.error('[GUI] Failed to open furnace:', e.message);
return null;
}
const windowData = {
type: 'furnace',
inputSlot: furnace.inputItem?.() ?? null,
fuelSlot: furnace.fuelItem?.() ?? null,
outputSlot: furnace.outputItem?.() ?? null,
progress: furnace.progress ?? 0,
fuelLevel: furnace.fuel ?? 0,
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.actions) {
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 300);
try {
if (action.type === 'put' && action.slot === 0) {
// Put fuel
const fuel = bot.inventory.items().find(i => i.name === action.item);
if (fuel) await furnace.putFuel(fuel.type, null, action.count ?? 1);
} else if (action.type === 'put' && action.slot === 1) {
// Put item to smelt
const toSmelt = bot.inventory.items().find(i => i.name === action.item);
if (toSmelt) await furnace.putInput(toSmelt.type, null, action.count ?? 1);
} else if (action.type === 'take') {
await furnace.takeOutput();
}
} catch (e) {
console.warn('[GUI] Furnace action failed:', action.type, e.message);
}
}
}
try { furnace.close(); } catch { /* already closed */ }
return decision;
}
// MESA DE ENCANTAMIENTOS
async function handleEnchantTable(block, context = '') {
const bot = getBot();
if (!bot) return null;
let table;
try {
table = await bot.openEnchantmentTable(block);
await sleep(400 + Math.random() * 600); // Zelin "reads" the options
} catch (e) {
console.error('[GUI] Failed to open enchant table:', e.message);
return null;
}
const windowData = {
type: 'enchanting_table',
enchantments: table.enchantments?.map((e, i) => ({
index: i,
level: e?.level,
cost: e?.cost,
})) ?? [],
xpLevel: bot.experience?.level ?? 0,
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.decision === 'enchant' && decision.actions) {
for (const action of decision.actions) {
await sleep(600 + Math.random() * 800); // Doubt before enchanting
try {
if (action.type === 'click' && action.slot >= 0 && action.slot <= 2) {
await table.enchant(action.slot); // 0=cheap, 1=medium, 2=expensive
}
} catch (e) {
console.warn('[GUI] Enchant failed:', e.message);
}
}
}
try { table.close(); } catch { /* already closed' */ }
return decision;
}
// ALDEANO / COMERCIO
async function handleVillager(entity, context = '') {
const bot = getBot();
if (!bot) return null;
let villager;
try {
villager = await bot.openVillager(entity);
await sleep(300 + Math.random() * 500);
} catch (e) {
console.error('[GUI] Failed to open villager:', e.message);
return null;
}
const trades = (villager.trades ?? []).map((t, i) => ({
index: i,
inputItem1: t.inputItem1?.name ?? null,
inputItem2: t.inputItem2?.name ?? null,
outputItem: t.outputItem?.name ?? null,
disabled: t.disabled ?? false,
uses: t.uses ?? 0,
maxUses: t.maxUses ?? 0,
}));
const windowData = { type: 'villager', trades };
const decision = await thinkAboutGUI(windowData, context);
if (decision?.decision === 'trade' && decision.actions) {
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 600);
try {
await villager.selectTrade(action.slot ?? action.index ?? 0);
await sleep(300 + Math.random() * 300);
await bot.clickWindow(2, 0, 0); // slot 2 = trade output
} catch (e) {
console.warn('[GUI] Trade failed:', e.message);
}
}
}
try { villager.close(); } catch { /* already closed */ }
return decision;
}
// MESA DE CRAFTEO
async function handleCraftingTable(block, context = '') {
const bot = getBot();
if (!bot) return null;
const inventory = bot.inventory.items()
.map(i => ({ name: i.name, count: i.count }));
const windowData = { type: 'crafting_table', inventory };
const decision = await thinkAboutGUI(windowData, context);
if (decision?.decision === 'craft' && decision.actions?.[0]?.item) {
const itemName = decision.actions[0].item;
try {
const mcData = (await import('minecraft-data')).default(bot.version);
const recipes = bot.recipesFor(mcData.itemsByName[itemName]?.id, null, 1, block);
if (recipes.length > 0) {
await sleep(400 + Math.random() * 600);
await bot.craft(recipes[0], decision.actions[0].count ?? 1, block);
}
} catch (e) {
console.warn('[GUI] Craft failed:', e.message);
}
}
return decision;
}
// YUNQUE
async function handleAnvil(block, context = '') {
const bot = getBot();
if (!bot) return null;
let anvilWindow;
try {
anvilWindow = await bot.openAnvil(block);
await sleep(300 + Math.random() * 400);
} catch (e) {
console.error('[GUI] Failed to open anvil:', e.message);
return null;
}
const windowData = {
type: 'anvil',
slot0: anvilWindow.slots?.[0] ?? null,
slot1: anvilWindow.slots?.[1] ?? null,
outputSlot: anvilWindow.slots?.[2] ?? null,
xpCost: anvilWindow.xpCost ?? 0,
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.actions) {
for (const action of decision.actions) {
try {
if (decision.decision === 'rename' && action.item) {
await anvilWindow.rename(action.item);
await sleep(500 + Math.random() * 500);
await humanClickSlot(2); // Take result
} else if (decision.decision === 'craft') {
await sleep(400 + Math.random() * 300);
await humanClickSlot(2); // Take result
}
} catch (e) {
console.warn('[GUI] Anvil action failed:', e.message);
}
}
}
try { anvilWindow.close(); } catch { /* already closed */ }
return decision;
}
// BALIZA
async function handleBeacon(block, context = '') {
const bot = getBot();
if (!bot) return null;
let beacon;
try {
beacon = await bot.openBeacon(block);
await sleep(500 + Math.random() * 500);
} catch (e) {
console.error('[GUI] Failed to open beacon:', e.message);
return null;
}
const windowData = {
type: 'beacon',
effects: beacon.effects ?? [],
level: beacon.level ?? 0,
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.decision !== 'close' && decision?.actions?.[0]) {
await sleep(600 + Math.random() * 400);
try {
if (decision.actions[0].slot !== undefined) {
await humanClickSlot(decision.actions[0].slot);
}
} catch (e) {
console.warn('[GUI] Beacon action failed:', e.message);
}
}
try { beacon.close(); } catch { /* already closed */ }
return decision;
}
// PUESTO DE ELABORACIΓN DE POCIONES
async function handleBrewingStand(block, context = '') {
const bot = getBot();
if (!bot) return null;
let brewStand;
try {
brewStand = await bot.openBrewingStand(block);
await sleep(300 + Math.random() * 400);
} catch (e) {
console.error('[GUI] Failed to open brewing stand:', e.message);
return null;
}
const windowData = {
type: 'brewing_stand',
slots: brewStand.slots?.map((item, i) => item ? {
slot: i, name: item.name, count: item.count,
} : null).filter(Boolean) ?? [],
fuelLevel: brewStand.fuelLevel ?? 0,
brewTime: brewStand.progress ?? 0,
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.actions) {
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 300);
try {
if (action.type === 'put') {
const item = bot.inventory.items().find(i => i.name === action.item);
if (item) {
await brewStand.putIngredient(item.type, null, action.count ?? 1);
}
} else if (action.type === 'take') {
await humanClickSlot(action.slot);
}
} catch (e) {
console.warn('[GUI] Brewing action failed:', e.message);
}
}
}
try { brewStand.close(); } catch { /* already closed */ }
return decision;
}
// PIEDRA DE AFILAR
async function handleGrindstone(block, context = '') {
const bot = getBot();
if (!bot) return null;
let grindstone;
try {
grindstone = await bot.openGrindstone(block);
await sleep(300 + Math.random() * 400);
} catch (e) {
console.error('[GUI] Failed to open grindstone:', e.message);
return null;
}
const windowData = {
type: 'grindstone',
slots: grindstone.slots?.map((item, i) => item ? {
slot: i, name: item.name, count: item.count,
} : null).filter(Boolean) ?? [],
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.decision === 'craft' || decision?.decision === 'take') {
await sleep(400 + Math.random() * 300);
try { await humanClickSlot(2); } catch { /* take failed */ }
}
try { grindstone.close(); } catch { /* already closed */ }
return decision;
}
// MESA DE HERRERΓA
async function handleSmithingTable(block, context = '') {
const bot = getBot();
if (!bot) return null;
let smithing;
try {
smithing = await bot.openSmithingTable(block);
await sleep(300 + Math.random() * 400);
} catch (e) {
console.error('[GUI] Failed to open smithing table:', e.message);
return null;
}
const windowData = {
type: 'smithing_table',
slots: smithing.slots?.map((item, i) => item ? {
slot: i, name: item.name, count: item.count,
} : null).filter(Boolean) ?? [],
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.decision === 'craft' || decision?.decision === 'take') {
await sleep(400 + Math.random() * 300);
try { await humanClickSlot(2); } catch { /* take failed */ }
}
try { smithing.close(); } catch { /* already closed */ }
return decision;
}
// CORTAPIEDRAS
async function handleStonecutter(block, context = '') {
const bot = getBot();
if (!bot) return null;
let stonecutter;
try {
stonecutter = await bot.openStonecutter(block);
await sleep(300 + Math.random() * 400);
} catch (e) {
console.error('[GUI] Failed to open stonecutter:', e.message);
return null;
}
const windowData = {
type: 'stonecutter',
slots: stonecutter.slots?.map((item, i) => item ? {
slot: i, name: item.name, count: item.count,
} : null).filter(Boolean) ?? [],
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.actions) {
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 300);
try {
if (action.type === 'click') {
await humanClickSlot(action.slot);
}
} catch (e) {
console.warn('[GUI] Stonecutter action failed:', e.message);
}
}
}
try { stonecutter.close(); } catch { /* already closed */ }
return decision;
}
// TEJOR (LOOM)
async function handleLoom(block, context = '') {
const bot = getBot();
if (!bot) return null;
let loom;
try {
loom = await bot.openLoom(block);
await sleep(300 + Math.random() * 400);
} catch (e) {
console.error('[GUI] Failed to open loom:', e.message);
return null;
}
const windowData = {
type: 'loom',
slots: loom.slots?.map((item, i) => item ? {
slot: i, name: item.name, count: item.count,
} : null).filter(Boolean) ?? [],
};
const decision = await thinkAboutGUI(windowData, context);
if (decision?.actions) {
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 300);
try {
if (action.type === 'click') {
await humanClickSlot(action.slot);
} else if (action.type === 'shift_click') {
await humanShiftClick(action.slot);
}
} catch (e) {
console.warn('[GUI] Loom action failed:', e.message);
}
}
}
try { loom.close(); } catch { /* already closed */ }
return decision;
}
// GUI DE PLUGINS (server custom menus, shops, selectors)
async function handlePluginGUI(context = '') {
const bot = getBot();
if (!bot) return null;
await sleep(300 + Math.random() * 400);
const windowData = readCurrentWindow();
if (!windowData) return null;
await browseWindow(windowData);
const decision = await thinkAboutGUI(windowData, context);
if (decision?.actions) {
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 500);
try {
if (action.type === 'click') {
await humanClickSlot(action.slot);
} else if (action.type === 'shift_click') {
await humanShiftClick(action.slot);
} else if (action.type === 'close') {
if (bot.currentWindow) bot.closeWindow(bot.currentWindow);
break;
}
} catch (e) {
console.warn('[GUI] Plugin GUI action failed:', e.message);
}
}
}
return decision;
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// UNIFIED ENTRY POINT
// Zelin detects what GUI it is and handles it
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
export async function openAndInteract(target, context = '') {
if (!target) return null;
const bot = getBot();
if (!bot) return null;
const blockName = target.name ?? '';
const blockOrEntity = target;
try {
// Storage GUIs
if (['chest', 'barrel', 'shulker_box', 'ender_chest', 'trapped_chest']
.some(n => blockName.includes(n))) {
return await handleChest(target, context);
}
// Furnace family
if (['furnace', 'blast_furnace', 'smoker']
.some(n => blockName.includes(n))) {
return await handleFurnace(target, context);
}
// Enchanting
if (blockName.includes('enchanting')) {
return await handleEnchantTable(target, context);
}
// Anvil
if (blockName.includes('anvil')) {
return await handleAnvil(target, context);
}
// Brewing
if (blockName.includes('brewing')) {
return await handleBrewingStand(target, context);
}
// Beacon
if (blockName.includes('beacon')) {
return await handleBeacon(target, context);
}
// Crafting table
if (blockName.includes('crafting')) {
return await handleCraftingTable(target, context);
}
// Grindstone
if (blockName.includes('grindstone')) {
return await handleGrindstone(target, context);
}
// Smithing table
if (blockName.includes('smithing')) {
return await handleSmithingTable(target, context);
}
// Stonecutter
if (blockName.includes('stonecutter')) {
return await handleStonecutter(target, context);
}
// Loom
if (blockName.includes('loom')) {
return await handleLoom(target, context);
}
// Villager (entity, not block)
if (target.entityType === 'player' || target.name === 'villager' || target.name === 'wandering_trader') {
return await handleVillager(target, context);
}
// Fallback: treat as plugin GUI β activate block and wait for window
try {
await bot.activateBlock(target);
await new Promise((resolve, reject) => {
const timeout = setTimeout(() => reject(new Error('window open timeout')), 5000);
bot.once('windowOpen', () => {
clearTimeout(timeout);
resolve();
});
});
return await handlePluginGUI(context);
} catch (e) {
console.warn('[GUI] Fallback GUI handling failed:', e.message);
}
} catch (e) {
console.error('[GUI] Error opening GUI:', e.message);
try {
if (bot.currentWindow) bot.closeWindow(bot.currentWindow);
} catch { /* ignore */ }
}
return null;
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// INVENTORY REVIEW β Zelin checks her own inventory periodically
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
export async function reviewInventory(context = 'revisando inventario') {
const bot = getBot();
if (!bot) return null;
const inventory = bot.inventory.items()
.map(i => ({ slot: i.slot, name: i.name, count: i.count }));
const decision = await thinkAboutGUI({
type: 'inventory',
slots: inventory,
hotbar: inventory.filter(i => i.slot >= 36 && i.slot < 45),
}, context);
if (decision?.actions) {
for (const action of decision.actions) {
await sleep(300 + Math.random() * 400);
try {
if (action.type === 'move') {
await bot.moveSlotItem(action.slot, action.targetSlot);
} else if (action.type === 'craft') {
// Craft in 2x2 inventory crafting
try {
const mcData = (await import('minecraft-data')).default(bot.version);
const recipes = bot.recipesFor(mcData.itemsByName[action.item]?.id);
if (recipes?.length) await bot.craft(recipes[0], action.count ?? 1, null);
} catch (e) {
console.warn('[GUI] Inventory craft failed:', e.message);
}
} else if (action.type === 'shift_click') {
await humanShiftClick(action.slot);
}
} catch (e) {
console.warn('[GUI] Inventory action failed:', action.type, e.message);
}
}
}
return decision;
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// LIBRO Y PLUMA β Write in books
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
export async function writeBook(title, pages, sign = true) {
const bot = getBot();
if (!bot) return false;
try {
const book = bot.inventory.items().find(i => i.name === 'writable_book');
if (!book) return false;
await bot.equip(book, 'hand');
await sleep(300 + Math.random() * 200);
// Open the book
await bot.activateItem();
await sleep(500 + Math.random() * 300);
// Write pages
for (let i = 0; i < pages.length; i++) {
// Click the page area
await humanClickSlot(0); // First page slot
await sleep(200 + Math.random() * 200);
// Type page content
// Note: mineflayer doesn't have native book writing, this is a best-effort
if (i < pages.length - 1) {
// Next page button
await humanClickSlot(1);
await sleep(200 + Math.random() * 100);
}
}
if (sign) {
// Sign the book
await humanClickSlot(2); // Sign button
await sleep(300 + Math.random() * 200);
}
return true;
} catch (e) {
console.warn('[GUI] Book writing failed:', e.message);
return false;
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// DISPENSER / DROPPER / HOPPER
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
async function handleContainer(block, context = '') {
const bot = getBot();
if (!bot) return null;
let container;
try {
container = await bot.openContainer(block);
await sleep(200 + Math.random() * 300);
} catch (e) {
console.error('[GUI] Failed to open container:', e.message);
return null;
}
const windowData = readCurrentWindow();
if (!windowData) { container.close(); return null; }
await browseWindow(windowData);
const decision = await thinkAboutGUI(windowData, context);
if (decision?.actions) {
for (const action of decision.actions) {
await sleep((decision.humanDelay ?? 800) + Math.random() * 300);
try {
if (action.type === 'take') {
const slotItem = windowData.slots.find(s => s.slot === action.slot || s.name === action.item);
if (slotItem) {
await humanClickSlot(slotItem.slot);
}
} else if (action.type === 'put') {
const invItem = bot.inventory.items().find(i => i.name === action.item);
if (invItem) {
await humanShiftClick(invItem.slot);
}
} else if (action.type === 'click') {
await humanClickSlot(action.slot);
} else if (action.type === 'close') {
break;
}
} catch (e) {
console.warn('[GUI] Container action failed:', e.message);
}
}
}
try { container.close(); } catch { /* already closed */ }
return decision;
}
console.log('[GUI] Module loaded');
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