Inventory.ts•3.16 kB
import { Bot } from 'mineflayer'
import { Callback } from './CollectBlock'
import { Vec3 } from 'vec3'
import { error } from './Util'
import { Item } from 'prismarine-item'
import { goals } from 'mineflayer-pathfinder'
import { callbackify } from 'util'
export type ItemFilter = (item: Item) => boolean
function getClosestChest (bot: Bot, chestLocations: Vec3[]): Vec3 | null {
let chest = null
let distance = 0
for (const c of chestLocations) {
const dist = c.distanceTo(bot.entity.position)
if (chest == null || dist < distance) {
chest = c
distance = dist
}
}
if (chest != null) {
chestLocations.splice(chestLocations.indexOf(chest), 1)
}
return chest
}
export async function emptyInventoryIfFull (bot: Bot, chestLocations: Vec3[], itemFilter: ItemFilter, cb?: Callback): Promise<void> {
// @ts-expect-error
if (cb != null) return callbackify(emptyInventoryIfFull)(bot, chestLocations, cb)
if (bot.inventory.emptySlotCount() > 0) return
return await emptyInventory(bot, chestLocations, itemFilter)
}
export async function emptyInventory (bot: Bot, chestLocations: Vec3[], itemFilter: ItemFilter, cb?: Callback): Promise<void> {
// @ts-expect-error
if (cb != null) return callbackify(emptyInventory)(bot, chestLocations, cb)
if (chestLocations.length === 0) {
throw error('NoChests', 'There are no defined chest locations!')
}
// Shallow clone so we can safely remove chests from the list that are full.
chestLocations = [...chestLocations]
while (true) {
const chest = getClosestChest(bot, chestLocations)
if (chest == null) {
throw error('NoChests', 'All chests are full.')
}
const hasRemaining = await tryEmptyInventory(bot, chest, itemFilter)
if (!hasRemaining) return
}
}
async function tryEmptyInventory (bot: Bot, chestLocation: Vec3, itemFilter: ItemFilter, cb?: (err: Error | undefined, hasRemaining: boolean) => void): Promise<boolean> {
// @ts-expect-error
if (cb != null) return callbackify(tryEmptyInventory)(bot, chestLocation, itemFilter, cb)
await gotoChest(bot, chestLocation)
return await placeItems(bot, chestLocation, itemFilter)
}
async function gotoChest (bot: Bot, location: Vec3, cb?: Callback): Promise<void> {
// @ts-expect-error
if (cb != null) return callbackify(gotoChest)(bot, location)
await bot.pathfinder.goto(new goals.GoalGetToBlock(location.x, location.y, location.z))
}
async function placeItems (bot: Bot, chestPos: Vec3, itemFilter: ItemFilter, cb?: (err: Error | undefined, hasRemaining: boolean) => void): Promise<boolean> {
// @ts-expect-error
if (cb != null) return callbackify(placeItems)(bot, chestPos, itemFilter, cb)
const chestBlock = bot.blockAt(chestPos)
if (chestBlock == null) {
throw error('UnloadedChunk', 'Chest is in an unloaded chunk!')
}
const chest = await bot.openChest(chestBlock)
for (const item of bot.inventory.items()) {
if (!itemFilter(item)) continue
if (chest.firstEmptyContainerSlot() === null) {
// We have items that didn't fit.
return true
}
await chest.deposit(item.type, item.metadata, item.count)
}
return false
}