From ac44a2b1b6630cbc7d8b62331f60bfb9703faa67 Mon Sep 17 00:00:00 2001 From: luzhong Date: Thu, 30 Apr 2026 17:18:15 +0800 Subject: [PATCH 01/31] Configure Gradle for China region: mirrors, proxy, and ForgeGradle compatibility - Add Tencent Gradle mirror for faster downloads in China - Configure HTTP/HTTPS proxy for corporate/network setups - Remove foojay-resolver-convention plugin that conflicts with ForgeGradle - Add Minecraft/Forge/AliYun repositories for dependency resolution Co-Authored-By: Claude Opus 4.7 --- build.gradle | 3 +++ gradle.properties | 5 ++++- gradle/wrapper/gradle-wrapper.properties | 2 +- settings.gradle | 4 +++- 4 files changed, 11 insertions(+), 3 deletions(-) diff --git a/build.gradle b/build.gradle index 3f35f8dc..8752034c 100644 --- a/build.gradle +++ b/build.gradle @@ -47,6 +47,9 @@ minecraft { sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { + maven { url = 'https://lss233.littleservice.cn/repositories/minecraft/' } + maven { url = 'https://maven.minecraftforge.net/' } + maven { url 'https://maven.aliyun.com/repository/public' } mavenCentral() } diff --git a/gradle.properties b/gradle.properties index 4871ce0f..b3eb5a90 100644 --- a/gradle.properties +++ b/gradle.properties @@ -1,3 +1,6 @@ org.gradle.jvmargs=-Xmx3G org.gradle.daemon=false - +systemProp.http.proxyHost=127.0.0.1 +systemProp.http.proxyPort=7897 +systemProp.https.proxyHost=127.0.0.1 +systemProp.https.proxyPort=7897 \ No newline at end of file diff --git a/gradle/wrapper/gradle-wrapper.properties b/gradle/wrapper/gradle-wrapper.properties index 3782ddb8..17c9f7a5 100644 --- a/gradle/wrapper/gradle-wrapper.properties +++ b/gradle/wrapper/gradle-wrapper.properties @@ -1,6 +1,6 @@ distributionBase=GRADLE_USER_HOME distributionPath=wrapper/dists -distributionUrl=https\://services.gradle.org/distributions/gradle-8.4-bin.zip +distributionUrl=https\://mirrors.cloud.tencent.com/gradle/gradle-8.4-bin.zip networkTimeout=10000 validateDistributionUrl=true zipStoreBase=GRADLE_USER_HOME diff --git a/settings.gradle b/settings.gradle index 5ce3fe0b..27411fcb 100644 --- a/settings.gradle +++ b/settings.gradle @@ -1,12 +1,14 @@ pluginManagement { repositories { gradlePluginPortal() + maven { url = 'https://maven.neoforged.net/releases' } maven { url = 'https://maven.minecraftforge.net/' } } } plugins { - id 'org.gradle.toolchains.foojay-resolver-convention' version '0.5.0' + // id 'org.gradle.toolchains.foojay-resolver-convention' version '0.5.0' + // Removed: conflicts with net.minecraftforge.gradle toolchain handling } rootProject.name = 'steve' From 54a358954df01c9ffaf1df92813bd8eeabec8477 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 5 May 2026 19:59:30 +0800 Subject: [PATCH 02/31] Add shadow jar support, custom OpenAI base URL, and Chinese docs - Add shadowJar plugin to bundle required dependencies (Caffeine, Resilience4j) - Add configurable OpenAI base URL for proxy/alternate endpoint support - Update AsyncOpenAIClient to support custom base URL via SteveConfig - Add Chinese README (README_zh.md) - Add multi-file documentation in docs/ directory Co-Authored-By: Claude Opus 4.7 --- .gitignore | 2 +- README_zh.md | 298 ++++++++++++++++++ build.gradle | 41 ++- docs/00-overview.md | 39 +++ docs/01-architecture.md | 101 ++++++ docs/02-actions.md | 41 +++ docs/03-llm.md | 46 +++ docs/04-multi-agent.md | 39 +++ docs/05-code-execution.md | 47 +++ docs/06-memory.md | 30 ++ docs/07-config.md | 55 ++++ docs/README.md | 12 + settings.gradle | 7 +- .../java/com/steve/ai/config/SteveConfig.java | 7 +- .../java/com/steve/ai/llm/TaskPlanner.java | 3 +- .../steve/ai/llm/async/AsyncOpenAIClient.java | 25 +- 16 files changed, 776 insertions(+), 17 deletions(-) create mode 100644 README_zh.md create mode 100644 docs/00-overview.md create mode 100644 docs/01-architecture.md create mode 100644 docs/02-actions.md create mode 100644 docs/03-llm.md create mode 100644 docs/04-multi-agent.md create mode 100644 docs/05-code-execution.md create mode 100644 docs/06-memory.md create mode 100644 docs/07-config.md create mode 100644 docs/README.md diff --git a/.gitignore b/.gitignore index c768af11..6a37adc7 100644 --- a/.gitignore +++ b/.gitignore @@ -16,7 +16,7 @@ out/ run/ # Config with API keys -config/steve-common.toml +run/config/steve-common.toml run/config/steve-common.toml # Media files (large binaries) diff --git a/README_zh.md b/README_zh.md new file mode 100644 index 00000000..73b3fb4a --- /dev/null +++ b/README_zh.md @@ -0,0 +1,298 @@ +# Steve AI - 我的世界自主AI智能体 + +为我的世界打造的Cursor。和帮助你写代码的AI不同,这是一个真正陪你玩游戏AI智能体。 + +https://github.com/user-attachments/assets/23f0ccdd-7a7a-4d49-9dd9-215ebf67265a + +## 功能介绍 + +Steve作为一个智能体运行,你可以根据需要部署一个或多个智能体。你描述需求,Steve理解上下文并执行。同样的概念,只不过不是代码编辑,而是在你的我的世界游戏中运行的具身智能体。 + +界面很简单:按K打开面板,输入你的需求。智能体负责理解、规划和执行。说"挖点铁",智能体会推理铁的生成位置、导航到合适的深度、找到矿石矿脉并提取资源。想要一座房子,它会考虑可用材料、生成合适的结构,然后一块一块地建造。 + +有趣的是多智能体协作。当多个Steve一起完成同一个任务时,他们不是独立执行,而是主动协调以避免冲突和优化工作分配。让三个智能体建造一座城堡,他们会自动划分结构、在他们之间分配区域、并行进行建造。 + +这些智能体不是按照预定义脚本运行的。它们根据自然语言指令操作,这意味着: +- **资源开采**:智能体确定最佳开采位置和策略 +- **自主建造**:智能体规划布局和材料使用 +- **战斗与防御**:智能体评估威胁并协调响应 +- **探索与采集**:路径规划和资源定位 +- **协作执行**:自动工作负载平衡和冲突解决 + +## 快速开始 + +**你需要:** +- Minecraft 1.20.1 含Forge +- Java 17 +- OpenAI API密钥(或者如果你喜欢也可以用Groq/Gemini) + +**安装步骤:** +1. 从 releases 下载JAR文件 +2. 放入你的 `mods` 文件夹 +3. 启动Minecraft +4. 将 `config/steve-common.toml.example` 复制为 `config/steve-common.toml` +5. 将你的API密钥添加到配置文件中 + +**配置示例:** +```toml +[openai] +apiKey = "your-api-key-here" +model = "gpt-3.5-turbo" +maxTokens = 1000 +temperature = 0.7 +``` + +然后用 `/steve spawn Bob` 生成一个Steve,按K开始下达指令。 + +## 使用示例 + +``` +"挖20个铁矿石" +"在我附近建一座房子" +"帮助Alex建塔" +"保护我免受僵尸攻击" +"跟着我" +"从那片森林砍木头" +"在这里建一个圆石平台" +"攻击那个苦力怕" +``` + +智能体很擅长理解你的意思。不需要特别具体。 + +## 技术架构 + +### 系统概述 + +每个Steve运行一个自主智能体循环,通过LLM处理自然语言命令,将其转换为结构化动作,并使用我的世界的游戏机制执行。系统使用直接动作执行模型,针对实时游戏玩法进行了优化,而非传统的ReAct框架。 + +**核心执行流程:** +1. 通过GUI捕获用户输入(按K) +2. 将任务连同对话上下文发送到TaskPlanner +3. LLM(Groq/OpenAI/Gemini)生成结构化动作计划 +4. ResponseParser从LLM响应中提取动作 +5. ActionExecutor通过专业动作类处理动作 +6. 动作逐tick执行以避免游戏冻结 +7. 结果反馈到对话记忆中以提供上下文 + +### 核心组件 + +**LLM集成** (`com.steve.ai.llm`) +- **GeminiClient, GroqClient, OpenAIClient**:可插拔的LLM提供商用于智能体推理 +- **TaskPlanner**:协调LLM调用,包含上下文(对话历史、世界状态、Steve能力) +- **PromptBuilder**:构建包含可用动作、示例和格式说明的提示 +- **ResponseParser**:从LLM响应中提取结构化动作序列 + +**动作系统** (`com.steve.ai.action`) +- **ActionExecutor**:基于tick的动作执行引擎(防止游戏冻结) +- **BaseAction**:所有动作的抽象类(采矿、建造、移动、战斗等) +- **Task**:动作参数和元数据的数据模型 +- **可用动作**: + - MineBlockAction:智能矿石/方块开采与寻路 + - BuildStructureAction:程序化及模板化建造 + - PlaceBlockAction:单个方块放置与验证 + - MoveToAction:基于寻路的移动 + - AttackAction:目标选择的战斗 + - FollowAction:玩家/实体跟随 + - WaitAction:受控延迟和同步 + +**结构生成** (`com.steve.ai.structure`) +- **StructureGenerators**:程序化生成算法(房屋、城堡、塔楼、谷仓) +- **StructureTemplateLoader**:从资源加载NBT文件 +- **BlockPlacement**:方块定位的共享数据结构 + +**多智能体协作** (`com.steve.ai.action`) +- **CollaborativeBuildManager**:并行建造的服务器端协调 +- **空间分区**:自动将结构划分为非重叠区域 +- **工作分配**:将区域分配给可用的Steve +- **冲突预防**:使用位置跟踪的原子方块放置 +- **动态再平衡**:智能体提前完成时重新分配工作 + +**记忆与上下文** (`com.steve.ai.memory`) +- **SteveMemory**:每个智能体的对话历史和任务上下文 +- **WorldKnowledge**:跟踪已发现的资源、地标和空间数据 +- **StructureRegistry**:已建结构的目录以供参考和避让 + +**代码执行** (`com.steve.ai.execution`) +- **CodeExecutionEngine**:用于LLM生成脚本的GraalVM JavaScript引擎 +- **SteveAPI**:将Minecraft动作暴露给脚本的安全API桥接 +- **沙箱**:阻止有害操作的受限环境 + +### 关键设计决策 + +**基于Tick的执行** +动作在多个游戏tick中增量运行,而非阻塞。这防止了服务器冻结并保持响应性。每个动作的 `tick()` 方法每帧做最少的工作,并在内部跟踪进度。 + +**直接动作执行(非传统ReAct)** +虽然受ReAct启发,我们使用直接动作执行用于实时游戏。LLM预先生成完整的动作序列,而非迭代的观察-思考-动作循环。这减少了API调用和延迟,对游戏响应至关重要。 + +**多智能体协调** +协作建造使用确定性空间分区。结构根据智能体数量划分为矩形区域。每个Steve原子性地声明一个区域,防止冲突。管理器完全在服务器端使用ConcurrentHashMap实现线程安全。 + +**记忆管理** +上下文窗口通过修剪旧消息来管理,同时保留最近的对话和关键世界状态。每次LLM调用包括:对话历史(最近10次交换)、当前任务详情、Steve的位置/背包、以及已知的世界特征。 + +### 与Minecraft的集成 + +**实体注册** +Steve是通过Forge延迟注册系统注册的自定义EntityType。它们扩展PathfinderMob以集成 vanilla寻路,并实现自定义目标用于AI行为。 + +**事件钩子** +- ServerStarting:初始化协作建造管理器 +- ServerStopping:清理活动任务并保存状态 +- ClientTick:GUI渲染和输入处理 + +**GUI实现** +使用K键激活的自定义覆盖GUI。使用Minecraft的Screen类和自定义渲染。提交时将文本输入转发到TaskPlanner。 + +## 从源码构建 + +标准Gradle工作流程: + +```bash +git clone https://github.com/YuvDwi/Steve.git +cd Steve +./gradlew build +``` + +输出JAR将在 `build/libs/`。要在开发环境测试: + +```bash +./gradlew runClient +``` + +**项目结构:** +``` +src/main/java/com/steve/ai/ +├── entity/ # Steve实体、生成、生命周期 +├── llm/ # LLM客户端、提示构建、响应解析 +├── action/ # 动作类和协作建造管理器 +├── structure/ # 程序化生成和模板加载 +├── memory/ # 上下文管理和世界知识 +├── execution/ # JavaScript代码执行引擎 +├── client/ # GUI覆盖层 +└── command/ # Minecraft命令(/steve spawn等) +``` + +## 贡献 + +欢迎贡献!以下是入门方法: + +### 报告Bug + +1. 首先检查[现有issue](https://github.com/YuvDwi/Steve/issues) +2. 包括: + - Minecraft/Forge/Steve AI版本 + - 复现步骤 + - 预期与实际行为 + - 来自 `logs/latest.log` 的日志 + +### 提交代码 + +1. **Fork并克隆** + ```bash + git clone https://github.com/YourUsername/Steve.git + cd Steve + ``` + +2. **创建功能分支** + ```bash + git checkout -b feature/your-feature-name + ``` + +3. **进行更改** + - 遵循代码风格(4空格缩进,公共API用JavaDoc) + - 用 `./gradlew build && ./gradlew runClient` 测试 + +4. **提交PR** + - 清晰的提交信息 + - 描述更改内容和原因 + - 关联相关issue + +### 代码风格 + +- **类名**:PascalCase +- **方法/变量**:camelCase +- **常量**:UPPER_SNAKE_CASE +- **缩进**:4空格 +- **行长度**:最多120字符 +- **注释**:公共方法用JavaDoc + +**添加新动作:** +1. 在 `com.steve.ai.action.actions` 中扩展 `BaseAction` +2. 实现 `tick()`、`isComplete()`、`onCancel()` +3. 更新 `PromptBuilder.java` 告知LLM新动作 +4. 在提示模板中添加使用示例 + +## 配置 + +编辑 `config/steve-common.toml`: + +```toml +[llm] +provider = "groq" # 选项:openai, groq, gemini + +[openai] +apiKey = "sk-..." +model = "gpt-3.5-turbo" +maxTokens = 1000 +temperature = 0.7 + +[groq] +apiKey = "gsk_..." +model = "llama3-70b-8192" +maxTokens = 1000 + +[gemini] +apiKey = "AI..." +model = "gemini-1.5-flash" +maxTokens = 1000 +``` + +**性能提示:** +- 使用Groq获得最快推理(推荐用于游戏) +- GPT-4更好的规划但延迟更高 +- 较低温度(0.5-0.7)使动作更确定性 + +## 已知问题 + +**智能体只和LLM一样聪明。** GPT-3.5能用但偶尔会有奇怪的决定。GPT-4在多步规划上明显更好。 + +**还没有合成系统。** 智能体能挖矿和放置方块但还不能合成工具。正在努力开发中。 + +**动作是同步的。** 如果Steve正在挖矿,它在完成前什么都做不了。计划添加正确的异步执行。 + +**记忆在重启时重置。** 目前上下文只在游戏会话期间持续。正在添加带有向量数据库的持久化记忆。 + +## 后续计划 + +计划中的功能: +- 合成系统(智能体自己制作工具) +- 通过Whisper API实现语音命令 +- 用于长期记忆的向量数据库 +- 用于多任务的异步动作执行 +- 更多建造模板和程序化生成 +- 复杂地形的增强寻路 + +目标是让这个在生存游戏中真正有用,而不仅仅是一个技术演示。 + +## 为什么做这个 + +我们想看看Cursor模型是否能在编码之外工作。事实证明它相当适用。同样的原则:深度环境集成、清晰的动作原语、持久上下文。 + +我的世界实际上是智能体研究的好测试场。足够复杂以至于有趣,足够受限以至于智能体能够真正成功。 + +而且看着AI建造城堡而你去探索真的很有趣。 + +## 致谢 + +- OpenAI/Groq/Google提供LLM API +- Minecraft Forge提供模组框架 +- LangChain/AutoGPT提供智能体架构灵感 + +## 许可证 + +MIT + +## 问题反馈 + +发现Bug?开一个issue:https://github.com/YuvDwi/Steve/issues diff --git a/build.gradle b/build.gradle index 8752034c..00b9c908 100644 --- a/build.gradle +++ b/build.gradle @@ -3,6 +3,7 @@ plugins { id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' + id 'com.github.johnrengelman.shadow' version '8.1.1' } version = '1.0.0' @@ -84,6 +85,38 @@ test { useJUnitPlatform() } +configurations { + shadowLibs +} + +// Only include the specific dependencies we need to shade +dependencies { + shadowLibs 'com.github.ben-manes.caffeine:caffeine:3.1.8' + shadowLibs 'io.github.resilience4j:resilience4j-circuitbreaker:2.1.0' + shadowLibs 'io.github.resilience4j:resilience4j-retry:2.1.0' + shadowLibs 'io.github.resilience4j:resilience4j-ratelimiter:2.1.0' + shadowLibs 'io.github.resilience4j:resilience4j-bulkhead:2.1.0' + // commons-codec is already in Forge - no need to shade +} + +shadowJar { + archiveClassifier = '' + configurations = [project.configurations.shadowLibs] + // Do NOT relocate - keep original package names + // Exclude transitive dependencies that conflict with Forge modules + dependencies { + exclude(dependency('com.google.errorprone:.*:.*')) + exclude(dependency('com.google.code.findbugs:.*:.*')) + exclude(dependency('org.checkerframework:.*:.*')) + exclude(dependency('com.google.j2objc:.*:.*')) + exclude(dependency('com.google.guava:.*:.*')) + exclude(dependency('org.slf4j:.*:.*')) + exclude(dependency('commons-codec:.*:.*')) + exclude(dependency('org.apache.commons:.*:.*')) + } +} + +// Make jar produce the shadow jar output tasks.named('jar', Jar).configure { manifest { attributes([ @@ -95,14 +128,15 @@ tasks.named('jar', Jar).configure { 'Implementation-Vendor': 'Steve AI' ]) } - - finalizedBy 'reobfJar' + // Use shadowJar as the final output + dependsOn 'shadowJar' + enabled = false } publishing { publications { mavenJava(MavenPublication) { - artifact jar + artifact shadowJar } } repositories { @@ -111,4 +145,3 @@ publishing { } } } - diff --git a/docs/00-overview.md b/docs/00-overview.md new file mode 100644 index 00000000..55de1cd8 --- /dev/null +++ b/docs/00-overview.md @@ -0,0 +1,39 @@ +# Steve AI - Minecraft AI Agent Mod + +## 项目概述 + +**Steve AI** 是一个 Minecraft Forge 1.20.1 模组,将 AI 驱动的自主 agents(称为 "Steves")引入游戏世界。用户可以通过命令生成 Steves 并给予自然语言指令,如"开采 20 铁矿石"或"在我附近建一座房子"。Steves 使用大语言模型(OpenAI GPT、Groq 或 Google Gemini)来理解指令、规划行动并在 Minecraft 世界中执行。 + +**版本**: 1.0.0 +**Minecraft 版本**: 1.20.1 +**Java 版本**: 17 + +## 快速开始 + +### 命令 + +| 命令 | 功能 | +|------|------| +| `/steve spawn ` | 生成新的 Steve | +| `/steve remove ` | 移除 Steve | +| `/steve list` | 列出所有活跃的 Steves | +| `/steve stop ` | 停止当前动作 | +| `/steve tell ` | 发送自然语言指令 | + +### 示例 + +``` +/steve spawn miner1 +/steve tell miner1 开采 20 铁矿石 +/steve tell miner1 在我附近建一座房子 +/steve tell miner1 保护我免受僵尸攻击 +``` + +### GUI + +按 **K** 打开右侧滑出面板,可滚动消息历史,支持命令历史(上下箭头)。 + +颜色区分: +- 🟢 绿色: 用户消息 +- 🔵 蓝色: Steve 响应 +- 🟠 橙色: 系统消息 diff --git a/docs/01-architecture.md b/docs/01-architecture.md new file mode 100644 index 00000000..4f6e21c4 --- /dev/null +++ b/docs/01-architecture.md @@ -0,0 +1,101 @@ +# 核心架构 + +## 目录结构 + +``` +src/main/java/com/steve/ai/ +├── SteveMod.java # 模组主入口 (Forge mod) +├── action/ # 动作执行系统 +│ ├── ActionExecutor.java # 基于 tick 的动作队列处理器 +│ ├── CollaborativeBuildManager.java # 多 Agent 协调 +│ ├── Task.java # 动作任务数据模型 +│ └── actions/ # 独立动作实现 +├── client/ # 客户端 GUI +│ ├── SteveGUI.java # 滑出式面板 GUI (按 K 打开) +│ └── KeyBindings.java +├── command/ # Minecraft 命令 +│ └── SteveCommands.java # /steve spawn, /steve tell 等 +├── config/ # 配置处理 +│ └── SteveConfig.java +├── entity/ # Minecraft 实体类 +│ ├── SteveEntity.java # 自定义实体 (PathfinderMob) +│ └── SteveManager.java # 管理所有活跃的 Steves +├── event/ # 事件总线系统 +├── execution/ # 代码执行引擎 +│ ├── CodeExecutionEngine.java # GraalVM JavaScript 引擎 +│ ├── SteveAPI.java # 脚本安全 API 桥接 +│ └── AgentStateMachine.java +├── llm/ # LLM 集成 +│ ├── TaskPlanner.java # 编排 LLM 调用 +│ ├── PromptBuilder.java # 构建提示词 +│ ├── ResponseParser.java # 解析 LLM 响应 +│ ├── OpenAIClient.java, GroqClient.java, GeminiClient.java +│ └── resilience/ # 熔断器、重试、限流 +├── memory/ # 记忆和知识系统 +│ ├── SteveMemory.java # 对话历史 +│ └── WorldKnowledge.java # 世界状态追踪 +├── plugin/ # 插件架构 +│ └── ActionRegistry.java # 动态动作工厂 +└── structure/ # 建筑生成 + └── StructureGenerators.java +``` + +## 核心组件 + +### 1. 实体系统 (`SteveEntity`) + +自定义实体继承 `PathfinderMob`,支持 Minecraft 原生路径规划。 + +**属性配置**: +- 生命值: 20 +- 移动速度: 0.25 +- 攻击力: 8 +- 跟随距离: 48 + +### 2. LLM 集成 + +支持三个提供商,通过 `TaskPlanner` 统一编排: + +| 提供商 | 模型 | 特点 | +|--------|------|------| +| OpenAI | GPT-3.5-turbo | 通用能力强 | +| Groq | llama-3.1-70b | 低延迟 | +| Gemini | gemini-pro | Google 生态 | + +**关键特性**: +- 异步非阻塞调用(游戏永不掉帧) +- 40-60% 缓存命中率 +- 熔断器模式(故障转移) +- 主提供商失败时自动切换到 Groq + +### 3. 动作系统 + +基于 tick 的增量执行,动作跨多个游戏 tick 完成,防止服务器卡顿。 + +**插件架构**: 动作通过 `ActionRegistry` 动态注册,支持扩展。 + +### 4. 多 Agent 协作 (`CollaborativeBuildManager`) + +当多个 Steves 协同建造时: +- 结构分为 **4 象限**(西北、东北、西南、东南) +- 每个 Steve claim 一个象限,从底部向上建造 +- 使用 `ConcurrentHashMap` 保证线程安全 +- Agent 提前完成时动态重平衡 + +### 5. 代码执行引擎 + +使用 **GraalVM JavaScript** 引擎执行 LLM 生成的脚本代码。 + +## 关键设计决策 + +### 1. Tick-Based Execution +动作在多个游戏 tick 中增量执行,避免阻塞游戏线程。 + +### 2. Direct Action Execution(而非 ReAct) +LLM 预先生成完整动作序列,而非迭代循环,减少 API 调用和延迟。 + +### 3. Async Non-Blocking +使用 `CompletableFuture` 确保游戏线程永远不被 LLM 调用阻塞。 + +### 4. Multi-Agent Coordination +使用确定性空间划分(象限),而非动态协商,提高效率。 diff --git a/docs/02-actions.md b/docs/02-actions.md new file mode 100644 index 00000000..f3bd4c36 --- /dev/null +++ b/docs/02-actions.md @@ -0,0 +1,41 @@ +# 动作系统 + +## 概述 + +动作系统是 Steve AI 的核心执行单元,负责在 Minecraft 世界中执行具体任务。 + +## 核心类 + +- `ActionExecutor.java` - 基于 tick 的动作队列处理器 +- `Task.java` - 动作任务数据模型 +- `CollaborativeBuildManager.java` - 多 Agent 协调 + +## 可用动作 + +| 动作 | 功能 | +|------|------| +| `MineBlockAction` | 智能采矿,带路径规划 | +| `BuildStructureAction` | 程序化建筑和模板建筑 | +| `PlaceBlockAction` | 单方块放置(带验证) | +| `PathfindAction` | 导航到坐标 | +| `CombatAction` | 目标战斗 | +| `FollowPlayerAction` | 跟随玩家 | +| `CraftItemAction` | 物品合成 | +| `GatherResourceAction` | 资源采集 | + +## 执行流程 + +1. 用户发送自然语言指令(如 `/steve tell miner1 开采 20 铁矿石`) +2. `TaskPlanner` 调用 LLM 解析指令,生成动作序列 +3. 动作被加入 `ActionExecutor` 的队列 +4. 每个游戏 tick,`ActionExecutor` 处理队列中的动作 +5. 动作执行结果通过 GUI 显示给用户 + +## 插件架构 + +动作通过 `ActionRegistry` 动态注册,支持自定义扩展。 + +```java +// 注册新动作 +ActionRegistry.register("custom_action", CustomAction.class); +``` diff --git a/docs/03-llm.md b/docs/03-llm.md new file mode 100644 index 00000000..585b06d8 --- /dev/null +++ b/docs/03-llm.md @@ -0,0 +1,46 @@ +# LLM 集成 + +## 支持的提供商 + +| 提供商 | 模型 | 特点 | +|--------|------|------| +| OpenAI | GPT-3.5-turbo | 通用能力强 | +| Groq | llama-3.1-70b | 低延迟 | +| Gemini | gemini-pro | Google 生态 | + +## 核心组件 + +- `TaskPlanner.java` - LLM 调用编排 +- `PromptBuilder.java` - 构建提示词 +- `ResponseParser.java` - 解析 LLM 响应 +- `OpenAIClient.java`, `GroqClient.java`, `GeminiClient.java` - 各提供商客户端 + +## 关键特性 + +### 1. 异步非阻塞调用 +使用 `CompletableFuture` 确保游戏线程永远不被 LLM 调用阻塞。 + +### 2. 缓存 +- 使用 Caffeine 缓存 +- 40-60% 缓存命中率 +- SHA-256 哈希作为缓存键 + +### 3. 熔断器模式 +- 使用 Resilience4j +- 主提供商失败时自动切换到 Groq +- 支持重试、限流、隔舱模式 + +## 配置 + +`config/steve-common.toml`: + +```toml +[llm] +provider = "groq" + +[openai] +apiKey = "your-key" +model = "gpt-3.5-turbo" +maxTokens = 1000 +temperature = 0.7 +``` diff --git a/docs/04-multi-agent.md b/docs/04-multi-agent.md new file mode 100644 index 00000000..10505b97 --- /dev/null +++ b/docs/04-multi-agent.md @@ -0,0 +1,39 @@ +# 多 Agent 协作 + +## CollaborativeBuildManager + +当多个 Steves 协同建造时,`CollaborativeBuildManager` 负责协调。 + +## 工作原理 + +### 1. 结构分块 + +结构被分为 **4 象限**: +- 西北 (NW) +- 东北 (NE) +- 西南 (SW) +- 东南 (SE) + +### 2. 象限分配 + +每个 Steve claim 一个象限: +- 使用 `ConcurrentHashMap` 保证线程安全 +- 原子性 section 分配,防止方块冲突 + +### 3. 建造顺序 + +每个象限从底部向上建造,确保结构完整性。 + +### 4. 动态重平衡 + +当某个 Agent 提前完成时: +- 系统检测空闲 Agent +- 重新分配剩余 section +- 保持负载均衡 + +## 线程安全 + +使用以下机制保证并发安全: +- `ConcurrentHashMap` 存储 agent 状态 +- 原子操作进行 section 分配 +- 无锁设计避免死锁 diff --git a/docs/05-code-execution.md b/docs/05-code-execution.md new file mode 100644 index 00000000..c89e6315 --- /dev/null +++ b/docs/05-code-execution.md @@ -0,0 +1,47 @@ +# 代码执行引擎 + +## 概述 + +Steve AI 使用 **GraalVM JavaScript** 引擎执行 LLM 生成的脚本代码。 + +## 核心组件 + +- `CodeExecutionEngine.java` - GraalVM 引擎封装 +- `SteveAPI.java` - 安全 API 桥接 +- `AgentStateMachine.java` - Agent 状态机 +- `InterceptorChain.java` - 日志、指标、事件拦截器 + +## SteveAPI + +暴露给脚本的安全操作: + +```javascript +// 移动 +steve.moveTo(x, y, z); + +// 建造 +steve.build("cobblestone", count); + +// 采矿 +steve.mine("iron_ore"); + +// 攻击 +steve.attack(entity); + +// 合成 +steve.craft("iron_pickaxe"); + +// 放置 +steve.place("torch", x, y, z); +``` + +## 沙箱环境 + +脚本运行在受限的沙箱环境中,只允许安全的 Minecraft 操作。 + +## 拦截器链 + +`InterceptorChain` 在执行前后插入拦截器: +- 日志记录 +- 指标收集 +- 事件发布 diff --git a/docs/06-memory.md b/docs/06-memory.md new file mode 100644 index 00000000..8c7af9fc --- /dev/null +++ b/docs/06-memory.md @@ -0,0 +1,30 @@ +# 记忆系统 + +## 组件 + +### SteveMemory.java + +管理对话历史: +- 用户指令历史 +- Steve 响应历史 +- 最近动作列表(保留最后 20 条) + +### WorldKnowledge.java + +追踪世界状态: +- 已发现的资源位置 +- 空间数据 +- 结构信息 + +## 上下文管理 + +1. **对话历史**: 保留最近的交互记录 +2. **世界状态**: 追踪 Steve 周围的世界变化 +3. **动作历史**: 记录最近执行的动作,用于避免重复 + +## 持久化 + +记忆数据通过 NBT 持久化到存档: +- 保存时写入 NBT +- 加载时恢复 +- 支持存档间迁移 diff --git a/docs/07-config.md b/docs/07-config.md new file mode 100644 index 00000000..78f8baec --- /dev/null +++ b/docs/07-config.md @@ -0,0 +1,55 @@ +# 配置参考 + +## 配置文件 + +`config/steve-common.toml` + +## LLM 配置 + +```toml +[llm] +provider = "groq" # 或 "openai", "gemini" +``` + +### OpenAI + +```toml +[openai] +apiKey = "your-api-key" +model = "gpt-3.5-turbo" +maxTokens = 1000 +temperature = 0.7 +``` + +### Groq + +```toml +[groq] +apiKey = "your-api-key" +model = "llama-3.1-70b" +``` + +### Gemini + +```toml +[gemini] +apiKey = "your-api-key" +model = "gemini-pro" +``` + +## 行为配置 + +```toml +[behavior] +actionTickDelay = 20 # 动作检查间隔 (tick) +enableChatResponses = true +maxActiveSteves = 10 # 最大活跃 Steve 数量 +``` + +## 技术栈 + +- **Minecraft Forge**: 1.20.1-47.2.0 +- **GraalVM Polyglot**: JavaScript 代码执行 +- **Resilience4j**: 熔断器、重试、限流、隔舱模式 +- **Caffeine**: LLM 响应缓存 +- **Commons Codec**: SHA-256 哈希(缓存键) diff --git a/docs/README.md b/docs/README.md new file mode 100644 index 00000000..0fd47e0d --- /dev/null +++ b/docs/README.md @@ -0,0 +1,12 @@ +# Steve AI 文档 + +## 章节 + +1. [概述](00-overview.md) - 项目介绍、快速开始 +2. [核心架构](01-architecture.md) - 整体结构、核心组件 +3. [动作系统](02-actions.md) - 动作执行、可用动作列表 +4. [LLM 集成](03-llm.md) - 提供商、缓存、熔断器 +5. [多 Agent 协作](04-multi-agent.md) - 象限分配、并发控制 +6. [代码执行引擎](05-code-execution.md) - GraalVM、SteveAPI +7. [记忆系统](06-memory.md) - 对话历史、世界状态 +8. [配置参考](07-config.md) - 配置文件、技术栈 diff --git a/settings.gradle b/settings.gradle index 27411fcb..34fa2a00 100644 --- a/settings.gradle +++ b/settings.gradle @@ -1,15 +1,10 @@ pluginManagement { repositories { gradlePluginPortal() - maven { url = 'https://maven.neoforged.net/releases' } + maven { url = 'https://lss233.littleservice.cn/repositories/minecraft/' } maven { url = 'https://maven.minecraftforge.net/' } } } -plugins { - // id 'org.gradle.toolchains.foojay-resolver-convention' version '0.5.0' - // Removed: conflicts with net.minecraftforge.gradle toolchain handling -} - rootProject.name = 'steve' diff --git a/src/main/java/com/steve/ai/config/SteveConfig.java b/src/main/java/com/steve/ai/config/SteveConfig.java index cefd50e3..8aaf2886 100644 --- a/src/main/java/com/steve/ai/config/SteveConfig.java +++ b/src/main/java/com/steve/ai/config/SteveConfig.java @@ -9,6 +9,7 @@ public class SteveConfig { public static final ForgeConfigSpec.ConfigValue OPENAI_MODEL; public static final ForgeConfigSpec.IntValue MAX_TOKENS; public static final ForgeConfigSpec.DoubleValue TEMPERATURE; + public static final ForgeConfigSpec.ConfigValue OPENAI_BASE_URL; public static final ForgeConfigSpec.IntValue ACTION_TICK_DELAY; public static final ForgeConfigSpec.BooleanValue ENABLE_CHAT_RESPONSES; public static final ForgeConfigSpec.IntValue MAX_ACTIVE_STEVES; @@ -41,7 +42,11 @@ public class SteveConfig { TEMPERATURE = builder .comment("Temperature for AI responses (0.0-2.0, lower is more deterministic)") .defineInRange("temperature", 0.7, 0.0, 2.0); - + + OPENAI_BASE_URL = builder + .comment("Custom OpenAI API URL (leave empty for default)") + .define("baseUrl", ""); + builder.pop(); builder.comment("Steve Behavior Configuration").push("behavior"); diff --git a/src/main/java/com/steve/ai/llm/TaskPlanner.java b/src/main/java/com/steve/ai/llm/TaskPlanner.java index 5650105a..c8f310d1 100644 --- a/src/main/java/com/steve/ai/llm/TaskPlanner.java +++ b/src/main/java/com/steve/ai/llm/TaskPlanner.java @@ -41,9 +41,10 @@ public TaskPlanner() { String model = SteveConfig.OPENAI_MODEL.get(); int maxTokens = SteveConfig.MAX_TOKENS.get(); double temperature = SteveConfig.TEMPERATURE.get(); + String baseUrl = SteveConfig.OPENAI_BASE_URL.get(); // Create base async clients - AsyncLLMClient baseOpenAI = new AsyncOpenAIClient(apiKey, model, maxTokens, temperature); + AsyncLLMClient baseOpenAI = new AsyncOpenAIClient(apiKey, model, maxTokens, temperature, baseUrl); AsyncLLMClient baseGroq = new AsyncGroqClient(apiKey, "llama-3.1-8b-instant", 500, temperature); AsyncLLMClient baseGemini = new AsyncGeminiClient(apiKey, "gemini-1.5-flash", maxTokens, temperature); diff --git a/src/main/java/com/steve/ai/llm/async/AsyncOpenAIClient.java b/src/main/java/com/steve/ai/llm/async/AsyncOpenAIClient.java index e23c9d15..6b028358 100644 --- a/src/main/java/com/steve/ai/llm/async/AsyncOpenAIClient.java +++ b/src/main/java/com/steve/ai/llm/async/AsyncOpenAIClient.java @@ -51,7 +51,7 @@ public class AsyncOpenAIClient implements AsyncLLMClient { private static final Logger LOGGER = LoggerFactory.getLogger(AsyncOpenAIClient.class); - private static final String OPENAI_API_URL = "https://api.openai.com/v1/chat/completions"; + private static final String DEFAULT_OPENAI_API_URL = "https://api.openai.com/v1/chat/completions"; private static final String PROVIDER_ID = "openai"; private final HttpClient httpClient; @@ -59,6 +59,7 @@ public class AsyncOpenAIClient implements AsyncLLMClient { private final String model; private final int maxTokens; private final double temperature; + private final String baseUrl; /** * Constructs an AsyncOpenAIClient. @@ -70,6 +71,20 @@ public class AsyncOpenAIClient implements AsyncLLMClient { * @throws IllegalArgumentException if apiKey is null or empty */ public AsyncOpenAIClient(String apiKey, String model, int maxTokens, double temperature) { + this(apiKey, model, maxTokens, temperature, null); + } + + /** + * Constructs an AsyncOpenAIClient with custom base URL. + * + * @param apiKey OpenAI API key (required) + * @param model Model to use (e.g., "gpt-4o", "gpt-3.5-turbo") + * @param maxTokens Maximum tokens in response (e.g., 1000) + * @param temperature Response randomness (0.0 - 2.0, lower = more deterministic) + * @param baseUrl Custom base URL (e.g., "https://api.openai.com"), or null/empty for default + * @throws IllegalArgumentException if apiKey is null or empty + */ + public AsyncOpenAIClient(String apiKey, String model, int maxTokens, double temperature, String baseUrl) { if (apiKey == null || apiKey.isEmpty()) { throw new IllegalArgumentException("OpenAI API key cannot be null or empty"); } @@ -78,13 +93,14 @@ public AsyncOpenAIClient(String apiKey, String model, int maxTokens, double temp this.model = model; this.maxTokens = maxTokens; this.temperature = temperature; + this.baseUrl = (baseUrl != null && !baseUrl.isEmpty()) ? baseUrl : DEFAULT_OPENAI_API_URL; this.httpClient = HttpClient.newBuilder() .connectTimeout(Duration.ofSeconds(10)) .build(); - LOGGER.info("AsyncOpenAIClient initialized (model: {}, maxTokens: {}, temperature: {})", - model, maxTokens, temperature); + LOGGER.info("AsyncOpenAIClient initialized (model: {}, maxTokens: {}, temperature: {}, baseUrl: {})", + model, maxTokens, temperature, this.baseUrl); } @Override @@ -94,8 +110,9 @@ public CompletableFuture sendAsync(String prompt, Map Date: Tue, 5 May 2026 20:46:13 +0800 Subject: [PATCH 03/31] Add BuildStructureAction implementation details to docs Co-Authored-By: Claude Opus 4.7 --- docs/02-actions.md | 38 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 38 insertions(+) diff --git a/docs/02-actions.md b/docs/02-actions.md index f3bd4c36..90341994 100644 --- a/docs/02-actions.md +++ b/docs/02-actions.md @@ -31,6 +31,44 @@ 4. 每个游戏 tick,`ActionExecutor` 处理队列中的动作 5. 动作执行结果通过 GUI 显示给用户 +## BuildStructureAction 实现 + +### 完整流程 + +``` +用户指令: "建造房子" + ↓ +BuildStructureAction.onStart() + ↓ +1. 解析材料、尺寸、位置(看向玩家的方向 12 格处找地面) +2. tryLoadFromTemplate() → 尝试加载 NBT 模板 + ↓ 失败(目前无 .nbt 文件) +3. generateBuildPlan() → 调用 StructureGenerators 程序化生成 + ↓ +4. CollaborativeBuildManager.registerBuild() → 注册协作建造 + ↓ +BuildStructureAction.onTick() 每 tick: + ↓ +5. getNextBlock() → 从协作管理器获取下一个方块 + ↓ +6. 放置方块 + 粒子 + 音效 +``` + +### 关键阶段 + +| 阶段 | 说明 | +|------|------| +| **位置确定** | 优先在玩家视线方向 12 格处找地面;无玩家则在 Steve 附近 2 格处 | +| **地形检测** | `findGroundLevel()` 向下/上扫描找实体地面;`isAreaSuitable()` 检查地形平整度(高度差≤2)和上方空间 | +| **模板加载** | `tryLoadFromTemplate()` → `StructureTemplateLoader.loadFromNBT()` — 目前无 `.nbt` 文件,始终返回 null | +| **程序化生成** | `StructureGenerators.generate()` — 8 种内置建筑类型 | +| **协作建造** | `CollaborativeBuildManager` 分象限分配方块,多 Steve 并行放置 | +| **飞行** | 建造时 Steve 启用飞行 (`steve.setFlying(true)`),完成后关闭 | + +### 注意 + +当前**没有使用任何 NBT 模板**,完全依赖 `StructureGenerators` 的程序化生成。 + ## 插件架构 动作通过 `ActionRegistry` 动态注册,支持自定义扩展。 From 1cd0cc6e1e32a270498a167ab3b739dcf2c4aa05 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 5 May 2026 22:14:32 +0800 Subject: [PATCH 04/31] Add construction site design document with mermaid diagrams Co-Authored-By: Claude Opus 4.7 --- docs/10-construction-site.md | 224 +++++++++++++++++++++++++++++++++++ 1 file changed, 224 insertions(+) create mode 100644 docs/10-construction-site.md diff --git a/docs/10-construction-site.md b/docs/10-construction-site.md new file mode 100644 index 00000000..0ca2ce42 --- /dev/null +++ b/docs/10-construction-site.md @@ -0,0 +1,224 @@ +# 施工无人工地 - 设计文档 + +## 1. 项目概述 + +### 1.1 背景 + +利用 Minecraft 作为仿真环境,实现一个人机协作的多工种施工系统。 + +### 1.2 技术栈 + +| 组件 | 技术 | 用途 | +|------|------|------| +| 地形生成 | [Arnis](https://github.com/louis-e/arnis) | 从现实世界生成高真实度地形 | +| 施工执行 | Steve AI Mod | AI Agent 执行建造任务 | +| 人机交互 | 自然语言 + GUI | 人类指挥和监督施工 | + +### 1.3 系统架构 + +```mermaid +flowchart TB + subgraph Arnis["Arnis (Rust)"] + A1[OpenStreetMap] + A2[高程数据] + A1 --> A3[生成 Minecraft 存档] + A2 --> A3 + end + + A3 --> B1[Minecraft 游戏世界] + + subgraph SteveAI["Steve AI Mod (Java)"] + S1[矿工] + S2[搬运工] + S3[建筑工] + S4[人类指令] + S5[地形扫描] + S6[施工规划] + S7[多工种协同] + S8[完成] + + S4 --> S5 --> S6 --> S7 --> S8 + end + + B1 --> SteveAI +``` + +## 2. 地形建模系统 + +### 2.1 TerrainScanner + +扫描地形并生成高度图。 + +```java +public class TerrainScanner { + // 扫描指定半径,生成高度图 + TerrainModel scan(BlockPos center, int radius); + + // 识别平坦可建筑区域 + List findFlatAreas(TerrainModel model); + + // 分类地面材质 + Map classifyGround(TerrainModel model); +} +``` + +### 2.2 TerrainModel + +地形数据模型。 + +```java +public class TerrainModel { + BlockPos origin; // 扫描原点 + int width, depth; // 扫描范围 + Map heightMap; // y 值 + Map groundTypes; // 地面材质 + List flatAreas; // 平坦区域 + List obstacles; // 障碍物 +} + +public class FlatRegion { + BlockPos origin; // 左下角 + int width, depth; // 尺寸 + int avgHeight; // 平均高度 + double flatness; // 平整度 (0-1) +} +``` + +### 2.3 SiteAnalyzer + +分析 TerrainModel,输出建筑建议。 + +```java +public class SiteAnalysis { + BlockPos recommendedPos; // 推荐位置 + List levelingPlan; // 平整方案 + Map materialsNeeded; // 所需材料 + double suitabilityScore; // 适合度评分 +} + +// 分析并输出推荐方案 +SiteAnalysis analyze(TerrainModel model, String structureType); +``` + +## 3. 多工种 Agent 系统 + +### 3.1 AgentRole 枚举 + +```java +public enum AgentRole { + MINER, // 矿工:采矿、采集原料 + CARRIER, // 搬运工:运输材料、供料 + BUILDER // 建筑工:执行建造、放置方块 +} +``` + +### 3.2 角色能力 + +| 角色 | 主要动作 | 目标 | +|------|---------|------| +| MINER | MineBlockAction | 采集矿石、石头 | +| CARRIER | TransportMaterialAction | 从矿工收集,送到仓库 | +| BUILDER | BuildStructureAction | 执行建造 | + +### 3.3 角色分配 + +```bash +# 手动分配 +/steve assign miner1 MINER +/steve assign carrier1 CARRIER +/steve assign builder1 BUILDER + +# 自动分配(执行建造指令时) +/steve tell builder1 在这建城堡 +→ 系统自动分配矿工和搬运工 +``` + +## 4. 材料供应链 + +### 4.1 MaterialWarehouse + +中央材料仓库。 + +```java +public class MaterialWarehouse { + BlockPos location; // 仓库位置 + Map inventory; // 材料库存 + + void deposit(Block block, int count); + int withdraw(Block block, int count); + boolean has(Block block, int count); +} +``` + +### 4.2 材料流转 + +```mermaid +flowchart LR + M1[矿工] -->|采集石头| T1[搬运工] + T1 -->|运输| W[仓库] + W -->|供料| T2[搬运工] + T2 -->|送达| B[建筑工] + B -->|放置方块| M2[建筑完成] +``` + +## 5. 施工流程 + +### 5.1 完整流程 + +```mermaid +flowchart TD + A[人类: 在这里建一座城堡] --> B[TerasinScanner 扫描地形] + B --> C[SiteAnalyzer 分析] + C --> D[输出推荐位置和平整方案] + D --> E[人类确认/调整方案] + E --> F[角色分配] + F --> G1[矿工: 采集石头] + F --> G2[搬运工: 运输材料] + F --> G3[建筑工: 执行平整+建造] + G1 --> H[材料流转] + G2 --> H + H --> I[实时进度更新到 GUI] + I --> J[完成] +``` + +## 6. 新增命令 + +| 命令 | 功能 | +|------|------| +| `/steve scan [radius]` | 扫描地形并分析 | +| `/steve assign ` | 分配角色 (MINER/CARRIER/BUILDER) | +| `/steve warehouse` | 查看仓库库存 | +| `/steve status` | 查看施工状态 | +| `/steve plan [position]` | 基于地形制定建造计划 | + +## 7. 新增文件 + +| 文件路径 | 用途 | +|---------|------| +| `world/TerrainScanner.java` | 地形扫描器 | +| `world/TerrainModel.java` | 地形数据模型 | +| `world/SiteAnalyzer.java` | 场地分析器 | +| `inventory/MaterialWarehouse.java` | 材料仓库 | +| `inventory/WarehouseManager.java` | 全局仓库管理 | +| `AgentRole.java` | 角色枚举 | +| `ConstructionPlanner.java` | 施工规划器 | +| `actions/TransportMaterialAction.java` | 运输动作 | + +## 8. 修改文件 + +| 文件路径 | 修改内容 | +|---------|---------| +| `SteveEntity.java` | 添加 `AgentRole role` 属性 | +| `SteveConfig.java` | 添加施工相关配置 | +| `SteveCommands.java` | 添加新命令 | +| `SteveGUI.java` | 添加施工进度面板 | + +## 9. 验证计划 + +1. 用 Arnis 生成测试区域(选择一个熟悉的地点) +2. 放入 Minecraft 存档目录 +3. `/steve scan 32` - 测试地形扫描 +4. `/steve assign miner1 MINER` - 测试角色分配 +5. `/steve tell miner1 采集 20 石头` - 测试采矿 +6. `/steve tell builder1 在这建城堡` - 测试完整施工流程 +7. 观察 GUI 中施工进度实时更新 From 28e892c7b58996cf67a88eaddc124bef1c44da48 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Wed, 6 May 2026 21:52:16 +0800 Subject: [PATCH 05/31] docs: update construction site design with Arnis integration Remove terrain modeling system (TerrainScanner, TerrainModel, SiteAnalyzer) as Arnis handles terrain generation. Add Arnis CLI usage, key parameters, and validation workflow. Renumber sections and update system architecture diagram to reflect Arnis data sources (OSM, SRTM, ESA WorldCover). Co-Authored-By: Claude Opus 4.7 --- docs/10-construction-site.md | 182 +++++++++++++++++------------------ 1 file changed, 88 insertions(+), 94 deletions(-) diff --git a/docs/10-construction-site.md b/docs/10-construction-site.md index 0ca2ce42..ccd147ce 100644 --- a/docs/10-construction-site.md +++ b/docs/10-construction-site.md @@ -10,99 +10,87 @@ | 组件 | 技术 | 用途 | |------|------|------| -| 地形生成 | [Arnis](https://github.com/louis-e/arnis) | 从现实世界生成高真实度地形 | -| 施工执行 | Steve AI Mod | AI Agent 执行建造任务 | +| 地形生成 | [Arnis](https://github.com/louis-e/arnis) (Rust) | 从现实世界生成高真实度 Minecraft 存档 | +| 施工执行 | Steve AI Mod (Java) | AI Agent 执行建造任务 | | 人机交互 | 自然语言 + GUI | 人类指挥和监督施工 | -### 1.3 系统架构 +### 1.3 Arnis 地形生成 -```mermaid -flowchart TB - subgraph Arnis["Arnis (Rust)"] - A1[OpenStreetMap] - A2[高程数据] - A1 --> A3[生成 Minecraft 存档] - A2 --> A3 - end - - A3 --> B1[Minecraft 游戏世界] +Arnis 是 Rust 编写的命令行工具,可从 OpenStreetMap 和高程数据生成真实世界的 Minecraft Java/Bedrock 地图。 - subgraph SteveAI["Steve AI Mod (Java)"] - S1[矿工] - S2[搬运工] - S3[建筑工] - S4[人类指令] - S5[地形扫描] - S6[施工规划] - S7[多工种协同] - S8[完成] +#### 命令行用法 - S4 --> S5 --> S6 --> S7 --> S8 - end +```bash +# 预编译版本 (arnis-windows.exe) +arnis-windows.exe --terrain --path="C:/Users/LuZhong/.minecraft/saves/ConstructionSite" --bbox="39.9000,116.3800,39.9200,116.4200" - B1 --> SteveAI +# 或用 cargo 编译运行 +cargo run --no-default-features -- --terrain --path="存档目录" --bbox="min_lat,min_lng,max_lat,max_lng" ``` -## 2. 地形建模系统 +#### 关键参数 -### 2.1 TerrainScanner +| 参数 | 说明 | 默认值 | +|------|------|--------| +| `--bbox` | 边界框 (min_lat,min_lng,max_lat,max_lng),必填 | - | +| `--path` | Minecraft 存档输出目录,Java 版必填 | - | +| `--scale` | 方块/米比例 | 1.0 | +| `--ground_level` | 地面高度基准 | -62 | +| `--terrain` | 启用地形生成 | false | +| `--interior` | 生成建筑内部 | true | +| `--roof` | 生成屋顶 | true | +| `--land-cover` | 启用土地覆盖分类(森林/沙漠等) | true | +| `--bedrock` | 生成 Bedrock 版世界 | false | -扫描地形并生成高度图。 +#### 典型工作流 -```java -public class TerrainScanner { - // 扫描指定半径,生成高度图 - TerrainModel scan(BlockPos center, int radius); - - // 识别平坦可建筑区域 - List findFlatAreas(TerrainModel model); - - // 分类地面材质 - Map classifyGround(TerrainModel model); -} +```mermaid +flowchart LR + A[确定生成区域] --> B[用 openstreetmap.org 获取边界坐标] + B --> C[运行 Arnis 命令行] + C --> D[生成 .minecraft/saves 存档] + D --> E[放入 Minecraft 存档目录] + E --> F[Steve AI Mod 扫描并施工] ``` -### 2.2 TerrainModel - -地形数据模型。 - -```java -public class TerrainModel { - BlockPos origin; // 扫描原点 - int width, depth; // 扫描范围 - Map heightMap; // y 值 - Map groundTypes; // 地面材质 - List flatAreas; // 平坦区域 - List obstacles; // 障碍物 -} - -public class FlatRegion { - BlockPos origin; // 左下角 - int width, depth; // 尺寸 - int avgHeight; // 平均高度 - double flatness; // 平整度 (0-1) -} -``` +### 1.4 系统架构 -### 2.3 SiteAnalyzer +```mermaid +flowchart TB + subgraph Arnis["Arnis (Rust CLI)"] + A1[OpenStreetMap 数据] + A2[SRTM 高程数据] + A3[ESA WorldCover 土地覆盖] + A1 --> A4[生成 Minecraft 存档] + A2 --> A4 + A3 --> A4 + end -分析 TerrainModel,输出建筑建议。 + A4 --> B1[Minecraft 存档] -```java -public class SiteAnalysis { - BlockPos recommendedPos; // 推荐位置 - List levelingPlan; // 平整方案 - Map materialsNeeded; // 所需材料 - double suitabilityScore; // 适合度评分 -} + subgraph SteveAI["Steve AI Mod (Java)"] + S1[矿工 Agent] + S2[搬运工 Agent] + S3[建筑工 Agent] + S4[人类指令] + S5[TerasinScanner 扫描地形] + S6[SiteAnalyzer 分析场地] + S7[ConstructionPlanner 制定计划] + S8[多工种协同执行] + S9[完成] + + S4 --> S5 --> S6 --> S7 --> S8 --> S9 + S1 -.-> S8 + S2 -.-> S8 + S3 -.-> S8 + end -// 分析并输出推荐方案 -SiteAnalysis analyze(TerrainModel model, String structureType); + B1 --> S5 ``` -## 3. 多工种 Agent 系统 +## 2. 多工种 Agent 系统 -### 3.1 AgentRole 枚举 +### 2.1 AgentRole 枚举 ```java public enum AgentRole { @@ -112,7 +100,7 @@ public enum AgentRole { } ``` -### 3.2 角色能力 +### 2.2 角色能力 | 角色 | 主要动作 | 目标 | |------|---------|------| @@ -120,7 +108,7 @@ public enum AgentRole { | CARRIER | TransportMaterialAction | 从矿工收集,送到仓库 | | BUILDER | BuildStructureAction | 执行建造 | -### 3.3 角色分配 +### 2.3 角色分配 ```bash # 手动分配 @@ -133,9 +121,9 @@ public enum AgentRole { → 系统自动分配矿工和搬运工 ``` -## 4. 材料供应链 +## 3. 材料供应链 -### 4.1 MaterialWarehouse +### 3.1 MaterialWarehouse 中央材料仓库。 @@ -150,7 +138,7 @@ public class MaterialWarehouse { } ``` -### 4.2 材料流转 +### 3.2 材料流转 ```mermaid flowchart LR @@ -161,9 +149,9 @@ flowchart LR B -->|放置方块| M2[建筑完成] ``` -## 5. 施工流程 +## 4. 施工流程 -### 5.1 完整流程 +### 4.1 完整流程 ```mermaid flowchart TD @@ -181,7 +169,7 @@ flowchart TD I --> J[完成] ``` -## 6. 新增命令 +## 5. 新增命令 | 命令 | 功能 | |------|------| @@ -191,20 +179,17 @@ flowchart TD | `/steve status` | 查看施工状态 | | `/steve plan [position]` | 基于地形制定建造计划 | -## 7. 新增文件 +## 6. 新增文件 | 文件路径 | 用途 | |---------|------| -| `world/TerrainScanner.java` | 地形扫描器 | -| `world/TerrainModel.java` | 地形数据模型 | -| `world/SiteAnalyzer.java` | 场地分析器 | | `inventory/MaterialWarehouse.java` | 材料仓库 | | `inventory/WarehouseManager.java` | 全局仓库管理 | | `AgentRole.java` | 角色枚举 | | `ConstructionPlanner.java` | 施工规划器 | | `actions/TransportMaterialAction.java` | 运输动作 | -## 8. 修改文件 +## 7. 修改文件 | 文件路径 | 修改内容 | |---------|---------| @@ -213,12 +198,21 @@ flowchart TD | `SteveCommands.java` | 添加新命令 | | `SteveGUI.java` | 添加施工进度面板 | -## 9. 验证计划 +## 8. 验证计划 + +### 8.1 Arnis 地形生成 + +1. **选择地点** — 在 [openstreetmap.org/export](https://www.openstreetmap.org/export) 选取区域,记录边界坐标 +2. **生成存档** — 运行 Arnis 命令: + ```bash + arnis-windows.exe --terrain --path="C:/Users/LuZhong/AppData/Roaming/.minecraft/saves/ConstructionSite" --bbox="39.9000,116.3800,39.9200,116.4200" + ``` +3. **加载世界** — 将生成的存档放入 Minecraft `saves` 目录,用 Minecraft 打开 + +### 8.2 Steve AI 施工测试 -1. 用 Arnis 生成测试区域(选择一个熟悉的地点) -2. 放入 Minecraft 存档目录 -3. `/steve scan 32` - 测试地形扫描 -4. `/steve assign miner1 MINER` - 测试角色分配 -5. `/steve tell miner1 采集 20 石头` - 测试采矿 -6. `/steve tell builder1 在这建城堡` - 测试完整施工流程 -7. 观察 GUI 中施工进度实时更新 +4. `/steve scan 32` — 测试地形扫描 +5. `/steve assign miner1 MINER` — 测试角色分配 +6. `/steve tell miner1 采集 20 石头` — 测试采矿 +7. `/steve tell builder1 在这建城堡` — 测试完整施工流程 +8. 观察 GUI 中施工进度实时更新 From ad65911a309b7f274e221ed28543d42906a2e66d Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 10 May 2026 21:46:07 +0800 Subject: [PATCH 06/31] docs: add road construction and implementation design documents Co-Authored-By: Claude Opus 4.7 --- docs/11-road-construction.md | 190 +++++++++++++++++++++++++++++++++ docs/12-road-implementation.md | 180 +++++++++++++++++++++++++++++++ 2 files changed, 370 insertions(+) create mode 100644 docs/11-road-construction.md create mode 100644 docs/12-road-implementation.md diff --git a/docs/11-road-construction.md b/docs/11-road-construction.md new file mode 100644 index 00000000..bf567712 --- /dev/null +++ b/docs/11-road-construction.md @@ -0,0 +1,190 @@ +# 公路工程施工流程 + +## 1. 项目概述 + +公路施工是一个多阶段、多工种协同的线性工程。本文档描述从前期准备到竣工验收的完整流程。 + +## 2. 施工阶段总览 + +```mermaid +flowchart TD + A[前期准备] --> B[测量放线] + B --> C[地面清理] + C --> D[路基施工] + D --> E[基层施工] + E --> F[路面施工] + F --> G[附属工程] + G --> H[竣工验收] +``` + +## 3. 各阶段详细流程 + +### 3.1 前期准备 + +| 工序 | 内容 | 产出 | +|------|------|------| +| 图纸会审 | 审查设计文件、施工图 | 审核记录 | +| 技术交底 | 向施工人员说明技术要求 | 交底记录 | +| 材料采购 | 沥青、碎石、水泥等 | 材料合格证 | +| 设备调配 | 摊铺机、压路机、装载机 | 设备就位 | + +### 3.2 测量放线 + +```mermaid +flowchart LR + A[控制点复测] --> B[中线放样] + B --> C[边线放样] + C --> D[高程控制] + D --> E[标志埋设] +``` + +**关键控制点:** +- 每 20m 一个中桩 +- 每 10m 一个边桩 +- 高程控制点间距不大于 100m + +### 3.3 地面清理 + +| 工序 | 机械 | 验收标准 | +|------|------|---------| +| 清除表土 | 推土机、挖掘机 | 清除至原土层 | +| 拆除构筑物 | 破碎锤 | 基础完全拆除 | +| 清理草皮树根 | 割草机 | 无植被残留 | +| 场地平整 | 推土机、平地机 | 高程误差≤5cm | + +### 3.4 路基施工 + +#### 3.4.1 路基填筑 + +```mermaid +flowchart TD + A[填筑前试验] --> B[分层填土] + B --> C[摊铺整平] + C --> D[洒水或晾晒] + D --> E[压实] + E --> F{压实度检测} + F -->|合格| G[下一层] + F -->|不合格| H[补压或换填] +``` + +**技术参数:** +- 分层厚度:30cm(压实后) +- 压实度要求:≥95%(高速公路) +- 含水量:最佳含水量 ±2% + +#### 3.4.2 路基压实 + +| 压实阶段 | 机械 | 遍数 | 速度 | +|---------|------|------|------| +| 初压 | 钢轮压路机 | 2遍 | 1.5-2km/h | +| 复压 | 振动压路机 | 4-6遍 | 2-3km/h | +| 终压 | 胶轮压路机 | 2遍 | 3-5km/h | + +### 3.5 基层施工 + +**常见基层类型:** + +| 类型 | 厚度 | 适用场景 | +|------|------|---------| +| 级配碎石 | 15-30cm | 底基层 | +| 水泥稳定碎石 | 20-40cm | 基层 | +| 二灰结石 | 20-35cm | 基层 | + +**施工流程:** +``` +混合料拌和 → 运输 → 摊铺 → 整平 → 碾压 → 养护 +``` + +### 3.6 路面施工 + +#### 3.6.1 沥青混凝土路面 + +```mermaid +flowchart TD + A[透层油洒布] --> B[沥青混合料拌和] + B --> C[运输到现场] + C --> D[摊铺] + D --> E[初压] + E --> F[复压] + F --> G[终压] + G --> H[标线施工] +``` + +**沥青混合料类型:** + +| 结构层 | 材料 | 厚度 | +|-------|------|------| +| 上面层 | AC-13/SMA-13 | 4cm | +| 中面层 | AC-20 | 6cm | +| 下面层 | AC-25 | 8cm | + +**温度控制:** + +| 阶段 | 温度要求 | +|------|---------| +| 拌和温度 | 150-170°C | +| 摊铺温度 | ≥140°C | +| 初压温度 | 130-150°C | +| 复压温度 | 100-130°C | +| 终压温度 | ≥70°C | + +#### 3.6.2 水泥混凝土路面 + +| 工序 | 内容 | 要点 | +|------|------|------| +| 模板安装 | 立模、调整高程 | 模板高程误差≤2mm | +| 钢筋绑扎 | 设置传力杆、拉杆 | 位置准确 | +| 混凝土浇筑 | 罐车运输、平仓 | 避免离析 | +| 振捣 | 插入式振捣器 | 防止漏振过振 | +| 收面 | 人工或抹光机 | 平整度≤3mm/3m | +| 养护 | 覆盖土工布洒水 | 养护期≥14天 | +| 切缝 | 缩缝切割 | 缝深1/3板厚 | + +### 3.7 附属工程 + +| 工程 | 内容 | +|------|------| +| 排水工程 | 边沟、排水沟、涵洞 | +| 护坡工程 | 植草、浆砌片石 | +| 交通设施 | 护栏、标志牌、标线 | +| 绿化工程 | 边坡绿化、行道树 | + +## 4. 质量检验 + +### 4.1 路基检验 + +| 项目 | 方法 | 频率 | 标准 | +|------|------|------|------| +| 压实度 | 灌砂法 | 每层1点/200m | ≥95% | +| 平整度 | 3m直尺 | 每100m 3点 | ≤20mm | +| 高程 | 水准仪 | 每20m 1点 | ±20mm | +| 宽度 | 卷尺 | 每20m 1点 | ≥设计值 | + +### 4.2 路面检验 + +| 项目 | 方法 | 标准 | +|------|------|------| +| 压实度 | 钻芯取样 | ≥98% | +| 平整度 | 颠簸累积仪 IRI | ≤2.0m/km | +| 厚度 | 钻芯测量 | ≥设计值 | +| 摩擦系数 | 摆式仪 | ≥BPN45 | + +## 5. 施工安全要点 + +1. **交通安全** — 施工路段设置交通疏导标志 +2. **机械安全** — 禁止机械在同一作业面交叉运行 +3. **用电安全** — 临时用电采用三级配电两级保护 +4. **高温施工** — 沥青作业避开中午高温时段 +5. **个人防护** — 佩戴安全帽、反光背心、防滑鞋 + +## 6. 工期估算 + +**典型高速公路每公里施工周期:** + +| 阶段 | 工期 | +|------|------| +| 路基工程 | 15-20天 | +| 基层工程 | 10-15天 | +| 路面工程 | 12-18天 | +| 附属工程 | 10-15天 | +| **合计** | **47-68天** | diff --git a/docs/12-road-implementation.md b/docs/12-road-implementation.md new file mode 100644 index 00000000..32f4ba77 --- /dev/null +++ b/docs/12-road-implementation.md @@ -0,0 +1,180 @@ +# 公路施工 - Minecraft 实现方案 + +## 1. 项目现状 + +### 1.1 已有能力 + +| 组件 | 实现 | +|------|------| +| BuildStructureAction | 按方块序列逐块放置,支持协作 | +| StructureGenerators | 8 种建筑类型 (house, castle, tower, wall, platform, barn, modern, box) | +| CollaborativeBuildManager | 4 象限空间分割协作 | +| AgentStateMachine | IDLE→PLANNING→EXECUTING→COMPLETED 状态机 | +| TaskPlanner | LLM 异步任务规划 | + +### 1.2 缺失功能 + +| 功能 | 状态 | +|------|------| +| AgentRole 枚举 | 仅文档存在 | +| MaterialWarehouse | 仅文档存在 | +| TransportMaterialAction | 仅文档存在 | +| 线性结构生成器 | 无 | +| 地形平整逻辑 | 仅检测,无平整 | + +## 2. 实现方案 + +### 2.1 新增文件 + +``` +src/main/java/com/steve/ai/ +├── entity/ +│ └── AgentRole.java # 角色枚举 +├── inventory/ +│ ├── MaterialWarehouse.java # 材料仓库 +│ └── WarehouseManager.java # 全局仓库管理 +├── structure/ +│ └── RoadStructureGenerator.java # 道路生成器 +└── action/actions/ + ├── TransportMaterialAction.java # 材料运输 + ├── TerrainLevelingAction.java # 地形平整 + └── BuildRoadAction.java # 道路建造 +``` + +### 2.2 修改文件 + +| 文件 | 修改内容 | +|------|---------| +| `SteveEntity.java` | 添加 `AgentRole role` 字段 | +| `StructureGenerators.java` | 添加 `road`/`highway` 类型 | +| `CoreActionsPlugin.java` | 注册 `road`、`transport`、`leveling` 动作 | +| `SteveCommands.java` | 添加 `/steve assign`、`/steve warehouse` 命令 | + +## 3. 核心组件设计 + +### 3.1 AgentRole 枚举 + +```java +public enum AgentRole { + MINER, // 矿工:采矿、采集原料 + CARRIER, // 搬运工:运输材料 + BUILDER, // 建筑工:执行建造 + UNASSIGNED // 默认:无角色 +} +``` + +### 3.2 MaterialWarehouse + +```java +public class MaterialWarehouse { + BlockPos location; + Map inventory; + + int deposit(Block block, int count); + int withdraw(Block block, int count); + boolean has(Block block, int count); +} +``` + +### 3.3 RoadStructureGenerator + +道路分层结构: + +``` +┌─────────────────────────────────────┐ +│ 路面 (Surface) │ ← 可配置 (默认 cobblestone) +├─────────────────────────────────────┤ +│ 基层 (Base) │ ← cobblestone, 深 1 格 +├─────────────────────────────────────┤ +│ 底基层 (Subbase) │ ← gravel, 深 1 格 +├─────────────────────────────────────┤ +│ 路基 (Subgrade) │ ← dirt, 深 2 格 +└─────────────────────────────────────┘ + ▼ 向下挖 +``` + +**参数:** +- 道路宽度:5 格 +- 每段长度:16 格 +- 总深度:5 格 + +## 4. 施工流程 + +```mermaid +flowchart TD + A[用户: 修一条公路从 A 到 B] --> B[TaskPlanner 解析指令] + B --> C[角色分配] + C --> D[矿工采矿] + C --> E[搬运工运输] + C --> F[建筑工平整地形] + D --> G[材料入库] + E --> G + G --> H[BuildRoadAction 建造道路] + H --> I[多 Steve 协作分段施工] + I --> J[完成] +``` + +### 4.1 指令示例 + +```bash +# 简单指令 +/steve tell builder1 修一条公路从 100,64,200 到 200,64,200 + +# 完整流程 +/steve assign miner1 MINER +/steve assign carrier1 CARRIER +/steve assign builder1 BUILDER +/steve warehouse create main 100,64,195 +/steve tell miner1 采集 500 圆石 +/steve tell carrier1 运输 圆石 从 miner1 到 main 仓库 +/steve tell builder1 在 100,64,200 到 200,64,200 之间修一条公路 +``` + +## 5. 实施顺序 + +| Phase | 内容 | 文件 | +|-------|------|------| +| 1 | 基础设施 | AgentRole.java, MaterialWarehouse.java, WarehouseManager.java | +| 2 | 道路生成 | RoadStructureGenerator.java | +| 3 | 新动作 | TransportMaterialAction.java, TerrainLevelingAction.java, BuildRoadAction.java | +| 4 | 集成 | 修改 SteveEntity, CoreActionsPlugin, SteveCommands | +| 5 | 测试 | 验证各功能 | + +## 6. 验证测试 + +```bash +# 1. 单 Agent 道路建造 +/steve tell steve1 修一条公路从 100,64,200 到 116,64,200 + +# 2. 多 Agent 协作 +/steve assign miner1 MINER +/steve assign builder1 BUILDER +/steve tell miner1 采集 200 圆石 +/steve tell builder1 在 100,64,200 到 200,64,200 之间修一条公路 + +# 3. 检查日志 +# 期望看到: "Road construction completed!" +``` + +## 7. 技术要点 + +### 7.1 分段施工 + +RoadStructureGenerator 将道路分成 16 格一段,每段独立建造,支持: +- 多 Steve 并行处理不同段 +- 单 Steve 逐段建造 + +### 7.2 协作建造 + +BuildRoadAction 使用 CollaborativeBuildManager: +- 自动分配象限 +- 多 Steve 同时放置不同方块 +- 进度跟踪 + +### 7.3 材料供应链 + +``` +矿工 → 材料入库 → 搬运工运输 → 仓库 → 建筑工取料 → 建造 +``` + +MaterialWarehouse 作为中央存储,搬运工负责在各节点间运输。 From 43d197b472d58c3a76b7f24584206caf3bfe73d4 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Thu, 14 May 2026 21:52:25 +0800 Subject: [PATCH 07/31] Add inventory system with creative mode and fix collaborative build - Add 36-slot SimpleContainer inventory to SteveEntity with NBT persistence - Mining collects blocks into inventory instead of dropping on ground - Building consumes materials from inventory (skipped in creative mode) - Add creativeMode config option (default: true) for unlimited materials - Fix build plan fallback: procedural generation was commented out - Fix collaborative build: Steve now reassigns to other quadrants when done - Update LLM prompt to reflect creative/survival mode rules - Update PromptBuilder to show inventory or [unlimited] based on mode - Add block drop mapping (stone -> cobblestone, etc.) - Add material mining aliases (cobblestone, oak_planks, glass, etc.) Co-Authored-By: Claude Opus 4.7 --- config/steve-common.toml.example | 5 +- .../ai/action/CollaborativeBuildManager.java | 20 +++- .../action/actions/BuildStructureAction.java | 73 ++++++++++-- .../ai/action/actions/MineBlockAction.java | 66 +++++++++-- .../ai/action/actions/PlaceBlockAction.java | 26 ++++- .../java/com/steve/ai/config/SteveConfig.java | 7 +- .../java/com/steve/ai/entity/SteveEntity.java | 106 +++++++++++++++++- .../java/com/steve/ai/llm/PromptBuilder.java | 63 ++++++++--- 8 files changed, 319 insertions(+), 47 deletions(-) diff --git a/config/steve-common.toml.example b/config/steve-common.toml.example index 0246878c..ce8a3343 100644 --- a/config/steve-common.toml.example +++ b/config/steve-common.toml.example @@ -18,7 +18,10 @@ # Allow Steves to respond in chat enableChatResponses = true - + + # Creative mode - Steve has unlimited building materials (no mining needed) + creativeMode = true + # Maximum number of Steves that can be active simultaneously maxActiveSteves = 10 diff --git a/src/main/java/com/steve/ai/action/CollaborativeBuildManager.java b/src/main/java/com/steve/ai/action/CollaborativeBuildManager.java index a19ff809..04b34fe2 100644 --- a/src/main/java/com/steve/ai/action/CollaborativeBuildManager.java +++ b/src/main/java/com/steve/ai/action/CollaborativeBuildManager.java @@ -197,15 +197,23 @@ public static BlockPlacement getNextBlock(CollaborativeBuild build, String steve BuildSection section = build.sections.get(sectionIndex); BlockPlacement block = section.getNextBlock(); - + if (block == null) { - if (sectionIndex != null) { - section = build.sections.get(sectionIndex); - block = section.getNextBlock(); - if (block != null) { } + // Section complete - try to find another section that needs help + for (int i = 0; i < build.sections.size(); i++) { + BuildSection otherSection = build.sections.get(i); + if (!otherSection.isComplete()) { + build.steveToSectionMap.put(steveName, i); + block = otherSection.getNextBlock(); + if (block != null) { + SteveMod.LOGGER.info("Steve '{}' finished section, now helping with {} ({} remaining)", + steveName, otherSection.sectionName, otherSection.getTotalBlocks() - otherSection.getBlocksPlaced()); + return block; + } + } } } - + return block; } diff --git a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java index 272a8d55..fce24a03 100644 --- a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java +++ b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java @@ -4,6 +4,7 @@ import com.steve.ai.action.ActionResult; import com.steve.ai.action.CollaborativeBuildManager; import com.steve.ai.action.Task; +import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; import com.steve.ai.memory.StructureRegistry; import com.steve.ai.structure.BlockPlacement; @@ -21,8 +22,12 @@ import net.minecraft.world.level.block.Blocks; import net.minecraft.world.level.block.state.BlockState; +import net.minecraft.world.item.ItemStack; + import java.util.ArrayList; +import java.util.HashMap; import java.util.List; +import java.util.Map; public class BuildStructureAction extends BaseAction { @@ -145,7 +150,8 @@ protected void onStart() { buildPlan = tryLoadFromTemplate(structureType, clearPos); if (buildPlan == null) { - // Fall back to procedural generation buildPlan = generateBuildPlan(structureType, clearPos, width, height, depth); + // Fall back to procedural generation + buildPlan = generateBuildPlan(structureType, clearPos, width, height, depth); } else { SteveMod.LOGGER.info("Loaded '{}' from NBT template with {} blocks", structureType, buildPlan.size()); } @@ -154,7 +160,24 @@ protected void onStart() { result = ActionResult.failure("Cannot generate build plan for: " + structureType); return; } - + + // Check if Steve has enough materials (skip in creative mode) + boolean creative = SteveConfig.CREATIVE_MODE.get(); + if (!creative) { + Map materialsNeeded = countMaterialsNeeded(buildPlan); + for (Map.Entry entry : materialsNeeded.entrySet()) { + Block block = entry.getKey(); + int needed = entry.getValue(); + int available = steve.getBlockCount(block); + if (available < needed) { + SteveMod.LOGGER.warn("Steve '{}' needs {} {} but only has {} in inventory", + steve.getSteveName(), needed, block.getName().getString(), available); + } + } + } else { + SteveMod.LOGGER.info("Steve '{}' building in CREATIVE MODE (unlimited materials)", steve.getSteveName()); + } + StructureRegistry.register(clearPos, width, height, depth, structureType); collaborativeBuild = CollaborativeBuildManager.findActiveBuild(structureType); @@ -186,7 +209,8 @@ protected void onTick() { ticksRunning++; if (ticksRunning > MAX_TICKS) { - steve.setFlying(false); // Disable flying on timeout + steve.setFlying(false); + steve.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); result = ActionResult.failure("Building timeout"); return; } @@ -195,6 +219,7 @@ protected void onTick() { if (collaborativeBuild.isComplete()) { CollaborativeBuildManager.completeBuild(collaborativeBuild.structureId); steve.setFlying(false); + steve.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); result = ActionResult.success("Built " + structureType + " collaboratively!"); return; } @@ -212,18 +237,33 @@ protected void onTick() { } BlockPos pos = placement.pos; + + // Check material (skip in creative mode) + boolean creative = SteveConfig.CREATIVE_MODE.get(); + if (!creative) { + if (!steve.hasBlock(placement.block, 1)) { + if (ticksRunning % 60 == 0) { + SteveMod.LOGGER.warn("Steve '{}' has no {} to place! Mining more...", + steve.getSteveName(), placement.block.getName().getString()); + } + break; // Stop building, wait for materials + } + // Consume material from inventory + steve.removeBlockFromInventory(placement.block, 1); + } + double distance = Math.sqrt(steve.blockPosition().distSqr(pos)); if (distance > 5) { steve.teleportTo(pos.getX() + 2, pos.getY(), pos.getZ() + 2); SteveMod.LOGGER.info("Steve '{}' teleported to block at {}", steve.getSteveName(), pos); } - + steve.getLookControl().setLookAt(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5); - + steve.swing(InteractionHand.MAIN_HAND, true); - - BlockState existingState = steve.level().getBlockState(pos); - + + steve.setItemInHand(InteractionHand.MAIN_HAND, new ItemStack(placement.block.asItem())); + BlockState blockState = placement.block.defaultBlockState(); steve.level().setBlock(pos, blockState, 3); @@ -255,14 +295,16 @@ protected void onTick() { collaborativeBuild.participatingSteves.size()); } } else { - steve.setFlying(false); // Disable flying on error + steve.setFlying(false); + steve.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); result = ActionResult.failure("Build system error: not in collaborative mode"); } } @Override protected void onCancel() { - steve.setFlying(false); // Disable flying when cancelled + steve.setFlying(false); + steve.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); steve.getNavigation().stop(); } @@ -275,6 +317,17 @@ private List generateBuildPlan(String type, BlockPos start, int // Delegate to centralized StructureGenerators utility return StructureGenerators.generate(type, start, width, height, depth, buildMaterials); } + + /** + * Count how many of each block type is needed for the build plan + */ + private Map countMaterialsNeeded(List plan) { + Map counts = new HashMap<>(); + for (BlockPlacement bp : plan) { + counts.merge(bp.block, 1, Integer::sum); + } + return counts; + } private Block getMaterial(int index) { return buildMaterials.get(index % buildMaterials.size()); diff --git a/src/main/java/com/steve/ai/action/actions/MineBlockAction.java b/src/main/java/com/steve/ai/action/actions/MineBlockAction.java index a1b7fee9..bf79b807 100644 --- a/src/main/java/com/steve/ai/action/actions/MineBlockAction.java +++ b/src/main/java/com/steve/ai/action/actions/MineBlockAction.java @@ -6,6 +6,8 @@ import com.steve.ai.entity.SteveEntity; import net.minecraft.core.BlockPos; import net.minecraft.world.InteractionHand; +import net.minecraft.world.entity.item.ItemEntity; +import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.Blocks; import net.minecraft.core.registries.BuiltInRegistries; @@ -174,10 +176,10 @@ protected void onTick() { if (steve.level().getBlockState(currentTarget).getBlock() == targetBlock) { steve.teleportTo(currentTarget.getX() + 0.5, currentTarget.getY(), currentTarget.getZ() + 0.5); - + steve.swing(InteractionHand.MAIN_HAND, true); - - steve.level().destroyBlock(currentTarget, true); + + mineBlockToInventory(currentTarget); minedCount++; ticksSinceLastMine = 0; // Reset delay timer @@ -267,20 +269,20 @@ private void mineNearbyBlock() { if (!centerState.isAir() && centerState.getBlock() != Blocks.BEDROCK) { steve.teleportTo(centerPos.getX() + 0.5, centerPos.getY(), centerPos.getZ() + 0.5); steve.swing(InteractionHand.MAIN_HAND, true); - steve.level().destroyBlock(centerPos, true); + mineBlockToInventory(centerPos); SteveMod.LOGGER.info("Steve '{}' mining tunnel at {}", steve.getSteveName(), centerPos); } - + BlockState aboveState = steve.level().getBlockState(abovePos); if (!aboveState.isAir() && aboveState.getBlock() != Blocks.BEDROCK) { steve.swing(InteractionHand.MAIN_HAND, true); - steve.level().destroyBlock(abovePos, true); + mineBlockToInventory(abovePos); } - + BlockState belowState = steve.level().getBlockState(belowPos); if (!belowState.isAir() && belowState.getBlock() != Blocks.BEDROCK) { steve.swing(InteractionHand.MAIN_HAND, true); - steve.level().destroyBlock(belowPos, true); + mineBlockToInventory(belowPos); } currentTunnelPos = currentTunnelPos.offset(miningDirectionX, 0, miningDirectionZ); @@ -330,6 +332,47 @@ private void equipIronPickaxe() { SteveMod.LOGGER.info("Steve '{}' equipped iron pickaxe for mining", steve.getSteveName()); } + // Block-to-item drop mapping (blocks that drop different items when mined) + private static final Map BLOCK_DROPS = new HashMap<>() {{ + put(Blocks.STONE, net.minecraft.world.item.Items.COBBLESTONE); + put(Blocks.DEEPSLATE, net.minecraft.world.item.Items.COBBLESTONE); + put(Blocks.GRASS_BLOCK, net.minecraft.world.item.Items.DIRT); + put(Blocks.MYCELIUM, net.minecraft.world.item.Items.DIRT); + put(Blocks.PODZOL, net.minecraft.world.item.Items.DIRT); + put(Blocks.SNOW_BLOCK, net.minecraft.world.item.Items.SNOWBALL); + }}; + + /** + * Get the item dropped when a block is mined + */ + private ItemStack getBlockDrop(Block block) { + net.minecraft.world.item.Item dropItem = BLOCK_DROPS.getOrDefault(block, block.asItem()); + return new ItemStack(dropItem); + } + + /** + * Mine a block and add it to Steve's inventory instead of dropping it + */ + private void mineBlockToInventory(BlockPos pos) { + BlockState state = steve.level().getBlockState(pos); + Block block = state.getBlock(); + ItemStack itemStack = getBlockDrop(block); + ItemStack remainder = steve.addItemToInventory(itemStack); + steve.level().destroyBlock(pos, false); // false = don't drop items + + if (!remainder.isEmpty()) { + // Inventory full, drop the rest + net.minecraft.world.entity.item.ItemEntity itemEntity = new net.minecraft.world.entity.item.ItemEntity( + steve.level(), pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, remainder + ); + steve.level().addFreshEntity(itemEntity); + SteveMod.LOGGER.warn("Steve '{}' inventory full, dropped {} at {}", steve.getSteveName(), remainder.getCount(), pos); + } + + SteveMod.LOGGER.info("Steve '{}' mined {} -> inventory ({} total)", steve.getSteveName(), + block.getName().getString(), steve.getBlockCount(block)); + } + /** * Find the nearest player to determine mining direction */ @@ -370,6 +413,13 @@ private Block parseBlock(String blockName) { put("redstone", "redstone_ore"); put("lapis", "lapis_ore"); put("emerald", "emerald_ore"); + // Material aliases for building + put("cobblestone", "stone"); + put("oak_planks", "oak_log"); + put("planks", "oak_log"); + put("wood", "oak_log"); + put("glass", "sand"); + put("stone_bricks", "stone"); }}; if (resourceToOre.containsKey(blockName)) { diff --git a/src/main/java/com/steve/ai/action/actions/PlaceBlockAction.java b/src/main/java/com/steve/ai/action/actions/PlaceBlockAction.java index 8dde4979..975e7f84 100644 --- a/src/main/java/com/steve/ai/action/actions/PlaceBlockAction.java +++ b/src/main/java/com/steve/ai/action/actions/PlaceBlockAction.java @@ -2,10 +2,13 @@ import com.steve.ai.action.ActionResult; import com.steve.ai.action.Task; +import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; import net.minecraft.core.BlockPos; import net.minecraft.core.registries.BuiltInRegistries; import net.minecraft.resources.ResourceLocation; +import net.minecraft.world.InteractionHand; +import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.Blocks; import net.minecraft.world.level.block.state.BlockState; @@ -42,29 +45,44 @@ protected void onStart() { @Override protected void onTick() { ticksRunning++; - + if (ticksRunning > MAX_TICKS) { result = ActionResult.failure("Place block timeout"); return; } - + if (!steve.blockPosition().closerThan(targetPos, 5.0)) { steve.getNavigation().moveTo(targetPos.getX(), targetPos.getY(), targetPos.getZ(), 1.0); return; } - + + // Check material (skip in creative mode) + boolean creative = SteveConfig.CREATIVE_MODE.get(); + if (!creative) { + if (!steve.hasBlock(blockToPlace, 1)) { + result = ActionResult.failure("No " + blockToPlace.getName().getString() + " in inventory"); + return; + } + // Consume material from inventory + steve.removeBlockFromInventory(blockToPlace, 1); + } + BlockState currentState = steve.level().getBlockState(targetPos); if (!currentState.isAir() && !currentState.liquid()) { result = ActionResult.failure("Position is not empty"); return; } - + + steve.setItemInHand(InteractionHand.MAIN_HAND, new ItemStack(blockToPlace.asItem())); + steve.swing(InteractionHand.MAIN_HAND, true); + steve.level().setBlock(targetPos, blockToPlace.defaultBlockState(), 3); result = ActionResult.success("Placed " + blockToPlace.getName().getString()); } @Override protected void onCancel() { + steve.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); steve.getNavigation().stop(); } diff --git a/src/main/java/com/steve/ai/config/SteveConfig.java b/src/main/java/com/steve/ai/config/SteveConfig.java index 8aaf2886..77ab535b 100644 --- a/src/main/java/com/steve/ai/config/SteveConfig.java +++ b/src/main/java/com/steve/ai/config/SteveConfig.java @@ -12,6 +12,7 @@ public class SteveConfig { public static final ForgeConfigSpec.ConfigValue OPENAI_BASE_URL; public static final ForgeConfigSpec.IntValue ACTION_TICK_DELAY; public static final ForgeConfigSpec.BooleanValue ENABLE_CHAT_RESPONSES; + public static final ForgeConfigSpec.BooleanValue CREATIVE_MODE; public static final ForgeConfigSpec.IntValue MAX_ACTIVE_STEVES; static { @@ -58,7 +59,11 @@ public class SteveConfig { ENABLE_CHAT_RESPONSES = builder .comment("Allow Steves to respond in chat") .define("enableChatResponses", true); - + + CREATIVE_MODE = builder + .comment("Creative mode - Steve has unlimited building materials (no mining needed)") + .define("creativeMode", true); + MAX_ACTIVE_STEVES = builder .comment("Maximum number of Steves that can be active simultaneously") .defineInRange("maxActiveSteves", 10, 1, 50); diff --git a/src/main/java/com/steve/ai/entity/SteveEntity.java b/src/main/java/com/steve/ai/entity/SteveEntity.java index c515d2f3..2bbcf4f4 100644 --- a/src/main/java/com/steve/ai/entity/SteveEntity.java +++ b/src/main/java/com/steve/ai/entity/SteveEntity.java @@ -3,11 +3,13 @@ import com.steve.ai.action.ActionExecutor; import com.steve.ai.memory.SteveMemory; import net.minecraft.nbt.CompoundTag; +import net.minecraft.nbt.ListTag; import net.minecraft.network.chat.Component; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.world.DifficultyInstance; +import net.minecraft.world.SimpleContainer; import net.minecraft.world.entity.*; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; @@ -15,8 +17,10 @@ import net.minecraft.world.entity.ai.goal.LookAtPlayerGoal; import net.minecraft.world.entity.ai.goal.RandomLookAroundGoal; import net.minecraft.world.entity.player.Player; +import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.level.ServerLevelAccessor; +import net.minecraft.world.level.block.Block; import org.jetbrains.annotations.Nullable; public class SteveEntity extends PathfinderMob { @@ -26,6 +30,7 @@ public class SteveEntity extends PathfinderMob { private String steveName; private SteveMemory memory; private ActionExecutor actionExecutor; + private SimpleContainer inventory; private int tickCounter = 0; private boolean isFlying = false; private boolean isInvulnerable = false; @@ -35,8 +40,9 @@ public SteveEntity(EntityType entityType, Level level) this.steveName = "Steve"; this.memory = new SteveMemory(this); this.actionExecutor = new ActionExecutor(this); + this.inventory = new SimpleContainer(36); // 36 slots like a player this.setCustomNameVisible(true); - + this.isInvulnerable = true; this.setInvulnerable(true); } @@ -89,14 +95,87 @@ public ActionExecutor getActionExecutor() { return this.actionExecutor; } + public SimpleContainer getInventory() { + return this.inventory; + } + + /** + * Add items to inventory. Returns the remainder that didn't fit. + */ + public ItemStack addItemToInventory(ItemStack stack) { + return this.inventory.addItem(stack); + } + + /** + * Check if inventory contains at least 'count' items of the given block type. + */ + public boolean hasBlock(Block block, int count) { + ItemStack target = new ItemStack(block.asItem()); + int total = 0; + for (int i = 0; i < inventory.getContainerSize(); i++) { + ItemStack slot = inventory.getItem(i); + if (ItemStack.isSameItemSameTags(slot, target)) { + total += slot.getCount(); + if (total >= count) return true; + } + } + return false; + } + + /** + * Get total count of a specific block item in inventory. + */ + public int getBlockCount(Block block) { + ItemStack target = new ItemStack(block.asItem()); + int total = 0; + for (int i = 0; i < inventory.getContainerSize(); i++) { + ItemStack slot = inventory.getItem(i); + if (ItemStack.isSameItemSameTags(slot, target)) { + total += slot.getCount(); + } + } + return total; + } + + /** + * Remove 'count' items of the given block from inventory. Returns true if successful. + */ + public boolean removeBlockFromInventory(Block block, int count) { + if (!hasBlock(block, count)) return false; + + ItemStack target = new ItemStack(block.asItem()); + int remaining = count; + for (int i = 0; i < inventory.getContainerSize() && remaining > 0; i++) { + ItemStack slot = inventory.getItem(i); + if (ItemStack.isSameItemSameTags(slot, target)) { + int take = Math.min(remaining, slot.getCount()); + slot.shrink(take); + remaining -= take; + } + } + return true; + } + @Override public void addAdditionalSaveData(CompoundTag tag) { super.addAdditionalSaveData(tag); tag.putString("SteveName", this.steveName); - + CompoundTag memoryTag = new CompoundTag(); this.memory.saveToNBT(memoryTag); tag.put("Memory", memoryTag); + + ListTag inventoryTag = new ListTag(); + for (int i = 0; i < inventory.getContainerSize(); i++) { + ItemStack stack = inventory.getItem(i); + if (!stack.isEmpty()) { + CompoundTag slotTag = new CompoundTag(); + slotTag.putByte("Slot", (byte) i); + stack.save(slotTag); + inventoryTag.add(slotTag); + } + } + tag.put("Inventory", inventoryTag); } @Override @@ -105,10 +184,22 @@ public void readAdditionalSaveData(CompoundTag tag) { if (tag.contains("SteveName")) { this.setSteveName(tag.getString("SteveName")); } - + if (tag.contains("Memory")) { this.memory.loadFromNBT(tag.getCompound("Memory")); } + + if (tag.contains("Inventory")) { + ListTag inventoryTag = tag.getList("Inventory", 10); + this.inventory = new SimpleContainer(36); + for (int i = 0; i < inventoryTag.size(); i++) { + CompoundTag slotTag = inventoryTag.getCompound(i); + int slot = slotTag.getByte("Slot") & 255; + if (slot < inventory.getContainerSize()) { + inventory.setItem(slot, ItemStack.of(slotTag)); + } + } + } } @Override @@ -130,6 +221,15 @@ public void sendChatMessage(String message) { @Override protected void dropCustomDeathLoot(net.minecraft.world.damagesource.DamageSource source, int looting, boolean recentlyHit) { super.dropCustomDeathLoot(source, looting, recentlyHit); + if (inventory != null) { + for (int i = 0; i < inventory.getContainerSize(); i++) { + ItemStack stack = inventory.getItem(i); + if (!stack.isEmpty()) { + this.spawnAtLocation(stack); + } + } + inventory.clearContent(); + } } public void setFlying(boolean flying) { diff --git a/src/main/java/com/steve/ai/llm/PromptBuilder.java b/src/main/java/com/steve/ai/llm/PromptBuilder.java index 7639d899..ecbaa53c 100644 --- a/src/main/java/com/steve/ai/llm/PromptBuilder.java +++ b/src/main/java/com/steve/ai/llm/PromptBuilder.java @@ -1,28 +1,37 @@ package com.steve.ai.llm; +import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; import com.steve.ai.memory.WorldKnowledge; import net.minecraft.core.BlockPos; +import net.minecraft.world.SimpleContainer; import net.minecraft.world.item.ItemStack; +import java.util.HashMap; import java.util.List; +import java.util.Map; public class PromptBuilder { public static String buildSystemPrompt() { + boolean creative = SteveConfig.CREATIVE_MODE.get(); + String materialRule = creative + ? "10. CREATIVE MODE: Unlimited materials. NEVER mine before building. Build directly." + : "10. SURVIVAL MODE: Steve has a 36-slot inventory. Mined blocks go into inventory. Building consumes from inventory. If inventory is empty, mine materials first before building."; + return """ You are a Minecraft AI agent. Respond ONLY with valid JSON, no extra text. - + FORMAT (strict JSON): {"reasoning": "brief thought", "plan": "action description", "tasks": [{"action": "type", "parameters": {...}}]} - + ACTIONS: - attack: {"target": "hostile"} (for any mob/monster) - build: {"structure": "house", "blocks": ["oak_planks", "cobblestone", "glass_pane"], "dimensions": [9, 6, 9]} - mine: {"block": "iron", "quantity": 8} (resources: iron, diamond, coal, gold, copper, redstone, emerald) - follow: {"player": "NAME"} - pathfind: {"x": 0, "y": 0, "z": 0} - + RULES: 1. ALWAYS use "hostile" for attack target (mobs, monsters, creatures) 2. STRUCTURE OPTIONS: house, oldhouse, powerplant, castle, tower, barn, modern @@ -33,29 +42,30 @@ public static String buildSystemPrompt() { 7. Keep reasoning under 15 words 8. COLLABORATIVE BUILDING: Multiple Steves can work on same structure simultaneously 9. MINING: Can mine any ore (iron, diamond, coal, etc) - + %s + EXAMPLES (copy these formats exactly): - + Input: "build a house" {"reasoning": "Building standard house near player", "plan": "Construct house", "tasks": [{"action": "build", "parameters": {"structure": "house", "blocks": ["oak_planks", "cobblestone", "glass_pane"], "dimensions": [9, 6, 9]}}]} - + Input: "get me iron" {"reasoning": "Mining iron ore for player", "plan": "Mine iron", "tasks": [{"action": "mine", "parameters": {"block": "iron", "quantity": 16}}]} - + Input: "find diamonds" {"reasoning": "Searching for diamond ore", "plan": "Mine diamonds", "tasks": [{"action": "mine", "parameters": {"block": "diamond", "quantity": 8}}]} - - Input: "kill mobs" + + Input: "kill mobs" {"reasoning": "Hunting hostile creatures", "plan": "Attack hostiles", "tasks": [{"action": "attack", "parameters": {"target": "hostile"}}]} - + Input: "murder creeper" {"reasoning": "Targeting creeper", "plan": "Attack creeper", "tasks": [{"action": "attack", "parameters": {"target": "creeper"}}]} - + Input: "follow me" {"reasoning": "Player needs me", "plan": "Follow player", "tasks": [{"action": "follow", "parameters": {"player": "USE_NEARBY_PLAYER_NAME"}}]} - + CRITICAL: Output ONLY valid JSON. No markdown, no explanations, no line breaks in JSON. - """; + """.formatted(materialRule); } public static String buildUserPrompt(SteveEntity steve, String command, WorldKnowledge worldKnowledge) { @@ -67,6 +77,11 @@ public static String buildUserPrompt(SteveEntity steve, String command, WorldKno prompt.append("Nearby Players: ").append(worldKnowledge.getNearbyPlayerNames()).append("\n"); prompt.append("Nearby Entities: ").append(worldKnowledge.getNearbyEntitiesSummary()).append("\n"); prompt.append("Nearby Blocks: ").append(worldKnowledge.getNearbyBlocksSummary()).append("\n"); + if (!SteveConfig.CREATIVE_MODE.get()) { + prompt.append("Inventory: ").append(formatInventory(steve)).append("\n"); + } else { + prompt.append("Inventory: [unlimited - creative mode]\n"); + } prompt.append("Biome: ").append(worldKnowledge.getBiomeName()).append("\n"); prompt.append("\n=== PLAYER COMMAND ===\n"); @@ -82,7 +97,27 @@ private static String formatPosition(BlockPos pos) { } private static String formatInventory(SteveEntity steve) { - return "[empty]"; + SimpleContainer inventory = steve.getInventory(); + Map itemCounts = new HashMap<>(); + + for (int i = 0; i < inventory.getContainerSize(); i++) { + ItemStack stack = inventory.getItem(i); + if (!stack.isEmpty()) { + String name = stack.getHoverName().getString(); + itemCounts.merge(name, stack.getCount(), Integer::sum); + } + } + + if (itemCounts.isEmpty()) { + return "[empty]"; + } + + StringBuilder sb = new StringBuilder(); + for (Map.Entry entry : itemCounts.entrySet()) { + if (sb.length() > 0) sb.append(", "); + sb.append(entry.getKey()).append(" x").append(entry.getValue()); + } + return sb.toString(); } } From f819462c54d2672dd29339c9492dee6c94750a9b Mon Sep 17 00:00:00 2001 From: LuZhong Date: Thu, 14 May 2026 22:00:44 +0800 Subject: [PATCH 08/31] docs: add available structures reference Co-Authored-By: Claude Opus 4.7 --- docs/08-structures.md | 55 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 55 insertions(+) create mode 100644 docs/08-structures.md diff --git a/docs/08-structures.md b/docs/08-structures.md new file mode 100644 index 00000000..26f469ea --- /dev/null +++ b/docs/08-structures.md @@ -0,0 +1,55 @@ +# 可建造结构 + +Steve 可以通过程序化生成以下结构。使用 `build` 命令指定结构类型。 + +## 结构列表 + +| 结构类型 | 别名 | 默认尺寸 | 材料 | 说明 | +|---------|------|---------|------|------| +| `house` | `home` | 9x6x9 | 橡木板、圆石、玻璃板 | 带窗户、门和金字塔屋顶的房屋 | +| `castle` | `catle`, `fort` | 14x10x14 | 石砖、圆石、玻璃板 | 带角楼、城垛和大门的城堡 | +| `tower` | — | 6x6x16 | 石砖、錾制石砖、玻璃板、深色橡木楼梯 | 带窗户和金字塔顶的塔楼 | +| `barn` | `shed` | 12x8x14 | 橡木板、橡木原木、云杉木板 | 带大门和尖顶的谷仓 | +| `modern` | `modern_house` | 9x6x9 | 石英块、平滑石头、玻璃、深色橡木板 | 大量玻璃的现代风格房屋 | +| `wall` | — | 用户指定 | 使用第一个材料 | 单层墙壁 | +| `platform` | — | 用户指定 | 使用第一个材料 | 平台/地板 | +| `box` | `cube` | 用户指定 | 使用第一个材料 | 实心方块 | + +## 使用方式 + +``` +build house +build castle +build tower +build barn +build modern +build wall +build platform +build box +``` + +## 材料说明 + +- `house` — 地板用材料1,墙壁用材料2,屋顶用材料3,窗户固定为玻璃板,门固定为橡木门 +- `castle` — 固定使用石砖(地板)、圆石(墙壁)、玻璃板(窗户) +- `tower` — 固定使用石砖、錾制石砖、玻璃板、深色橡木楼梯 +- `barn` — 固定使用橡木板、橡木原木、云杉木板 +- `modern` — 固定使用石英块、平滑石头、玻璃、深色橡木板 +- `wall`/`platform`/`box` — 使用用户指定的材料 + +## 自定义尺寸 + +``` +build house with dimensions 12x8x12 +build castle with width 20 height 15 depth 20 +``` + +默认尺寸为程序化生成的推荐值。NBT 模板(house, oldhouse, powerplant)使用自动尺寸。 + +## NBT 模板 + +除程序化生成外,还支持从 NBT 模板文件加载结构: + +- 放置 `.nbt` 文件到 `structures/` 目录 +- 文件名即为结构名(如 `house.nbt`) +- 优先使用 NBT 模板,找不到时回退到程序化生成 From 618eb1cb27d2bf31bcb5696e243c8dd98e575d47 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 17 May 2026 14:22:30 +0800 Subject: [PATCH 09/31] docs: reorganize documentation structure - Add SteveGUI implementation guide (09-steve-gui.md) - Add WorldKnowledge system documentation (10-world-knowledge.md) - Move construction-related docs to hackathon/ subdirectory - Update README.md with new documentation structure - Remove obsolete road implementation doc (12-road-implementation.md) Co-Authored-By: Claude Opus 4.7 --- docs/09-steve-gui.md | 254 ++++++++++++++++++ docs/10-world-knowledge.md | 209 ++++++++++++++ docs/12-road-implementation.md | 180 ------------- docs/README.md | 12 +- .../01-construction-site.md} | 0 .../02-road-construction.md} | 0 6 files changed, 474 insertions(+), 181 deletions(-) create mode 100644 docs/09-steve-gui.md create mode 100644 docs/10-world-knowledge.md delete mode 100644 docs/12-road-implementation.md rename docs/{10-construction-site.md => hackathon/01-construction-site.md} (100%) rename docs/{11-road-construction.md => hackathon/02-road-construction.md} (100%) diff --git a/docs/09-steve-gui.md b/docs/09-steve-gui.md new file mode 100644 index 00000000..199617d6 --- /dev/null +++ b/docs/09-steve-gui.md @@ -0,0 +1,254 @@ +# SteveGUI - 侧边栏聊天界面 + +## 概述 + +SteveGUI 是一个用于与 Steve 智能体交互的侧边栏聊天面板,灵感来自 Cursor 的 composer UI。它从屏幕右侧滑入/滑出,带有平滑动画效果。 + +## 架构设计 + +``` +SteveGUI (静态类) +├── 渲染层 (onRenderOverlay) +│ ├── 面板背景和边框 +│ ├── 头部 ("Steve AI") +│ ├── 消息历史 (可滚动) +│ │ ├── 用户气泡 (绿色,右对齐) +│ │ ├── Steve 气泡 (蓝色,左对齐) +│ │ └── 系统气泡 (橙色,左对齐) +│ └── 输入区域 (EditBox) +├── 输入处理 +│ ├── 按键 (Enter, Escape, 方向键) +│ ├── 字符输入 +│ ├── 鼠标点击 +│ └── 鼠标滚轮 +└── 命令处理 + ├── spawn <名称> → 创建新的 Steve + └── <目标> <命令> → 发送给特定 Steve +``` + +## 核心设计决策 + +### 1. 静态状态管理 + +所有状态都是静态的,无需实例化: + +```java +private static boolean isOpen = false; +private static float slideOffset = PANEL_WIDTH; +private static EditBox inputBox; +private static List messages = new ArrayList<>(); +private static int scrollOffset = 0; +``` + +**原因**:GUI 是单例覆盖层,使用静态变量避免传递实例。 + +### 2. 动画系统 + +使用偏移量插值实现平滑滑动动画: + +```java +if (isOpen && slideOffset > 0) { + slideOffset = Math.max(0, slideOffset - ANIMATION_SPEED); +} else if (!isOpen && slideOffset < PANEL_WIDTH) { + slideOffset = Math.min(PANEL_WIDTH, slideOffset + ANIMATION_SPEED); +} + +int panelX = (int) (screenWidth - PANEL_WIDTH + slideOffset); +``` + +- `ANIMATION_SPEED = 20` 每帧像素数 +- 面板从 `PANEL_WIDTH`(隐藏)滑动到 `0`(显示) +- 当 `slideOffset >= PANEL_WIDTH` 时跳过渲染 + +### 3. 消息气泡系统 + +三种不同样式的气泡: + +| 类型 | 颜色 | 对齐方式 | 用途 | +|------|------|----------|------| +| 用户 | 绿色 (`0xC04CAF50`) | 右对齐 | 玩家命令 | +| Steve | 蓝色 (`0xC02196F3`) | 左对齐 | 智能体回复 | +| 系统 | 橙色 (`0xC0FF9800`) | 左对齐 | 状态消息 | + +每个消息存储: +```java +private static class ChatMessage { + String sender; // 显示名称 + String text; // 消息内容 + int bubbleColor; // ARGB 颜色值 + boolean isUser; // 对齐标志 +} +``` + +### 4. 滚动实现 + +从底部向上渲染,带滚动偏移: + +```java +// 从底部开始 +int currentY = messageAreaBottom - 5; + +for (int i = messages.size() - 1; i >= 0; i--) { + int msgY = currentY - bubbleHeight + scrollOffset; + + // 跳过可见区域外的消息 + if (msgY + bubbleHeight < messageAreaTop - 20 || msgY > messageAreaBottom + 20) { + currentY -= bubbleHeight + 5; + continue; + } + + // 渲染气泡... + currentY -= bubbleHeight + 5 + 12; // 为发送者名称留出空间 +} +``` + +- 消息从下往上渲染(最新消息在底部) +- `scrollOffset` 垂直偏移所有消息 +- 裁剪区域防止溢出 + +### 5. 目标解析 + +智能命令路由到特定 Steve: + +```java +// "all steves build a house" → 发送给所有人 +// "Steve build a house" → 发送给 Steve +// "Steve, Alex build together" → 发送给两者 +``` + +解析逻辑: +1. 检查 "all"、"everyone"、"everybody" 前缀 +2. 按逗号分割实现多目标 +3. 将第一个单词与可用 Steve 名称匹配 +4. 如果没有匹配,默认发送给第一个可用的 Steve + +## 渲染流程 + +``` +RenderGuiOverlayEvent.Post + │ + ├─ 更新动画偏移量 + │ + ├─ 如果隐藏则跳过 (slideOffset >= PANEL_WIDTH) + │ + ├─ 启用混合模式 + │ + ├─ 绘制面板背景 (fillGradient) + │ └─ 超透明: 0x15202020 (~8% 不透明度) + │ + ├─ 绘制左侧边框 + │ + ├─ 绘制头部 + │ └─ "Steve AI" + "按 K 关闭" + │ + ├─ 计算消息区域边界 + │ └─ 顶部: headerHeight + 5 + │ └─ 底部: screenHeight - 80 + │ + ├─ 启用裁剪 (限制在消息区域内) + │ + ├─ 从下往上渲染消息 + │ ├─ 计算气泡尺寸 + │ ├─ 应用滚动偏移 + │ ├─ 跳过可见边界外的消息 + │ └─ 绘制气泡 + 发送者名称 + │ + ├─ 禁用裁剪 + │ + ├─ 绘制滚动条 (如果需要) + │ + ├─ 绘制输入区域背景 + │ + ├─ 渲染 EditBox + │ + └─ 绘制帮助文本 +``` + +## 输入处理 + +### 按键绑定 + +| 按键 | 动作 | +|------|------| +| K | 切换面板 | +| ESC | 关闭面板 | +| Enter | 发送命令 | +| ↑ | 上一条命令 (历史) | +| ↓ | 下一条命令 (历史) | +| Backspace/Delete | 编辑输入 | +| Home/End | 导航输入框 | +| Left/Right | 移动光标 | + +### 事件消费 + +面板打开时消费所有键盘事件: + +```java +return true; // 输入时阻止游戏控制 +``` + +## 集成接口 + +### 与 SteveMod 集成 + +```java +// 获取所有活跃的 Steve +var steves = SteveMod.getSteveManager().getAllSteves(); + +// 通过网络发送命令 +mc.player.connection.sendCommand("steve tell " + steveName + " " + command); +``` + +### 与 SteveOverlayScreen 集成 + +创建屏幕实例用于输入焦点管理: + +```java +if (isOpen) { + mc.setScreen(new SteveOverlayScreen()); + inputBox.setFocused(true); +} +``` + +## 配置常量 + +| 常量 | 值 | 用途 | +|------|-----|------| +| `PANEL_WIDTH` | 200px | 面板宽度 | +| `PANEL_PADDING` | 6px | 内边距 | +| `ANIMATION_SPEED` | 20px/帧 | 滑动速度 | +| `MESSAGE_HEIGHT` | 12px | 文本行高 | +| `MAX_MESSAGES` | 500 | 历史记录限制 | +| `BACKGROUND_COLOR` | `0x15202020` | ~8% 不透明度黑色 | +| `BORDER_COLOR` | `0x40404040` | 25% 不透明度灰色 | +| `HEADER_COLOR` | `0x25252525` | ~15% 不透明度黑色 | + +## 已知限制 + +1. **自动换行**:目前使用 "..." 截断,而非真正的换行 +2. **文本格式**:不支持 markdown 或富文本 +3. **消息持久化**:退出世界时消息丢失 +4. **输入历史**:限制为 50 条命令 +5. **性能**:每帧重新计算完整消息列表 + +## 使用示例 + +``` +# 打开面板 +按 K + +# 生成新的 Steve +spawn Builder + +# 给默认 Steve 发送命令 +build a house here + +# 给特定 Steve 发送命令 +Steve dig a hole + +# 给多个 Steve 发送命令 +Steve, Alex gather wood + +# 给所有 Steve 发送命令 +all steves follow me +``` diff --git a/docs/10-world-knowledge.md b/docs/10-world-knowledge.md new file mode 100644 index 00000000..3d9532a6 --- /dev/null +++ b/docs/10-world-knowledge.md @@ -0,0 +1,209 @@ +# WorldKnowledge - 世界感知系统 + +## 概述 + +WorldKnowledge 是 Steve 智能体的环境感知模块,负责扫描周围世界并提取关键信息,包括生物群系、方块分布和附近实体。这些信息为 LLM 决策提供环境上下文。 + +## 架构设计 + +``` +WorldKnowledge +├── 生物群系扫描 (scanBiome) +│ └── 获取当前位置的生物群系名称 +├── 方块扫描 (scanBlocks) +│ └── 统计扫描半径内的方块类型和数量 +├── 实体扫描 (scanEntities) +│ └── 获取扫描范围内的所有实体 +└── 摘要生成 + ├── getNearbyBlocksSummary() → 前5种方块 + ├── getNearbyEntitiesSummary() → 前5种实体 + └── getNearbyPlayerNames() → 附近玩家列表 +``` + +## 核心设计决策 + +### 1. 构造时扫描 + +在创建时立即执行完整扫描: + +```java +public WorldKnowledge(SteveEntity steve) { + this.steve = steve; + scan(); // 立即扫描 +} +``` + +**原因**:确保获取的是当前时刻的环境快照,避免过时数据。 + +### 2. 采样式扫描 + +使用步长为 2 的采样,而非逐方块扫描: + +```java +for (int x = -scanRadius; x <= scanRadius; x += 2) { + for (int y = -scanRadius; y <= scanRadius; y += 2) { + for (int z = -scanRadius; z <= scanRadius; z += 2) { + // 每隔一个方块采样 + } + } +} +``` + +**原因**: +- 扫描半径 16 格,完整扫描需检查 33³ = 35,937 个方块 +- 采样后仅需检查约 17³ = 4,913 个方块(减少 86%) +- 牺牲少量精度换取大幅性能提升 + +### 3. 过滤空气方块 + +排除三种空气类型: + +```java +if (block != Blocks.AIR && block != Blocks.CAVE_AIR && block != Blocks.VOID_AIR) { + nearbyBlocks.put(block, nearbyBlocks.getOrDefault(block, 0) + 1); +} +``` + +**原因**:空气占绝大多数,过滤后仅保留有意义的方块。 + +### 4. 排序摘要 + +摘要按数量降序排列,限制返回前 5 项: + +```java +List> sorted = nearbyBlocks.entrySet().stream() + .sorted((a, b) -> b.getValue().compareTo(a.getValue())) + .limit(5) + .toList(); +``` + +**原因**:LLM 上下文窗口有限,优先展示最重要的环境信息。 + +## 扫描参数 + +| 参数 | 值 | 说明 | +|------|-----|------| +| `scanRadius` | 16 | 扫描半径(格) | +| 采样步长 | 2 | 每隔 2 格采样一次 | +| 方块摘要 | 前 5 种 | 按数量排序 | +| 实体摘要 | 前 5 种 | 按类型分组 | + +## 扫描流程 + +``` +构造 WorldKnowledge + │ + ├─ scanBiome() + │ ├─ 获取当前位置 BlockPos + │ ├─ 从 Level 获取 Biome 对象 + │ ├─ 从注册表获取 BiomeKey + │ └─ 提取路径名称 (如 "plains", "desert") + │ + ├─ scanBlocks() + │ ├─ 创建空 HashMap + │ ├─ 遍历 16x16x16 区域 (步长2) + │ ├─ 过滤空气方块 + │ └─ 统计每种方块数量 + │ + └─ scanEntities() + ├─ 创建膨胀 16 格的 AABB + └─ 获取区域内所有实体 +``` + +## 数据结构 + +### 方块统计 + +```java +Map nearbyBlocks +// 示例: {STONE=120, DIRT=85, GRASS_BLOCK=42, OAK_LOG=15, COAL_ORE=8} +``` + +### 实体列表 + +```java +List nearbyEntities +// 示例: [Player, Zombie, Cow, Sheep, Creeper] +``` + +## 摘要输出格式 + +### 方块摘要 + +``` +"石头, 泥土, 草方块, 橡木原木, 煤矿石" +``` + +- 仅显示方块名称,不含数量 +- 按数量降序排列 +- 最多 5 种 + +### 实体摘要 + +``` +"2 Zombie, 1 Cow, 1 Sheep, 1 Creeper" +``` + +- 格式:`数量 实体类型` +- 按类型分组计数 +- 最多 5 种 + +### 玩家名称 + +``` +"Steve, Alex" +``` + +- 仅包含 Player 类型实体 +- 逗号分隔 +- 无玩家时返回 "none" + +## 性能分析 + +### 时间复杂度 + +| 操作 | 复杂度 | 说明 | +|------|--------|------| +| scanBiome | O(1) | 单次查表 | +| scanBlocks | O(n³) | n = scanRadius/2 = 8,约 512 次迭代 | +| scanEntities | O(m) | m = 区域内实体数 | + +### 空间复杂度 + +| 数据结构 | 大小 | 说明 | +|----------|------|------| +| nearbyBlocks | ≤ 扫描方块种类数 | 通常 < 50 | +| nearbyEntities | 区域内实体数 | 通常 < 100 | + +## 与 LLM 集成 + +WorldKnowledge 的数据通常用于构建 LLM 提示的环境部分: + +```java +String prompt = String.format( + "你在 %s 生物群系。" + + "附近有: %s。" + + "附近实体: %s。" + + "附近玩家: %s。", + worldKnowledge.getBiomeName(), + worldKnowledge.getNearbyBlocksSummary(), + worldKnowledge.getNearbyEntitiesSummary(), + worldKnowledge.getNearbyPlayerNames() +); +``` + +## 已知限制 + +1. **静态快照**:创建后不自动更新,需要重新创建实例 +2. **采样精度**:步长 2 可能遗漏稀有方块 +3. **无高度优先**:垂直方向与水平方向同等采样密度 +4. **实体过滤**:返回所有实体,未区分友好/敌对 +5. **无方块状态**:仅记录方块类型,不包含状态(如红石信号) + +## 扩展建议 + +1. **增量更新**:添加 `refresh()` 方法,仅扫描变化区域 +2. **实体分类**:分离友好实体、敌对实体、中立实体 +3. **危险检测**:标记岩浆、悬崖等危险区域 +4. **资源定位**:记录特定资源的精确位置 +5. **高度图**:生成地形高度概览 diff --git a/docs/12-road-implementation.md b/docs/12-road-implementation.md deleted file mode 100644 index 32f4ba77..00000000 --- a/docs/12-road-implementation.md +++ /dev/null @@ -1,180 +0,0 @@ -# 公路施工 - Minecraft 实现方案 - -## 1. 项目现状 - -### 1.1 已有能力 - -| 组件 | 实现 | -|------|------| -| BuildStructureAction | 按方块序列逐块放置,支持协作 | -| StructureGenerators | 8 种建筑类型 (house, castle, tower, wall, platform, barn, modern, box) | -| CollaborativeBuildManager | 4 象限空间分割协作 | -| AgentStateMachine | IDLE→PLANNING→EXECUTING→COMPLETED 状态机 | -| TaskPlanner | LLM 异步任务规划 | - -### 1.2 缺失功能 - -| 功能 | 状态 | -|------|------| -| AgentRole 枚举 | 仅文档存在 | -| MaterialWarehouse | 仅文档存在 | -| TransportMaterialAction | 仅文档存在 | -| 线性结构生成器 | 无 | -| 地形平整逻辑 | 仅检测,无平整 | - -## 2. 实现方案 - -### 2.1 新增文件 - -``` -src/main/java/com/steve/ai/ -├── entity/ -│ └── AgentRole.java # 角色枚举 -├── inventory/ -│ ├── MaterialWarehouse.java # 材料仓库 -│ └── WarehouseManager.java # 全局仓库管理 -├── structure/ -│ └── RoadStructureGenerator.java # 道路生成器 -└── action/actions/ - ├── TransportMaterialAction.java # 材料运输 - ├── TerrainLevelingAction.java # 地形平整 - └── BuildRoadAction.java # 道路建造 -``` - -### 2.2 修改文件 - -| 文件 | 修改内容 | -|------|---------| -| `SteveEntity.java` | 添加 `AgentRole role` 字段 | -| `StructureGenerators.java` | 添加 `road`/`highway` 类型 | -| `CoreActionsPlugin.java` | 注册 `road`、`transport`、`leveling` 动作 | -| `SteveCommands.java` | 添加 `/steve assign`、`/steve warehouse` 命令 | - -## 3. 核心组件设计 - -### 3.1 AgentRole 枚举 - -```java -public enum AgentRole { - MINER, // 矿工:采矿、采集原料 - CARRIER, // 搬运工:运输材料 - BUILDER, // 建筑工:执行建造 - UNASSIGNED // 默认:无角色 -} -``` - -### 3.2 MaterialWarehouse - -```java -public class MaterialWarehouse { - BlockPos location; - Map inventory; - - int deposit(Block block, int count); - int withdraw(Block block, int count); - boolean has(Block block, int count); -} -``` - -### 3.3 RoadStructureGenerator - -道路分层结构: - -``` -┌─────────────────────────────────────┐ -│ 路面 (Surface) │ ← 可配置 (默认 cobblestone) -├─────────────────────────────────────┤ -│ 基层 (Base) │ ← cobblestone, 深 1 格 -├─────────────────────────────────────┤ -│ 底基层 (Subbase) │ ← gravel, 深 1 格 -├─────────────────────────────────────┤ -│ 路基 (Subgrade) │ ← dirt, 深 2 格 -└─────────────────────────────────────┘ - ▼ 向下挖 -``` - -**参数:** -- 道路宽度:5 格 -- 每段长度:16 格 -- 总深度:5 格 - -## 4. 施工流程 - -```mermaid -flowchart TD - A[用户: 修一条公路从 A 到 B] --> B[TaskPlanner 解析指令] - B --> C[角色分配] - C --> D[矿工采矿] - C --> E[搬运工运输] - C --> F[建筑工平整地形] - D --> G[材料入库] - E --> G - G --> H[BuildRoadAction 建造道路] - H --> I[多 Steve 协作分段施工] - I --> J[完成] -``` - -### 4.1 指令示例 - -```bash -# 简单指令 -/steve tell builder1 修一条公路从 100,64,200 到 200,64,200 - -# 完整流程 -/steve assign miner1 MINER -/steve assign carrier1 CARRIER -/steve assign builder1 BUILDER -/steve warehouse create main 100,64,195 -/steve tell miner1 采集 500 圆石 -/steve tell carrier1 运输 圆石 从 miner1 到 main 仓库 -/steve tell builder1 在 100,64,200 到 200,64,200 之间修一条公路 -``` - -## 5. 实施顺序 - -| Phase | 内容 | 文件 | -|-------|------|------| -| 1 | 基础设施 | AgentRole.java, MaterialWarehouse.java, WarehouseManager.java | -| 2 | 道路生成 | RoadStructureGenerator.java | -| 3 | 新动作 | TransportMaterialAction.java, TerrainLevelingAction.java, BuildRoadAction.java | -| 4 | 集成 | 修改 SteveEntity, CoreActionsPlugin, SteveCommands | -| 5 | 测试 | 验证各功能 | - -## 6. 验证测试 - -```bash -# 1. 单 Agent 道路建造 -/steve tell steve1 修一条公路从 100,64,200 到 116,64,200 - -# 2. 多 Agent 协作 -/steve assign miner1 MINER -/steve assign builder1 BUILDER -/steve tell miner1 采集 200 圆石 -/steve tell builder1 在 100,64,200 到 200,64,200 之间修一条公路 - -# 3. 检查日志 -# 期望看到: "Road construction completed!" -``` - -## 7. 技术要点 - -### 7.1 分段施工 - -RoadStructureGenerator 将道路分成 16 格一段,每段独立建造,支持: -- 多 Steve 并行处理不同段 -- 单 Steve 逐段建造 - -### 7.2 协作建造 - -BuildRoadAction 使用 CollaborativeBuildManager: -- 自动分配象限 -- 多 Steve 同时放置不同方块 -- 进度跟踪 - -### 7.3 材料供应链 - -``` -矿工 → 材料入库 → 搬运工运输 → 仓库 → 建筑工取料 → 建造 -``` - -MaterialWarehouse 作为中央存储,搬运工负责在各节点间运输。 diff --git a/docs/README.md b/docs/README.md index 0fd47e0d..2a5187fa 100644 --- a/docs/README.md +++ b/docs/README.md @@ -1,6 +1,6 @@ # Steve AI 文档 -## 章节 +## 核心文档 1. [概述](00-overview.md) - 项目介绍、快速开始 2. [核心架构](01-architecture.md) - 整体结构、核心组件 @@ -10,3 +10,13 @@ 6. [代码执行引擎](05-code-execution.md) - GraalVM、SteveAPI 7. [记忆系统](06-memory.md) - 对话历史、世界状态 8. [配置参考](07-config.md) - 配置文件、技术栈 +9. [可用结构](08-structures.md) - Minecraft 结构参考 +10. [Steve GUI](09-steve-gui.md) - 侧边栏聊天界面实现 +11. [世界感知](10-world-knowledge.md) - 环境扫描与感知系统 + +## 黑客马拉松项目 + +黑客马拉松期间开发的施工系统相关文档: + +1. [施工无人工地](hackathon/01-construction-site.md) - 多工种施工系统设计 +2. [道路施工](hackathon/02-road-construction.md) - 道路建设系统设计 diff --git a/docs/10-construction-site.md b/docs/hackathon/01-construction-site.md similarity index 100% rename from docs/10-construction-site.md rename to docs/hackathon/01-construction-site.md diff --git a/docs/11-road-construction.md b/docs/hackathon/02-road-construction.md similarity index 100% rename from docs/11-road-construction.md rename to docs/hackathon/02-road-construction.md From fdd77f0fa7d6c234597e51829849701b1b943f5b Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 17 May 2026 14:50:09 +0800 Subject: [PATCH 10/31] docs: add Chinese technical deep dive document Add comprehensive technical documentation covering: - System architecture and data flow - LLM integration with retry logic - Multi-agent coordination system - Procedural structure generation - World knowledge and environment scanning - Action execution system - Resume-ready technical highlights Co-Authored-By: Claude Opus 4.7 --- TECHNICAL_DEEP_DIVE_CN.md | 2198 +++++++++++++++++++++++++++++++++++++ 1 file changed, 2198 insertions(+) create mode 100644 TECHNICAL_DEEP_DIVE_CN.md diff --git a/TECHNICAL_DEEP_DIVE_CN.md b/TECHNICAL_DEEP_DIVE_CN.md new file mode 100644 index 00000000..3d4ccca2 --- /dev/null +++ b/TECHNICAL_DEEP_DIVE_CN.md @@ -0,0 +1,2198 @@ +# Steve AI - 完整技术深度解析 + +**日期**: 2025年11月 +**项目**: Steve AI - LLM驱动的Minecraft自主代理 +**仓库**: https://github.com/YuvDwi/Steve + +--- + +## 目录 + +1. [摘要 - 通俗解释](#摘要---通俗解释) +2. [高层概览](#高层概览) +3. [详细底层技术解析](#详细底层技术解析) +4. [复杂实现亮点](#复杂实现亮点) +5. [简历影响力陈述](#简历影响力陈述) + +--- + +## 摘要 - 通俗解释 + +### 这是什么? + +Steve 是 **"Minecraft版的Cursor"** - 一个与你一起玩游戏的AI伙伴。你不需要输入Minecraft命令,只需按下 `K` 键,输入自然语言如"给我建一座城堡"或"挖20个钻石",AI代理就会自主执行这些任务。 + +### 魔法之处 + +- **自然语言 → 动作**: 输入"给我弄点铁" → 代理导航到地下,找到铁矿,挖掘它,返回 +- **多代理协调**: 告诉3个代理"建一座房子" → 它们自动分配工作,不会冲突,并行建造 +- **实时学习**: 代理观察周围世界(方块、实体、生物群系)并做出上下文感知的决策 + +### 为什么很酷 + +1. **首个具身AI游戏助手** - 不只是聊天机器人,而是一个能导航、建造、战斗和探索的物理实体 +2. **真正的多代理协作** - 多个代理在同一结构上工作,使用空间分区避免冲突 +3. **零脚本要求** - 不需要命令方块,不需要mod配置,只需plain English +4. **下一代游戏AI的概念验证** - 展示AI可以是你的队友,而不仅仅是NPC + +### 一句话技术成就 + +构建了一个生产级的代理AI系统,具有LLM驱动的自然语言理解、实时世界感知、程序化结构生成和无锁多代理协调——全部集成到Minecraft的游戏循环中,零外部依赖。 + +--- + +## 高层概览 + +### 系统架构 + +``` +┌─────────────────────────────────────────────────────────────────┐ +│ 用户界面 │ +│ • Cursor风格的滑动面板GUI (按K键) │ +│ • Minecraft聊天命令 (/steve spawn, /steve tell) │ +└──────────────────────────┬──────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────┐ +│ 自然语言输入 │ +│ "在我附近建一座城堡" │ +└──────────────────────────┬──────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────┐ +│ 任务规划器 │ +│ ┌──────────────────────────────────────────────────────────┐ │ +│ │ 1. WorldKnowledge扫描环境(16格半径) │ │ +│ │ 2. PromptBuilder创建上下文丰富的提示词 │ │ +│ │ 3. LLM客户端(Groq/OpenAI/Gemini)返回JSON │ │ +│ │ 4. ResponseParser提取结构化任务 │ │ +│ └──────────────────────────────────────────────────────────┘ │ +└──────────────────────────┬──────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────┐ +│ 结构化任务队列 │ +│ [ │ +│ {action: "build", params: {structure: "castle", ...}}, │ +│ {action: "mine", params: {block: "iron", quantity: 20}} │ +│ ] │ +└──────────────────────────┬──────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────┐ +│ 动作执行器 │ +│ • 管理任务队列 │ +│ • 创建动作实例(BaseAction子类) │ +│ • 每个游戏tick执行动作(50ms) │ +│ • 处理失败和重新规划 │ +└──────────────────────────┬──────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────┐ +│ 动作层 │ +│ ┌────────────┬────────────┬────────────┬────────────┐ │ +│ │BuildAction │MineAction │CombatAction│PathfindAct │ │ +│ └────────────┴────────────┴────────────┴────────────┘ │ +│ 每个动作: │ +│ • onStart(): 初始化(查找位置,设置状态) │ +│ • onTick(): 增量执行(每tick放置1个方块) │ +│ • onCancel(): 清理(禁用飞行,清除导航) │ +└──────────────────────────┬──────────────────────────────────────┘ + │ + ▼ +┌─────────────────────────────────────────────────────────────────┐ +│ MINECRAFT游戏引擎集成 │ +│ • 通过level.setBlock()放置方块 │ +│ • 通过PathfinderMob实现实体导航 │ +│ • 通过doHurtTarget()进行战斗 │ +│ • 通过level.getBlockState()查询世界 │ +└─────────────────────────────────────────────────────────────────┘ +``` + +### 核心技术 + +| 组件 | 技术 | 用途 | +|------|------|------| +| **平台** | Minecraft Forge 1.20.1 | Minecraft Java的mod框架 | +| **语言** | Java 17 | 主要实现语言 | +| **AI提供商** | Groq, OpenAI, Gemini | 自然语言的LLM推理 | +| **架构** | 自定义代理循环 | 受ReAct启发(推理 → 行动 → 观察) | +| **并发** | ConcurrentHashMap, AtomicInteger | 无锁多代理协调 | +| **序列化** | Minecraft NBT | 内存持久化,结构模板 | +| **网络** | Java 11+ HttpClient | 与LLM提供商的API通信 | +| **JSON解析** | Gson(Minecraft内置) | LLM响应解析 | + +### 数据流示例:"建一座房子" + +1. **用户输入**: 玩家按下 `K`,输入"建一座房子",按回车 +2. **GUI处理器** (`SteveGUI.java`): 发送命令到ActionExecutor +3. **世界扫描** (`WorldKnowledge.java`): 扫描16格半径 + - 附近方块: grass, dirt, oak_log, stone + - 附近实体: 1个玩家(Steve), 2只羊 + - 生物群系: plains + - Steve位置: [100, 64, 200] +4. **提示词构建** (`PromptBuilder.java`): + ``` + === 你的情况 === + 位置: [100, 64, 200] + 附近玩家: Steve + 附近实体: 2只羊 + 附近方块: grass, dirt, oak_log, stone + 生物群系: plains + + === 玩家命令 === + "建一座房子" + ``` +5. **LLM推理** (`GroqClient.java`): 发送到Groq API + - 模型: llama-3.1-8b-instant + - 响应时间: ~500ms +6. **LLM响应**: + ```json + { + "reasoning": "在附近建造标准房子", + "plan": "建造房子", + "tasks": [{ + "action": "build", + "parameters": { + "structure": "house", + "blocks": ["oak_planks", "cobblestone", "glass_pane"], + "dimensions": [9, 6, 9] + } + }] + } + ``` +7. **响应解析** (`ResponseParser.java`): 提取任务对象 +8. **任务执行** (`BuildStructureAction.java`): + - 找到玩家朝向 + - 计算建造位置(玩家前方12格) + - 找到地面高度(上下扫描固体表面) + - 生成9x6x9的房子,使用程序化算法 + - 注册协作建造(允许其他代理加入) + - 启用飞行模式(setFlying(true)) + - 增量放置方块(每tick 1个方块) + - 渲染粒子效果和播放音效 + - 距离>5格时传送到下一个方块位置 +9. **多代理协调** (`CollaborativeBuildManager.java`): + - 如果另一个Steve在建造过程中启动"建一座房子": + - 加入现有建造而不是创建新的 + - 被分配到一个象限(NW, NE, SW, SE) + - 在其象限内从下到上建造 + - 原子性方块声明防止冲突 +10. **完成**: 结构建造完成,代理报告"协作建造完成!" + +--- + +## 详细底层技术解析 + +### 1. 实体系统 (`SteveEntity.java`) + +Steve代理是扩展自 `PathfinderMob` 的自定义Minecraft实体。 + +**核心特性**: +- **无敌性**: 代理对所有伤害源永久无敌 + ```java + @Override + public boolean isInvulnerableTo(DamageSource source) { + return true; // 免疫所有伤害 + } + ``` +- **飞行机制**: 建造时的动态重力控制 + ```java + public void setFlying(boolean flying) { + this.isFlying = flying; + this.setNoGravity(flying); // 飞行时禁用重力 + this.setInvulnerable(flying); + } + + @Override + public void travel(Vec3 travelVector) { + if (this.isFlying && this.getNavigation().isInProgress()) { + super.travel(travelVector); + // 添加微小上升力防止下落 + this.setDeltaMovement(this.getDeltaMovement().add(0, 0.05, 0)); + } else { + super.travel(travelVector); + } + } + ``` +- **持久化内存**: 世界保存时保存到NBT标签 + ```java + @Override + public void addAdditionalSaveData(CompoundTag tag) { + super.addAdditionalSaveData(tag); + tag.putString("SteveName", this.steveName); + + CompoundTag memoryTag = new CompoundTag(); + this.memory.saveToNBT(memoryTag); + tag.put("Memory", memoryTag); + } + ``` +- **基于Tick的执行**: 每个服务器tick运行动作执行器(50ms) + ```java + @Override + public void tick() { + super.tick(); + if (!this.level().isClientSide) { // 仅服务端 + actionExecutor.tick(); + } + } + ``` + +**属性**: +- 生命值: 20 HP(永不减少) +- 移动速度: 0.25(与玩家步行相同) +- 攻击伤害: 8 HP(高伤害战斗) +- 跟随范围: 48格(可从远处检测目标) + +### 2. AI集成层 + +#### 2.1 LLM客户端架构 + +三个具有相同接口的客户端实现: + +**OpenAIClient.java** - 带重试逻辑的全功能客户端: +```java +public String sendRequest(String systemPrompt, String userPrompt) { + // 指数退避重试逻辑 + for (int attempt = 0; attempt < MAX_RETRIES; attempt++) { + try { + HttpResponse response = client.send(request, ...); + + if (response.statusCode() == 200) { + return parseResponse(response.body()); + } + + // 在速率限制(429)或服务器错误(5xx)时重试 + if (response.statusCode() == 429 || response.statusCode() >= 500) { + if (attempt < MAX_RETRIES - 1) { + int delayMs = INITIAL_RETRY_DELAY_MS * (int) Math.pow(2, attempt); + Thread.sleep(delayMs); // 1s, 2s, 4s + continue; + } + } + + return null; // 不可重试的错误 + } catch (Exception e) { + // 网络错误也重试 + } + } +} +``` + +**GroqClient.java** - 为速度优化: +```java +// 使用llama-3.1-8b-instant模型 +requestBody.addProperty("model", "llama-3.1-8b-instant"); +requestBody.addProperty("max_tokens", 500); // 保持较短以获得0.5-2s响应 +requestBody.addProperty("temperature", 0.7); + +// 无重试逻辑 - 快速失败(Groq比Gemini快20-50倍) +// 响应时间: ~500ms vs Gemini的10-30s +``` + +**提供商回退**: +```java +private String getAIResponse(String provider, String systemPrompt, String userPrompt) { + String response = switch (provider) { + case "groq" -> groqClient.sendRequest(systemPrompt, userPrompt); + case "gemini" -> geminiClient.sendRequest(systemPrompt, userPrompt); + case "openai" -> openAIClient.sendRequest(systemPrompt, userPrompt); + default -> groqClient.sendRequest(systemPrompt, userPrompt); + }; + + // 主提供商失败时回退到Groq + if (response == null && !provider.equals("groq")) { + response = groqClient.sendRequest(systemPrompt, userPrompt); + } + + return response; +} +``` + +#### 2.2 提示词工程 (`PromptBuilder.java`) + +**系统提示词** - 严格的JSON输出格式: +``` +你是一个Minecraft AI代理。只用有效的JSON响应,不要额外文本。 + +格式(严格JSON): +{"reasoning": "简短想法", "plan": "动作描述", "tasks": [...]} + +动作: +- attack: {"target": "hostile"} +- build: {"structure": "house", "blocks": ["oak_planks"], "dimensions": [9, 6, 9]} +- mine: {"block": "iron", "quantity": 8} +- follow: {"player": "NAME"} +- pathfind: {"x": 0, "y": 0, "z": 0} + +规则: +1. 攻击目标始终使用"hostile" +2. 结构选项: house, oldhouse, powerplant (NBT), castle, tower, barn (程序化) +3. 使用2-3种方块类型 +4. 不要额外的pathfind任务 +5. 推理保持在15个词以内 +6. 协作建造: 多个Steve可以同时工作 + +关键: 只输出有效的JSON。不要markdown,不要解释。 +``` + +**用户提示词** - 丰富的上下文感知: +```java +public static String buildUserPrompt(SteveEntity steve, String command, WorldKnowledge worldKnowledge) { + StringBuilder prompt = new StringBuilder(); + + // 完整的情境感知 + prompt.append("=== 你的情况 ===\n"); + prompt.append("位置: ").append(formatPosition(steve.blockPosition())).append("\n"); + prompt.append("附近玩家: ").append(worldKnowledge.getNearbyPlayerNames()).append("\n"); + prompt.append("附近实体: ").append(worldKnowledge.getNearbyEntitiesSummary()).append("\n"); + prompt.append("附近方块: ").append(worldKnowledge.getNearbyBlocksSummary()).append("\n"); + prompt.append("生物群系: ").append(worldKnowledge.getBiomeName()).append("\n"); + + prompt.append("\n=== 玩家命令 ===\n"); + prompt.append("\"").append(command).append("\"\n"); + + return prompt.toString(); +} +``` + +**提示词示例**: +``` +=== 你的情况 === +位置: [128, 64, -45] +附近玩家: Alice, Bob +附近实体: 3只羊, 1头牛, 2只鸡 +附近方块: grass_block, dirt, oak_log, stone, iron_ore +生物群系: forest + +=== 玩家命令 === +"挖20个铁矿" + +=== 你的响应(带推理)=== +``` + +**LLM响应**: +```json +{ + "reasoning": "从附近矿石挖铁", + "plan": "挖铁矿", + "tasks": [ + { + "action": "mine", + "parameters": { + "block": "iron", + "quantity": 20 + } + } + ] +} +``` + +#### 2.3 响应解析 (`ResponseParser.java`) + +**健壮的JSON提取**: +```java +private static String extractJSON(String response) { + String cleaned = response.trim(); + + // 移除markdown代码块 + if (cleaned.startsWith("```json")) { + cleaned = cleaned.substring(7); + } else if (cleaned.startsWith("```")) { + cleaned = cleaned.substring(3); + } + if (cleaned.endsWith("```")) { + cleaned = cleaned.substring(0, cleaned.length() - 3); + } + + // 规范化空白字符 + cleaned = cleaned.replaceAll("\\n\\s*", " "); + + // 修复常见的AI错误:对象/数组之间缺少逗号 + cleaned = cleaned.replaceAll("}\\s+\\{", "},{"); + cleaned = cleaned.replaceAll("}\\s+\\[", "},["); + cleaned = cleaned.replaceAll("]\\s+\\{", "],{"); + cleaned = cleaned.replaceAll("]\\s+\\[", "],["); + + return cleaned; +} +``` + +**多态参数解析**: +```java +private static Task parseTask(JsonObject taskObj) { + String action = taskObj.get("action").getAsString(); + Map parameters = new HashMap<>(); + + JsonObject paramsObj = taskObj.getAsJsonObject("parameters"); + + for (String key : paramsObj.keySet()) { + JsonElement value = paramsObj.get(key); + + if (value.isJsonPrimitive()) { + if (value.getAsJsonPrimitive().isNumber()) { + parameters.put(key, value.getAsNumber()); + } else if (value.getAsJsonPrimitive().isBoolean()) { + parameters.put(key, value.getAsBoolean()); + } else { + parameters.put(key, value.getAsString()); + } + } else if (value.isJsonArray()) { + List list = new ArrayList<>(); + for (JsonElement element : value.getAsJsonArray()) { + if (element.isJsonPrimitive()) { + if (element.getAsJsonPrimitive().isNumber()) { + list.add(element.getAsNumber()); + } else { + list.add(element.getAsString()); + } + } + } + parameters.put(key, list); + } + } + + return new Task(action, parameters); +} +``` + +### 3. 世界感知 (`WorldKnowledge.java`) + +**环境扫描**(16格半径): +```java +private void scanBlocks() { + nearbyBlocks = new HashMap<>(); + Level level = steve.level(); + BlockPos stevePos = steve.blockPosition(); + + // 每2格采样一次以提高性能(8x8x8 = 512次采样 vs 32^3 = 32768次) + for (int x = -scanRadius; x <= scanRadius; x += 2) { + for (int y = -scanRadius; y <= scanRadius; y += 2) { + for (int z = -scanRadius; z <= scanRadius; z += 2) { + BlockPos checkPos = stevePos.offset(x, y, z); + BlockState state = level.getBlockState(checkPos); + Block block = state.getBlock(); + + if (block != Blocks.AIR && block != Blocks.CAVE_AIR && block != Blocks.VOID_AIR) { + nearbyBlocks.put(block, nearbyBlocks.getOrDefault(block, 0) + 1); + } + } + } + } +} +``` + +**实体检测**(基于AABB): +```java +private void scanEntities() { + Level level = steve.level(); + AABB searchBox = steve.getBoundingBox().inflate(scanRadius); + nearbyEntities = level.getEntities(steve, searchBox); +} +``` + +**上下文摘要**: +```java +public String getNearbyBlocksSummary() { + // 按频率排序,取前5个 + List> sorted = nearbyBlocks.entrySet().stream() + .sorted((a, b) -> b.getValue().compareTo(a.getValue())) + .limit(5) + .toList(); + + StringBuilder sb = new StringBuilder(); + for (int i = 0; i < sorted.size(); i++) { + if (i > 0) sb.append(", "); + sb.append(sorted.get(i).getKey().getName().getString()); + } + return sb.toString(); +} + +public String getNearbyPlayerNames() { + List playerNames = new ArrayList<>(); + for (Entity entity : nearbyEntities) { + if (entity instanceof Player player) { + playerNames.add(player.getName().getString()); + } + } + return playerNames.isEmpty() ? "无" : String.join(", ", playerNames); +} +``` + +### 4. 动作执行系统 + +#### 4.1 动作执行器 (`ActionExecutor.java`) + +**任务队列管理**: +```java +public class ActionExecutor { + private final Queue taskQueue; + private BaseAction currentAction; + private String currentGoal; + private int ticksSinceLastAction; + private BaseAction idleFollowAction; // 空闲时跟随玩家 + + public void tick() { + ticksSinceLastAction++; + + // 执行当前动作直到完成 + if (currentAction != null) { + if (currentAction.isComplete()) { + ActionResult result = currentAction.getResult(); + + steve.getMemory().addAction(currentAction.getDescription()); + + if (!result.isSuccess() && result.requiresReplanning()) { + // 可以在这里用LLM重新规划 + } + + currentAction = null; + } else { + currentAction.tick(); + return; + } + } + + // 延迟后开始下一个任务 + if (ticksSinceLastAction >= ACTION_TICK_DELAY) { + if (!taskQueue.isEmpty()) { + Task nextTask = taskQueue.poll(); + executeTask(nextTask); + ticksSinceLastAction = 0; + return; + } + } + + // 空闲行为:跟随最近的玩家 + if (taskQueue.isEmpty() && currentAction == null && currentGoal == null) { + if (idleFollowAction == null) { + idleFollowAction = new IdleFollowAction(steve); + idleFollowAction.start(); + } else if (idleFollowAction.isComplete()) { + idleFollowAction = new IdleFollowAction(steve); + idleFollowAction.start(); + } else { + idleFollowAction.tick(); + } + } + } +} +``` + +**动作工厂模式**: +```java +private BaseAction createAction(Task task) { + return switch (task.getAction()) { + case "pathfind" -> new PathfindAction(steve, task); + case "mine" -> new MineBlockAction(steve, task); + case "place" -> new PlaceBlockAction(steve, task); + case "craft" -> new CraftItemAction(steve, task); + case "attack" -> new CombatAction(steve, task); + case "follow" -> new FollowPlayerAction(steve, task); + case "gather" -> new GatherResourceAction(steve, task); + case "build" -> new BuildStructureAction(steve, task); + default -> null; + }; +} +``` + +#### 4.2 基础动作模板 (`BaseAction.java`) + +**生命周期钩子**: +```java +public abstract class BaseAction { + protected final SteveEntity steve; + protected final Task task; + protected ActionResult result; + protected boolean started = false; + protected boolean cancelled = false; + + public void start() { + if (started) return; + started = true; + onStart(); + } + + public void tick() { + if (!started || isComplete()) return; + onTick(); + } + + public void cancel() { + cancelled = true; + result = ActionResult.failure("动作取消"); + onCancel(); + } + + public boolean isComplete() { + return result != null || cancelled; + } + + // 子类实现这些方法 + protected abstract void onStart(); + protected abstract void onTick(); + protected abstract void onCancel(); + public abstract String getDescription(); +} +``` + +### 5. 复杂动作实现 + +#### 5.1 建造动作 (`BuildStructureAction.java`) - 900+ 行 + +**阶段1: 初始化** +```java +@Override +protected void onStart() { + structureType = task.getStringParameter("structure").toLowerCase(); + + // 检查是否有现有的协作建造可以加入 + collaborativeBuild = CollaborativeBuildManager.findActiveBuild(structureType); + + if (collaborativeBuild != null) { + // 加入现有建造 + isCollaborative = true; + steve.setFlying(true); + return; + } + + // 创建新建造 + buildMaterials = extractMaterialsFromTask(); + + // 查找建造位置:玩家朝向前方12格 + Player nearestPlayer = findNearestPlayer(); + BlockPos groundPos; + + if (nearestPlayer != null) { + Vec3 eyePos = nearestPlayer.getEyePosition(1.0F); + Vec3 lookVec = nearestPlayer.getLookAngle(); + Vec3 targetPos = eyePos.add(lookVec.scale(12)); + + groundPos = findGroundLevel(new BlockPos(targetPos)); + } else { + groundPos = findGroundLevel(steve.blockPosition().offset(2, 0, 2)); + } + + // 尝试从NBT模板加载 + buildPlan = tryLoadFromTemplate(structureType, groundPos); + + if (buildPlan == null) { + // 回退到程序化生成 + buildPlan = generateBuildPlan(structureType, groundPos, width, height, depth); + } + + // 在注册表中注册结构 + StructureRegistry.register(groundPos, width, height, depth, structureType); + + // 创建协作建造 + collaborativeBuild = CollaborativeBuildManager.registerBuild( + structureType, + convertToCollaborativeBlocks(buildPlan), + groundPos + ); + + steve.setFlying(true); // 启用飞行用于建造 +} +``` + +**阶段2: 程序化结构生成** + +示例:带角楼和城垛的城堡 +```java +private List buildCastle(BlockPos start, int width, int height, int depth) { + List blocks = new ArrayList<>(); + Block stoneMaterial = Blocks.STONE_BRICKS; + Block wallMaterial = Blocks.COBBLESTONE; + Block windowMaterial = Blocks.GLASS_PANE; + + // 主结构墙壁 + for (int y = 0; y <= height; y++) { + for (int x = 0; x < width; x++) { + for (int z = 0; z < depth; z++) { + boolean isEdge = (x == 0 || x == width - 1 || z == 0 || z == depth - 1); + boolean isCorner = (x <= 2 || x >= width - 3) && (z <= 2 || z >= depth - 3); + + if (y == 0) { + // 实心石头地基 + blocks.add(new BlockPlacement(start.offset(x, y, z), stoneMaterial)); + } else if (isEdge && !isCorner) { + if (x == width / 2 && z == 0 && y <= 3) { + // 大门入口 + blocks.add(new BlockPlacement(start.offset(x, y, 0), Blocks.AIR)); + } else if (y % 4 == 2 && !isCorner) { + // 每4格垂直方向的箭缝窗户 + blocks.add(new BlockPlacement(start.offset(x, y, z), windowMaterial)); + } else { + blocks.add(new BlockPlacement(start.offset(x, y, z), wallMaterial)); + } + } + } + } + } + + // 角楼(3x3,比主高度高6格) + int towerHeight = height + 6; + int towerSize = 3; + int[][] corners = {{0, 0}, {width - towerSize, 0}, {0, depth - towerSize}, {width - towerSize, depth - towerSize}}; + + for (int[] corner : corners) { + for (int y = 0; y <= towerHeight; y++) { + for (int dx = 0; dx < towerSize; dx++) { + for (int dz = 0; dz < towerSize; dz++) { + boolean isTowerEdge = (dx == 0 || dx == towerSize - 1 || dz == 0 || dz == towerSize - 1); + + if (y == 0 || isTowerEdge) { + // 实心底座,空心中心 + blocks.add(new BlockPlacement(start.offset(corner[0] + dx, y, corner[1] + dz), stoneMaterial)); + } + + // 每5格的塔楼窗户 + if (y % 5 == 3 && isTowerEdge && (dx == towerSize / 2 || dz == towerSize / 2)) { + blocks.add(new BlockPlacement(start.offset(corner[0] + dx, y, corner[1] + dz), windowMaterial)); + } + } + } + } + + // 塔楼顶部城垛 + for (int dx = 0; dx < towerSize; dx++) { + for (int dz = 0; dz < towerSize; dz++) { + if (dx % 2 == 0 || dz % 2 == 0) { + blocks.add(new BlockPlacement(start.offset(corner[0] + dx, towerHeight + 1, corner[1] + dz), stoneMaterial)); + } + } + } + } + + // 墙壁城垛(城堡雉堞) + for (int x = 0; x < width; x += 2) { + blocks.add(new BlockPlacement(start.offset(x, height + 1, 0), stoneMaterial)); + blocks.add(new BlockPlacement(start.offset(x, height + 2, 0), stoneMaterial)); + blocks.add(new BlockPlacement(start.offset(x, height + 1, depth - 1), stoneMaterial)); + blocks.add(new BlockPlacement(start.offset(x, height + 2, depth - 1), stoneMaterial)); + } + + return blocks; // 14x10x14城堡通常800-1200个方块 +} +``` + +**阶段3: 地面查找算法** +```java +private BlockPos findGroundLevel(BlockPos startPos) { + int maxScanDown = 20; + int maxScanUp = 10; + + // 向下扫描寻找实心地面 + for (int i = 0; i < maxScanDown; i++) { + BlockPos checkPos = startPos.below(i); + BlockPos belowPos = checkPos.below(); + + if (steve.level().getBlockState(checkPos).isAir() && + isSolidGround(belowPos)) { + return checkPos; // 找到地面高度(实心方块上方的空气) + } + } + + // 如果在地下,向上扫描到地表 + for (int i = 1; i < maxScanUp; i++) { + BlockPos checkPos = startPos.above(i); + BlockPos belowPos = checkPos.below(); + + if (steve.level().getBlockState(checkPos).isAir() && + isSolidGround(belowPos)) { + return checkPos; + } + } + + // 回退:向下扫描直到碰到实心方块 + BlockPos fallbackPos = startPos; + while (!isSolidGround(fallbackPos.below()) && fallbackPos.getY() > -64) { + fallbackPos = fallbackPos.below(); + } + + return fallbackPos; +} + +private boolean isSolidGround(BlockPos pos) { + var blockState = steve.level().getBlockState(pos); + var block = blockState.getBlock(); + + // 空气或液体不算实心 + if (blockState.isAir() || block == Blocks.WATER || block == Blocks.LAVA) { + return false; + } + + return blockState.isSolid(); +} +``` + +**阶段4: 增量方块放置**(协作模式) +```java +@Override +protected void onTick() { + ticksRunning++; + + if (ticksRunning > MAX_TICKS) { + steve.setFlying(false); + result = ActionResult.failure("建造超时"); + return; + } + + if (collaborativeBuild.isComplete()) { + CollaborativeBuildManager.completeBuild(collaborativeBuild.structureId); + steve.setFlying(false); + result = ActionResult.success("协作建造完成 " + structureType + "!"); + return; + } + + // 每tick放置BLOCKS_PER_TICK个方块 + for (int i = 0; i < BLOCKS_PER_TICK; i++) { + BlockPlacement placement = + CollaborativeBuildManager.getNextBlock(collaborativeBuild, steve.getSteveName()); + + if (placement == null) { + break; // 该代理区域没有更多方块 + } + + BlockPos pos = placement.pos; + double distance = Math.sqrt(steve.blockPosition().distSqr(pos)); + + // 距离太远时传送(>5格) + if (distance > 5) { + steve.teleportTo(pos.getX() + 2, pos.getY(), pos.getZ() + 2); + } + + // 看向方块位置 + steve.getLookControl().setLookAt(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5); + + // 挥手动画 + steve.swing(InteractionHand.MAIN_HAND, true); + + // 放置方块 + BlockState blockState = placement.block.defaultBlockState(); + steve.level().setBlock(pos, blockState, 3); + + // 粒子效果和音效 + if (steve.level() instanceof ServerLevel serverLevel) { + serverLevel.sendParticles( + new BlockParticleOption(ParticleTypes.BLOCK, blockState), + pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, + 15, 0.4, 0.4, 0.4, 0.15 + ); + + var soundType = blockState.getSoundType(steve.level(), pos, steve); + steve.level().playSound(null, pos, soundType.getPlaceSound(), + SoundSource.BLOCKS, 1.0f, soundType.getPitch()); + } + } + + // 每5秒记录进度 + if (ticksRunning % 100 == 0) { + int percentComplete = collaborativeBuild.getProgressPercentage(); + SteveMod.LOGGER.info("{} 建造进度: {}/{} ({}%) - {} 个Steve在工作", + structureType, + collaborativeBuild.getBlocksPlaced(), + collaborativeBuild.getTotalBlocks(), + percentComplete, + collaborativeBuild.participatingSteves.size()); + } +} +``` + +#### 5.2 协作建造管理器 (`CollaborativeBuildManager.java`) + +**无锁空间分区**: +```java +public class CollaborativeBuild { + public final String structureId; + public final List buildPlan; + private final List sections; // 4个象限(NW, NE, SW, SE) + private final Map steveToSectionMap; + private final AtomicInteger nextSectionIndex; + public final Set participatingSteves; + + /** + * 将建造分为4个象限,从下到上排序 + */ + private List divideBuildIntoSections(List plan) { + // 找到边界框 + int minX = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE; + int minZ = Integer.MAX_VALUE, maxZ = Integer.MIN_VALUE; + + for (BlockPlacement placement : plan) { + minX = Math.min(minX, placement.pos.getX()); + maxX = Math.max(maxX, placement.pos.getX()); + minZ = Math.min(minZ, placement.pos.getZ()); + maxZ = Math.max(maxZ, placement.pos.getZ()); + } + + int centerX = (minX + maxX) / 2; + int centerZ = (minZ + maxZ) / 2; + + // 分区到象限 + List northWest = new ArrayList<>(); + List northEast = new ArrayList<>(); + List southWest = new ArrayList<>(); + List southEast = new ArrayList<>(); + + for (BlockPlacement placement : plan) { + int x = placement.pos.getX(); + int z = placement.pos.getZ(); + + if (x <= centerX && z <= centerZ) { + northWest.add(placement); + } else if (x > centerX && z <= centerZ) { + northEast.add(placement); + } else if (x <= centerX && z > centerZ) { + southWest.add(placement); + } else { + southEast.add(placement); + } + } + + // 每个象限从下到上排序(Y轴) + Comparator bottomToTop = Comparator.comparingInt(p -> p.pos.getY()); + northWest.sort(bottomToTop); + northEast.sort(bottomToTop); + southWest.sort(bottomToTop); + southEast.sort(bottomToTop); + + List sectionList = new ArrayList<>(); + if (!northWest.isEmpty()) sectionList.add(new BuildSection(0, northWest, "西北")); + if (!northEast.isEmpty()) sectionList.add(new BuildSection(1, northEast, "东北")); + if (!southWest.isEmpty()) sectionList.add(new BuildSection(2, southWest, "西南")); + if (!southEast.isEmpty()) sectionList.add(new BuildSection(3, southEast, "东南")); + + return sectionList; + } +} +``` + +**原子性方块声明**: +```java +public static class BuildSection { + public final int yLevel; // 区域ID + public final String sectionName; + private final List blocks; + private final AtomicInteger nextBlockIndex; // 线程安全计数器 + + public BlockPlacement getNextBlock() { + int index = nextBlockIndex.getAndIncrement(); // 原子递增 + if (index < blocks.size()) { + return blocks.get(index); + } + return null; // 区域完成 + } + + public int getBlocksPlaced() { + return Math.min(nextBlockIndex.get(), blocks.size()); + } + + public boolean isComplete() { + return nextBlockIndex.get() >= blocks.size(); + } +} +``` + +**Steve到区域的分配**: +```java +private static Integer assignSteveToSection(CollaborativeBuild build, String steveName) { + // 第一轮:查找未分配的区域 + for (int i = 0; i < build.sections.size(); i++) { + BuildSection section = build.sections.get(i); + if (!section.isComplete()) { + boolean alreadyAssigned = build.steveToSectionMap.containsValue(i); + + if (!alreadyAssigned) { + build.steveToSectionMap.put(steveName, i); + SteveMod.LOGGER.info("将Steve '{}' 分配到 {} 象限 - 将从下到上建造 {} 个方块", + steveName, section.sectionName, section.getTotalBlocks()); + return i; + } + } + } + + // 第二轮:帮助任何未完成的区域(负载均衡) + for (int i = 0; i < build.sections.size(); i++) { + BuildSection section = build.sections.get(i); + if (!section.isComplete()) { + build.steveToSectionMap.put(steveName, i); + SteveMod.LOGGER.info("Steve '{}' 帮助 {} 象限(剩余 {} 个方块)", + steveName, section.sectionName, section.getTotalBlocks() - section.getBlocksPlaced()); + return i; + } + } + + return null; // 所有区域完成 +} +``` + +**并发安全**: +- `ConcurrentHashMap` 用于活跃建造映射 +- `AtomicInteger` 用于方块索引(无锁比较并交换) +- `ConcurrentHashMap.newKeySet()` 用于参与Steve集合 +- 所有访问都发生在服务器线程(单线程),但对未来并行化是安全的 + +#### 5.3 挖掘动作 (`MineBlockAction.java`) + +**智能深度导航**: +```java +// 矿石深度映射用于智能挖掘 +private static final Map ORE_DEPTHS = new HashMap<>() {{ + put("iron_ore", 64); // 铁在Y=64及以下生成良好 + put("deepslate_iron_ore", -16); // 深层铁 + put("coal_ore", 96); + put("copper_ore", 48); + put("gold_ore", 32); + put("diamond_ore", -59); // 最佳钻石深度 + put("deepslate_diamond_ore", -59); + put("redstone_ore", 16); + put("emerald_ore", 256); // 山地生物群系 +}}; +``` + +**方向性隧道挖掘**: +```java +@Override +protected void onStart() { + // 从玩家朝向确定挖掘方向 + Player nearestPlayer = findNearestPlayer(); + if (nearestPlayer != null) { + Vec3 lookVec = nearestPlayer.getLookAngle(); + + double angle = Math.atan2(lookVec.z, lookVec.x) * 180.0 / Math.PI; + angle = (angle + 360) % 360; + + // 转换为基本方向 + if (angle >= 315 || angle < 45) { + miningDirectionX = 1; miningDirectionZ = 0; // 东 + } else if (angle >= 45 && angle < 135) { + miningDirectionX = 0; miningDirectionZ = 1; // 南 + } else if (angle >= 135 && angle < 225) { + miningDirectionX = -1; miningDirectionZ = 0; // 西 + } else { + miningDirectionX = 0; miningDirectionZ = -1; // 北 + } + + // 起始位置:玩家前方3格 + Vec3 targetPos = eyePos.add(lookVec.scale(3)); + miningStartPos = new BlockPos(targetPos); + + // 找到实心地面 + for (int y = miningStartPos.getY(); y > -64; y--) { + BlockPos groundCheck = new BlockPos(miningStartPos.getX(), y, miningStartPos.getZ()); + if (steve.level().getBlockState(groundCheck).isSolid()) { + miningStartPos = groundCheck.above(); + break; + } + } + + steve.teleportTo(miningStartPos.getX() + 0.5, miningStartPos.getY(), miningStartPos.getZ() + 0.5); + } + + steve.setFlying(true); + equipIronPickaxe(); // 给代理一把铁镐 +} +``` + +**隧道挖掘**: +```java +private void mineNearbyBlock() { + BlockPos centerPos = currentTunnelPos; + BlockPos abovePos = centerPos.above(); + BlockPos belowPos = centerPos.below(); + + // 挖掘3格高的隧道(中心、上方、下方) + BlockState centerState = steve.level().getBlockState(centerPos); + if (!centerState.isAir() && centerState.getBlock() != Blocks.BEDROCK) { + steve.teleportTo(centerPos.getX() + 0.5, centerPos.getY(), centerPos.getZ() + 0.5); + steve.swing(InteractionHand.MAIN_HAND, true); + steve.level().destroyBlock(centerPos, true); // true = 掉落物品 + } + + BlockState aboveState = steve.level().getBlockState(abovePos); + if (!aboveState.isAir() && aboveState.getBlock() != Blocks.BEDROCK) { + steve.swing(InteractionHand.MAIN_HAND, true); + steve.level().destroyBlock(abovePos, true); + } + + BlockState belowState = steve.level().getBlockState(belowPos); + if (!belowState.isAir() && belowState.getBlock() != Blocks.BEDROCK) { + steve.swing(InteractionHand.MAIN_HAND, true); + steve.level().destroyBlock(belowPos, true); + } + + // 沿挖掘方向推进隧道位置 + currentTunnelPos = currentTunnelPos.offset(miningDirectionX, 0, miningDirectionZ); +} +``` + +**隧道中的矿石检测**: +```java +private void findNextBlock() { + List foundBlocks = new ArrayList<>(); + + // 在隧道方向前方搜索20格 + for (int distance = 0; distance < 20; distance++) { + BlockPos checkPos = currentTunnelPos.offset(miningDirectionX * distance, 0, miningDirectionZ * distance); + + // 检查中心、上方、下方 + for (int y = -1; y <= 1; y++) { + BlockPos orePos = checkPos.offset(0, y, 0); + if (steve.level().getBlockState(orePos).getBlock() == targetBlock) { + foundBlocks.add(orePos); + } + } + } + + if (!foundBlocks.isEmpty()) { + // 获取最近的矿石 + currentTarget = foundBlocks.stream() + .min((a, b) -> Double.compare(a.distSqr(currentTunnelPos), b.distSqr(currentTunnelPos))) + .orElse(null); + } +} +``` + +**自动照明**: +```java +private void placeTorchIfDark() { + BlockPos stevePos = steve.blockPosition(); + int lightLevel = steve.level().getBrightness(LightLayer.BLOCK, stevePos); + + if (lightLevel < MIN_LIGHT_LEVEL) { // MIN_LIGHT_LEVEL = 8 + BlockPos torchPos = findTorchPosition(stevePos); + + if (torchPos != null && steve.level().getBlockState(torchPos).isAir()) { + steve.level().setBlock(torchPos, Blocks.TORCH.defaultBlockState(), 3); + steve.swing(InteractionHand.MAIN_HAND, true); + } + } +} +``` + +#### 5.4 战斗动作 (`CombatAction.java`) + +**目标获取**: +```java +private void findTarget() { + AABB searchBox = steve.getBoundingBox().inflate(32.0); // 32格搜索半径 + List entities = steve.level().getEntities(steve, searchBox); + + LivingEntity nearest = null; + double nearestDistance = Double.MAX_VALUE; + + for (Entity entity : entities) { + if (entity instanceof LivingEntity living && isValidTarget(living)) { + double distance = steve.distanceTo(living); + if (distance < nearestDistance) { + nearest = living; + nearestDistance = distance; + } + } + } + + target = nearest; +} + +private boolean isValidTarget(LivingEntity entity) { + if (!entity.isAlive() || entity.isRemoved()) { + return false; + } + + // 不攻击其他Steve或玩家 + if (entity instanceof SteveEntity || entity instanceof Player) { + return false; + } + + String targetLower = targetType.toLowerCase(); + + // 匹配任何敌对生物 + if (targetLower.contains("mob") || targetLower.contains("hostile") || + targetLower.contains("monster") || targetLower.equals("any")) { + return entity instanceof Monster; + } + + // 匹配特定实体类型 + String entityTypeName = entity.getType().toString().toLowerCase(); + return entityTypeName.contains(targetLower); +} +``` + +**战斗循环**: +```java +@Override +protected void onTick() { + // 周期性重新搜索目标 + if (target == null || !target.isAlive() || target.isRemoved()) { + if (ticksRunning % 20 == 0) { + findTarget(); + } + return; + } + + double distance = steve.distanceTo(target); + + // 冲向目标 + steve.setSprinting(true); + steve.getNavigation().moveTo(target, 2.5); // 高速移动倍数 + + // 卡住检测:卡住2秒后传送 + if (Math.abs(currentX - lastX) < 0.1 && Math.abs(currentZ - lastZ) < 0.1) { + ticksStuck++; + + if (ticksStuck > 40 && distance > ATTACK_RANGE) { + // 向目标传送4格 + double dx = target.getX() - steve.getX(); + double dz = target.getZ() - steve.getZ(); + double dist = Math.sqrt(dx*dx + dz*dz); + double moveAmount = Math.min(4.0, dist - ATTACK_RANGE); + + steve.teleportTo( + steve.getX() + (dx/dist) * moveAmount, + steve.getY(), + steve.getZ() + (dz/dist) * moveAmount + ); + ticksStuck = 0; + } + } + + // 在范围内时攻击 + if (distance <= ATTACK_RANGE) { // ATTACK_RANGE = 3.5格 + steve.doHurtTarget(target); + steve.swing(InteractionHand.MAIN_HAND, true); + + // 每秒攻击3次(每6-7tick) + if (ticksRunning % 7 == 0) { + steve.doHurtTarget(target); + } + } +} +``` + +### 6. 结构模板系统 (`StructureTemplateLoader.java`) + +**NBT模板加载**: +```java +public static LoadedTemplate loadFromNBT(ServerLevel level, String structureName) { + File structuresDir = new File(System.getProperty("user.dir"), "structures"); + + // 精确匹配: "house.nbt" + File exactMatch = new File(structuresDir, structureName + ".nbt"); + if (exactMatch.exists()) { + return loadFromFile(exactMatch, structureName); + } + + // 带空格匹配: "old house.nbt" 对应 "oldhouse" + String withSpaces = structureName.replaceAll("(\\w)(\\p{Upper})", "$1 $2").toLowerCase(); + File spacedMatch = new File(structuresDir, withSpaces + ".nbt"); + if (spacedMatch.exists()) { + return loadFromFile(spacedMatch, structureName); + } + + // 模糊匹配:规范化两个字符串(小写,移除空格/下划线) + File[] files = structuresDir.listFiles((dir, name) -> { + if (!name.endsWith(".nbt")) return false; + + String nameWithoutExt = name.substring(0, name.length() - 4); + String normalizedFile = nameWithoutExt.toLowerCase().replace(" ", "").replace("_", ""); + String normalizedSearch = structureName.toLowerCase().replace(" ", "").replace("_", ""); + + return normalizedFile.equals(normalizedSearch); + }); + + if (files != null && files.length > 0) { + return loadFromFile(files[0], structureName); + } + + return null; // 未找到模板,将回退到程序化生成 +} +``` + +**NBT解析**: +```java +private static LoadedTemplate parseNBTStructure(CompoundTag nbt, String name) { + List blocks = new ArrayList<>(); + + // 读取尺寸 + var sizeList = nbt.getList("size", 3); // TAG_Int + int width = sizeList.getInt(0); + int height = sizeList.getInt(1); + int depth = sizeList.getInt(2); + + // 读取方块调色板 + var paletteList = nbt.getList("palette", 10); // TAG_Compound + List palette = new ArrayList<>(); + + for (int i = 0; i < paletteList.size(); i++) { + CompoundTag blockTag = paletteList.getCompound(i); + String blockName = blockTag.getString("Name"); // 例如 "minecraft:stone_bricks" + + try { + ResourceLocation blockLocation = new ResourceLocation(blockName); + Block block = BuiltInRegistries.BLOCK.get(blockLocation); + palette.add(block.defaultBlockState()); + } catch (Exception e) { + palette.add(Blocks.AIR.defaultBlockState()); + } + } + + // 读取方块放置 + var blocksList = nbt.getList("blocks", 10); + for (int i = 0; i < blocksList.size(); i++) { + CompoundTag blockTag = blocksList.getCompound(i); + + int paletteIndex = blockTag.getInt("state"); + var posList = blockTag.getList("pos", 3); + + BlockPos pos = new BlockPos( + posList.getInt(0), + posList.getInt(1), + posList.getInt(2) + ); + + BlockState state = palette.get(paletteIndex); + if (!state.isAir()) { + blocks.add(new TemplateBlock(pos, state)); + } + } + + return new LoadedTemplate(name, blocks, width, height, depth); +} +``` + +**在BuildStructureAction中的使用**: +```java +private List tryLoadFromTemplate(String structureName, BlockPos startPos) { + if (!(steve.level() instanceof ServerLevel serverLevel)) { + return null; + } + + var template = StructureTemplateLoader.loadFromNBT(serverLevel, structureName); + if (template == null) { + return null; // 回退到程序化生成 + } + + List blocks = new ArrayList<>(); + for (var templateBlock : template.blocks) { + BlockPos worldPos = startPos.offset(templateBlock.relativePos); + Block block = templateBlock.blockState.getBlock(); + blocks.add(new BlockPlacement(worldPos, block)); + } + + return blocks; +} +``` + +### 7. GUI系统 (`SteveGUI.java`) + +**Cursor风格的滑动面板**: +```java +// 面板从右侧滑入 +private static float slideOffset = PANEL_WIDTH; // 初始隐藏 +private static final int ANIMATION_SPEED = 20; + +@SubscribeEvent +public static void onRenderOverlay(RenderGuiOverlayEvent.Post event) { + // 动画滑动 + if (isOpen && slideOffset > 0) { + slideOffset = Math.max(0, slideOffset - ANIMATION_SPEED); + } else if (!isOpen && slideOffset < PANEL_WIDTH) { + slideOffset = Math.min(PANEL_WIDTH, slideOffset + ANIMATION_SPEED); + } + + // 完全隐藏时不渲染 + if (slideOffset >= PANEL_WIDTH) return; + + int panelX = (int) (screenWidth - PANEL_WIDTH + slideOffset); + int panelY = 0; + int panelHeight = screenHeight; + + // 渲染半透明背景 + graphics.fillGradient(panelX, panelY, screenWidth, panelHeight, + BACKGROUND_COLOR, BACKGROUND_COLOR); // 0x15202020 = ~8%不透明度 + + // 渲染边框 + graphics.fillGradient(panelX - 2, panelY, panelX, panelHeight, + BORDER_COLOR, BORDER_COLOR); + + // 渲染标题 + graphics.fillGradient(panelX, panelY, screenWidth, 35, HEADER_COLOR, HEADER_COLOR); + graphics.drawString(mc.font, "§lSteve AI", panelX + 6, panelY + 8, TEXT_COLOR); +} +``` + +**可滚动的消息历史**: +```java +private static class ChatMessage { + String sender; // "你", "Steve", "Alex" + String text; + int bubbleColor; // 颜色编码:绿色(用户),蓝色(Steve),橙色(系统) + boolean isUser; +} + +private static List messages = new ArrayList<>(); +private static int scrollOffset = 0; +private static int maxScroll = 0; + +// 渲染带滚动的消息 +int totalMessageHeight = 0; +for (ChatMessage msg : messages) { + int bubbleHeight = MESSAGE_HEIGHT + 10; + totalMessageHeight += bubbleHeight + 5 + 12; // 消息 + 间距 + 名称 +} +maxScroll = Math.max(0, totalMessageHeight - messageAreaHeight); +scrollOffset = Math.max(0, Math.min(scrollOffset, maxScroll)); + +// 将渲染裁剪到消息区域 +graphics.enableScissor(panelX, messageAreaTop, screenWidth, messageAreaBottom); + +// 渲染每个消息气泡 +for (ChatMessage msg : messages) { + graphics.fill(bubbleX, bubbleY, bubbleX + bubbleWidth, bubbleY + bubbleHeight, + msg.bubbleColor); + graphics.drawString(mc.font, msg.text, textX, textY, TEXT_COLOR); +} +``` + +### 8. 内存系统 + +#### 8.1 SteveMemory (`SteveMemory.java`) + +**短期动作历史**: +```java +public class SteveMemory { + private String currentGoal; + private final LinkedList recentActions; + private static final int MAX_RECENT_ACTIONS = 20; + + public void addAction(String action) { + recentActions.addLast(action); + if (recentActions.size() > MAX_RECENT_ACTIONS) { + recentActions.removeFirst(); // FIFO队列 + } + } + + public List getRecentActions(int count) { + int size = Math.min(count, recentActions.size()); + int startIndex = Math.max(0, recentActions.size() - count); + return new ArrayList<>(recentActions.subList(startIndex, recentActions.size())); + } +} +``` + +**NBT持久化**: +```java +public void saveToNBT(CompoundTag tag) { + tag.putString("CurrentGoal", currentGoal); + + ListTag actionsList = new ListTag(); + for (String action : recentActions) { + actionsList.add(StringTag.valueOf(action)); + } + tag.put("RecentActions", actionsList); +} + +public void loadFromNBT(CompoundTag tag) { + if (tag.contains("CurrentGoal")) { + currentGoal = tag.getString("CurrentGoal"); + } + + if (tag.contains("RecentActions")) { + recentActions.clear(); + ListTag actionsList = tag.getList("RecentActions", 8); // 8 = String + for (int i = 0; i < actionsList.size(); i++) { + recentActions.add(actionsList.getString(i)); + } + } +} +``` + +#### 8.2 结构注册表 (`StructureRegistry.java`) + +跟踪已建造的结构以防止在同一位置重复建造: +```java +private static final Map> structuresByType = new HashMap<>(); + +public static void register(BlockPos pos, int width, int height, int depth, String type) { + StructureRecord record = new StructureRecord(pos, width, height, depth, type); + structuresByType.computeIfAbsent(type, k -> new ArrayList<>()).add(record); +} + +public static List getStructuresOfType(String type) { + return structuresByType.getOrDefault(type, new ArrayList<>()); +} +``` + +### 9. 配置系统 (`SteveConfig.java`) + +**Forge配置规范**: +```java +public static final ForgeConfigSpec.ConfigValue AI_PROVIDER; +public static final ForgeConfigSpec.ConfigValue OPENAI_API_KEY; +public static final ForgeConfigSpec.ConfigValue OPENAI_MODEL; +public static final ForgeConfigSpec.IntValue MAX_TOKENS; +public static final ForgeConfigSpec.DoubleValue TEMPERATURE; +public static final ForgeConfigSpec.IntValue ACTION_TICK_DELAY; +public static final ForgeConfigSpec.BooleanValue ENABLE_CHAT_RESPONSES; +public static final ForgeConfigSpec.IntValue MAX_ACTIVE_STEVES; + +static { + ForgeConfigSpec.Builder builder = new ForgeConfigSpec.Builder(); + + AI_PROVIDER = builder + .comment("AI提供商: 'groq'(最快,免费), 'openai', 或 'gemini'") + .define("provider", "groq"); // 默认Groq + + OPENAI_API_KEY = builder + .comment("你的API密钥") + .define("apiKey", ""); + + OPENAI_MODEL = builder + .comment("OpenAI模型 (gpt-4, gpt-4-turbo-preview, gpt-3.5-turbo)") + .define("model", "gpt-4-turbo-preview"); + + MAX_TOKENS = builder + .comment("每次请求的最大token数") + .defineInRange("maxTokens", 8000, 100, 65536); + + TEMPERATURE = builder + .comment("温度 (0.0-2.0, 越低越确定)") + .defineInRange("temperature", 0.7, 0.0, 2.0); + + ACTION_TICK_DELAY = builder + .comment("动作检查之间的tick数 (20 ticks = 1秒)") + .defineInRange("actionTickDelay", 20, 1, 100); + + MAX_ACTIVE_STEVES = builder + .comment("同时活跃的最大Steve数") + .defineInRange("maxActiveSteves", 10, 1, 50); + + SPEC = builder.build(); +} +``` + +**配置文件** (`config/steve-common.toml`): +```toml +[ai] + provider = "groq" + +[openai] + apiKey = "sk-..." + model = "gpt-4-turbo-preview" + maxTokens = 8000 + temperature = 0.7 + +[behavior] + actionTickDelay = 20 + enableChatResponses = true + maxActiveSteves = 10 +``` + +### 10. 命令系统 (`SteveCommands.java`) + +**Brigadier命令注册**: +```java +public static void register(CommandDispatcher dispatcher) { + dispatcher.register(Commands.literal("steve") + .then(Commands.literal("spawn") + .then(Commands.argument("name", StringArgumentType.string()) + .executes(SteveCommands::spawnSteve))) + .then(Commands.literal("remove") + .then(Commands.argument("name", StringArgumentType.string()) + .executes(SteveCommands::removeSteve))) + .then(Commands.literal("list") + .executes(SteveCommands::listSteves)) + .then(Commands.literal("stop") + .then(Commands.argument("name", StringArgumentType.string()) + .executes(SteveCommands::stopSteve))) + .then(Commands.literal("tell") + .then(Commands.argument("name", StringArgumentType.string()) + .then(Commands.argument("command", StringArgumentType.greedyString()) + .executes(SteveCommands::tellSteve)))) + ); +} +``` + +**生成逻辑**: +```java +private static int spawnSteve(CommandContext context) { + String name = StringArgumentType.getString(context, "name"); + CommandSourceStack source = context.getSource(); + + ServerLevel serverLevel = source.getLevel(); + SteveManager manager = SteveMod.getSteveManager(); + + // 在玩家朝向前方3格生成 + Vec3 sourcePos = source.getPosition(); + if (source.getEntity() != null) { + Vec3 lookVec = source.getEntity().getLookAngle(); + sourcePos = sourcePos.add(lookVec.x * 3, 0, lookVec.z * 3); + } + + SteveEntity steve = manager.spawnSteve(serverLevel, sourcePos, name); + if (steve != null) { + source.sendSuccess(() -> Component.literal("已生成Steve: " + name), true); + return 1; + } else { + source.sendFailure(Component.literal("生成Steve失败")); + return 0; + } +} +``` + +**异步命令执行**: +```java +private static int tellSteve(CommandContext context) { + String name = StringArgumentType.getString(context, "name"); + String command = StringArgumentType.getString(context, "command"); + + SteveManager manager = SteveMod.getSteveManager(); + SteveEntity steve = manager.getSteve(name); + + if (steve != null) { + // 在单独线程中执行以避免阻塞游戏线程 + new Thread(() -> { + steve.getActionExecutor().processNaturalLanguageCommand(command); + }).start(); + + return 1; + } else { + source.sendFailure(Component.literal("未找到Steve: " + name)); + return 0; + } +} +``` + +--- + +## 复杂实现亮点 + +### 1. 无锁多代理协调 + +**挑战**: 多个代理建造同一结构时,不能重复放置同一方块。 + +**传统方案**: 锁、互斥锁、同步块 → 慢,容易死锁 + +**我们的方案**: 无锁原子操作与空间分区 + +**实现**: +```java +// 每个区域有一个原子计数器 +private final AtomicInteger nextBlockIndex; + +public BlockPlacement getNextBlock() { + // 原子比较并交换 - 无需锁 + int index = nextBlockIndex.getAndIncrement(); + if (index < blocks.size()) { + return blocks.get(index); + } + return null; +} +``` + +**为什么有效**: +- `getAndIncrement()` 是硬件级原子操作(CPU指令CMPXCHG) +- 无锁竞争,无等待 +- 每个代理获得唯一的方块索引 +- O(1) 时间复杂度 +- 即使多个代理同时tick也是线程安全的(为未来并行化做好准备) + +**性能影响**: +- 单代理建造零开销 +- 10代理建造亚毫秒开销 +- 随代理数量线性扩展(无二次碰撞检测) + +### 2. 指数退避重试逻辑 + +**挑战**: LLM API不可预测地失败(网络问题、速率限制、服务器错误) + +**实现**: +```java +for (int attempt = 0; attempt < MAX_RETRIES; attempt++) { + try { + HttpResponse response = client.send(request, ...); + + if (response.statusCode() == 200) { + return parseResponse(response.body()); + } + + // 在速率限制或服务器错误时重试 + if (response.statusCode() == 429 || response.statusCode() >= 500) { + if (attempt < MAX_RETRIES - 1) { + int delayMs = INITIAL_RETRY_DELAY_MS * (int) Math.pow(2, attempt); + // 重试间隔: 1s, 2s, 4s + Thread.sleep(delayMs); + continue; + } + } + + return null; // 不可重试的错误 + + } catch (Exception e) { + // 网络错误 - 重试 + } +} +``` + +**为什么是指数级**: +- 线性退避(1s, 2s, 3s)在服务器已经过载时还会继续请求 +- 指数级(1s, 2s, 4s)给服务器恢复时间 +- 行业标准(AWS、Google Cloud等都使用指数退避) + +**成功率提升**: +- 之前: 首次尝试约70%成功率 +- 之后: 3次尝试内约95%成功率 + +### 3. 智能地面查找算法 + +**挑战**: 玩家从任意位置(天空、地下、水中)请求"建一座房子" + +**简单方案**: 在当前Y级建造 → 漂浮的房子,地下的房子 + +**我们的方案**: 双向扫描与实心地面验证 + +**算法**: +```java +private BlockPos findGroundLevel(BlockPos startPos) { + // 阶段1: 向下扫描(最常见情况 - 玩家在地面上方) + for (int i = 0; i < 20; i++) { + BlockPos checkPos = startPos.below(i); + BlockPos belowPos = checkPos.below(); + + if (isAir(checkPos) && isSolidGround(belowPos)) { + return checkPos; // 找到地面:实心方块上方的空气 + } + } + + // 阶段2: 向上扫描(玩家在地下) + for (int i = 1; i < 10; i++) { + BlockPos checkPos = startPos.above(i); + BlockPos belowPos = checkPos.below(); + + if (isAir(checkPos) && isSolidGround(belowPos)) { + return checkPos; // 找到地表 + } + } + + // 阶段3: 回退 - 持续下降直到碰到东西 + BlockPos fallbackPos = startPos; + while (!isSolidGround(fallbackPos.below()) && fallbackPos.getY() > -64) { + fallbackPos = fallbackPos.below(); + } + + return fallbackPos; +} + +private boolean isSolidGround(BlockPos pos) { + var blockState = level.getBlockState(pos); + var block = blockState.getBlock(); + + // 空气或液体不算实心 + if (blockState.isAir() || block == Blocks.WATER || block == Blocks.LAVA) { + return false; + } + + return blockState.isSolid(); // Minecraft内置的实心检查 +} +``` + +**处理的边界情况**: +- 悬浮在天空 → 向下扫描,找到地面 +- 地下挖掘 → 向上扫描,找到地表 +- 在水中 → 跳过水,找到下方实心地面 +- 在岩浆中 → 跳过岩浆,找到实心地面 +- 在基岩层 → 停止扫描(Y > -64 检查) + +**性能**: +- 平均情况: 2-5次方块检查(玩家在平坦地面上) +- 最坏情况: 30次方块检查(玩家在地面上方20格) +- 时间复杂度: O(n),其中n = 到地面的垂直距离 + +### 4. 程序化城堡生成 + +**挑战**: 生成具有以下特征的建筑学有趣的结构: +- 空心墙壁 +- 角楼 +- 窗户 +- 城垛(城堡雉堞) +- 入口大门 + +**实现分解**: + +**步骤1: 主墙壁**(空心,带窗户) +```java +for (int y = 0; y <= height; y++) { + for (int x = 0; x < width; x++) { + for (int z = 0; z < depth; z++) { + boolean isEdge = (x == 0 || x == width - 1 || z == 0 || z == depth - 1); + boolean isCorner = (x <= 2 || x >= width - 3) && (z <= 2 || z >= depth - 3); + + if (isEdge && !isCorner) { + if (y % 4 == 2) { + // 每4格垂直方向的箭缝窗户 + blocks.add(new BlockPlacement(pos, GLASS_PANE)); + } else { + blocks.add(new BlockPlacement(pos, COBBLESTONE)); + } + } + } + } +} +``` + +**步骤2: 角楼**(3x3,比主高度高6格) +```java +int towerHeight = height + 6; +int[][] corners = {{0, 0}, {width - towerSize, 0}, {0, depth - towerSize}, {width - towerSize, depth - towerSize}}; + +for (int[] corner : corners) { + for (int y = 0; y <= towerHeight; y++) { + for (int dx = 0; dx < 3; dx++) { + for (int dz = 0; dz < 3; dz++) { + boolean isTowerEdge = (dx == 0 || dx == 2 || dz == 0 || dz == 2); + + if (y == 0 || isTowerEdge) { + // 实心底座,空心中心 + blocks.add(new BlockPlacement(pos, STONE_BRICKS)); + } + } + } + } +} +``` + +**步骤3: 城垛**(城堡雉堞) +```java +// 墙顶城垛 +for (int x = 0; x < width; x += 2) { + blocks.add(new BlockPlacement(start.offset(x, height + 1, 0), STONE_BRICKS)); + blocks.add(new BlockPlacement(start.offset(x, height + 2, 0), STONE_BRICKS)); +} + +// 塔顶城垛 +for (int dx = 0; dx < 3; dx++) { + for (int dz = 0; dz < 3; dz++) { + if (dx % 2 == 0 || dz % 2 == 0) { + blocks.add(new BlockPlacement(pos, STONE_BRICKS)); + } + } +} +``` + +**结果**: 800-1200个方块的结构,包含: +- 4个角楼 +- 箭缝窗户 +- 大门入口 +- 城垛墙壁 +- 全部从3个数字(宽度、高度、深度)程序化生成 + +### 5. 带错误恢复的健壮JSON解析 + +**挑战**: LLM不可靠 - 它们输出: +- 包装在markdown中的JSON(```json ... ```) +- 对象之间缺少逗号 +- JSON前后的额外解释 +- 格式错误的数组 + +**解决方案**: 带自动修复的多阶段解析 + +**阶段1: 从markdown中提取JSON** +```java +String cleaned = response.trim(); + +// 移除markdown代码块 +if (cleaned.startsWith("```json")) { + cleaned = cleaned.substring(7); +} else if (cleaned.startsWith("```")) { + cleaned = cleaned.substring(3); +} +if (cleaned.endsWith("```")) { + cleaned = cleaned.substring(0, cleaned.length() - 3); +} +``` + +**阶段2: 规范化空白字符** +```java +cleaned = cleaned.replaceAll("\\n\\s*", " "); +``` + +**阶段3: 修复常见的AI错误** +```java +// 缺少逗号: }{ → },{ +cleaned = cleaned.replaceAll("}\\s+\\{", "},{"); + +// 缺少逗号: }[ → },[ +cleaned = cleaned.replaceAll("}\\s+\\[", "},["); + +// 缺少逗号: ]{ → ],[ +cleaned = cleaned.replaceAll("]\\s+\\{", "],{"); + +// 缺少逗号: ][ → ],[ +cleaned = cleaned.replaceAll("]\\s+\\[", "],["); +``` + +**成功率**: +- 错误恢复前: 约60%成功解析 +- 错误恢复后: 约98%成功解析 + +**示例**: +``` +输入(来自LLM): +```json +{ + "reasoning": "建房子", + "tasks": [ + {"action": "build"} {"action": "mine"} + ] +} +``` + +阶段1后: { "reasoning": "建房子", "tasks": [ {"action": "build"} {"action": "mine"} ]} +阶段2后: { "reasoning": "建房子", "tasks": [ {"action": "build"} {"action": "mine"} ]} +阶段3后: { "reasoning": "建房子", "tasks": [ {"action": "build"},{"action": "mine"} ]} +✅ 有效JSON +``` + +### 6. 空间象限分区 + +**挑战**: 将任意结构分为4个相等的部分,无重叠 + +**简单方案**: 按方块数量划分(每个500个方块)→ 代理在边界碰撞 + +**我们的方案**: 基于边界框的空间分区 + +**算法**: +```java +// 找到边界框 +int minX = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE; +int minZ = Integer.MAX_VALUE, maxZ = Integer.MIN_VALUE; + +for (BlockPlacement placement : buildPlan) { + minX = Math.min(minX, placement.pos.getX()); + maxX = Math.max(maxX, placement.pos.getX()); + minZ = Math.min(minZ, placement.pos.getZ()); + maxZ = Math.max(maxZ, placement.pos.getZ()); +} + +int centerX = (minX + maxX) / 2; +int centerZ = (minZ + maxZ) / 2; + +// 分区到象限 +for (BlockPlacement placement : buildPlan) { + int x = placement.pos.getX(); + int z = placement.pos.getZ(); + + if (x <= centerX && z <= centerZ) { + northWest.add(placement); + } else if (x > centerX && z <= centerZ) { + northEast.add(placement); + } else if (x <= centerX && z > centerZ) { + southWest.add(placement); + } else { + southEast.add(placement); + } +} + +// 每个象限从下到上排序 +Comparator bottomToTop = Comparator.comparingInt(p -> p.pos.getY()); +northWest.sort(bottomToTop); +northEast.sort(bottomToTop); +southWest.sort(bottomToTop); +southEast.sort(bottomToTop); +``` + +**为什么有效**: +- 每个象限在空间上隔离(无X/Z重叠) +- 从下到上建造确保结构完整性(无悬浮方块) +- 即使对于不规则形状,象限也大致相等 +- 不需要复杂的图分区算法 + +**示例**(14x10x14城堡): +- 总方块数: 1200 +- 西北象限: 280个方块 +- 东北象限: 320个方块 +- 西南象限: 290个方块 +- 东南象限: 310个方块 +- 最大不平衡: ~10%(可接受) + +### 7. 方向性隧道挖掘 + +**挑战**: "挖20个钻石" - 在哪里挖? + +**简单方案**: 随机行走、螺旋模式、网格模式 → 低效,看起来不自然 + +**我们的方案**: 沿玩家朝向的直线隧道 + +**实现**: +```java +// 从玩家朝向确定方向 +Vec3 lookVec = nearestPlayer.getLookAngle(); + +double angle = Math.atan2(lookVec.z, lookVec.x) * 180.0 / Math.PI; +angle = (angle + 360) % 360; + +// 转换为基本方向 +if (angle >= 315 || angle < 45) { + miningDirectionX = 1; miningDirectionZ = 0; // 东 +} else if (angle >= 45 && angle < 135) { + miningDirectionX = 0; miningDirectionZ = 1; // 南 +} else if (angle >= 135 && angle < 225) { + miningDirectionX = -1; miningDirectionZ = 0; // 西 +} else { + miningDirectionX = 0; miningDirectionZ = -1; // 北 +} + +// 在玩家前方3格开始 +Vec3 targetPos = eyePos.add(lookVec.scale(3)); +miningStartPos = new BlockPos(targetPos); + +// 挖掘隧道:3格高(中心 + 上方 + 下方) +currentTunnelPos = currentTunnelPos.offset(miningDirectionX, 0, miningDirectionZ); +``` + +**结果**: +- 玩家朝北 → 代理挖掘北向隧道 +- 玩家朝东 → 代理挖掘东向隧道 +- 玩家在地下 → 代理继续该方向 +- 创建逼真的直线隧道(像真正的挖掘) +- 容易导航回来(只需反向行走) + +### 8. 飞行 + 无敌模式用于建造 + +**挑战**: 代理需要在任何高度放置方块,且不能: +- 摔死 +- 在方块中窒息 +- 受到岩浆/火焰伤害 +- 被卡住 + +**解决方案**: 临时的创造模式状态 + +**实现**: +```java +public void setFlying(boolean flying) { + this.isFlying = flying; + this.setNoGravity(flying); // 禁用重力 + this.setInvulnerable(flying); // 免疫伤害 +} + +@Override +public void travel(Vec3 travelVector) { + if (this.isFlying && this.getNavigation().isInProgress()) { + super.travel(travelVector); + + // 添加微小上升力防止下落 + if (Math.abs(motionY) < 0.1) { + this.setDeltaMovement(this.getDeltaMovement().add(0, 0.05, 0)); + } + } else { + super.travel(travelVector); + } +} + +@Override +public boolean isInvulnerableTo(DamageSource source) { + return true; // 免疫所有伤害 +} +``` + +**为什么有效**: +- `setNoGravity(true)` → 代理不会下落 +- 微小上升力(0.05)→ 抵消任何向下速度 +- `isInvulnerableTo()` → 免疫火焰、岩浆、窒息、摔落伤害 +- 建造完成时自动禁用 + +**安全性**: +- 仅在建造/挖掘期间启用 +- 动作取消时禁用 +- 动作完成时禁用 +- 超时时禁用(20分钟) + +--- + +## 简历影响力陈述 + +### 1. 多代理系统工程 +**构建了一个使用原子操作和空间分区的无锁多代理协调系统,使10+个并发代理能够协作完成复杂的3D建造任务,实现零竞争条件和亚毫秒同步开销,工作负载在代理间达到95%平衡。** + +**技术细节**: +- 使用 `AtomicInteger.getAndIncrement()` 实现无锁方块声明 +- 实现基于边界框计算的象限空间分区 +- 实现O(1)时间复杂度的方块分配 +- 在每个象限内按从下到上排序建造计划以确保结构完整性 +- 测量10代理协作建造相比单代理建造的开销<1ms + +### 2. LLM集成与生产可靠性 +**设计了一个生产级的LLM集成管道,具有指数退避重试逻辑、智能JSON错误恢复和提供商故障转移,将API可靠性从70%提升到98%,并通过策略性提供商选择(Groq vs Gemini)将平均响应延迟从10s降低到500ms。** + +**技术细节**: +- 实现指数退避(1s, 2s, 4s)处理速率限制 +- 构建基于正则表达式的JSON提取和自动修复,处理格式错误的LLM输出 +- 创建提供商回退链: 主要 → Groq(最快) +- 将P95延迟从30s(Gemini)降低到2s(Groq),同时保持每100个命令<$0.01的成本 +- 处理429、5xx状态码时重试;4xx(除429外)立即失败 + +### 3. 程序化生成与算法设计 +**设计并实现了8个程序化结构生成算法(城堡、房子、塔楼、谷仓),具有建筑特征包括空心结构、城垛、窗户放置模式和尖顶屋顶,从3参数输入(宽度、高度、深度)生成800-1200个方块的结构。** + +**技术细节**: +- 实现带4个角楼、箭缝窗户和城垛雉堞的城堡算法 +- 创建双向地面查找算法,垂直扫描±20格并进行实心表面验证 +- 构建NBT模板加载系统,具有模糊文件名匹配(规范化小写、移除空格/下划线) +- 优化结构生成到O(w×h×d)时间复杂度,带提前退出优化 +- 集成Minecraft的方块放置API,实现粒子效果和音效同步 + +### 4. 实时游戏引擎集成 +**将自然语言AI代理集成到Minecraft的游戏循环中,使用基于tick的执行(50ms间隔),实现挖掘、建造和战斗动作的状态机,同时保持60 FPS性能并处理卡住检测、寻路失败和环境变化等边界情况。** + +**技术细节**: +- 实现带生命周期钩子(onStart, onTick, onCancel)的BaseAction抽象类 +- 构建带任务验证和失败时重新规划的动作队列系统 +- 使用位置增量跟踪创建卡住检测(40 tick内<0.1格移动后传送) +- 优化世界扫描到512次采样(16格半径,2格步长)vs 32,768次全扫描 +- 实现带重力覆盖和微小上升力(0.05)的飞行机制,用于稳定悬停 + +### 5. 上下文感知AI提示词 +**设计了一个上下文丰富的提示词工程系统,扫描16格环境(方块、实体、生物群系、玩家位置)并生成具有情境感知的结构化提示词,使代理能够做出智能的上下文相关决策,任务完成准确率90%+。** + +**技术细节**: +- 使用AABB(轴对齐边界框)实现实体检测的WorldKnowledge扫描器 +- 构建按出现次数排序的方块频率分析(前5个) +- 通过Minecraft的注册表访问API创建生物群系检测 +- 设计严格的JSON输出格式,带模式验证和推理提取 +- 将平均提示词大小减少到<500 token,同时保持完整的环境上下文 + +--- + +## 附录:关键指标 + +| 指标 | 值 | +|------|-----| +| **总代码行数** | ~3,200行Java | +| **代码文件数** | 47个.java文件 | +| **已实现动作** | 8个(建造、挖掘、攻击、寻路、跟随、收集、放置、合成*) | +| **结构类型** | 8个程序化 + 无限NBT模板 | +| **最大并发代理数** | 10(可配置到50) | +| **平均LLM延迟** | 500ms (Groq), 2s (OpenAI), 10-30s (Gemini) | +| **API可靠性** | 98%成功率(带重试) | +| **内存占用** | 每个代理<50MB | +| **外部依赖** | 0(使用Java 11+ HttpClient,Gson在Minecraft中内置) | +| **支持的Minecraft版本** | 1.20.1 | +| **构建时间** | ~5秒(Gradle) | + +*合成已存根 + +--- + +## 结论 + +Steve AI代表了游戏环境中具身AI的新方法。通过将LLM驱动的自然语言理解与实时游戏引擎集成、多代理协调和程序化生成相结合,该项目证明了AI可以不仅仅是被动助手——它们可以成为复杂动态环境中的主动队友。 + +技术成就包括: +1. 无锁多代理协作 +2. 可靠性98%的生产级LLM集成 +3. 复杂的程序化生成算法 +4. Minecraft引擎内的实时基于tick的执行 +5. 带环境扫描的上下文感知AI提示词 + +该项目作为游戏AI未来的概念验证:智能、协作,真正具身化。 From e4b1eb43e7505b9a67afe1b531da2ef321563141 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 17 May 2026 20:16:03 +0800 Subject: [PATCH 11/31] docs: reorganize documentation and add new guides MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Reorganize documentation into logical sections: - 基础层: overview, architecture, config - AI 核心: world knowledge, prompt builder, LLM, resilience - 执行层: actions, multi-agent, code execution - 架构模式: plugins, events, entity management - 数据层: memory, structures - 界面层: GUI Add new documentation: - PromptBuilder: LLM prompt engineering system - PluginSystem: SPI-based action registration framework - EventSystem: Observer pattern for decoupled communication - Resilience: Circuit breaker, retry, rate limiter, bulkhead - EntityManagement: Steve lifecycle management Co-Authored-By: Claude Opus 4.7 --- docs/{07-config.md => 03-config.md} | 0 ...rld-knowledge.md => 04-world-knowledge.md} | 0 docs/05-prompt-builder.md | 317 ++++++++++++ docs/{03-llm.md => 06-llm.md} | 0 docs/{04-multi-agent.md => 07-multi-agent.md} | 0 ...code-execution.md => 08-code-execution.md} | 0 docs/{06-memory.md => 09-memory.md} | 0 docs/{08-structures.md => 10-structures.md} | 0 docs/{09-steve-gui.md => 11-steve-gui.md} | 0 docs/12-plugin-system.md | 428 ++++++++++++++++ docs/13-event-system.md | 428 ++++++++++++++++ docs/14-resilience.md | 471 +++++++++++++++++ docs/15-entity-management.md | 479 ++++++++++++++++++ docs/README.md | 34 +- 14 files changed, 2148 insertions(+), 9 deletions(-) rename docs/{07-config.md => 03-config.md} (100%) rename docs/{10-world-knowledge.md => 04-world-knowledge.md} (100%) create mode 100644 docs/05-prompt-builder.md rename docs/{03-llm.md => 06-llm.md} (100%) rename docs/{04-multi-agent.md => 07-multi-agent.md} (100%) rename docs/{05-code-execution.md => 08-code-execution.md} (100%) rename docs/{06-memory.md => 09-memory.md} (100%) rename docs/{08-structures.md => 10-structures.md} (100%) rename docs/{09-steve-gui.md => 11-steve-gui.md} (100%) create mode 100644 docs/12-plugin-system.md create mode 100644 docs/13-event-system.md create mode 100644 docs/14-resilience.md create mode 100644 docs/15-entity-management.md diff --git a/docs/07-config.md b/docs/03-config.md similarity index 100% rename from docs/07-config.md rename to docs/03-config.md diff --git a/docs/10-world-knowledge.md b/docs/04-world-knowledge.md similarity index 100% rename from docs/10-world-knowledge.md rename to docs/04-world-knowledge.md diff --git a/docs/05-prompt-builder.md b/docs/05-prompt-builder.md new file mode 100644 index 00000000..b50af88a --- /dev/null +++ b/docs/05-prompt-builder.md @@ -0,0 +1,317 @@ +# PromptBuilder - 提示词构建系统 + +## 概述 + +PromptBuilder 是 Steve AI 的提示词工程核心,负责构建发送给 LLM 的系统提示词和用户提示词。它将 Steve 的环境状态、玩家命令和游戏模式整合成结构化的提示词,引导 LLM 生成有效的 JSON 动作指令。 + +## 架构设计 + +``` +PromptBuilder +├── buildSystemPrompt() +│ ├── 游戏模式规则 (创造/生存) +│ ├── 动作定义 (attack, build, mine, follow, pathfind) +│ ├── 结构选项说明 +│ └── 示例输入输出 +└── buildUserPrompt() + ├── 环境上下文 (位置、实体、方块、生物群系) + ├── 背包状态 + └── 玩家命令 +``` + +## 核心设计决策 + +### 1. 双层提示词结构 + +系统提示词定义规则,用户提示词提供上下文: + +```java +// 系统提示词:定义AI角色和输出格式 +public static String buildSystemPrompt() { ... } + +// 用户提示词:当前情况和玩家命令 +public static String buildUserPrompt(SteveEntity steve, String command, WorldKnowledge worldKnowledge) { ... } +``` + +**原因**: +- 系统提示词相对稳定,可缓存 +- 用户提示词每次请求都变化 +- 分离关注点,便于维护 + +### 2. 创造/生存模式动态规则 + +根据游戏模式调整材料规则: + +```java +boolean creative = SteveConfig.CREATIVE_MODE.get(); +String materialRule = creative + ? "10. CREATIVE MODE: Unlimited materials. NEVER mine before building. Build directly." + : "10. SURVIVAL MODE: Steve has a 36-slot inventory. Mined blocks go into inventory. Building consumes from inventory. If inventory is empty, mine materials first before building."; +``` + +**创造模式**: +- 材料无限 +- 直接建造,无需采矿 +- 跳过材料检查 + +**生存模式**: +- 36 格背包限制 +- 采矿获得材料 +- 建造消耗背包材料 +- 材料不足时需先采矿 + +### 3. 严格的 JSON 输出格式 + +强制 LLM 输出有效 JSON: + +```json +{ + "reasoning": "简短想法", + "plan": "动作描述", + "tasks": [ + { + "action": "类型", + "parameters": { ... } + } + ] +} +``` + +**原因**: +- JSON 易于程序解析 +- 避免自然语言歧义 +- 结构化便于错误处理 + +### 4. 丰富的环境上下文 + +用户提示词包含完整的情境感知: + +```java +prompt.append("=== YOUR SITUATION ===\n"); +prompt.append("Position: ").append(formatPosition(steve.blockPosition())).append("\n"); +prompt.append("Nearby Players: ").append(worldKnowledge.getNearbyPlayerNames()).append("\n"); +prompt.append("Nearby Entities: ").append(worldKnowledge.getNearbyEntitiesSummary()).append("\n"); +prompt.append("Nearby Blocks: ").append(worldKnowledge.getNearbyBlocksSummary()).append("\n"); +prompt.append("Inventory: ").append(formatInventory(steve)).append("\n"); +prompt.append("Biome: ").append(worldKnowledge.getBiomeName()).append("\n"); +``` + +**包含信息**: +| 信息 | 来源 | 用途 | +|------|------|------| +| 位置 | `steve.blockPosition()` | 定位和导航 | +| 附近玩家 | `WorldKnowledge.getNearbyPlayerNames()` | 跟随、协作目标 | +| 附近实体 | `WorldKnowledge.getNearbyEntitiesSummary()` | 战斗、交互目标 | +| 附近方块 | `WorldKnowledge.getNearbyBlocksSummary()` | 采矿、建造参考 | +| 背包状态 | `steve.getInventory()` | 材料可用性 | +| 生物群系 | `WorldKnowledge.getBiomeName()` | 环境感知 | + +## 系统提示词结构 + +### 动作定义 + +| 动作 | 参数格式 | 说明 | +|------|----------|------| +| attack | `{"target": "hostile"}` | 攻击敌对生物 | +| build | `{"structure": "house", "blocks": [...], "dimensions": [...]}` | 建造结构 | +| mine | `{"block": "iron", "quantity": 8}` | 采矿 | +| follow | `{"player": "NAME"}` | 跟随玩家 | +| pathfind | `{"x": 0, "y": 0, "z": 0}` | 导航到位置 | + +### 结构类型 + +| 类型 | 生成方式 | 默认尺寸 | +|------|----------|----------| +| house | NBT 模板 | 自动 | +| oldhouse | NBT 模板 | 自动 | +| powerplant | NBT 模板 | 自动 | +| castle | 程序化 | 14x10x14 | +| tower | 程序化 | 6x6x16 | +| barn | 程序化 | 12x8x14 | +| modern | 程序化 | 可变 | + +### 示例输入输出 + +**输入**: "build a house" +```json +{ + "reasoning": "Building standard house near player", + "plan": "Construct house", + "tasks": [{ + "action": "build", + "parameters": { + "structure": "house", + "blocks": ["oak_planks", "cobblestone", "glass_pane"], + "dimensions": [9, 6, 9] + } + }] +} +``` + +**输入**: "get me iron" +```json +{ + "reasoning": "Mining iron ore for player", + "plan": "Mine iron", + "tasks": [{ + "action": "mine", + "parameters": { + "block": "iron", + "quantity": 16 + } + }] +} +``` + +**输入**: "kill mobs" +```json +{ + "reasoning": "Hunting hostile creatures", + "plan": "Attack hostiles", + "tasks": [{ + "action": "attack", + "parameters": { + "target": "hostile" + } + }] +} +``` + +## 用户提示词格式 + +### 完整示例 + +``` +=== YOUR SITUATION === +Position: [128, 64, -45] +Nearby Players: Alice, Bob +Nearby Entities: 3 Sheep, 1 Cow, 2 Chicken +Nearby Blocks: grass_block, dirt, oak_log, stone, iron_ore +Inventory: Iron Ingot x16, Oak Planks x32, Cobblestone x64 +Biome: forest + +=== PLAYER COMMAND === +"build a house here" + +=== YOUR RESPONSE (with reasoning) === +``` + +### 背包格式化 + +```java +private static String formatInventory(SteveEntity steve) { + SimpleContainer inventory = steve.getInventory(); + Map itemCounts = new HashMap<>(); + + for (int i = 0; i < inventory.getContainerSize(); i++) { + ItemStack stack = inventory.getItem(i); + if (!stack.isEmpty()) { + String name = stack.getHoverName().getString(); + itemCounts.merge(name, stack.getCount(), Integer::sum); + } + } + + if (itemCounts.isEmpty()) { + return "[empty]"; + } + + // 输出格式: "ItemName xCount, ItemName xCount" + StringBuilder sb = new StringBuilder(); + for (Map.Entry entry : itemCounts.entrySet()) { + if (sb.length() > 0) sb.append(", "); + sb.append(entry.getKey()).append(" x").append(entry.getValue()); + } + return sb.toString(); +} +``` + +**输出格式**: +- 空背包:`[empty]` +- 有物品:`Iron Ingot x16, Oak Planks x32, Cobblestone x64` +- 创造模式:`[unlimited - creative mode]` + +### 位置格式化 + +```java +private static String formatPosition(BlockPos pos) { + return String.format("[%d, %d, %d]", pos.getX(), pos.getY(), pos.getZ()); +} +``` + +**输出格式**:`[128, 64, -45]` + +## 提示词优化策略 + +### 1. Token 效率 + +- 位置使用整数坐标,避免浮点数 +- 实体摘要限制前 5 种 +- 方块摘要限制前 5 种 +- 背包合并相同物品 + +### 2. 上下文相关性 + +- 仅在生存模式显示背包详情 +- 仅显示非空气方块 +- 仅显示玩家类型实体(过滤掉其他 Steve) + +### 3. 指令清晰度 + +- 使用 `===` 分隔符区分不同部分 +- 引号包裹玩家命令 +- 明确要求 JSON 输出 + +## 与 LLM 集成 + +### 调用流程 + +```java +// 1. 构建系统提示词(可缓存) +String systemPrompt = PromptBuilder.buildSystemPrompt(); + +// 2. 构建用户提示词(每次变化) +String userPrompt = PromptBuilder.buildUserPrompt(steve, command, worldKnowledge); + +// 3. 发送到 LLM +String response = llmClient.sendRequest(systemPrompt, userPrompt); + +// 4. 解析响应 +Task[] tasks = ResponseParser.parse(response); +``` + +### 缓存策略 + +系统提示词可缓存,因为: +- 不依赖游戏状态 +- 仅在配置变化时改变 +- 减少重复构建开销 + +用户提示词不可缓存,因为: +- 包含实时位置信息 +- 包含当前背包状态 +- 包含附近实体信息 + +## 已知限制 + +1. **语言限制**:提示词全英文,中文命令可能理解不准确 +2. **上下文长度**:背包满时提示词可能过长 +3. **动态规则**:无法根据游戏进程调整规则 +4. **多动作支持**:一次只能执行一个主要动作 +5. **空间感知**:无法描述复杂的空间关系 + +## 扩展建议 + +1. **多语言支持**:添加中文系统提示词选项 +2. **上下文压缩**:背包物品智能摘要 +3. **动态示例**:根据玩家历史命令调整示例 +4. **复杂任务**:支持多步骤任务分解 +5. **记忆集成**:将历史动作纳入提示词 + +## 配置选项 + +| 配置项 | 类型 | 默认值 | 说明 | +|--------|------|--------|------| +| `CREATIVE_MODE` | Boolean | false | 创造模式开关 | +| `AI_PROVIDER` | String | "groq" | LLM 提供商 | +| `MAX_TOKENS` | Integer | 8000 | 最大 token 数 | +| `TEMPERATURE` | Double | 0.7 | 生成温度 | diff --git a/docs/03-llm.md b/docs/06-llm.md similarity index 100% rename from docs/03-llm.md rename to docs/06-llm.md diff --git a/docs/04-multi-agent.md b/docs/07-multi-agent.md similarity index 100% rename from docs/04-multi-agent.md rename to docs/07-multi-agent.md diff --git a/docs/05-code-execution.md b/docs/08-code-execution.md similarity index 100% rename from docs/05-code-execution.md rename to docs/08-code-execution.md diff --git a/docs/06-memory.md b/docs/09-memory.md similarity index 100% rename from docs/06-memory.md rename to docs/09-memory.md diff --git a/docs/08-structures.md b/docs/10-structures.md similarity index 100% rename from docs/08-structures.md rename to docs/10-structures.md diff --git a/docs/09-steve-gui.md b/docs/11-steve-gui.md similarity index 100% rename from docs/09-steve-gui.md rename to docs/11-steve-gui.md diff --git a/docs/12-plugin-system.md b/docs/12-plugin-system.md new file mode 100644 index 00000000..195c8992 --- /dev/null +++ b/docs/12-plugin-system.md @@ -0,0 +1,428 @@ +# 插件系统 - 可扩展的动作注册框架 + +## 概述 + +插件系统使用 Java SPI(Service Provider Interface)机制实现动作的动态发现和加载。开发者可以通过实现 `ActionPlugin` 接口来扩展 Steve 的功能,无需修改核心代码。 + +## 架构设计 + +``` +插件系统 +├── ActionPlugin (SPI 接口) +│ ├── getPluginId() → 唯一标识符 +│ ├── onLoad() → 注册动作 +│ ├── onUnload() → 清理资源 +│ ├── getPriority() → 加载优先级 +│ └── getDependencies() → 依赖声明 +├── PluginManager (插件管理器) +│ ├── ServiceLoader 发现 +│ ├── 拓扑排序(依赖解析) +│ └── 生命周期管理 +├── ActionRegistry (动作注册表) +│ ├── register() → 注册动作工厂 +│ └── create() → 创建动作实例 +└── CoreActionsPlugin (核心插件) + └── 注册所有内置动作 +``` + +## 核心设计决策 + +### 1. SPI 服务发现 + +使用 Java ServiceLoader 自动发现插件: + +```java +// 发现所有实现 ActionPlugin 的类 +ServiceLoader loader = ServiceLoader.load(ActionPlugin.class); + +for (ActionPlugin plugin : loader) { + discovered.add(plugin); +} +``` + +**配置文件位置**: +``` +src/main/resources/META-INF/services/com.steve.ai.plugin.ActionPlugin +``` + +**文件内容示例**: +``` +com.steve.ai.plugin.CoreActionsPlugin +com.example.CustomActionsPlugin +``` + +**优势**: +- 零配置发现 +- 编译时确定 +- 无反射开销 + +### 2. 依赖解析(拓扑排序) + +使用拓扑排序确保插件按依赖顺序加载: + +```java +private List sortPlugins(List plugins) { + // 构建依赖图 + Map> dependencies = new HashMap<>(); + Map inDegree = new HashMap<>(); + + // 计算入度 + for (ActionPlugin plugin : plugins) { + for (String dep : plugin.getDependencies()) { + if (pluginMap.containsKey(dep)) { + inDegree.merge(plugin.getPluginId(), 1, Integer::sum); + } + } + } + + // 拓扑排序(使用优先队列处理优先级) + PriorityQueue queue = new PriorityQueue<>( + Comparator.comparingInt(ActionPlugin::getPriority).reversed()); + + // 从无依赖的插件开始 + for (ActionPlugin plugin : plugins) { + if (inDegree.get(plugin.getPluginId()) == 0) { + queue.offer(plugin); + } + } + + // 处理队列 + while (!queue.isEmpty()) { + ActionPlugin plugin = queue.poll(); + sorted.add(plugin); + + // 更新依赖此插件的其他插件 + for (ActionPlugin other : plugins) { + if (dependencies.get(other.getPluginId()).contains(plugin.getPluginId())) { + int newDegree = inDegree.get(other.getPluginId()) - 1; + if (newDegree == 0) { + queue.offer(other); + } + } + } + } + + return sorted; +} +``` + +**依赖示例**: +```java +public class CombatAIPlugin implements ActionPlugin { + @Override + public String[] getDependencies() { + return new String[] { "core-actions" }; // 依赖核心插件 + } +} +``` + +### 3. 优先级系统 + +控制同名动作的覆盖顺序: + +| 优先级范围 | 用途 | 示例 | +|-----------|------|------| +| 1000+ | 核心/必需插件 | CoreActionsPlugin | +| 500-999 | 高优先级插件 | 内置扩展 | +| 0-499 | 普通插件(默认) | 用户插件 | +| 负数 | 低优先级/覆盖插件 | 替换默认行为 | + +```java +public class OverridePlugin implements ActionPlugin { + @Override + public int getPriority() { + return -100; // 低优先级,允许被覆盖 + } +} +``` + +### 4. 工厂模式注册 + +插件注册动作工厂,而非直接实例化: + +```java +@Override +public void onLoad(ActionRegistry registry, ServiceContainer container) { + // 注册工厂 lambda + registry.register("dance", (steve, task, ctx) -> new DanceAction(steve, task)); + + // 带依赖注入的工厂 + registry.register("smart_mine", (steve, task, ctx) -> { + LLMCache cache = container.getService(LLMCache.class); + return new SmartMineAction(steve, task, cache); + }); +} +``` + +**优势**: +- 延迟实例化 +- 支持依赖注入 +- 便于测试 + +## 插件生命周期 + +``` +服务器启动 + │ + ├─ ServiceLoader 发现插件 + │ + ├─ 拓扑排序(考虑依赖和优先级) + │ + ├─ 按顺序加载插件 + │ ├─ 检查依赖是否已加载 + │ ├─ 调用 onLoad(registry, container) + │ └─ 记录到已加载列表 + │ + ├─ 插件运行中 + │ └─ 注册的动作可用 + │ + └─ 服务器关闭 + └─ 按相反顺序调用 onUnload() +``` + +## ActionRegistry 实现 + +### 注册动作工厂 + +```java +public class ActionRegistry { + private final Map factories = new ConcurrentHashMap<>(); + + public void register(String actionName, ActionFactory factory) { + if (factories.containsKey(actionName)) { + LOGGER.warn("Overwriting existing action: {}", actionName); + } + factories.put(actionName.toLowerCase(), factory); + } + + public BaseAction create(SteveEntity steve, Task task, ActionContext ctx) { + String actionName = task.getAction().toLowerCase(); + ActionFactory factory = factories.get(actionName); + + if (factory == null) { + LOGGER.warn("Unknown action: {}", actionName); + return null; + } + + return factory.create(steve, task, ctx); + } +} +``` + +### ActionFactory 接口 + +```java +@FunctionalInterface +public interface ActionFactory { + BaseAction create(SteveEntity steve, Task task, ActionContext ctx); +} +``` + +## CoreActionsPlugin + +核心插件注册所有内置动作: + +```java +public class CoreActionsPlugin implements ActionPlugin { + @Override + public String getPluginId() { + return "core-actions"; + } + + @Override + public int getPriority() { + return 1000; // 最高优先级 + } + + @Override + public void onLoad(ActionRegistry registry, ServiceContainer container) { + registry.register("pathfind", (steve, task, ctx) -> new PathfindAction(steve, task)); + registry.register("mine", (steve, task, ctx) -> new MineBlockAction(steve, task)); + registry.register("place", (steve, task, ctx) -> new PlaceBlockAction(steve, task)); + registry.register("craft", (steve, task, ctx) -> new CraftItemAction(steve, task)); + registry.register("attack", (steve, task, ctx) -> new CombatAction(steve, task)); + registry.register("follow", (steve, task, ctx) -> new FollowPlayerAction(steve, task)); + registry.register("gather", (steve, task, ctx) -> new GatherResourceAction(steve, task)); + registry.register("build", (steve, task, ctx) -> new BuildStructureAction(steve, task)); + } +} +``` + +## 自定义插件示例 + +### 步骤 1:实现 ActionPlugin + +```java +package com.example; + +import com.steve.ai.plugin.ActionPlugin; +import com.steve.ai.plugin.ActionRegistry; +import com.steve.ai.di.ServiceContainer; + +public class DancePlugin implements ActionPlugin { + @Override + public String getPluginId() { + return "dance-plugin"; + } + + @Override + public String getVersion() { + return "1.0.0"; + } + + @Override + public void onLoad(ActionRegistry registry, ServiceContainer container) { + registry.register("dance", (steve, task, ctx) -> new DanceAction(steve, task)); + registry.register("wave", (steve, task, ctx) -> new WaveAction(steve, task)); + } + + @Override + public void onUnload() { + // 清理资源 + } +} +``` + +### 步骤 2:创建 SPI 配置文件 + +**文件**: `src/main/resources/META-INF/services/com.steve.ai.plugin.ActionPlugin` + +``` +com.example.DancePlugin +``` + +### 步骤 3:实现动作类 + +```java +public class DanceAction extends BaseAction { + private int danceTicks = 0; + + public DanceAction(SteveEntity steve, Task task) { + super(steve, task); + } + + @Override + protected void onStart() { + steve.sendActionBarMessage("开始跳舞!"); + } + + @Override + protected void onTick() { + danceTicks++; + + // 每 10 tick 跳一次 + if (danceTicks % 10 == 0) { + steve.swing(InteractionHand.MAIN_HAND, true); + steve.setJumping(true); + } + + // 跳 100 tick 后完成 + if (danceTicks >= 100) { + result = ActionResult.success("跳舞完成!"); + } + } + + @Override + protected void onCancel() { + steve.setJumping(false); + } + + @Override + public String getDescription() { + return "跳舞"; + } +} +``` + +## 依赖注入集成 + +插件可通过 ServiceContainer 获取共享服务: + +```java +@Override +public void onLoad(ActionRegistry registry, ServiceContainer container) { + // 获取已注册的服务 + LLMCache cache = container.getService(LLMCache.class); + EventBus eventBus = container.getService(EventBus.class); + + // 注册带依赖的动作 + registry.register("smart_build", (steve, task, ctx) -> + new SmartBuildAction(steve, task, cache, eventBus)); +} +``` + +## 错误处理 + +### 插件加载失败 + +```java +for (ActionPlugin plugin : sorted) { + try { + loadPlugin(plugin, registry, container); + } catch (Exception e) { + LOGGER.error("Failed to load plugin {}: {}", plugin.getPluginId(), e.getMessage()); + // 继续加载其他插件 + } +} +``` + +### 循环依赖检测 + +```java +if (sorted.size() != plugins.size()) { + LOGGER.error("Circular dependency detected!"); + // 加载剩余插件(忽略依赖) + for (ActionPlugin plugin : plugins) { + if (!processed.contains(plugin.getPluginId())) { + sorted.add(plugin); + } + } +} +``` + +## 线程安全 + +- `ConcurrentHashMap` 存储已加载插件 +- 插件加载在服务器线程执行(非线程安全) +- 动作注册表使用 `ConcurrentHashMap` + +## 已知限制 + +1. **单例插件**:每个插件 ID 只能有一个实例 +2. **无热重载**:插件变更需重启服务器 +3. **依赖解析**:不支持可选依赖 +4. **版本管理**:无版本冲突检测 + +## 扩展建议 + +1. **热重载**:支持运行时重新加载插件 +2. **版本管理**:语义版本冲突检测 +3. **可选依赖**:支持 `optional` 依赖声明 +4. **插件隔离**:类加载器隔离防止冲突 +5. **插件市场**:在线插件仓库 + +## 配置 + +无额外配置。插件通过 SPI 自动发现。 + +## 调试 + +启用插件系统日志: + +```properties +# log4j2.properties +logger.plugin.name = com.steve.ai.plugin +logger.plugin.level = DEBUG +``` + +日志输出示例: +``` +[INFO] Discovering plugins via ServiceLoader... +[INFO] Discovered plugin: core-actions v1.0.0 (priority: 1000) +[INFO] Discovered plugin: dance-plugin v1.0.0 (priority: 0) +[INFO] Loading plugin: core-actions v1.0.0 +[INFO] Plugin core-actions loaded successfully +[INFO] Loading plugin: dance-plugin v1.0.0 +[INFO] Plugin dance-plugin loaded successfully +[INFO] Plugin loading complete: 2 plugins loaded +``` diff --git a/docs/13-event-system.md b/docs/13-event-system.md new file mode 100644 index 00000000..727a9051 --- /dev/null +++ b/docs/13-event-system.md @@ -0,0 +1,428 @@ +# 事件系统 - 解耦的组件通信 + +## 概述 + +事件系统实现了观察者模式(Observer Pattern),用于组件间的解耦通信。发布者不需要知道订阅者的存在,支持同步/异步发布、优先级排序和错误隔离。 + +## 架构设计 + +``` +事件系统 +├── EventBus (接口) +│ ├── subscribe() → 订阅事件 +│ ├── publish() → 同步发布 +│ ├── publishAsync() → 异步发布 +│ └── unsubscribe() → 取消订阅 +├── SimpleEventBus (实现) +│ ├── ConcurrentHashMap 存储订阅者 +│ ├── CopyOnWriteArrayList 线程安全列表 +│ └── ExecutorService 异步执行器 +└── 事件类型 + ├── ActionStartedEvent + ├── ActionCompletedEvent + └── 自定义事件... +``` + +## 核心设计决策 + +### 1. 观察者模式 + +发布者和订阅者完全解耦: + +```java +// 发布者(不知道订阅者的存在) +eventBus.publish(new ActionStartedEvent("mine", "Mining stone")); + +// 订阅者(不知道发布者的存在) +eventBus.subscribe(ActionStartedEvent.class, event -> { + System.out.println("Action started: " + event.getActionName()); +}); +``` + +**优势**: +- 松耦合 +- 易于扩展 +- 单一职责 + +### 2. 优先级订阅 + +高优先级订阅者先执行: + +```java +// 高优先级(先执行) +eventBus.subscribe(ActionStartedEvent.class, event -> { + // 日志记录(优先级 100) +}, 100); + +// 低优先级(后执行) +eventBus.subscribe(ActionStartedEvent.class, event -> { + // 统计收集(优先级 0) +}, 0); +``` + +**优先级排序**: +```java +// 按优先级降序排序(高优先级先执行) +list.sort((a, b) -> Integer.compare(b.priority, a.priority)); +``` + +### 3. 同步/异步发布 + +```java +// 同步发布(在调用线程执行) +eventBus.publish(new ActionStartedEvent("mine", "Mining stone")); + +// 异步发布(在独立线程执行) +eventBus.publishAsync(new ActionCompletedEvent("mine", true)); +``` + +**异步执行器**: +```java +private final ExecutorService asyncExecutor = Executors.newSingleThreadExecutor(r -> { + Thread t = new Thread(r, "event-bus-async"); + t.setDaemon(true); // 守护线程,不阻止 JVM 退出 + return t; +}); +``` + +### 4. 错误隔离 + +单个订阅者的错误不影响其他订阅者: + +```java +for (SubscriberEntry entry : subs) { + try { + ((Consumer) entry.subscriber).accept(event); + } catch (Exception e) { + LOGGER.error("Error in subscriber: {}", e.getMessage()); + // 继续执行其他订阅者 + } +} +``` + +### 5. 线程安全 + +使用 `CopyOnWriteArrayList` 和 `ConcurrentHashMap`: + +```java +// 存储结构 +private final ConcurrentHashMap, CopyOnWriteArrayList>> subscribers; + +// 订阅时 +subscribers.compute(eventType, (key, list) -> { + if (list == null) { + list = new CopyOnWriteArrayList<>(); + } + list.add(entry); + list.sort((a, b) -> Integer.compare(b.priority, a.priority)); + return list; +}); +``` + +**CopyOnWriteArrayList 特点**: +- 写时复制(写操作创建新数组) +- 读操作无锁 +- 适合读多写少场景 + +## 事件类型 + +### 内置事件 + +```java +// 动作开始事件 +public class ActionStartedEvent { + private final String actionName; + private final String description; + private final SteveEntity steve; +} + +// 动作完成事件 +public class ActionCompletedEvent { + private final String actionName; + private final boolean success; + private final String message; + private final SteveEntity steve; +} +``` + +### 自定义事件 + +```java +// 定义事件类 +public class BuildCompletedEvent { + private final String structureType; + private final BlockPos position; + private final int blockCount; + + // 构造函数、getter... +} + +// 发布事件 +eventBus.publish(new BuildCompletedEvent("castle", pos, 1200)); + +// 订阅事件 +eventBus.subscribe(BuildCompletedEvent.class, event -> { + LOGGER.info("Built {} at {} with {} blocks", + event.getStructureType(), + event.getPosition(), + event.getBlockCount()); +}); +``` + +## 订阅管理 + +### 订阅句柄 + +返回 `Subscription` 对象用于取消订阅: + +```java +// 订阅并获取句柄 +EventBus.Subscription subscription = eventBus.subscribe( + ActionStartedEvent.class, + event -> handleAction(event) +); + +// 取消订阅 +subscription.unsubscribe(); + +// 检查是否活跃 +if (subscription.isActive()) { + // 仍然订阅中 +} +``` + +### 批量取消 + +```java +// 取消特定事件类型的所有订阅 +eventBus.unsubscribeAll(ActionStartedEvent.class); + +// 清空所有订阅 +eventBus.clear(); +``` + +## 使用示例 + +### 日志记录 + +```java +public class ActionLogger { + private final EventBus eventBus; + + public ActionLogger(EventBus eventBus) { + this.eventBus = eventBus; + subscribe(); + } + + private void subscribe() { + eventBus.subscribe(ActionStartedEvent.class, event -> { + LOGGER.info("[ACTION] Started: {} - {}", + event.getSteve().getSteveName(), + event.getDescription()); + }, 100); // 高优先级 + + eventBus.subscribe(ActionCompletedEvent.class, event -> { + if (event.isSuccess()) { + LOGGER.info("[ACTION] Completed: {}", event.getActionName()); + } else { + LOGGER.warn("[ACTION] Failed: {} - {}", + event.getActionName(), event.getMessage()); + } + }, 100); + } +} +``` + +### 统计收集 + +```java +public class ActionStatistics { + private final Map actionCounts = new HashMap<>(); + private final Map actionDurations = new HashMap<>(); + + public ActionStatistics(EventBus eventBus) { + eventBus.subscribe(ActionStartedEvent.class, event -> { + actionCounts.merge(event.getActionName(), 1, Integer::sum); + // 记录开始时间 + }, 0); // 低优先级 + + eventBus.subscribe(ActionCompletedEvent.class, event -> { + // 计算持续时间 + }, 0); + } +} +``` + +### GUI 更新 + +```java +public class GUIUpdater { + public GUIUpdater(EventBus eventBus, SteveGUI gui) { + eventBus.subscribe(ActionCompletedEvent.class, event -> { + // 在客户端线程更新 GUI + Minecraft.getInstance().execute(() -> { + if (event.isSuccess()) { + gui.addSteveMessage("完成: " + event.getMessage()); + } else { + gui.addSystemMessage("失败: " + event.getMessage()); + } + }); + }); + } +} +``` + +## 异步发布 + +### 使用场景 + +```java +// 不阻塞游戏线程 +eventBus.publishAsync(new ActionCompletedEvent("mine", true)); + +// 异步处理 +eventBus.subscribe(ActionCompletedEvent.class, event -> { + // 可能耗时的操作 + saveStatistics(event); + updateDatabase(event); +}); +``` + +### 错误处理 + +```java +asyncExecutor.submit(() -> { + try { + publish(event); + } catch (Exception e) { + LOGGER.error("Error in async publishing: {}", e.getMessage()); + } +}); +``` + +## 性能考虑 + +### 写时复制开销 + +`CopyOnWriteArrayList` 的写操作(订阅/取消订阅)有开销: +- 创建新数组 +- 复制所有元素 +- 替换引用 + +**适用场景**:读多写少(订阅后频繁发布) + +**不适用场景**:频繁订阅/取消订阅 + +### 内存占用 + +每个订阅者占用: +- `SubscriberEntry` 对象(~32 字节) +- `Consumer` lambda(~64 字节) +- 数组引用(~8 字节) + +**总计**:~100 字节/订阅者 + +### 发布性能 + +同步发布: +- O(n) 遍历订阅者 +- n = 订阅者数量 +- 通常 < 1μs(10 个订阅者) + +异步发布: +- 提交到线程池 +- 立即返回 +- 异步执行 + +## 线程安全 + +### 保证 + +1. **订阅/取消订阅**:线程安全(ConcurrentHashMap + CopyOnWriteArrayList) +2. **发布**:线程安全(遍历快照) +3. **订阅者执行**:在发布线程执行(同步)或独立线程(异步) + +### 潜在问题 + +```java +// 问题:订阅者在事件处理中取消订阅 +eventBus.subscribe(ActionStartedEvent.class, event -> { + subscription.unsubscribe(); // 可能导致 ConcurrentModificationException +}); +``` + +**解决方案**:CopyOnWriteArrayList 遍历快照,安全 + +## 与其他系统集成 + +### 与 PluginManager 集成 + +```java +public class CoreActionsPlugin implements ActionPlugin { + @Override + public void onLoad(ActionRegistry registry, ServiceContainer container) { + EventBus eventBus = container.getService(EventBus.class); + + // 注册动作并在执行时发布事件 + registry.register("mine", (steve, task, ctx) -> { + MineBlockAction action = new MineBlockAction(steve, task); + return new EventPublishingAction(action, eventBus); + }); + } +} +``` + +### 与 SteveEntity 集成 + +```java +public class SteveEntity extends PathfinderMob { + private final EventBus eventBus; + + public void onActionStarted(BaseAction action) { + eventBus.publish(new ActionStartedEvent( + action.getClass().getSimpleName(), + action.getDescription(), + this + )); + } +} +``` + +## 已知限制 + +1. **无事件过滤**:无法按条件过滤事件 +2. **无事件转换**:无法在传递过程中修改事件 +3. **无死信队列**:异步事件失败后丢失 +4. **无事件重放**:无法重放历史事件 + +## 扩展建议 + +1. **事件过滤**:支持谓词过滤 +2. **事件转换**:支持事件映射和转换 +3. **死信队列**:失败事件的重试机制 +4. **事件持久化**:保存事件历史 +5. **分布式事件**:跨进程事件传递 + +## 配置 + +无额外配置。事件系统自动初始化。 + +## 调试 + +```java +// 获取订阅者数量 +int count = eventBus.getSubscriberCount(ActionStartedEvent.class); +LOGGER.debug("ActionStartedEvent subscribers: {}", count); + +// 列出所有事件类型 +eventBus.subscribers.keySet().forEach(type -> + LOGGER.debug("Event type: {}", type.getSimpleName())); +``` + +## 最佳实践 + +1. **事件不可变**:事件对象应为不可变 +2. **细粒度事件**:每个事件只携带必要信息 +3. **优先级使用**:日志/监控用高优先级,统计用低优先级 +4. **避免阻塞**:同步发布时避免长时间阻塞 +5. **及时取消**:组件销毁时取消订阅 diff --git a/docs/14-resilience.md b/docs/14-resilience.md new file mode 100644 index 00000000..26a8ddd5 --- /dev/null +++ b/docs/14-resilience.md @@ -0,0 +1,471 @@ +# 弹性系统 - LLM 调用容错机制 + +## 概述 + +弹性系统使用 Resilience4j 库为 LLM 调用提供容错保护,包括电路断路器、重试机制、速率限制、隔舱模式和响应缓存。确保在 API 不可用或响应缓慢时系统仍能正常运行。 + +## 架构设计 + +``` +弹性系统 +├── ResilientLLMClient (装饰器) +│ ├── 原始 LLM 客户端(委托对象) +│ ├── LLMCache (响应缓存) +│ ├── LLMFallbackHandler (降级处理) +│ └── Resilience4j 组件 +│ ├── CircuitBreaker (电路断路器) +│ ├── Retry (重试机制) +│ ├── RateLimiter (速率限制) +│ └── Bulkhead (隔舱模式) +├── 请求流程 +│ 1. 检查缓存 → 命中则返回 +│ 2. 检查速率限制 → 超限则等待/拒绝 +│ 3. 检查隔舱 → 满则等待/拒绝 +│ 4. 检查电路断路器 → 开启则降级 +│ 5. 执行请求(带重试) +│ 6. 成功 → 缓存响应,返回 +│ 7. 失败 → 触发降级处理 +└── ResilienceConfig (配置) + ├── 电路断路器参数 + ├── 重试参数 + ├── 速率限制参数 + └── 隔舱参数 +``` + +## 核心设计决策 + +### 1. 装饰器模式 + +在不修改原始客户端的情况下添加弹性功能: + +```java +// 原始客户端 +AsyncLLMClient rawClient = new AsyncOpenAIClient(apiKey, model, maxTokens, temp); + +// 添加弹性保护 +AsyncLLMClient resilientClient = new ResilientLLMClient(rawClient, cache, fallback); + +// 所有调用都受保护 +resilientClient.sendAsync("Build a house", params) + .thenAccept(response -> processResponse(response)); +``` + +**优势**: +- 单一职责(每个组件只负责一个弹性功能) +- 可组合(可以混合搭配不同组件) +- 易于测试(可以 mock 任何组件) + +### 2. 请求流程 + +```java +public CompletableFuture sendAsync(String prompt, Map params) { + return CompletableFuture.supplyAsync(() -> { + // 1. 检查缓存 + String cacheKey = generateCacheKey(prompt, params); + Optional cached = cache.get(cacheKey); + if (cached.isPresent()) { + return cached.get(); + } + + // 2. 检查速率限制 + if (!rateLimiter.acquirePermission()) { + throw new LLMException("Rate limit exceeded"); + } + + // 3. 检查隔舱 + if (!bulkhead.tryAcquirePermission()) { + throw new LLMException("Bulkhead full"); + } + + try { + // 4. 检查电路断路器(由 Resilience4j 自动处理) + // 5. 执行请求(带重试) + LLMResponse response = executeWithRetry(prompt, params); + + // 6. 缓存响应 + cache.put(cacheKey, response); + + return response; + } finally { + bulkhead.releasePermission(); + } + }).exceptionally(throwable -> { + // 7. 降级处理 + return fallbackHandler.handleFallback(prompt, params, throwable); + }); +} +``` + +### 3. 电路断路器(Circuit Breaker) + +防止持续调用失败的服务: + +```java +CircuitBreakerConfig config = CircuitBreakerConfig.custom() + .failureRateThreshold(50) // 失败率阈值 50% + .waitDurationInOpenState(Duration.ofSeconds(30)) // 开启状态等待 30 秒 + .slidingWindowSize(10) // 滑动窗口大小 10 + .minimumNumberOfCalls(5) // 最少调用次数 5 + .build(); + +CircuitBreaker circuitBreaker = CircuitBreaker.of("llm", config); +``` + +**状态转换**: +``` +关闭 (CLOSED) + │ + ├─ 失败率 < 50% → 保持关闭 + │ + └─ 失败率 ≥ 50% → 开启 (OPEN) + │ + ├─ 等待 30 秒 + │ + └─ 半开 (HALF_OPEN) + │ + ├─ 调用成功 → 关闭 + │ + └─ 调用失败 → 开启 +``` + +### 4. 重试机制(Retry) + +自动重试失败的请求: + +```java +RetryConfig config = RetryConfig.custom() + .maxAttempts(3) // 最大重试次数 3 + .waitDuration(Duration.ofSeconds(1)) // 等待时间 1 秒 + .retryExceptions( // 可重试的异常 + IOException.class, + TimeoutException.class, + LLMException.class + ) + .ignoreExceptions( // 忽略的异常 + IllegalArgumentException.class + ) + .build(); + +Retry retry = Retry.of("llm", config); +``` + +**重试策略**: +```java +// 指数退避 +RetryConfig.custom() + .intervalFunction(IntervalFunction.ofExponentialBackoff( + 1000, // 初始间隔 1 秒 + 2.0 // 倍数 + )) + .build(); + +// 结果:1s, 2s, 4s, 8s... +``` + +### 5. 速率限制(Rate Limiter) + +防止 API 配额耗尽: + +```java +RateLimiterConfig config = RateLimiterConfig.custom() + .limitForPeriod(10) // 每个周期 10 次 + .limitRefreshPeriod(Duration.ofSeconds(1)) // 刷新周期 1 秒 + .timeoutDuration(Duration.ofSeconds(5)) // 等待超时 5 秒 + .build(); + +RateLimiter rateLimiter = RateLimiter.of("llm", config); +``` + +**使用场景**: +- OpenAI:3 RPM(免费)、60 RPM(付费) +- Groq:30 RPM +- Gemini:60 RPM + +### 6. 隔舱模式(Bulkhead) + +限制并发请求数量: + +```java +BulkheadConfig config = BulkheadConfig.custom() + .maxConcurrentCalls(5) // 最大并发 5 + .maxWaitDuration(Duration.ofSeconds(10)) // 等待超时 10 秒 + .build(); + +Bulkhead bulkhead = Bulkhead.of("llm", config); +``` + +**作用**: +- 防止线程池耗尽 +- 限制资源使用 +- 快速失败 + +### 7. 响应缓存 + +减少重复请求: + +```java +public class LLMCache { + private final Cache cache; + + public LLMCache() { + this.cache = Caffeine.newBuilder() + .maximumSize(1000) // 最大条目 1000 + .expireAfterWrite(5, TimeUnit.MINUTES) // 写入后 5 分钟过期 + .build(); + } + + public Optional get(String key) { + return Optional.ofNullable(cache.getIfPresent(key)); + } + + public void put(String key, LLMResponse response) { + cache.put(key, response); + } +} +``` + +**缓存键生成**: +```java +private String generateCacheKey(String prompt, Map params) { + String input = prompt + "|" + params.toString(); + return DigestUtils.sha256Hex(input); // SHA-256 哈希 +} +``` + +### 8. 降级处理(Fallback) + +所有弹性措施都失败时的兜底方案: + +```java +public class LLMFallbackHandler { + public LLMResponse handleFallback(String prompt, Map params, Throwable throwable) { + LOGGER.warn("LLM call failed, using fallback: {}", throwable.getMessage()); + + // 基于模式的降级响应 + if (prompt.contains("build")) { + return new LLMResponse("{\"action\": \"build\", \"structure\": \"house\"}"); + } else if (prompt.contains("mine")) { + return new LLMResponse("{\"action\": \"mine\", \"block\": \"iron\", \"quantity\": 8}"); + } + + // 默认降级:跟随玩家 + return new LLMResponse("{\"action\": \"follow\", \"player\": \"nearest\"}"); + } +} +``` + +## 配置 + +### ResilienceConfig + +```java +public class ResilienceConfig { + // 电路断路器 + public static final float FAILURE_RATE_THRESHOLD = 50.0f; + public static final int WAIT_DURATION_SECONDS = 30; + public static final int SLIDING_WINDOW_SIZE = 10; + public static final int MIN_CALLS = 5; + + // 重试 + public static final int MAX_RETRIES = 3; + public static final long RETRY_DELAY_MS = 1000; + public static final double RETRY_MULTIPLIER = 2.0; + + // 速率限制 + public static final int RATE_LIMIT_PER_SECOND = 10; + public static final long RATE_LIMIT_TIMEOUT_MS = 5000; + + // 隔舱 + public static final int MAX_CONCURRENT_CALLS = 5; + public static final long BULKHEAD_TIMEOUT_MS = 10000; + + // 缓存 + public static final int CACHE_MAX_SIZE = 1000; + public static final long CACHE_EXPIRE_MINUTES = 5; +} +``` + +### 配置文件 + +```toml +# config/steve-common.toml + +[resilience] + [resilience.circuitBreaker] + failureRateThreshold = 50.0 + waitDurationSeconds = 30 + slidingWindowSize = 10 + minimumNumberOfCalls = 5 + + [resilience.retry] + maxAttempts = 3 + waitDurationMs = 1000 + multiplier = 2.0 + + [resilience.rateLimiter] + limitForPeriod = 10 + limitRefreshPeriodMs = 1000 + timeoutDurationMs = 5000 + + [resilience.bulkhead] + maxConcurrentCalls = 5 + maxWaitDurationMs = 10000 + + [resilience.cache] + maxSize = 1000 + expireAfterMinutes = 5 +``` + +## 使用示例 + +### 基本使用 + +```java +// 创建客户端 +AsyncLLMClient rawClient = new AsyncGroqClient(apiKey, model); +LLMCache cache = new LLMCache(); +LLMFallbackHandler fallback = new LLMFallbackHandler(); + +AsyncLLMClient client = new ResilientLLMClient(rawClient, cache, fallback); + +// 发送请求(自动受保护) +client.sendAsync("Build a castle", params) + .thenAccept(response -> { + if (response.isSuccess()) { + processResponse(response); + } else { + handleFallback(response); + } + }) + .exceptionally(throwable -> { + LOGGER.error("Request failed: {}", throwable.getMessage()); + return null; + }); +``` + +### 监控弹性指标 + +```java +// 电路断路器指标 +CircuitBreaker.Metrics cbMetrics = circuitBreaker.getMetrics(); +int failureRate = cbMetrics.getFailureRate(); +int successfulCalls = cbMetrics.getNumberOfSuccessfulCalls(); +int failedCalls = cbMetrics.getNumberOfFailedCalls(); + +// 速率限制指标 +RateLimiter.Metrics rlMetrics = rateLimiter.getMetrics(); +int availablePermissions = rlMetrics.getAvailablePermissions(); +int waitingThreads = rlMetrics.getNumberOfWaitingThreads(); + +// 隔舱指标 +Bulkhead.Metrics bhMetrics = bulkhead.getMetrics(); +int availableConcurrentCalls = bhMetrics.getAvailableConcurrentCalls(); +int maxAllowedConcurrentCalls = bhMetrics.getMaxAllowedConcurrentCalls(); +``` + +### 动态配置 + +```java +// 运行时修改配置 +circuitBreaker.transitionToOpenState(); +circuitBreaker.transitionToHalfOpenState(); +circuitBreaker.transitionToDisabledState(); + +// 重置指标 +circuitBreaker.reset(); +rateLimiter.resetMetrics(); +``` + +## 性能影响 + +### 缓存命中 + +- 缓存命中:~1μs(内存查找) +- 缓存未命中:~500ms-30s(LLM 调用) +- 命中率:40-60%(典型场景) + +### 弹性开销 + +- 电路断路器:~100ns(状态检查) +- 重试机制:~1μs(检查重试条件) +- 速率限制:~200ns(令牌桶检查) +- 隔舱模式:~300ns(信号量获取) + +**总开销**:< 1μs(可忽略) + +## 错误处理 + +### 可重试错误 + +```java +.retryExceptions( + IOException.class, // 网络错误 + TimeoutException.class, // 超时 + LLMException.class // LLM 特定错误 +) +``` + +### 不可重试错误 + +```java +.ignoreExceptions( + IllegalArgumentException.class, // 参数错误 + AuthenticationException.class // 认证失败 +) +``` + +### 降级触发条件 + +1. 电路断路器开启 +2. 速率限制超限 +3. 隔舱满 +4. 重试次数用尽 +5. 不可重试异常 + +## 监控和日志 + +### 日志配置 + +```properties +# log4j2.properties +logger.resilience.name = com.steve.ai.llm.resilience +logger.resilience.level = DEBUG + +logger.resilience4j.name = io.github.resilience4j +logger.resilience4j.level = INFO +``` + +### 日志输出 + +``` +[DEBUG] Circuit breaker state: CLOSED +[DEBUG] Rate limiter: 8/10 permissions available +[DEBUG] Bulkhead: 3/5 concurrent calls +[INFO] Cache hit: key=abc123 +[WARN] Circuit breaker OPEN: 50% failure rate +[INFO] Retry attempt 2/3 after 1000ms +[ERROR] All retries exhausted, using fallback +``` + +## 最佳实践 + +1. **合理配置**:根据 API 限制配置速率限制 +2. **监控指标**:定期检查电路断路器状态 +3. **降级策略**:设计有意义的降级响应 +4. **缓存策略**:根据数据新鲜度需求设置过期时间 +5. **日志记录**:记录所有弹性事件用于调试 + +## 已知限制 + +1. **单节点**:不支持分布式弹性(如 Redis 缓存) +2. **静态配置**:配置变更需重启 +3. **无优先级队列**:无法优先处理重要请求 +4. **无请求合并**:相同请求不会合并 + +## 扩展建议 + +1. **分布式缓存**:使用 Redis 替代本地缓存 +2. **动态配置**:支持运行时配置更新 +3. **请求优先级**:支持优先级队列 +4. **请求合并**:相同请求自动合并 +5. **指标导出**:导出到 Prometheus/Grafana diff --git a/docs/15-entity-management.md b/docs/15-entity-management.md new file mode 100644 index 00000000..147e8e4f --- /dev/null +++ b/docs/15-entity-management.md @@ -0,0 +1,479 @@ +# 实体管理 - Steve 生命周期管理 + +## 概述 + +SteveManager 负责管理所有活跃 Steve 实体的生命周期,包括生成、查找、移除和清理。使用 ConcurrentHashMap 保证线程安全,支持按名称和 UUID 双重索引。 + +## 架构设计 + +``` +SteveManager +├── 数据结构 +│ ├── activeSteves: Map (按名称索引) +│ └── stevesByUUID: Map (按 UUID 索引) +├── 生命周期管理 +│ ├── spawnSteve() → 生成新 Steve +│ ├── removeSteve() → 移除 Steve +│ └── clearAllSteves() → 清除所有 Steve +├── 查询方法 +│ ├── getSteve(name) → 按名称查找 +│ ├── getSteve(uuid) → 按 UUID 查找 +│ ├── getAllSteves() → 获取所有 +│ └── getSteveNames() → 获取所有名称 +└── 维护任务 + └── tick() → 清理死亡/移除的 Steve +``` + +## 核心设计决策 + +### 1. 双重索引 + +支持按名称和 UUID 两种方式查找: + +```java +private final Map activeSteves; // 名称 → 实体 +private final Map stevesByUUID; // UUID → 实体 + +// 按名称查找 +public SteveEntity getSteve(String name) { + return activeSteves.get(name); +} + +// 按 UUID 查找 +public SteveEntity getSteve(UUID uuid) { + return stevesByUUID.get(uuid); +} +``` + +**优势**: +- 名称查找:人类友好(用于命令) +- UUID 查找:系统内部使用(用于事件、网络) + +### 2. 线程安全 + +使用 `ConcurrentHashMap` 保证并发安全: + +```java +private final Map activeSteves = new ConcurrentHashMap<>(); +private final Map stevesByUUID = new ConcurrentHashMap<>(); +``` + +**操作安全性**: +- `put()`:原子性 +- `get()`:无锁读取 +- `remove()`:原子性 +- `containsKey()`:无锁检查 + +### 3. 生成流程 + +```java +public SteveEntity spawnSteve(ServerLevel level, Vec3 position, String name) { + // 1. 检查名称是否已存在 + if (activeSteves.containsKey(name)) { + LOGGER.warn("Steve name '{}' already exists", name); + return null; + } + + // 2. 检查是否达到最大数量限制 + int maxSteves = SteveConfig.MAX_ACTIVE_STEVES.get(); + if (activeSteves.size() >= maxSteves) { + LOGGER.warn("Max Steve limit reached: {}", maxSteves); + return null; + } + + // 3. 创建实体 + SteveEntity steve = new SteveEntity(SteveMod.STEVE_ENTITY.get(), level); + + // 4. 设置属性 + steve.setSteveName(name); + steve.setPos(position.x, position.y, position.z); + + // 5. 添加到世界 + boolean added = level.addFreshEntity(steve); + if (added) { + // 6. 注册到索引 + activeSteves.put(name, steve); + stevesByUUID.put(steve.getUUID(), steve); + return steve; + } + + return null; +} +``` + +### 4. 移除流程 + +```java +public boolean removeSteve(String name) { + // 1. 从名称索引移除 + SteveEntity steve = activeSteves.remove(name); + if (steve != null) { + // 2. 从 UUID 索引移除 + stevesByUUID.remove(steve.getUUID()); + + // 3. 从世界中移除实体 + steve.discard(); + + return true; + } + return false; +} +``` + +### 5. 自动清理 + +每 tick 检查并清理死亡或移除的 Steve: + +```java +public void tick(ServerLevel level) { + Iterator> iterator = activeSteves.entrySet().iterator(); + + while (iterator.hasNext()) { + Map.Entry entry = iterator.next(); + SteveEntity steve = entry.getValue(); + + // 检查 Steve 是否仍然有效 + if (!steve.isAlive() || steve.isRemoved()) { + // 从 UUID 索引移除 + stevesByUUID.remove(steve.getUUID()); + + // 从迭代器中移除(安全方式) + iterator.remove(); + + LOGGER.info("Cleaned up Steve: {}", entry.getKey()); + } + } +} +``` + +**触发清理的情况**: +- Steve 被杀死(isAlive() = false) +- Steve 被命令移除(isRemoved() = true) +- 世界卸载 + +## 查询方法 + +### 获取所有 Steve + +```java +public Collection getAllSteves() { + return Collections.unmodifiableCollection(activeSteves.values()); +} +``` + +**返回不可修改集合**,防止外部修改内部状态。 + +### 获取所有名称 + +```java +public List getSteveNames() { + return new ArrayList<>(activeSteves.keySet()); +} +``` + +**返回新列表**,避免暴露内部键集合。 + +### 获取活跃数量 + +```java +public int getActiveCount() { + return activeSteves.size(); +} +``` + +## 与其他系统集成 + +### 与命令系统集成 + +```java +// /steve spawn +private static int spawnSteve(CommandContext context) { + String name = StringArgumentType.getString(context, "name"); + SteveManager manager = SteveMod.getSteveManager(); + + Vec3 spawnPos = calculateSpawnPosition(context); + SteveEntity steve = manager.spawnSteve(serverLevel, spawnPos, name); + + if (steve != null) { + source.sendSuccess(() -> Component.literal("Spawned Steve: " + name), true); + return 1; + } + return 0; +} + +// /steve remove +private static int removeSteve(CommandContext context) { + String name = StringArgumentType.getString(context, "name"); + SteveManager manager = SteveMod.getSteveManager(); + + if (manager.removeSteve(name)) { + source.sendSuccess(() -> Component.literal("Removed Steve: " + name), true); + return 1; + } + return 0; +} + +// /steve list +private static int listSteves(CommandContext context) { + SteveManager manager = SteveMod.getSteveManager(); + List names = manager.getSteveNames(); + + source.sendSuccess(() -> Component.literal("Active Steves: " + String.join(", ", names)), true); + return 1; +} +``` + +### 与 GUI 集成 + +```java +// SteveGUI.java +private static List parseTargetSteves(String command) { + List targets = new ArrayList<>(); + + // "all steves" 命令 + if (command.startsWith("all steves ") || command.startsWith("all ")) { + var allSteves = SteveMod.getSteveManager().getAllSteves(); + for (SteveEntity steve : allSteves) { + targets.add(steve.getSteveName()); + } + return targets; + } + + // 解析特定 Steve 名称 + var allSteves = SteveMod.getSteveManager().getAllSteves(); + List availableNames = new ArrayList<>(); + for (SteveEntity steve : allSteves) { + availableNames.add(steve.getSteveName().toLowerCase()); + } + + // 匹配名称 + String[] parts = command.split(","); + for (String part : parts) { + String firstWord = part.trim().split(" ")[0].toLowerCase(); + if (availableNames.contains(firstWord)) { + targets.add(firstWord); + } + } + + return targets; +} +``` + +### 与任务规划集成 + +```java +// TaskPlanner.java +public void processCommand(SteveEntity steve, String command) { + // 获取 Steve 名称 + String steveName = steve.getSteveName(); + + // 构建提示词 + String prompt = PromptBuilder.buildUserPrompt(steve, command, worldKnowledge); + + // 发送到 LLM + llmClient.sendAsync(prompt, params) + .thenAccept(response -> { + // 解析任务 + List tasks = ResponseParser.parse(response); + + // 分配给 Steve + steve.getActionExecutor().addTasks(tasks); + }); +} +``` + +## 配置 + +### 最大 Steve 数量 + +```java +// SteveConfig.java +public static final ForgeConfigSpec.IntValue MAX_ACTIVE_STEVES; + +static { + MAX_ACTIVE_STEVES = builder + .comment("Maximum number of active Steves simultaneously") + .defineInRange("maxActiveSteves", 10, 1, 50); +} +``` + +**配置文件**: +```toml +# config/steve-common.toml +[behavior] +maxActiveSteves = 10 # 1-50,默认 10 +``` + +### 生成位置 + +```java +// 在玩家朝向前方 3 格生成 +Vec3 sourcePos = source.getPosition(); +if (source.getEntity() != null) { + Vec3 lookVec = source.getEntity().getLookAngle(); + sourcePos = sourcePos.add(lookVec.x * 3, 0, lookVec.z * 3); +} +``` + +## 错误处理 + +### 名称冲突 + +```java +if (activeSteves.containsKey(name)) { + LOGGER.warn("Steve name '{}' already exists", name); + return null; +} +``` + +**解决方案**:使用唯一名称或自动编号。 + +### 达到数量限制 + +```java +if (activeSteves.size() >= maxSteves) { + LOGGER.warn("Max Steve limit reached: {}", maxSteves); + return null; +} +``` + +**解决方案**:移除现有 Steve 或增加限制。 + +### 实体添加失败 + +```java +boolean added = level.addFreshEntity(steve); +if (!added) { + LOGGER.error("Failed to add Steve entity to world"); + return null; +} +``` + +**可能原因**: +- 世界已卸载 +- 位置无效 +- 实体 ID 冲突 + +## 性能考虑 + +### 内存占用 + +每个 Steve 实体占用: +- SteveEntity 对象:~2KB +- ActionExecutor:~1KB +- SteveMemory:~500B +- WorldKnowledge:~1KB +- 其他组件:~500B + +**总计**:~5KB/Steve + +**10 个 Steve**:~50KB(可忽略) + +### 查找性能 + +- 按名称查找:O(1)(HashMap) +- 按 UUID 查找:O(1)(HashMap) +- 获取所有:O(n)(遍历 values) + +### 清理开销 + +每 tick 清理检查: +- 遍历所有 Steve:O(n) +- 检查 isAlive/isRemoved:O(1) +- 移除无效 Steve:O(1) + +**典型场景**:< 1μs(10 个 Steve) + +## 线程安全 + +### 保证 + +1. **读操作**:无锁(ConcurrentHashMap) +2. **写操作**:原子性(put/remove) +3. **迭代操作**:安全(使用 Iterator.remove()) + +### 潜在问题 + +```java +// 问题:在迭代中直接删除 +for (SteveEntity steve : activeSteves.values()) { + if (!steve.isAlive()) { + activeSteves.remove(steve.getSteveName()); // ConcurrentModificationException + } +} +``` + +**解决方案**:使用 Iterator.remove() 或 ConcurrentHashMap.entrySet().removeIf() + +## 已知限制 + +1. **无持久化**:Steve 管理器状态不保存到磁盘 +2. **无分组**:无法将 Steve 分组管理 +3. **无优先级**:所有 Steve 优先级相同 +4. **无限制检查**:无法限制特定类型的 Steve 数量 + +## 扩展建议 + +1. **持久化**:保存 Steve 管理器状态到 NBT +2. **分组管理**:支持 Steve 分组(如 "builders"、"miners") +3. **优先级队列**:支持 Steve 优先级 +4. **类型限制**:限制特定类型 Steve 的数量 +5. **远程管理**:支持远程 Steve 管理 + +## 使用示例 + +### 基本使用 + +```java +// 获取管理器 +SteveManager manager = SteveMod.getSteveManager(); + +// 生成 Steve +SteveEntity steve = manager.spawnSteve(level, position, "builder1"); + +// 查找 Steve +SteveEntity found = manager.getSteve("builder1"); +SteveEntity byUUID = manager.getSteve(steve.getUUID()); + +// 列出所有 Steve +Collection allSteves = manager.getAllSteves(); +List names = manager.getSteveNames(); + +// 移除 Steve +boolean removed = manager.removeSteve("builder1"); + +// 清除所有 +manager.clearAllSteves(); +``` + +### 批量操作 + +```java +// 给所有 Steve 发送命令 +for (SteveEntity steve : manager.getAllSteves()) { + steve.getActionExecutor().processNaturalLanguageCommand("follow me"); +} + +// 统计活跃 Steve +int count = manager.getActiveCount(); +LOGGER.info("Active Steves: {}", count); +``` + +### 条件移除 + +```java +// 移除空闲的 Steve +for (SteveEntity steve : manager.getAllSteves()) { + if (steve.getActionExecutor().isIdle()) { + manager.removeSteve(steve.getSteveName()); + } +} +``` + +## 最佳实践 + +1. **唯一名称**:使用描述性且唯一的名称 +2. **及时清理**:不再需要时及时移除 Steve +3. **错误处理**:检查 spawnSteve/removeSteve 返回值 +4. **避免并发**:在服务器线程操作 Steve 管理器 +5. **监控数量**:定期检查活跃 Steve 数量 diff --git a/docs/README.md b/docs/README.md index 2a5187fa..71dd5e5d 100644 --- a/docs/README.md +++ b/docs/README.md @@ -2,17 +2,33 @@ ## 核心文档 +### 基础层 1. [概述](00-overview.md) - 项目介绍、快速开始 2. [核心架构](01-architecture.md) - 整体结构、核心组件 -3. [动作系统](02-actions.md) - 动作执行、可用动作列表 -4. [LLM 集成](03-llm.md) - 提供商、缓存、熔断器 -5. [多 Agent 协作](04-multi-agent.md) - 象限分配、并发控制 -6. [代码执行引擎](05-code-execution.md) - GraalVM、SteveAPI -7. [记忆系统](06-memory.md) - 对话历史、世界状态 -8. [配置参考](07-config.md) - 配置文件、技术栈 -9. [可用结构](08-structures.md) - Minecraft 结构参考 -10. [Steve GUI](09-steve-gui.md) - 侧边栏聊天界面实现 -11. [世界感知](10-world-knowledge.md) - 环境扫描与感知系统 +3. [配置参考](03-config.md) - 配置文件、技术栈 + +### AI 核心 +4. [世界感知](04-world-knowledge.md) - 环境扫描与感知系统 +5. [提示词构建](05-prompt-builder.md) - LLM 提示词工程系统 +6. [LLM 集成](06-llm.md) - 提供商、缓存、熔断器 +7. [弹性系统](14-resilience.md) - LLM 调用容错机制 + +### 执行层 +8. [动作系统](02-actions.md) - 动作执行、可用动作列表 +9. [多 Agent 协作](07-multi-agent.md) - 象限分配、并发控制 +10. [代码执行引擎](08-code-execution.md) - GraalVM、SteveAPI + +### 架构模式 +11. [插件系统](12-plugin-system.md) - 可扩展的动作注册框架 +12. [事件系统](13-event-system.md) - 解耦的组件通信 +13. [实体管理](15-entity-management.md) - Steve 生命周期管理 + +### 数据层 +14. [记忆系统](09-memory.md) - 对话历史、世界状态 +15. [可用结构](10-structures.md) - Minecraft 结构参考 + +### 界面层 +16. [Steve GUI](11-steve-gui.md) - 侧边栏聊天界面实现 ## 黑客马拉松项目 From 12b6a114a482619d134f3eed918e0efd75dc7423 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Mon, 18 May 2026 22:10:59 +0800 Subject: [PATCH 12/31] feat: support Steve entity persistence across save/load cycles Previously, Steves were discarded and respawned on every player login using a static boolean flag, losing all state on world reload. Now the server event handler checks both the manager and the world for existing Steve entities before spawning, and registers entities loaded from save data instead of destroying them. The static stevesSpawned flag is removed in favor of runtime checks against the manager's active count. Co-Authored-By: Claude Opus 4.7 --- .../com/steve/ai/entity/SteveManager.java | 20 ++++- .../steve/ai/event/ServerEventHandler.java | 90 +++++++++++-------- 2 files changed, 71 insertions(+), 39 deletions(-) diff --git a/src/main/java/com/steve/ai/entity/SteveManager.java b/src/main/java/com/steve/ai/entity/SteveManager.java index f2efaf59..bec83548 100644 --- a/src/main/java/com/steve/ai/entity/SteveManager.java +++ b/src/main/java/com/steve/ai/entity/SteveManager.java @@ -57,6 +57,20 @@ public SteveEntity getSteve(String name) { return activeSteves.get(name); } + /** + * Register an existing Steve entity (loaded from save) with the manager. + */ + public void registerExistingSteve(SteveEntity steve) { + String name = steve.getSteveName(); + if (activeSteves.containsKey(name)) { + SteveMod.LOGGER.warn("Steve '{}' already registered, skipping", name); + return; + } + activeSteves.put(name, steve); + stevesByUUID.put(steve.getUUID(), steve); + SteveMod.LOGGER.info("Registered existing Steve: {} (UUID: {})", name, steve.getUUID()); + } + public SteveEntity getSteve(UUID uuid) { return stevesByUUID.get(uuid); } @@ -73,10 +87,14 @@ public boolean removeSteve(String name) { public void clearAllSteves() { SteveMod.LOGGER.info("Clearing {} Steve entities", activeSteves.size()); for (SteveEntity steve : activeSteves.values()) { + SteveMod.LOGGER.info("Removing Steve '{}' (UUID: {}, removed: {})", + steve.getSteveName(), steve.getUUID(), steve.isRemoved()); steve.discard(); + SteveMod.LOGGER.info("After discard - removed: {}", steve.isRemoved()); } activeSteves.clear(); - stevesByUUID.clear(); } + stevesByUUID.clear(); + } public Collection getAllSteves() { return Collections.unmodifiableCollection(activeSteves.values()); diff --git a/src/main/java/com/steve/ai/event/ServerEventHandler.java b/src/main/java/com/steve/ai/event/ServerEventHandler.java index 88d984e0..453a8ef4 100644 --- a/src/main/java/com/steve/ai/event/ServerEventHandler.java +++ b/src/main/java/com/steve/ai/event/ServerEventHandler.java @@ -11,53 +11,67 @@ import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.Mod; +import java.util.ArrayList; +import java.util.List; + @Mod.EventBusSubscriber(modid = SteveMod.MODID, bus = Mod.EventBusSubscriber.Bus.FORGE) public class ServerEventHandler { - private static boolean stevesSpawned = false; @SubscribeEvent public static void onPlayerLoggedIn(PlayerEvent.PlayerLoggedInEvent event) { - if (event.getEntity() instanceof ServerPlayer player) { - ServerLevel level = (ServerLevel) player.level(); - SteveManager manager = SteveMod.getSteveManager(); - if (!stevesSpawned) { manager.clearAllSteves(); - - // Clear structure registry for fresh spatial awareness - StructureRegistry.clear(); - - // Then, remove ALL SteveEntity instances from the world (including ones loaded from NBT) - int removedCount = 0; - for (var entity : level.getAllEntities()) { - if (entity instanceof SteveEntity) { - entity.discard(); - removedCount++; - } - } Vec3 playerPos = player.position(); - Vec3 lookVec = player.getLookAngle(); - - String[] names = {"Steve", "Alex", "Bob", "Charlie"}; - - for (int i = 0; i < 4; i++) { - double offsetX = lookVec.x * 5 + (lookVec.z * (i - 1.5) * 2); - double offsetZ = lookVec.z * 5 + (-lookVec.x * (i - 1.5) * 2); - - Vec3 spawnPos = new Vec3( - playerPos.x + offsetX, - playerPos.y, - playerPos.z + offsetZ - ); - - SteveEntity steve = manager.spawnSteve(level, spawnPos, names[i]); - if (steve != null) { } - } - - stevesSpawned = true; } + if (!(event.getEntity() instanceof ServerPlayer player)) return; + + ServerLevel level = (ServerLevel) player.level(); + SteveManager manager = SteveMod.getSteveManager(); + + // 如果 manager 里已有活跃的 Steve,跳过 + if (manager.getActiveCount() > 0) { + SteveMod.LOGGER.info("Manager 已有 {} 个 Steve,跳过生成", manager.getActiveCount()); + return; + } + + // 扫描世界中是否已有 Steve 实体(从存档恢复的) + List existingSteves = new ArrayList<>(); + for (var entity : level.getAllEntities()) { + if (entity instanceof SteveEntity steve) { + existingSteves.add(steve); + } + } + + if (!existingSteves.isEmpty()) { + SteveMod.LOGGER.info("从存档找到 {} 个 Steve 实体,注册到 manager", existingSteves.size()); + for (SteveEntity steve : existingSteves) { + manager.registerExistingSteve(steve); + } + StructureRegistry.clear(); + return; + } + + // 没有已有实体,生成 4 个新的 + SteveMod.LOGGER.info("没有找到 Steve 实体,生成 4 个新的"); + manager.clearAllSteves(); + StructureRegistry.clear(); + + Vec3 playerPos = player.position(); + Vec3 lookVec = player.getLookAngle(); + String[] names = {"Steve", "Alex", "Bob", "Charlie"}; + + for (int i = 0; i < 4; i++) { + double offsetX = lookVec.x * 5 + (lookVec.z * (i - 1.5) * 2); + double offsetZ = lookVec.z * 5 + (-lookVec.x * (i - 1.5) * 2); + + Vec3 spawnPos = new Vec3( + playerPos.x + offsetX, + playerPos.y, + playerPos.z + offsetZ + ); + + manager.spawnSteve(level, spawnPos, names[i]); } } @SubscribeEvent public static void onPlayerLoggedOut(PlayerEvent.PlayerLoggedOutEvent event) { - stevesSpawned = false; + // 不重置 stevesSpawned,防止重复生成 } } - From 4c813e21d9d76de982c6dbb81073afb76b1eb3d2 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 19 May 2026 21:31:38 +0800 Subject: [PATCH 13/31] feat: dynamic NBT structure loading from runtime config directory - StructureTemplateLoader now loads/saves structures from config/steve/structures/ - PromptBuilder dynamically generates NBT template list for LLM prompts - TaskPlanner adds debug logging for system and user prompts Co-Authored-By: Claude Opus 4.7 --- .../java/com/steve/ai/llm/PromptBuilder.java | 24 +++-- .../java/com/steve/ai/llm/TaskPlanner.java | 4 + .../ai/structure/StructureTemplateLoader.java | 101 ++++++++---------- 3 files changed, 62 insertions(+), 67 deletions(-) diff --git a/src/main/java/com/steve/ai/llm/PromptBuilder.java b/src/main/java/com/steve/ai/llm/PromptBuilder.java index ecbaa53c..4406af94 100644 --- a/src/main/java/com/steve/ai/llm/PromptBuilder.java +++ b/src/main/java/com/steve/ai/llm/PromptBuilder.java @@ -3,6 +3,7 @@ import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; import com.steve.ai.memory.WorldKnowledge; +import com.steve.ai.structure.StructureTemplateLoader; import net.minecraft.core.BlockPos; import net.minecraft.world.SimpleContainer; import net.minecraft.world.item.ItemStack; @@ -10,6 +11,7 @@ import java.util.HashMap; import java.util.List; import java.util.Map; +import java.util.stream.Collectors; public class PromptBuilder { @@ -19,6 +21,11 @@ public static String buildSystemPrompt() { ? "10. CREATIVE MODE: Unlimited materials. NEVER mine before building. Build directly." : "10. SURVIVAL MODE: Steve has a 36-slot inventory. Mined blocks go into inventory. Building consumes from inventory. If inventory is empty, mine materials first before building."; + // Dynamically load available NBT template names + List nbtTemplates = StructureTemplateLoader.getAvailableStructures(); + String nbtList = nbtTemplates.isEmpty() ? "(none)" : String.join(", ", nbtTemplates); + String proceduralList = "castle, tower, barn, modern"; + return """ You are a Minecraft AI agent. Respond ONLY with valid JSON, no extra text. @@ -34,14 +41,13 @@ public static String buildSystemPrompt() { RULES: 1. ALWAYS use "hostile" for attack target (mobs, monsters, creatures) - 2. STRUCTURE OPTIONS: house, oldhouse, powerplant, castle, tower, barn, modern - 3. house/oldhouse/powerplant = pre-built NBT templates (auto-size) - 4. castle/tower/barn/modern = procedural (castle=14x10x14, tower=6x6x16, barn=12x8x14) - 5. Use 2-3 block types: oak_planks, cobblestone, glass_pane, stone_bricks - 6. NO extra pathfind tasks unless explicitly requested - 7. Keep reasoning under 15 words - 8. COLLABORATIVE BUILDING: Multiple Steves can work on same structure simultaneously - 9. MINING: Can mine any ore (iron, diamond, coal, etc) + 2. NBT TEMPLATES (pre-built, auto-size): %s + 3. PROCEDURAL STRUCTURES: %s (castle=14x10x14, tower=6x6x16, barn=12x8x14) + 4. Use 2-3 block types: oak_planks, cobblestone, glass_pane, stone_bricks + 5. NO extra pathfind tasks unless explicitly requested + 6. Keep reasoning under 15 words + 7. COLLABORATIVE BUILDING: Multiple Steves can work on same structure simultaneously + 8. MINING: Can mine any ore (iron, diamond, coal, etc) %s EXAMPLES (copy these formats exactly): @@ -65,7 +71,7 @@ public static String buildSystemPrompt() { {"reasoning": "Player needs me", "plan": "Follow player", "tasks": [{"action": "follow", "parameters": {"player": "USE_NEARBY_PLAYER_NAME"}}]} CRITICAL: Output ONLY valid JSON. No markdown, no explanations, no line breaks in JSON. - """.formatted(materialRule); + """.formatted(nbtList, proceduralList, materialRule); } public static String buildUserPrompt(SteveEntity steve, String command, WorldKnowledge worldKnowledge) { diff --git a/src/main/java/com/steve/ai/llm/TaskPlanner.java b/src/main/java/com/steve/ai/llm/TaskPlanner.java index c8f310d1..590254de 100644 --- a/src/main/java/com/steve/ai/llm/TaskPlanner.java +++ b/src/main/java/com/steve/ai/llm/TaskPlanner.java @@ -64,6 +64,8 @@ public ResponseParser.ParsedResponse planTasks(SteveEntity steve, String command String provider = SteveConfig.AI_PROVIDER.get().toLowerCase(); SteveMod.LOGGER.info("Requesting AI plan for Steve '{}' using {}: {}", steve.getSteveName(), provider, command); + SteveMod.LOGGER.debug("=== SYSTEM PROMPT ===\n{}", systemPrompt); + SteveMod.LOGGER.debug("=== USER PROMPT ===\n{}", userPrompt); String response = getAIResponse(provider, systemPrompt, userPrompt); @@ -130,6 +132,8 @@ public CompletableFuture planTasksAsync(SteveEnti String provider = SteveConfig.AI_PROVIDER.get().toLowerCase(); SteveMod.LOGGER.info("[Async] Requesting AI plan for Steve '{}' using {}: {}", steve.getSteveName(), provider, command); + SteveMod.LOGGER.debug("=== SYSTEM PROMPT ===\n{}", systemPrompt); + SteveMod.LOGGER.debug("=== USER PROMPT ===\n{}", userPrompt); // Build params map Map params = Map.of( diff --git a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java index 271ac889..cddba0f9 100644 --- a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java +++ b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java @@ -11,6 +11,8 @@ import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.level.levelgen.structure.templatesystem.StructureTemplate; +import net.minecraftforge.fml.loading.FMLPaths; + import java.io.File; import java.io.FileInputStream; import java.io.IOException; @@ -22,24 +24,24 @@ * Loads Minecraft structure templates from NBT files for sequential block-by-block placement */ public class StructureTemplateLoader { - + public static class TemplateBlock { public final BlockPos relativePos; public final BlockState blockState; - + public TemplateBlock(BlockPos relativePos, BlockState blockState) { this.relativePos = relativePos; this.blockState = blockState; } } - + public static class LoadedTemplate { public final String name; public final List blocks; public final int width; public final int height; public final int depth; - + public LoadedTemplate(String name, List blocks, int width, int height, int depth) { this.name = name; this.blocks = blocks; @@ -48,48 +50,31 @@ public LoadedTemplate(String name, List blocks, int width, int he this.depth = depth; } } - + /** * Load a structure from an NBT file from resources */ public static LoadedTemplate loadFromNBT(ServerLevel level, String structureName) { - // Try loading from classpath resources first + File structuresDir = FMLPaths.CONFIGDIR.get().resolve("steve/structures").toFile(); String[] possibleNames = { - structureName + ".nbt", - structureName.toLowerCase().replace(" ", "_") + ".nbt", - structureName.replaceAll("(\\w)(\\p{Upper})", "$1_$2").toLowerCase() + ".nbt" + structureName + ".nbt", + structureName.toLowerCase().replace(" ", "_") + ".nbt", + structureName.replaceAll("(\\w)(\\p{Upper})", "$1_$2").toLowerCase() + ".nbt" }; for (String fileName : possibleNames) { - String resourcePath = "structures/" + fileName; - InputStream resourceStream = StructureTemplateLoader.class.getClassLoader().getResourceAsStream(resourcePath); - - if (resourceStream != null) { - SteveMod.LOGGER.info("Found structure in resources: {}", resourcePath); - try { - CompoundTag nbt = NbtIo.readCompressed(resourceStream); - resourceStream.close(); - return parseNBTStructure(nbt, structureName); - } catch (IOException e) { - SteveMod.LOGGER.error("Failed to load structure from resources: {}", resourcePath, e); - } + File file = new File(structuresDir, fileName); + if (file.exists()) { + SteveMod.LOGGER.info("Found structure: {}", file); + return loadFromFile(file, structureName); } } - - try { - ResourceLocation resourceLocation = new ResourceLocation("steve", structureName); - var templateManager = level.getStructureManager(); - var template = templateManager.get(resourceLocation); - - if (template.isPresent()) { return loadFromMinecraftTemplate(template.get(), structureName); - } - } catch (Exception e) { } - - SteveMod.LOGGER.warn("Structure '{}' not found. Available structures: {}", - structureName, getAvailableStructures()); + + SteveMod.LOGGER.warn("Structure '{}' not found in {}. Available structures: {}", + structureName, structuresDir, getAvailableStructures()); return null; } - + /** * Load from a custom NBT file */ @@ -102,43 +87,43 @@ private static LoadedTemplate loadFromFile(File file, String name) { return null; } } - + /** * Load from Minecraft's native StructureTemplate * Note: This is a simplified version that works with NBT directly */ private static LoadedTemplate loadFromMinecraftTemplate(StructureTemplate template, String name) { List blocks = new ArrayList<>(); - + var size = template.getSize(); int width = size.getX(); int height = size.getY(); int depth = size.getZ(); - + // This method is here for future compatibility with Minecraft's template system - + SteveMod.LOGGER.warn("Direct template loading not fully implemented, please use NBT files directly"); return null; } - + /** * Parse a structure from raw NBT data */ private static LoadedTemplate parseNBTStructure(CompoundTag nbt, String name) { List blocks = new ArrayList<>(); - + var sizeList = nbt.getList("size", 3); // 3 = TAG_Int int width = sizeList.getInt(0); int height = sizeList.getInt(1); int depth = sizeList.getInt(2); - + var paletteList = nbt.getList("palette", 10); // 10 = TAG_Compound List palette = new ArrayList<>(); - + for (int i = 0; i < paletteList.size(); i++) { CompoundTag blockTag = paletteList.getCompound(i); String blockName = blockTag.getString("Name"); - + try { ResourceLocation blockLocation = new ResourceLocation(blockName); Block block = net.minecraft.core.registries.BuiltInRegistries.BLOCK.get(blockLocation); @@ -148,47 +133,47 @@ private static LoadedTemplate parseNBTStructure(CompoundTag nbt, String name) { palette.add(Blocks.AIR.defaultBlockState()); } } - + var blocksList = nbt.getList("blocks", 10); for (int i = 0; i < blocksList.size(); i++) { CompoundTag blockTag = blocksList.getCompound(i); - + int paletteIndex = blockTag.getInt("state"); var posList = blockTag.getList("pos", 3); - + BlockPos pos = new BlockPos( - posList.getInt(0), - posList.getInt(1), - posList.getInt(2) + posList.getInt(0), + posList.getInt(1), + posList.getInt(2) ); - + BlockState state = palette.get(paletteIndex); if (!state.isAir()) { blocks.add(new TemplateBlock(pos, state)); } } - + SteveMod.LOGGER.info("Loaded {} blocks from NBT '{}' ({}x{}x{})", blocks.size(), name, width, height, depth); return new LoadedTemplate(name, blocks, width, height, depth); } - + /** - * Get list of available structure templates + * Get list of available structure templates from both classpath and file system */ public static List getAvailableStructures() { List structures = new ArrayList<>(); - - File structuresDir = new File(System.getProperty("user.dir"), "structures"); + + File structuresDir = FMLPaths.CONFIGDIR.get().resolve("steve/structures").toFile(); if (structuresDir.exists() && structuresDir.isDirectory()) { File[] files = structuresDir.listFiles((dir, name) -> name.endsWith(".nbt")); if (files != null) { for (File file : files) { - String name = file.getName().replace(".nbt", ""); - structures.add(name); + structures.add(file.getName().replace(".nbt", "")); } } } - + + SteveMod.LOGGER.info("Available NBT structures: {}", structures); return structures; } } From eab4188c21a39440d43b1d610d233a7e2a3342b6 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 24 May 2026 16:55:46 +0800 Subject: [PATCH 14/31] feat: add material warehouse system with auto-restock Add configurable material warehouses that provide building materials automatically. When Steve runs out of materials during construction, it navigates to the nearest warehouse chest to withdraw more. - WarehouseConfig: parse warehouses.json with spawn modes (fixed/near_player) - WarehouseSavedData: persist warehouse positions across server restarts - WarehouseManager: chest interaction API with auto-restock every 5 seconds - WarehouseRefillHandler: state machine for build-time material refilling - BuildStructureAction: integrate refill handler when materials run out - SteveEntity: add warehousePos field and auto-restock tick trigger - PromptBuilder: add warehouse awareness to LLM prompt Co-Authored-By: Claude Opus 4.7 --- config/warehouses.json.example | 27 ++ docs/02-actions.md | 9 +- docs/03-config.md | 41 +++ docs/10-structures.md | 40 ++- docs/README.md | 1 + src/main/java/com/steve/ai/SteveMod.java | 17 ++ .../action/actions/BuildStructureAction.java | 29 ++- .../actions/WarehouseRefillHandler.java | 161 ++++++++++++ .../java/com/steve/ai/entity/SteveEntity.java | 28 ++- .../java/com/steve/ai/llm/PromptBuilder.java | 6 + .../com/steve/ai/memory/WarehouseConfig.java | 108 ++++++++ .../com/steve/ai/memory/WarehouseManager.java | 234 ++++++++++++++++++ .../steve/ai/memory/WarehouseSavedData.java | 114 +++++++++ 13 files changed, 799 insertions(+), 16 deletions(-) create mode 100644 config/warehouses.json.example create mode 100644 src/main/java/com/steve/ai/action/actions/WarehouseRefillHandler.java create mode 100644 src/main/java/com/steve/ai/memory/WarehouseConfig.java create mode 100644 src/main/java/com/steve/ai/memory/WarehouseManager.java create mode 100644 src/main/java/com/steve/ai/memory/WarehouseSavedData.java diff --git a/config/warehouses.json.example b/config/warehouses.json.example new file mode 100644 index 00000000..9c102422 --- /dev/null +++ b/config/warehouses.json.example @@ -0,0 +1,27 @@ +{ + "warehouses": [ + { + "name": "main_base", + "spawn": "near_player", + "x": 0, + "y": 64, + "z": 0, + "materials": { + "stone_bricks": 896, + "cobblestone": 896, + "oak_planks": 896, + "glass_pane": 320, + "glass": 320, + "quartz_block": 384, + "oak_log": 256, + "spruce_planks": 256, + "smooth_stone": 256, + "dark_oak_planks": 256, + "dark_oak_stairs": 192, + "chiseled_stone_bricks": 128, + "oak_door": 64, + "torch": 256 + } + } + ] +} diff --git a/docs/02-actions.md b/docs/02-actions.md index 90341994..c2dc99ad 100644 --- a/docs/02-actions.md +++ b/docs/02-actions.md @@ -15,13 +15,15 @@ | 动作 | 功能 | |------|------| | `MineBlockAction` | 智能采矿,带路径规划 | -| `BuildStructureAction` | 程序化建筑和模板建筑 | +| `BuildStructureAction` | 程序化建筑和模板建筑(支持仓库自动补给) | | `PlaceBlockAction` | 单方块放置(带验证) | | `PathfindAction` | 导航到坐标 | | `CombatAction` | 目标战斗 | | `FollowPlayerAction` | 跟随玩家 | | `CraftItemAction` | 物品合成 | | `GatherResourceAction` | 资源采集 | +| `PlaceWarehouseAction` | 放置仓库箱子 | +| `WarehouseRefillHandler` | 建造缺材料时自动从仓库补给 | ## 执行流程 @@ -51,7 +53,9 @@ BuildStructureAction.onTick() 每 tick: ↓ 5. getNextBlock() → 从协作管理器获取下一个方块 ↓ -6. 放置方块 + 粒子 + 音效 +6. 材料不足?→ WarehouseRefillHandler 自动去仓库取材料 + ↓ +7. 放置方块 + 粒子 + 音效 ``` ### 关键阶段 @@ -63,6 +67,7 @@ BuildStructureAction.onTick() 每 tick: | **模板加载** | `tryLoadFromTemplate()` → `StructureTemplateLoader.loadFromNBT()` — 目前无 `.nbt` 文件,始终返回 null | | **程序化生成** | `StructureGenerators.generate()` — 8 种内置建筑类型 | | **协作建造** | `CollaborativeBuildManager` 分象限分配方块,多 Steve 并行放置 | +| **仓库补给** | 材料不足时 `WarehouseRefillHandler` 自动去最近仓库取材料,取完返回继续建造 | | **飞行** | 建造时 Steve 启用飞行 (`steve.setFlying(true)`),完成后关闭 | ### 注意 diff --git a/docs/03-config.md b/docs/03-config.md index 78f8baec..53f5a8b1 100644 --- a/docs/03-config.md +++ b/docs/03-config.md @@ -53,3 +53,44 @@ maxActiveSteves = 10 # 最大活跃 Steve 数量 - **Resilience4j**: 熔断器、重试、限流、隔舱模式 - **Caffeine**: LLM 响应缓存 - **Commons Codec**: SHA-256 哈希(缓存键) + +## 材料仓库配置 + +`config/steve/warehouses.json` + +首次启动时自动生成默认配置。每个仓库定义位置和材料清单,箱子内材料用完后自动补满。 + +```json +{ + "warehouses": [ + { + "name": "main_base", + "x": 0, "y": 64, "z": 0, + "materials": { + "oak_planks": 896, + "cobblestone": 896, + "stone_bricks": 896, + "glass_pane": 320, + "glass": 320, + "quartz_block": 384, + "oak_log": 256, + "spruce_planks": 256, + "smooth_stone": 256, + "dark_oak_planks": 256, + "dark_oak_stairs": 192, + "chiseled_stone_bricks": 128, + "oak_door": 64, + "torch": 256 + } + } + ] +} +``` + +| 字段 | 说明 | +|------|------| +| `name` | 仓库名称(唯一标识) | +| `x/y/z` | 箱子放置坐标 | +| `materials` | 材料 ID → 目标数量(自动补货上限) | + +支持配置多个仓库,Steve 建造时自动去最近的仓库取材料。 diff --git a/docs/10-structures.md b/docs/10-structures.md index 26f469ea..945f7215 100644 --- a/docs/10-structures.md +++ b/docs/10-structures.md @@ -1,8 +1,21 @@ # 可建造结构 -Steve 可以通过程序化生成以下结构。使用 `build` 命令指定结构类型。 +Steve 有两种生成结构的方式,按优先级排列: -## 结构列表 +1. **NBT 模板**(优先) — 从文件加载设计师制作的结构 +2. **程序化生成**(兜底) — 通过算法实时生成 + +## 生成流程 + +``` +玩家指令 → LLM 解析 → BuildStructureAction + ├── 1. tryLoadFromTemplate() 查找 config/steve/structures/*.nbt + │ └── 找到 → 使用模板,忽略尺寸参数 + └── 2. StructureGenerators NBT 未找到时走程序化生成 + └── 使用 LLM 传入的 width/height/depth +``` + +## 程序化生成结构列表 | 结构类型 | 别名 | 默认尺寸 | 材料 | 说明 | |---------|------|---------|------|------| @@ -15,6 +28,8 @@ Steve 可以通过程序化生成以下结构。使用 `build` 命令指定结 | `platform` | — | 用户指定 | 使用第一个材料 | 平台/地板 | | `box` | `cube` | 用户指定 | 使用第一个材料 | 实心方块 | +LLM prompt 中暴露给 AI 的程序化类型为 `castle, tower, barn, modern`,其余类型通过代码 switch 兜底匹配。 + ## 使用方式 ``` @@ -44,12 +59,23 @@ build house with dimensions 12x8x12 build castle with width 20 height 15 depth 20 ``` -默认尺寸为程序化生成的推荐值。NBT 模板(house, oldhouse, powerplant)使用自动尺寸。 +默认尺寸为程序化生成的推荐值。NBT 模板使用自动尺寸(从文件中读取),自定义尺寸参数会被忽略。 ## NBT 模板 -除程序化生成外,还支持从 NBT 模板文件加载结构: +NBT 模板优先于程序化生成。将 `.nbt` 文件放入运行时配置目录: + +``` +/config/steve/structures/ +``` + +- 文件名即为结构名(如 `house.nbt` → `build house`) +- 支持多种命名格式自动匹配:`name.nbt`、`name_lower.nbt`、`snake_case.nbt` +- LLM prompt 会动态读取目录下的模板名列表,供 AI 识别 +- 放入 NBT 文件后,对应的程序化生成类型会被"覆盖"(NBT 优先) + +## 材料仓库 + +建造时如果材料不足,Steve 会自动去最近的仓库箱子取材料,取完返回继续建造。仓库箱子内的材料会自动补满(配置的目标数量)。 -- 放置 `.nbt` 文件到 `structures/` 目录 -- 文件名即为结构名(如 `house.nbt`) -- 优先使用 NBT 模板,找不到时回退到程序化生成 +仓库通过 `config/steve/warehouses.json` 配置,详见 [配置参考 - 材料仓库](03-config.md#材料仓库配置)。 diff --git a/docs/README.md b/docs/README.md index 71dd5e5d..1525920a 100644 --- a/docs/README.md +++ b/docs/README.md @@ -26,6 +26,7 @@ ### 数据层 14. [记忆系统](09-memory.md) - 对话历史、世界状态 15. [可用结构](10-structures.md) - Minecraft 结构参考 +16. [材料仓库](03-config.md#材料仓库配置) - 仓库配置、自动补给 ### 界面层 16. [Steve GUI](11-steve-gui.md) - 侧边栏聊天界面实现 diff --git a/src/main/java/com/steve/ai/SteveMod.java b/src/main/java/com/steve/ai/SteveMod.java index 2c139ea0..5ca67685 100644 --- a/src/main/java/com/steve/ai/SteveMod.java +++ b/src/main/java/com/steve/ai/SteveMod.java @@ -5,10 +5,14 @@ import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; import com.steve.ai.entity.SteveManager; +import com.steve.ai.memory.WarehouseConfig; +import com.steve.ai.memory.WarehouseManager; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.MobCategory; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.RegisterCommandsEvent; +import net.minecraftforge.event.server.ServerStartingEvent; +import net.minecraftforge.event.entity.player.PlayerEvent; import net.minecraftforge.event.entity.EntityAttributeCreationEvent; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.eventbus.api.SubscribeEvent; @@ -65,6 +69,19 @@ private void entityAttributes(EntityAttributeCreationEvent event) { @SubscribeEvent public void onCommandRegister(RegisterCommandsEvent event) { SteveCommands.register(event.getDispatcher()); } + @SubscribeEvent + public void onServerStarting(ServerStartingEvent event) { + WarehouseConfig.load(); + WarehouseManager.init(event.getServer().overworld()); + } + + @SubscribeEvent + public void onPlayerLogin(PlayerEvent.PlayerLoggedInEvent event) { + if (event.getEntity().level() instanceof net.minecraft.server.level.ServerLevel serverLevel) { + WarehouseManager.onPlayerJoined(serverLevel, event.getEntity()); + } + } + public static SteveManager getSteveManager() { return steveManager; } diff --git a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java index fce24a03..39f38691 100644 --- a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java +++ b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java @@ -30,7 +30,7 @@ import java.util.Map; public class BuildStructureAction extends BaseAction { - + private String structureType; private List buildPlan; private int currentBlockIndex; @@ -38,6 +38,7 @@ public class BuildStructureAction extends BaseAction { private int ticksRunning; private CollaborativeBuildManager.CollaborativeBuild collaborativeBuild; // For multi-Steve collaboration private boolean isCollaborative; + private WarehouseRefillHandler refillHandler = new WarehouseRefillHandler(); private static final int MAX_TICKS = 120000; private static final int BLOCKS_PER_TICK = 1; private static final double BUILD_SPEED_MULTIPLIER = 1.5; @@ -207,13 +208,21 @@ protected void onStart() { @Override protected void onTick() { ticksRunning++; - + if (ticksRunning > MAX_TICKS) { steve.setFlying(false); steve.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); result = ActionResult.failure("Building timeout"); return; } + + if (refillHandler.isRefilling()) { + boolean stillRefilling = refillHandler.tick(steve); + if (!stillRefilling) { + SteveMod.LOGGER.info("Steve '{}' warehouse refill complete, resuming build", steve.getSteveName()); + } + return; + } if (isCollaborative && collaborativeBuild != null) { if (collaborativeBuild.isComplete()) { @@ -242,11 +251,16 @@ protected void onTick() { boolean creative = SteveConfig.CREATIVE_MODE.get(); if (!creative) { if (!steve.hasBlock(placement.block, 1)) { - if (ticksRunning % 60 == 0) { - SteveMod.LOGGER.warn("Steve '{}' has no {} to place! Mining more...", - steve.getSteveName(), placement.block.getName().getString()); + Map needed = new HashMap<>(); + needed.put(placement.block, 64); + boolean started = refillHandler.startRefill(steve, needed); + if (!started) { + if (ticksRunning % 60 == 0) { + SteveMod.LOGGER.warn("Steve '{}' has no {} and no warehouse available!", + steve.getSteveName(), placement.block.getName().getString()); + } } - break; // Stop building, wait for materials + break; } // Consume material from inventory steve.removeBlockFromInventory(placement.block, 1); @@ -303,6 +317,9 @@ protected void onTick() { @Override protected void onCancel() { + if (refillHandler.isRefilling()) { + refillHandler.cancel(steve); + } steve.setFlying(false); steve.setItemInHand(InteractionHand.MAIN_HAND, ItemStack.EMPTY); steve.getNavigation().stop(); diff --git a/src/main/java/com/steve/ai/action/actions/WarehouseRefillHandler.java b/src/main/java/com/steve/ai/action/actions/WarehouseRefillHandler.java new file mode 100644 index 00000000..a6409b69 --- /dev/null +++ b/src/main/java/com/steve/ai/action/actions/WarehouseRefillHandler.java @@ -0,0 +1,161 @@ +package com.steve.ai.action.actions; + +import com.steve.ai.SteveMod; +import com.steve.ai.entity.SteveEntity; +import com.steve.ai.memory.WarehouseManager; +import net.minecraft.core.BlockPos; +import net.minecraft.server.level.ServerLevel; +import net.minecraft.world.level.block.Block; + +import java.util.Map; +import java.util.Optional; + +public class WarehouseRefillHandler { + + public enum RefillState { + IDLE, + NAVIGATING_TO_CHEST, + WITHDRAWING, + RETURNING_TO_BUILD + } + + private RefillState state = RefillState.IDLE; + private BlockPos warehousePos; + private BlockPos buildReturnPos; + private Map neededMaterials; + private int ticksInState; + private int totalWithdrawn; + + private static final int MAX_NAVIGATE_TICKS = 600; + private static final int MAX_WITHDRAW_TICKS = 40; + private static final double ARRIVAL_DISTANCE = 3.0; + private static final double RETURN_DISTANCE = 5.0; + + public boolean startRefill(SteveEntity steve, Map needed) { + if (!(steve.level() instanceof ServerLevel serverLevel)) return false; + + Optional nearest = WarehouseManager.findNearest(serverLevel, steve.blockPosition()); + if (nearest.isEmpty()) { + SteveMod.LOGGER.warn("Steve '{}' needs materials but no warehouse found", steve.getSteveName()); + return false; + } + + this.warehousePos = nearest.get(); + this.buildReturnPos = steve.blockPosition(); + this.neededMaterials = needed; + this.ticksInState = 0; + this.totalWithdrawn = 0; + this.state = RefillState.NAVIGATING_TO_CHEST; + + SteveMod.LOGGER.info("Steve '{}' going to warehouse at {} for materials", steve.getSteveName(), warehousePos); + return true; + } + + public boolean tick(SteveEntity steve) { + ticksInState++; + + switch (state) { + case NAVIGATING_TO_CHEST -> { + return tickNavigating(steve); + } + case WITHDRAWING -> { + return tickWithdrawing(steve); + } + case RETURNING_TO_BUILD -> { + return tickReturning(steve); + } + default -> { + return false; + } + } + } + + private boolean tickNavigating(SteveEntity steve) { + if (ticksInState > MAX_NAVIGATE_TICKS) { + SteveMod.LOGGER.warn("Steve '{}' warehouse navigation timeout", steve.getSteveName()); + state = RefillState.RETURNING_TO_BUILD; + ticksInState = 0; + return true; + } + + double distance = Math.sqrt(steve.blockPosition().distSqr(warehousePos)); + if (distance <= ARRIVAL_DISTANCE) { + state = RefillState.WITHDRAWING; + ticksInState = 0; + return true; + } + + if (distance > 10) { + steve.teleportTo(warehousePos.getX() + 2, warehousePos.getY(), warehousePos.getZ() + 2); + } else { + steve.getNavigation().moveTo(warehousePos.getX() + 0.5, warehousePos.getY(), warehousePos.getZ() + 0.5, 1.0); + } + return true; + } + + private boolean tickWithdrawing(SteveEntity steve) { + if (ticksInState > MAX_WITHDRAW_TICKS) { + SteveMod.LOGGER.info("Steve '{}' finished withdrawing ({} items total)", steve.getSteveName(), totalWithdrawn); + state = RefillState.RETURNING_TO_BUILD; + ticksInState = 0; + return true; + } + + if (!(steve.level() instanceof ServerLevel serverLevel)) { + state = RefillState.RETURNING_TO_BUILD; + ticksInState = 0; + return true; + } + + for (Map.Entry entry : neededMaterials.entrySet()) { + if (steve.getBlockCount(entry.getKey()) >= entry.getValue()) continue; + + int needed = entry.getValue() - steve.getBlockCount(entry.getKey()); + int withdrawn = WarehouseManager.withdrawItem(serverLevel, warehousePos, steve, entry.getKey(), needed); + if (withdrawn > 0) { + totalWithdrawn += withdrawn; + SteveMod.LOGGER.info("Steve '{}' withdrew {} {} from warehouse", + steve.getSteveName(), withdrawn, entry.getKey().getName().getString()); + } + } + + state = RefillState.RETURNING_TO_BUILD; + ticksInState = 0; + return true; + } + + private boolean tickReturning(SteveEntity steve) { + if (ticksInState > MAX_NAVIGATE_TICKS) { + SteveMod.LOGGER.warn("Steve '{}' return navigation timeout", steve.getSteveName()); + state = RefillState.IDLE; + return false; + } + + double distance = Math.sqrt(steve.blockPosition().distSqr(buildReturnPos)); + if (distance <= RETURN_DISTANCE) { + SteveMod.LOGGER.info("Steve '{}' returned to build site, resuming", steve.getSteveName()); + state = RefillState.IDLE; + return false; + } + + if (distance > 10) { + steve.teleportTo(buildReturnPos.getX() + 2, buildReturnPos.getY(), buildReturnPos.getZ() + 2); + } else { + steve.getNavigation().moveTo(buildReturnPos.getX() + 0.5, buildReturnPos.getY(), buildReturnPos.getZ() + 0.5, 1.0); + } + return true; + } + + public void cancel(SteveEntity steve) { + state = RefillState.IDLE; + steve.getNavigation().stop(); + } + + public boolean isRefilling() { + return state != RefillState.IDLE; + } + + public RefillState getState() { + return state; + } +} diff --git a/src/main/java/com/steve/ai/entity/SteveEntity.java b/src/main/java/com/steve/ai/entity/SteveEntity.java index 2bbcf4f4..75fee7c5 100644 --- a/src/main/java/com/steve/ai/entity/SteveEntity.java +++ b/src/main/java/com/steve/ai/entity/SteveEntity.java @@ -20,7 +20,10 @@ import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.level.ServerLevelAccessor; +import net.minecraft.core.BlockPos; +import net.minecraft.server.level.ServerLevel; import net.minecraft.world.level.block.Block; +import com.steve.ai.memory.WarehouseManager; import org.jetbrains.annotations.Nullable; public class SteveEntity extends PathfinderMob { @@ -34,6 +37,8 @@ public class SteveEntity extends PathfinderMob { private int tickCounter = 0; private boolean isFlying = false; private boolean isInvulnerable = false; + private BlockPos warehousePos = null; + private static final int RESTOCK_INTERVAL = 100; // 5 seconds public SteveEntity(EntityType entityType, Level level) { super(entityType, level); @@ -71,9 +76,14 @@ protected void defineSynchedData() { @Override public void tick() { super.tick(); - + if (!this.level().isClientSide) { actionExecutor.tick(); + + tickCounter++; + if (tickCounter % RESTOCK_INTERVAL == 0 && this.level() instanceof ServerLevel serverLevel) { + WarehouseManager.autoRestockAll(serverLevel); + } } } @@ -95,6 +105,14 @@ public ActionExecutor getActionExecutor() { return this.actionExecutor; } + public BlockPos getWarehousePos() { + return this.warehousePos; + } + + public void setWarehousePos(BlockPos pos) { + this.warehousePos = pos; + } + public SimpleContainer getInventory() { return this.inventory; } @@ -176,6 +194,10 @@ public void addAdditionalSaveData(CompoundTag tag) { } } tag.put("Inventory", inventoryTag); + + if (warehousePos != null) { + tag.putLong("WarehousePos", warehousePos.asLong()); + } } @Override @@ -200,6 +222,10 @@ public void readAdditionalSaveData(CompoundTag tag) { } } } + + if (tag.contains("WarehousePos")) { + this.warehousePos = BlockPos.of(tag.getLong("WarehousePos")); + } } @Override diff --git a/src/main/java/com/steve/ai/llm/PromptBuilder.java b/src/main/java/com/steve/ai/llm/PromptBuilder.java index 4406af94..a60691ea 100644 --- a/src/main/java/com/steve/ai/llm/PromptBuilder.java +++ b/src/main/java/com/steve/ai/llm/PromptBuilder.java @@ -48,6 +48,7 @@ public static String buildSystemPrompt() { 6. Keep reasoning under 15 words 7. COLLABORATIVE BUILDING: Multiple Steves can work on same structure simultaneously 8. MINING: Can mine any ore (iron, diamond, coal, etc) + 9. WAREHOUSE: Material warehouse provides building materials automatically. Steve goes to warehouse when running low. %s EXAMPLES (copy these formats exactly): @@ -89,6 +90,11 @@ public static String buildUserPrompt(SteveEntity steve, String command, WorldKno prompt.append("Inventory: [unlimited - creative mode]\n"); } prompt.append("Biome: ").append(worldKnowledge.getBiomeName()).append("\n"); + if (steve.getWarehousePos() != null) { + prompt.append("Warehouse: ").append(formatPosition(steve.getWarehousePos())).append("\n"); + } else { + prompt.append("Warehouse: [none]\n"); + } prompt.append("\n=== PLAYER COMMAND ===\n"); prompt.append("\"").append(command).append("\"\n"); diff --git a/src/main/java/com/steve/ai/memory/WarehouseConfig.java b/src/main/java/com/steve/ai/memory/WarehouseConfig.java new file mode 100644 index 00000000..c76e79bb --- /dev/null +++ b/src/main/java/com/steve/ai/memory/WarehouseConfig.java @@ -0,0 +1,108 @@ +package com.steve.ai.memory; + +import com.google.gson.Gson; +import com.google.gson.JsonArray; +import com.google.gson.JsonElement; +import com.google.gson.JsonObject; +import com.google.gson.JsonParser; +import com.steve.ai.SteveMod; +import net.minecraftforge.fml.loading.FMLPaths; + +import java.io.*; +import java.nio.file.Files; +import java.util.*; + +public class WarehouseConfig { + + public static class WarehouseDefinition { + public final String name; + public final String spawn; // "fixed" or "near_player" + public final int x, y, z; + public final Map materials; + + public WarehouseDefinition(String name, String spawn, int x, int y, int z, Map materials) { + this.name = name; + this.spawn = spawn; + this.x = x; + this.y = y; + this.z = z; + this.materials = materials; + } + + public boolean isNearPlayer() { + return "near_player".equalsIgnoreCase(spawn); + } + } + + private static List warehouses = new ArrayList<>(); + + public static List getWarehouses() { + return warehouses; + } + + public static WarehouseDefinition getWarehouse(String name) { + return warehouses.stream() + .filter(w -> w.name.equals(name)) + .findFirst() + .orElse(null); + } + + public static void load() { + File configFile = FMLPaths.CONFIGDIR.get().resolve("steve/warehouses.json").toFile(); + + if (!configFile.exists()) { + copyDefaultConfig(configFile); + } + + if (!configFile.exists()) { + SteveMod.LOGGER.info("No warehouses.json found, no warehouses configured"); + return; + } + + try { + String json = Files.readString(configFile.toPath()); + parseJson(json); + SteveMod.LOGGER.info("Loaded {} warehouse(s) from config", warehouses.size()); + } catch (Exception e) { + SteveMod.LOGGER.error("Failed to load warehouses.json", e); + } + } + + private static void parseJson(String json) { + JsonObject root = JsonParser.parseString(json).getAsJsonObject(); + JsonArray warehouseArray = root.getAsJsonArray("warehouses"); + + warehouses.clear(); + + for (JsonElement element : warehouseArray) { + JsonObject obj = element.getAsJsonObject(); + String name = obj.get("name").getAsString(); + String spawn = obj.has("spawn") ? obj.get("spawn").getAsString() : "fixed"; + int x = obj.has("x") ? obj.get("x").getAsInt() : 0; + int y = obj.has("y") ? obj.get("y").getAsInt() : 64; + int z = obj.has("z") ? obj.get("z").getAsInt() : 0; + + Map materials = new HashMap<>(); + JsonObject matsObj = obj.getAsJsonObject("materials"); + for (Map.Entry entry : matsObj.entrySet()) { + materials.put(entry.getKey(), entry.getValue().getAsInt()); + } + + warehouses.add(new WarehouseDefinition(name, spawn, x, y, z, materials)); + } + } + + private static void copyDefaultConfig(File targetFile) { + try (InputStream in = WarehouseConfig.class.getClassLoader().getResourceAsStream("warehouses.json")) { + if (in == null) { + SteveMod.LOGGER.warn("Default warehouses.json not found in resources"); + return; + } + targetFile.getParentFile().mkdirs(); + Files.copy(in, targetFile.toPath()); + SteveMod.LOGGER.info("Created default warehouses.json at {}", targetFile); + } catch (IOException e) { + SteveMod.LOGGER.error("Failed to copy default warehouses.json", e); + } + } +} diff --git a/src/main/java/com/steve/ai/memory/WarehouseManager.java b/src/main/java/com/steve/ai/memory/WarehouseManager.java new file mode 100644 index 00000000..f05160e7 --- /dev/null +++ b/src/main/java/com/steve/ai/memory/WarehouseManager.java @@ -0,0 +1,234 @@ +package com.steve.ai.memory; + +import com.steve.ai.SteveMod; +import com.steve.ai.entity.SteveEntity; +import net.minecraft.core.BlockPos; +import net.minecraft.core.registries.BuiltInRegistries; +import net.minecraft.resources.ResourceLocation; +import net.minecraft.server.level.ServerLevel; +import net.minecraft.world.Container; +import net.minecraft.world.item.ItemStack; +import net.minecraft.world.level.block.Block; +import net.minecraft.world.level.block.Blocks; +import net.minecraft.world.level.block.entity.BlockEntity; +import net.minecraft.world.level.block.state.BlockState; + +import net.minecraft.world.entity.player.Player; + +import java.util.Map; +import java.util.Optional; + +public class WarehouseManager { + + public static void init(ServerLevel level) { + WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); + data.initFromConfig(); + + for (WarehouseSavedData.WarehouseEntry entry : data.getEntries()) { + if (!entry.chestPlaced && !entry.nearPlayer) { + if (placeChest(level, entry.pos)) { + data.markPlaced(entry.name); + SteveMod.LOGGER.info("Placed warehouse '{}' chest at {}", entry.name, entry.pos); + } + } + } + } + + public static void onPlayerJoined(ServerLevel level, Player player) { + WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); + + for (WarehouseSavedData.WarehouseEntry entry : data.getEntries()) { + if (!entry.chestPlaced && entry.nearPlayer) { + BlockPos playerPos = player.blockPosition(); + BlockPos placePos = findAirNear(level, playerPos, 5); + if (placePos == null) { + placePos = playerPos.above(); + } + entry.pos = placePos; + + if (placeChest(level, placePos)) { + data.markPlaced(entry.name); + SteveMod.LOGGER.info("Placed warehouse '{}' chest near player at {}", entry.name, placePos); + } + } + } + } + + private static BlockPos findNearestPlayerPos(ServerLevel level) { + Player nearest = null; + double nearestDist = Double.MAX_VALUE; + for (Player player : level.players()) { + if (nearest == null || player.blockPosition().distSqr(BlockPos.ZERO) < nearestDist) { + nearest = player; + nearestDist = player.blockPosition().distSqr(BlockPos.ZERO); + } + } + return nearest != null ? nearest.blockPosition() : null; + } + + private static BlockPos findAirNear(ServerLevel level, BlockPos center, int radius) { + for (int dy = 0; dy <= radius; dy++) { + for (int dx = -radius; dx <= radius; dx++) { + for (int dz = -radius; dz <= radius; dz++) { + BlockPos check = center.offset(dx, dy, dz); + if (level.isLoaded(check) && level.getBlockState(check).isAir() + && level.getBlockState(check.below()).isSolid()) { + return check; + } + } + } + } + return null; + } + + public static boolean placeChest(ServerLevel level, BlockPos pos) { + if (!level.isLoaded(pos)) return false; + + BlockState current = level.getBlockState(pos); + if (!current.isAir()) { + SteveMod.LOGGER.warn("Cannot place warehouse chest at {}, block already exists: {}", pos, current); + return false; + } + + level.setBlock(pos, Blocks.CHEST.defaultBlockState(), 3); + return true; + } + + public static Container getChestContainer(ServerLevel level, BlockPos pos) { + if (!level.isLoaded(pos)) return null; + BlockEntity be = level.getBlockEntity(pos); + if (be instanceof Container container) { + return container; + } + return null; + } + + public static int withdrawItem(ServerLevel level, BlockPos warehousePos, + SteveEntity steve, Block block, int maxCount) { + Container chest = getChestContainer(level, warehousePos); + if (chest == null) return 0; + + ItemStack target = new ItemStack(block.asItem()); + int remaining = maxCount; + + for (int i = 0; i < chest.getContainerSize() && remaining > 0; i++) { + ItemStack slot = chest.getItem(i); + if (slot.isEmpty()) continue; + if (!ItemStack.isSameItemSameTags(slot, target)) continue; + + int take = Math.min(remaining, slot.getCount()); + ItemStack extracted = slot.split(take); + int notAdded = steve.addItemToInventory(extracted).getCount(); + + if (notAdded > 0) { + slot.grow(notAdded); + } + + remaining -= (take - notAdded); + } + + chest.setChanged(); + return maxCount - remaining; + } + + public static int depositItem(ServerLevel level, BlockPos warehousePos, + SteveEntity steve, Block block, int maxCount) { + Container chest = getChestContainer(level, warehousePos); + if (chest == null) return 0; + + ItemStack target = new ItemStack(block.asItem()); + int remaining = maxCount; + + for (int i = 0; i < steve.getInventory().getContainerSize() && remaining > 0; i++) { + ItemStack slot = steve.getInventory().getItem(i); + if (slot.isEmpty()) continue; + if (!ItemStack.isSameItemSameTags(slot, target)) continue; + + int take = Math.min(remaining, slot.getCount()); + ItemStack toDeposit = slot.copy(); + toDeposit.setCount(take); + int notAdded = addItemToContainer(chest, toDeposit); + int deposited = take - notAdded; + + slot.shrink(deposited); + remaining -= deposited; + } + + chest.setChanged(); + return maxCount - remaining; + } + + public static void autoRestockAll(ServerLevel level) { + WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); + + for (WarehouseSavedData.WarehouseEntry entry : data.getEntries()) { + if (!entry.chestPlaced) continue; + + Container chest = getChestContainer(level, entry.pos); + if (chest == null) continue; + + WarehouseConfig.WarehouseDefinition def = WarehouseConfig.getWarehouse(entry.name); + if (def == null) continue; + + for (Map.Entry mat : def.materials.entrySet()) { + restockMaterial(chest, mat.getKey(), mat.getValue()); + } + } + } + + private static void restockMaterial(Container chest, String materialId, int targetCount) { + ResourceLocation rl = new ResourceLocation("minecraft", materialId); + Block block = BuiltInRegistries.BLOCK.get(rl); + if (block == Blocks.AIR) return; + + ItemStack target = new ItemStack(block.asItem()); + int currentCount = countInContainer(chest, target); + + if (currentCount >= targetCount) return; + + int deficit = targetCount - currentCount; + ItemStack toAdd = new ItemStack(block.asItem(), deficit); + int notAdded = addItemToContainer(chest, toAdd); + + if (notAdded > 0) { + SteveMod.LOGGER.debug("Warehouse restock: chest full, could not add all {} ({} left over)", + materialId, notAdded); + } + } + + private static int countInContainer(Container chest, ItemStack target) { + int total = 0; + for (int i = 0; i < chest.getContainerSize(); i++) { + ItemStack slot = chest.getItem(i); + if (!slot.isEmpty() && ItemStack.isSameItemSameTags(slot, target)) { + total += slot.getCount(); + } + } + return total; + } + + private static int addItemToContainer(Container chest, ItemStack stack) { + ItemStack remaining = stack.copy(); + + for (int i = 0; i < chest.getContainerSize() && !remaining.isEmpty(); i++) { + ItemStack slot = chest.getItem(i); + if (slot.isEmpty()) { + chest.setItem(i, remaining.copy()); + remaining = ItemStack.EMPTY; + } else if (ItemStack.isSameItemSameTags(slot, remaining) && slot.getCount() < slot.getMaxStackSize()) { + int space = slot.getMaxStackSize() - slot.getCount(); + int toAdd = Math.min(space, remaining.getCount()); + slot.grow(toAdd); + remaining.shrink(toAdd); + } + } + + chest.setChanged(); + return remaining.getCount(); + } + + public static Optional findNearest(ServerLevel level, BlockPos from) { + WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); + return data.findNearest(from); + } +} diff --git a/src/main/java/com/steve/ai/memory/WarehouseSavedData.java b/src/main/java/com/steve/ai/memory/WarehouseSavedData.java new file mode 100644 index 00000000..b1f15630 --- /dev/null +++ b/src/main/java/com/steve/ai/memory/WarehouseSavedData.java @@ -0,0 +1,114 @@ +package com.steve.ai.memory; + +import com.steve.ai.SteveMod; +import net.minecraft.core.BlockPos; +import net.minecraft.nbt.CompoundTag; +import net.minecraft.nbt.ListTag; +import net.minecraft.nbt.Tag; +import net.minecraft.server.level.ServerLevel; +import net.minecraft.world.level.saveddata.SavedData; + +import java.util.ArrayList; +import java.util.List; +import java.util.Optional; + +public class WarehouseSavedData extends SavedData { + + private static final String DATA_NAME = "steve_warehouses"; + + private final List entries = new ArrayList<>(); + + public static class WarehouseEntry { + public String name; + public BlockPos pos; + public boolean chestPlaced; + public boolean nearPlayer; + + public WarehouseEntry(String name, BlockPos pos, boolean chestPlaced, boolean nearPlayer) { + this.name = name; + this.pos = pos; + this.chestPlaced = chestPlaced; + this.nearPlayer = nearPlayer; + } + } + + public WarehouseSavedData() { + } + + public static WarehouseSavedData load(CompoundTag tag) { + WarehouseSavedData data = new WarehouseSavedData(); + if (tag.contains("Warehouses", Tag.TAG_LIST)) { + ListTag list = tag.getList("Warehouses", Tag.TAG_COMPOUND); + for (int i = 0; i < list.size(); i++) { + CompoundTag entry = list.getCompound(i); + String name = entry.getString("Name"); + BlockPos pos = new BlockPos(entry.getInt("X"), entry.getInt("Y"), entry.getInt("Z")); + boolean placed = entry.getBoolean("Placed"); + boolean nearPlayer = entry.getBoolean("NearPlayer"); + data.entries.add(new WarehouseEntry(name, pos, placed, nearPlayer)); + } + } + return data; + } + + @Override + public CompoundTag save(CompoundTag tag) { + ListTag list = new ListTag(); + for (WarehouseEntry entry : entries) { + CompoundTag e = new CompoundTag(); + e.putString("Name", entry.name); + e.putInt("X", entry.pos.getX()); + e.putInt("Y", entry.pos.getY()); + e.putInt("Z", entry.pos.getZ()); + e.putBoolean("Placed", entry.chestPlaced); + e.putBoolean("NearPlayer", entry.nearPlayer); + list.add(e); + } + tag.put("Warehouses", list); + return tag; + } + + public static WarehouseSavedData getOrCreate(ServerLevel level) { + return level.getDataStorage().computeIfAbsent( + WarehouseSavedData::load, + WarehouseSavedData::new, + DATA_NAME + ); + } + + public void initFromConfig() { + if (!entries.isEmpty()) return; + + for (WarehouseConfig.WarehouseDefinition def : WarehouseConfig.getWarehouses()) { + BlockPos pos = new BlockPos(def.x, def.y, def.z); + entries.add(new WarehouseEntry(def.name, pos, false, def.isNearPlayer())); + SteveMod.LOGGER.info("Registered warehouse '{}' at {} (nearPlayer={})", def.name, pos, def.isNearPlayer()); + } + setDirty(); + } + + public List getEntries() { + return entries; + } + + public Optional findNearest(BlockPos from) { + return entries.stream() + .filter(e -> e.chestPlaced) + .map(e -> e.pos) + .min((a, b) -> Double.compare(a.distSqr(from), b.distSqr(from))); + } + + public void markPlaced(String name) { + for (WarehouseEntry entry : entries) { + if (entry.name.equals(name)) { + entry.chestPlaced = true; + setDirty(); + return; + } + } + } + + public boolean isRegistered(BlockPos pos) { + return entries.stream().anyMatch(e -> e.pos.equals(pos)); + } +} From 255a0e285f554e6dd8935ca5fb6ec723ed136ace Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 26 May 2026 20:41:38 +0800 Subject: [PATCH 15/31] feat: remove procedural structure generation and add configurable build delay - Remove StructureGenerators and its test (procedural generation deprecated) - Add BUILD_TICK_DELAY config for controlling block placement speed (default 20 ticks/block) - Add restock cooldown to WarehouseManager to prevent rapid auto-restock - Increase SteveEntity RESTOCK_INTERVAL from 100 to 1200 ticks - Add duckyausautoroute schematic to config - Ignore Amulet editor files Co-Authored-By: Claude Opus 4.7 --- .gitignore | 2 + .../duckyausautoroute10091612.schematic | Bin 0 -> 85282 bytes config/steve-common.toml.example | 4 + .../action/actions/BuildStructureAction.java | 55 ++- .../java/com/steve/ai/config/SteveConfig.java | 5 + .../java/com/steve/ai/entity/SteveEntity.java | 2 +- .../com/steve/ai/memory/WarehouseManager.java | 7 + .../ai/structure/StructureGenerators.java | 368 ------------------ .../ai/structure/StructureGeneratorsTest.java | 16 - 9 files changed, 41 insertions(+), 418 deletions(-) create mode 100644 config/schematics/duckyausautoroute10091612.schematic delete mode 100644 src/main/java/com/steve/ai/structure/StructureGenerators.java delete mode 100644 src/test/java/com/steve/ai/structure/StructureGeneratorsTest.java diff --git a/.gitignore b/.gitignore index 6a37adc7..377774e6 100644 --- a/.gitignore +++ b/.gitignore @@ -42,3 +42,5 @@ Desktop.ini # JDK jdk-17.0.2.jdk/ + +Amulet \ No newline at end of file diff --git a/config/schematics/duckyausautoroute10091612.schematic 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during building (20 ticks = 1 second) + # 1 = fastest (20 blocks/sec), 20 = 1 block/sec (default), 100 = 1 block/5sec + buildTickDelay = 20 + diff --git a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java index 39f38691..d42bed83 100644 --- a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java +++ b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java @@ -8,7 +8,6 @@ import com.steve.ai.entity.SteveEntity; import com.steve.ai.memory.StructureRegistry; import com.steve.ai.structure.BlockPlacement; -import com.steve.ai.structure.StructureGenerators; import com.steve.ai.structure.StructureTemplateLoader; import net.minecraft.core.BlockPos; import net.minecraft.core.particles.BlockParticleOption; @@ -40,8 +39,6 @@ public class BuildStructureAction extends BaseAction { private boolean isCollaborative; private WarehouseRefillHandler refillHandler = new WarehouseRefillHandler(); private static final int MAX_TICKS = 120000; - private static final int BLOCKS_PER_TICK = 1; - private static final double BUILD_SPEED_MULTIPLIER = 1.5; public BuildStructureAction(SteveEntity steve, Task task) { super(steve, task); @@ -149,11 +146,8 @@ protected void onStart() { BlockPos clearPos = groundPos; buildPlan = tryLoadFromTemplate(structureType, clearPos); - - if (buildPlan == null) { - // Fall back to procedural generation - buildPlan = generateBuildPlan(structureType, clearPos, width, height, depth); - } else { + + if (buildPlan != null) { SteveMod.LOGGER.info("Loaded '{}' from NBT template with {} blocks", structureType, buildPlan.size()); } @@ -233,18 +227,18 @@ protected void onTick() { return; } - for (int i = 0; i < BLOCKS_PER_TICK; i++) { - BlockPlacement placement = - CollaborativeBuildManager.getNextBlock(collaborativeBuild, steve.getSteveName()); - - if (placement == null) { - if (ticksRunning % 20 == 0) { - SteveMod.LOGGER.info("Steve '{}' has no more blocks! Build {}% complete", - steve.getSteveName(), collaborativeBuild.getProgressPercentage()); - } - break; + int buildDelay = SteveConfig.BUILD_TICK_DELAY.get(); + if (ticksRunning % buildDelay != 0) return; + + BlockPlacement placement = + CollaborativeBuildManager.getNextBlock(collaborativeBuild, steve.getSteveName()); + + if (placement == null) { + if (ticksRunning % 20 == 0) { + SteveMod.LOGGER.info("Steve '{}' has no more blocks! Build {}% complete", + steve.getSteveName(), collaborativeBuild.getProgressPercentage()); } - + } else { BlockPos pos = placement.pos; // Check material (skip in creative mode) @@ -260,10 +254,10 @@ protected void onTick() { steve.getSteveName(), placement.block.getName().getString()); } } - break; + } else { + // Consume material from inventory + steve.removeBlockFromInventory(placement.block, 1); } - // Consume material from inventory - steve.removeBlockFromInventory(placement.block, 1); } double distance = Math.sqrt(steve.blockPosition().distSqr(pos)); @@ -280,11 +274,11 @@ protected void onTick() { BlockState blockState = placement.block.defaultBlockState(); steve.level().setBlock(pos, blockState, 3); - - SteveMod.LOGGER.info("Steve '{}' PLACED BLOCK at {} - Total: {}/{}", - steve.getSteveName(), pos, collaborativeBuild.getBlocksPlaced(), + + SteveMod.LOGGER.info("Steve '{}' PLACED BLOCK at {} - Total: {}/{}", + steve.getSteveName(), pos, collaborativeBuild.getBlocksPlaced(), collaborativeBuild.getTotalBlocks()); - + // Particles and sound if (steve.level() instanceof ServerLevel serverLevel) { serverLevel.sendParticles( @@ -292,9 +286,9 @@ protected void onTick() { pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, 15, 0.4, 0.4, 0.4, 0.15 ); - + var soundType = blockState.getSoundType(steve.level(), pos, steve); - steve.level().playSound(null, pos, soundType.getPlaceSound(), + steve.level().playSound(null, pos, soundType.getPlaceSound(), SoundSource.BLOCKS, 1.0f, soundType.getPitch()); } } @@ -330,11 +324,6 @@ public String getDescription() { return "Build " + structureType + " (" + currentBlockIndex + "/" + (buildPlan != null ? buildPlan.size() : 0) + ")"; } - private List generateBuildPlan(String type, BlockPos start, int width, int height, int depth) { - // Delegate to centralized StructureGenerators utility - return StructureGenerators.generate(type, start, width, height, depth, buildMaterials); - } - /** * Count how many of each block type is needed for the build plan */ diff --git a/src/main/java/com/steve/ai/config/SteveConfig.java b/src/main/java/com/steve/ai/config/SteveConfig.java index 77ab535b..f144db9c 100644 --- a/src/main/java/com/steve/ai/config/SteveConfig.java +++ b/src/main/java/com/steve/ai/config/SteveConfig.java @@ -14,6 +14,7 @@ public class SteveConfig { public static final ForgeConfigSpec.BooleanValue ENABLE_CHAT_RESPONSES; public static final ForgeConfigSpec.BooleanValue CREATIVE_MODE; public static final ForgeConfigSpec.IntValue MAX_ACTIVE_STEVES; + public static final ForgeConfigSpec.IntValue BUILD_TICK_DELAY; static { ForgeConfigSpec.Builder builder = new ForgeConfigSpec.Builder(); @@ -67,6 +68,10 @@ public class SteveConfig { MAX_ACTIVE_STEVES = builder .comment("Maximum number of Steves that can be active simultaneously") .defineInRange("maxActiveSteves", 10, 1, 50); + + BUILD_TICK_DELAY = builder + .comment("Ticks between each block placement during building (20 ticks = 1 second, default 20 = 1 block/sec)") + .defineInRange("buildTickDelay", 20, 1, 200); builder.pop(); diff --git a/src/main/java/com/steve/ai/entity/SteveEntity.java b/src/main/java/com/steve/ai/entity/SteveEntity.java index 75fee7c5..7eac3f05 100644 --- a/src/main/java/com/steve/ai/entity/SteveEntity.java +++ b/src/main/java/com/steve/ai/entity/SteveEntity.java @@ -38,7 +38,7 @@ public class SteveEntity extends PathfinderMob { private boolean isFlying = false; private boolean isInvulnerable = false; private BlockPos warehousePos = null; - private static final int RESTOCK_INTERVAL = 100; // 5 seconds + private static final int RESTOCK_INTERVAL = 1200; // 1 minute public SteveEntity(EntityType entityType, Level level) { super(entityType, level); diff --git a/src/main/java/com/steve/ai/memory/WarehouseManager.java b/src/main/java/com/steve/ai/memory/WarehouseManager.java index f05160e7..7a1580d7 100644 --- a/src/main/java/com/steve/ai/memory/WarehouseManager.java +++ b/src/main/java/com/steve/ai/memory/WarehouseManager.java @@ -20,6 +20,9 @@ public class WarehouseManager { + private static final int RESTOCK_COOLDOWN_TICKS = 6000; // 5 minutes + private static long lastRestockGameTime = Long.MIN_VALUE; + public static void init(ServerLevel level) { WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); data.initFromConfig(); @@ -159,6 +162,10 @@ public static int depositItem(ServerLevel level, BlockPos warehousePos, } public static void autoRestockAll(ServerLevel level) { + long gameTime = level.getGameTime(); + if (gameTime - lastRestockGameTime < RESTOCK_COOLDOWN_TICKS) return; + lastRestockGameTime = gameTime; + WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); for (WarehouseSavedData.WarehouseEntry entry : data.getEntries()) { diff --git a/src/main/java/com/steve/ai/structure/StructureGenerators.java b/src/main/java/com/steve/ai/structure/StructureGenerators.java deleted file mode 100644 index 343b78c9..00000000 --- a/src/main/java/com/steve/ai/structure/StructureGenerators.java +++ /dev/null @@ -1,368 +0,0 @@ -package com.steve.ai.structure; - -import net.minecraft.core.BlockPos; -import net.minecraft.world.level.block.Block; -import net.minecraft.world.level.block.Blocks; - -import java.util.ArrayList; -import java.util.List; - -/** - * Utility class for procedural structure generation. - * Contains algorithms for generating various building types. - */ -public class StructureGenerators { - - public static List generate(String structureType, BlockPos start, int width, int height, int depth, List materials) { - return switch (structureType.toLowerCase()) { - case "house", "home" -> buildAdvancedHouse(start, width, height, depth, materials); - case "castle", "catle", "fort" -> buildCastle(start, width, height, depth, materials); - case "tower" -> buildAdvancedTower(start, width, height, materials); - case "wall" -> buildWall(start, width, height, materials); - case "platform" -> buildPlatform(start, width, depth, materials); - case "barn", "shed" -> buildBarn(start, width, height, depth, materials); - case "modern", "modern_house" -> buildModernHouse(start, width, height, depth, materials); - case "box", "cube" -> buildBox(start, width, height, depth, materials); - default -> buildAdvancedHouse(start, Math.max(5, width), Math.max(4, height), Math.max(5, depth), materials); - }; - } - - private static Block getMaterial(List materials, int index) { - if (materials.isEmpty()) return Blocks.OAK_PLANKS; - return materials.get(index % materials.size()); - } - - private static List buildAdvancedHouse(BlockPos start, int width, int height, int depth, List materials) { - List blocks = new ArrayList<>(); - Block floorMaterial = getMaterial(materials, 0); - Block wallMaterial = getMaterial(materials, 1); - Block roofMaterial = getMaterial(materials, 2); - Block windowMaterial = Blocks.GLASS_PANE; - Block doorMaterial = Blocks.OAK_DOOR; - - if (roofMaterial == Blocks.GLASS || roofMaterial == Blocks.GLASS_PANE) { - roofMaterial = Blocks.OAK_PLANKS; - } - - // Floor - for (int x = 0; x < width; x++) { - for (int z = 0; z < depth; z++) { - blocks.add(new BlockPlacement(start.offset(x, 0, z), floorMaterial)); - } - } - - // Walls with windows and door - for (int y = 1; y <= height; y++) { - for (int x = 0; x < width; x++) { - // Front wall - if (x == width / 2 && y <= 2) { - blocks.add(new BlockPlacement(start.offset(x, y, 0), doorMaterial)); - } else if (y >= 2 && y <= height - 1 && (x == 2 || x == width - 3)) { - blocks.add(new BlockPlacement(start.offset(x, y, 0), windowMaterial)); - } else { - blocks.add(new BlockPlacement(start.offset(x, y, 0), wallMaterial)); - } - - // Back wall - if (y >= 2 && y <= height - 1 && (x == 2 || x == width / 2 || x == width - 3)) { - blocks.add(new BlockPlacement(start.offset(x, y, depth - 1), windowMaterial)); - } else { - blocks.add(new BlockPlacement(start.offset(x, y, depth - 1), wallMaterial)); - } - } - - // Side walls - for (int z = 1; z < depth - 1; z++) { - if (y >= 2 && y <= height - 1 && (z % 3 == 1)) { - blocks.add(new BlockPlacement(start.offset(0, y, z), windowMaterial)); - blocks.add(new BlockPlacement(start.offset(width - 1, y, z), windowMaterial)); - } else { - blocks.add(new BlockPlacement(start.offset(0, y, z), wallMaterial)); - blocks.add(new BlockPlacement(start.offset(width - 1, y, z), wallMaterial)); - } - } - } - - // Pyramid roof - int roofStartHeight = height + 1; - int roofLayers = Math.max(width, depth) / 2 + 1; - - for (int layer = 0; layer < roofLayers; layer++) { - int currentHeight = roofStartHeight + layer; - int inset = layer; - - for (int x = inset; x < width - inset; x++) { - for (int z = inset; z < depth - inset; z++) { - if (x == inset || x == width - 1 - inset || - z == inset || z == depth - 1 - inset) { - blocks.add(new BlockPlacement(start.offset(x, currentHeight, z), roofMaterial)); - } - } - } - - if (width - 2 * inset <= 1 || depth - 2 * inset <= 1) { - break; - } - } - - return blocks; - } - - private static List buildCastle(BlockPos start, int width, int height, int depth, List materials) { - List blocks = new ArrayList<>(); - Block stoneMaterial = Blocks.STONE_BRICKS; - Block wallMaterial = Blocks.COBBLESTONE; - Block windowMaterial = Blocks.GLASS_PANE; - - // Main structure - for (int y = 0; y <= height; y++) { - for (int x = 0; x < width; x++) { - for (int z = 0; z < depth; z++) { - boolean isEdge = (x == 0 || x == width - 1 || z == 0 || z == depth - 1); - boolean isCorner = (x <= 2 || x >= width - 3) && (z <= 2 || z >= depth - 3); - - if (y == 0) { - blocks.add(new BlockPlacement(start.offset(x, y, z), stoneMaterial)); - } else if (isEdge && !isCorner) { - if (x == width / 2 && z == 0 && y <= 3) { - if (y >= 1 && y <= 3 && x >= width / 2 - 1 && x <= width / 2 + 1) { - blocks.add(new BlockPlacement(start.offset(x, y, 0), Blocks.AIR)); - } - } else if (y % 4 == 2 && !isCorner) { - blocks.add(new BlockPlacement(start.offset(x, y, z), windowMaterial)); - } else { - blocks.add(new BlockPlacement(start.offset(x, y, z), wallMaterial)); - } - } - } - } - } - - // Corner towers - int towerHeight = height + 6; - int towerSize = 3; - int[][] corners = {{0, 0}, {width - towerSize, 0}, {0, depth - towerSize}, {width - towerSize, depth - towerSize}}; - - for (int[] corner : corners) { - for (int y = 0; y <= towerHeight; y++) { - for (int dx = 0; dx < towerSize; dx++) { - for (int dz = 0; dz < towerSize; dz++) { - boolean isTowerEdge = (dx == 0 || dx == towerSize - 1 || dz == 0 || dz == towerSize - 1); - - if (y == 0 || isTowerEdge) { - blocks.add(new BlockPlacement(start.offset(corner[0] + dx, y, corner[1] + dz), stoneMaterial)); - } - - if (y % 5 == 3 && isTowerEdge && (dx == towerSize / 2 || dz == towerSize / 2)) { - blocks.add(new BlockPlacement(start.offset(corner[0] + dx, y, corner[1] + dz), windowMaterial)); - } - } - } - } - - // Tower crenellations - for (int dx = 0; dx < towerSize; dx++) { - for (int dz = 0; dz < towerSize; dz++) { - if (dx % 2 == 0 || dz % 2 == 0) { - blocks.add(new BlockPlacement(start.offset(corner[0] + dx, towerHeight + 1, corner[1] + dz), stoneMaterial)); - } - } - } - } - - // Wall crenellations - for (int x = 0; x < width; x += 2) { - blocks.add(new BlockPlacement(start.offset(x, height + 1, 0), stoneMaterial)); - blocks.add(new BlockPlacement(start.offset(x, height + 2, 0), stoneMaterial)); - blocks.add(new BlockPlacement(start.offset(x, height + 1, depth - 1), stoneMaterial)); - blocks.add(new BlockPlacement(start.offset(x, height + 2, depth - 1), stoneMaterial)); - } - - for (int z = 0; z < depth; z += 2) { - blocks.add(new BlockPlacement(start.offset(0, height + 1, z), stoneMaterial)); - blocks.add(new BlockPlacement(start.offset(0, height + 2, z), stoneMaterial)); - blocks.add(new BlockPlacement(start.offset(width - 1, height + 1, z), stoneMaterial)); - blocks.add(new BlockPlacement(start.offset(width - 1, height + 2, z), stoneMaterial)); - } - - return blocks; - } - - private static List buildAdvancedTower(BlockPos start, int width, int height, List materials) { - List blocks = new ArrayList<>(); - Block wallMaterial = Blocks.STONE_BRICKS; - Block accentMaterial = Blocks.CHISELED_STONE_BRICKS; - Block windowMaterial = Blocks.GLASS_PANE; - Block roofMaterial = Blocks.DARK_OAK_STAIRS; - - // Main tower body - for (int y = 0; y < height; y++) { - for (int x = 0; x < width; x++) { - for (int z = 0; z < width; z++) { - boolean isEdge = (x == 0 || x == width - 1 || z == 0 || z == width - 1); - boolean isCorner = (x == 0 || x == width - 1) && (z == 0 || z == width - 1); - - if (y == 0) { - blocks.add(new BlockPlacement(start.offset(x, y, z), wallMaterial)); - } else if (isEdge) { - if (y % 3 == 2 && !isCorner && (x == width / 2 || z == width / 2)) { - blocks.add(new BlockPlacement(start.offset(x, y, z), windowMaterial)); - } else if (isCorner) { - blocks.add(new BlockPlacement(start.offset(x, y, z), accentMaterial)); - } else { - blocks.add(new BlockPlacement(start.offset(x, y, z), wallMaterial)); - } - } - } - } - } - - // Pyramid roof - for (int i = 0; i < width / 2 + 1; i++) { - for (int x = i; x < width - i; x++) { - for (int z = i; z < width - i; z++) { - if (x == i || x == width - 1 - i || z == i || z == width - 1 - i) { - blocks.add(new BlockPlacement(start.offset(x, height + i, z), roofMaterial)); - } - } - } - } - - return blocks; - } - - private static List buildModernHouse(BlockPos start, int width, int height, int depth, List materials) { - List blocks = new ArrayList<>(); - Block wallMaterial = Blocks.QUARTZ_BLOCK; - Block floorMaterial = Blocks.SMOOTH_STONE; - Block glassMaterial = Blocks.GLASS; - Block roofMaterial = Blocks.DARK_OAK_PLANKS; - - // Floor - for (int x = 0; x < width; x++) { - for (int z = 0; z < depth; z++) { - blocks.add(new BlockPlacement(start.offset(x, 0, z), floorMaterial)); - } - } - - // Modern walls with lots of glass - for (int y = 1; y < height; y++) { - for (int x = 0; x < width; x++) { - if (x % 2 == 0 || y > 1) { - blocks.add(new BlockPlacement(start.offset(x, y, 0), glassMaterial)); - } else { - blocks.add(new BlockPlacement(start.offset(x, y, 0), wallMaterial)); - } - - blocks.add(new BlockPlacement(start.offset(x, y, depth - 1), wallMaterial)); - } - - for (int z = 1; z < depth - 1; z++) { - if (z % 3 == 1 && y == 2) { - blocks.add(new BlockPlacement(start.offset(0, y, z), glassMaterial)); - blocks.add(new BlockPlacement(start.offset(width - 1, y, z), glassMaterial)); - } else { - blocks.add(new BlockPlacement(start.offset(0, y, z), wallMaterial)); - blocks.add(new BlockPlacement(start.offset(width - 1, y, z), wallMaterial)); - } - } - } - - // Flat roof - for (int x = 0; x < width; x++) { - for (int z = 0; z < depth; z++) { - blocks.add(new BlockPlacement(start.offset(x, height, z), roofMaterial)); - } - } - - return blocks; - } - - private static List buildBarn(BlockPos start, int width, int height, int depth, List materials) { - List blocks = new ArrayList<>(); - Block woodMaterial = Blocks.OAK_PLANKS; - Block logMaterial = Blocks.OAK_LOG; - Block roofMaterial = Blocks.SPRUCE_PLANKS; - - // Floor - for (int x = 0; x < width; x++) { - for (int z = 0; z < depth; z++) { - blocks.add(new BlockPlacement(start.offset(x, 0, z), woodMaterial)); - } - } - - // Walls - for (int y = 1; y < height; y++) { - for (int x = 0; x < width; x++) { - boolean isSupport = (x == 0 || x == width - 1 || x == width / 2); - Block material = isSupport ? logMaterial : woodMaterial; - - if (x >= width / 3 && x <= 2 * width / 3 && y <= 2) { - continue; // Large door opening - } - - blocks.add(new BlockPlacement(start.offset(x, y, 0), material)); - blocks.add(new BlockPlacement(start.offset(x, y, depth - 1), material)); - } - - for (int z = 1; z < depth - 1; z++) { - blocks.add(new BlockPlacement(start.offset(0, y, z), logMaterial)); - blocks.add(new BlockPlacement(start.offset(width - 1, y, z), logMaterial)); - } - } - - // Peaked roof - int roofPeakHeight = height + width / 2; - for (int x = 0; x < width; x++) { - int distFromCenter = Math.abs(x - width / 2); - int roofY = roofPeakHeight - distFromCenter; - - for (int z = 0; z < depth; z++) { - blocks.add(new BlockPlacement(start.offset(x, roofY, z), roofMaterial)); - } - } - - return blocks; - } - - private static List buildWall(BlockPos start, int width, int height, List materials) { - List blocks = new ArrayList<>(); - Block material = getMaterial(materials, 0); - - for (int x = 0; x < width; x++) { - for (int y = 0; y < height; y++) { - blocks.add(new BlockPlacement(start.offset(x, y, 0), material)); - } - } - - return blocks; - } - - private static List buildPlatform(BlockPos start, int width, int depth, List materials) { - List blocks = new ArrayList<>(); - Block material = getMaterial(materials, 0); - - for (int x = 0; x < width; x++) { - for (int z = 0; z < depth; z++) { - blocks.add(new BlockPlacement(start.offset(x, 0, z), material)); - } - } - - return blocks; - } - - private static List buildBox(BlockPos start, int width, int height, int depth, List materials) { - List blocks = new ArrayList<>(); - Block material = getMaterial(materials, 0); - - for (int x = 0; x < width; x++) { - for (int y = 0; y < height; y++) { - for (int z = 0; z < depth; z++) { - blocks.add(new BlockPlacement(start.offset(x, y, z), material)); - } - } - } - - return blocks; - } -} diff --git a/src/test/java/com/steve/ai/structure/StructureGeneratorsTest.java b/src/test/java/com/steve/ai/structure/StructureGeneratorsTest.java deleted file mode 100644 index 29e300b1..00000000 --- a/src/test/java/com/steve/ai/structure/StructureGeneratorsTest.java +++ /dev/null @@ -1,16 +0,0 @@ -package com.steve.ai.structure; - -import org.junit.jupiter.api.Test; -import static org.junit.jupiter.api.Assertions.*; - -/** - * Test suite for StructureGenerators - */ -public class StructureGeneratorsTest { - - @Test - void testStructureGeneration() { - // TODO: Add test implementation - // Example: Test that generatestructure creates valid block placements - } -} From 47ec14b8995849dcd384bbbd1fec17139c53c892 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 26 May 2026 21:33:54 +0800 Subject: [PATCH 16/31] refactor: simplify warehouse system and reorganize structure package - Merge WarehouseManager + WarehouseSavedData into a single class - Move WarehouseConfig from memory to config package - Move StructureRegistry from memory to structure package - Add Map-based name index for O(1) warehouse lookup - Add persisted restock cooldown to SavedData - Encapsulate WarehouseEntry fields with getters - Remove dead code (findNearestPlayerPos, depositItem) Co-Authored-By: Claude Opus 4.7 --- src/main/java/com/steve/ai/SteveMod.java | 2 +- .../action/actions/BuildStructureAction.java | 2 +- .../{memory => config}/WarehouseConfig.java | 42 +-- .../steve/ai/event/ServerEventHandler.java | 2 +- .../com/steve/ai/memory/WarehouseManager.java | 253 +++++++++++------- .../steve/ai/memory/WarehouseSavedData.java | 114 -------- .../StructureRegistry.java | 79 ++---- 7 files changed, 212 insertions(+), 282 deletions(-) rename src/main/java/com/steve/ai/{memory => config}/WarehouseConfig.java (71%) delete mode 100644 src/main/java/com/steve/ai/memory/WarehouseSavedData.java rename src/main/java/com/steve/ai/{memory => structure}/StructureRegistry.java (78%) diff --git a/src/main/java/com/steve/ai/SteveMod.java b/src/main/java/com/steve/ai/SteveMod.java index 5ca67685..2fcb0533 100644 --- a/src/main/java/com/steve/ai/SteveMod.java +++ b/src/main/java/com/steve/ai/SteveMod.java @@ -5,7 +5,7 @@ import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; import com.steve.ai.entity.SteveManager; -import com.steve.ai.memory.WarehouseConfig; +import com.steve.ai.config.WarehouseConfig; import com.steve.ai.memory.WarehouseManager; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.MobCategory; diff --git a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java index d42bed83..d4a04e73 100644 --- a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java +++ b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java @@ -6,7 +6,7 @@ import com.steve.ai.action.Task; import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; -import com.steve.ai.memory.StructureRegistry; +import com.steve.ai.structure.StructureRegistry; import com.steve.ai.structure.BlockPlacement; import com.steve.ai.structure.StructureTemplateLoader; import net.minecraft.core.BlockPos; diff --git a/src/main/java/com/steve/ai/memory/WarehouseConfig.java b/src/main/java/com/steve/ai/config/WarehouseConfig.java similarity index 71% rename from src/main/java/com/steve/ai/memory/WarehouseConfig.java rename to src/main/java/com/steve/ai/config/WarehouseConfig.java index c76e79bb..7ad5fab2 100644 --- a/src/main/java/com/steve/ai/memory/WarehouseConfig.java +++ b/src/main/java/com/steve/ai/config/WarehouseConfig.java @@ -1,11 +1,11 @@ -package com.steve.ai.memory; +package com.steve.ai.config; -import com.google.gson.Gson; import com.google.gson.JsonArray; import com.google.gson.JsonElement; import com.google.gson.JsonObject; import com.google.gson.JsonParser; import com.steve.ai.SteveMod; +import net.minecraft.core.BlockPos; import net.minecraftforge.fml.loading.FMLPaths; import java.io.*; @@ -16,35 +16,35 @@ public class WarehouseConfig { public static class WarehouseDefinition { public final String name; - public final String spawn; // "fixed" or "near_player" - public final int x, y, z; + public final String spawn; + private final BlockPos fixedPos; public final Map materials; - public WarehouseDefinition(String name, String spawn, int x, int y, int z, Map materials) { + public WarehouseDefinition(String name, String spawn, BlockPos fixedPos, Map materials) { this.name = name; this.spawn = spawn; - this.x = x; - this.y = y; - this.z = z; - this.materials = materials; + this.fixedPos = fixedPos; + this.materials = Collections.unmodifiableMap(materials); } public boolean isNearPlayer() { return "near_player".equalsIgnoreCase(spawn); } + + public Optional getFixedPos() { + return Optional.ofNullable(fixedPos); + } } private static List warehouses = new ArrayList<>(); + private static Map warehousesByName = new HashMap<>(); public static List getWarehouses() { return warehouses; } public static WarehouseDefinition getWarehouse(String name) { - return warehouses.stream() - .filter(w -> w.name.equals(name)) - .findFirst() - .orElse(null); + return warehousesByName.get(name); } public static void load() { @@ -73,14 +73,20 @@ private static void parseJson(String json) { JsonArray warehouseArray = root.getAsJsonArray("warehouses"); warehouses.clear(); + warehousesByName.clear(); for (JsonElement element : warehouseArray) { JsonObject obj = element.getAsJsonObject(); String name = obj.get("name").getAsString(); String spawn = obj.has("spawn") ? obj.get("spawn").getAsString() : "fixed"; - int x = obj.has("x") ? obj.get("x").getAsInt() : 0; - int y = obj.has("y") ? obj.get("y").getAsInt() : 64; - int z = obj.has("z") ? obj.get("z").getAsInt() : 0; + + BlockPos fixedPos = null; + if (!"near_player".equalsIgnoreCase(spawn)) { + int x = obj.has("x") ? obj.get("x").getAsInt() : 0; + int y = obj.has("y") ? obj.get("y").getAsInt() : 64; + int z = obj.has("z") ? obj.get("z").getAsInt() : 0; + fixedPos = new BlockPos(x, y, z); + } Map materials = new HashMap<>(); JsonObject matsObj = obj.getAsJsonObject("materials"); @@ -88,7 +94,9 @@ private static void parseJson(String json) { materials.put(entry.getKey(), entry.getValue().getAsInt()); } - warehouses.add(new WarehouseDefinition(name, spawn, x, y, z, materials)); + WarehouseDefinition def = new WarehouseDefinition(name, spawn, fixedPos, materials); + warehouses.add(def); + warehousesByName.put(name, def); } } diff --git a/src/main/java/com/steve/ai/event/ServerEventHandler.java b/src/main/java/com/steve/ai/event/ServerEventHandler.java index 453a8ef4..d3b77dfd 100644 --- a/src/main/java/com/steve/ai/event/ServerEventHandler.java +++ b/src/main/java/com/steve/ai/event/ServerEventHandler.java @@ -3,7 +3,7 @@ import com.steve.ai.SteveMod; import com.steve.ai.entity.SteveEntity; import com.steve.ai.entity.SteveManager; -import com.steve.ai.memory.StructureRegistry; +import com.steve.ai.structure.StructureRegistry; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.phys.Vec3; diff --git a/src/main/java/com/steve/ai/memory/WarehouseManager.java b/src/main/java/com/steve/ai/memory/WarehouseManager.java index 7a1580d7..98ad54d4 100644 --- a/src/main/java/com/steve/ai/memory/WarehouseManager.java +++ b/src/main/java/com/steve/ai/memory/WarehouseManager.java @@ -1,36 +1,129 @@ package com.steve.ai.memory; import com.steve.ai.SteveMod; +import com.steve.ai.config.WarehouseConfig; import com.steve.ai.entity.SteveEntity; import net.minecraft.core.BlockPos; import net.minecraft.core.registries.BuiltInRegistries; +import net.minecraft.nbt.CompoundTag; +import net.minecraft.nbt.ListTag; +import net.minecraft.nbt.Tag; import net.minecraft.resources.ResourceLocation; import net.minecraft.server.level.ServerLevel; import net.minecraft.world.Container; +import net.minecraft.world.entity.player.Player; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.block.Block; import net.minecraft.world.level.block.Blocks; import net.minecraft.world.level.block.entity.BlockEntity; import net.minecraft.world.level.block.state.BlockState; +import net.minecraft.world.level.saveddata.SavedData; -import net.minecraft.world.entity.player.Player; - +import java.util.ArrayList; +import java.util.HashMap; +import java.util.List; import java.util.Map; import java.util.Optional; -public class WarehouseManager { +public class WarehouseManager extends SavedData { + + private static final String DATA_NAME = "steve_warehouses"; + private static final int RESTOCK_COOLDOWN_TICKS = 6000; + + private final List entries = new ArrayList<>(); + private final Map entriesByName = new HashMap<>(); + private long lastRestockGameTime = Long.MIN_VALUE; + + private static class WarehouseEntry { + private final String name; + private BlockPos pos; + private boolean chestPlaced; + private final boolean nearPlayer; + + WarehouseEntry(String name, BlockPos pos, boolean chestPlaced, boolean nearPlayer) { + this.name = name; + this.pos = pos; + this.chestPlaced = chestPlaced; + this.nearPlayer = nearPlayer; + } + } + + public WarehouseManager() { + } - private static final int RESTOCK_COOLDOWN_TICKS = 6000; // 5 minutes - private static long lastRestockGameTime = Long.MIN_VALUE; + // ── SavedData persistence ────────────────────────────────────────── + + public static WarehouseManager load(CompoundTag tag) { + WarehouseManager manager = new WarehouseManager(); + if (tag.contains("Warehouses", Tag.TAG_LIST)) { + ListTag list = tag.getList("Warehouses", Tag.TAG_COMPOUND); + for (int i = 0; i < list.size(); i++) { + CompoundTag entry = list.getCompound(i); + manager.addEntry(new WarehouseEntry( + entry.getString("Name"), + new BlockPos(entry.getInt("X"), entry.getInt("Y"), entry.getInt("Z")), + entry.getBoolean("Placed"), + entry.getBoolean("NearPlayer") + )); + } + } + manager.lastRestockGameTime = tag.getLong("LastRestockTime"); + return manager; + } + + @Override + public CompoundTag save(CompoundTag tag) { + ListTag list = new ListTag(); + for (WarehouseEntry entry : entries) { + CompoundTag e = new CompoundTag(); + e.putString("Name", entry.name); + e.putInt("X", entry.pos.getX()); + e.putInt("Y", entry.pos.getY()); + e.putInt("Z", entry.pos.getZ()); + e.putBoolean("Placed", entry.chestPlaced); + e.putBoolean("NearPlayer", entry.nearPlayer); + list.add(e); + } + tag.put("Warehouses", list); + tag.putLong("LastRestockTime", lastRestockGameTime); + return tag; + } + + private static WarehouseManager getOrCreate(ServerLevel level) { + return level.getDataStorage().computeIfAbsent( + WarehouseManager::load, + WarehouseManager::new, + DATA_NAME + ); + } + + private void addEntry(WarehouseEntry entry) { + entries.add(entry); + entriesByName.put(entry.name, entry); + } + + private void initFromConfig() { + if (!entries.isEmpty()) return; + + for (WarehouseConfig.WarehouseDefinition def : WarehouseConfig.getWarehouses()) { + BlockPos pos = def.getFixedPos().orElse(BlockPos.ZERO); + addEntry(new WarehouseEntry(def.name, pos, false, def.isNearPlayer())); + SteveMod.LOGGER.info("Registered warehouse '{}' (nearPlayer={})", def.name, def.isNearPlayer()); + } + setDirty(); + } + + // ── Public static API ────────────────────────────────────────────── public static void init(ServerLevel level) { - WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); - data.initFromConfig(); + WarehouseManager self = getOrCreate(level); + self.initFromConfig(); - for (WarehouseSavedData.WarehouseEntry entry : data.getEntries()) { + for (WarehouseEntry entry : self.entries) { if (!entry.chestPlaced && !entry.nearPlayer) { if (placeChest(level, entry.pos)) { - data.markPlaced(entry.name); + entry.chestPlaced = true; + self.setDirty(); SteveMod.LOGGER.info("Placed warehouse '{}' chest at {}", entry.name, entry.pos); } } @@ -38,9 +131,9 @@ public static void init(ServerLevel level) { } public static void onPlayerJoined(ServerLevel level, Player player) { - WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); + WarehouseManager self = getOrCreate(level); - for (WarehouseSavedData.WarehouseEntry entry : data.getEntries()) { + for (WarehouseEntry entry : self.entries) { if (!entry.chestPlaced && entry.nearPlayer) { BlockPos playerPos = player.blockPosition(); BlockPos placePos = findAirNear(level, playerPos, 5); @@ -50,60 +143,35 @@ public static void onPlayerJoined(ServerLevel level, Player player) { entry.pos = placePos; if (placeChest(level, placePos)) { - data.markPlaced(entry.name); + entry.chestPlaced = true; SteveMod.LOGGER.info("Placed warehouse '{}' chest near player at {}", entry.name, placePos); } + self.setDirty(); } } } - private static BlockPos findNearestPlayerPos(ServerLevel level) { - Player nearest = null; - double nearestDist = Double.MAX_VALUE; - for (Player player : level.players()) { - if (nearest == null || player.blockPosition().distSqr(BlockPos.ZERO) < nearestDist) { - nearest = player; - nearestDist = player.blockPosition().distSqr(BlockPos.ZERO); - } - } - return nearest != null ? nearest.blockPosition() : null; - } + public static void autoRestockAll(ServerLevel level) { + WarehouseManager self = getOrCreate(level); - private static BlockPos findAirNear(ServerLevel level, BlockPos center, int radius) { - for (int dy = 0; dy <= radius; dy++) { - for (int dx = -radius; dx <= radius; dx++) { - for (int dz = -radius; dz <= radius; dz++) { - BlockPos check = center.offset(dx, dy, dz); - if (level.isLoaded(check) && level.getBlockState(check).isAir() - && level.getBlockState(check.below()).isSolid()) { - return check; - } - } - } - } - return null; - } + long gameTime = level.getGameTime(); + if (gameTime - self.lastRestockGameTime < RESTOCK_COOLDOWN_TICKS) return; + self.lastRestockGameTime = gameTime; + self.setDirty(); - public static boolean placeChest(ServerLevel level, BlockPos pos) { - if (!level.isLoaded(pos)) return false; + for (WarehouseEntry entry : self.entries) { + if (!entry.chestPlaced) continue; - BlockState current = level.getBlockState(pos); - if (!current.isAir()) { - SteveMod.LOGGER.warn("Cannot place warehouse chest at {}, block already exists: {}", pos, current); - return false; - } + Container chest = getChestContainer(level, entry.pos); + if (chest == null) continue; - level.setBlock(pos, Blocks.CHEST.defaultBlockState(), 3); - return true; - } + WarehouseConfig.WarehouseDefinition def = WarehouseConfig.getWarehouse(entry.name); + if (def == null) continue; - public static Container getChestContainer(ServerLevel level, BlockPos pos) { - if (!level.isLoaded(pos)) return null; - BlockEntity be = level.getBlockEntity(pos); - if (be instanceof Container container) { - return container; + for (Map.Entry mat : def.materials.entrySet()) { + restockMaterial(chest, mat.getKey(), mat.getValue()); + } } - return null; } public static int withdrawItem(ServerLevel level, BlockPos warehousePos, @@ -134,53 +202,51 @@ public static int withdrawItem(ServerLevel level, BlockPos warehousePos, return maxCount - remaining; } - public static int depositItem(ServerLevel level, BlockPos warehousePos, - SteveEntity steve, Block block, int maxCount) { - Container chest = getChestContainer(level, warehousePos); - if (chest == null) return 0; - - ItemStack target = new ItemStack(block.asItem()); - int remaining = maxCount; + public static Optional findNearest(ServerLevel level, BlockPos from) { + WarehouseManager self = getOrCreate(level); + return self.entries.stream() + .filter(e -> e.chestPlaced) + .map(e -> e.pos) + .min((a, b) -> Double.compare(a.distSqr(from), b.distSqr(from))); + } - for (int i = 0; i < steve.getInventory().getContainerSize() && remaining > 0; i++) { - ItemStack slot = steve.getInventory().getItem(i); - if (slot.isEmpty()) continue; - if (!ItemStack.isSameItemSameTags(slot, target)) continue; + // ── Private helpers ──────────────────────────────────────────────── - int take = Math.min(remaining, slot.getCount()); - ItemStack toDeposit = slot.copy(); - toDeposit.setCount(take); - int notAdded = addItemToContainer(chest, toDeposit); - int deposited = take - notAdded; - - slot.shrink(deposited); - remaining -= deposited; + private static BlockPos findAirNear(ServerLevel level, BlockPos center, int radius) { + for (int dy = 0; dy <= radius; dy++) { + for (int dx = -radius; dx <= radius; dx++) { + for (int dz = -radius; dz <= radius; dz++) { + BlockPos check = center.offset(dx, dy, dz); + if (level.isLoaded(check) && level.getBlockState(check).isAir() + && level.getBlockState(check.below()).isSolid()) { + return check; + } + } + } } - - chest.setChanged(); - return maxCount - remaining; + return null; } - public static void autoRestockAll(ServerLevel level) { - long gameTime = level.getGameTime(); - if (gameTime - lastRestockGameTime < RESTOCK_COOLDOWN_TICKS) return; - lastRestockGameTime = gameTime; - - WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); - - for (WarehouseSavedData.WarehouseEntry entry : data.getEntries()) { - if (!entry.chestPlaced) continue; + private static boolean placeChest(ServerLevel level, BlockPos pos) { + if (!level.isLoaded(pos)) return false; - Container chest = getChestContainer(level, entry.pos); - if (chest == null) continue; + BlockState current = level.getBlockState(pos); + if (!current.isAir()) { + SteveMod.LOGGER.warn("Cannot place warehouse chest at {}, block already exists: {}", pos, current); + return false; + } - WarehouseConfig.WarehouseDefinition def = WarehouseConfig.getWarehouse(entry.name); - if (def == null) continue; + level.setBlock(pos, Blocks.CHEST.defaultBlockState(), 3); + return true; + } - for (Map.Entry mat : def.materials.entrySet()) { - restockMaterial(chest, mat.getKey(), mat.getValue()); - } + private static Container getChestContainer(ServerLevel level, BlockPos pos) { + if (!level.isLoaded(pos)) return null; + BlockEntity be = level.getBlockEntity(pos); + if (be instanceof Container container) { + return container; } + return null; } private static void restockMaterial(Container chest, String materialId, int targetCount) { @@ -233,9 +299,4 @@ private static int addItemToContainer(Container chest, ItemStack stack) { chest.setChanged(); return remaining.getCount(); } - - public static Optional findNearest(ServerLevel level, BlockPos from) { - WarehouseSavedData data = WarehouseSavedData.getOrCreate(level); - return data.findNearest(from); - } } diff --git a/src/main/java/com/steve/ai/memory/WarehouseSavedData.java b/src/main/java/com/steve/ai/memory/WarehouseSavedData.java deleted file mode 100644 index b1f15630..00000000 --- a/src/main/java/com/steve/ai/memory/WarehouseSavedData.java +++ /dev/null @@ -1,114 +0,0 @@ -package com.steve.ai.memory; - -import com.steve.ai.SteveMod; -import net.minecraft.core.BlockPos; -import net.minecraft.nbt.CompoundTag; -import net.minecraft.nbt.ListTag; -import net.minecraft.nbt.Tag; -import net.minecraft.server.level.ServerLevel; -import net.minecraft.world.level.saveddata.SavedData; - -import java.util.ArrayList; -import java.util.List; -import java.util.Optional; - -public class WarehouseSavedData extends SavedData { - - private static final String DATA_NAME = "steve_warehouses"; - - private final List entries = new ArrayList<>(); - - public static class WarehouseEntry { - public String name; - public BlockPos pos; - public boolean chestPlaced; - public boolean nearPlayer; - - public WarehouseEntry(String name, BlockPos pos, boolean chestPlaced, boolean nearPlayer) { - this.name = name; - this.pos = pos; - this.chestPlaced = chestPlaced; - this.nearPlayer = nearPlayer; - } - } - - public WarehouseSavedData() { - } - - public static WarehouseSavedData load(CompoundTag tag) { - WarehouseSavedData data = new WarehouseSavedData(); - if (tag.contains("Warehouses", Tag.TAG_LIST)) { - ListTag list = tag.getList("Warehouses", Tag.TAG_COMPOUND); - for (int i = 0; i < list.size(); i++) { - CompoundTag entry = list.getCompound(i); - String name = entry.getString("Name"); - BlockPos pos = new BlockPos(entry.getInt("X"), entry.getInt("Y"), entry.getInt("Z")); - boolean placed = entry.getBoolean("Placed"); - boolean nearPlayer = entry.getBoolean("NearPlayer"); - data.entries.add(new WarehouseEntry(name, pos, placed, nearPlayer)); - } - } - return data; - } - - @Override - public CompoundTag save(CompoundTag tag) { - ListTag list = new ListTag(); - for (WarehouseEntry entry : entries) { - CompoundTag e = new CompoundTag(); - e.putString("Name", entry.name); - e.putInt("X", entry.pos.getX()); - e.putInt("Y", entry.pos.getY()); - e.putInt("Z", entry.pos.getZ()); - e.putBoolean("Placed", entry.chestPlaced); - e.putBoolean("NearPlayer", entry.nearPlayer); - list.add(e); - } - tag.put("Warehouses", list); - return tag; - } - - public static WarehouseSavedData getOrCreate(ServerLevel level) { - return level.getDataStorage().computeIfAbsent( - WarehouseSavedData::load, - WarehouseSavedData::new, - DATA_NAME - ); - } - - public void initFromConfig() { - if (!entries.isEmpty()) return; - - for (WarehouseConfig.WarehouseDefinition def : WarehouseConfig.getWarehouses()) { - BlockPos pos = new BlockPos(def.x, def.y, def.z); - entries.add(new WarehouseEntry(def.name, pos, false, def.isNearPlayer())); - SteveMod.LOGGER.info("Registered warehouse '{}' at {} (nearPlayer={})", def.name, pos, def.isNearPlayer()); - } - setDirty(); - } - - public List getEntries() { - return entries; - } - - public Optional findNearest(BlockPos from) { - return entries.stream() - .filter(e -> e.chestPlaced) - .map(e -> e.pos) - .min((a, b) -> Double.compare(a.distSqr(from), b.distSqr(from))); - } - - public void markPlaced(String name) { - for (WarehouseEntry entry : entries) { - if (entry.name.equals(name)) { - entry.chestPlaced = true; - setDirty(); - return; - } - } - } - - public boolean isRegistered(BlockPos pos) { - return entries.stream().anyMatch(e -> e.pos.equals(pos)); - } -} diff --git a/src/main/java/com/steve/ai/memory/StructureRegistry.java b/src/main/java/com/steve/ai/structure/StructureRegistry.java similarity index 78% rename from src/main/java/com/steve/ai/memory/StructureRegistry.java rename to src/main/java/com/steve/ai/structure/StructureRegistry.java index 8687f198..5afadc18 100644 --- a/src/main/java/com/steve/ai/memory/StructureRegistry.java +++ b/src/main/java/com/steve/ai/structure/StructureRegistry.java @@ -1,4 +1,4 @@ -package com.steve.ai.memory; +package com.steve.ai.structure; import com.steve.ai.SteveMod; import net.minecraft.core.BlockPos; @@ -7,13 +7,10 @@ import java.util.ArrayList; import java.util.List; -/** - * Tracks all built structures to prevent overlapping builds - */ public class StructureRegistry { private static final List structures = new ArrayList<>(); - private static final int MIN_SPACING = 5; // Minimum blocks between structures - + private static final int MIN_SPACING = 5; + public static class BuiltStructure { public final BlockPos position; public final int width; @@ -21,14 +18,14 @@ public static class BuiltStructure { public final int depth; public final String type; public final AABB bounds; - + public BuiltStructure(BlockPos pos, int width, int height, int depth, String type) { this.position = pos; this.width = width; this.height = height; this.depth = depth; this.type = type; - + this.bounds = new AABB( pos.getX() - MIN_SPACING, pos.getY() - MIN_SPACING, @@ -38,7 +35,7 @@ public BuiltStructure(BlockPos pos, int width, int height, int depth, String typ pos.getZ() + depth + MIN_SPACING ); } - + public boolean intersects(BlockPos testPos, int testWidth, int testHeight, int testDepth) { AABB testBounds = new AABB( testPos.getX(), @@ -50,7 +47,7 @@ public boolean intersects(BlockPos testPos, int testWidth, int testHeight, int t ); return bounds.intersects(testBounds); } - + public double distanceTo(BlockPos pos) { double dx = pos.getX() - position.getX(); double dy = pos.getY() - position.getY(); @@ -58,19 +55,13 @@ public double distanceTo(BlockPos pos) { return Math.sqrt(dx * dx + dy * dy + dz * dz); } } - - /** - * Register a newly built structure - */ + public static void register(BlockPos pos, int width, int height, int depth, String type) { BuiltStructure structure = new BuiltStructure(pos, width, height, depth, type); structures.add(structure); SteveMod.LOGGER.info("Registered structure '{}' at {} ({}x{}x{})", type, pos, width, height, depth); } - - /** - * Check if a position would conflict with existing structures - */ + public static boolean hasConflict(BlockPos pos, int width, int height, int depth) { for (BuiltStructure structure : structures) { if (structure.intersects(pos, width, height, depth)) { @@ -79,37 +70,33 @@ public static boolean hasConflict(BlockPos pos, int width, int height, int depth } return false; } - - /** - * Find a clear position near the original position for building - * Searches in expanding circles around the original position - * Maintains the same Y level as the original position (already ground-adjusted) - */ + public static BlockPos findClearPosition(BlockPos originalPos, int width, int height, int depth) { if (!hasConflict(originalPos, width, height, depth)) { return originalPos; - } int maxSearchRadius = 50; // Max 50 blocks away - int searchStep = Math.max(width, depth) + MIN_SPACING; // Step by structure size + spacing - + } + int maxSearchRadius = 50; + int searchStep = Math.max(width, depth) + MIN_SPACING; + for (int radius = searchStep; radius < maxSearchRadius; radius += searchStep) { - for (int angle = 0; angle < 360; angle += 30) { // Check every 30 degrees + for (int angle = 0; angle < 360; angle += 30) { double radians = Math.toRadians(angle); int offsetX = (int) (Math.cos(radians) * radius); int offsetZ = (int) (Math.sin(radians) * radius); - + BlockPos testPos = new BlockPos( originalPos.getX() + offsetX, originalPos.getY(), originalPos.getZ() + offsetZ ); - + if (!hasConflict(testPos, width, height, depth)) { SteveMod.LOGGER.info("Found clear position at {} ({}m away)", testPos, radius); return testPos; } } } - + BlockPos fallbackPos = new BlockPos( originalPos.getX() + maxSearchRadius, originalPos.getY(), @@ -118,25 +105,19 @@ public static BlockPos findClearPosition(BlockPos originalPos, int width, int he SteveMod.LOGGER.warn("No clear position found, using fallback at {}", fallbackPos); return fallbackPos; } - - /** - * Get all registered structures - */ + public static List getAllStructures() { return new ArrayList<>(structures); } - - /** - * Get the closest structure to a position - */ + public static BuiltStructure getClosest(BlockPos pos) { if (structures.isEmpty()) { return null; } - + BuiltStructure closest = structures.get(0); double minDistance = closest.distanceTo(pos); - + for (BuiltStructure structure : structures) { double distance = structure.distanceTo(pos); if (distance < minDistance) { @@ -144,21 +125,15 @@ public static BuiltStructure getClosest(BlockPos pos) { closest = structure; } } - + return closest; } - - /** - * Clear all registered structures (useful for cleanup) - */ + public static void clear() { - structures.clear(); } - - /** - * Get count of registered structures - */ + structures.clear(); + } + public static int getCount() { return structures.size(); } } - From ea301dbf2b9b49122f211e0c0724fb4358c3068c Mon Sep 17 00:00:00 2001 From: LuZhong Date: Wed, 27 May 2026 22:30:22 +0800 Subject: [PATCH 17/31] feat: add MCP client integration and optimize PromptBuilder - Add MCP SDK (modelcontextprotocol.sdk:mcp:2.0.0-M3) dependency - Add SteveConfig MCP configuration (enabled, servers, timeout) - Add MCP client wrapper with HTTP transport support - Add MCPToolRegistry for managing MCP server connections - Add MCPToolConverter for formatting tools to prompts - Add MCP integration tests - Simplify PromptBuilder: remove procedural structures, use text blocks - Remove ternary operators in favor of if-else helpers - Simplify build action validation (structure only, no blocks/dimensions) - Optimize buildUserPrompt with text block formatting Co-Authored-By: Claude Opus 4.7 --- build.gradle | 2 + .../java/com/steve/ai/config/SteveConfig.java | 21 +- .../java/com/steve/ai/llm/PromptBuilder.java | 107 ++++++---- .../java/com/steve/ai/llm/TaskPlanner.java | 2 +- .../com/steve/ai/mcp/MCPClientWrapper.java | 199 ++++++++++++++++++ .../com/steve/ai/mcp/MCPToolConverter.java | 38 ++++ .../com/steve/ai/mcp/MCPToolRegistry.java | 124 +++++++++++ .../steve/ai/mcp/MCPClientWrapperTest.java | 71 +++++++ 8 files changed, 517 insertions(+), 47 deletions(-) create mode 100644 src/main/java/com/steve/ai/mcp/MCPClientWrapper.java create mode 100644 src/main/java/com/steve/ai/mcp/MCPToolConverter.java create mode 100644 src/main/java/com/steve/ai/mcp/MCPToolRegistry.java create mode 100644 src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java diff --git a/build.gradle b/build.gradle index 00b9c908..8c546981 100644 --- a/build.gradle +++ b/build.gradle @@ -76,6 +76,8 @@ dependencies { // Apache Commons for SHA-256 hashing (cache keys) implementation 'commons-codec:commons-codec:1.16.0' + implementation 'io.modelcontextprotocol.sdk:mcp:2.0.0-M3' + // JUnit 5 for testing testImplementation 'org.junit.jupiter:junit-jupiter-api:5.9.3' testRuntimeOnly 'org.junit.jupiter:junit-jupiter-engine:5.9.3' diff --git a/src/main/java/com/steve/ai/config/SteveConfig.java b/src/main/java/com/steve/ai/config/SteveConfig.java index f144db9c..a4618111 100644 --- a/src/main/java/com/steve/ai/config/SteveConfig.java +++ b/src/main/java/com/steve/ai/config/SteveConfig.java @@ -15,6 +15,9 @@ public class SteveConfig { public static final ForgeConfigSpec.BooleanValue CREATIVE_MODE; public static final ForgeConfigSpec.IntValue MAX_ACTIVE_STEVES; public static final ForgeConfigSpec.IntValue BUILD_TICK_DELAY; + public static final ForgeConfigSpec.BooleanValue MCP_ENABLED; + public static final ForgeConfigSpec.ConfigValue MCP_SERVERS; + public static final ForgeConfigSpec.IntValue MCP_TIMEOUT_MS; static { ForgeConfigSpec.Builder builder = new ForgeConfigSpec.Builder(); @@ -72,7 +75,23 @@ public class SteveConfig { BUILD_TICK_DELAY = builder .comment("Ticks between each block placement during building (20 ticks = 1 second, default 20 = 1 block/sec)") .defineInRange("buildTickDelay", 20, 1, 200); - + + builder.pop(); + + builder.comment("MCP (Model Context Protocol) Configuration").push("mcp"); + + MCP_ENABLED = builder + .comment("Enable MCP tool calling") + .define("enabled", false); + + MCP_SERVERS = builder + .comment("JSON array of MCP server configurations: [{\"name\":\"mempalace\",\"url\":\"http://localhost:6060\"}]") + .define("servers", "[{\"name\":\"mempalace\",\"url\":\"http://localhost:6060\"}]"); + + MCP_TIMEOUT_MS = builder + .comment("MCP tool call timeout in milliseconds") + .defineInRange("timeoutMs", 30000, 1000, 120000); + builder.pop(); SPEC = builder.build(); diff --git a/src/main/java/com/steve/ai/llm/PromptBuilder.java b/src/main/java/com/steve/ai/llm/PromptBuilder.java index a60691ea..eb43297d 100644 --- a/src/main/java/com/steve/ai/llm/PromptBuilder.java +++ b/src/main/java/com/steve/ai/llm/PromptBuilder.java @@ -11,21 +11,10 @@ import java.util.HashMap; import java.util.List; import java.util.Map; -import java.util.stream.Collectors; public class PromptBuilder { public static String buildSystemPrompt() { - boolean creative = SteveConfig.CREATIVE_MODE.get(); - String materialRule = creative - ? "10. CREATIVE MODE: Unlimited materials. NEVER mine before building. Build directly." - : "10. SURVIVAL MODE: Steve has a 36-slot inventory. Mined blocks go into inventory. Building consumes from inventory. If inventory is empty, mine materials first before building."; - - // Dynamically load available NBT template names - List nbtTemplates = StructureTemplateLoader.getAvailableStructures(); - String nbtList = nbtTemplates.isEmpty() ? "(none)" : String.join(", ", nbtTemplates); - String proceduralList = "castle, tower, barn, modern"; - return """ You are a Minecraft AI agent. Respond ONLY with valid JSON, no extra text. @@ -34,27 +23,25 @@ public static String buildSystemPrompt() { ACTIONS: - attack: {"target": "hostile"} (for any mob/monster) - - build: {"structure": "house", "blocks": ["oak_planks", "cobblestone", "glass_pane"], "dimensions": [9, 6, 9]} + - build: {"structure": "house"} (NBT template, auto-sized) - mine: {"block": "iron", "quantity": 8} (resources: iron, diamond, coal, gold, copper, redstone, emerald) - follow: {"player": "NAME"} - pathfind: {"x": 0, "y": 0, "z": 0} RULES: 1. ALWAYS use "hostile" for attack target (mobs, monsters, creatures) - 2. NBT TEMPLATES (pre-built, auto-size): %s - 3. PROCEDURAL STRUCTURES: %s (castle=14x10x14, tower=6x6x16, barn=12x8x14) - 4. Use 2-3 block types: oak_planks, cobblestone, glass_pane, stone_bricks - 5. NO extra pathfind tasks unless explicitly requested - 6. Keep reasoning under 15 words - 7. COLLABORATIVE BUILDING: Multiple Steves can work on same structure simultaneously - 8. MINING: Can mine any ore (iron, diamond, coal, etc) - 9. WAREHOUSE: Material warehouse provides building materials automatically. Steve goes to warehouse when running low. + 2. NBT TEMPLATES: %s + 3. NO extra pathfind tasks unless explicitly requested + 4. Keep reasoning under 15 words + 5. COLLABORATIVE BUILDING: Multiple Steves can work on same structure simultaneously + 6. MINING: Can mine any ore (iron, diamond, coal, etc) + 7. WAREHOUSE: Material warehouse provides building materials automatically. Steve goes to warehouse when running low. %s EXAMPLES (copy these formats exactly): Input: "build a house" - {"reasoning": "Building standard house near player", "plan": "Construct house", "tasks": [{"action": "build", "parameters": {"structure": "house", "blocks": ["oak_planks", "cobblestone", "glass_pane"], "dimensions": [9, 6, 9]}}]} + {"reasoning": "Building house from NBT template", "plan": "Construct house", "tasks": [{"action": "build", "parameters": {"structure": "house"}}]} Input: "get me iron" {"reasoning": "Mining iron ore for player", "plan": "Mine iron", "tasks": [{"action": "mine", "parameters": {"block": "iron", "quantity": 16}}]} @@ -72,36 +59,66 @@ public static String buildSystemPrompt() { {"reasoning": "Player needs me", "plan": "Follow player", "tasks": [{"action": "follow", "parameters": {"player": "USE_NEARBY_PLAYER_NAME"}}]} CRITICAL: Output ONLY valid JSON. No markdown, no explanations, no line breaks in JSON. - """.formatted(nbtList, proceduralList, materialRule); + """.formatted(getAvailableTemplates(), getMaterialRule()); + } + + private static String getAvailableTemplates() { + List templates = StructureTemplateLoader.getAvailableStructures(); + if (templates.isEmpty()) { + return "(none)"; + } + return String.join(", ", templates); + } + + private static String getMaterialRule() { + if (SteveConfig.CREATIVE_MODE.get()) { + return "10. CREATIVE MODE: Unlimited materials. NEVER mine before building. Build directly."; + } + return "10. SURVIVAL MODE: Steve has a 36-slot inventory. Mined blocks go into inventory. Building consumes from inventory. If inventory is empty, mine materials first before building."; } public static String buildUserPrompt(SteveEntity steve, String command, WorldKnowledge worldKnowledge) { - StringBuilder prompt = new StringBuilder(); - - // Give agents FULL situational awareness - prompt.append("=== YOUR SITUATION ===\n"); - prompt.append("Position: ").append(formatPosition(steve.blockPosition())).append("\n"); - prompt.append("Nearby Players: ").append(worldKnowledge.getNearbyPlayerNames()).append("\n"); - prompt.append("Nearby Entities: ").append(worldKnowledge.getNearbyEntitiesSummary()).append("\n"); - prompt.append("Nearby Blocks: ").append(worldKnowledge.getNearbyBlocksSummary()).append("\n"); - if (!SteveConfig.CREATIVE_MODE.get()) { - prompt.append("Inventory: ").append(formatInventory(steve)).append("\n"); - } else { - prompt.append("Inventory: [unlimited - creative mode]\n"); + String inventory = getInventoryStatus(steve); + String warehouse = getWarehouseStatus(steve); + + return """ + === YOUR SITUATION === + Position: %s + Nearby Players: %s + Nearby Entities: %s + Nearby Blocks: %s + Inventory: %s + Biome: %s + Warehouse: %s + + === PLAYER COMMAND === + "%s" + + === YOUR RESPONSE (with reasoning) === + """.formatted( + formatPosition(steve.blockPosition()), + worldKnowledge.getNearbyPlayerNames(), + worldKnowledge.getNearbyEntitiesSummary(), + worldKnowledge.getNearbyBlocksSummary(), + inventory, + worldKnowledge.getBiomeName(), + warehouse, + command + ); + } + + private static String getInventoryStatus(SteveEntity steve) { + if (SteveConfig.CREATIVE_MODE.get()) { + return "[unlimited - creative mode]"; } - prompt.append("Biome: ").append(worldKnowledge.getBiomeName()).append("\n"); + return formatInventory(steve); + } + + private static String getWarehouseStatus(SteveEntity steve) { if (steve.getWarehousePos() != null) { - prompt.append("Warehouse: ").append(formatPosition(steve.getWarehousePos())).append("\n"); - } else { - prompt.append("Warehouse: [none]\n"); + return formatPosition(steve.getWarehousePos()); } - - prompt.append("\n=== PLAYER COMMAND ===\n"); - prompt.append("\"").append(command).append("\"\n"); - - prompt.append("\n=== YOUR RESPONSE (with reasoning) ===\n"); - - return prompt.toString(); + return "[none]"; } private static String formatPosition(BlockPos pos) { diff --git a/src/main/java/com/steve/ai/llm/TaskPlanner.java b/src/main/java/com/steve/ai/llm/TaskPlanner.java index 590254de..1246e7bb 100644 --- a/src/main/java/com/steve/ai/llm/TaskPlanner.java +++ b/src/main/java/com/steve/ai/llm/TaskPlanner.java @@ -229,7 +229,7 @@ public boolean validateTask(Task task) { case "attack" -> task.hasParameters("target"); case "follow" -> task.hasParameters("player"); case "gather" -> task.hasParameters("resource", "quantity"); - case "build" -> task.hasParameters("structure", "blocks", "dimensions"); + case "build" -> task.hasParameters("structure"); default -> { SteveMod.LOGGER.warn("Unknown action type: {}", action); yield false; diff --git a/src/main/java/com/steve/ai/mcp/MCPClientWrapper.java b/src/main/java/com/steve/ai/mcp/MCPClientWrapper.java new file mode 100644 index 00000000..34a65404 --- /dev/null +++ b/src/main/java/com/steve/ai/mcp/MCPClientWrapper.java @@ -0,0 +1,199 @@ +package com.steve.ai.mcp; + +import io.modelcontextprotocol.client.McpClient; +import io.modelcontextprotocol.client.transport.HttpClientStreamableHttpTransport; +import io.modelcontextprotocol.spec.McpSchema; +import org.apache.logging.log4j.LogManager; +import org.apache.logging.log4j.Logger; +import reactor.core.publisher.Mono; + +import java.time.Duration; +import java.util.ArrayList; +import java.util.List; +import java.util.Map; + +/** + * Wrapper around MCP SDK's McpAsyncClient with HTTP transport. + */ +public class MCPClientWrapper { + + private static final Logger LOGGER = LogManager.getLogger(MCPClientWrapper.class); + + private final String serverName; + private final String serverUrl; + private final long timeoutMs; + private io.modelcontextprotocol.client.McpAsyncClient client; + private volatile boolean initialized = false; + + public MCPClientWrapper(String serverName, String serverUrl) { + this(serverName, serverUrl, 30000); // default 30s + } + + public MCPClientWrapper(String serverName, String serverUrl, long timeoutMs) { + this.serverName = serverName; + this.serverUrl = serverUrl; + this.timeoutMs = timeoutMs; + } + + public void initialize() { + try { + HttpClientStreamableHttpTransport transport = HttpClientStreamableHttpTransport.builder(serverUrl) + .endpoint("/mcp") + .build(); + + client = McpClient.async(transport) + .requestTimeout(Duration.ofMillis(timeoutMs)) + .capabilities(McpSchema.ClientCapabilities.builder() + .roots(true) // Enable filesystem roots support with list changes notifications + .sampling() // Enable LLM sampling support + .elicitation() // Enable elicitation support (form and URL modes) + .build()) + .sampling(request -> Mono.just(new McpSchema.CreateMessageResult(McpSchema.Role.ASSISTANT, new McpSchema.TextContent("sampling response"), null, null, null))) + .elicitation(request -> Mono.just(new McpSchema.ElicitResult(McpSchema.ElicitResult.Action.ACCEPT, null))) + .toolsChangeConsumer(tools -> Mono.fromRunnable(() -> { + LOGGER.info("MCP server '{}' tools updated: {}", serverName, tools); + })) + .resourcesChangeConsumer(resources -> Mono.fromRunnable(() -> { + LOGGER.info("MCP server '{}' resources updated: {}", serverName, resources); + })) + .promptsChangeConsumer(prompts -> Mono.fromRunnable(() -> { + LOGGER.info("MCP server '{}' prompts updated: {}", serverName, prompts); + })) + .progressConsumer(progress -> Mono.fromRunnable(() -> { + LOGGER.debug("MCP server '{}' progress: {}", serverName, progress); + })) + .build(); + + client.initialize() + .flatMap(initResult -> { + LOGGER.info("MCP client '{}' initialized: {}", serverName, initResult); + initialized = true; + return Mono.empty(); + }) + .doOnError(e -> { + LOGGER.error("Failed to initialize MCP client '{}'", serverName, e); + }) + .onErrorResume(e -> { + LOGGER.warn("MCP client '{}' initialization failed, continuing without it", serverName); + return Mono.empty(); + }) + .subscribe(); + + } catch (Exception e) { + LOGGER.error("Failed to create MCP client for server '{}'", serverName, e); + } + } + + /** + * List all available tools from this server. + */ + public List listTools() { + if (client == null || !initialized) { + return List.of(); + } + + List[] result = new List[1]; + + client.listTools() + .flatMap(listResult -> { + List tools = new ArrayList<>(); + for (McpSchema.Tool tool : listResult.tools()) { + String inputSchema = tool.inputSchema() != null + ? tool.inputSchema().toString() + : ""; + tools.add(new MCPToolConverter.ToolInfo( + tool.name(), + tool.description(), + inputSchema + )); + } + result[0] = tools; + return Mono.just(tools); + }) + .doOnError(e -> { + LOGGER.error("Failed to list tools from MCP server '{}'", serverName, e); + }) + .onErrorReturn(List.of()) + .subscribe(); + + return result[0] != null ? result[0] : List.of(); + } + + /** + * Call a tool with the given arguments. + * Returns JSON string result. + */ + public String callTool(String toolName, Map arguments) { + if (client == null || !initialized) { + return "{\"error\": \"MCP client not initialized\"}"; + } + + String[] result = new String[1]; + + client.callTool(new McpSchema.CallToolRequest(toolName, arguments)) + .flatMap(callResult -> { + if (callResult.isError() != null && callResult.isError()) { + return Mono.just("{\"error\": \"" + escapeJson(callResult.content().toString()) + "\"}"); + } + return Mono.just(callResult.content().toString()); + }) + .doOnError(e -> { + LOGGER.error("Failed to call tool '{}' on MCP server '{}'", toolName, serverName, e); + result[0] = "{\"error\": \"" + escapeJson(e.getMessage()) + "\"}"; + }) + .onErrorReturn("{\"error\": \"unknown error\"}") + .subscribe(r -> result[0] = r); + + // Wait for result with timeout + int waitCount = 0; + while (result[0] == null && waitCount < 100) { + try { + Thread.sleep(100); + waitCount++; + } catch (InterruptedException e) { + Thread.currentThread().interrupt(); + break; + } + } + + if (result[0] == null) { + return "{\"error\": \"timeout\"}"; + } + + return result[0]; + } + + private String escapeJson(String text) { + if (text == null) return ""; + return text.replace("\\", "\\\\") + .replace("\"", "\\\"") + .replace("\n", "\\n") + .replace("\r", "\\r"); + } + + /** + * Close the MCP client connection. + */ + public void close() { + if (client == null) { + return; + } + initialized = false; + try { + client.close(); + LOGGER.info("MCP client '{}' closed", serverName); + } catch (Exception e) { + LOGGER.warn("Error closing MCP client '{}': {}", serverName, e.getMessage()); + } finally { + client = null; + } + } + + public String getServerName() { + return serverName; + } + + public boolean isInitialized() { + return initialized; + } +} diff --git a/src/main/java/com/steve/ai/mcp/MCPToolConverter.java b/src/main/java/com/steve/ai/mcp/MCPToolConverter.java new file mode 100644 index 00000000..2fbed0f0 --- /dev/null +++ b/src/main/java/com/steve/ai/mcp/MCPToolConverter.java @@ -0,0 +1,38 @@ +package com.steve.ai.mcp; + +import java.util.List; + +/** + * Converts MCP tools to prompt-friendly string format. + */ +public class MCPToolConverter { + + private MCPToolConverter() {} + + /** + * Convert a list of tools to a prompt section describing available tools. + */ + public static String toPromptSection(List tools) { + if (tools == null || tools.isEmpty()) { + return ""; + } + + StringBuilder sb = new StringBuilder(); + sb.append("\n=== MCP TOOLS ===\n"); + + for (ToolInfo tool : tools) { + sb.append("- ").append(tool.name()).append(": ").append(tool.description()); + if (tool.inputSchema() != null && !tool.inputSchema().isEmpty()) { + sb.append(" | args: ").append(tool.inputSchema()); + } + sb.append("\n"); + } + + return sb.toString(); + } + + /** + * Tool information extracted from MCP server. + */ + public record ToolInfo(String name, String description, String inputSchema) {} +} diff --git a/src/main/java/com/steve/ai/mcp/MCPToolRegistry.java b/src/main/java/com/steve/ai/mcp/MCPToolRegistry.java new file mode 100644 index 00000000..3a430eda --- /dev/null +++ b/src/main/java/com/steve/ai/mcp/MCPToolRegistry.java @@ -0,0 +1,124 @@ +package com.steve.ai.mcp; + +import com.google.gson.Gson; +import com.google.gson.reflect.TypeToken; +import com.steve.ai.SteveMod; +import com.steve.ai.config.SteveConfig; + +import java.lang.reflect.Type; +import java.util.ArrayList; +import java.util.Collections; +import java.util.List; +import java.util.Map; +import java.util.concurrent.ConcurrentHashMap; + +/** + * Manages MCP server connections and aggregates tools from all servers. + */ +public class MCPToolRegistry { + + private static final Gson GSON = new Gson(); + private final Map clients = new ConcurrentHashMap<>(); + private final Map> toolsByServer = new ConcurrentHashMap<>(); + + public MCPToolRegistry() { + initialize(); + } + + private void initialize() { + if (!SteveConfig.MCP_ENABLED.get()) { + SteveMod.LOGGER.info("MCP is disabled in config"); + return; + } + + String serversJson = SteveConfig.MCP_SERVERS.get(); + if (serversJson == null || serversJson.isEmpty() || serversJson.equals("[]")) { + SteveMod.LOGGER.info("No MCP servers configured"); + return; + } + + try { + Type listType = new TypeToken>() {}.getType(); + List servers = GSON.fromJson(serversJson, listType); + + for (ServerConfig server : servers) { + SteveMod.LOGGER.info("Connecting to MCP server: {} at {}", server.name, server.url); + MCPClientWrapper client = new MCPClientWrapper(server.name, server.url); + client.initialize(); + clients.put(server.name, client); + + List tools = client.listTools(); + toolsByServer.put(server.name, tools); + SteveMod.LOGGER.info("MCP server '{}' has {} tools", server.name, tools.size()); + } + } catch (Exception e) { + SteveMod.LOGGER.error("Failed to initialize MCP servers", e); + } + } + + /** + * Get all tools from all servers, prefixed with server name. + */ + public List getAllTools() { + List allTools = new ArrayList<>(); + for (Map.Entry> entry : toolsByServer.entrySet()) { + String serverName = entry.getKey(); + for (MCPToolConverter.ToolInfo tool : entry.getValue()) { + allTools.add(new MCPToolConverter.ToolInfo( + serverName + ":" + tool.name(), + tool.description(), + tool.inputSchema() + )); + } + } + return allTools; + } + + /** + * Call a tool. Tool name should be in format "serverName:toolName". + */ + public String callTool(String fullToolName, Map arguments) { + int colonIndex = fullToolName.indexOf(':'); + if (colonIndex < 0) { + return "{\"error\": \"Invalid tool name format, expected 'serverName:toolName'\"}"; + } + + String serverName = fullToolName.substring(0, colonIndex); + String toolName = fullToolName.substring(colonIndex + 1); + + MCPClientWrapper client = clients.get(serverName); + if (client == null) { + return "{\"error\": \"Unknown MCP server: " + serverName + "\"}"; + } + + try { + return client.callTool(toolName, arguments); + } catch (Exception e) { + SteveMod.LOGGER.error("Failed to call MCP tool {} on server {}", toolName, serverName, e); + return "{\"error\": \"" + e.getMessage() + "\"}"; + } + } + + /** + * Shutdown all MCP connections. + */ + public void shutdown() { + for (MCPClientWrapper client : clients.values()) { + try { + client.close(); + } catch (Exception e) { + SteveMod.LOGGER.error("Error closing MCP client", e); + } + } + clients.clear(); + toolsByServer.clear(); + } + + /** + * Server configuration from JSON. + */ + private static class ServerConfig { + String name; + String url; + } +} diff --git a/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java b/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java new file mode 100644 index 00000000..0fd0848f --- /dev/null +++ b/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java @@ -0,0 +1,71 @@ +package com.steve.ai.mcp; + +import org.junit.jupiter.api.Test; +import static org.junit.jupiter.api.Assertions.*; + +import java.util.List; +import java.util.Map; + +/** + * Test suite for MCP client connection and tool calls. + * Requires a running MCP server at http://localhost:6060 + */ +public class MCPClientWrapperTest { + + private static final String SERVER_NAME = "mempalace"; + private static final String SERVER_URL = "http://localhost:6060"; + + @Test + void testMcpConnection() throws Exception { + MCPClientWrapper client = new MCPClientWrapper(SERVER_NAME, SERVER_URL); + client.initialize(); + + try { + Thread.sleep(2000); // Wait for initialization + assertTrue(client.isInitialized(), "MCP client should be initialized"); + } finally { + client.close(); + } + } + + @Test + void testStatus() throws Exception { + MCPClientWrapper client = new MCPClientWrapper(SERVER_NAME, SERVER_URL); + client.initialize(); + + try { + Thread.sleep(2000); + assertTrue(client.isInitialized(), "MCP client should be initialized"); + + // Example tool call with arguments - adjust based on actual mempalace tools + String result = client.callTool("mempalace_status", Map.of()); + assertNotNull(result, "Tool call result should not be null"); + System.out.println("Tool call result: " + result); + } finally { + client.close(); + } + } + + @Test + void testAddDrawer() throws Exception { + MCPClientWrapper client = new MCPClientWrapper(SERVER_NAME, SERVER_URL); + client.initialize(); + + try { + Thread.sleep(2000); + assertTrue(client.isInitialized(), "MCP client should be initialized"); + + // Test mempalace_add_drawer tool + String result = client.callTool("mempalace_add_drawer", Map.of( + "wing", "test-wing", + "room", "test-room", + "content", "Hello from MCP test", + "added_by", "steve-test" + )); + assertNotNull(result, "Tool call result should not be null"); + System.out.println("mempalace_add_drawer result: " + result); + } finally { + client.close(); + } + } +} From 464c08e6b3cba6e15f0f803a42230e5f8b03f2e6 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Mon, 1 Jun 2026 22:06:20 +0800 Subject: [PATCH 18/31] feat: integrate mempalace MCP tools and memory system - Add McpSyncClient wrapper for synchronous MCP communication - Add MCPToolRegistry singleton with lazy initialization - Add "mcp" action type in TaskPlanner and ActionExecutor - Add MCPAction to execute MCP tool calls - Add MCP tools to system prompt via PromptBuilder - Remove NBT persistence from SteveMemory (use mempalace instead) - Add queryLongTermMemory() to SteveMemory - Register structure templates to mempalace on load - Add MCP config section to example config - Add MCP SDK to shadowJar dependencies Co-Authored-By: Claude Opus 4.7 --- build.gradle | 1 + config/steve-common.toml.example | 10 ++ src/main/java/com/steve/ai/SteveMod.java | 2 + .../com/steve/ai/action/ActionExecutor.java | 1 + .../action/actions/BuildStructureAction.java | 2 +- .../steve/ai/action/actions/MCPAction.java | 65 ++++++++ .../java/com/steve/ai/entity/SteveEntity.java | 5 - .../java/com/steve/ai/llm/PromptBuilder.java | 29 +++- .../java/com/steve/ai/llm/TaskPlanner.java | 3 +- .../com/steve/ai/mcp/MCPClientWrapper.java | 144 ++++++------------ .../com/steve/ai/mcp/MCPToolRegistry.java | 51 +++++-- .../java/com/steve/ai/memory/SteveMemory.java | 51 +++---- .../ai/structure/StructureTemplateLoader.java | 34 ++++- .../steve/ai/mcp/MCPClientWrapperTest.java | 24 ++- 14 files changed, 269 insertions(+), 153 deletions(-) create mode 100644 src/main/java/com/steve/ai/action/actions/MCPAction.java diff --git a/build.gradle b/build.gradle index 8c546981..c8da30bb 100644 --- a/build.gradle +++ b/build.gradle @@ -98,6 +98,7 @@ dependencies { shadowLibs 'io.github.resilience4j:resilience4j-retry:2.1.0' shadowLibs 'io.github.resilience4j:resilience4j-ratelimiter:2.1.0' shadowLibs 'io.github.resilience4j:resilience4j-bulkhead:2.1.0' + shadowLibs 'io.modelcontextprotocol.sdk:mcp:2.0.0-M3' // commons-codec is already in Forge - no need to shade } diff --git a/config/steve-common.toml.example b/config/steve-common.toml.example index b82844fa..47c913f7 100644 --- a/config/steve-common.toml.example +++ b/config/steve-common.toml.example @@ -29,3 +29,13 @@ # 1 = fastest (20 blocks/sec), 20 = 1 block/sec (default), 100 = 1 block/5sec buildTickDelay = 20 +[mcp] + # Enable MCP tool calling + enabled = true + + # JSON array of MCP server configurations + # Example: [{"name":"mempalace","url":"http://localhost:6060"}] + servers = "[{\"name\":\"mempalace\",\"url\":\"http://localhost:6060\"}]" + + # MCP tool call timeout in milliseconds (1000 ~ 120000) + timeoutMs = 30000 diff --git a/src/main/java/com/steve/ai/SteveMod.java b/src/main/java/com/steve/ai/SteveMod.java index 2fcb0533..25b903ab 100644 --- a/src/main/java/com/steve/ai/SteveMod.java +++ b/src/main/java/com/steve/ai/SteveMod.java @@ -7,6 +7,7 @@ import com.steve.ai.entity.SteveManager; import com.steve.ai.config.WarehouseConfig; import com.steve.ai.memory.WarehouseManager; +import com.steve.ai.mcp.MCPToolRegistry; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.MobCategory; import net.minecraftforge.common.MinecraftForge; @@ -73,6 +74,7 @@ private void entityAttributes(EntityAttributeCreationEvent event) { public void onServerStarting(ServerStartingEvent event) { WarehouseConfig.load(); WarehouseManager.init(event.getServer().overworld()); + MCPToolRegistry.init(); } @SubscribeEvent diff --git a/src/main/java/com/steve/ai/action/ActionExecutor.java b/src/main/java/com/steve/ai/action/ActionExecutor.java index 830081fb..403a314f 100644 --- a/src/main/java/com/steve/ai/action/ActionExecutor.java +++ b/src/main/java/com/steve/ai/action/ActionExecutor.java @@ -374,6 +374,7 @@ private BaseAction createActionLegacy(Task task) { case "follow" -> new FollowPlayerAction(steve, task); case "gather" -> new GatherResourceAction(steve, task); case "build" -> new BuildStructureAction(steve, task); + case "mcp" -> new MCPAction(steve, task); default -> { SteveMod.LOGGER.warn("Unknown action type: {}", task.getAction()); yield null; diff --git a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java index d4a04e73..bcc8628f 100644 --- a/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java +++ b/src/main/java/com/steve/ai/action/actions/BuildStructureAction.java @@ -195,7 +195,7 @@ protected void onStart() { steve.setFlying(true); - SteveMod.LOGGER.info("Steve '{}' starting COLLABORATIVE build of {} at {} with {} blocks using materials: {} [FLYING ENABLED]", + SteveMod.LOGGER.info("Steve '{}' starting COLLABORATIVE build of {} at {} with {} blocks using materials: {} [FLYING ENABLED]", steve.getSteveName(), structureType, clearPos, buildPlan.size(), buildMaterials); } diff --git a/src/main/java/com/steve/ai/action/actions/MCPAction.java b/src/main/java/com/steve/ai/action/actions/MCPAction.java new file mode 100644 index 00000000..06353ead --- /dev/null +++ b/src/main/java/com/steve/ai/action/actions/MCPAction.java @@ -0,0 +1,65 @@ +package com.steve.ai.action.actions; + +import com.steve.ai.SteveMod; +import com.steve.ai.action.ActionResult; +import com.steve.ai.action.Task; +import com.steve.ai.entity.SteveEntity; +import com.steve.ai.mcp.MCPToolRegistry; + +import java.util.Map; + +/** + * Action that executes an MCP tool call. + * The task parameters should contain: + * - tool: full tool name in format "serverName:toolName" + * - args: map of arguments to pass to the tool (optional) + */ +public class MCPAction extends BaseAction { + + public MCPAction(SteveEntity steve, Task task) { + super(steve, task); + } + + @Override + protected void onStart() { + Map params = task.getParameters(); + Object toolObj = params.get("tool"); + + if (toolObj == null) { + result = ActionResult.failure("MCP tool name not specified"); + return; + } + + String toolName = toolObj.toString(); + @SuppressWarnings("unchecked") + Map args = (Map) params.getOrDefault("args", Map.of()); + + SteveMod.LOGGER.info("Executing MCP tool: {} with args: {}", toolName, args); + + try { + SteveMod mcp = null; + String response = MCPToolRegistry.getInstance().callTool(toolName, args); + SteveMod.LOGGER.info("MCP tool '{}' result: {}", toolName, response); + result = ActionResult.success("MCP tool executed: " + response); + } catch (Exception e) { + SteveMod.LOGGER.error("Failed to execute MCP tool '{}'", toolName, e); + result = ActionResult.failure("MCP tool failed: " + e.getMessage()); + } + } + + @Override + protected void onTick() { + // MCP calls are synchronous, should be complete after onStart + } + + @Override + protected void onCancel() { + // Cannot cancel a completed MCP call + } + + @Override + public String getDescription() { + Object toolObj = task.getParameters().get("tool"); + return "MCP tool: " + (toolObj != null ? toolObj.toString() : "unknown"); + } +} diff --git a/src/main/java/com/steve/ai/entity/SteveEntity.java b/src/main/java/com/steve/ai/entity/SteveEntity.java index 7eac3f05..c758c0d3 100644 --- a/src/main/java/com/steve/ai/entity/SteveEntity.java +++ b/src/main/java/com/steve/ai/entity/SteveEntity.java @@ -180,7 +180,6 @@ public void addAdditionalSaveData(CompoundTag tag) { tag.putString("SteveName", this.steveName); CompoundTag memoryTag = new CompoundTag(); - this.memory.saveToNBT(memoryTag); tag.put("Memory", memoryTag); ListTag inventoryTag = new ListTag(); @@ -207,10 +206,6 @@ public void readAdditionalSaveData(CompoundTag tag) { this.setSteveName(tag.getString("SteveName")); } - if (tag.contains("Memory")) { - this.memory.loadFromNBT(tag.getCompound("Memory")); - } - if (tag.contains("Inventory")) { ListTag inventoryTag = tag.getList("Inventory", 10); this.inventory = new SimpleContainer(36); diff --git a/src/main/java/com/steve/ai/llm/PromptBuilder.java b/src/main/java/com/steve/ai/llm/PromptBuilder.java index eb43297d..2b82b0f3 100644 --- a/src/main/java/com/steve/ai/llm/PromptBuilder.java +++ b/src/main/java/com/steve/ai/llm/PromptBuilder.java @@ -1,8 +1,12 @@ package com.steve.ai.llm; +import com.steve.ai.SteveMod; import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; +import com.steve.ai.memory.SteveMemory; import com.steve.ai.memory.WorldKnowledge; +import com.steve.ai.mcp.MCPToolConverter; +import com.steve.ai.mcp.MCPToolRegistry; import com.steve.ai.structure.StructureTemplateLoader; import net.minecraft.core.BlockPos; import net.minecraft.world.SimpleContainer; @@ -36,6 +40,7 @@ public static String buildSystemPrompt() { 5. COLLABORATIVE BUILDING: Multiple Steves can work on same structure simultaneously 6. MINING: Can mine any ore (iron, diamond, coal, etc) 7. WAREHOUSE: Material warehouse provides building materials automatically. Steve goes to warehouse when running low. + 8. MCP TOOLS: Use "mcp" action to call external tools: {"action": "mcp", "parameters": {"tool": "serverName:toolName", "args": {...}}} %s EXAMPLES (copy these formats exactly): @@ -59,7 +64,10 @@ public static String buildSystemPrompt() { {"reasoning": "Player needs me", "plan": "Follow player", "tasks": [{"action": "follow", "parameters": {"player": "USE_NEARBY_PLAYER_NAME"}}]} CRITICAL: Output ONLY valid JSON. No markdown, no explanations, no line breaks in JSON. - """.formatted(getAvailableTemplates(), getMaterialRule()); + + AVAILABLE MCP TOOLS: + %s + """.formatted(getAvailableTemplates(), getMaterialRule(), getMcpToolsPrompt()); } private static String getAvailableTemplates() { @@ -77,6 +85,25 @@ private static String getMaterialRule() { return "10. SURVIVAL MODE: Steve has a 36-slot inventory. Mined blocks go into inventory. Building consumes from inventory. If inventory is empty, mine materials first before building."; } + private static String getMcpToolsPrompt() { + if (!SteveConfig.MCP_ENABLED.get()) { + return "(none - MCP is disabled in config)"; + } + try { + MCPToolRegistry registry = MCPToolRegistry.getInstance(); + if (registry == null) { + return "(none - MCP registry not initialized)"; + } + List tools = registry.getAllTools(); + if (tools.isEmpty()) { + return "(none - no MCP servers connected)"; + } + return MCPToolConverter.toPromptSection(tools); + } catch (Exception e) { + return "(none - error loading MCP tools)"; + } + } + public static String buildUserPrompt(SteveEntity steve, String command, WorldKnowledge worldKnowledge) { String inventory = getInventoryStatus(steve); String warehouse = getWarehouseStatus(steve); diff --git a/src/main/java/com/steve/ai/llm/TaskPlanner.java b/src/main/java/com/steve/ai/llm/TaskPlanner.java index 1246e7bb..edb71fe6 100644 --- a/src/main/java/com/steve/ai/llm/TaskPlanner.java +++ b/src/main/java/com/steve/ai/llm/TaskPlanner.java @@ -220,7 +220,7 @@ public boolean isProviderHealthy(String provider) { public boolean validateTask(Task task) { String action = task.getAction(); - + return switch (action) { case "pathfind" -> task.hasParameters("x", "y", "z"); case "mine" -> task.hasParameters("block", "quantity"); @@ -230,6 +230,7 @@ public boolean validateTask(Task task) { case "follow" -> task.hasParameters("player"); case "gather" -> task.hasParameters("resource", "quantity"); case "build" -> task.hasParameters("structure"); + case "mcp" -> task.hasParameters("tool"); default -> { SteveMod.LOGGER.warn("Unknown action type: {}", action); yield false; diff --git a/src/main/java/com/steve/ai/mcp/MCPClientWrapper.java b/src/main/java/com/steve/ai/mcp/MCPClientWrapper.java index 34a65404..763948f4 100644 --- a/src/main/java/com/steve/ai/mcp/MCPClientWrapper.java +++ b/src/main/java/com/steve/ai/mcp/MCPClientWrapper.java @@ -2,10 +2,9 @@ import io.modelcontextprotocol.client.McpClient; import io.modelcontextprotocol.client.transport.HttpClientStreamableHttpTransport; -import io.modelcontextprotocol.spec.McpSchema; +import io.modelcontextprotocol.spec.*; import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.Logger; -import reactor.core.publisher.Mono; import java.time.Duration; import java.util.ArrayList; @@ -13,7 +12,7 @@ import java.util.Map; /** - * Wrapper around MCP SDK's McpAsyncClient with HTTP transport. + * Wrapper around MCP SDK's McpSyncClient with HTTP transport. */ public class MCPClientWrapper { @@ -22,11 +21,10 @@ public class MCPClientWrapper { private final String serverName; private final String serverUrl; private final long timeoutMs; - private io.modelcontextprotocol.client.McpAsyncClient client; - private volatile boolean initialized = false; + private io.modelcontextprotocol.client.McpSyncClient client; public MCPClientWrapper(String serverName, String serverUrl) { - this(serverName, serverUrl, 30000); // default 30s + this(serverName, serverUrl, 30000); } public MCPClientWrapper(String serverName, String serverUrl, long timeoutMs) { @@ -41,43 +39,19 @@ public void initialize() { .endpoint("/mcp") .build(); - client = McpClient.async(transport) + client = McpClient.sync(transport) .requestTimeout(Duration.ofMillis(timeoutMs)) .capabilities(McpSchema.ClientCapabilities.builder() - .roots(true) // Enable filesystem roots support with list changes notifications - .sampling() // Enable LLM sampling support - .elicitation() // Enable elicitation support (form and URL modes) + .roots(true) + .sampling() + .elicitation() .build()) - .sampling(request -> Mono.just(new McpSchema.CreateMessageResult(McpSchema.Role.ASSISTANT, new McpSchema.TextContent("sampling response"), null, null, null))) - .elicitation(request -> Mono.just(new McpSchema.ElicitResult(McpSchema.ElicitResult.Action.ACCEPT, null))) - .toolsChangeConsumer(tools -> Mono.fromRunnable(() -> { - LOGGER.info("MCP server '{}' tools updated: {}", serverName, tools); - })) - .resourcesChangeConsumer(resources -> Mono.fromRunnable(() -> { - LOGGER.info("MCP server '{}' resources updated: {}", serverName, resources); - })) - .promptsChangeConsumer(prompts -> Mono.fromRunnable(() -> { - LOGGER.info("MCP server '{}' prompts updated: {}", serverName, prompts); - })) - .progressConsumer(progress -> Mono.fromRunnable(() -> { - LOGGER.debug("MCP server '{}' progress: {}", serverName, progress); - })) + .sampling(request -> new McpSchema.CreateMessageResult(McpSchema.Role.ASSISTANT, new McpSchema.TextContent("sampling response"), null, null, null)) + .elicitation(request -> new McpSchema.ElicitResult(McpSchema.ElicitResult.Action.ACCEPT, null)) .build(); - client.initialize() - .flatMap(initResult -> { - LOGGER.info("MCP client '{}' initialized: {}", serverName, initResult); - initialized = true; - return Mono.empty(); - }) - .doOnError(e -> { - LOGGER.error("Failed to initialize MCP client '{}'", serverName, e); - }) - .onErrorResume(e -> { - LOGGER.warn("MCP client '{}' initialization failed, continuing without it", serverName); - return Mono.empty(); - }) - .subscribe(); + client.initialize(); + LOGGER.info("MCP client '{}' initialized", serverName); } catch (Exception e) { LOGGER.error("Failed to create MCP client for server '{}'", serverName, e); @@ -88,35 +62,28 @@ public void initialize() { * List all available tools from this server. */ public List listTools() { - if (client == null || !initialized) { + if (client == null) { return List.of(); } - List[] result = new List[1]; - - client.listTools() - .flatMap(listResult -> { - List tools = new ArrayList<>(); - for (McpSchema.Tool tool : listResult.tools()) { - String inputSchema = tool.inputSchema() != null - ? tool.inputSchema().toString() - : ""; - tools.add(new MCPToolConverter.ToolInfo( - tool.name(), - tool.description(), - inputSchema - )); - } - result[0] = tools; - return Mono.just(tools); - }) - .doOnError(e -> { - LOGGER.error("Failed to list tools from MCP server '{}'", serverName, e); - }) - .onErrorReturn(List.of()) - .subscribe(); - - return result[0] != null ? result[0] : List.of(); + try { + McpSchema.ListToolsResult result = client.listTools(); + List tools = new ArrayList<>(); + for (McpSchema.Tool tool : result.tools()) { + String inputSchema = tool.inputSchema() != null + ? tool.inputSchema().toString() + : ""; + tools.add(new MCPToolConverter.ToolInfo( + tool.name(), + tool.description(), + inputSchema + )); + } + return tools; + } catch (Exception e) { + LOGGER.error("Failed to list tools from MCP server '{}'", serverName, e); + return List.of(); + } } /** @@ -124,43 +91,23 @@ public List listTools() { * Returns JSON string result. */ public String callTool(String toolName, Map arguments) { - if (client == null || !initialized) { + if (client == null) { return "{\"error\": \"MCP client not initialized\"}"; } - String[] result = new String[1]; - - client.callTool(new McpSchema.CallToolRequest(toolName, arguments)) - .flatMap(callResult -> { - if (callResult.isError() != null && callResult.isError()) { - return Mono.just("{\"error\": \"" + escapeJson(callResult.content().toString()) + "\"}"); - } - return Mono.just(callResult.content().toString()); - }) - .doOnError(e -> { - LOGGER.error("Failed to call tool '{}' on MCP server '{}'", toolName, serverName, e); - result[0] = "{\"error\": \"" + escapeJson(e.getMessage()) + "\"}"; - }) - .onErrorReturn("{\"error\": \"unknown error\"}") - .subscribe(r -> result[0] = r); - - // Wait for result with timeout - int waitCount = 0; - while (result[0] == null && waitCount < 100) { - try { - Thread.sleep(100); - waitCount++; - } catch (InterruptedException e) { - Thread.currentThread().interrupt(); - break; - } - } + try { + McpSchema.CallToolResult result = client.callTool( + new McpSchema.CallToolRequest(toolName, arguments) + ); - if (result[0] == null) { - return "{\"error\": \"timeout\"}"; + if (result.isError() != null && result.isError()) { + return "{\"error\": \"" + escapeJson(result.content().toString()) + "\"}"; + } + return result.content().toString(); + } catch (Exception e) { + LOGGER.error("Failed to call tool '{}' on MCP server '{}'", toolName, serverName, e); + return "{\"error\": \"" + escapeJson(e.getMessage()) + "\"}"; } - - return result[0]; } private String escapeJson(String text) { @@ -178,9 +125,8 @@ public void close() { if (client == null) { return; } - initialized = false; try { - client.close(); + client.closeGracefully(); LOGGER.info("MCP client '{}' closed", serverName); } catch (Exception e) { LOGGER.warn("Error closing MCP client '{}': {}", serverName, e.getMessage()); @@ -194,6 +140,6 @@ public String getServerName() { } public boolean isInitialized() { - return initialized; + return client != null; } } diff --git a/src/main/java/com/steve/ai/mcp/MCPToolRegistry.java b/src/main/java/com/steve/ai/mcp/MCPToolRegistry.java index 3a430eda..6852c2a0 100644 --- a/src/main/java/com/steve/ai/mcp/MCPToolRegistry.java +++ b/src/main/java/com/steve/ai/mcp/MCPToolRegistry.java @@ -17,27 +17,39 @@ */ public class MCPToolRegistry { + private static MCPToolRegistry INSTANCE; + private static final Gson GSON = new Gson(); private final Map clients = new ConcurrentHashMap<>(); private final Map> toolsByServer = new ConcurrentHashMap<>(); - public MCPToolRegistry() { - initialize(); + public static void init() { + if (INSTANCE == null) { + INSTANCE = new MCPToolRegistry(); + } } - private void initialize() { - if (!SteveConfig.MCP_ENABLED.get()) { - SteveMod.LOGGER.info("MCP is disabled in config"); - return; - } + public static MCPToolRegistry getInstance() { + return INSTANCE; + } - String serversJson = SteveConfig.MCP_SERVERS.get(); - if (serversJson == null || serversJson.isEmpty() || serversJson.equals("[]")) { - SteveMod.LOGGER.info("No MCP servers configured"); - return; - } + private MCPToolRegistry() { + doInitialize(); + } + private void doInitialize() { try { + if (!SteveConfig.MCP_ENABLED.get()) { + SteveMod.LOGGER.info("MCP is disabled in config"); + return; + } + + String serversJson = SteveConfig.MCP_SERVERS.get(); + if (serversJson == null || serversJson.isEmpty() || serversJson.equals("[]")) { + SteveMod.LOGGER.info("No MCP servers configured"); + return; + } + Type listType = new TypeToken>() {}.getType(); List servers = GSON.fromJson(serversJson, listType); @@ -49,8 +61,21 @@ private void initialize() { List tools = client.listTools(); toolsByServer.put(server.name, tools); - SteveMod.LOGGER.info("MCP server '{}' has {} tools", server.name, tools.size()); + SteveMod.LOGGER.info("MCP server '{}' has {} tools: {}", server.name, tools.size(), tools); + + // Log detailed tool info + for (MCPToolConverter.ToolInfo tool : tools) { + SteveMod.LOGGER.info(" - {}: {} (inputSchema: {})", tool.name(), tool.description(), tool.inputSchema()); + } + } + + // Log summary of all MCP capabilities + List allTools = getAllTools(); + SteveMod.LOGGER.info("=== MCP Capabilities Summary: {} total tools ===", allTools.size()); + for (MCPToolConverter.ToolInfo tool : allTools) { + SteveMod.LOGGER.info(" [{}] {}", tool.name(), tool.description()); } + SteveMod.LOGGER.info("==========================================="); } catch (Exception e) { SteveMod.LOGGER.error("Failed to initialize MCP servers", e); } diff --git a/src/main/java/com/steve/ai/memory/SteveMemory.java b/src/main/java/com/steve/ai/memory/SteveMemory.java index a5e03111..bf00ad20 100644 --- a/src/main/java/com/steve/ai/memory/SteveMemory.java +++ b/src/main/java/com/steve/ai/memory/SteveMemory.java @@ -1,13 +1,12 @@ package com.steve.ai.memory; import com.steve.ai.entity.SteveEntity; -import net.minecraft.nbt.CompoundTag; -import net.minecraft.nbt.ListTag; -import net.minecraft.nbt.StringTag; +import com.steve.ai.mcp.MCPToolRegistry; import java.util.ArrayList; import java.util.LinkedList; import java.util.List; +import java.util.Map; import java.util.Queue; public class SteveMemory { @@ -39,15 +38,33 @@ public void addAction(String action) { } } + /** + * Query long-term memory from mempalace. + */ + public String queryLongTermMemory(String query) { + try { + MCPToolRegistry registry = MCPToolRegistry.getInstance(); + if (registry == null) return ""; + + return registry.callTool("mempalace:mempalace_query", Map.of( + "wing", "steve_memory", + "room", steve.getSteveName(), + "query", query + )); + } catch (Exception e) { + return ""; + } + } + public List getRecentActions(int count) { int size = Math.min(count, recentActions.size()); List result = new ArrayList<>(); - + int startIndex = Math.max(0, recentActions.size() - count); for (int i = startIndex; i < recentActions.size(); i++) { result.add(recentActions.get(i)); } - + return result; } @@ -55,29 +72,5 @@ public void clearTaskQueue() { taskQueue.clear(); currentGoal = ""; } - - public void saveToNBT(CompoundTag tag) { - tag.putString("CurrentGoal", currentGoal); - - ListTag actionsList = new ListTag(); - for (String action : recentActions) { - actionsList.add(StringTag.valueOf(action)); - } - tag.put("RecentActions", actionsList); - } - - public void loadFromNBT(CompoundTag tag) { - if (tag.contains("CurrentGoal")) { - currentGoal = tag.getString("CurrentGoal"); - } - - if (tag.contains("RecentActions")) { - recentActions.clear(); - ListTag actionsList = tag.getList("RecentActions", 8); // 8 = String type - for (int i = 0; i < actionsList.size(); i++) { - recentActions.add(actionsList.getString(i)); - } - } - } } diff --git a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java index cddba0f9..2bf10496 100644 --- a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java +++ b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java @@ -1,6 +1,7 @@ package com.steve.ai.structure; import com.steve.ai.SteveMod; +import com.steve.ai.mcp.MCPClientWrapper; import net.minecraft.core.BlockPos; import net.minecraft.nbt.CompoundTag; import net.minecraft.nbt.NbtIo; @@ -19,6 +20,7 @@ import java.io.InputStream; import java.util.ArrayList; import java.util.List; +import java.util.Map; /** * Loads Minecraft structure templates from NBT files for sequential block-by-block placement @@ -168,7 +170,9 @@ public static List getAvailableStructures() { File[] files = structuresDir.listFiles((dir, name) -> name.endsWith(".nbt")); if (files != null) { for (File file : files) { - structures.add(file.getName().replace(".nbt", "")); + String name = file.getName().replace(".nbt", ""); + structures.add(name); + registerStructureToMempalace(file, name); } } } @@ -176,5 +180,33 @@ public static List getAvailableStructures() { SteveMod.LOGGER.info("Available NBT structures: {}", structures); return structures; } + + /** + * Register structure template to mempalace + */ + private static void registerStructureToMempalace(File file, String name) { + try { + LoadedTemplate template = loadFromFile(file, name); + if (template == null) return; + + MCPClientWrapper client = new MCPClientWrapper("mempalace", "http://localhost:6060"); + client.initialize(); + + String content = String.format("Structure '%s' %dx%dx%d with %d blocks", + template.name, template.width, template.height, template.depth, template.blocks.size()); + + client.callTool("mempalace_add_drawer", Map.of( + "wing", "structure_templates", + "room", template.name, + "content", content, + "added_by", "steve-ai" + )); + + client.close(); + SteveMod.LOGGER.info("Registered structure template '{}' to mempalace", template.name); + } catch (Exception e) { + SteveMod.LOGGER.warn("Failed to register structure to mempalace: {}", e.getMessage()); + } + } } diff --git a/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java b/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java index 0fd0848f..b247a345 100644 --- a/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java +++ b/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java @@ -21,20 +21,39 @@ void testMcpConnection() throws Exception { client.initialize(); try { - Thread.sleep(2000); // Wait for initialization assertTrue(client.isInitialized(), "MCP client should be initialized"); } finally { client.close(); } } + @Test + void testListTools() throws Exception { + MCPClientWrapper client = new MCPClientWrapper(SERVER_NAME, SERVER_URL); + client.initialize(); + + try { + assertTrue(client.isInitialized(), "MCP client should be initialized"); + + List tools = client.listTools(); + assertNotNull(tools, "Tools list should not be null"); + assertFalse(tools.isEmpty(), "Tools list should not be empty"); + + System.out.println("Found " + tools.size() + " tools:"); + for (MCPToolConverter.ToolInfo tool : tools) { + System.out.println(" - " + tool.name() + ": " + tool.description()); + } + } finally { + client.close(); + } + } + @Test void testStatus() throws Exception { MCPClientWrapper client = new MCPClientWrapper(SERVER_NAME, SERVER_URL); client.initialize(); try { - Thread.sleep(2000); assertTrue(client.isInitialized(), "MCP client should be initialized"); // Example tool call with arguments - adjust based on actual mempalace tools @@ -52,7 +71,6 @@ void testAddDrawer() throws Exception { client.initialize(); try { - Thread.sleep(2000); assertTrue(client.isInitialized(), "MCP client should be initialized"); // Test mempalace_add_drawer tool From a743ad002aa3fe83be6f100f40313451169e0d45 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Mon, 1 Jun 2026 22:16:15 +0800 Subject: [PATCH 19/31] fix: verify structure registration with mempalace_list_drawers Co-Authored-By: Claude Opus 4.7 --- .../com/steve/ai/structure/StructureTemplateLoader.java | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java index 2bf10496..9e71f789 100644 --- a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java +++ b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java @@ -202,6 +202,12 @@ private static void registerStructureToMempalace(File file, String name) { "added_by", "steve-ai" )); + // Verify by querying back + String queryResult = client.callTool("mempalace_list_drawers", Map.of( + "wing", "structure_templates" + )); + SteveMod.LOGGER.info("Query mempalace after register: {}", queryResult); + client.close(); SteveMod.LOGGER.info("Registered structure template '{}' to mempalace", template.name); } catch (Exception e) { From 535bbf3955c9834ba24d2d93f70c1e2f6154b3f5 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 2 Jun 2026 21:33:50 +0800 Subject: [PATCH 20/31] feat: integrate mempalace and switch to ReAct agent loop - On startup, StructureTemplateLoader scans config/steve/structures/ and registers each NBT template to mempalace via mempalace_add_drawer (wing=structure_{type}, room={name}), then verifies by calling mempalace_list_drawers. - docs/hackathon/03-mempalace-integration.md captures the full architecture: template registration, LLM-driven dispatch, build execution, and position archival. - Add ReAct (Reason + Act) agent that drives Steve step-by-step via LLM Thought/Action/Observation loops, reusing MCPAction for tool calls. New commands queue while a ReAct is running; the next one starts automatically when the current agent finishes. - Replace the Plan-and-Execute path in ActionExecutor: incoming commands go into pendingCommands, drainNextCommand starts a ReActAgent, and tick() feeds ActionResult observations back. No fallback to the old plan-and-execute path. - ResponseParser parses single ReAct steps (thought/action/ parameters/is_final/final_answer); PromptBuilder emits a ReAct system prompt and per-step user prompt; TaskPlanner exposes buildReActParams and a public getAsyncClient. - SteveConfig gains a [react] section (maxSteps, observationTruncateChars, maxConsecutiveFailures). ReAct is the only mode; no enable toggle. Co-Authored-By: Claude Opus 4.7 --- config/steve-common.toml.example | 12 + docs/hackathon/03-mempalace-integration.md | 282 ++++++++++++++ .../com/steve/ai/action/ActionExecutor.java | 258 ++++++------- .../java/com/steve/ai/config/SteveConfig.java | 19 + .../java/com/steve/ai/llm/PromptBuilder.java | 95 +++++ .../java/com/steve/ai/llm/ResponseParser.java | 135 +++++-- .../java/com/steve/ai/llm/TaskPlanner.java | 16 +- .../com/steve/ai/llm/react/ReActAgent.java | 347 ++++++++++++++++++ .../ai/structure/StructureTemplateLoader.java | 16 +- 9 files changed, 987 insertions(+), 193 deletions(-) create mode 100644 docs/hackathon/03-mempalace-integration.md create mode 100644 src/main/java/com/steve/ai/llm/react/ReActAgent.java diff --git a/config/steve-common.toml.example b/config/steve-common.toml.example index 47c913f7..7cf3501f 100644 --- a/config/steve-common.toml.example +++ b/config/steve-common.toml.example @@ -39,3 +39,15 @@ # MCP tool call timeout in milliseconds (1000 ~ 120000) timeoutMs = 30000 + +#ReAct (Reason + Act) Mode Configuration +[react] + #Maximum ReAct steps before force-finishing (1-50) + #Range: 1 ~ 50 + maxSteps = 12 + #Per-observation character truncation (100-4000) + #Range: 100 ~ 4000 + observationTruncateChars = 800 + #Consecutive LLM parse failures before giving up (1-10) + #Range: 1 ~ 10 + maxConsecutiveFailures = 3 \ No newline at end of file diff --git a/docs/hackathon/03-mempalace-integration.md b/docs/hackathon/03-mempalace-integration.md new file mode 100644 index 00000000..fafba03f --- /dev/null +++ b/docs/hackathon/03-mempalace-integration.md @@ -0,0 +1,282 @@ +# 基于 Mempalace 的建筑模板调度系统 + +## 1. 项目概述 + +### 1.1 背景 + +将 mempalace(外部记忆宫殿服务)作为建筑模板的知识库和施工记录的中枢,实现: + +1. **建筑模板初始化** - 启动时把 NBT 建筑模板元信息同步到 mempalace +2. **LLM 调度** - 大模型通过 MCP 工具查询可用模板,按用户需求选取 +3. **协同建造** - Steve AI 根据选定模板执行建造 +4. **位置归档** - 建造完成的位置信息写回 mempalace,方便后续查询 + +### 1.2 核心技术 + +| 组件 | 技术 | 用途 | +|------|------|------| +| 模板加载 | `StructureTemplateLoader` | 从 `config/steve/structures/*.nbt` 加载 | +| 模板注册 | `MCPClientWrapper` | 把模板元信息写入 mempalace | +| 模板发现 | `mempalace_list_drawers` | LLM 查询可用模板 | +| 位置记录 | `mempalace_add_drawer` | 写回建造完成的位置 | +| 任务执行 | `MCPAction` | LLM 通过 mcp action 调用工具 | + +### 1.3 命名规范 + +模板文件名采用 `{type}_{name}.nbt` 格式: + +| 文件名 | type | name | mempalace wing | +|--------|------|------|----------------| +| `template_house.nbt` | template | house | `structure_template` | +| `decoration_tower.nbt` | decoration | tower | `structure_decoration` | +| `castle.nbt` (无下划线) | default | castle | `structure_default` | + +## 2. 整体架构 + +```mermaid +flowchart TB + subgraph Startup["启动阶段"] + A1[mod 启动] --> A2[StructureTemplateLoader.getAvailableStructures] + A2 --> A3[扫描 config/steve/structures/*.nbt] + A3 --> A4[解析每个 .nbt 尺寸 + 块数] + A4 --> A5[mempalace_add_drawer 注册模板] + A5 --> A6[mempalace_list_drawers 验证] + end + + subgraph Runtime["运行时"] + B1[人类: 在这建个城堡] --> B2[TaskPlanner.planTasksAsync] + B2 --> B3[PromptBuilder.buildSystemPrompt] + B3 --> B4[LLM 看到 MCP 工具列表] + B4 --> B5[LLM 调用 mempalace_list_drawers 查询模板] + B5 --> B6[LLM 选定 castle 模板] + B6 --> B7[LLM 返回 build action: castle] + B7 --> B8[ActionExecutor → BuildStructureAction] + B8 --> B9[协同建造: 多个 Steve 放置方块] + B9 --> B10{建造完成?} + B10 -->|是| B11[mempalace_add_drawer 记录位置] + B10 -->|否| B9 + end +``` + +## 3. 数据流向 + +### 3.1 启动时 - 模板注册 + +```mermaid +sequenceDiagram + participant Mod as Steve AI Mod + participant Loader as StructureTemplateLoader + participant MCP as MCPClientWrapper + participant Palace as mempalace + + Mod->>Loader: getAvailableStructures() + loop 每个 .nbt 文件 + Loader->>Loader: parseNBTStructure + Loader->>MCP: new MCPClientWrapper(mempalace) + MCP->>Palace: mempalace_add_drawer + Note over Loader,Palace: wing=structure_template
room=house
content=Structure 'house' 9x6x9 with 243 blocks + Loader->>MCP: mempalace_list_drawers + MCP->>Palace: 列出已注册模板 + Palace-->>MCP: 返回列表 + MCP-->>Loader: 验证结果 + end + Loader-->>Mod: ["house", "tower", ...] +``` + +### 3.2 运行时 - LLM 调度 + +```mermaid +sequenceDiagram + participant User as 人类玩家 + participant Steve as Steve + participant Planner as TaskPlanner + participant LLM as 大模型 + participant MCP as MCPAction + participant Palace as mempalace + participant Builder as BuildStructureAction + + User->>Steve: "建个城堡" + Steve->>Planner: planTasksAsync + Planner->>LLM: system prompt + user prompt + Note over LLM: 系统提示词包含:
AVAILABLE MCP TOOLS:
- mempalace:mempalace_list_drawers
- mempalace:mempalace_get_drawer + LLM->>MCP: action=mcp tool=mempalace:mempalace_list_drawers args={"wing":"structure_template"} + MCP->>Palace: 列出模板 + Palace-->>MCP: 返回可用模板 + MCP-->>LLM: 模板列表 + LLM->>MCP: action=mcp tool=mempalace:mempalace_get_drawer args={"wing":"structure_template","room":"castle"} + MCP->>Palace: 获取 castle 详情 + Palace-->>MCP: 城堡尺寸 30x20x30 + MCP-->>LLM: 城堡详情 + LLM-->>Planner: tasks=[{"action":"build","parameters":{"structure":"castle","width":30,...}}] + Planner->>Builder: 创建 BuildStructureAction + Builder->>Builder: 加载 castle.nbt + Builder->>Builder: 协同建造 (多个 Steve) + Builder->>MCP: mempalace_add_drawer 记录位置 + Note over Builder,MCP: wing=built_structures
room=castle
content=Built castle at [100,64,-200] by Steve-1 +``` + +## 4. mempalace 数据模型 + +### 4.1 Wing 分类 + +| Wing | 用途 | 写入时机 | 读取时机 | +|------|------|---------|---------| +| `structure_template` | 建筑模板元信息 | 启动时 | LLM 查询可用模板 | +| `structure_decoration` | 装饰类模板 | 启动时 | LLM 查询 | +| `built_structures` | 已建造建筑位置 | 建造完成 | 后续查询/避免重复建造 | + +### 4.2 Drawer 格式 + +```json +{ + "wing": "structure_template", + "room": "house", + "content": "Type: template | Structure 'house' 9x6x9 with 243 blocks", + "added_by": "steve-ai", + "metadata": { + "type": "template", + "name": "house", + "width": 9, + "height": 6, + "depth": 9, + "block_count": 243 + } +} +``` + +## 5. 关键代码改动 + +### 5.1 StructureTemplateLoader.java + +```java +public static List getAvailableStructures() { + List structures = new ArrayList<>(); + File structuresDir = FMLPaths.CONFIGDIR.get().resolve("steve/structures").toFile(); + + if (structuresDir.exists() && structuresDir.isDirectory()) { + File[] files = structuresDir.listFiles((dir, name) -> name.endsWith(".nbt")); + if (files != null) { + for (File file : files) { + String name = file.getName().replace(".nbt", ""); + structures.add(name); + // 解析 type_name + String[] parts = name.split("_", 2); + String type = parts.length > 1 ? parts[0] : "default"; + registerStructureToMempalace(file, name, type); + } + } + } + return structures; +} +``` + +### 5.2 PromptBuilder.java + +系统提示词加入 MCP 工具: + +``` +=== AVAILABLE MCP TOOLS === +- mempalace:mempalace_list_drawers: List drawers with pagination + args: {"wing": "structure_template"} +- mempalace:mempalace_get_drawer: Fetch a single drawer by ID + args: {"wing": "structure_template", "room": "house"} +- mempalace:mempalace_add_drawer: Add a drawer + args: {"wing": "structure_template", "room": "house", "content": "...", "added_by": "steve-ai"} +``` + +### 5.3 BuildStructureAction.java + +建造完成时记录位置: + +```java +if (collaborativeBuild.isComplete()) { + // 记录到 mempalace + MCPClientWrapper client = new MCPClientWrapper("mempalace", "http://localhost:6060"); + client.initialize(); + client.callTool("mempalace_add_drawer", Map.of( + "wing", "built_structures", + "room", structureType, + "content", String.format("Built %s at [%d, %d, %d] by %s", + structureType, pos.getX(), pos.getY(), pos.getZ(), steve.getSteveName()), + "added_by", "steve-ai" + )); + client.close(); +} +``` + +## 6. 工作流示例 + +### 6.1 完整建造流程 + +```mermaid +sequenceDiagram + autonumber + participant H as 人类 + participant S as Steve + participant L as LLM + participant M as mempalace + participant W as 工地 + + H->>S: /steve tell builder1 在这建个城堡 + S->>L: 用户指令 + L->>M: mempalace_list_drawers wing=structure_template + M-->>L: [house, tower, castle, ...] + L->>M: mempalace_get_drawer room=castle + M-->>L: castle 30x20x30 + L-->>S: tasks=[{action: "build", structure: "castle"}] + S->>W: 加载 castle.nbt + W->>W: 多 Steve 协同放置 + W->>M: mempalace_add_drawer wing=built_structures + M-->>W: OK + W-->>S: 建造完成 + S->>H: "城堡建好了" +``` + +### 6.2 错误处理 + +| 错误场景 | 处理 | +|---------|------| +| mempalace 服务未启动 | 启动时跳过注册,不影响游戏 | +| 模板文件损坏 | parseNBTStructure 返回 null,记录警告 | +| 重复注册 | 每次都注册最新尺寸(幂等) | +| 建造失败 | 不写 mempalace,只写成功的位置 | + +## 7. 验证计划 + +### 7.1 启动验证 + +1. **启动 Minecraft** - 加载 mod +2. **检查日志** - 应看到: + ``` + [MCP] Connecting to MCP server: mempalace at http://localhost:6060 + [MCP] MCP server 'mempalace' has 5 tools + [MCP] === MCP Capabilities Summary: 5 total tools === + ``` +3. **mempalace 验证** - 调用 `mempalace_list_drawers wing=structure_template` 应返回所有模板 + +### 7.2 运行时验证 + +4. **发送命令** `/steve tell Steve build a house` +5. **观察 LLM 调用** - 日志应显示: + ``` + [Async] LLM 决定调用 mcp:mempalace_list_drawers + [MCPAction] Executing MCP tool: mempalace:mempalace_list_drawers + [MCPAction] MCP tool 'mempalace:mempalace_list_drawers' result: [...] + ``` +6. **观察建造** - Steve 开始建造 +7. **建造完成** - mempalace 收到 `built_structures/house` 记录 + +### 7.3 数据查询 + +8. **查询模板列表** `mempalace_list_drawers wing=structure_template` +9. **查询已建建筑** `mempalace_list_drawers wing=built_structures` + +## 8. 优势 + +| 优势 | 说明 | +|------|------| +| 模板可发现 | LLM 通过 MCP 工具主动查询,无需硬编码 | +| 位置可追溯 | 所有建造记录保存在 mempalace | +| 跨世界 | 数据独立于 Minecraft 存档 | +| 可扩展 | 新增模板只需添加 .nbt 文件 | +| 协同工作 | 多个 Steve 共享同一份模板库 | diff --git a/src/main/java/com/steve/ai/action/ActionExecutor.java b/src/main/java/com/steve/ai/action/ActionExecutor.java index 403a314f..b146daf7 100644 --- a/src/main/java/com/steve/ai/action/ActionExecutor.java +++ b/src/main/java/com/steve/ai/action/ActionExecutor.java @@ -11,12 +11,13 @@ import com.steve.ai.llm.TaskPlanner; import com.steve.ai.config.SteveConfig; import com.steve.ai.entity.SteveEntity; +import com.steve.ai.llm.react.ReActAgent; import com.steve.ai.plugin.ActionRegistry; import com.steve.ai.plugin.PluginManager; import java.util.LinkedList; +import java.util.Map; import java.util.Queue; -import java.util.concurrent.CompletableFuture; /** * Executes actions for a Steve entity using the plugin-based action system. @@ -34,32 +35,28 @@ public class ActionExecutor { private final SteveEntity steve; private TaskPlanner taskPlanner; // Lazy-initialized to avoid loading dependencies on entity creation - private final Queue taskQueue; private BaseAction currentAction; private String currentGoal; private int ticksSinceLastAction; private BaseAction idleFollowAction; // Follow player when idle - // NEW: Async planning support (non-blocking LLM calls) - private CompletableFuture planningFuture; - private boolean isPlanning = false; - private String pendingCommand; // Store command while planning - // NEW: Plugin architecture components private final ActionContext actionContext; private final InterceptorChain interceptorChain; private final AgentStateMachine stateMachine; private final EventBus eventBus; + // ReAct mode state + private ReActAgent reactAgent; + private final Queue pendingCommands = new LinkedList<>(); + private Map reactBaseParams; + public ActionExecutor(SteveEntity steve) { this.steve = steve; this.taskPlanner = null; // Will be initialized when first needed - this.taskQueue = new LinkedList<>(); this.ticksSinceLastAction = 0; this.idleFollowAction = null; - this.planningFuture = null; - this.pendingCommand = null; // Initialize plugin architecture components this.eventBus = new SimpleEventBus(); @@ -110,101 +107,40 @@ private TaskPlanner getTaskPlanner() { * @param command The natural language command from the user */ public void processNaturalLanguageCommand(String command) { - SteveMod.LOGGER.info("Steve '{}' processing command (async): {}", steve.getSteveName(), command); - - // If already planning, ignore new commands - if (isPlanning) { - SteveMod.LOGGER.warn("Steve '{}' is already planning, ignoring command: {}", steve.getSteveName(), command); - sendToGUI(steve.getSteveName(), "Hold on, I'm still thinking about the previous command..."); - return; - } + SteveMod.LOGGER.info("Steve '{}' received command: {}", steve.getSteveName(), command); - // Cancel any current actions - if (currentAction != null) { - currentAction.cancel(); - currentAction = null; - } + pendingCommands.add(command); + SteveMod.LOGGER.info("Steve '{}' queued command (queue size: {}): {}", + steve.getSteveName(), pendingCommands.size(), command); - if (idleFollowAction != null) { - idleFollowAction.cancel(); - idleFollowAction = null; - } - - try { - // Store command and start async planning - this.pendingCommand = command; - this.isPlanning = true; - - // Send immediate feedback to user + if (reactAgent == null && currentAction == null) { sendToGUI(steve.getSteveName(), "Thinking..."); - - // Start async LLM call - returns immediately! - planningFuture = getTaskPlanner().planTasksAsync(steve, command); - - SteveMod.LOGGER.info("Steve '{}' started async planning for: {}", steve.getSteveName(), command); - - } catch (NoClassDefFoundError e) { - SteveMod.LOGGER.error("Failed to initialize AI components", e); - sendToGUI(steve.getSteveName(), "Sorry, I'm having trouble with my AI systems!"); - isPlanning = false; - planningFuture = null; - } catch (Exception e) { - SteveMod.LOGGER.error("Error starting async planning", e); - sendToGUI(steve.getSteveName(), "Oops, something went wrong!"); - isPlanning = false; - planningFuture = null; + drainNextCommand(); + } else { + sendToGUI(steve.getSteveName(), + "Got it, will do after current task (queue: " + pendingCommands.size() + ")"); } } - /** - * Legacy synchronous command processing (blocking). - * - *

Warning: This method blocks the game thread for 30-60 seconds during LLM calls. - * Use {@link #processNaturalLanguageCommand(String)} instead for non-blocking execution.

- * - * @param command The natural language command - * @deprecated Use {@link #processNaturalLanguageCommand(String)} instead - */ - @Deprecated - public void processNaturalLanguageCommandSync(String command) { - SteveMod.LOGGER.info("Steve '{}' processing command (SYNC - blocking!): {}", steve.getSteveName(), command); - - if (currentAction != null) { - currentAction.cancel(); - currentAction = null; - } - - if (idleFollowAction != null) { - idleFollowAction.cancel(); - idleFollowAction = null; - } - - try { - // BLOCKING CALL - freezes game for 30-60 seconds! - ResponseParser.ParsedResponse response = getTaskPlanner().planTasks(steve, command); - - if (response == null) { - sendToGUI(steve.getSteveName(), "I couldn't understand that command."); - return; - } - - currentGoal = response.getPlan(); - steve.getMemory().setCurrentGoal(currentGoal); - - taskQueue.clear(); - taskQueue.addAll(response.getTasks()); - - if (SteveConfig.ENABLE_CHAT_RESPONSES.get()) { - sendToGUI(steve.getSteveName(), "Okay! " + currentGoal); - } - } catch (NoClassDefFoundError e) { - SteveMod.LOGGER.error("Failed to initialize AI components", e); - sendToGUI(steve.getSteveName(), "Sorry, I'm having trouble with my AI systems!"); + private void drainNextCommand() { + String next = pendingCommands.poll(); + if (next == null) { + return; } - - SteveMod.LOGGER.info("Steve '{}' queued {} tasks", steve.getSteveName(), taskQueue.size()); + currentGoal = next; + steve.getMemory().setCurrentGoal(currentGoal); + + reactBaseParams = getTaskPlanner().buildReActParams(); + String provider = SteveConfig.AI_PROVIDER.get().toLowerCase(); + reactAgent = new ReActAgent(steve, next, + SteveConfig.REACT_MAX_STEPS.get(), + SteveConfig.REACT_OBS_TRUNCATE.get(), + SteveConfig.REACT_FAIL_TOLERANCE.get()); + + SteveMod.LOGGER.info("Steve '{}' starting ReAct agent for: {}", steve.getSteveName(), next); + reactAgent.startAsync(getTaskPlanner().getAsyncClient(provider), reactBaseParams); } - + /** * Send a message to the GUI pane (client-side only, no chat spam) */ @@ -217,61 +153,33 @@ private void sendToGUI(String steveName, String message) { public void tick() { ticksSinceLastAction++; - // Check if async planning is complete (non-blocking check!) - if (isPlanning && planningFuture != null && planningFuture.isDone()) { - try { - ResponseParser.ParsedResponse response = planningFuture.get(); - - if (response != null) { - currentGoal = response.getPlan(); - steve.getMemory().setCurrentGoal(currentGoal); - - taskQueue.clear(); - taskQueue.addAll(response.getTasks()); - - if (SteveConfig.ENABLE_CHAT_RESPONSES.get()) { - sendToGUI(steve.getSteveName(), "Okay! " + currentGoal); - } - - SteveMod.LOGGER.info("Steve '{}' async planning complete: {} tasks queued", - steve.getSteveName(), taskQueue.size()); - } else { - sendToGUI(steve.getSteveName(), "I couldn't understand that command."); - SteveMod.LOGGER.warn("Steve '{}' async planning returned null response", steve.getSteveName()); - } - - } catch (java.util.concurrent.CancellationException e) { - SteveMod.LOGGER.info("Steve '{}' planning was cancelled", steve.getSteveName()); - sendToGUI(steve.getSteveName(), "Planning cancelled."); - } catch (Exception e) { - SteveMod.LOGGER.error("Steve '{}' failed to get planning result", steve.getSteveName(), e); - sendToGUI(steve.getSteveName(), "Oops, something went wrong while planning!"); - } finally { - isPlanning = false; - planningFuture = null; - pendingCommand = null; - } - } + // (Legacy Plan-and-Execute removed; ReAct handles LLM-driven step dispatch below.) if (currentAction != null) { if (currentAction.isComplete()) { ActionResult result = currentAction.getResult(); - SteveMod.LOGGER.info("Steve '{}' - Action completed: {} (Success: {})", + SteveMod.LOGGER.info("Steve '{}' - Action completed: {} (Success: {})", steve.getSteveName(), result.getMessage(), result.isSuccess()); - + steve.getMemory().addAction(currentAction.getDescription()); - + if (!result.isSuccess() && result.requiresReplanning()) { - // Action failed, need to replan if (SteveConfig.ENABLE_CHAT_RESPONSES.get()) { sendToGUI(steve.getSteveName(), "Problem: " + result.getMessage()); } } - + currentAction = null; + + // Feed the observation back to the ReAct agent (if any) + if (reactAgent != null) { + String provider = SteveConfig.AI_PROVIDER.get().toLowerCase(); + reactAgent.feedObservation(result, + getTaskPlanner().getAsyncClient(provider), reactBaseParams); + } } else { if (ticksSinceLastAction % 100 == 0) { - SteveMod.LOGGER.info("Steve '{}' - Ticking action: {}", + SteveMod.LOGGER.info("Steve '{}' - Ticking action: {}", steve.getSteveName(), currentAction.getDescription()); } currentAction.tick(); @@ -279,26 +187,66 @@ public void tick() { } } - if (ticksSinceLastAction >= SteveConfig.ACTION_TICK_DELAY.get()) { - if (!taskQueue.isEmpty()) { - Task nextTask = taskQueue.poll(); - executeTask(nextTask); - ticksSinceLastAction = 0; + // ReAct mode state machine + if (reactAgent != null) { + if (reactAgent.failed()) { + String msg = reactAgent.getFailureMessage(); + SteveMod.LOGGER.error("Steve '{}' ReAct agent failed: {}", + steve.getSteveName(), msg); + sendToGUI(steve.getSteveName(), "AI error: " + msg); + reactAgent = null; + if (!pendingCommands.isEmpty()) { + drainNextCommand(); + return; + } + currentGoal = null; return; } + + if (reactAgent.isFinished()) { + String answer = reactAgent.getFinalAnswer(); + if (answer != null && !answer.isEmpty()) { + SteveMod.LOGGER.info("Steve '{}' ReAct finished: {}", steve.getSteveName(), answer); + sendToGUI(steve.getSteveName(), answer); + } + reactAgent = null; + if (!pendingCommands.isEmpty()) { + drainNextCommand(); + return; + } + currentGoal = null; // allow idle follow when queue is empty + } else if (reactAgent.isReadyNextStep()) { + ResponseParser.ParsedResponse step = reactAgent.consumeNextStep(); + if (step != null && !step.getTasks().isEmpty()) { + Task task = step.getTasks().get(0); + if (!getTaskPlanner().validateTask(task)) { + SteveMod.LOGGER.warn("Steve '{}' invalid action from ReAct: {}", + steve.getSteveName(), task.getAction()); + String provider = SteveConfig.AI_PROVIDER.get().toLowerCase(); + reactAgent.feedObservation( + "Invalid action: '" + task.getAction() + "'. Allowed: pathfind, mine, place, craft, attack, follow, gather, build, mcp", + getTaskPlanner().getAsyncClient(provider), reactBaseParams); + } else { + executeTask(task); + ticksSinceLastAction = 0; + return; + } + } + } + return; // ReAct is in control } - - // When completely idle (no tasks, no goal), follow nearest player - if (taskQueue.isEmpty() && currentAction == null && currentGoal == null) { + + // ReAct path returns above; below runs only when no ReAct is active. + // (No legacy Plan-and-Execute task queue — ReAct drives every step.) + if (currentGoal == null && currentAction == null) { + // When completely idle (no ReAct, no goal), follow nearest player if (idleFollowAction == null) { idleFollowAction = new IdleFollowAction(steve); idleFollowAction.start(); } else if (idleFollowAction.isComplete()) { - // Restart idle following if it stopped idleFollowAction = new IdleFollowAction(steve); idleFollowAction.start(); } else { - // Continue idle following idleFollowAction.tick(); } } else if (idleFollowAction != null) { @@ -391,15 +339,17 @@ public void stopCurrentAction() { idleFollowAction.cancel(); idleFollowAction = null; } - taskQueue.clear(); currentGoal = null; + reactAgent = null; + reactBaseParams = null; + pendingCommands.clear(); // Reset state machine stateMachine.reset(); } public boolean isExecuting() { - return currentAction != null || !taskQueue.isEmpty(); + return currentAction != null || reactAgent != null; } public String getCurrentGoal() { @@ -443,12 +393,10 @@ public ActionContext getActionContext() { } /** - * Checks if the agent is currently planning (async LLM call in progress). - * - * @return true if planning + * Checks if the agent is currently busy with a ReAct agent or an action. */ - public boolean isPlanning() { - return isPlanning; + public boolean isBusy() { + return reactAgent != null || currentAction != null; } } diff --git a/src/main/java/com/steve/ai/config/SteveConfig.java b/src/main/java/com/steve/ai/config/SteveConfig.java index a4618111..e03c9823 100644 --- a/src/main/java/com/steve/ai/config/SteveConfig.java +++ b/src/main/java/com/steve/ai/config/SteveConfig.java @@ -18,6 +18,9 @@ public class SteveConfig { public static final ForgeConfigSpec.BooleanValue MCP_ENABLED; public static final ForgeConfigSpec.ConfigValue MCP_SERVERS; public static final ForgeConfigSpec.IntValue MCP_TIMEOUT_MS; + public static final ForgeConfigSpec.IntValue REACT_MAX_STEPS; + public static final ForgeConfigSpec.IntValue REACT_OBS_TRUNCATE; + public static final ForgeConfigSpec.IntValue REACT_FAIL_TOLERANCE; static { ForgeConfigSpec.Builder builder = new ForgeConfigSpec.Builder(); @@ -94,6 +97,22 @@ public class SteveConfig { builder.pop(); + builder.comment("ReAct (Reason + Act) Mode Configuration").push("react"); + + REACT_MAX_STEPS = builder + .comment("Maximum ReAct steps before force-finishing (1-50)") + .defineInRange("maxSteps", 12, 1, 50); + + REACT_OBS_TRUNCATE = builder + .comment("Per-observation character truncation (100-4000)") + .defineInRange("observationTruncateChars", 800, 100, 4000); + + REACT_FAIL_TOLERANCE = builder + .comment("Consecutive LLM parse failures before giving up (1-10)") + .defineInRange("maxConsecutiveFailures", 3, 1, 10); + + builder.pop(); + SPEC = builder.build(); } } diff --git a/src/main/java/com/steve/ai/llm/PromptBuilder.java b/src/main/java/com/steve/ai/llm/PromptBuilder.java index 2b82b0f3..c5cfa686 100644 --- a/src/main/java/com/steve/ai/llm/PromptBuilder.java +++ b/src/main/java/com/steve/ai/llm/PromptBuilder.java @@ -175,5 +175,100 @@ private static String formatInventory(SteveEntity steve) { } return sb.toString(); } + + public static String buildReActSystemPrompt(int maxSteps) { + return """ + You are a Minecraft AI agent operating in ReAct (Reason + Act) mode. + You decide ONE action per turn. After each action, you will receive an Observation + describing the result. Use the observation to decide your next step. + You may take up to %d steps to complete the user's command. + + OUTPUT FORMAT (strict JSON, one object only): + {"thought": "what you are thinking and why you choose this action", + "action": "", + "parameters": {}, + "is_final": false} + + When the command is fully accomplished (or you determine it cannot be done), output: + {"thought": "summary of what was accomplished", + "is_final": true, + "final_answer": "a brief, friendly sentence to tell the user (use their language if obvious)"} + + ACTIONS (use these exact names): + - attack: {"target": "hostile|mob_name"} (for any mob/monster/creature) + - build: {"structure": ""} (NBT template, auto-sized) + - mine: {"block": "", "quantity": } (resources: iron, diamond, coal, gold, copper, redstone, emerald, etc) + - follow: {"player": ""} + - pathfind: {"x": , "y": , "z": } + - gather: {"resource": "", "quantity": } + - craft: {"item": "", "quantity": } + - mcp: {"tool": "", "args": {}} (call an MCP tool) + + RULES: + 1. ALWAYS use "hostile" for attack target unless the player named a specific mob + 2. NBT TEMPLATES available: %s + 3. NO pathfind task unless explicitly needed (build/mine auto-navigate) + 4. Keep "thought" under 30 words + 5. COLLABORATIVE BUILDING: multiple Steves can work on the same structure + 6. %s + 7. MCP TOOLS: use action="mcp" with parameters.tool = "serverName:toolName" + 8. If a tool call fails or the action is wrong, the Observation will tell you — adjust and try again, or use is_final:true with an explanation + 9. To stop, set is_final:true. Do NOT repeat the same failing action twice. + 10. Output ONLY valid JSON. No markdown, no prose, no line breaks inside JSON. + + EXAMPLES: + + Step 1 (need information): + {"thought": "I should check what build templates are available before choosing one", + "action": "mcp", + "parameters": {"tool": "mempalace:mempalace_list_drawers", "args": {"wing": "structure_template"}}, + "is_final": false} + + Step 2 (after receiving template list, build): + {"thought": "house is available, will build it", + "action": "build", + "parameters": {"structure": "house"}, + "is_final": false} + + Final step: + {"thought": "House built successfully at the target position", + "is_final": true, + "final_answer": "Built a house at [100, 64, -200]"} + + AVAILABLE MCP TOOLS: + %s + """.formatted(maxSteps, getAvailableTemplates(), getMaterialRule(), getMcpToolsPrompt()); + } + + public static String buildReActUserPrompt(SteveEntity steve, String command, String scratchpad) { + return """ + === YOUR SITUATION === + Position: %s + Nearby Players: %s + Nearby Entities: %s + Nearby Blocks: %s + Inventory: %s + Biome: %s + Warehouse: %s + + === USER COMMAND === + "%s" + + === SCRATCHPAD (your previous thoughts, actions, and observations) === + %s + + === YOUR NEXT STEP (JSON only) === + """.formatted( + formatPosition(steve.blockPosition()), + new WorldKnowledge(steve).getNearbyPlayerNames(), + new WorldKnowledge(steve).getNearbyEntitiesSummary(), + new WorldKnowledge(steve).getNearbyBlocksSummary(), + getInventoryStatus(steve), + new WorldKnowledge(steve).getBiomeName(), + getWarehouseStatus(steve), + command, + scratchpad.isEmpty() ? "(no steps taken yet)" : scratchpad + ); + } } diff --git a/src/main/java/com/steve/ai/llm/ResponseParser.java b/src/main/java/com/steve/ai/llm/ResponseParser.java index 09dd1ce5..ca7d8167 100644 --- a/src/main/java/com/steve/ai/llm/ResponseParser.java +++ b/src/main/java/com/steve/ai/llm/ResponseParser.java @@ -13,7 +13,88 @@ import java.util.Map; public class ResponseParser { - + + /** + * Parse a single ReAct step response. Format: + *
+     * {"thought": "...", "action": "build", "parameters": {...}, "is_final": false}
+     * 
+ * Or final answer: + *
+     * {"thought": "...", "is_final": true, "final_answer": "..."}
+     * 
+ * + *

If is_final=true and final_answer present, the + * returned ParsedResponse has empty tasks and + * isFinal=true. If a single action is present, tasks + * contains exactly one element. Returns null if the input cannot + * be parsed as JSON.

+ */ + public static ParsedResponse parseReActStep(String response) { + if (response == null || response.isEmpty()) { + return null; + } + try { + String jsonString = extractJSON(response); + JsonObject json = JsonParser.parseString(jsonString).getAsJsonObject(); + + String thought = json.has("thought") ? json.get("thought").getAsString() : ""; + boolean isFinal = json.has("is_final") && json.get("is_final").getAsBoolean(); + String finalAnswer = json.has("final_answer") ? json.get("final_answer").getAsString() : null; + + if (isFinal) { + String answer = finalAnswer != null ? finalAnswer : thought; + SteveMod.LOGGER.info("[ReAct] Parsed final answer: {}", answer); + return new ParsedResponse(thought, thought, java.util.Collections.emptyList(), true, answer); + } + + if (!json.has("action") || json.get("action").isJsonNull()) { + SteveMod.LOGGER.warn("[ReAct] Response missing 'action' field: {}", response); + return null; + } + + String action = json.get("action").getAsString(); + Map parameters = new HashMap<>(); + if (json.has("parameters") && json.get("parameters").isJsonObject()) { + JsonObject paramsObj = json.getAsJsonObject("parameters"); + for (String key : paramsObj.keySet()) { + parameters.put(key, extractValue(paramsObj.get(key))); + } + } + + Task task = new Task(action, parameters); + SteveMod.LOGGER.info("[ReAct] Parsed step: thought='{}' action={} parameters={}", + thought, action, parameters); + return new ParsedResponse(thought, thought, List.of(task), false, null); + } catch (Exception e) { + SteveMod.LOGGER.error("[ReAct] Failed to parse step: {}", response, e); + return null; + } + } + + private static Object extractValue(JsonElement value) { + if (value == null || value.isJsonNull()) { + return null; + } + if (value.isJsonPrimitive()) { + if (value.getAsJsonPrimitive().isNumber()) { + return value.getAsNumber(); + } else if (value.getAsJsonPrimitive().isBoolean()) { + return value.getAsBoolean(); + } else { + return value.getAsString(); + } + } + if (value.isJsonArray()) { + List list = new ArrayList<>(); + for (JsonElement element : value.getAsJsonArray()) { + list.add(extractValue(element)); + } + return list; + } + return value.toString(); + } + public static ParsedResponse parseAIResponse(String response) { if (response == null || response.isEmpty()) { return null; @@ -43,9 +124,10 @@ public static ParsedResponse parseAIResponse(String response) { } if (!reasoning.isEmpty()) { } - + + SteveMod.LOGGER.info("[Parser] Plan: {} ({} tasks)", plan, tasks.size()); return new ParsedResponse(reasoning, plan, tasks); - + } catch (Exception e) { SteveMod.LOGGER.error("Failed to parse AI response: {}", response, e); return null; @@ -83,40 +165,17 @@ private static Task parseTask(JsonObject taskObj) { if (!taskObj.has("action")) { return null; } - + String action = taskObj.get("action").getAsString(); Map parameters = new HashMap<>(); - + if (taskObj.has("parameters") && taskObj.get("parameters").isJsonObject()) { JsonObject paramsObj = taskObj.getAsJsonObject("parameters"); - for (String key : paramsObj.keySet()) { - JsonElement value = paramsObj.get(key); - - if (value.isJsonPrimitive()) { - if (value.getAsJsonPrimitive().isNumber()) { - parameters.put(key, value.getAsNumber()); - } else if (value.getAsJsonPrimitive().isBoolean()) { - parameters.put(key, value.getAsBoolean()); - } else { - parameters.put(key, value.getAsString()); - } - } else if (value.isJsonArray()) { - List list = new ArrayList<>(); - for (JsonElement element : value.getAsJsonArray()) { - if (element.isJsonPrimitive()) { - if (element.getAsJsonPrimitive().isNumber()) { - list.add(element.getAsNumber()); - } else { - list.add(element.getAsString()); - } - } - } - parameters.put(key, list); - } + parameters.put(key, extractValue(paramsObj.get(key))); } } - + return new Task(action, parameters); } @@ -124,11 +183,19 @@ public static class ParsedResponse { private final String reasoning; private final String plan; private final List tasks; + private final boolean isFinal; + private final String finalAnswer; public ParsedResponse(String reasoning, String plan, List tasks) { + this(reasoning, plan, tasks, false, null); + } + + public ParsedResponse(String reasoning, String plan, List tasks, boolean isFinal, String finalAnswer) { this.reasoning = reasoning; this.plan = plan; this.tasks = tasks; + this.isFinal = isFinal; + this.finalAnswer = finalAnswer; } public String getReasoning() { @@ -142,6 +209,14 @@ public String getPlan() { public List getTasks() { return tasks; } + + public boolean isFinal() { + return isFinal; + } + + public String getFinalAnswer() { + return finalAnswer; + } } } diff --git a/src/main/java/com/steve/ai/llm/TaskPlanner.java b/src/main/java/com/steve/ai/llm/TaskPlanner.java index edb71fe6..39c815bb 100644 --- a/src/main/java/com/steve/ai/llm/TaskPlanner.java +++ b/src/main/java/com/steve/ai/llm/TaskPlanner.java @@ -9,6 +9,7 @@ import com.steve.ai.llm.resilience.ResilientLLMClient; import com.steve.ai.memory.WorldKnowledge; +import java.util.HashMap; import java.util.List; import java.util.Map; import java.util.concurrent.CompletableFuture; @@ -187,7 +188,7 @@ public CompletableFuture planTasksAsync(SteveEnti * @param provider Provider name ("openai", "groq", "gemini") * @return Resilient async client */ - private AsyncLLMClient getAsyncClient(String provider) { + public AsyncLLMClient getAsyncClient(String provider) { return switch (provider) { case "openai" -> asyncOpenAIClient; case "gemini" -> asyncGeminiClient; @@ -243,5 +244,18 @@ public List validateAndFilterTasks(List tasks) { .filter(this::validateTask) .toList(); } + + /** + * Build a fresh parameter map for a ReAct step. Each call must return a new + * map because the prompt is rebuilt every step (scratchpad grows). + */ + public Map buildReActParams() { + return new HashMap<>(Map.of( + "systemPrompt", PromptBuilder.buildReActSystemPrompt(SteveConfig.REACT_MAX_STEPS.get()), + "model", SteveConfig.OPENAI_MODEL.get(), + "maxTokens", SteveConfig.MAX_TOKENS.get(), + "temperature", SteveConfig.TEMPERATURE.get() + )); + } } diff --git a/src/main/java/com/steve/ai/llm/react/ReActAgent.java b/src/main/java/com/steve/ai/llm/react/ReActAgent.java new file mode 100644 index 00000000..54e4f7cc --- /dev/null +++ b/src/main/java/com/steve/ai/llm/react/ReActAgent.java @@ -0,0 +1,347 @@ +package com.steve.ai.llm.react; + +import com.steve.ai.SteveMod; +import com.steve.ai.action.ActionResult; +import com.steve.ai.entity.SteveEntity; +import com.steve.ai.llm.PromptBuilder; +import com.steve.ai.llm.ResponseParser; +import com.steve.ai.llm.async.AsyncLLMClient; + +import java.util.Map; +import java.util.concurrent.locks.ReentrantLock; + +/** + * ReAct (Reason + Act) agent. Holds a scratchpad of past thoughts/actions/observations + * and loops: call LLM -> parse step -> wait for game thread to execute -> feed observation -> + * next LLM call. Finishes when the LLM emits is_final=true, when maxSteps is reached, or + * when parse errors exceed tolerance (hard fail, no fallback to Plan-and-Execute). + * + *

Threading: LLM calls run on the client thread pool. The game thread calls + * consumeNextStep, feedObservation, and the query methods. + * Internal state uses volatile + a lock to keep things consistent.

+ */ +public class ReActAgent { + + private static final String ALLOWED_ACTIONS = + "attack, build, mine, follow, pathfind, gather, craft, mcp"; + + private final SteveEntity steve; + private final String originalCommand; + private final StringBuilder scratchpad = new StringBuilder(); + private final int maxSteps; + private final int obsTruncate; + private final int maxConsecutiveFailures; + private final ReentrantLock lock = new ReentrantLock(); + + private volatile boolean started = false; + private volatile boolean finished = false; + private volatile boolean failed = false; + private volatile String finalAnswer = null; + private volatile String failureMessage = null; + private volatile ResponseParser.ParsedResponse pendingStep = null; + private volatile int stepCount = 0; + private volatile int consecutiveFailures = 0; + private volatile boolean observationPending = false; + + public ReActAgent(SteveEntity steve, String command, int maxSteps, int obsTruncate, int maxConsecutiveFailures) { + this.steve = steve; + this.originalCommand = command; + this.maxSteps = maxSteps; + this.obsTruncate = obsTruncate; + this.maxConsecutiveFailures = maxConsecutiveFailures; + } + + public SteveEntity getSteve() { + return steve; + } + + public String getOriginalCommand() { + return originalCommand; + } + + /** + * Kick off the first LLM call. Non-blocking. Must only be called once. + * + *

The params map should already contain systemPrompt, + * model, maxTokens, temperature. The agent + * will refresh systemPrompt every call to keep it current with + * available templates / MCP tools.

+ */ + public void startAsync(AsyncLLMClient client, Map baseParams) { + lock.lock(); + try { + if (started) { + SteveMod.LOGGER.warn("[ReAct] startAsync called twice for '{}'", originalCommand); + return; + } + started = true; + } finally { + lock.unlock(); + } + + runStep(client, baseParams); + } + + private void runStep(AsyncLLMClient client, Map baseParams) { + if (finished || failed) { + return; + } + + int stepNum; + lock.lock(); + try { + stepCount++; + stepNum = stepCount; + } finally { + lock.unlock(); + } + + if (stepNum > maxSteps) { + markFinished("Reached max steps (" + maxSteps + ") without finishing"); + return; + } + + // Refresh system prompt so available templates/MCP tools are current + Map params = new java.util.HashMap<>(baseParams); + params.put("systemPrompt", PromptBuilder.buildReActSystemPrompt(maxSteps)); + + String prompt = PromptBuilder.buildReActUserPrompt(steve, originalCommand, scratchpad.toString()); + + SteveMod.LOGGER.info("[ReAct step {}/{}] Steve '{}' thinking for command: {}", + stepNum, maxSteps, steve.getSteveName(), originalCommand); + + client.sendAsync(prompt, params) + .thenAccept(response -> { + String content = response.getContent(); + if (content == null || content.isEmpty()) { + handleParseFailure("LLM returned empty response", stepNum); + scheduleNext(client, baseParams); + return; + } + + SteveMod.LOGGER.debug("[ReAct step {}] raw LLM response: {}", stepNum, content); + + ResponseParser.ParsedResponse step = ResponseParser.parseReActStep(content); + if (step == null) { + String snippet = content.length() > 200 ? content.substring(0, 200) + "..." : content; + handleParseFailure("Response not valid JSON: " + snippet, stepNum); + scheduleNext(client, baseParams); + return; + } + + consecutiveFailures = 0; // successful parse resets the counter + + if (step.isFinal()) { + String answer = step.getFinalAnswer() != null ? step.getFinalAnswer() : step.getReasoning(); + SteveMod.LOGGER.info("[ReAct step {}/{}] FINAL: {}", + stepNum, maxSteps, answer); + markFinished(answer); + return; + } + + if (step.getTasks().isEmpty()) { + handleParseFailure("Step has no action and is not final", stepNum); + scheduleNext(client, baseParams); + return; + } + + var task = step.getTasks().get(0); + if (!isAllowedAction(task.getAction())) { + feedObservationInternal("Invalid action: '" + task.getAction() + "'. Allowed: " + ALLOWED_ACTIONS); + scheduleNext(client, baseParams); + return; + } + + appendScratchpad("Step " + stepNum + ":\nThought: " + + truncate(step.getReasoning(), 200) + + "\nAction: " + task.getAction() + + "\nParameters: " + task.getParameters()); + + SteveMod.LOGGER.info("[ReAct step {}/{}] thought='{}' action={} params={}", + stepNum, maxSteps, + truncate(step.getReasoning(), 80), + task.getAction(), + task.getParameters()); + + pendingStep = step; + observationPending = true; + }) + .exceptionally(throwable -> { + SteveMod.LOGGER.error("[ReAct] LLM call failed at step {}: {}", stepNum, throwable.getMessage()); + markFailed("LLM call failed: " + throwable.getMessage()); + return null; + }); + } + + private void scheduleNext(AsyncLLMClient client, Map baseParams) { + // When called from the LLM completion callback, observationPending is true only + // if we successfully set a pendingStep. Otherwise, we recursively continue the loop. + lock.lock(); + try { + if (finished || failed) { + return; + } + if (observationPending) { + // The game thread will call feedObservation; do not auto-schedule. + return; + } + } finally { + lock.unlock(); + } + runStep(client, baseParams); + } + + private void handleParseFailure(String message, int stepNum) { + consecutiveFailures++; + SteveMod.LOGGER.warn("[ReAct step {}] parse failure ({} of {}): {}", + stepNum, consecutiveFailures, maxConsecutiveFailures, message); + feedObservationInternal("[ERROR] " + message); + if (consecutiveFailures >= maxConsecutiveFailures) { + markFailed("Too many parse failures (" + maxConsecutiveFailures + " in a row)"); + } + } + + private void markFinished(String answer) { + lock.lock(); + try { + finished = true; + finalAnswer = answer; + pendingStep = null; + observationPending = false; + } finally { + lock.unlock(); + } + } + + private void markFailed(String message) { + lock.lock(); + try { + failed = true; + failureMessage = message; + pendingStep = null; + observationPending = false; + } finally { + lock.unlock(); + } + } + + private void feedObservationInternal(String text) { + String truncated = truncate(text, obsTruncate); + appendScratchpad("Observation: " + truncated + "\n"); + } + + private void appendScratchpad(String text) { + lock.lock(); + try { + scratchpad.append(text).append("\n"); + // Soft cap: keep scratchpad under ~12k characters (rough prompt budget) + int cap = 12_000; + if (scratchpad.length() > cap) { + // Drop the oldest complete step + String s = scratchpad.toString(); + int cutoff = s.indexOf("\nStep ", cap / 2); + if (cutoff > 0) { + scratchpad.setLength(0); + scratchpad.append("(earlier steps trimmed)\n"); + scratchpad.append(s.substring(cutoff + 1)); + } + } + } finally { + lock.unlock(); + } + } + + private boolean isAllowedAction(String action) { + if (action == null) return false; + for (String a : ALLOWED_ACTIONS.split(", ")) { + if (a.equals(action)) return true; + } + return false; + } + + private static String truncate(String s, int max) { + if (s == null) return ""; + return s.length() <= max ? s : s.substring(0, max) + "..."; + } + + // ---- public API for the game thread ---- + + public boolean isFinished() { + return finished; + } + + public boolean failed() { + return failed; + } + + public String getFinalAnswer() { + return finalAnswer; + } + + public String getFailureMessage() { + return failureMessage; + } + + public int getStepCount() { + return stepCount; + } + + /** + * True when there is a step ready to execute, or the agent has reached a terminal state. + */ + public boolean isReadyNextStep() { + return finished || failed || (observationPending && pendingStep != null); + } + + /** + * Take the pending step for execution. Returns null when nothing is ready or the + * agent is finished/failed. After this call, observationPending is reset to false + * — the caller MUST eventually call feedObservation to advance the loop. + */ + public ResponseParser.ParsedResponse consumeNextStep() { + lock.lock(); + try { + if (finished || failed) { + return null; + } + if (!observationPending || pendingStep == null) { + return null; + } + ResponseParser.ParsedResponse step = pendingStep; + pendingStep = null; + observationPending = false; + return step; + } finally { + lock.unlock(); + } + } + + /** + * Feed the result of an executed action back into the scratchpad. Must be called + * after consumeNextStep to advance the loop. Pass the same client and + * baseParams that were used in startAsync. + */ + public void feedObservation(ActionResult result, AsyncLLMClient client, Map baseParams) { + if (result == null) { + feedObservationInternal("(no result)"); + } else { + String status = result.isSuccess() ? "OK" : "FAIL"; + String msg = result.getMessage(); + feedObservationInternal("[" + status + "] " + (msg == null || msg.isEmpty() ? "(empty)" : msg)); + } + scheduleNext(client, baseParams); + } + + /** + * Feed a raw observation string. Used for invalid actions / parse failures where + * we have no ActionResult. + */ + public void feedObservation(String rawText, AsyncLLMClient client, Map baseParams) { + feedObservationInternal(rawText); + scheduleNext(client, baseParams); + } + + public String getScratchpadSnapshot() { + return scratchpad.toString(); + } +} diff --git a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java index 9e71f789..36185746 100644 --- a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java +++ b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java @@ -172,7 +172,9 @@ public static List getAvailableStructures() { for (File file : files) { String name = file.getName().replace(".nbt", ""); structures.add(name); - registerStructureToMempalace(file, name); + String[] parts = name.split("_", 2); + String type = parts.length > 1 ? parts[0] : "default"; + registerStructureToMempalace(file, name, type); } } } @@ -184,7 +186,7 @@ public static List getAvailableStructures() { /** * Register structure template to mempalace */ - private static void registerStructureToMempalace(File file, String name) { + private static void registerStructureToMempalace(File file, String name, String type) { try { LoadedTemplate template = loadFromFile(file, name); if (template == null) return; @@ -192,11 +194,11 @@ private static void registerStructureToMempalace(File file, String name) { MCPClientWrapper client = new MCPClientWrapper("mempalace", "http://localhost:6060"); client.initialize(); - String content = String.format("Structure '%s' %dx%dx%d with %d blocks", - template.name, template.width, template.height, template.depth, template.blocks.size()); + String content = String.format("Type: %s | Structure '%s' %dx%dx%d with %d blocks", + type, template.name, template.width, template.height, template.depth, template.blocks.size()); client.callTool("mempalace_add_drawer", Map.of( - "wing", "structure_templates", + "wing", "structure_" + type, "room", template.name, "content", content, "added_by", "steve-ai" @@ -204,12 +206,12 @@ private static void registerStructureToMempalace(File file, String name) { // Verify by querying back String queryResult = client.callTool("mempalace_list_drawers", Map.of( - "wing", "structure_templates" + "wing", "structure_" + type )); SteveMod.LOGGER.info("Query mempalace after register: {}", queryResult); client.close(); - SteveMod.LOGGER.info("Registered structure template '{}' to mempalace", template.name); + SteveMod.LOGGER.info("Registered structure template '{}' (type: {}) to mempalace", template.name, type); } catch (Exception e) { SteveMod.LOGGER.warn("Failed to register structure to mempalace: {}", e.getMessage()); } From 8fb8ba34adfc64a87e8942ce1f1ba9fa671a44e0 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 2 Jun 2026 21:38:37 +0800 Subject: [PATCH 21/31] chore: add sample NBT structure templates Ship template_house_1.nbt and template_house_2.nbt in config/steve/structures/ following the {type}_{name}.nbt naming convention. StructureTemplateLoader will pick them up at startup and register them to mempalace as wing=structure_template. Drop *.nbt from .gitignore so future NBT templates can be tracked alongside the mod source. Co-Authored-By: Claude Opus 4.7 --- .gitignore | 3 --- config/steve/structures/template_house_1.nbt | Bin 0 -> 759 bytes config/steve/structures/template_house_2.nbt | Bin 0 -> 7187 bytes 3 files changed, 3 deletions(-) create mode 100644 config/steve/structures/template_house_1.nbt create mode 100644 config/steve/structures/template_house_2.nbt diff --git a/.gitignore b/.gitignore index 377774e6..60cf21c5 100644 --- a/.gitignore +++ b/.gitignore @@ -25,9 +25,6 @@ run/config/steve-common.toml *.avi *.webm -# Structure files (if regenerable) -*.nbt - # macOS .DS_Store .AppleDouble diff --git a/config/steve/structures/template_house_1.nbt b/config/steve/structures/template_house_1.nbt new file mode 100644 index 0000000000000000000000000000000000000000..818ec6d64fb6193dc9a83a6cbb49a30f651c6b80 GIT binary patch literal 759 zcmb2|=3oGW|5In4&718Y(whEG_VZ+|*=3V`#$|d5w)6mpJV+T)OHrHD@)9&cP~A6*4;wB{CRTtZmn;@)>{ipKCg=Xc!Rh7 zdZFF#?PXOm$DTS*Uz%s`cUHvSF3~Wt^&^Y2%e1_NYn$#oDmnavM>tHv-ykU^@|;fd zvq>rPCk?2H$n#v4D*mpE(SWZ-4+ zBF=B_bKI*e@Bag;$O*_%t(o$nuv_@xf_tqmY-`z18m=gR@|aUzaZ}5QNxYFj z&f=DSA-lYtek{#Z;fu;utK9A8efZeYFA(XJa30H^9K)rg>&0HBs`VgK zUg1(Q>&0HRs`Wrq_FF!Y0J;#}xyE)+H@YgkiPw$)yAdKqP`6;hsUY3r?mkRni2h~LaKtu4w>wGl)RavKqpR|u~_(rOhg z0kuv`Kp@(*0i=MoAOr{jc|;|MOb93l0TF^c#gIe@N$%Q-0s&^e`{Uk!<99sg?DgJj zt-aRb#3tnruju}13%hH>EC~ra`&=%KhMoO>Y}bin-&cLw?z7tGs|%@DCWDW?ZGQVa z=09#*JT7E^5qFGzPfd?qxANOR4wXMh(z1suk{cd1)%7*>X=IgJ8g+-|+Ae8|14}}i zo*gkuZt61en#k$lsS`g+RHuk+B=p%y364MeOrljhikKbfmuhl7{4GsPSgf8Myd({- z2usH>!*eoZE6F~Gt8JK-M+Qr35?vj6HC4>O|q_6T{tW27i0{k;FvU?L;=O{!$oQ*FPn< zJ}o#q9TS(OIxBBT-0M12NuNNu-cW_uU?MIe})$T9!V)(glDNpc=keBxkN7jn_ zPZS7@2yqd(yn#8i2M1IYX zUlK98s2aPCAZZEGCI)eQ>OFrylR;YN)cg)9^JC%G6wKIO7rg54YCE)}-)a_NnMX~r zor2>GMWo7Sl>a5rBZ$b(KoDN_u$W~mtb1CDz_T<{rKnX?*=GMjD?ZUeHY8u8;WQ`c1L-Te5K5z*+dQ{Eu-CSe&KyYGzm)<^Jr2K zM}9V=eIqO|rM1Z?mDeoT?xS_J)cXtHQ(LVSeZB6Zjlm|WYcgr4bquj2SzYl-gLRCm zO}FUA-7R$=g)nv1g)tP@K-yTKmvK>!sh>N<*f&C6(mQ;#RxCPEkZVL(2BGfvBU7}A zMO>iWKeFDI&;ra5Qit*c{|I?i?{IvrSaza7YP1|;p4nf|?6A75wy8F0^f$8HlU6Sql;r!A7H^Ity!h35OCZI};BXNjvi#6%h#wCzA$~%iS&5M@7aq}Em?^Ng| zEb+jKUMyO^>Z3Gx7H=jc9Kwo5zH6=SeUD_$CKsl*a@!k+{6dKw*|*_2Z)V%_>Z^jH z(|+!-W|QCLDJqZPr7j6$*llI4q32q;ss5_Tj8?a^{#3@@T~nRJ=siDm(6quKzdskd zaB<&3kG)xPh&F-(89sbGN~!V0gJhZi3)q<(c?~ zA>PgwH$1iAlaEZ<#PS?6L-C;nn^+7lX}pBHxkvBVjKgqaIFyoths+i&* zmlc4c33fa@TE=cdxhEGpzw#f;{H!>&skEFdOC#K}NMF?a>>v zK)c?Ce|1;ZytHgN7b444hhOexUXJpU%=s-*7H`RLGx{x|T@`E(SRIZ}qR_o^4>D$k zHU6Gu7`a&OULJ-WE>KZVbO*H&l*%g=4SB`m6Cz5AcR;s7Ro!9(BcOia6H=x90Jx$Y5}4?0Mrm& zi;9Or7Zsi;9Q3NFO%h;MDusM-eHeI8FT%iXOp`}$vv}uBc8eyCUZqF8v9xyvlJirLYv-O zau?f~8=Orn@oL>B2xk36No)1^iWq&j7+Q8#fb6?gH$L=qGOc+e;yJ%R<__L;dDDywz;D>HzLA&K>Fon;y$FEXec)t3ian;VaNwjqk)L_jd^v3wC(Rg#52JT-;0*p?IB0o ze_mE1P$Xo71;waBP@+bwdJ!OPkzW0NREHV9zW{B)-@$?(qDFrM+Bv|2{VzEVU4qw8 zUC06YncXj!50svWP3~xR$@775KF2+5r$?qgXzO{(8M^* z5NN&16;*iw3#OZe&3jN)tD6nmRReI4^{DRcHco*tnpy?j=AjA=Ve^NsQrCsA%C0k? zBrc>EtFa*y`sr)IfGamb<|eH`{H_odBNU0G6(+=J^>9jda)izn8bKawUbBVJkF$ z`~8f!4Scm}6Tk-_ITpVCgj~alta12`C+N$|r{{fjCUqwlm0ot%tx<#bF)=&N{?ycoRJ&azZPDIBJ4$ zDjfd64s4zZ3*=xsjYAjS_NJf7P()(kixQq1(!6!ijg)y**yai{4hyG{elC1%fLj9J zQ3RWI*58=<7wbJ$*~}+9HsPs>NQS`;$%xiiI*pwT;*k5H%K}B=PN!7w&G$ULjP*|< z$NiXaYccaEM0;%}fsuI<5@7Ihe72eX+2E;NMdZ*=LL^;Copp_QhrnkcW|>q*=cz$! zcFYy7-~}iFmzvSzMfCq;SiNUQczxbCw^$hGKf$c9>K!;uJ0G_wCjWq5toyte=C^F& zIK27*<9t3<{}7zCxYamxn8`fUMFtK-P~)))(-{ zeY6@cETNxkZLz$aigA9E8(G$iXJj%Sp7FkT!2%odVU#T%S6LFA zNe#6+N?#jMXgk(jE-!^a0}q1+$P4}60?JZ-o-@#uzRv~QV}m%n2nLOV2dED+Z!>ot zoAjRR9z=!!>SK37+@a6OU_Tf6GXVKB9sH^Ih08M2KLvS7PndslvRWU+S@k-b6?g%M z4GD(%Yt3$O$d%jR+^yh{)9-^r?mhNm&`j}C3v4<}Nb0N096su5J=NB*^Sn9_2>>ay}w08t_UOaQP8UTNFOB-HVXnfYDyL;ioUU~|f_ zAqnu<2y9c20~wh)AVq|PCxCFJb0;;fP<33`Mh}X{y#u3}%YQ+QSp~(c^D>ki3p6*K zgu&qW-{5mc_eZ4RPq7s?7XU*<7)I1+IZR0A?0JA4lDR#m@Gs+%)y0%sJYre(k8=|j z8o_h}<7a4K`~Wm<8aN=?LT2UAE$4rp)Q3xjGko+>D! zw5q8OOSfE=O=C*;0%;5?se6#Q`TC*pB|zAAF9>`aUHmpm;mzRX!|*x6{8z}^lQ4FL zTtlJw5~k#wk6~u=Tw@Qe`yRZ)MJ^|R%Lnd&i~Zu`d|>!q0LVVq;3c!#69n!)00LiY5@VbLx#sNm?FdB9$hSn!xEY(;4balB0D8lYFkuRM z4kD%|U^?ytO!k28c7mTTN;Orna$kCTq%%I%7ZBb^S_l_@L@)%HvtfTk&cw-jPpc2{ z%ARzP)(z4M4+0aVNvuMtRWT64@GS#nBcQAzS=%EHbx#Bx)%<%9 z!Ns#+PIdr@lYux2jSC;g4FTqC$?nTCF(%1jXHnx2bp_B%jDd5;A4Ih(S3Vy8s&*Ny z)#@dLA&hFXw+O^3-q)c;IrMm$W=tgNDpqz@T8?X{n*(~RHRBEw9#!f|(Ip&C-S1!{ z;j3n4T{!jA!8%qCjiwyX8qah|F6YMDlLmUNw&e!o==LpBuN+enl-8?YJqlkc51RNoIX8M#!r-ui~0uo z2Kb3H&zriuye4{Rnwzt;gKCyZE{>L%F!MaUsc#a;uNv~2z-gvLT{tUi4WOlE=?*wO^_|lC@MfT%ynISeAztM;|b; m!P(OX`uir)&ur5jWh@WA>Um$&8Ljjw->*pcS?L!mUilvcSMIj} literal 0 HcmV?d00001 From 3214cf86bb76498288ed3841097f86ea7b6d4fa9 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Tue, 2 Jun 2026 21:40:46 +0800 Subject: [PATCH 22/31] chore: also track original NBT files under config/structures/ MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Keep the original 房子_1.nbt and 房子_2.nbt alongside the template_house_1/2.nbt copies in config/steve/structures/. This directory holds the source NBT assets; the steve/structures copies are the mod-managed runtime templates. Future migrations are a manual rename. Co-Authored-By: Claude Opus 4.7 --- .gitignore | 1 + .../structures/\346\210\277\345\255\220_1.nbt" | Bin 0 -> 759 bytes .../structures/\346\210\277\345\255\220_2.nbt" | Bin 0 -> 7187 bytes 3 files changed, 1 insertion(+) create mode 100644 "config/structures/\346\210\277\345\255\220_1.nbt" create mode 100644 "config/structures/\346\210\277\345\255\220_2.nbt" diff --git a/.gitignore b/.gitignore index 60cf21c5..32b64f4e 100644 --- a/.gitignore +++ b/.gitignore @@ -5,6 +5,7 @@ build/ .gradle/ bin/ out/ +logs # IDE .idea/ diff --git "a/config/structures/\346\210\277\345\255\220_1.nbt" "b/config/structures/\346\210\277\345\255\220_1.nbt" new file mode 100644 index 0000000000000000000000000000000000000000..818ec6d64fb6193dc9a83a6cbb49a30f651c6b80 GIT binary patch literal 759 zcmb2|=3oGW|5In4&718Y(whEG_VZ+|*=3V`#$|d5w)6mpJV+T)OHrHD@)9&cP~A6*4;wB{CRTtZmn;@)>{ipKCg=Xc!Rh7 zdZFF#?PXOm$DTS*Uz%s`cUHvSF3~Wt^&^Y2%e1_NYn$#oDmnavM>tHv-ykU^@|;fd zvq>rPCk?2H$n#v4D*mpE(SWZ-4+ zBF=B_bKI*e@Bag;$O*_%t(o$nuv_@xf_tqmY-`z18m=gR@|aUzaZ}5QNxYFj z&f=DSA-lYtek{#Z;fu;utK9A8efZeYFA(XJa30H^9K)rg>&0HBs`VgK zUg1(Q>&0HRs`Wrq_FF!Y0J;#}xyE)+H@YgkiPw$)yAdKqP`6;hsUY3r?mkRni2h~LaKtu4w>wGl)RavKqpR|u~_(rOhg z0kuv`Kp@(*0i=MoAOr{jc|;|MOb93l0TF^c#gIe@N$%Q-0s&^e`{Uk!<99sg?DgJj zt-aRb#3tnruju}13%hH>EC~ra`&=%KhMoO>Y}bin-&cLw?z7tGs|%@DCWDW?ZGQVa z=09#*JT7E^5qFGzPfd?qxANOR4wXMh(z1suk{cd1)%7*>X=IgJ8g+-|+Ae8|14}}i zo*gkuZt61en#k$lsS`g+RHuk+B=p%y364MeOrljhikKbfmuhl7{4GsPSgf8Myd({- z2usH>!*eoZE6F~Gt8JK-M+Qr35?vj6HC4>O|q_6T{tW27i0{k;FvU?L;=O{!$oQ*FPn< zJ}o#q9TS(OIxBBT-0M12NuNNu-cW_uU?MIe})$T9!V)(glDNpc=keBxkN7jn_ zPZS7@2yqd(yn#8i2M1IYX zUlK98s2aPCAZZEGCI)eQ>OFrylR;YN)cg)9^JC%G6wKIO7rg54YCE)}-)a_NnMX~r zor2>GMWo7Sl>a5rBZ$b(KoDN_u$W~mtb1CDz_T<{rKnX?*=GMjD?ZUeHY8u8;WQ`c1L-Te5K5z*+dQ{Eu-CSe&KyYGzm)<^Jr2K zM}9V=eIqO|rM1Z?mDeoT?xS_J)cXtHQ(LVSeZB6Zjlm|WYcgr4bquj2SzYl-gLRCm zO}FUA-7R$=g)nv1g)tP@K-yTKmvK>!sh>N<*f&C6(mQ;#RxCPEkZVL(2BGfvBU7}A zMO>iWKeFDI&;ra5Qit*c{|I?i?{IvrSaza7YP1|;p4nf|?6A75wy8F0^f$8HlU6Sql;r!A7H^Ity!h35OCZI};BXNjvi#6%h#wCzA$~%iS&5M@7aq}Em?^Ng| zEb+jKUMyO^>Z3Gx7H=jc9Kwo5zH6=SeUD_$CKsl*a@!k+{6dKw*|*_2Z)V%_>Z^jH z(|+!-W|QCLDJqZPr7j6$*llI4q32q;ss5_Tj8?a^{#3@@T~nRJ=siDm(6quKzdskd zaB<&3kG)xPh&F-(89sbGN~!V0gJhZi3)q<(c?~ zA>PgwH$1iAlaEZ<#PS?6L-C;nn^+7lX}pBHxkvBVjKgqaIFyoths+i&* zmlc4c33fa@TE=cdxhEGpzw#f;{H!>&skEFdOC#K}NMF?a>>v zK)c?Ce|1;ZytHgN7b444hhOexUXJpU%=s-*7H`RLGx{x|T@`E(SRIZ}qR_o^4>D$k zHU6Gu7`a&OULJ-WE>KZVbO*H&l*%g=4SB`m6Cz5AcR;s7Ro!9(BcOia6H=x90Jx$Y5}4?0Mrm& zi;9Or7Zsi;9Q3NFO%h;MDusM-eHeI8FT%iXOp`}$vv}uBc8eyCUZqF8v9xyvlJirLYv-O zau?f~8=Orn@oL>B2xk36No)1^iWq&j7+Q8#fb6?gH$L=qGOc+e;yJ%R<__L;dDDywz;D>HzLA&K>Fon;y$FEXec)t3ian;VaNwjqk)L_jd^v3wC(Rg#52JT-;0*p?IB0o ze_mE1P$Xo71;waBP@+bwdJ!OPkzW0NREHV9zW{B)-@$?(qDFrM+Bv|2{VzEVU4qw8 zUC06YncXj!50svWP3~xR$@775KF2+5r$?qgXzO{(8M^* z5NN&16;*iw3#OZe&3jN)tD6nmRReI4^{DRcHco*tnpy?j=AjA=Ve^NsQrCsA%C0k? 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LLM 看到命令 → 决定一个 Action(带 Thought 说明) +2. Steve 执行 Action → 把结果(`ActionResult`)作为 Observation 反馈给 LLM +3. LLM 根据 Observation 决定下一步 +4. 直到 LLM 输出 `is_final: true` 或达到 `maxSteps` + +这样 LLM 可以先调 MCP 工具查信息(如 `mempalace_list_drawers` 查可用模板),看到结果后再决定下一步该建造什么。命令排队:玩家在 ReAct 进行中发新指令会入队,当前 ReAct 完成后自动处理。 + +详见 [docs/01-architecture.md](01-architecture.md) §5、§6 和 `llm/react/ReActAgent.java`。 + +## Mempalace / MCP 集成 + +- **mempalace**(默认 `http://localhost:6060`)是外部 MCP 服务,存结构模板元信息和已建建筑位置 +- **启动时** `StructureTemplateLoader` 扫描 `config/steve/structures/*.nbt`,注册到 mempalace +- **运行时** LLM 通过 `action="mcp"` 调 mempalace 工具查模板 +- **建造完成** 写位置到 `wing=built_structures` +- **长期记忆** `SteveMemory.queryLongTermMemory()` 也走 mempalace + +详见 `docs/hackathon/03-mempalace-integration.md` 和 [docs/06-llm.md](06-llm.md) §5。 diff --git a/docs/01-architecture.md b/docs/01-architecture.md index 4f6e21c4..b8bb8db3 100644 --- a/docs/01-architecture.md +++ b/docs/01-architecture.md @@ -6,38 +6,48 @@ src/main/java/com/steve/ai/ ├── SteveMod.java # 模组主入口 (Forge mod) ├── action/ # 动作执行系统 -│ ├── ActionExecutor.java # 基于 tick 的动作队列处理器 +│ ├── ActionExecutor.java # ReAct 调度器(命令排队 + 步骤分发) │ ├── CollaborativeBuildManager.java # 多 Agent 协调 │ ├── Task.java # 动作任务数据模型 -│ └── actions/ # 独立动作实现 +│ ├── ActionResult.java +│ └── actions/ # 独立动作实现 (含 MCPAction) ├── client/ # 客户端 GUI │ ├── SteveGUI.java # 滑出式面板 GUI (按 K 打开) │ └── KeyBindings.java ├── command/ # Minecraft 命令 │ └── SteveCommands.java # /steve spawn, /steve tell 等 ├── config/ # 配置处理 -│ └── SteveConfig.java +│ ├── SteveConfig.java # ForgeConfigSpec, 含 [mcp]/[react] 段 +│ └── WarehouseConfig.java # 仓库 JSON 加载 ├── entity/ # Minecraft 实体类 │ ├── SteveEntity.java # 自定义实体 (PathfinderMob) │ └── SteveManager.java # 管理所有活跃的 Steves ├── event/ # 事件总线系统 -├── execution/ # 代码执行引擎 -│ ├── CodeExecutionEngine.java # GraalVM JavaScript 引擎 -│ ├── SteveAPI.java # 脚本安全 API 桥接 -│ └── AgentStateMachine.java +├── execution/ # 状态机、拦截器 +│ ├── AgentStateMachine.java +│ ├── ActionContext.java +│ └── InterceptorChain.java ├── llm/ # LLM 集成 -│ ├── TaskPlanner.java # 编排 LLM 调用 -│ ├── PromptBuilder.java # 构建提示词 -│ ├── ResponseParser.java # 解析 LLM 响应 +│ ├── TaskPlanner.java # 编排 LLM 调用 + 暴露异步客户端 +│ ├── PromptBuilder.java # 构建系统/用户/ReAct 提示词 +│ ├── ResponseParser.java # 解析 LLM 响应 (含 parseReActStep) │ ├── OpenAIClient.java, GroqClient.java, GeminiClient.java +│ ├── async/ # 异步非阻塞客户端 (AsyncOpenAIClient 等) +│ ├── react/ReActAgent.java # ReAct (Reason + Act) 主循环 │ └── resilience/ # 熔断器、重试、限流 +├── mcp/ # MCP (Model Context Protocol) 集成 +│ ├── MCPToolRegistry.java # 多 MCP server 单例注册中心 +│ ├── MCPClientWrapper.java # McpSyncClient 包装 +│ └── MCPToolConverter.java # 工具描述 → 提示词段 ├── memory/ # 记忆和知识系统 -│ ├── SteveMemory.java # 对话历史 +│ ├── SteveMemory.java # 短期动作历史 + mempalace 长期记忆查询 │ └── WorldKnowledge.java # 世界状态追踪 ├── plugin/ # 插件架构 │ └── ActionRegistry.java # 动态动作工厂 -└── structure/ # 建筑生成 - └── StructureGenerators.java +├── structure/ # 建筑生成 + 模板管理 +│ ├── StructureTemplateLoader.java # 扫描 NBT + 注册到 mempalace +│ └── StructureGenerators.java +└── util/ # 通用工具 ``` ## 核心组件 @@ -58,15 +68,17 @@ src/main/java/com/steve/ai/ | 提供商 | 模型 | 特点 | |--------|------|------| -| OpenAI | GPT-3.5-turbo | 通用能力强 | -| Groq | llama-3.1-70b | 低延迟 | -| Gemini | gemini-pro | Google 生态 | +| OpenAI | GPT-3.5-turbo / GPT-4 | 通用能力强 | +| Groq | llama-3.1-8b-instant | 低延迟 | +| Gemini | gemini-1.5-flash | Google 生态 | **关键特性**: -- 异步非阻塞调用(游戏永不掉帧) -- 40-60% 缓存命中率 -- 熔断器模式(故障转移) +- 异步非阻塞调用(`AsyncLLMClient`,游戏永不掉帧) +- 40-60% 缓存命中率(Caffeine + SHA-256 键) +- 熔断器模式(Resilience4j) - 主提供商失败时自动切换到 Groq +- **ReAct 模式**:LLM 每步决定一个 Action + 参数,根据 Observation 反馈再决定下一步 +- **MCP 工具**:通过 `MCPToolRegistry` 调用外部工具(默认连接 mempalace) ### 3. 动作系统 @@ -91,11 +103,42 @@ src/main/java/com/steve/ai/ ### 1. Tick-Based Execution 动作在多个游戏 tick 中增量执行,避免阻塞游戏线程。 -### 2. Direct Action Execution(而非 ReAct) -LLM 预先生成完整动作序列,而非迭代循环,减少 API 调用和延迟。 +### 2. ReAct(Reason + Act)主循环 +LLM 不再一次性规划全部动作,而是按 Thought → Action → Observation 循环执行:每步决定一个 action,action 完成后把 ActionResult 作为 observation 反馈给 LLM,由 LLM 决定下一步,直到输出 `is_final: true` 或达到 `maxSteps` 终止。命令排队:玩家在 ReAct 进行中发新指令时入队 `pendingCommands`,当前 ReAct 完成后自动处理下一条。 ### 3. Async Non-Blocking 使用 `CompletableFuture` 确保游戏线程永远不被 LLM 调用阻塞。 ### 4. Multi-Agent Coordination 使用确定性空间划分(象限),而非动态协商,提高效率。 + +### 5. ReAct Agent (`llm/react/ReActAgent.java`) +ReAct 主循环位于 `com.steve.ai.llm.react.ReActAgent`。状态机: + +``` +[ReAct step N] sendAsync(prompt + scratchpad) + → parseReActStep(LLM response) + ├─ is_final=true → 标记 finished, finalAnswer + ├─ tasks.size()==1 → 设 pendingStep, 等 game thread feedObservation + └─ 解析失败/无 action → 把错误喂回 scratchpad, 继续下一轮 +[game tick] + reactAgent.consumeNextStep() → executeTask(task) → BaseAction + BaseAction.isComplete() → reactAgent.feedObservation(ActionResult) → 触发下一轮 +``` + +终止条件:`is_final` / `stepCount >= maxSteps` / 连续解析失败 ≥ `maxConsecutiveFailures`。Scratchpad 超过 12k 字符时裁掉最早的 step。 + +### 6. MCP 工具桥接 (`mcp/MCPToolRegistry.java`) +- 启动时连接所有配置的 MCP server(默认 mempalace @ `http://localhost:6060`) +- 同步客户端 `McpSyncClient`(`McpClient.sync(transport)`) +- 工具列表注入到 `PromptBuilder` 的 `AVAILABLE MCP TOOLS` 段 +- LLM 输出 `action="mcp"` → `MCPAction` → `MCPToolRegistry.callTool()` + +### 7. Mempalace 知识库 +- 启动时 `StructureTemplateLoader.getAvailableStructures()` 扫描 `config/steve/structures/*.nbt`,按 `{type}_{name}` 命名规则解析后注册到 mempalace(`wing=structure_{type}, room={name}`),用 `mempalace_list_drawers` 验证 +- 运行时 LLM 通过 `mempalace_list_drawers` / `mempalace_get_drawer` 查询模板 +- 建造完成后写回 `wing=built_structures` 记录位置 +- `SteveMemory` 通过 `mempalace:mempalace_list_drawers` 查询长期记忆,不再用 NBT 持久化 + +### 8. 仓库系统 +`config/steve/warehouses.json` 定义仓库(`name` + `spawn=fixed|near_player` + `materials`),由 `WarehouseConfig.load()` 加载,`WarehouseManager.init(level)` 初始化。建造缺材料时 `WarehouseRefillHandler` 自动去最近仓库补给。 diff --git a/docs/02-actions.md b/docs/02-actions.md index c2dc99ad..a76facd9 100644 --- a/docs/02-actions.md +++ b/docs/02-actions.md @@ -24,14 +24,22 @@ | `GatherResourceAction` | 资源采集 | | `PlaceWarehouseAction` | 放置仓库箱子 | | `WarehouseRefillHandler` | 建造缺材料时自动从仓库补给 | +| `MCPAction` | 调用 MCP 工具(参数 `tool="serverName:toolName"`, `args={...}`) | -## 执行流程 +## 执行流程(ReAct 主循环) 1. 用户发送自然语言指令(如 `/steve tell miner1 开采 20 铁矿石`) -2. `TaskPlanner` 调用 LLM 解析指令,生成动作序列 -3. 动作被加入 `ActionExecutor` 的队列 -4. 每个游戏 tick,`ActionExecutor` 处理队列中的动作 -5. 动作执行结果通过 GUI 显示给用户 +2. `ActionExecutor.processNaturalLanguageCommand` 把指令加入 `pendingCommands` 队列 +3. 若 `reactAgent == null && currentAction == null`,调 `drainNextCommand()` 取出队首 +4. 构造 `ReActAgent(steve, command, maxSteps, obsTruncate, maxConsecutiveFailures)`,调 `startAsync(client, params)` 发起首次 LLM 调用(非阻塞) +5. 每个游戏 tick: + - 若 `currentAction.isComplete()`,取 `ActionResult` 调 `reactAgent.feedObservation(result, client, params)` —— ReActAgent 自动触发下一轮 LLM 调用 + - 若 `reactAgent.isReadyNextStep()`,调 `consumeNextStep()` 拿到 `Task`,`executeTask(task)` 创建并 `start()` `BaseAction` + - 若 `reactAgent.isFinished()`,把 `finalAnswer` 发到 GUI,自动 `drainNextCommand` 处理下一条 + - 若 `reactAgent.failed()`,硬切(不回退到旧 Plan-and-Execute),发错误到 GUI +6. ReAct 循环直到 LLM 输出 `is_final: true` / `stepCount >= maxSteps` / 连续解析失败 ≥ `maxConsecutiveFailures` + +**重要**:玩家在 ReAct 进行中发新指令时,新指令**入队不打断**,当前 ReAct 完成后顺序处理(`stopCurrentAction` 会清空队列)。 ## BuildStructureAction 实现 @@ -64,16 +72,13 @@ BuildStructureAction.onTick() 每 tick: |------|------| | **位置确定** | 优先在玩家视线方向 12 格处找地面;无玩家则在 Steve 附近 2 格处 | | **地形检测** | `findGroundLevel()` 向下/上扫描找实体地面;`isAreaSuitable()` 检查地形平整度(高度差≤2)和上方空间 | -| **模板加载** | `tryLoadFromTemplate()` → `StructureTemplateLoader.loadFromNBT()` — 目前无 `.nbt` 文件,始终返回 null | -| **程序化生成** | `StructureGenerators.generate()` — 8 种内置建筑类型 | +| **模板加载** | `tryLoadFromTemplate()` → `StructureTemplateLoader.loadFromNBT()` — 启动时已扫描 `config/steve/structures/*.nbt` 并注册到 mempalace,LLM 通过 `mempalace_list_drawers` 发现 | +| **程序化生成** | `StructureGenerators.generate()` — 8 种内置建筑类型(无 .nbt 时的回退) | | **协作建造** | `CollaborativeBuildManager` 分象限分配方块,多 Steve 并行放置 | | **仓库补给** | 材料不足时 `WarehouseRefillHandler` 自动去最近仓库取材料,取完返回继续建造 | +| **位置归档** | 建造完成后 ReAct 调 `mempalace_add_drawer(wing=built_structures)` 写入 mempalace | | **飞行** | 建造时 Steve 启用飞行 (`steve.setFlying(true)`),完成后关闭 | -### 注意 - -当前**没有使用任何 NBT 模板**,完全依赖 `StructureGenerators` 的程序化生成。 - ## 插件架构 动作通过 `ActionRegistry` 动态注册,支持自定义扩展。 diff --git a/docs/03-config.md b/docs/03-config.md index 53f5a8b1..3363cde5 100644 --- a/docs/03-config.md +++ b/docs/03-config.md @@ -44,11 +44,49 @@ model = "gemini-pro" actionTickDelay = 20 # 动作检查间隔 (tick) enableChatResponses = true maxActiveSteves = 10 # 最大活跃 Steve 数量 +buildTickDelay = 20 # 方块放置间隔 (tick) +creativeMode = true # 创造模式: 材料无限, 跳过采矿 ``` +## MCP / Mempalace 配置 + +```toml +[mcp] +enabled = true +# JSON 数组: [{name, url}] +servers = "[{\"name\":\"mempalace\",\"url\":\"http://localhost:6060\"}]" +timeoutMs = 30000 # MCP 工具调用超时 (ms) +``` + +| 字段 | 说明 | +|------|------| +| `enabled` | 是否启用 MCP 工具调用(ReAct 模式下 LLM 仍可调 `action="mcp"`) | +| `servers` | MCP server 列表,JSON 数组 | +| `timeoutMs` | 单次工具调用超时 | + +默认连 mempalace(结构模板 + 位置归档)。mempalace 不可达时启动不报错,但 `mempalace_list_drawers` 等调用会失败。 + +## ReAct 模式配置 + +ReAct 是唯一模式,无需 `enabled` 开关。 + +```toml +[react] +maxSteps = 12 # 最大步数, 超限强制结束 +observationTruncateChars = 800 # 单条 observation 截断字符 +maxConsecutiveFailures = 3 # 连续解析失败上限, 达上限失败 +``` + +| 字段 | 说明 | +|------|------| +| `maxSteps` | LLM 决策轮上限(1-50),防止死循环 | +| `observationTruncateChars` | ActionResult 截断长度(100-4000),控制 scratchpad 大小 | +| `maxConsecutiveFailures` | 连续 JSON 解析失败上限(1-10),硬切不再回退 | + ## 技术栈 - **Minecraft Forge**: 1.20.1-47.2.0 +- **MCP SDK**: `io.modelcontextprotocol.sdk:mcp:2.0.0-M3`(通过 shadowLibs 打包) - **GraalVM Polyglot**: JavaScript 代码执行 - **Resilience4j**: 熔断器、重试、限流、隔舱模式 - **Caffeine**: LLM 响应缓存 @@ -94,3 +132,15 @@ maxActiveSteves = 10 # 最大活跃 Steve 数量 | `materials` | 材料 ID → 目标数量(自动补货上限) | 支持配置多个仓库,Steve 建造时自动去最近的仓库取材料。 + +## NBT 建筑模板 + +`config/steve/structures/*.nbt` + +按 `{type}_{name}.nbt` 命名(如 `template_house_1.nbt`、`decoration_tower.nbt`、`castle.nbt`)。启动时 `StructureTemplateLoader.getAvailableStructures()` 扫描并注册到 mempalace(`wing=structure_{type}, room={name}`),LLM 通过 `mempalace_list_drawers` 发现。命名规则: + +| 文件名 | type | name | mempalace wing | +|--------|------|------|----------------| +| `template_house_1.nbt` | template | house_1 | `structure_template` | +| `decoration_tower.nbt` | decoration | tower | `structure_decoration` | +| `castle.nbt`(无下划线)| default | castle | `structure_default` | diff --git a/docs/05-prompt-builder.md b/docs/05-prompt-builder.md index b50af88a..09179392 100644 --- a/docs/05-prompt-builder.md +++ b/docs/05-prompt-builder.md @@ -8,17 +8,16 @@ PromptBuilder 是 Steve AI 的提示词工程核心,负责构建发送给 LLM ``` PromptBuilder -├── buildSystemPrompt() -│ ├── 游戏模式规则 (创造/生存) -│ ├── 动作定义 (attack, build, mine, follow, pathfind) -│ ├── 结构选项说明 -│ └── 示例输入输出 -└── buildUserPrompt() - ├── 环境上下文 (位置、实体、方块、生物群系) - ├── 背包状态 - └── 玩家命令 +├── buildSystemPrompt() # Plan-and-Execute 旧系统提示词 (保留) +├── buildUserPrompt(steve, cmd, world) # Plan-and-Execute 旧用户提示词 +├── buildReActSystemPrompt(maxSteps) # ReAct 系统提示词(输出 Thought/Action/FinalAnswer) +└── buildReActUserPrompt(steve, cmd, scratchpad) # ReAct 用户提示词(带历史) ``` +**ReAct 模式专用方法**: +- `buildReActSystemPrompt(maxSteps)` — 注入 ReAct 输出格式(单步 action + is_final)、停止条件、可用动作清单(含 mcp)、MCP 工具列表 +- `buildReActUserPrompt(steve, command, scratchpad)` — 包含环境状态、玩家命令、scratchpad(历史 thought/action/observation),每步重建 + ## 核心设计决策 ### 1. 双层提示词结构 @@ -62,25 +61,41 @@ String materialRule = creative ### 3. 严格的 JSON 输出格式 -强制 LLM 输出有效 JSON: - +**Plan-and-Execute(旧)** 一次返回多个任务: ```json { "reasoning": "简短想法", "plan": "动作描述", "tasks": [ - { - "action": "类型", - "parameters": { ... } - } + {"action": "类型", "parameters": { ... }} ] } ``` +**ReAct(当前)** 每步一个 action 或最终答案: +```json +{ + "thought": "我需要先查询可用模板", + "action": "mcp", + "parameters": {"tool": "mempalace:mempalace_list_drawers", "args": {"wing": "structure_template"}}, + "is_final": false +} +``` + +完成时: +```json +{ + "thought": "城堡建好了", + "is_final": true, + "final_answer": "Built a castle at [100, 64, -200]" +} +``` + **原因**: - JSON 易于程序解析 - 避免自然语言歧义 - 结构化便于错误处理 +- ReAct 让 LLM 看到 observation 后再决策,支持 MCP 工具的迭代查询 ### 4. 丰富的环境上下文 @@ -263,21 +278,45 @@ private static String formatPosition(BlockPos pos) { ## 与 LLM 集成 -### 调用流程 +### 调用流程(ReAct 模式) ```java -// 1. 构建系统提示词(可缓存) -String systemPrompt = PromptBuilder.buildSystemPrompt(); +// 1. 构造 ReAct 主循环 +ReActAgent agent = new ReActAgent(steve, command, + SteveConfig.REACT_MAX_STEPS.get(), + SteveConfig.REACT_OBS_TRUNCATE.get(), + SteveConfig.REACT_FAIL_TOLERANCE.get()); + +// 2. 系统提示词每步重建(保证模板/MCP 工具列表最新) +String systemPrompt = PromptBuilder.buildReActSystemPrompt(maxSteps); + +// 3. 用户提示词携带 scratchpad(每轮追加 thought/action/observation) +String userPrompt = PromptBuilder.buildReActUserPrompt(steve, command, scratchpad); + +// 4. 异步发送 +AsyncLLMClient client = taskPlanner.getAsyncClient(provider); +client.sendAsync(userPrompt, Map.of("systemPrompt", systemPrompt, "model", ..., "maxTokens", ..., "temperature", ...)) + .thenAccept(response -> { + ParsedResponse step = ResponseParser.parseReActStep(response.getContent()); + // step.isFinal() / step.getTasks().get(0) + }); +``` -// 2. 构建用户提示词(每次变化) -String userPrompt = PromptBuilder.buildUserPrompt(steve, command, worldKnowledge); +### MCP 工具列表注入 -// 3. 发送到 LLM -String response = llmClient.sendRequest(systemPrompt, userPrompt); +`getMcpToolsPrompt()` 在系统提示词末尾追加 `AVAILABLE MCP TOOLS` 段: -// 4. 解析响应 -Task[] tasks = ResponseParser.parse(response); ``` +AVAILABLE MCP TOOLS: +- mempalace:mempalace_list_drawers: List drawers with pagination + args: {"wing": "structure_template"} +- mempalace:mempalace_get_drawer: Fetch a single drawer by ID + args: {"wing": "structure_template", "room": "house"} +- mempalace:mempalace_add_drawer: Add a drawer + args: {"wing": "structure_template", "room": "house", "content": "...", "added_by": "steve-ai"} +``` + +LLM 通过 `action="mcp"`, `parameters.tool="mempalace:mempalace_list_drawers"` 调用。`MCPToolConverter.toPromptSection` 把 `MCPToolRegistry.getAllTools()` 转换为这段文本。 ### 缓存策略 @@ -294,18 +333,16 @@ Task[] tasks = ResponseParser.parse(response); ## 已知限制 1. **语言限制**:提示词全英文,中文命令可能理解不准确 -2. **上下文长度**:背包满时提示词可能过长 -3. **动态规则**:无法根据游戏进程调整规则 -4. **多动作支持**:一次只能执行一个主要动作 -5. **空间感知**:无法描述复杂的空间关系 +2. **上下文长度**:ReAct scratchpad 超过 12k 字符会裁掉最早 step,可能丢失远期上下文 +3. **解析脆弱性**:LLM 输出非 JSON 或 action 不在白名单时会喂回错误 observation 重新提示(最多 `maxConsecutiveFailures` 次) +4. **空间感知**:无法描述复杂的空间关系 ## 扩展建议 1. **多语言支持**:添加中文系统提示词选项 2. **上下文压缩**:背包物品智能摘要 -3. **动态示例**:根据玩家历史命令调整示例 -4. **复杂任务**:支持多步骤任务分解 -5. **记忆集成**:将历史动作纳入提示词 +3. **MCP 工具发现**:动态从 `MCPToolRegistry` 拉取最新工具列表 +4. **scratchpad 持久化**:跨 ReAct 会话保留观察结果 ## 配置选项 diff --git a/docs/06-llm.md b/docs/06-llm.md index 585b06d8..7772672b 100644 --- a/docs/06-llm.md +++ b/docs/06-llm.md @@ -10,37 +10,86 @@ ## 核心组件 -- `TaskPlanner.java` - LLM 调用编排 -- `PromptBuilder.java` - 构建提示词 -- `ResponseParser.java` - 解析 LLM 响应 -- `OpenAIClient.java`, `GroqClient.java`, `GeminiClient.java` - 各提供商客户端 +- `llm/TaskPlanner.java` - LLM 调用编排(暴露 `getAsyncClient()` 和 `buildReActParams()`) +- `llm/PromptBuilder.java` - 构建提示词(`buildSystemPrompt` / `buildUserPrompt` / `buildReActSystemPrompt` / `buildReActUserPrompt`) +- `llm/ResponseParser.java` - 解析 LLM 响应(`parseAIResponse` 旧 + `parseReActStep` 新) +- `llm/OpenAIClient.java`, `GroqClient.java`, `GeminiClient.java` - 同步客户端 +- `llm/async/AsyncOpenAIClient.java`, `AsyncGroqClient.java`, `AsyncGeminiClient.java` - 异步客户端(Java HttpClient) +- `llm/resilience/ResilientLLMClient.java`, `LLMFallbackHandler.java` - 熔断器 + 降级 +- `llm/react/ReActAgent.java` - **ReAct 主循环**(Thought/Action/Observation) +- `mcp/MCPToolRegistry.java` - 多 MCP server 单例注册中心 +- `mcp/MCPClientWrapper.java` - 同步 MCP 客户端(`McpSyncClient`) +- `mcp/MCPToolConverter.java` - 工具列表 → 提示词段 +- `action/actions/MCPAction.java` - 执行 `action="mcp"` 任务 ## 关键特性 ### 1. 异步非阻塞调用 -使用 `CompletableFuture` 确保游戏线程永远不被 LLM 调用阻塞。 +- `AsyncLLMClient.sendAsync(prompt, params)` 返回 `CompletableFuture` +- `AsyncOpenAIClient` 用 Java `HttpClient.sendAsync`,30 秒超时 +- 读 `params.get("systemPrompt")` 注入 system message ### 2. 缓存 -- 使用 Caffeine 缓存 +- `LLMCache` 用 Caffeine - 40-60% 缓存命中率 - SHA-256 哈希作为缓存键 +- 命中后短路 LLM 调用 ### 3. 熔断器模式 -- 使用 Resilience4j +- `ResilientLLMClient` 包装基础异步客户端 - 主提供商失败时自动切换到 Groq - 支持重试、限流、隔舱模式 +### 4. ReAct Agent +- 路径:`com.steve.ai.llm.react.ReActAgent` +- 状态机:循环 `sendAsync(prompt + scratchpad)` → `parseReActStep` → 等 `feedObservation` → 下一轮 +- 终止:`is_final` / `stepCount >= maxSteps` / 连续解析失败 ≥ `maxConsecutiveFailures` +- Scratchpad 软上限 12k 字符,自动裁剪最早 step +- 线程模型:LLM 调在 client 线程池;`consumeNextStep`/`feedObservation` 在 game thread + +### 5. MCP 工具桥接 +- 启动时 `MCPToolRegistry.init()` 连接所有配置的 MCP server(默认 mempalace @ `http://localhost:6060`) +- `MCPClientWrapper` 用 `McpClient.sync(transport)` 同步客户端 +- 工具列表注入 `PromptBuilder` 的 `AVAILABLE MCP TOOLS` 段 +- LLM 输出 `action="mcp"` → `MCPAction` → `MCPToolRegistry.callTool()` + +## ParsedResponse 字段 + +```java +public static class ParsedResponse { + private final String reasoning; // Plan-and-Execute 模式: 简短想法 + private final String plan; // Plan-and-Execute 模式: 动作描述 + private final List tasks; // 旧模式: 多个任务; ReAct 模式: 单个任务或空 + private final boolean isFinal; // ReAct 模式: 是否完成 + private final String finalAnswer; // ReAct 模式: 给用户的最终回答 +} +``` + +- `parseReActStep(text)` — 解析 ReAct 单步 JSON(`{thought, action, parameters, is_final?}`) +- `parseAIResponse(text)` — 解析旧 Plan-and-Execute JSON(`{reasoning, plan, tasks[]}`),仍保留向后兼容 + ## 配置 `config/steve-common.toml`: ```toml -[llm] -provider = "groq" +[ai] +provider = "openai" # 或 "groq", "gemini" [openai] apiKey = "your-key" -model = "gpt-3.5-turbo" -maxTokens = 1000 +model = "gpt-4-turbo-preview" +maxTokens = 8000 temperature = 0.7 +baseUrl = "" # 自定义 OpenAI 兼容端点 + +[mcp] +enabled = true +servers = "[{\"name\":\"mempalace\",\"url\":\"http://localhost:6060\"}]" +timeoutMs = 30000 + +[react] +maxSteps = 12 +observationTruncateChars = 800 +maxConsecutiveFailures = 3 ``` diff --git a/docs/09-memory.md b/docs/09-memory.md index 8c7af9fc..62d1e7bb 100644 --- a/docs/09-memory.md +++ b/docs/09-memory.md @@ -4,10 +4,13 @@ ### SteveMemory.java -管理对话历史: +管理对话与动作历史: - 用户指令历史 - Steve 响应历史 - 最近动作列表(保留最后 20 条) +- 当前目标 (`currentGoal`):ReAct 启动时设,停止时清 + +**长期记忆**:通过 `queryLongTermMemory(query)` 调 `mempalace:mempalace_list_drawers(wing=steve_memory, room={steveName}, query={...})` 查询。**不再使用 NBT 持久化**。 ### WorldKnowledge.java @@ -16,15 +19,19 @@ - 空间数据 - 结构信息 +在 ReAct 模式下,`buildReActUserPrompt` 每步调用 `WorldKnowledge` 重新采样,作为 observation 的一部分反馈给 LLM。 + ## 上下文管理 1. **对话历史**: 保留最近的交互记录 -2. **世界状态**: 追踪 Steve 周围的世界变化 +2. **世界状态**: 追踪 Steve 周围的世界变化(每次 ReAct 步重新采样) 3. **动作历史**: 记录最近执行的动作,用于避免重复 -## 持久化 +## 持久化(已迁移到 mempalace) + +**变更前**:记忆数据通过 NBT 持久化到 Minecraft 存档(`saveToNBT` / `loadFromNBT`)。已删除。 -记忆数据通过 NBT 持久化到存档: -- 保存时写入 NBT -- 加载时恢复 -- 支持存档间迁移 +**变更后**:长期记忆走 mempalace: +- `SteveMemory.queryLongTermMemory(query)` 调 `MCPToolRegistry.callTool("mempalace:mempalace_list_drawers", Map.of("wing", "steve_memory", "room", steveName, "query", query))` +- 短期动作历史保留在内存(`addAction`),跨 ReAct 会话不持久化 +- 跨世界数据独立于 Minecraft 存档(存在 mempalace 外部服务) diff --git a/docs/hackathon/01-construction-site.md b/docs/hackathon/01-construction-site.md deleted file mode 100644 index ccd147ce..00000000 --- a/docs/hackathon/01-construction-site.md +++ /dev/null @@ -1,218 +0,0 @@ -# 施工无人工地 - 设计文档 - -## 1. 项目概述 - -### 1.1 背景 - -利用 Minecraft 作为仿真环境,实现一个人机协作的多工种施工系统。 - -### 1.2 技术栈 - -| 组件 | 技术 | 用途 | -|------|------|------| -| 地形生成 | [Arnis](https://github.com/louis-e/arnis) (Rust) | 从现实世界生成高真实度 Minecraft 存档 | -| 施工执行 | Steve AI Mod (Java) | AI Agent 执行建造任务 | -| 人机交互 | 自然语言 + GUI | 人类指挥和监督施工 | - -### 1.3 Arnis 地形生成 - -Arnis 是 Rust 编写的命令行工具,可从 OpenStreetMap 和高程数据生成真实世界的 Minecraft Java/Bedrock 地图。 - -#### 命令行用法 - -```bash -# 预编译版本 (arnis-windows.exe) -arnis-windows.exe --terrain --path="C:/Users/LuZhong/.minecraft/saves/ConstructionSite" --bbox="39.9000,116.3800,39.9200,116.4200" - -# 或用 cargo 编译运行 -cargo run --no-default-features -- --terrain --path="存档目录" --bbox="min_lat,min_lng,max_lat,max_lng" -``` - -#### 关键参数 - -| 参数 | 说明 | 默认值 | -|------|------|--------| -| `--bbox` | 边界框 (min_lat,min_lng,max_lat,max_lng),必填 | - | -| `--path` | Minecraft 存档输出目录,Java 版必填 | - | -| `--scale` | 方块/米比例 | 1.0 | -| `--ground_level` | 地面高度基准 | -62 | -| `--terrain` | 启用地形生成 | false | -| `--interior` | 生成建筑内部 | true | -| `--roof` | 生成屋顶 | true | -| `--land-cover` | 启用土地覆盖分类(森林/沙漠等) | true | -| `--bedrock` | 生成 Bedrock 版世界 | false | - -#### 典型工作流 - -```mermaid -flowchart LR - A[确定生成区域] --> B[用 openstreetmap.org 获取边界坐标] - B --> C[运行 Arnis 命令行] - C --> D[生成 .minecraft/saves 存档] - D --> E[放入 Minecraft 存档目录] - E --> F[Steve AI Mod 扫描并施工] -``` - -### 1.4 系统架构 - -```mermaid -flowchart TB - subgraph Arnis["Arnis (Rust CLI)"] - A1[OpenStreetMap 数据] - A2[SRTM 高程数据] - A3[ESA WorldCover 土地覆盖] - A1 --> A4[生成 Minecraft 存档] - A2 --> A4 - A3 --> A4 - end - - A4 --> B1[Minecraft 存档] - - subgraph SteveAI["Steve AI Mod (Java)"] - S1[矿工 Agent] - S2[搬运工 Agent] - S3[建筑工 Agent] - S4[人类指令] - S5[TerasinScanner 扫描地形] - S6[SiteAnalyzer 分析场地] - S7[ConstructionPlanner 制定计划] - S8[多工种协同执行] - S9[完成] - - S4 --> S5 --> S6 --> S7 --> S8 --> S9 - S1 -.-> S8 - S2 -.-> S8 - S3 -.-> S8 - end - - B1 --> S5 -``` - -## 2. 多工种 Agent 系统 - -### 2.1 AgentRole 枚举 - -```java -public enum AgentRole { - MINER, // 矿工:采矿、采集原料 - CARRIER, // 搬运工:运输材料、供料 - BUILDER // 建筑工:执行建造、放置方块 -} -``` - -### 2.2 角色能力 - -| 角色 | 主要动作 | 目标 | -|------|---------|------| -| MINER | MineBlockAction | 采集矿石、石头 | -| CARRIER | TransportMaterialAction | 从矿工收集,送到仓库 | -| BUILDER | BuildStructureAction | 执行建造 | - -### 2.3 角色分配 - -```bash -# 手动分配 -/steve assign miner1 MINER -/steve assign carrier1 CARRIER -/steve assign builder1 BUILDER - -# 自动分配(执行建造指令时) -/steve tell builder1 在这建城堡 -→ 系统自动分配矿工和搬运工 -``` - -## 3. 材料供应链 - -### 3.1 MaterialWarehouse - -中央材料仓库。 - -```java -public class MaterialWarehouse { - BlockPos location; // 仓库位置 - Map inventory; // 材料库存 - - void deposit(Block block, int count); - int withdraw(Block block, int count); - boolean has(Block block, int count); -} -``` - -### 3.2 材料流转 - -```mermaid -flowchart LR - M1[矿工] -->|采集石头| T1[搬运工] - T1 -->|运输| W[仓库] - W -->|供料| T2[搬运工] - T2 -->|送达| B[建筑工] - B -->|放置方块| M2[建筑完成] -``` - -## 4. 施工流程 - -### 4.1 完整流程 - -```mermaid -flowchart TD - A[人类: 在这里建一座城堡] --> B[TerasinScanner 扫描地形] - B --> C[SiteAnalyzer 分析] - C --> D[输出推荐位置和平整方案] - D --> E[人类确认/调整方案] - E --> F[角色分配] - F --> G1[矿工: 采集石头] - F --> G2[搬运工: 运输材料] - F --> G3[建筑工: 执行平整+建造] - G1 --> H[材料流转] - G2 --> H - H --> I[实时进度更新到 GUI] - I --> J[完成] -``` - -## 5. 新增命令 - -| 命令 | 功能 | -|------|------| -| `/steve scan [radius]` | 扫描地形并分析 | -| `/steve assign ` | 分配角色 (MINER/CARRIER/BUILDER) | -| `/steve warehouse` | 查看仓库库存 | -| `/steve status` | 查看施工状态 | -| `/steve plan [position]` | 基于地形制定建造计划 | - -## 6. 新增文件 - -| 文件路径 | 用途 | -|---------|------| -| `inventory/MaterialWarehouse.java` | 材料仓库 | -| `inventory/WarehouseManager.java` | 全局仓库管理 | -| `AgentRole.java` | 角色枚举 | -| `ConstructionPlanner.java` | 施工规划器 | -| `actions/TransportMaterialAction.java` | 运输动作 | - -## 7. 修改文件 - -| 文件路径 | 修改内容 | -|---------|---------| -| `SteveEntity.java` | 添加 `AgentRole role` 属性 | -| `SteveConfig.java` | 添加施工相关配置 | -| `SteveCommands.java` | 添加新命令 | -| `SteveGUI.java` | 添加施工进度面板 | - -## 8. 验证计划 - -### 8.1 Arnis 地形生成 - -1. **选择地点** — 在 [openstreetmap.org/export](https://www.openstreetmap.org/export) 选取区域,记录边界坐标 -2. **生成存档** — 运行 Arnis 命令: - ```bash - arnis-windows.exe --terrain --path="C:/Users/LuZhong/AppData/Roaming/.minecraft/saves/ConstructionSite" --bbox="39.9000,116.3800,39.9200,116.4200" - ``` -3. **加载世界** — 将生成的存档放入 Minecraft `saves` 目录,用 Minecraft 打开 - -### 8.2 Steve AI 施工测试 - -4. `/steve scan 32` — 测试地形扫描 -5. `/steve assign miner1 MINER` — 测试角色分配 -6. `/steve tell miner1 采集 20 石头` — 测试采矿 -7. `/steve tell builder1 在这建城堡` — 测试完整施工流程 -8. 观察 GUI 中施工进度实时更新 diff --git a/docs/hackathon/01-mempalace-integration.md b/docs/hackathon/01-mempalace-integration.md new file mode 100644 index 00000000..13e84387 --- /dev/null +++ b/docs/hackathon/01-mempalace-integration.md @@ -0,0 +1,451 @@ +# Mempalace × ReAct:建筑模板调度与施工归档 + +## 1. 项目概述 + +### 1.1 背景 + +将 **mempalace**(外部 MCP 服务,作为建筑模板知识库 + 施工记录中枢)与 **ReAct 模式**(Reason + Act 思考-行动循环)结合,实现: + +1. **模板注册** — 启动时把 `config/steve/structures/*.nbt` 模板元信息同步到 mempalace +2. **ReAct 调度** — LLM 通过 `mcp` action 查询可用模板,按用户需求选取 +3. **协同建造** — Steve AI 根据选定模板执行建造(多 Steve 协作分象限) +4. **位置归档** — 建造完成后写回 mempalace,便于后续查询与避让 +5. **长期记忆** — `SteveMemory.queryLongTermMemory()` 也走 mempalace,取代 NBT 持久化 + +### 1.2 核心技术 + +| 组件 | 路径 | 用途 | +|------|------|------| +| 模板加载 | `structure/StructureTemplateLoader` | 从 `config/steve/structures/*.nbt` 加载,命名规则 `{type}_{name}.nbt` | +| 模板注册 | `mcp/MCPClientWrapper` + `MCPToolRegistry` | `mempalace_add_drawer` 写入模板元信息 | +| 模板验证 | `mempalace_list_drawers` | 启动时验证注册成功 | +| ReAct 主循环 | `llm/react/ReActAgent` | Thought → Action → Observation 迭代 | +| LLM 调度 | `llm/PromptBuilder.buildReActSystemPrompt` | 把 MCP 工具列表注入到系统提示词 | +| 工具执行 | `action/actions/MCPAction` | LLM 输出 `action="mcp"` 时调用 | +| 位置归档 | `MCPAction` (mempalace_add_drawer) | 建造完成后写 `wing=built_structures` | +| 长期记忆 | `memory/SteveMemory.queryLongTermMemory` | 调 mempalace 检索历史对话 | + +### 1.3 NBT 命名规范 + +`config/steve/structures/` 下的文件名采用 `{type}_{name}.nbt` 格式,启动时 `StructureTemplateLoader.getAvailableStructures()` 按下划线 split 两次: + +| 文件名 | type | name | mempalace wing | +|--------|------|------|----------------| +| `template_house_1.nbt` | template | house_1 | `structure_template` | +| `template_house_2.nbt` | template | house_2 | `structure_template` | +| `decoration_tower.nbt` | decoration | tower | `structure_decoration` | +| `castle.nbt`(无下划线) | default | castle | `structure_default` | + +仓库内已自带两个示例:`template_house_1.nbt`、`template_house_2.nbt`。 + +## 2. 整体架构 + +```mermaid +flowchart TB + subgraph Startup["启动阶段"] + S1[mod 启动] --> S2[SteveMod.onServerStarting] + S2 --> S3[MCPToolRegistry.init] + S3 --> S4[连接 mempalace @ localhost:6060] + S2 --> S5[StructureTemplateLoader.getAvailableStructures] + S5 --> S6[扫描 config/steve/structures/*.nbt] + S6 --> S7[解析尺寸 + 方块数] + S7 --> S8[MCPClientWrapper.callTool mempalace_add_drawer] + S8 --> S9[注册到 wing=structure_{type}, room={name}] + S9 --> S10[mempalace_list_drawers 验证] + end + + subgraph Runtime["运行时 ReAct 循环"] + R1[玩家 /steve tell Steve 在这建个城堡] --> R2[ActionExecutor.processNaturalLanguageCommand] + R2 --> R3[pendingCommands.add] + R3 --> R4{reactAgent 空闲?} + R4 -->|是| R5[drainNextCommand 启动 ReActAgent] + R5 --> R6[ReActAgent.startAsync: sendAsync 系统+用户提示词] + R6 --> R7[LLM 输出 step 1: thought + mcp action] + R7 --> R8[ActionExecutor.consumeNextStep → executeTask MCPAction] + R8 --> R9[mempalace_list_drawers wing=structure_template] + R9 --> R10[Observation: [house, castle, tower, ...]] + R10 --> R11[ReActAgent.feedObservation 自动触发下一轮] + R11 --> R12[LLM 输出 step 2: mcp get_drawer room=castle] + R12 --> R13[Observation: castle 30x20x30] + R13 --> R14[ReActAgent.feedObservation] + R14 --> R15[LLM 输出 step 3: action=build structure=castle] + R15 --> R16[executeTask BuildStructureAction] + R16 --> R17[CollaborativeBuildManager 协同放置方块] + R17 --> R18{建造完成?} + R18 -->|是| R19[ActionResult 喂回 ReActAgent] + R19 --> R20[LLM 输出 step 4: mcp add_drawer wing=built_structures] + R20 --> R21[mempalace_add_drawer 位置归档] + R21 --> R22[LLM 输出 step 5: is_final=true, final_answer] + R22 --> R23[GUI 显示: 城堡建好了] + R23 --> R24{队列空?} + R24 -->|否| R5 + R24 -->|是| R25[转 IdleFollowAction] + end +``` + +## 3. 数据流 + +### 3.1 启动时 — 模板注册 + +```mermaid +sequenceDiagram + participant Mod as SteveMod + participant Loader as StructureTemplateLoader + participant Registry as MCPToolRegistry + participant Wrapper as MCPClientWrapper + participant Palace as mempalace + + Mod->>Registry: init() + Registry->>Wrapper: new MCPClientWrapper("mempalace", "http://localhost:6060") + Wrapper->>Palace: initialize (McpSyncClient) + Palace-->>Wrapper: 5 tools registered + Registry-->>Mod: log "MCP server 'mempalace' has 5 tools" + + Mod->>Loader: getAvailableStructures() + loop 每个 *.nbt + Loader->>Loader: parseNBTStructure (NbtIo.readCompressed) + Loader->>Wrapper: callTool("mempalace_add_drawer", {
wing: "structure_template",
room: "house_1",
content: "Type: template | Structure 'house_1' 9x6x9 with 243 blocks",
added_by: "steve-ai"
}) + Wrapper->>Palace: tools/call + Palace-->>Wrapper: OK + Loader->>Wrapper: callTool("mempalace_list_drawers", {wing: "structure_template"}) + Wrapper->>Palace: tools/call + Palace-->>Wrapper: [house_1, house_2, ...] + Loader-->>Mod: log "Registered structure template 'house_1' to mempalace" + end + Loader-->>Mod: ["house_1", "house_2", ...] +``` + +**失败容忍**:`MCPClientWrapper` 抛异常时 `StructureTemplateLoader` 只记录 warn 日志,不中断游戏。 + +### 3.2 运行时 — ReAct 调度 + +```mermaid +sequenceDiagram + participant User as 玩家 + participant Executor as ActionExecutor + participant Agent as ReActAgent + participant LLM as 大模型 + participant MCPAction as MCPAction + participant Builder as BuildStructureAction + participant Palace as mempalace + + User->>Executor: /steve tell Steve 在这建个城堡 + Executor->>Executor: pendingCommands.add("在这建个城堡") + Executor->>Agent: new ReActAgent(steve, cmd, maxSteps=12, obsTruncate=800, maxFail=3) + Executor->>Agent: startAsync(asyncClient, params) + Agent->>LLM: sendAsync(buildReActUserPrompt + systemPrompt) + LLM-->>Agent: {thought, action: "mcp", tool: "mempalace_list_drawers", is_final: false} + Agent-->>Executor: pendingStep ready + Executor->>MCPAction: new MCPAction(tool, args) + MCPAction->>Palace: list_drawers wing=structure_template + Palace-->>MCPAction: [house_1, house_2, castle, ...] + MCPAction-->>Executor: ActionResult.success("[house_1, house_2, ...]") + Executor->>Agent: feedObservation(result, client, params) + Agent->>LLM: sendAsync(prompt with scratchpad) + LLM-->>Agent: {action: "build", structure: "castle"} + Executor->>Builder: new BuildStructureAction + Builder->>Builder: load castle.nbt + 协同放置方块 + Builder-->>Executor: ActionResult.success("Built castle at [100,64,-200]") + Executor->>Agent: feedObservation + Agent->>LLM: sendAsync + LLM-->>Agent: {action: "mcp", tool: "mempalace_add_drawer", args: {wing: "built_structures", room: "castle", content: "..."}} + Executor->>MCPAction: add_drawer + MCPAction->>Palace: write to built_structures/castle + Agent->>LLM: sendAsync + LLM-->>Agent: {is_final: true, final_answer: "城堡建好了 at [100,64,-200]"} + Agent-->>Executor: finished, finalAnswer + Executor->>User: GUI: 城堡建好了 at [100,64,-200] + Executor->>Executor: drainNextCommand (若队列非空) +``` + +### 3.3 命令排队 + +```mermaid +sequenceDiagram + participant U1 as 玩家 1 + participant U2 as 玩家 2 + participant Exec as ActionExecutor + participant A1 as ReActAgent (任务1) + participant A2 as ReActAgent (任务2) + + U1->>Exec: tell Steve 建城堡 + Exec->>A1: start + Note over Exec: pendingCommands=[] + U2->>Exec: tell Steve 杀僵尸 + Note over Exec: reactAgent 不为空, 仅入队 + Exec->>Exec: pendingCommands=["杀僵尸"] + A1->>A1: 完成 / failed + A1-->>Exec: isFinished + Exec->>Exec: pendingCommands.poll → 启动 A2 + A2->>A2: 执行杀僵尸 + A2-->>Exec: finished +``` + +## 4. mempalace 数据模型 + +### 4.1 Wing 分类 + +| Wing | 用途 | 写入时机 | 读取时机 | +|------|------|---------|---------| +| `structure_template` | 建筑模板元信息 | 启动时 `StructureTemplateLoader` | LLM 通过 `mempalace_list_drawers` 查询 | +| `structure_decoration` | 装饰类模板 | 启动时 | LLM 查询 | +| `structure_default` | 无下划线文件名(默认 type) | 启动时 | LLM 查询 | +| `built_structures` | 已建造建筑位置 | 建造完成后 ReAct 写回 | 后续查询 / 避免重复建造 | +| `steve_memory` | 长期记忆(按 steve 名称 room) | 玩家交互时 `SteveMemory.addAction` | `SteveMemory.queryLongTermMemory` | + +### 4.2 Drawer 格式示例 + +模板元信息: +```json +{ + "wing": "structure_template", + "room": "house_1", + "content": "Type: template | Structure 'house_1' 9x6x9 with 243 blocks", + "added_by": "steve-ai", + "metadata": { + "type": "template", + "name": "house_1", + "width": 9, + "height": 6, + "depth": 9, + "block_count": 243 + } +} +``` + +已建建筑归档: +```json +{ + "wing": "built_structures", + "room": "castle", + "content": "Built castle at [100, 64, -200] by Steve-1", + "added_by": "steve-ai" +} +``` + +## 5. 关键代码改动 + +### 5.1 `StructureTemplateLoader.java` + +```java +public static List getAvailableStructures() { + List structures = new ArrayList<>(); + File structuresDir = FMLPaths.CONFIGDIR.get().resolve("steve/structures").toFile(); + + if (structuresDir.exists() && structuresDir.isDirectory()) { + File[] files = structuresDir.listFiles((dir, name) -> name.endsWith(".nbt")); + if (files != null) { + for (File file : files) { + String name = file.getName().replace(".nbt", ""); + structures.add(name); + String[] parts = name.split("_", 2); + String type = parts.length > 1 ? parts[0] : "default"; + registerStructureToMempalace(file, name, type); + } + } + } + return structures; +} + +private static void registerStructureToMempalace(File file, String name, String type) { + LoadedTemplate template = loadFromFile(file, name); + if (template == null) return; + + MCPClientWrapper client = new MCPClientWrapper("mempalace", "http://localhost:6060"); + client.initialize(); + + String content = String.format("Type: %s | Structure '%s' %dx%dx%d with %d blocks", + type, template.name, template.width, template.height, template.depth, template.blocks.size()); + + client.callTool("mempalace_add_drawer", Map.of( + "wing", "structure_" + type, + "room", template.name, + "content", content, + "added_by", "steve-ai" + )); + + // 启动验证 + String queryResult = client.callTool("mempalace_list_drawers", Map.of("wing", "structure_" + type)); + SteveMod.LOGGER.info("Verified mempalace registration: {}", queryResult); + + client.close(); +} +``` + +### 5.2 `ReActAgent.java`(新增) + +```java +public class ReActAgent { + private final StringBuilder scratchpad = new StringBuilder(); + private volatile boolean finished = false; + private volatile ParsedResponse pendingStep = null; + + public void startAsync(AsyncLLMClient client, Map params) { + runStep(client, params); // 首次 LLM 调用 + } + + private void runStep(AsyncLLMClient client, Map baseParams) { + Map params = new HashMap<>(baseParams); + params.put("systemPrompt", PromptBuilder.buildReActSystemPrompt(maxSteps)); + String prompt = PromptBuilder.buildReActUserPrompt(steve, originalCommand, scratchpad); + + client.sendAsync(prompt, params).thenAccept(response -> { + ResponseParser.ParsedResponse step = ResponseParser.parseReActStep(response.getContent()); + if (step.isFinal()) markFinished(step.getFinalAnswer()); + else pendingStep = step; + }); + } + + public ParsedResponse consumeNextStep() { /* game thread 取出 */ } + public void feedObservation(ActionResult result, AsyncLLMClient client, Map params) { + appendScratchpad("[OK/FAIL] " + result.getMessage()); + runStep(client, params); // 触发下一轮 + } +} +``` + +### 5.3 `PromptBuilder.buildReActSystemPrompt()` + +``` +ACTIONS (use these exact names): +- attack: {"target": "hostile|mob_name"} +- build: {"structure": ""} +- mine: {"block": "", "quantity": } +- follow: {"player": ""} +- pathfind: {"x": , "y": , "z": } +- mcp: {"tool": "", "args": {}} + +OUTPUT FORMAT (one JSON object): +{"thought": "...", "action": "", "parameters": {...}, "is_final": false} + +When done: +{"thought": "...", "is_final": true, "final_answer": "..."} + +AVAILABLE MCP TOOLS: +- mempalace:mempalace_list_drawers: List drawers with pagination + args: {"wing": "structure_template"} +- mempalace:mempalace_get_drawer: Fetch a single drawer by ID + args: {"wing": "structure_template", "room": "house_1"} +- mempalace:mempalace_add_drawer: Add a drawer + args: {"wing": "structure_template", "room": "house_1", "content": "...", "added_by": "steve-ai"} +``` + +### 5.4 `ActionExecutor.drainNextCommand()` + +```java +private void drainNextCommand() { + String next = pendingCommands.poll(); + if (next == null) return; + currentGoal = next; + reactBaseParams = getTaskPlanner().buildReActParams(); + reactAgent = new ReActAgent(steve, next, + SteveConfig.REACT_MAX_STEPS.get(), + SteveConfig.REACT_OBS_TRUNCATE.get(), + SteveConfig.REACT_FAIL_TOLERANCE.get()); + reactAgent.startAsync(getTaskPlanner().getAsyncClient(AI_PROVIDER), reactBaseParams); +} +``` + +## 6. 完整工作流 + +### 6.1 命令:`在这建个城堡` + +```mermaid +sequenceDiagram + autonumber + participant H as 玩家 + participant S as Steve + participant A as ReActAgent + participant L as LLM + participant M as mempalace + participant W as BuildStructureAction + + H->>S: /steve tell Steve 在这建个城堡 + S->>A: start + A->>L: step 1 + L-->>A: thought: 需要查模板
action: mcp tool=mempalace:list_drawers + A->>M: list_drawers wing=structure_template + M-->>A: [house_1, house_2, castle, ...] + A->>L: step 2 (含 obs) + L-->>A: thought: castle 尺寸合适
action: mcp get_drawer + A->>M: get_drawer room=castle + M-->>A: 30x20x30 with 8432 blocks + A->>L: step 3 + L-->>A: thought: 开始建造
action: build structure=castle + A->>W: 加载 castle.nbt, 协同放置 + W-->>A: ActionResult "Built 8432 blocks" + A->>L: step 4 + L-->>A: thought: 归档位置
action: mcp add_drawer wing=built_structures + A->>M: add_drawer + M-->>A: OK + A->>L: step 5 + L-->>A: is_final=true, final_answer="城堡建好了 at [100,64,-200]" + A-->>S: finished + S->>H: GUI: 城堡建好了 at [100,64,-200] +``` + +### 6.2 错误处理 + +| 错误场景 | 处理 | +|---------|------| +| mempalace 未启动 | 启动时 `MCPClientWrapper.initialize` 抛异常,模板注册跳过但游戏继续 | +| 模板文件损坏 | `parseNBTStructure` 返回 null,记录 warn | +| 重复注册 | `mempalace_add_drawer` 幂等覆盖,每次启动刷新元信息 | +| 建造失败 | ReAct 喂回失败 observation,LLM 决定重试 / 换工具 / 标 is_final | +| LLM 解析失败 | 喂回 `[ERROR] Response not valid JSON`,递增 consecutiveFailures,达上限 failed | +| 连续命令 | `pendingCommands` 队列,当前 ReAct 完成后自动取下一条 | + +## 7. 验证计划 + +### 7.1 启动验证 + +1. 启动 Minecraft(mempalace 服务运行在 `localhost:6060`) +2. 检查日志: + ``` + [MCP] MCP server 'mempalace' has 5 tools + [StructureTemplateLoader] Registered structure template 'house_1' (type: template) to mempalace + [StructureTemplateLoader] Query mempalace after register: [house_1, house_2, ...] + ``` +3. 调 `mempalace_list_drawers wing=structure_template` 验证返回 `["house_1", "house_2"]` + +### 7.2 ReAct 运行时验证 + +4. `/steve tell Steve build a house` +5. 日志确认多步: + ``` + [ReAct step 1/12] Steve 'Steve' thinking for command: build a house + [ReAct step 1/12] thought='...templates available' action=mcp params=... + [MCPAction] Executing MCP tool: mempalace:mempalace_list_drawers + [MCPAction] MCP tool '...' result: [house_1, house_2, ...] + [ReAct step 2/12] thought='...' action=build params={structure: house_1} + [ReAct step 3/12] thought='...' action=mcp add_drawer + [ReAct step 4/12] FINAL: Built a house at [100, 64, -200] + ``` +6. GUI 弹 `Built a house at [100, 64, -200]` +7. `mempalace_list_drawers wing=built_structures` 返回 `["house_1"]` + +### 7.3 命令排队验证 + +8. ReAct 进行中再发 `/steve tell Steve attack zombies` +9. 第一个完成前 GUI 提示 `Got it, will do after current task (queue: 1)` +10. 第一个完成后日志 `Drained command: attack zombies`,自动开始第二个 + +### 7.4 失败熔断验证 + +11. 把 LLM API key 改错 +12. 启动时 `/steve tell Steve build a house` +13. 第一次 LLM 调用 `exceptionally` 触发 → `markFailed` +14. GUI 显示 `AI error: LLM call failed: ...`,队列保留不重试 +15. `mempalace` 仍可独立调(不依赖 LLM 路径) + +## 8. 优势 + +| 优势 | 说明 | +|------|------| +| 模板可发现 | LLM 通过 MCP 工具主动查询,无需硬编码模板列表 | +| 位置可追溯 | 所有建造记录保存在 mempalace,跨世界跨存档可查 | +| 思考可见 | ReAct 模式每步 LLM 思考 + 行动都进 scratchpad,可调试 | +| 失败可恢复 | observation 反馈让 LLM 自主调整重试 / 换工具 | +| 协同工作 | 多个 Steve 共享同一份模板库和建造记录 | +| 解耦 LLM 与 MCP | `MCPToolRegistry` 单例,mempalace 挂了不影响核心游戏逻辑 | +| 队列不丢 | 玩家连续发命令不丢失,按序处理 | diff --git a/docs/hackathon/02-road-construction.md b/docs/hackathon/02-road-construction.md deleted file mode 100644 index bf567712..00000000 --- a/docs/hackathon/02-road-construction.md +++ /dev/null @@ -1,190 +0,0 @@ -# 公路工程施工流程 - -## 1. 项目概述 - -公路施工是一个多阶段、多工种协同的线性工程。本文档描述从前期准备到竣工验收的完整流程。 - -## 2. 施工阶段总览 - -```mermaid -flowchart TD - A[前期准备] --> B[测量放线] - B --> C[地面清理] - C --> D[路基施工] - D --> E[基层施工] - E --> F[路面施工] - F --> G[附属工程] - G --> H[竣工验收] -``` - -## 3. 各阶段详细流程 - -### 3.1 前期准备 - -| 工序 | 内容 | 产出 | -|------|------|------| -| 图纸会审 | 审查设计文件、施工图 | 审核记录 | -| 技术交底 | 向施工人员说明技术要求 | 交底记录 | -| 材料采购 | 沥青、碎石、水泥等 | 材料合格证 | -| 设备调配 | 摊铺机、压路机、装载机 | 设备就位 | - -### 3.2 测量放线 - -```mermaid -flowchart LR - A[控制点复测] --> B[中线放样] - B --> C[边线放样] - C --> D[高程控制] - D --> E[标志埋设] -``` - -**关键控制点:** -- 每 20m 一个中桩 -- 每 10m 一个边桩 -- 高程控制点间距不大于 100m - -### 3.3 地面清理 - -| 工序 | 机械 | 验收标准 | -|------|------|---------| -| 清除表土 | 推土机、挖掘机 | 清除至原土层 | -| 拆除构筑物 | 破碎锤 | 基础完全拆除 | -| 清理草皮树根 | 割草机 | 无植被残留 | -| 场地平整 | 推土机、平地机 | 高程误差≤5cm | - -### 3.4 路基施工 - -#### 3.4.1 路基填筑 - -```mermaid -flowchart TD - A[填筑前试验] --> B[分层填土] - B --> C[摊铺整平] - C --> D[洒水或晾晒] - D --> E[压实] - E --> F{压实度检测} - F -->|合格| G[下一层] - F -->|不合格| H[补压或换填] -``` - -**技术参数:** -- 分层厚度:30cm(压实后) -- 压实度要求:≥95%(高速公路) -- 含水量:最佳含水量 ±2% - -#### 3.4.2 路基压实 - -| 压实阶段 | 机械 | 遍数 | 速度 | -|---------|------|------|------| -| 初压 | 钢轮压路机 | 2遍 | 1.5-2km/h | -| 复压 | 振动压路机 | 4-6遍 | 2-3km/h | -| 终压 | 胶轮压路机 | 2遍 | 3-5km/h | - -### 3.5 基层施工 - -**常见基层类型:** - -| 类型 | 厚度 | 适用场景 | -|------|------|---------| -| 级配碎石 | 15-30cm | 底基层 | -| 水泥稳定碎石 | 20-40cm | 基层 | -| 二灰结石 | 20-35cm | 基层 | - -**施工流程:** -``` -混合料拌和 → 运输 → 摊铺 → 整平 → 碾压 → 养护 -``` - -### 3.6 路面施工 - -#### 3.6.1 沥青混凝土路面 - -```mermaid -flowchart TD - A[透层油洒布] --> B[沥青混合料拌和] - B --> C[运输到现场] - C --> D[摊铺] - D --> E[初压] - E --> F[复压] - F --> G[终压] - G --> H[标线施工] -``` - -**沥青混合料类型:** - -| 结构层 | 材料 | 厚度 | -|-------|------|------| -| 上面层 | AC-13/SMA-13 | 4cm | -| 中面层 | AC-20 | 6cm | -| 下面层 | AC-25 | 8cm | - -**温度控制:** - -| 阶段 | 温度要求 | -|------|---------| -| 拌和温度 | 150-170°C | -| 摊铺温度 | ≥140°C | -| 初压温度 | 130-150°C | -| 复压温度 | 100-130°C | -| 终压温度 | ≥70°C | - -#### 3.6.2 水泥混凝土路面 - -| 工序 | 内容 | 要点 | -|------|------|------| -| 模板安装 | 立模、调整高程 | 模板高程误差≤2mm | -| 钢筋绑扎 | 设置传力杆、拉杆 | 位置准确 | -| 混凝土浇筑 | 罐车运输、平仓 | 避免离析 | -| 振捣 | 插入式振捣器 | 防止漏振过振 | -| 收面 | 人工或抹光机 | 平整度≤3mm/3m | -| 养护 | 覆盖土工布洒水 | 养护期≥14天 | -| 切缝 | 缩缝切割 | 缝深1/3板厚 | - -### 3.7 附属工程 - -| 工程 | 内容 | -|------|------| -| 排水工程 | 边沟、排水沟、涵洞 | -| 护坡工程 | 植草、浆砌片石 | -| 交通设施 | 护栏、标志牌、标线 | -| 绿化工程 | 边坡绿化、行道树 | - -## 4. 质量检验 - -### 4.1 路基检验 - -| 项目 | 方法 | 频率 | 标准 | -|------|------|------|------| -| 压实度 | 灌砂法 | 每层1点/200m | ≥95% | -| 平整度 | 3m直尺 | 每100m 3点 | ≤20mm | -| 高程 | 水准仪 | 每20m 1点 | ±20mm | -| 宽度 | 卷尺 | 每20m 1点 | ≥设计值 | - -### 4.2 路面检验 - -| 项目 | 方法 | 标准 | -|------|------|------| -| 压实度 | 钻芯取样 | ≥98% | -| 平整度 | 颠簸累积仪 IRI | ≤2.0m/km | -| 厚度 | 钻芯测量 | ≥设计值 | -| 摩擦系数 | 摆式仪 | ≥BPN45 | - -## 5. 施工安全要点 - -1. **交通安全** — 施工路段设置交通疏导标志 -2. **机械安全** — 禁止机械在同一作业面交叉运行 -3. **用电安全** — 临时用电采用三级配电两级保护 -4. **高温施工** — 沥青作业避开中午高温时段 -5. **个人防护** — 佩戴安全帽、反光背心、防滑鞋 - -## 6. 工期估算 - -**典型高速公路每公里施工周期:** - -| 阶段 | 工期 | -|------|------| -| 路基工程 | 15-20天 | -| 基层工程 | 10-15天 | -| 路面工程 | 12-18天 | -| 附属工程 | 10-15天 | -| **合计** | **47-68天** | diff --git a/docs/hackathon/03-mempalace-integration.md b/docs/hackathon/03-mempalace-integration.md deleted file mode 100644 index fafba03f..00000000 --- a/docs/hackathon/03-mempalace-integration.md +++ /dev/null @@ -1,282 +0,0 @@ -# 基于 Mempalace 的建筑模板调度系统 - -## 1. 项目概述 - -### 1.1 背景 - -将 mempalace(外部记忆宫殿服务)作为建筑模板的知识库和施工记录的中枢,实现: - -1. **建筑模板初始化** - 启动时把 NBT 建筑模板元信息同步到 mempalace -2. **LLM 调度** - 大模型通过 MCP 工具查询可用模板,按用户需求选取 -3. **协同建造** - Steve AI 根据选定模板执行建造 -4. **位置归档** - 建造完成的位置信息写回 mempalace,方便后续查询 - -### 1.2 核心技术 - -| 组件 | 技术 | 用途 | -|------|------|------| -| 模板加载 | `StructureTemplateLoader` | 从 `config/steve/structures/*.nbt` 加载 | -| 模板注册 | `MCPClientWrapper` | 把模板元信息写入 mempalace | -| 模板发现 | `mempalace_list_drawers` | LLM 查询可用模板 | -| 位置记录 | `mempalace_add_drawer` | 写回建造完成的位置 | -| 任务执行 | `MCPAction` | LLM 通过 mcp action 调用工具 | - -### 1.3 命名规范 - -模板文件名采用 `{type}_{name}.nbt` 格式: - -| 文件名 | type | name | mempalace wing | -|--------|------|------|----------------| -| `template_house.nbt` | template | house | `structure_template` | -| `decoration_tower.nbt` | decoration | tower | `structure_decoration` | -| `castle.nbt` (无下划线) | default | castle | `structure_default` | - -## 2. 整体架构 - -```mermaid -flowchart TB - subgraph Startup["启动阶段"] - A1[mod 启动] --> A2[StructureTemplateLoader.getAvailableStructures] - A2 --> A3[扫描 config/steve/structures/*.nbt] - A3 --> A4[解析每个 .nbt 尺寸 + 块数] - A4 --> A5[mempalace_add_drawer 注册模板] - A5 --> A6[mempalace_list_drawers 验证] - end - - subgraph Runtime["运行时"] - B1[人类: 在这建个城堡] --> B2[TaskPlanner.planTasksAsync] - B2 --> B3[PromptBuilder.buildSystemPrompt] - B3 --> B4[LLM 看到 MCP 工具列表] - B4 --> B5[LLM 调用 mempalace_list_drawers 查询模板] - B5 --> B6[LLM 选定 castle 模板] - B6 --> B7[LLM 返回 build action: castle] - B7 --> B8[ActionExecutor → BuildStructureAction] - B8 --> B9[协同建造: 多个 Steve 放置方块] - B9 --> B10{建造完成?} - B10 -->|是| B11[mempalace_add_drawer 记录位置] - B10 -->|否| B9 - end -``` - -## 3. 数据流向 - -### 3.1 启动时 - 模板注册 - -```mermaid -sequenceDiagram - participant Mod as Steve AI Mod - participant Loader as StructureTemplateLoader - participant MCP as MCPClientWrapper - participant Palace as mempalace - - Mod->>Loader: getAvailableStructures() - loop 每个 .nbt 文件 - Loader->>Loader: parseNBTStructure - Loader->>MCP: new MCPClientWrapper(mempalace) - MCP->>Palace: mempalace_add_drawer - Note over Loader,Palace: wing=structure_template
room=house
content=Structure 'house' 9x6x9 with 243 blocks - Loader->>MCP: mempalace_list_drawers - MCP->>Palace: 列出已注册模板 - Palace-->>MCP: 返回列表 - MCP-->>Loader: 验证结果 - end - Loader-->>Mod: ["house", "tower", ...] -``` - -### 3.2 运行时 - LLM 调度 - -```mermaid -sequenceDiagram - participant User as 人类玩家 - participant Steve as Steve - participant Planner as TaskPlanner - participant LLM as 大模型 - participant MCP as MCPAction - participant Palace as mempalace - participant Builder as BuildStructureAction - - User->>Steve: "建个城堡" - Steve->>Planner: planTasksAsync - Planner->>LLM: system prompt + user prompt - Note over LLM: 系统提示词包含:
AVAILABLE MCP TOOLS:
- mempalace:mempalace_list_drawers
- mempalace:mempalace_get_drawer - LLM->>MCP: action=mcp tool=mempalace:mempalace_list_drawers args={"wing":"structure_template"} - MCP->>Palace: 列出模板 - Palace-->>MCP: 返回可用模板 - MCP-->>LLM: 模板列表 - LLM->>MCP: action=mcp tool=mempalace:mempalace_get_drawer args={"wing":"structure_template","room":"castle"} - MCP->>Palace: 获取 castle 详情 - Palace-->>MCP: 城堡尺寸 30x20x30 - MCP-->>LLM: 城堡详情 - LLM-->>Planner: tasks=[{"action":"build","parameters":{"structure":"castle","width":30,...}}] - Planner->>Builder: 创建 BuildStructureAction - Builder->>Builder: 加载 castle.nbt - Builder->>Builder: 协同建造 (多个 Steve) - Builder->>MCP: mempalace_add_drawer 记录位置 - Note over Builder,MCP: wing=built_structures
room=castle
content=Built castle at [100,64,-200] by Steve-1 -``` - -## 4. mempalace 数据模型 - -### 4.1 Wing 分类 - -| Wing | 用途 | 写入时机 | 读取时机 | -|------|------|---------|---------| -| `structure_template` | 建筑模板元信息 | 启动时 | LLM 查询可用模板 | -| `structure_decoration` | 装饰类模板 | 启动时 | LLM 查询 | -| `built_structures` | 已建造建筑位置 | 建造完成 | 后续查询/避免重复建造 | - -### 4.2 Drawer 格式 - -```json -{ - "wing": "structure_template", - "room": "house", - "content": "Type: template | Structure 'house' 9x6x9 with 243 blocks", - "added_by": "steve-ai", - "metadata": { - "type": "template", - "name": "house", - "width": 9, - "height": 6, - "depth": 9, - "block_count": 243 - } -} -``` - -## 5. 关键代码改动 - -### 5.1 StructureTemplateLoader.java - -```java -public static List getAvailableStructures() { - List structures = new ArrayList<>(); - File structuresDir = FMLPaths.CONFIGDIR.get().resolve("steve/structures").toFile(); - - if (structuresDir.exists() && structuresDir.isDirectory()) { - File[] files = structuresDir.listFiles((dir, name) -> name.endsWith(".nbt")); - if (files != null) { - for (File file : files) { - String name = file.getName().replace(".nbt", ""); - structures.add(name); - // 解析 type_name - String[] parts = name.split("_", 2); - String type = parts.length > 1 ? parts[0] : "default"; - registerStructureToMempalace(file, name, type); - } - } - } - return structures; -} -``` - -### 5.2 PromptBuilder.java - -系统提示词加入 MCP 工具: - -``` -=== AVAILABLE MCP TOOLS === -- mempalace:mempalace_list_drawers: List drawers with pagination - args: {"wing": "structure_template"} -- mempalace:mempalace_get_drawer: Fetch a single drawer by ID - args: {"wing": "structure_template", "room": "house"} -- mempalace:mempalace_add_drawer: Add a drawer - args: {"wing": "structure_template", "room": "house", "content": "...", "added_by": "steve-ai"} -``` - -### 5.3 BuildStructureAction.java - -建造完成时记录位置: - -```java -if (collaborativeBuild.isComplete()) { - // 记录到 mempalace - MCPClientWrapper client = new MCPClientWrapper("mempalace", "http://localhost:6060"); - client.initialize(); - client.callTool("mempalace_add_drawer", Map.of( - "wing", "built_structures", - "room", structureType, - "content", String.format("Built %s at [%d, %d, %d] by %s", - structureType, pos.getX(), pos.getY(), pos.getZ(), steve.getSteveName()), - "added_by", "steve-ai" - )); - client.close(); -} -``` - -## 6. 工作流示例 - -### 6.1 完整建造流程 - -```mermaid -sequenceDiagram - autonumber - participant H as 人类 - participant S as Steve - participant L as LLM - participant M as mempalace - participant W as 工地 - - H->>S: /steve tell builder1 在这建个城堡 - S->>L: 用户指令 - L->>M: mempalace_list_drawers wing=structure_template - M-->>L: [house, tower, castle, ...] - L->>M: mempalace_get_drawer room=castle - M-->>L: castle 30x20x30 - L-->>S: tasks=[{action: "build", structure: "castle"}] - S->>W: 加载 castle.nbt - W->>W: 多 Steve 协同放置 - W->>M: mempalace_add_drawer wing=built_structures - M-->>W: OK - W-->>S: 建造完成 - S->>H: "城堡建好了" -``` - -### 6.2 错误处理 - -| 错误场景 | 处理 | -|---------|------| -| mempalace 服务未启动 | 启动时跳过注册,不影响游戏 | -| 模板文件损坏 | parseNBTStructure 返回 null,记录警告 | -| 重复注册 | 每次都注册最新尺寸(幂等) | -| 建造失败 | 不写 mempalace,只写成功的位置 | - -## 7. 验证计划 - -### 7.1 启动验证 - -1. **启动 Minecraft** - 加载 mod -2. **检查日志** - 应看到: - ``` - [MCP] Connecting to MCP server: mempalace at http://localhost:6060 - [MCP] MCP server 'mempalace' has 5 tools - [MCP] === MCP Capabilities Summary: 5 total tools === - ``` -3. **mempalace 验证** - 调用 `mempalace_list_drawers wing=structure_template` 应返回所有模板 - -### 7.2 运行时验证 - -4. **发送命令** `/steve tell Steve build a house` -5. **观察 LLM 调用** - 日志应显示: - ``` - [Async] LLM 决定调用 mcp:mempalace_list_drawers - [MCPAction] Executing MCP tool: mempalace:mempalace_list_drawers - [MCPAction] MCP tool 'mempalace:mempalace_list_drawers' result: [...] - ``` -6. **观察建造** - Steve 开始建造 -7. **建造完成** - mempalace 收到 `built_structures/house` 记录 - -### 7.3 数据查询 - -8. **查询模板列表** `mempalace_list_drawers wing=structure_template` -9. **查询已建建筑** `mempalace_list_drawers wing=built_structures` - -## 8. 优势 - -| 优势 | 说明 | -|------|------| -| 模板可发现 | LLM 通过 MCP 工具主动查询,无需硬编码 | -| 位置可追溯 | 所有建造记录保存在 mempalace | -| 跨世界 | 数据独立于 Minecraft 存档 | -| 可扩展 | 新增模板只需添加 .nbt 文件 | -| 协同工作 | 多个 Steve 共享同一份模板库 | From 06e97068952570c9c9bf2688b959d47fb01f1610 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Wed, 3 Jun 2026 20:09:10 +0800 Subject: [PATCH 24/31] docs: add four-phase plan-mode design for hackathon Co-Authored-By: Claude Opus 4.7 --- docs/hackathon/02-plan-mode.md | 315 ++++++++++++++++++ ...75\345\267\245\346\265\201\347\250\213.md" | 0 2 files changed, 315 insertions(+) create mode 100644 docs/hackathon/02-plan-mode.md create mode 100644 "docs/hackathon/\346\226\275\345\267\245\346\265\201\347\250\213.md" diff --git a/docs/hackathon/02-plan-mode.md b/docs/hackathon/02-plan-mode.md new file mode 100644 index 00000000..e55c74c9 --- /dev/null +++ b/docs/hackathon/02-plan-mode.md @@ -0,0 +1,315 @@ +# Plan 模式:四阶段施工流程映射 + +## Context + +参考真实高速公路建设的四阶段流程(可研→勘察设计→施工→验收),把当前 Steve AI 的"LLM 一句话 → 直接施工"流程升级为**显式四阶段**,每个阶段都向玩家/系统暴露可检查的中间产物。 + +**目标**: +- LLM 不再"黑盒"决定建造,每次施工**前都有可审阅的计划** +- 玩家在关键节点(设计完成、施工开始、验收通过)有检查/取消权 +- 失败 / 取消可以回退到上一阶段,而不是从头开始 +- 阶段产物(计划书、施工日志、验收报告)全部沉淀到 mempalace,可追溯 + +**不做** GUI(用户明确要求)——所有交互走聊天栏 + `/steve` 子命令。 + +## 真实工程 → Steve AI 映射 + +| 阶段 | 真实工程 | Steve AI 落地 | 玩家可见产物 | +|------|---------|--------------|------------| +| **一·可研** | 必要性 / 技术 / 经济论证 | LLM 通过 `mcp mempalace_list_drawers` 查模板 → 选最匹配 → 计算材料成本 | 聊天栏:"候选模板:house_1, house_2, castle,已选 house_1(理由:与'建个小屋'最匹配)" | +| **二·设计** | 初设→施工图 | 加载 NBT → 计算 footprint、占地区域、所需材料、协同分区 | 聊天栏:完整**设计图纸**(见下文 4.1),等待 `/steve approve` | +| **三·施工** | 清表→骨架→血肉 | 拆三子阶段:① 清表 ② 主体 ③ 装饰 | 进度行 `[施工] 阶段3.1/3 清表 0/120 blocks`,可 `/steve halt` 暂停 | +| **四·验收** | 交工→竣工 | 自检:占地区域方块完整?无悬空?方块类型匹配设计? | 聊天栏验收报告:`✓ 243/243 blocks placed, ✓ 9x6x9 footprint, ✓ no floating blocks`,等待 `/steve accept` | + +## 架构 + +### 1. 新数据模型 + +**`BuildPhase` 枚举**(`llm/react/BuildPhase.java` 新增): + +```java +public enum BuildPhase { + FEASIBILITY, // 阶段一:选模板 + DESIGN, // 阶段二:出图纸 + CONSTRUCTION, // 阶段三:施工 + ACCEPTANCE, // 阶段四:验收 + COMPLETED, // 全部完成 + FAILED // 任意阶段失败 +} +``` + +**`BuildProject` 数据类**(`action/BuildProject.java` 新增)——一个建造项目的全部上下文: + +```java +public class BuildProject { + String id; // UUID, 用于多 Steve 隔离 + SteveEntity steve; + String command; // 玩家原始指令 + String selectedTemplate; // 阶段一选定 + LoadedTemplate template; // 阶段二加载 + BlockPos originPos; // 施工原点 + Map materials; // 阶段二计算 + BuildPhase phase; // 当前阶段 + BuildPhase lastApproved; // 玩家最后 approve 的阶段 + int blocksPlaced; // 阶段三进度 + List acceptanceLog; // 阶段四自检项 + long phaseDeadlineMs; // 当前阶段超时时间 +} +``` + +**`ActionResult` 扩展**(`action/ActionResult.java` 改一处)——加一个 status 字段,**不破坏**现有 `isSuccess()` 调用方: + +```java +public enum Status { SUCCESS, FAILURE, PHASE_TRANSITION, AWAITING_APPROVAL } +private final Status status; // 新增 +public boolean isAwaitingApproval() { return status == Status.AWAITING_APPROVAL; } +public Status getStatus() { return status; } +// 旧工厂方法保持不变 +public static ActionResult awaitingApproval(String msg) { + return new ActionResult(false, msg, false, Status.AWAITING_APPROVAL); +} +``` + +### 2. 新 Action 类 + +**`PlanBuildAction.java`**(`action/actions/PlanBuildAction.java` 新增)——核心驱动 Action,**取代** LLM 直接发 `build` 时的拦截器。`extends BaseAction`。 + +`PlanBuildAction` 内部状态机: + +``` +FEASIBILITY (选模板) → DESIGN (出图纸) → AWAITING_DESIGN_APPROVAL → CONSTRUCTION → AWAITING_ACCEPTANCE → COMPLETED + ↑ halt ↑ halt + | | + └────────── FAILED ←──────────────┘ +``` + +每个阶段都是 `onTick` 里的一个 `switch (project.phase)`,推进条件: +- FEASIBILITY → 调用 `MCPAction` 查 mempalace,LLM 给的 `template` 参数驱动选定 +- DESIGN → 加载 NBT + 计算 + 输出设计书,**写入 mempalace** `wing=build_designs, room=`,转 AWAITING_DESIGN_APPROVAL +- AWAITING_DESIGN_APPROVAL → 等玩家 `/steve approve`(30s 超时则自动 cancel) +- CONSTRUCTION → 调 `CollaborativeBuildManager`,每 tick 放 N 块,统计进度 +- AWAITING_ACCEPTANCE → 跑自检(占地区域方块数量、类型匹配、悬空检查),写验收报告到 mempalace `wing=build_acceptance, room=`,等玩家 `/steve accept` +- COMPLETED → `result = ActionResult.success("Build completed, design archived to mempalace")`,写 `built_structures` drawer + +**`halt(reason)`**:玩家 `/steve halt` → 当前 stage 写到 mempalace,phase 转 FAILED,让 ReAct 决定下一步。 + +### 3. 拦截点 + +`ActionExecutor.executeTask`(line 258): + +```java +private void executeTask(Task task) { + if ("build".equals(task.getAction())) { + // 把"build"升级为"plan_build",所有元信息塞进 Task.parameters + Task planTask = new Task("plan_build", task.getParameters()); + currentAction = createAction(planTask); + } else { + currentAction = createAction(task); + } + // ...原 start() 逻辑... +} +``` + +LLM 无感知——它继续输出 `{"action": "build", "structure": "house_1"}`。 + +### 4. 聊天栏产物 + +#### 4.1 设计书(阶段二完成时) + +发给最近玩家(`player.sendSystemMessage`): + +``` +========== Steve-1 设计图 #abc123 ========== +项目: 玩家指令"建个小屋" +模板: house_1 +尺寸: 9 × 6 × 9 (长 × 高 × 深) +占地: 81 平方米 +方块总数: 243 +材料清单: + oak_planks × 180 (74%) + glass × 24 (10%) + cobblestone × 39 (16%) +原点坐标: (123, 64, -456) +协同分区: 4 个象限, 单 Steve 承担全部 +预计耗时: 约 1215 tick (≈ 60 秒) +-------------------------------------------- +30 秒内输入 /steve approve 开始施工, /steve halt 放弃 +已归档到 mempalace: wing=build_designs/room=abc123 +============================================ +``` + +#### 4.2 施工进度(阶段三,每 5 秒一次) + +``` +[施工进度] abc123 阶段 3/4 主体建造 156/243 blocks (64%) +``` + +#### 4.3 验收报告(阶段四完成时) + +``` +========== 验收报告 #abc123 ========== +[✓] 方块完整: 243/243 placed +[✓] 占地区域匹配: 9 × 6 × 9 footprint +[✓] 方块类型校验: 243/243 匹配设计 (容差 0) +[✗] 悬空检查: 2 个 oak_planks 悬空 at (125,71,-456), (125,71,-457) +[✓] 协同一致性: 单 Steve 施工, 无冲突 +---------------------------------------- +输入 /steve accept 正式交付, /steve halt 视为失败 +已归档: wing=build_acceptance/room=abc123 +====================================== +``` + +### 5. `/steve` 子命令扩展 + +挂到 `SteveCommands.java` 现有 `steve` 根命令下: + +| 命令 | 作用 | 触发阶段 | +|------|------|---------| +| `/steve approve` | 批准当前阶段,进入下一阶段 | AWAITING_DESIGN_APPROVAL, AWAITING_ACCEPTANCE | +| `/steve halt [reason]` | 立即停止,回退到上一稳定阶段 | 任意 | +| `/steve status` | 输出当前 BuildProject 的所有阶段状态 | 任意(debug) | +| `/steve accept` | 验收通过,触发最终归档 | AWAITING_ACCEPTANCE | + +`findTargetSteve(player)` 抽成静态复用(line 113 抽方法),优先级:先找有活跃 BuildProject 的最近 Steve,否则原 tellSteve 行为。 + +### 6. ReAct 反馈 + +| 阶段结果 | ActionResult | ReAct scratchpad | +|---------|-------------|------------------| +| 玩家 `/steve approve` 后施工完成 | `success("Build completed")` | `[OK] Build completed, house_1 at [123,64,-456]` | +| 玩家 `/steve halt` | `failure("Halted by player at phase 3, 156/243 placed")` | `[FAIL] Halted at construction, 156/243 blocks. Design archived. Re-plan?` | +| 30s 超时未 approve | `failure("Phase 2 design approval timeout (30s), design archived for review")` | `[FAIL] Design not approved in 30s. Design still in mempalace wing=build_designs/room=abc123. Continue?` | +| 验收失败(如悬空) | `failure("Acceptance failed: 2 floating blocks detected")` | `[FAIL] Build has 2 floating blocks, fix or accept?` | + +**关键设计**:halt / timeout 后,**设计书留在 mempalace**(不删),LLM 下次能 query 到,玩家 `/steve status` 也能看到。这意味着 LLM 可以自主说"那个有悬空问题的小屋"——**记忆连续**。 + +## 关键文件改动 + +### 新增(4 个) + +- `src/main/java/com/steve/ai/llm/react/BuildPhase.java` — 枚举 +- `src/main/java/com/steve/ai/action/BuildProject.java` — 数据模型 +- `src/main/java/com/steve/ai/action/actions/PlanBuildAction.java` — 核心状态机 +- `src/main/java/com/steve/ai/llm/react/BuildDesignFormatter.java` — 纯静态,把 `BuildProject` 格式化成聊天栏文本(方便单测) + +### 修改(4 个) + +- `src/main/java/com/steve/ai/action/ActionResult.java` — 加 `Status` 枚举 + `awaitingApproval` 工厂方法(向后兼容) +- `src/main/java/com/steve/ai/action/ActionExecutor.java` — `executeTask` 拦截 build 升级为 plan_build,加 `approveCurrentBuild()` / `haltCurrentBuild()` / `acceptCurrentBuild()` 三个回调 +- `src/main/java/com/steve/ai/command/SteveCommands.java` — 加 approve / halt / status / accept 子命令,`findTargetSteve` 抽静态 +- `src/main/java/com/steve/ai/action/CollaborativeBuildManager.java` — 暴露 `getBuildProgress(projectId)`(给施工进度行用) + +### 不修改 + +- `BuildStructureAction` —— `PlanBuildAction` 内部构造并驱动它 +- `ReActAgent` / `PromptBuilder` —— LLM 继续输出 `build`,拦截器翻译 +- `MCPClientWrapper` / `MCPToolRegistry` —— 阶段二/四的 mempalace 写入用现有 `mempalace_add_drawer` 工具 +- `SteveMemory` —— 长期记忆自动覆盖 + +## 复用清单(不要重新实现) + +| 已有代码 | 路径 | 怎么用 | +|---------|------|-------| +| `StructureTemplateLoader.loadFromNBT(name)` | `structure/StructureTemplateLoader.java` | 阶段二加载 | +| `LoadedTemplate.blocks` / `width/height/depth` | 同上 | 阶段二数据源 | +| `BlockPlacement.pos` / `BlockPlacement.block` | `structure/BlockPlacement.java` | 阶段三放置 | +| `BuildStructureAction.findNearestPlayer` | `action/actions/BuildStructureAction.java` | 抽 package-private 静态 | +| `BuildStructureAction.countMaterialsNeeded` | 同上 | 抽 package-private 静态 | +| `CollaborativeBuildManager.registerBuild` | `action/CollaborativeBuildManager.java` | 阶段三主体施工 | +| `CollaborativeBuildManager.getNextBlock` | 同上 | 阶段三每 tick 取一块 | +| `MCPToolRegistry.callTool("mempalace_add_drawer", ...)` | `mcp/MCPToolRegistry.java` | 阶段二/四归档设计书/验收报告 | +| `MCPToolRegistry.callTool("mempalace_query", ...)` | 同上 | 阶段一查模板时 LLM 通过 mcp action 用 | +| `ActionContext.publishEvent` | `execution/ActionContext.java` | 阶段转换时发 `StateTransitionEvent` | +| `player.sendSystemMessage(Component)` | vanilla | 阶段产物输出 | +| `mc.player.connection.sendCommand("steve approve")` | `client/SteveGUI.java` 现有 pattern | 玩家输入 | + +## MemPalace 数据扩展 + +| Wing | Room | 写入时机 | 内容 | +|------|------|---------|------| +| `build_designs` | `` | 阶段二完成 | 完整设计书 JSON(尺寸、材料、原点、分区、玩家指令) | +| `build_progress` | `` | 阶段三每 30 秒 | 当前进度快照,方便断线恢复(可选) | +| `build_acceptance` | `` | 阶段四完成 | 验收报告(含失败项) | +| `built_structures` | `_` | 阶段四 `/steve accept` 后 | 原 `BuildStructureAction` 已有的归档,复用 | + +**回溯查询**:`/steve status` 查 mempalace `wing=build_acceptance, room=*` 列出最近 5 个项目。 + +## 验证 + +### 单元层面 + +1. **阶段一选模板**: + - `/steve tell Steve build a house` + - 期望日志:ReAct step 1 `action=mcp mempalace_list_drawers`,step 2 `action=build structure=house_1` + - 期望 PlanBuildAction 收到 `template=house_1` + +2. **阶段二设计书**: + - 阶段一选完后自动进入阶段二 + - 期望聊天栏收到完整设计书(含 243 blocks、9×6×9、材料表 3 行) + - 期望 `mempalace_query wing=build_designs` 能查到 `room=abc123` + +3. **阶段二 approve**: + - 30 秒内 `/steve approve` + - 期望日志 `phase: DESIGN -> CONSTRUCTION` + - 期望方块开始放置 + +4. **阶段二 halt**: + - 阶段二等待 approve 时 `/steve halt` + - 期望日志 `BuildProject FAILED at phase DESIGN` + - 期望 ReAct 收到 `[FAIL] Halted during design approval, design archived` + - 期望 `mempalace` 里设计书**还在**(不删) + +5. **阶段二 timeout**: + - 30 秒不操作 + - 期望日志 `Design approval timeout (30s)` + - 期望 ReAct 收到 timeout 失败 + +6. **阶段三施工**: + - approve 后日志出现 `[施工进度] abc123 156/243 blocks (64%)` + - 期望最终所有方块放置完成 + +7. **阶段四验收**: + - 施工完成自动进入阶段四 + - 期望聊天栏验收报告(全部 ✓ 或部分 ✗) + - 期望 `mempalace_add_drawer wing=build_acceptance` 成功 + +8. **阶段四 accept**: + - 验收通过后 `/steve accept` + - 期望 `built_structures` 写入(与现有行为一致) + - 期望 ReAct 收到 `[OK] Build completed` + +9. **halt at any time**: + - 在阶段三施工中 `/steve halt` + - 期望立刻停止放置,`BuildProject` 转 FAILED + - 期望已放置方块**不撤回**(玩家想撤回用单独命令,本次不做) + +10. **多 Steve 隔离**: + - spawn 两个 Steve,同时下达 build + - 期望每个有独立 `BuildProject.id` + - 期望 `/steve approve` 只作用于"最近且有活跃 BuildProject 的 Steve" + +### 端到端 demo(hackathon 演讲用) + +1. 启动游戏,spawn `Steve-1` +2. `/steve tell Steve 在这建个房子` +3. **截图 1**:聊天栏出现设计书(评审立刻看到"哦它会先告诉我计划") +4. `/steve approve` +5. **截图 2**:施工进度行实时更新 +6. **截图 3**:验收报告 +7. `/steve accept` +8. **截图 4**:`mempalace_query wing=built_structures` 列出 `house_1_abc123` +9. 重复 1–8,但这次**不 approve,等 30 秒** +10. **截图 5**:超时后 ReAct 自动说"玩家 30 秒没回应,是不喜欢这个位置吗?我换个近一点的地方"(这个能力由 ReAct 的失败反馈自然涌现) + +## 落地顺序 + +1. 加 `BuildPhase` 枚举 + `BuildProject` 数据类 +2. 扩展 `ActionResult` 加 `Status` 枚举(向后兼容) +3. 写 `BuildDesignFormatter`(纯函数,最容易单测) +4. 写 `PlanBuildAction` 状态机(先做 FEASIBILITY + DESIGN + approve + halt + timeout,**后做** CONSTRUCTION + ACCEPTANCE,分两 PR 稳一点) +5. `ActionExecutor` 拦截 build + 加回调 +6. `SteveCommands` 加 approve / halt / status / accept +7. `CollaborativeBuildManager` 加 `getBuildProgress` +8. 单测 `BuildDesignFormatter` + 手工跑 10 个验证 +9. **PR1**: Plan + Design + Approve/Halt/Timeout +10. **PR2**: Construction + Acceptance + Accept diff --git "a/docs/hackathon/\346\226\275\345\267\245\346\265\201\347\250\213.md" "b/docs/hackathon/\346\226\275\345\267\245\346\265\201\347\250\213.md" new file mode 100644 index 00000000..e69de29b From 094bd7eded41fc44ed83fb68538c26caf2117463 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 7 Jun 2026 22:07:44 +0800 Subject: [PATCH 25/31] feat: implement four-phase plan mode with live dashboard MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Add BuildPhase enum + BuildProject data class for plan-then-build - PlanBuildAction drives FEASIBILITY → DESIGN → AWAITING_DESIGN_APPROVAL → CONSTRUCTION → COMPLETED. Dashboard / /steve approve kicks off construction directly with no second confirmation; AWAITING_ACCEPTANCE is kept as an enum value for source compatibility. - PlanBuildAction.runConstruction walks each loaded template at BUILD_TICK_DELAY cadence via ServerLevel.setBlock; Steve pathfinds within 6 blocks of the target and skips occupied cells. - 7 PlanEvent POJOs + PlanEvent marker interface published through a dedicated plan event bus. - PlanDashboardServer: 127.0.0.1:8765 embedded HTTP server with /events (SSE), /command, /chat, /plan handlers. CORS allows http://localhost:5173; Vite dev server proxies these paths. - /steve plan / approve / halt / status / dashboard subcommands wired into SteveCommands. SteveGUI forwards /steve input directly to the command tree. - BuildDesignFormatter renders the design doc to chat (header / body / footer), dropping the obsolete 30-second auto-approve prompt. - Memory: SteveMemory.queryLongTermMemory now calls mempalace:mempalace_query (was mempalace_list_drawers). - BuildStructureAction marked deprecated; CoreActionsPlugin keeps it registered for the legacy path. Procedural StructureGenerators is already removed; PlanBuildAction.runDesign fails fast if no NBT matches. - Dashboard port + frontendUrl exposed via [dashboard] config section; build.gradle forces UTF-8 for the runClient task. - Docs: README, 00-overview, 01-architecture, 02-actions, 03-config, 05-prompt-builder, 09-memory, 10-structures, hackathon/02-plan-mode, hackathon/施工流程 refreshed to match the new behavior; LF warnings on the docs/ files are line-ending normalization, not content. Co-Authored-By: Claude Opus 4.7 --- docs/00-overview.md | 5 + docs/01-architecture.md | 39 +- docs/02-actions.md | 12 +- docs/03-config.md | 3 +- docs/05-prompt-builder.md | 20 +- docs/09-memory.md | 4 +- docs/10-structures.md | 30 +- docs/README.md | 5 +- docs/hackathon/02-plan-mode.md | 170 +++--- ...75\345\267\245\346\265\201\347\250\213.md" | 196 +++++++ src/main/java/com/steve/ai/SteveMod.java | 67 +++ .../com/steve/ai/action/ActionExecutor.java | 84 ++- .../com/steve/ai/action/ActionResult.java | 34 +- .../com/steve/ai/action/BuildProject.java | 92 +++ src/main/java/com/steve/ai/action/Task.java | 27 + .../ai/action/actions/PlanBuildAction.java | 398 +++++++++++++ .../java/com/steve/ai/client/SteveGUI.java | 14 + .../com/steve/ai/command/SteveCommands.java | 284 ++++++++- .../java/com/steve/ai/config/SteveConfig.java | 22 + .../ai/dashboard/PlanDashboardServer.java | 545 ++++++++++++++++++ .../com/steve/ai/dashboard/PlanEventJson.java | 123 ++++ .../ai/event/plan/PlanApprovedEvent.java | 25 + .../steve/ai/event/plan/PlanChatEvent.java | 35 ++ .../steve/ai/event/plan/PlanCreatedEvent.java | 33 ++ .../ai/event/plan/PlanDesignReadyEvent.java | 87 +++ .../com/steve/ai/event/plan/PlanEvent.java | 14 + .../steve/ai/event/plan/PlanHaltedEvent.java | 35 ++ .../com/steve/ai/event/plan/PlanLogEvent.java | 25 + .../ai/event/plan/PlanPhaseChangedEvent.java | 28 + .../java/com/steve/ai/llm/PromptBuilder.java | 10 +- .../ai/llm/react/BuildDesignFormatter.java | 183 ++++++ .../com/steve/ai/llm/react/BuildPhase.java | 17 + .../com/steve/ai/llm/react/ReActAgent.java | 25 + .../com/steve/ai/mcp/MCPToolRegistry.java | 30 + .../ai/structure/StructureTemplateLoader.java | 22 +- src/main/resources/log4j2.xml | 25 + .../java/com/steve/ai/action/TaskTest.java | 41 ++ .../steve/ai/dashboard/PlanEventJsonTest.java | 120 ++++ .../llm/react/BuildDesignFormatterTest.java | 46 ++ .../steve/ai/mcp/MCPClientWrapperTest.java | 2 +- 40 files changed, 2818 insertions(+), 159 deletions(-) create mode 100644 src/main/java/com/steve/ai/action/BuildProject.java create mode 100644 src/main/java/com/steve/ai/action/actions/PlanBuildAction.java create mode 100644 src/main/java/com/steve/ai/dashboard/PlanDashboardServer.java create mode 100644 src/main/java/com/steve/ai/dashboard/PlanEventJson.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanApprovedEvent.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanChatEvent.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanCreatedEvent.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanDesignReadyEvent.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanEvent.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanHaltedEvent.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanLogEvent.java create mode 100644 src/main/java/com/steve/ai/event/plan/PlanPhaseChangedEvent.java create mode 100644 src/main/java/com/steve/ai/llm/react/BuildDesignFormatter.java create mode 100644 src/main/java/com/steve/ai/llm/react/BuildPhase.java create mode 100644 src/main/resources/log4j2.xml create mode 100644 src/test/java/com/steve/ai/action/TaskTest.java create mode 100644 src/test/java/com/steve/ai/dashboard/PlanEventJsonTest.java create mode 100644 src/test/java/com/steve/ai/llm/react/BuildDesignFormatterTest.java diff --git a/docs/00-overview.md b/docs/00-overview.md index 0ab46df9..bb2d6c3c 100644 --- a/docs/00-overview.md +++ b/docs/00-overview.md @@ -19,6 +19,11 @@ | `/steve list` | 列出所有活跃的 Steves | | `/steve stop ` | 停止当前动作 | | `/steve tell ` | 发送自然语言指令 | +| `/steve plan ` | 进入 plan mode (LLM 选 NBT 模板、出设计书、等 approve) | +| `/steve approve` | 批准当前设计,直接进入 CONSTRUCTION 阶段施工 | +| `/steve halt [reason]` | 中止当前 build,已放置方块不撤回 | +| `/steve status` | 输出当前 BuildProject 的所有阶段状态(debug) | +| `/steve dashboard [/stop]` | 启动/停止外部 plan UI HTTP server (默认 127.0.0.1:8765) | ### 示例 diff --git a/docs/01-architecture.md b/docs/01-architecture.md index b8bb8db3..3ced88b1 100644 --- a/docs/01-architecture.md +++ b/docs/01-architecture.md @@ -8,21 +8,36 @@ src/main/java/com/steve/ai/ ├── action/ # 动作执行系统 │ ├── ActionExecutor.java # ReAct 调度器(命令排队 + 步骤分发) │ ├── CollaborativeBuildManager.java # 多 Agent 协调 +│ ├── BuildProject.java # 四阶段 plan-then-build 项目数据模型 │ ├── Task.java # 动作任务数据模型 │ ├── ActionResult.java │ └── actions/ # 独立动作实现 (含 MCPAction) +│ └── PlanBuildAction.java # 四阶段 plan 模式状态机 (FEASIBILITY → DESIGN → ... → COMPLETED) ├── client/ # 客户端 GUI │ ├── SteveGUI.java # 滑出式面板 GUI (按 K 打开) │ └── KeyBindings.java ├── command/ # Minecraft 命令 -│ └── SteveCommands.java # /steve spawn, /steve tell 等 +│ └── SteveCommands.java # /steve spawn/tell/plan/approve/halt/status/dashboard 等 ├── config/ # 配置处理 -│ ├── SteveConfig.java # ForgeConfigSpec, 含 [mcp]/[react] 段 +│ ├── SteveConfig.java # ForgeConfigSpec, 含 [mcp]/[react]/[dashboard] 段 │ └── WarehouseConfig.java # 仓库 JSON 加载 +├── dashboard/ # 外部 plan UI HTTP server +│ ├── PlanDashboardServer.java # 127.0.0.1:8765, /events + /command + /chat + /plan +│ └── PlanEventJson.java # PlanEvent → JSON 序列化 ├── entity/ # Minecraft 实体类 │ ├── SteveEntity.java # 自定义实体 (PathfinderMob) │ └── SteveManager.java # 管理所有活跃的 Steves ├── event/ # 事件总线系统 +│ ├── EventBus.java, SimpleEventBus.java +│ └── plan/ # PlanEvent 标记接口 + 7 个事件 POJO +│ ├── PlanEvent.java +│ ├── PlanCreatedEvent.java +│ ├── PlanDesignReadyEvent.java +│ ├── PlanPhaseChangedEvent.java +│ ├── PlanApprovedEvent.java +│ ├── PlanHaltedEvent.java +│ ├── PlanLogEvent.java +│ └── PlanChatEvent.java ├── execution/ # 状态机、拦截器 │ ├── AgentStateMachine.java │ ├── ActionContext.java @@ -33,7 +48,10 @@ src/main/java/com/steve/ai/ │ ├── ResponseParser.java # 解析 LLM 响应 (含 parseReActStep) │ ├── OpenAIClient.java, GroqClient.java, GeminiClient.java │ ├── async/ # 异步非阻塞客户端 (AsyncOpenAIClient 等) -│ ├── react/ReActAgent.java # ReAct (Reason + Act) 主循环 +│ ├── react/ # ReAct 主循环 + plan 模式辅助 +│ │ ├── ReActAgent.java # ReAct (Reason + Act) 主循环 +│ │ ├── BuildPhase.java # FEASIBILITY/DESIGN/.../COMPLETED 枚举 +│ │ └── BuildDesignFormatter.java # BuildProject → 聊天栏设计书文本 │ └── resilience/ # 熔断器、重试、限流 ├── mcp/ # MCP (Model Context Protocol) 集成 │ ├── MCPToolRegistry.java # 多 MCP server 单例注册中心 @@ -43,10 +61,14 @@ src/main/java/com/steve/ai/ │ ├── SteveMemory.java # 短期动作历史 + mempalace 长期记忆查询 │ └── WorldKnowledge.java # 世界状态追踪 ├── plugin/ # 插件架构 -│ └── ActionRegistry.java # 动态动作工厂 +│ ├── ActionRegistry.java # 动态动作工厂 +│ ├── ActionFactory.java, ActionPlugin.java +│ ├── CoreActionsPlugin.java # 8 个基础动作注册 (pathfind/mine/gather/place/build/craft/attack/follow) +│ └── PluginManager.java ├── structure/ # 建筑生成 + 模板管理 │ ├── StructureTemplateLoader.java # 扫描 NBT + 注册到 mempalace -│ └── StructureGenerators.java +│ ├── StructureRegistry.java # 模板索引 +│ └── BlockPlacement.java └── util/ # 通用工具 ``` @@ -118,9 +140,10 @@ ReAct 主循环位于 `com.steve.ai.llm.react.ReActAgent`。状态机: ``` [ReAct step N] sendAsync(prompt + scratchpad) → parseReActStep(LLM response) - ├─ is_final=true → 标记 finished, finalAnswer - ├─ tasks.size()==1 → 设 pendingStep, 等 game thread feedObservation - └─ 解析失败/无 action → 把错误喂回 scratchpad, 继续下一轮 + ├─ is_final=true → 标记 finished, finalAnswer + ├─ is_final=true and tasks.size()==1 → 先派发 task, 等 observation 落地后再 finish (FINAL-with-task 延迟) + ├─ tasks.size()==1 and !is_final → 设 pendingStep, 等 game thread feedObservation + └─ 解析失败/无 action → 把错误喂回 scratchpad, 继续下一轮 [game tick] reactAgent.consumeNextStep() → executeTask(task) → BaseAction BaseAction.isComplete() → reactAgent.feedObservation(ActionResult) → 触发下一轮 diff --git a/docs/02-actions.md b/docs/02-actions.md index a76facd9..67d3c3e4 100644 --- a/docs/02-actions.md +++ b/docs/02-actions.md @@ -14,8 +14,9 @@ | 动作 | 功能 | |------|------| +| `PlanBuildAction` | 四阶段 plan-then-build 状态机(`BuildStructureAction` 已弃用,仅保留兼容) | | `MineBlockAction` | 智能采矿,带路径规划 | -| `BuildStructureAction` | 程序化建筑和模板建筑(支持仓库自动补给) | +| `BuildStructureAction` | 程序化建筑和模板建筑(支持仓库自动补给,**已弃用**,仍被 `CoreActionsPlugin` 注册供旧路径调用) | | `PlaceBlockAction` | 单方块放置(带验证) | | `PathfindAction` | 导航到坐标 | | `CombatAction` | 目标战斗 | @@ -26,6 +27,9 @@ | `WarehouseRefillHandler` | 建造缺材料时自动从仓库补给 | | `MCPAction` | 调用 MCP 工具(参数 `tool="serverName:toolName"`, `args={...}`) | +`CoreActionsPlugin` 通过 `ActionRegistry` 注册了 8 个基础动作:`pathfind / mine / gather / place / build / craft / attack / follow`。 +`build` action 在 `ActionExecutor.createActionLegacy` 里被**拦截**到 `PlanBuildAction`(`ActionExecutor.java:334`),所以 ReAct 模式下 `action="build"` 实际走的是 `PlanBuildAction.runDesign` + `runConstruction` 四阶段流程。 + ## 执行流程(ReAct 主循环) 1. 用户发送自然语言指令(如 `/steve tell miner1 开采 20 铁矿石`) @@ -43,6 +47,10 @@ ## BuildStructureAction 实现 +> **已弃用**:当前 ReAct/plan 模式全部走 `PlanBuildAction.runDesign` + `runConstruction`。 +> `BuildStructureAction` 仍存在但只被 `CoreActionsPlugin` 之外的老路径调用,保留向后兼容。 +> 下面流程图描述的是该旧实现,新代码请参考 `PlanBuildAction` 源码。 + ### 完整流程 ``` @@ -76,7 +84,7 @@ BuildStructureAction.onTick() 每 tick: | **程序化生成** | `StructureGenerators.generate()` — 8 种内置建筑类型(无 .nbt 时的回退) | | **协作建造** | `CollaborativeBuildManager` 分象限分配方块,多 Steve 并行放置 | | **仓库补给** | 材料不足时 `WarehouseRefillHandler` 自动去最近仓库取材料,取完返回继续建造 | -| **位置归档** | 建造完成后 ReAct 调 `mempalace_add_drawer(wing=built_structures)` 写入 mempalace | +| **位置归档** | CONSTRUCTION 完成后 `PlanBuildAction` 在 `CONSTRUCTION → COMPLETED` 转换时自动调 `mempalace_add_drawer(wing=built_structures)` 写入 mempalace(不再由 ReAct agent 触发) | | **飞行** | 建造时 Steve 启用飞行 (`steve.setFlying(true)`),完成后关闭 | ## 插件架构 diff --git a/docs/03-config.md b/docs/03-config.md index 3363cde5..31d9c8eb 100644 --- a/docs/03-config.md +++ b/docs/03-config.md @@ -44,8 +44,9 @@ model = "gemini-pro" actionTickDelay = 20 # 动作检查间隔 (tick) enableChatResponses = true maxActiveSteves = 10 # 最大活跃 Steve 数量 -buildTickDelay = 20 # 方块放置间隔 (tick) +buildTickDelay = 20 # 方块放置间隔 (tick, PlanBuildAction CONSTRUCTION 阶段每方块 tick 数) creativeMode = true # 创造模式: 材料无限, 跳过采矿 +maxTemplatesPerPlan = 4 # /steve plan 一次最多拼 N 个 NBT 模板 (1-10) ``` ## MCP / Mempalace 配置 diff --git a/docs/05-prompt-builder.md b/docs/05-prompt-builder.md index 09179392..ae8f881c 100644 --- a/docs/05-prompt-builder.md +++ b/docs/05-prompt-builder.md @@ -128,22 +128,21 @@ prompt.append("Biome: ").append(worldKnowledge.getBiomeName()).append("\n"); | 动作 | 参数格式 | 说明 | |------|----------|------| | attack | `{"target": "hostile"}` | 攻击敌对生物 | -| build | `{"structure": "house", "blocks": [...], "dimensions": [...]}` | 建造结构 | +| build | `{"structure": "house", "blocks": [...], "dimensions": [...]}` | 建造结构(ReAct 模式下被拦截到 `PlanBuildAction`) | | mine | `{"block": "iron", "quantity": 8}` | 采矿 | | follow | `{"player": "NAME"}` | 跟随玩家 | | pathfind | `{"x": 0, "y": 0, "z": 0}` | 导航到位置 | +| gather | `{"resource": "iron", "quantity": 8}` | 资源采集 | +| craft | `{"item": "iron_pickaxe", "quantity": 1}` | 物品合成 | +| mcp | `{"tool": "serverName:toolName", "args": {...}}` | 调用 MCP 工具 | ### 结构类型 -| 类型 | 生成方式 | 默认尺寸 | -|------|----------|----------| -| house | NBT 模板 | 自动 | -| oldhouse | NBT 模板 | 自动 | -| powerplant | NBT 模板 | 自动 | -| castle | 程序化 | 14x10x14 | -| tower | 程序化 | 6x6x16 | -| barn | 程序化 | 12x8x14 | -| modern | 程序化 | 可变 | +> **已废弃**:当前 ReAct / `PlanBuildAction` 只走 NBT 模板,`StructureGenerators` 类已删除。 +> 模板列表由 `config/steve/structures/*.nbt` 决定(见 [10-structures.md](10-structures.md))。 +> 无匹配 NBT 时 `PlanBuildAction.runDesign` 会 `ActionResult.failure("None of the requested NBT templates could be loaded")`,不再有兜底生成。 +> +> 下面表格保留作为历史参考。 ### 示例输入输出 @@ -352,3 +351,4 @@ LLM 通过 `action="mcp"`, `parameters.tool="mempalace:mempalace_list_drawers"` | `AI_PROVIDER` | String | "groq" | LLM 提供商 | | `MAX_TOKENS` | Integer | 8000 | 最大 token 数 | | `TEMPERATURE` | Double | 0.7 | 生成温度 | +| `MAX_TEMPLATES_PER_PLAN` | Integer | 4 | `/steve plan` 一次最多拼 N 个 NBT 模板 (1-10) | diff --git a/docs/09-memory.md b/docs/09-memory.md index 62d1e7bb..25cc5053 100644 --- a/docs/09-memory.md +++ b/docs/09-memory.md @@ -10,7 +10,7 @@ - 最近动作列表(保留最后 20 条) - 当前目标 (`currentGoal`):ReAct 启动时设,停止时清 -**长期记忆**:通过 `queryLongTermMemory(query)` 调 `mempalace:mempalace_list_drawers(wing=steve_memory, room={steveName}, query={...})` 查询。**不再使用 NBT 持久化**。 +**长期记忆**:通过 `queryLongTermMemory(query)` 调 `mempalace:mempalace_query(wing=steve_memory, room={steveName}, query={...})` 查询。**不再使用 NBT 持久化**。 ### WorldKnowledge.java @@ -32,6 +32,6 @@ **变更前**:记忆数据通过 NBT 持久化到 Minecraft 存档(`saveToNBT` / `loadFromNBT`)。已删除。 **变更后**:长期记忆走 mempalace: -- `SteveMemory.queryLongTermMemory(query)` 调 `MCPToolRegistry.callTool("mempalace:mempalace_list_drawers", Map.of("wing", "steve_memory", "room", steveName, "query", query))` +- `SteveMemory.queryLongTermMemory(query)` 调 `MCPToolRegistry.callTool("mempalace:mempalace_query", Map.of("wing", "steve_memory", "room", steveName, "query", query))` - 短期动作历史保留在内存(`addAction`),跨 ReAct 会话不持久化 - 跨世界数据独立于 Minecraft 存档(存在 mempalace 外部服务) diff --git a/docs/10-structures.md b/docs/10-structures.md index 945f7215..d0179b23 100644 --- a/docs/10-structures.md +++ b/docs/10-structures.md @@ -1,21 +1,25 @@ # 可建造结构 -Steve 有两种生成结构的方式,按优先级排列: +Steve 当前只支持一种生成结构的方式:**NBT 模板**。 -1. **NBT 模板**(优先) — 从文件加载设计师制作的结构 -2. **程序化生成**(兜底) — 通过算法实时生成 +> **已废弃**:之前文档里提到的"程序化生成(`StructureGenerators`)"已删除。 +> 所有 build 走 NBT 模板,模板列表由 `config/steve/structures/*.nbt` 决定。 +> 无匹配 NBT 时 `PlanBuildAction.runDesign` 会 `ActionResult.failure("None of the requested NBT templates could be loaded")`,**不再有兜底生成**。 +> +> 下面程序化生成结构表保留作为历史参考,**不再生效**。 ## 生成流程 ``` -玩家指令 → LLM 解析 → BuildStructureAction - ├── 1. tryLoadFromTemplate() 查找 config/steve/structures/*.nbt - │ └── 找到 → 使用模板,忽略尺寸参数 - └── 2. StructureGenerators NBT 未找到时走程序化生成 - └── 使用 LLM 传入的 width/height/depth +玩家指令 → LLM 解析 → ReAct 输出 action="build" → 拦截到 PlanBuildAction + ├── 1. PlanBuildAction.runDesign + │ └── StructureTemplateLoader.loadFromNBT(name) + │ └── 找到 → 使用模板,按 origin 偏移在世界坐标铺开 + └── 2. 加载失败 + └── ActionResult.failure("None of the requested NBT templates could be loaded") ``` -## 程序化生成结构列表 +## 程序化生成结构列表(已废弃,仅供历史参考) | 结构类型 | 别名 | 默认尺寸 | 材料 | 说明 | |---------|------|---------|------|------| @@ -28,8 +32,6 @@ Steve 有两种生成结构的方式,按优先级排列: | `platform` | — | 用户指定 | 使用第一个材料 | 平台/地板 | | `box` | `cube` | 用户指定 | 使用第一个材料 | 实心方块 | -LLM prompt 中暴露给 AI 的程序化类型为 `castle, tower, barn, modern`,其余类型通过代码 switch 兜底匹配。 - ## 使用方式 ``` @@ -63,7 +65,7 @@ build castle with width 20 height 15 depth 20 ## NBT 模板 -NBT 模板优先于程序化生成。将 `.nbt` 文件放入运行时配置目录: +`PlanBuildAction` 的唯一结构来源。将 `.nbt` 文件放入运行时配置目录: ``` /config/steve/structures/ @@ -71,8 +73,8 @@ NBT 模板优先于程序化生成。将 `.nbt` 文件放入运行时配置目 - 文件名即为结构名(如 `house.nbt` → `build house`) - 支持多种命名格式自动匹配:`name.nbt`、`name_lower.nbt`、`snake_case.nbt` -- LLM prompt 会动态读取目录下的模板名列表,供 AI 识别 -- 放入 NBT 文件后,对应的程序化生成类型会被"覆盖"(NBT 优先) +- LLM prompt 会动态读取目录下的模板名列表(`StructureTemplateLoader.getAvailableStructures()`),供 AI 识别 +- 启动时 `StructureTemplateLoader` 扫描该目录并注册到 mempalace(`wing=structure_{type}, room={name}`),LLM 通过 `mempalace_list_drawers` 发现 ## 材料仓库 diff --git a/docs/README.md b/docs/README.md index 1525920a..ae23cfe0 100644 --- a/docs/README.md +++ b/docs/README.md @@ -35,5 +35,6 @@ 黑客马拉松期间开发的施工系统相关文档: -1. [施工无人工地](hackathon/01-construction-site.md) - 多工种施工系统设计 -2. [道路施工](hackathon/02-road-construction.md) - 道路建设系统设计 +1. [mempalace 集成](hackathon/01-mempalace-integration.md) - mempalace × ReAct 模板调度 +2. [四阶段 plan 模式](hackathon/02-plan-mode.md) - plan-then-build 状态机 +3. [外部 HTML Plan Dashboard](hackathon/施工流程.md) - HTTP server + React + Three.js UI diff --git a/docs/hackathon/02-plan-mode.md b/docs/hackathon/02-plan-mode.md index e55c74c9..27d08e7c 100644 --- a/docs/hackathon/02-plan-mode.md +++ b/docs/hackathon/02-plan-mode.md @@ -6,7 +6,7 @@ **目标**: - LLM 不再"黑盒"决定建造,每次施工**前都有可审阅的计划** -- 玩家在关键节点(设计完成、施工开始、验收通过)有检查/取消权 +- 玩家在关键节点(设计完成、施工开始)有检查/取消权 - 失败 / 取消可以回退到上一阶段,而不是从头开始 - 阶段产物(计划书、施工日志、验收报告)全部沉淀到 mempalace,可追溯 @@ -18,8 +18,7 @@ |------|---------|--------------|------------| | **一·可研** | 必要性 / 技术 / 经济论证 | LLM 通过 `mcp mempalace_list_drawers` 查模板 → 选最匹配 → 计算材料成本 | 聊天栏:"候选模板:house_1, house_2, castle,已选 house_1(理由:与'建个小屋'最匹配)" | | **二·设计** | 初设→施工图 | 加载 NBT → 计算 footprint、占地区域、所需材料、协同分区 | 聊天栏:完整**设计图纸**(见下文 4.1),等待 `/steve approve` | -| **三·施工** | 清表→骨架→血肉 | 拆三子阶段:① 清表 ② 主体 ③ 装饰 | 进度行 `[施工] 阶段3.1/3 清表 0/120 blocks`,可 `/steve halt` 暂停 | -| **四·验收** | 交工→竣工 | 自检:占地区域方块完整?无悬空?方块类型匹配设计? | 聊天栏验收报告:`✓ 243/243 blocks placed, ✓ 9x6x9 footprint, ✓ no floating blocks`,等待 `/steve accept` | +| **三·施工** | 清表→骨架→血肉 | `PlanBuildAction.runConstruction` 走 `placeNextBlock`:每 `BUILD_TICK_DELAY` tick 放一块,Steve 走不到就 `getNavigation().moveTo`,被占用就跳过 | 进度行 `plan.log` 事件 "Construction progress: N/total",可 `/steve halt` 暂停(已放置方块不撤回) | ## 架构 @@ -29,12 +28,13 @@ ```java public enum BuildPhase { - FEASIBILITY, // 阶段一:选模板 - DESIGN, // 阶段二:出图纸 - CONSTRUCTION, // 阶段三:施工 - ACCEPTANCE, // 阶段四:验收 - COMPLETED, // 全部完成 - FAILED // 任意阶段失败 + FEASIBILITY, // 阶段一:选模板 + DESIGN, // 阶段二:出图纸 + AWAITING_DESIGN_APPROVAL,// 阶段二末尾:等玩家 /steve approve + CONSTRUCTION, // 阶段三:施工(前端 approve 后直接进入,无二次确认) + AWAITING_ACCEPTANCE, // 保留枚举值以保持源码兼容;当前流程不再进入 + COMPLETED, // 全部完成 + FAILED // 任意阶段失败 } ``` @@ -46,13 +46,14 @@ public class BuildProject { SteveEntity steve; String command; // 玩家原始指令 String selectedTemplate; // 阶段一选定 - LoadedTemplate template; // 阶段二加载 + List templates; // 阶段二加载(多模板拼接) BlockPos originPos; // 施工原点 Map materials; // 阶段二计算 BuildPhase phase; // 当前阶段 BuildPhase lastApproved; // 玩家最后 approve 的阶段 int blocksPlaced; // 阶段三进度 - List acceptanceLog; // 阶段四自检项 + int totalBlocks; // 阶段二累加 + int nextBlockIndex; // 阶段三施工游标:扁平化后下一个方块的索引 long phaseDeadlineMs; // 当前阶段超时时间 } ``` @@ -77,19 +78,18 @@ public static ActionResult awaitingApproval(String msg) { `PlanBuildAction` 内部状态机: ``` -FEASIBILITY (选模板) → DESIGN (出图纸) → AWAITING_DESIGN_APPROVAL → CONSTRUCTION → AWAITING_ACCEPTANCE → COMPLETED +FEASIBILITY (选模板) → DESIGN (出图纸) → AWAITING_DESIGN_APPROVAL → CONSTRUCTION → COMPLETED ↑ halt ↑ halt | | └────────── FAILED ←──────────────┘ ``` 每个阶段都是 `onTick` 里的一个 `switch (project.phase)`,推进条件: -- FEASIBILITY → 调用 `MCPAction` 查 mempalace,LLM 给的 `template` 参数驱动选定 -- DESIGN → 加载 NBT + 计算 + 输出设计书,**写入 mempalace** `wing=build_designs, room=`,转 AWAITING_DESIGN_APPROVAL -- AWAITING_DESIGN_APPROVAL → 等玩家 `/steve approve`(30s 超时则自动 cancel) -- CONSTRUCTION → 调 `CollaborativeBuildManager`,每 tick 放 N 块,统计进度 -- AWAITING_ACCEPTANCE → 跑自检(占地区域方块数量、类型匹配、悬空检查),写验收报告到 mempalace `wing=build_acceptance, room=`,等玩家 `/steve accept` -- COMPLETED → `result = ActionResult.success("Build completed, design archived to mempalace")`,写 `built_structures` drawer +- FEASIBILITY → LLM 通过 ReAct 已给定的 `template` / `structures` 参数驱动选定(不再走 `MCPAction` 查 mempalace,模板列表由 `StructureTemplateLoader.getAvailableStructures()` 提供) +- DESIGN → 加载 NBT + 计算 footprint / 占地区域 / 材料 / 协同分区 + 输出设计书,**写入 mempalace** `wing=build_designs, room=`,转 AWAITING_DESIGN_APPROVAL +- AWAITING_DESIGN_APPROVAL → 等玩家 `/steve approve`(**无超时**,玩家需手动 `/steve approve` 或 `/steve halt`;设计书保留在 mempalace) +- CONSTRUCTION → `PlanBuildAction.runConstruction` 每 `BUILD_TICK_DELAY` tick 调一次 `placeNextBlock`:Steve 离目标 > 6 格时 `getNavigation().moveTo`,到了就 `level.setBlock(pos, state, 3)`,游标 +1。`nextBlockIndex >= totalBlocks` 时 transition 到 COMPLETED。 +- COMPLETED → `result = ActionResult.success("Built N/total blocks for project #")`,写 `built_structures` drawer **`halt(reason)`**:玩家 `/steve halt` → 当前 stage 写到 mempalace,phase 转 FAILED,让 ReAct 决定下一步。 @@ -133,30 +133,20 @@ LLM 无感知——它继续输出 `{"action": "build", "structure": "house_1"}` 协同分区: 4 个象限, 单 Steve 承担全部 预计耗时: 约 1215 tick (≈ 60 秒) -------------------------------------------- -30 秒内输入 /steve approve 开始施工, /steve halt 放弃 +输入 /steve approve 开始施工, /steve halt 放弃 已归档到 mempalace: wing=build_designs/room=abc123 ============================================ ``` -#### 4.2 施工进度(阶段三,每 5 秒一次) +#### 4.2 施工进度(阶段三,每 50 块一次) -``` -[施工进度] abc123 阶段 3/4 主体建造 156/243 blocks (64%) -``` - -#### 4.3 验收报告(阶段四完成时) +`plan.log` 事件,dashboard 镜像到历史面板;聊天栏不刷屏。 ``` -========== 验收报告 #abc123 ========== -[✓] 方块完整: 243/243 placed -[✓] 占地区域匹配: 9 × 6 × 9 footprint -[✓] 方块类型校验: 243/243 匹配设计 (容差 0) -[✗] 悬空检查: 2 个 oak_planks 悬空 at (125,71,-456), (125,71,-457) -[✓] 协同一致性: 单 Steve 施工, 无冲突 ----------------------------------------- -输入 /steve accept 正式交付, /steve halt 视为失败 -已归档: wing=build_acceptance/room=abc123 -====================================== +[INFO] Construction progress: 50/243 +[INFO] Construction progress: 100/243 +... +[INFO] Construction complete: 243/243 ``` ### 5. `/steve` 子命令扩展 @@ -165,10 +155,9 @@ LLM 无感知——它继续输出 `{"action": "build", "structure": "house_1"}` | 命令 | 作用 | 触发阶段 | |------|------|---------| -| `/steve approve` | 批准当前阶段,进入下一阶段 | AWAITING_DESIGN_APPROVAL, AWAITING_ACCEPTANCE | -| `/steve halt [reason]` | 立即停止,回退到上一稳定阶段 | 任意 | +| `/steve approve` | 批准当前阶段,进入下一阶段(当前是 DESIGN→CONSTRUCTION) | AWAITING_DESIGN_APPROVAL | +| `/steve halt [reason]` | 立即停止,已放置方块不撤回 | 任意 | | `/steve status` | 输出当前 BuildProject 的所有阶段状态 | 任意(debug) | -| `/steve accept` | 验收通过,触发最终归档 | AWAITING_ACCEPTANCE | `findTargetSteve(player)` 抽成静态复用(line 113 抽方法),优先级:先找有活跃 BuildProject 的最近 Steve,否则原 tellSteve 行为。 @@ -176,10 +165,9 @@ LLM 无感知——它继续输出 `{"action": "build", "structure": "house_1"}` | 阶段结果 | ActionResult | ReAct scratchpad | |---------|-------------|------------------| -| 玩家 `/steve approve` 后施工完成 | `success("Build completed")` | `[OK] Build completed, house_1 at [123,64,-456]` | -| 玩家 `/steve halt` | `failure("Halted by player at phase 3, 156/243 placed")` | `[FAIL] Halted at construction, 156/243 blocks. Design archived. Re-plan?` | -| 30s 超时未 approve | `failure("Phase 2 design approval timeout (30s), design archived for review")` | `[FAIL] Design not approved in 30s. Design still in mempalace wing=build_designs/room=abc123. Continue?` | -| 验收失败(如悬空) | `failure("Acceptance failed: 2 floating blocks detected")` | `[FAIL] Build has 2 floating blocks, fix or accept?` | +| 玩家 `/steve approve` 后施工完成 | `success("Built 243/243 blocks for project #abc123")` | `[OK] Build completed, house_1 at [123,64,-456]` | +| 玩家 `/steve halt` | `failure("Build halted at phase 3, 156/243 placed")` | `[FAIL] Halted at construction, 156/243 blocks. Design archived. Re-plan?` | +| 阶段一未选定可用模板 | `failure("None of the requested NBT templates could be loaded")` | `[FAIL] No usable template, try a different request?` | **关键设计**:halt / timeout 后,**设计书留在 mempalace**(不删),LLM 下次能 query 到,玩家 `/steve status` 也能看到。这意味着 LLM 可以自主说"那个有悬空问题的小屋"——**记忆连续**。 @@ -192,12 +180,11 @@ LLM 无感知——它继续输出 `{"action": "build", "structure": "house_1"}` - `src/main/java/com/steve/ai/action/actions/PlanBuildAction.java` — 核心状态机 - `src/main/java/com/steve/ai/llm/react/BuildDesignFormatter.java` — 纯静态,把 `BuildProject` 格式化成聊天栏文本(方便单测) -### 修改(4 个) +### 修改(3 个) - `src/main/java/com/steve/ai/action/ActionResult.java` — 加 `Status` 枚举 + `awaitingApproval` 工厂方法(向后兼容) -- `src/main/java/com/steve/ai/action/ActionExecutor.java` — `executeTask` 拦截 build 升级为 plan_build,加 `approveCurrentBuild()` / `haltCurrentBuild()` / `acceptCurrentBuild()` 三个回调 -- `src/main/java/com/steve/ai/command/SteveCommands.java` — 加 approve / halt / status / accept 子命令,`findTargetSteve` 抽静态 -- `src/main/java/com/steve/ai/action/CollaborativeBuildManager.java` — 暴露 `getBuildProgress(projectId)`(给施工进度行用) +- `src/main/java/com/steve/ai/action/ActionExecutor.java` — `executeTask` 拦截 build 升级为 plan_build,加 `approveCurrentBuild()` / `haltCurrentBuild()` 两个回调 +- `src/main/java/com/steve/ai/command/SteveCommands.java` — 加 approve / halt / status 子命令,`findTargetSteve` 抽静态 ### 不修改 @@ -211,28 +198,25 @@ LLM 无感知——它继续输出 `{"action": "build", "structure": "house_1"}` | 已有代码 | 路径 | 怎么用 | |---------|------|-------| | `StructureTemplateLoader.loadFromNBT(name)` | `structure/StructureTemplateLoader.java` | 阶段二加载 | -| `LoadedTemplate.blocks` / `width/height/depth` | 同上 | 阶段二数据源 | -| `BlockPlacement.pos` / `BlockPlacement.block` | `structure/BlockPlacement.java` | 阶段三放置 | -| `BuildStructureAction.findNearestPlayer` | `action/actions/BuildStructureAction.java` | 抽 package-private 静态 | -| `BuildStructureAction.countMaterialsNeeded` | 同上 | 抽 package-private 静态 | -| `CollaborativeBuildManager.registerBuild` | `action/CollaborativeBuildManager.java` | 阶段三主体施工 | -| `CollaborativeBuildManager.getNextBlock` | 同上 | 阶段三每 tick 取一块 | -| `MCPToolRegistry.callTool("mempalace_add_drawer", ...)` | `mcp/MCPToolRegistry.java` | 阶段二/四归档设计书/验收报告 | -| `MCPToolRegistry.callTool("mempalace_query", ...)` | 同上 | 阶段一查模板时 LLM 通过 mcp action 用 | -| `ActionContext.publishEvent` | `execution/ActionContext.java` | 阶段转换时发 `StateTransitionEvent` | -| `player.sendSystemMessage(Component)` | vanilla | 阶段产物输出 | -| `mc.player.connection.sendCommand("steve approve")` | `client/SteveGUI.java` 现有 pattern | 玩家输入 | +| `StructureTemplateLoader.getAvailableStructures()` | 同上 | 阶段一日志里打可用模板列表 | +| `LoadedTemplate.blocks` / `width/height/depth` / `origin` | 同上 | 阶段二数据源 + 阶段三 `placeNextBlock` 计算世界坐标 | +| `LoadedTemplate.BlockPlacement.relativePos` / `blockState` | 同上 | 阶段三 `placeNextBlock` 读取下一方块坐标和状态 | +| `SteveEntity.getNavigation().moveTo` | `entity/SteveEntity.java` | 阶段三 Steve 距离 > 6 格时走过去 | +| `ServerLevel.setBlock(pos, state, flags)` | vanilla | 阶段三 `placeNextBlock` 实际放方块 | +| `MCPToolRegistry.callTool("mempalace_add_drawer", ...)` | `mcp/MCPToolRegistry.java` | 阶段二归档设计书 + halt 时归档 `build_halted` | +| `SteveMod.getPlanEventBus().publish` | `SteveMod.java` | 阶段转换时发 `PlanPhaseChangedEvent` / `PlanLogEvent` | +| `player.sendSystemMessage(Component)` | vanilla | 阶段二设计书输出到聊天栏 | +| `/steve approve` (聊天) / dashboard Approve 按钮 | `SteveCommands` / `PlanDashboardServer` | 玩家在 AWAITING_DESIGN_APPROVAL 推进到 CONSTRUCTION | ## MemPalace 数据扩展 | Wing | Room | 写入时机 | 内容 | |------|------|---------|------| | `build_designs` | `` | 阶段二完成 | 完整设计书 JSON(尺寸、材料、原点、分区、玩家指令) | -| `build_progress` | `` | 阶段三每 30 秒 | 当前进度快照,方便断线恢复(可选) | -| `build_acceptance` | `` | 阶段四完成 | 验收报告(含失败项) | -| `built_structures` | `_` | 阶段四 `/steve accept` 后 | 原 `BuildStructureAction` 已有的归档,复用 | +| `build_halted` | `` | `/steve halt` 时 | halt 原因 + 阶段二设计书保留 | +| `built_structures` | `_` | CONSTRUCTION 完成(自动) | 原 `BuildStructureAction` 已有的归档,复用 | -**回溯查询**:`/steve status` 查 mempalace `wing=build_acceptance, room=*` 列出最近 5 个项目。 +**回溯查询**:`/steve status` 查 mempalace `wing=build_halted, room=*` 列出最近 5 个被中止的项目;`wing=built_structures, room=*` 列出已建成的项目。 ## 验证 @@ -249,67 +233,49 @@ LLM 无感知——它继续输出 `{"action": "build", "structure": "house_1"}` - 期望 `mempalace_query wing=build_designs` 能查到 `room=abc123` 3. **阶段二 approve**: - - 30 秒内 `/steve approve` - - 期望日志 `phase: DESIGN -> CONSTRUCTION` - - 期望方块开始放置 + - 玩家在聊天栏输入 `/steve approve`(或在 dashboard 点 Approve 按钮) + - 期望日志 `phase: AWAITING_DESIGN_APPROVAL -> CONSTRUCTION` + - 期望方块开始放置(`plan.log` "Construction progress: 50/243") 4. **阶段二 halt**: - 阶段二等待 approve 时 `/steve halt` - - 期望日志 `BuildProject FAILED at phase DESIGN` + - 期望日志 `BuildProject FAILED at phase AWAITING_DESIGN_APPROVAL` - 期望 ReAct 收到 `[FAIL] Halted during design approval, design archived` - 期望 `mempalace` 里设计书**还在**(不删) -5. **阶段二 timeout**: - - 30 秒不操作 - - 期望日志 `Design approval timeout (30s)` - - 期望 ReAct 收到 timeout 失败 - -6. **阶段三施工**: - - approve 后日志出现 `[施工进度] abc123 156/243 blocks (64%)` - - 期望最终所有方块放置完成 - -7. **阶段四验收**: - - 施工完成自动进入阶段四 - - 期望聊天栏验收报告(全部 ✓ 或部分 ✗) - - 期望 `mempalace_add_drawer wing=build_acceptance` 成功 - -8. **阶段四 accept**: - - 验收通过后 `/steve accept` - - 期望 `built_structures` 写入(与现有行为一致) - - 期望 ReAct 收到 `[OK] Build completed` +5. **阶段三施工**: + - approve 后日志出现 `plan.log` "Construction progress: N/total"(每 50 块一次) + - 期望最终所有方块放置完成,转 COMPLETED,发 `[OK] Build completed` -9. **halt at any time**: +6. **halt at any time**: - 在阶段三施工中 `/steve halt` - 期望立刻停止放置,`BuildProject` 转 FAILED - 期望已放置方块**不撤回**(玩家想撤回用单独命令,本次不做) -10. **多 Steve 隔离**: - - spawn 两个 Steve,同时下达 build - - 期望每个有独立 `BuildProject.id` - - 期望 `/steve approve` 只作用于"最近且有活跃 BuildProject 的 Steve" +7. **多 Steve 隔离**: + - spawn 两个 Steve,同时下达 build + - 期望每个有独立 `BuildProject.id` + - 期望 `/steve approve` 只作用于"最近且有活跃 BuildProject 的 Steve" ### 端到端 demo(hackathon 演讲用) 1. 启动游戏,spawn `Steve-1` 2. `/steve tell Steve 在这建个房子` 3. **截图 1**:聊天栏出现设计书(评审立刻看到"哦它会先告诉我计划") -4. `/steve approve` -5. **截图 2**:施工进度行实时更新 -6. **截图 3**:验收报告 -7. `/steve accept` -8. **截图 4**:`mempalace_query wing=built_structures` 列出 `house_1_abc123` -9. 重复 1–8,但这次**不 approve,等 30 秒** -10. **截图 5**:超时后 ReAct 自动说"玩家 30 秒没回应,是不喜欢这个位置吗?我换个近一点的地方"(这个能力由 ReAct 的失败反馈自然涌现) +4. dashboard 点 Approve(或聊天栏 `/steve approve`) +5. **截图 2**:施工进度行实时更新(`plan.log` "Construction progress: N/total") +6. **截图 3**:施工完成时 CONSTRUCTION → COMPLETED 阶段切换事件,方块全部到位 +7. **截图 4**:`mempalace_query wing=built_structures` 列出 `house_1_abc123` +8. 重复 1–7,但这次**不 approve**,改用 `/steve halt` 中止 +9. **截图 5**:halt 后 `BuildProject` 转 FAILED,聊天栏 `Build halted at phase AWAITING_DESIGN_APPROVAL`,`mempalace_query wing=build_designs` 仍能查到设计书 ## 落地顺序 1. 加 `BuildPhase` 枚举 + `BuildProject` 数据类 2. 扩展 `ActionResult` 加 `Status` 枚举(向后兼容) 3. 写 `BuildDesignFormatter`(纯函数,最容易单测) -4. 写 `PlanBuildAction` 状态机(先做 FEASIBILITY + DESIGN + approve + halt + timeout,**后做** CONSTRUCTION + ACCEPTANCE,分两 PR 稳一点) -5. `ActionExecutor` 拦截 build + 加回调 -6. `SteveCommands` 加 approve / halt / status / accept -7. `CollaborativeBuildManager` 加 `getBuildProgress` -8. 单测 `BuildDesignFormatter` + 手工跑 10 个验证 -9. **PR1**: Plan + Design + Approve/Halt/Timeout -10. **PR2**: Construction + Acceptance + Accept +4. 写 `PlanBuildAction` 状态机:FEASIBILITY + DESIGN + AWAITING_DESIGN_APPROVAL + CONSTRUCTION + COMPLETED/FAILED,approve 后**直接**进 CONSTRUCTION 自治放方块,无二次确认 +5. `ActionExecutor` 拦截 build + 加回调(`approveCurrentBuild` / `haltCurrentBuild`) +6. `SteveCommands` 加 approve / halt / status 子命令 +7. `PlanDashboardServer` 把状态镜像到 127.0.0.1:8765 的 `/events` / `/command` / `/plan` / `/chat` 端点(React + Three.js 前端) +8. 单测 `BuildDesignFormatter` + `PlanEventJson` + 手工跑 7 个验证(见上文) diff --git "a/docs/hackathon/\346\226\275\345\267\245\346\265\201\347\250\213.md" "b/docs/hackathon/\346\226\275\345\267\245\346\265\201\347\250\213.md" index e69de29b..7f0652a8 100644 --- "a/docs/hackathon/\346\226\275\345\267\245\346\265\201\347\250\213.md" +++ "b/docs/hackathon/\346\226\275\345\267\245\346\265\201\347\250\213.md" @@ -0,0 +1,196 @@ +📝 阶段一:项目前期 +这个阶段的目标是将建设需求从概念变为一份严谨的可行性文件。 + +开展规划研究:根据国家及省级的《公路网规划》确定项目,编制《工程可行性研究报告》。这份报告是项目立项的核心依据,需要全面论证项目的必要性、技术可行性和经济合理性,通常分为预可研和工可研两步。 + +获取"准生证"(立项批复):政府投资类项目向发改部门报批项目建议书和可研报告;企业投资类项目则办理项目申请报告的核准。要拿到这个"准生证",通常需要前置的专项评估批复作为支撑。 + +同步推进"三大项"前置审批:在等待可研批复的同时,必须交叉推进一系列至关重要的专项评估和审批: + +用地预审与规划选址:向自然资源部门申请,初步确定项目是否符合土地和城乡规划,会占用多少土地。 + +环境影响评价(环评):向生态环境部门提交报告,评估项目对自然生态、水、气、声等环境的影响,并制定防治措施。 + +其他专项评估:包括水土保持、压覆矿产、地质灾害、防洪评价、文物调查等,这些专业报告也需获得主管部门批复。 + +🚧 阶段二:勘察设计与施工准备 +拿到"准生证"后,工程便进入精确设计和进场施工的准备环节。 + +两阶段精确设计:这个阶段将路线方案精确到可以施工的程度。首先是初步设计,确定技术方案和概算,明确桥梁、隧道等关键节点;接着是施工图设计,精确到每个桩位和钢筋用量,并据此编制预算。 + +办理建设用地(征地拆迁):这是整个过程中最复杂和耗时的环节之一,涉及大量群众工作,通常需要: + +土地报批:完成详细的土地勘测定界,并将所有材料组卷上报至自然资源部门乃至国务院审批。 +征地拆迁:获批后,发布征地公告,与被征地方签订补偿协议,支付补偿款,并组织实施红线内的房屋拆除和管线迁改工作。 +招标与施工许可:采用公开招标等方式,选择有实力的施工单位、监理单位和材料供应商。在完成征地拆迁和施工图审批后,向交通主管部门申请,正式获得施工许可。 + +🏗️ 阶段三:建设实施 +得到施工许可后,高速公路便进入热火朝天的实体建造阶段。 + +先行施工准备:在正式开工前,首先进行清表、修建施工便道、搭建项目驻地,并建设混凝土搅拌站、钢筋加工场等临时设施,为大规模施工创造条件。 + +建设"骨架":路基与桥梁隧道 + +路基工程:高速公路的"地基和身体",主要进行挖方(移除多余土石方)和填方(构筑路堤),常采用"三阶段、四区段、八流程"的标准化工艺进行填筑,确保路基的稳固。 + +桥涵工程:属于技术难度最高的环节。会根据地质情况采用旋挖钻或冲击钻进行桩基施工;针对跨河或跨山谷的特大桥,常会采用挂篮悬浇工艺来一段段"吐出"桥梁节段。 + +隧道工程:在一些山岭重丘区,需要开凿隧道。施工时会综合运用光面爆破、管棚支护、湿喷混凝土等多种工艺来安全成洞。 + +铺设"血肉":路面与附属设施 + +路面铺筑:在成型路基上,由下至上分层铺设垫层、底基层、基层和面层(即我们开车接触的沥青或水泥路面),各层对材料和工艺均有严格标准。 + +交通安全设施:在路面工程后半段,同步安装波形护栏、交通标志、标线、隔离栅和防眩板等设施,为未来的行车安全提供保障。 + +打造"大脑":机电与房建工程 + +机电工程:包括收费系统、通信系统、监控系统和供配电照明系统。这些是保障高速公路安全、高效运营的"神经系统和大脑"。 + +房建工程:建设沿线的服务区、收费站、管理中心等建筑设施,为司乘人员和管理人员提供必要的工作与休息场所。 + +✅ 阶段四:验收与运营 +工程结束后,需要经过严格的检验,才能正式向社会开放。 + +专业检测(交工验收):由项目法人组织,对各合同段的工程质量进行全面检查和评定。通过后,标志着工程具备了试运营条件。 + +试运营与审计:交工验收合格后,项目进入试运营阶段。同时,启动工程决算和财务决算审计,进行项目后评价,评估其实际效益。 + +最终验收(竣工验收):在试运营期(通常为2年)结束后,由国家或省级主管部门组织最终的竣工验收,是对整个项目的全面考核。 + +正式通车运营:通过竣工验收后,项目完成全部建设程序,正式移交给运营管理单位,进入长期的收费、养护和服务阶段。 + +📌 关键审批流程协同与提速方式 +高速公路建设的审批环节非常多,且环环相扣。为了提高效率,实践中常采用“并联报批”和“交叉跟进”等模式。此外,现代化的管理手段也应用在建设中,例如通过BIM建筑信息模型提前进行三维模拟施工,精确定位问题,减少返工;以及采用无人机航拍、传感器等物联网技术实时监控工程进度和质量。 + +高速公路的建设是一个多阶段、多专业协同的系统工程,它不仅是土木工程的奇迹,更是国家科学决策、严格监管和无数建设者辛勤付出的体现。 + +--- + +# 外部 HTML Plan Dashboard + +Steve 的 plan-then-build 流程(`/steve plan` → `AWAITING_DESIGN_APPROVAL` → +`/steve approve` / `/steve halt`)除了在游戏内聊天里显示设计书外,还可以通过 +mod 内嵌的 HTTP server 把流程镜像到一个独立的 React + Three.js 页面。 + +> 注:上面 1-66 行是早期写的高速公路施工流程示例,与本节无关;本节才是当前 +> Steve 实现的真实 plan 流程说明。 + +## 架构 + +``` +PlanBuildAction + │ publish(PlanCreatedEvent / PlanDesignReadyEvent / PlanPhaseChangedEvent + │ / PlanApprovedEvent / PlanHaltedEvent / PlanLogEvent) + ▼ +SteveMod.getPlanEventBus() (com.steve.ai.event.EventBus) + │ subscribe + forward + ▼ +PlanDashboardServer (HTTP, 127.0.0.1:8765) + │ GET /events (text/event-stream) + │ POST /command {action, projectId} CORS: http://localhost:5173 + ▼ +Vite dev server (localhost:5173) /events, /command → proxy → 8765 + │ + ▼ +React + Three.js (web/) + ├── Phase badge / materials / timeline / Approve / Halt + └── Three.js InstancedMesh (per blockId) + orbit controls + grid +``` + +## 启动 + +1. **mod 端**:在 Minecraft 中执行 `/steve dashboard` — 启动嵌入式 HTTP server, + 聊天打印 `Plan dashboard: http://127.0.0.1:8765/`。关闭:`/steve dashboard stop`。 +2. **前端**:在 `web/` 下跑 + ```bash + cd web + npm install + npm run dev + # → http://localhost:5173 + ``` + Vite proxy 把 `/events` 和 `/command` 转发到 127.0.0.1:8765。Mod 也加了 + CORS header,**直接**从 5173 调 mod 也行(即使没走 Vite proxy)。 +3. mod **不会**自动开浏览器;端口在配置文件的 `dashboard.port`(默认 8765)。 + +## 事件类型 + +| 事件 | 触发点 | 关键字段 | +| --- | --- | --- | +| `PlanCreatedEvent` | `PlanBuildAction` 构造完成 | projectId, steveName, command, templates, phase | +| `PlanDesignReadyEvent` | `runDesign()` 生成设计书后 | design (fullDesign 文本), materials, totalBlocks, **blocks** (x,y,z,blockId) | +| `PlanPhaseChangedEvent` | `transitionTo(BuildPhase)` | prev, next, deadlineMs? | +| `PlanApprovedEvent` | `approve()` | phase, approvedBy | +| `PlanHaltedEvent` | `halt(reason)` | reason, mempalaceRef, blocksPlaced, totalBlocks | +| `PlanLogEvent` | 关键日志镜像 | severity, message | + +新连接打开时会先收到一个 `snapshot` 事件,包含当前活跃 BuildProject 的所有字段 +**和 blocks 列表**(这样 Three.js 可以立刻开始渲染,不用等下一个 design_ready)。 + +`blocks` 字段是 `(x, y, z, blockId)` 四元组的列表。`x/y/z` 是世界坐标 +(按 origin 偏移过),`blockId` 是 `minecraft:oak_planks` 这种 namespace:path。 + +## 文件位置 + +- Java(事件 + bus + dashboard server): + - `src/main/java/com/steve/ai/event/plan/` — 6 个事件 POJO + `PlanEvent` 标记接口 + - `src/main/java/com/steve/ai/dashboard/` — `PlanDashboardServer` + `PlanEventJson` + - `src/main/java/com/steve/ai/SteveMod.java` — `getPlanEventBus()` / `subscribeToAllPlanEvents` / dashboardServer 字段 + - `src/main/java/com/steve/ai/command/SteveCommands.java` — `/steve dashboard` / `/steve dashboard stop` + - `src/main/java/com/steve/ai/config/SteveConfig.java` — `dashboard.port` (默认 8765) +- 前端(独立 Vite 项目): + - `web/package.json` / `vite.config.ts` / `tsconfig.json` / `index.html` + - `web/src/main.tsx` — React 入口 + - `web/src/App.tsx` — 布局:3D canvas + 侧栏 + - `web/src/hooks/usePlanStore.ts` — SSE 订阅 + reducer + - `web/src/components/Structure3D.tsx` — Three.js InstancedMesh 渲染器 + 自带 orbit 控件 + - `web/src/lib/types.ts` — 跟 `PlanEventJson` 输出对齐的 TypeScript 类型 + - `web/src/styles.css` — 暗玻璃主题 + - `web/README.md` +- 测试:`src/test/java/com/steve/ai/dashboard/PlanEventJsonTest.java` + +## 已知限制 + +- `CONSTRUCTION` 阶段已实现:approve 后 `PlanBuildAction.runConstruction` 直接接管 + 方块放置,每 `BUILD_TICK_DELAY` tick 放一块(默认 20 tick = 1 秒一块)。被占用 / 超出 + 6 格距离的方块会被跳过;完成时 transition 到 COMPLETED。 +- `AWAITING_ACCEPTANCE` 枚举值保留以保持源码兼容,但当前 dashboard-approve 流程 + 不再进入——前端点击 approve 后**直接**施工,无二次确认。 +- 一次只看一个 project:UI 无项目切换器;同时只可能有一个活跃 BuildProject + (`ActionExecutor` 持有),切换 Steve 也只是换一个 project id。 +- 3D 预览是占位配色:方块颜色由 `Structure3D.colorForBlockId` 用 blockId 的 + 哈希转 HSL 生成,**不**对应真实 Minecraft 材质;后续可加 block→color 表或 + 贴 atlas。 +- Vite proxy 默认指向 `127.0.0.1:8765`;如果改了 `dashboard.port` 要同步 + `web/vite.config.ts`。 +- 不自动开浏览器:避免 headless 多人服场景下弹出无用窗口。 + +## Verification + +```bash +# 1. 编译 mod +./gradlew build + +# 2. 跑 plan dashboard 单元测试 +./gradlew test --tests "com.steve.ai.dashboard.*" + +# 3. 启动前端 +cd web && npm install && npm run dev +# → http://localhost:5173 + +# 4. 端到端手测 +./gradlew runClient +# 进游戏后: +/steve spawn Steve1 +/steve dashboard +# 浏览器开 http://localhost:5173 +/steve plan "建一个小屋" +# → 浏览器应依次看到: +# snapshot (含 blocks) → plan.created → plan.phase_changed (DESIGN) +# → plan.design_ready (含 blocks + materials) → plan.phase_changed +# (AWAITING_DESIGN_APPROVAL) +# → 3D 画布按 blockId 渲染出 InstancedMesh 建筑,左键拖动旋转,滚轮缩放 +# 点 Approve → 聊天 "Approved build for Steve1" +# 点 Halt → 聊天 "Halted build for Steve1..." +``` + diff --git a/src/main/java/com/steve/ai/SteveMod.java b/src/main/java/com/steve/ai/SteveMod.java index 25b903ab..39e8523a 100644 --- a/src/main/java/com/steve/ai/SteveMod.java +++ b/src/main/java/com/steve/ai/SteveMod.java @@ -3,9 +3,13 @@ import com.mojang.logging.LogUtils; import com.steve.ai.command.SteveCommands; import com.steve.ai.config.SteveConfig; +import com.steve.ai.dashboard.PlanDashboardServer; import com.steve.ai.entity.SteveEntity; import com.steve.ai.entity.SteveManager; import com.steve.ai.config.WarehouseConfig; +import com.steve.ai.event.EventBus; +import com.steve.ai.event.SimpleEventBus; +import com.steve.ai.event.plan.PlanEvent; import com.steve.ai.memory.WarehouseManager; import com.steve.ai.mcp.MCPToolRegistry; import net.minecraft.world.entity.EntityType; @@ -13,6 +17,7 @@ import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.RegisterCommandsEvent; import net.minecraftforge.event.server.ServerStartingEvent; +import net.minecraftforge.event.server.ServerStoppingEvent; import net.minecraftforge.event.entity.player.PlayerEvent; import net.minecraftforge.event.entity.EntityAttributeCreationEvent; import net.minecraftforge.eventbus.api.IEventBus; @@ -27,6 +32,9 @@ import net.minecraftforge.registries.RegistryObject; import org.slf4j.Logger; +import java.util.List; +import java.util.function.Consumer; + @Mod(SteveMod.MODID) public class SteveMod { public static final String MODID = "steve"; @@ -43,6 +51,10 @@ public class SteveMod { private static SteveManager steveManager; + private static final EventBus PLAN_BUS = new SimpleEventBus(); + private static PlanDashboardServer dashboardServer; + private static net.minecraft.server.MinecraftServer server; + public SteveMod() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); @@ -75,6 +87,28 @@ public void onServerStarting(ServerStartingEvent event) { WarehouseConfig.load(); WarehouseManager.init(event.getServer().overworld()); MCPToolRegistry.init(); + server = event.getServer(); + } + + @SubscribeEvent + public void onServerStopping(ServerStoppingEvent event) { + if (dashboardServer != null) { + try { + dashboardServer.stop(); + } catch (Exception e) { + LOGGER.warn("Failed to stop plan dashboard server: {}", e.getMessage()); + } + dashboardServer = null; + } + server = null; + } + + /** Active {@link net.minecraft.server.MinecraftServer}, or null if no + * server is running. Held so the dashboard HTTP handler (which runs on + * the HttpServer's executor threads) can hop back to the main server + * thread before touching {@link SteveEntity} state. */ + public static net.minecraft.server.MinecraftServer getServer() { + return server; } @SubscribeEvent @@ -87,5 +121,38 @@ public void onPlayerLogin(PlayerEvent.PlayerLoggedInEvent event) { public static SteveManager getSteveManager() { return steveManager; } + + /** Global event bus for {@link PlanEvent}s. Independent of the per-entity + * bus in {@code ActionExecutor} because a plan is global across all Steves. */ + public static EventBus getPlanEventBus() { + return PLAN_BUS; + } + + /** Subscribe a single consumer to every concrete {@link PlanEvent} subtype. + * {@code SimpleEventBus} dispatches by exact runtime class, so we register + * one subscription per concrete class. Returns a list of {@link com.steve.ai.event.EventBus.Subscription}s + * for unsubscribing. */ + @SuppressWarnings({"unchecked", "rawtypes"}) + public static List subscribeToAllPlanEvents(Consumer consumer) { + return List.of( + PLAN_BUS.subscribe(com.steve.ai.event.plan.PlanCreatedEvent.class, (com.steve.ai.event.plan.PlanCreatedEvent e) -> consumer.accept(e)), + PLAN_BUS.subscribe(com.steve.ai.event.plan.PlanDesignReadyEvent.class, (com.steve.ai.event.plan.PlanDesignReadyEvent e) -> consumer.accept(e)), + PLAN_BUS.subscribe(com.steve.ai.event.plan.PlanPhaseChangedEvent.class, (com.steve.ai.event.plan.PlanPhaseChangedEvent e) -> consumer.accept(e)), + PLAN_BUS.subscribe(com.steve.ai.event.plan.PlanApprovedEvent.class, (com.steve.ai.event.plan.PlanApprovedEvent e) -> consumer.accept(e)), + PLAN_BUS.subscribe(com.steve.ai.event.plan.PlanHaltedEvent.class, (com.steve.ai.event.plan.PlanHaltedEvent e) -> consumer.accept(e)), + PLAN_BUS.subscribe(com.steve.ai.event.plan.PlanLogEvent.class, (com.steve.ai.event.plan.PlanLogEvent e) -> consumer.accept(e)), + PLAN_BUS.subscribe(com.steve.ai.event.plan.PlanChatEvent.class, (com.steve.ai.event.plan.PlanChatEvent e) -> consumer.accept(e)) + ); + } + + /** Returns the active {@link PlanDashboardServer}, or null if not started. */ + public static PlanDashboardServer getDashboardServer() { + return dashboardServer; + } + + /** Called by {@code /steve dashboard} to set/clear the active server. */ + public static void setDashboardServer(PlanDashboardServer server) { + dashboardServer = server; + } } diff --git a/src/main/java/com/steve/ai/action/ActionExecutor.java b/src/main/java/com/steve/ai/action/ActionExecutor.java index b146daf7..77df7a06 100644 --- a/src/main/java/com/steve/ai/action/ActionExecutor.java +++ b/src/main/java/com/steve/ai/action/ActionExecutor.java @@ -6,6 +6,7 @@ import com.steve.ai.di.SimpleServiceContainer; import com.steve.ai.event.EventBus; import com.steve.ai.event.SimpleEventBus; +import com.steve.ai.event.plan.PlanChatEvent; import com.steve.ai.execution.*; import com.steve.ai.llm.ResponseParser; import com.steve.ai.llm.TaskPlanner; @@ -145,9 +146,15 @@ private void drainNextCommand() { * Send a message to the GUI pane (client-side only, no chat spam) */ private void sendToGUI(String steveName, String message) { - if (steve.level().isClientSide) { - com.steve.ai.client.SteveGUI.addSteveMessage(steveName, message); - } + // The chat surface lives in the browser dashboard now. Forward the line + // through the plan event bus so the SSE channel picks it up. + String projectId = ""; + try { + BuildProject p = getActiveBuildProject(); + if (p != null) projectId = p.id; + } catch (Exception ignored) {} + SteveMod.getPlanEventBus().publish(new PlanChatEvent(projectId, steveName, + PlanChatEvent.Sender.STEVE, message)); } public void tick() { @@ -321,7 +328,10 @@ private BaseAction createActionLegacy(Task task) { case "attack" -> new CombatAction(steve, task); case "follow" -> new FollowPlayerAction(steve, task); case "gather" -> new GatherResourceAction(steve, task); - case "build" -> new BuildStructureAction(steve, task); + // Intercept "build" -> PlanBuildAction (four-phase plan-then-build workflow). + // The plan action loads NBT, archives design to mempalace, and waits for + // player /steve approve before any blocks are placed. + case "build" -> new PlanBuildAction(steve, task, this); case "mcp" -> new MCPAction(steve, task); default -> { SteveMod.LOGGER.warn("Unknown action type: {}", task.getAction()); @@ -348,6 +358,72 @@ public void stopCurrentAction() { stateMachine.reset(); } + /** + * Approve the current build's pending phase. No-op if not in a PlanBuildAction + * awaiting approval. + */ + public void approveCurrentBuild() { + if (currentAction instanceof PlanBuildAction plan) { + plan.approve(); + } else { + SteveMod.LOGGER.warn("approveCurrentBuild: no PlanBuildAction in progress for Steve '{}'", + steve.getSteveName()); + } + } + + /** + * Halt the current build (if any). No-op if not a PlanBuildAction. + */ + public void haltCurrentBuild(String reason) { + if (currentAction instanceof PlanBuildAction plan) { + plan.halt(reason); + } else { + SteveMod.LOGGER.warn("haltCurrentBuild: no PlanBuildAction in progress for Steve '{}'", + steve.getSteveName()); + } + } + + /** + * Get the active build project, or null if no PlanBuildAction is in flight. + */ + public com.steve.ai.action.BuildProject getActiveBuildProject() { + if (currentAction instanceof PlanBuildAction plan) { + return plan.getProject(); + } + return null; + } + + /** + * Plan a build via LLM. The LLM picks the template and the design phase + * produces a doc the player must /steve approve before any blocks are + * placed. Mirrors Claude Code's plan mode semantics. + * + *

The plan-mode constraint is embedded into the user-facing command + * string itself — ReActAgent.runStep embeds originalCommand raw into the + * === USER COMMAND === block of every step, so the LLM sees the rule on + * every turn without any system-prompt changes.

+ * + *

Used by the /steve plan subcommand.

+ */ + public void startPlannedBuild(String description) { + SteveMod.LOGGER.info("Steve '{}' planning: {}", steve.getSteveName(), description); + String augmented = "[PLAN MODE] Player wants a plan, NOT immediate execution. " + + "You MUST respond by emitting action=build with the most fitting NBT template(s) " + + "from the available list. For composite builds (e.g. a village or courtyard), " + + "emit parameters: {\"structures\": [\"\", \"\", ...]} — at most " + + SteveConfig.MAX_TEMPLATES_PER_PLAN.get() + " templates. " + + "Do NOT gather/mine/craft/pathfind first — the player will /steve approve before " + + "any blocks are placed. Player's request: " + description; + pendingCommands.add(augmented); + if (reactAgent == null && currentAction == null) { + sendToGUI(steve.getSteveName(), "Planning: " + description); + drainNextCommand(); + } else { + sendToGUI(steve.getSteveName(), + "Will plan after current task (queue: " + pendingCommands.size() + ")"); + } + } + public boolean isExecuting() { return currentAction != null || reactAgent != null; } diff --git a/src/main/java/com/steve/ai/action/ActionResult.java b/src/main/java/com/steve/ai/action/ActionResult.java index 7b299da1..293fd0cf 100644 --- a/src/main/java/com/steve/ai/action/ActionResult.java +++ b/src/main/java/com/steve/ai/action/ActionResult.java @@ -1,18 +1,26 @@ package com.steve.ai.action; public class ActionResult { + public enum Status { SUCCESS, FAILURE, PHASE_TRANSITION, AWAITING_APPROVAL } + private final boolean success; private final String message; private final boolean requiresReplanning; + private final Status status; public ActionResult(boolean success, String message) { - this(success, message, !success); + this(success, message, !success, success ? Status.SUCCESS : Status.FAILURE); } public ActionResult(boolean success, String message, boolean requiresReplanning) { + this(success, message, requiresReplanning, success ? Status.SUCCESS : Status.FAILURE); + } + + public ActionResult(boolean success, String message, boolean requiresReplanning, Status status) { this.success = success; this.message = message; this.requiresReplanning = requiresReplanning; + this.status = status; } public boolean isSuccess() { @@ -27,21 +35,37 @@ public boolean requiresReplanning() { return requiresReplanning; } + public Status getStatus() { + return status; + } + + public boolean isAwaitingApproval() { + return status == Status.AWAITING_APPROVAL; + } + public static ActionResult success(String message) { - return new ActionResult(true, message, false); + return new ActionResult(true, message, false, Status.SUCCESS); } public static ActionResult failure(String message) { - return new ActionResult(false, message, true); + return new ActionResult(false, message, true, Status.FAILURE); } public static ActionResult failure(String message, boolean requiresReplanning) { - return new ActionResult(false, message, requiresReplanning); + return new ActionResult(false, message, requiresReplanning, Status.FAILURE); + } + + public static ActionResult phaseTransition(String message) { + return new ActionResult(false, message, false, Status.PHASE_TRANSITION); + } + + public static ActionResult awaitingApproval(String message) { + return new ActionResult(false, message, false, Status.AWAITING_APPROVAL); } @Override public String toString() { - return "ActionResult{success=" + success + ", message='" + message + "', requiresReplanning=" + requiresReplanning + "}"; + return "ActionResult{status=" + status + ", success=" + success + ", message='" + message + "', requiresReplanning=" + requiresReplanning + "}"; } } diff --git a/src/main/java/com/steve/ai/action/BuildProject.java b/src/main/java/com/steve/ai/action/BuildProject.java new file mode 100644 index 00000000..e41f3e6d --- /dev/null +++ b/src/main/java/com/steve/ai/action/BuildProject.java @@ -0,0 +1,92 @@ +package com.steve.ai.action; + +import com.steve.ai.entity.SteveEntity; +import com.steve.ai.llm.react.BuildPhase; +import com.steve.ai.structure.StructureTemplateLoader; +import net.minecraft.core.BlockPos; +import net.minecraft.world.entity.player.Player; +import net.minecraft.world.level.block.Block; + +import java.util.ArrayList; +import java.util.HashMap; +import java.util.LinkedHashMap; +import java.util.List; +import java.util.Map; +import java.util.UUID; + +/** + * Tracks the full state of a single build project driven by PlanBuildAction. + * + *

One project is created per intercepted "build" task. It moves through + * {@link BuildPhase} transitions, with each phase's outputs persisted to mempalace.

+ */ +public class BuildProject { + + public final String id; + public final SteveEntity steve; + public final String command; + public final long createdAtMs; + + public final List selectedTemplates = new ArrayList<>(); + public final List templates = new ArrayList<>(); + public int currentTemplateIndex = 0; + public BlockPos originPos; + public final Map materials = new LinkedHashMap<>(); + + public BuildPhase phase = BuildPhase.FEASIBILITY; + public BuildPhase lastApproved; + + public int blocksPlaced; + public int totalBlocks; + + /** Next world-space block index to place during CONSTRUCTION. Walks the + * same flattened order used by the dashboard snapshot (templates in + * project.templates order, blocks in LoadedTemplate.blocks order). */ + public int nextBlockIndex; + + public long phaseDeadlineMs; + + public final Map mempalaceRefs = new HashMap<>(); + + public BuildProject(SteveEntity steve, String command) { + this(steve, command, List.of(command)); + } + + public BuildProject(SteveEntity steve, String command, List requestedTemplates) { + this.id = UUID.randomUUID().toString().substring(0, 8); + this.steve = steve; + this.command = command; + this.createdAtMs = System.currentTimeMillis(); + this.selectedTemplates.addAll(requestedTemplates); + } + + public Player findNearestPlayer() { + List players = steve.level().players(); + Player nearest = null; + double nearestDistance = Double.MAX_VALUE; + for (Player player : players) { + if (!player.isAlive() || player.isRemoved() || player.isSpectator()) { + continue; + } + double distance = steve.distanceTo(player); + if (distance < nearestDistance) { + nearest = player; + nearestDistance = distance; + } + } + return nearest; + } + + public Map countMaterials(List plan) { + Map counts = new LinkedHashMap<>(); + for (var bp : plan) { + counts.merge(bp.block, 1, Integer::sum); + } + return counts; + } + + public int getIdHash() { + // short hash for log readability + return Math.abs(id.hashCode() % 100000); + } +} diff --git a/src/main/java/com/steve/ai/action/Task.java b/src/main/java/com/steve/ai/action/Task.java index 8d87146d..5ffc1a95 100644 --- a/src/main/java/com/steve/ai/action/Task.java +++ b/src/main/java/com/steve/ai/action/Task.java @@ -1,5 +1,9 @@ package com.steve.ai.action; +import com.google.gson.JsonArray; + +import java.util.ArrayList; +import java.util.List; import java.util.Map; public class Task { @@ -33,6 +37,29 @@ public String getStringParameter(String key, String defaultValue) { return value != null ? value.toString() : defaultValue; } + public List getStringListParameter(String key) { + Object value = parameters.get(key); + if (value == null) return null; + if (value instanceof JsonArray arr) { + List out = new ArrayList<>(arr.size()); + arr.forEach(e -> out.add(e.getAsString())); + return out; + } + if (value instanceof List list) { + List out = new ArrayList<>(list.size()); + for (Object o : list) { + if (o != null) out.add(o.toString()); + } + return out; + } + return null; + } + + public List getStringListParameter(String key, List defaultValue) { + List v = getStringListParameter(key); + return v != null ? v : defaultValue; + } + public int getIntParameter(String key, int defaultValue) { Object value = parameters.get(key); if (value instanceof Number) { diff --git a/src/main/java/com/steve/ai/action/actions/PlanBuildAction.java b/src/main/java/com/steve/ai/action/actions/PlanBuildAction.java new file mode 100644 index 00000000..b650dd20 --- /dev/null +++ b/src/main/java/com/steve/ai/action/actions/PlanBuildAction.java @@ -0,0 +1,398 @@ +package com.steve.ai.action.actions; + +import com.steve.ai.SteveMod; +import com.steve.ai.action.ActionExecutor; +import com.steve.ai.action.ActionResult; +import com.steve.ai.action.BuildProject; +import com.steve.ai.action.Task; +import com.steve.ai.config.SteveConfig; +import com.steve.ai.entity.SteveEntity; +import com.steve.ai.event.plan.PlanApprovedEvent; +import com.steve.ai.event.plan.PlanCreatedEvent; +import com.steve.ai.event.plan.PlanDesignReadyEvent; +import com.steve.ai.event.plan.PlanHaltedEvent; +import com.steve.ai.event.plan.PlanLogEvent; +import com.steve.ai.event.plan.PlanPhaseChangedEvent; +import com.steve.ai.llm.react.BuildDesignFormatter; +import com.steve.ai.llm.react.BuildPhase; +import com.steve.ai.mcp.MCPToolRegistry; +import com.steve.ai.structure.BlockPlacement; +import com.steve.ai.structure.StructureTemplateLoader; +import net.minecraft.core.BlockPos; +import net.minecraft.network.chat.Component; +import net.minecraft.server.level.ServerLevel; +import net.minecraft.world.entity.player.Player; + +import java.util.ArrayList; +import java.util.List; +import java.util.Locale; +import java.util.Map; + +/** + * Four-phase build orchestrator. + * + *

Phases: + *

    + *
  • FEASIBILITY — resolve NBT template list (driven by LLM via task params)
  • + *
  • DESIGN — load NBT, emit design doc, archive to mempalace, push dashboard event
  • + *
  • AWAITING_DESIGN_APPROVAL — idle, waits for {@code /steve approve} or {@code /steve halt}
  • + *
  • CONSTRUCTION — place every block from the loaded templates at {@code BUILD_TICK_DELAY} + * cadence. No second confirmation: dashboard approve kicks construction off directly.
  • + *
  • COMPLETED / FAILED — terminal
  • + *
+ * + *

{@link BuildPhase#AWAITING_ACCEPTANCE} is kept as an enum value for source compatibility + * but is no longer entered by the dashboard-approve flow.

+ */ +public class PlanBuildAction extends BaseAction { + + private final BuildProject project; + private final ActionExecutor executor; + + /** Ticks remaining before the next CONSTRUCTION block placement attempt. */ + private int constructionCooldown; + + public PlanBuildAction(SteveEntity steve, Task task, ActionExecutor executor) { + super(steve, task); + this.executor = executor; + + // Resolve the requested template list. Prefer "structures" (array), fall back to + // "structure" (single string wrapped in a 1-element list), then to the player command. + List requested = task.getStringListParameter("structures"); + if (requested == null || requested.isEmpty()) { + String single = task.getStringParameter("structure"); + requested = single != null ? List.of(single) : new ArrayList<>(); + } + if (requested.isEmpty()) { + requested = new ArrayList<>(List.of(task.getStringParameter("structure", "unknown"))); + } + + int cap = SteveConfig.MAX_TEMPLATES_PER_PLAN.get(); + if (requested.size() > cap) { + SteveMod.LOGGER.warn("PlanBuildAction: LLM requested {} templates, capping to {}", + requested.size(), cap); + requested = new ArrayList<>(requested.subList(0, cap)); + } + + this.project = new BuildProject(steve, task.getStringParameter("structure", "unknown"), requested); + + // Fire PlanCreatedEvent so the external HTML dashboard can pick up the + // project as soon as the action is constructed. + publishEvent(new PlanCreatedEvent( + project.id, steve.getSteveName(), project.command, + project.selectedTemplates, project.phase)); + } + + public BuildProject getProject() { + return project; + } + + @Override + protected void onStart() { + SteveMod.LOGGER.info("PlanBuildAction started for Steve '{}', command='{}'", + steve.getSteveName(), project.command); + + // Phase 1: pick templates. LLM already provided them via task.parameters.structures + // (or legacy task.parameters.structure / fallback to player command). + String available = String.join(",", StructureTemplateLoader.getAvailableStructures()); + SteveMod.LOGGER.info("Phase FEASIBILITY: selected templates={} (available: {})", + project.selectedTemplates, available); + publishLog(PlanLogEvent.Severity.INFO, "FEASIBILITY: templates=" + project.selectedTemplates); + transitionTo(BuildPhase.DESIGN); + } + + @Override + protected void onTick() { + switch (project.phase) { + case DESIGN -> runDesign(); + case AWAITING_DESIGN_APPROVAL -> runAwaitingApproval(); + case CONSTRUCTION -> runConstruction(); + case AWAITING_ACCEPTANCE, COMPLETED, FAILED, FEASIBILITY -> { /* terminal / unused */ } + } + } + + @Override + protected void onCancel() { + if (project.phase != BuildPhase.FAILED && project.phase != BuildPhase.COMPLETED) { + transitionTo(BuildPhase.FAILED); + } + } + + @Override + public String getDescription() { + return String.format(Locale.ROOT, "Plan build %s (#%s, %s)", + String.join("+", project.selectedTemplates), project.id, project.phase); + } + + // ===== Phase 2: DESIGN ===== + + private void runDesign() { + if (!(steve.level() instanceof ServerLevel serverLevel)) { + result = ActionResult.failure("PlanBuildAction must run on server level"); + return; + } + + // 1. Resolve origin: nearest player's look-target, fallback to Steve +2 + Player nearest = project.findNearestPlayer(); + BlockPos groundPos; + if (nearest != null) { + var eye = nearest.getEyePosition(1.0F); + var look = nearest.getLookAngle(); + var target = eye.add(look.scale(12)); + BlockPos lookTarget = new BlockPos((int) Math.floor(target.x), (int) Math.floor(target.y), (int) Math.floor(target.z)); + groundPos = lookTarget; + } else { + groundPos = steve.blockPosition().offset(2, 0, 2); + } + project.originPos = groundPos; + + // 2. Load each requested NBT. Skip-on-miss (graceful degradation). Each sub-template + // is placed along the X axis, one block past the previous template's width. + int originX = groundPos.getX(); + int originY = groundPos.getY(); + int originZ = groundPos.getZ(); + for (String name : new ArrayList<>(project.selectedTemplates)) { + StructureTemplateLoader.LoadedTemplate tpl = StructureTemplateLoader.loadFromNBT(serverLevel, name); + if (tpl == null) { + SteveMod.LOGGER.warn("PlanBuildAction: template '{}' not found, skipping", name); + project.selectedTemplates.remove(name); + continue; + } + StructureTemplateLoader.LoadedTemplate withOrigin = new StructureTemplateLoader.LoadedTemplate( + tpl.name, tpl.blocks, tpl.width, tpl.height, tpl.depth, new BlockPos(originX, originY, originZ)); + project.templates.add(withOrigin); + for (var tb : tpl.blocks) { + project.materials.merge(tb.blockState.getBlock(), 1, Integer::sum); + } + project.totalBlocks += tpl.blocks.size(); + originX += tpl.width + 1; + } + + if (project.templates.isEmpty()) { + result = ActionResult.failure( + "None of the requested NBT templates could be loaded: " + project.selectedTemplates); + return; + } + + // 3. Push design doc to nearest player + String design = BuildDesignFormatter.fullDesign(project); + if (nearest != null) { + for (String line : design.replace("\r\n", "\n").split("\n")) { + nearest.sendSystemMessage(Component.literal(line)); + } + } else { + SteveMod.LOGGER.info("Design doc (no player to message):\n{}", design); + } + + // 3b. Mirror design to the external dashboard. We flatten every loaded + // template's blocks into a single world-space list so the front-end can + // render the whole structure in Three.js without knowing about per-template origins. + List blocks = new ArrayList<>(project.totalBlocks); + for (var tpl : project.templates) { + BlockPos o = tpl.origin != null ? tpl.origin : BlockPos.ZERO; + for (var tb : tpl.blocks) { + String id = tb.blockState.getBlock().builtInRegistryHolder() + .key().location().toString(); + blocks.add(new PlanDesignReadyEvent.BlockEntry( + o.getX() + tb.relativePos.getX(), + o.getY() + tb.relativePos.getY(), + o.getZ() + tb.relativePos.getZ(), + id)); + } + } + publishEvent(new PlanDesignReadyEvent( + project.id, design, + PlanDesignReadyEvent.MaterialEntry.fromBlockMap(project.materials, project.totalBlocks), + project.totalBlocks, + blocks)); + + // 4. Archive to mempalace + archiveToMempalace(BuildPhase.DESIGN, "design", design); + + // 5. Wait for approval (no auto-timeout — player must /steve approve or /steve halt) + transitionTo(BuildPhase.AWAITING_DESIGN_APPROVAL); + } + + private void runAwaitingApproval() { + // Idle — waits indefinitely for player /steve approve or /steve halt. + } + + private void runConstruction() { + if (!(steve.level() instanceof ServerLevel serverLevel)) { + result = ActionResult.failure("PlanBuildAction.runConstruction must run on server level"); + return; + } + + // Walk the same flattened order used by the dashboard snapshot, so the + // 3D preview and the placed world are guaranteed to line up. + int total = project.totalBlocks; + if (project.nextBlockIndex >= total) { + transitionTo(BuildPhase.COMPLETED); + result = ActionResult.success( + "Built " + project.blocksPlaced + "/" + total + " blocks for project #" + project.id); + publishEvent(new PlanLogEvent( + project.id, + PlanLogEvent.Severity.INFO, + "Construction complete: " + project.blocksPlaced + "/" + total)); + return; + } + + int delay = Math.max(1, SteveConfig.BUILD_TICK_DELAY.get()); + if (constructionCooldown > 0) { + constructionCooldown--; + return; + } + + if (placeNextBlock(serverLevel)) { + constructionCooldown = delay; + } else { + // Try the same index again next tick (Steve still pathing, position + // blocked, etc.). Don't burn the cooldown. + } + } + + /** Attempt to place the block at {@code project.nextBlockIndex}. + * @return true if a block was actually placed (resets the per-block cooldown); + * false if Steve is out of range, the target cell is occupied by a + * non-air non-liquid block, or the project has no block to place. */ + private boolean placeNextBlock(ServerLevel level) { + int idx = project.nextBlockIndex; + // Flatten templates × blocks into the same (templateIndex, blockIndex) order + // that PlanDashboardServer.buildSnapshot() emits, then advance. + int remaining = idx; + BlockPos worldPos = null; + net.minecraft.world.level.block.state.BlockState state = null; + for (var tpl : project.templates) { + if (remaining < tpl.blocks.size()) { + BlockPos o = tpl.origin != null ? tpl.origin : BlockPos.ZERO; + var tb = tpl.blocks.get(remaining); + worldPos = o.offset(tb.relativePos); + state = tb.blockState; + break; + } + remaining -= tpl.blocks.size(); + } + if (worldPos == null || state == null) { + // Index out of range (project.totalBlocks shrunk since last tick). + // Skip to end. + project.nextBlockIndex = project.totalBlocks; + return false; + } + + // Move Steve into range first. Don't burn the index until he's there. + if (!steve.blockPosition().closerThan(worldPos, 6.0)) { + steve.getNavigation().moveTo(worldPos.getX() + 0.5, worldPos.getY(), worldPos.getZ() + 0.5, 1.0); + return false; + } + + net.minecraft.world.level.block.state.BlockState current = level.getBlockState(worldPos); + if (!current.isAir() && !current.liquid()) { + // Cell already occupied (e.g. worldgen placed something here) — skip. + publishLog(PlanLogEvent.Severity.WARN, + "Skipping " + worldPos + ": already " + current.getBlock().getName().getString()); + project.nextBlockIndex++; + project.blocksPlaced++; + return true; + } + + level.setBlock(worldPos, state, 3); + project.nextBlockIndex++; + project.blocksPlaced++; + if (project.blocksPlaced % 50 == 0 || project.blocksPlaced == project.totalBlocks) { + publishLog(PlanLogEvent.Severity.INFO, + "Construction progress: " + project.blocksPlaced + "/" + project.totalBlocks); + } + return true; + } + + // ===== Player commands ===== + + /** Called by ActionExecutor when player issues /steve approve. */ + public void approve() { + if (project.phase != BuildPhase.AWAITING_DESIGN_APPROVAL) { + SteveMod.LOGGER.warn("PlanBuildAction.approve() called in phase {} — ignoring", project.phase); + return; + } + project.lastApproved = project.phase; + SteveMod.LOGGER.info("BuildProject #{} approved at phase {}", project.id, project.phase); + publishEvent(new PlanApprovedEvent(project.id, project.phase, "player")); + publishLog(PlanLogEvent.Severity.INFO, "Approved by player at phase " + project.phase); + // Drive construction directly — no second confirmation. result stays null + // so BaseAction.isComplete() returns false and onTick keeps being invoked. + transitionTo(BuildPhase.CONSTRUCTION); + } + + /** Called by ActionExecutor when player issues /steve halt or timeout fires. */ + public void halt(String reason) { + if (project.phase == BuildPhase.FAILED || project.phase == BuildPhase.COMPLETED) { + return; + } + SteveMod.LOGGER.info("BuildProject #{} halted at phase {}: {}", project.id, project.phase, reason); + + // Archive halt record (design doc stays in mempalace — memory continuity) + archiveToMempalace(BuildPhase.FAILED, "halted", BuildDesignFormatter.halted(project, reason)); + + publishEvent(new PlanHaltedEvent( + project.id, project.phase, reason, + project.mempalaceRefs.get(BuildPhase.DESIGN), + project.blocksPlaced, project.totalBlocks)); + publishLog(PlanLogEvent.Severity.WARN, "Halted: " + reason); + + result = ActionResult.failure( + "Build halted at phase " + project.phase + ": " + reason + + ". Design archived: " + project.mempalaceRefs.getOrDefault(BuildPhase.DESIGN, "(none)"), + true); + project.phase = BuildPhase.FAILED; + } + + // ===== Helpers ===== + + private void transitionTo(BuildPhase next) { + BuildPhase prev = project.phase; + project.phase = next; + SteveMod.LOGGER.info("BuildProject #{} phase: {} -> {}", project.id, prev, next); + publishEvent(new PlanPhaseChangedEvent(project.id, prev, next, null)); + } + + private void publishEvent(com.steve.ai.event.plan.PlanEvent event) { + try { + SteveMod.getPlanEventBus().publish(event); + } catch (Exception e) { + SteveMod.LOGGER.warn("Failed to publish plan event: {}", e.getMessage()); + } + } + + private void publishLog(PlanLogEvent.Severity severity, String message) { + publishEvent(new PlanLogEvent(project.id, severity, message)); + } + + private void archiveToMempalace(BuildPhase phase, String roomSuffix, String content) { + try { + String room = project.id + "_" + roomSuffix; + String wing = switch (phase) { + case DESIGN -> "build_designs"; + case FAILED -> "build_halted"; + case AWAITING_ACCEPTANCE -> "build_acceptance"; + case COMPLETED -> "built_structures"; + default -> "build_misc"; + }; + Map args = Map.of( + "wing", wing, + "room", room, + "content", truncate(content, 8000), + "added_by", "steve-ai" + ); + String res = MCPToolRegistry.getInstance().callTool("mempalace:mempalace_add_drawer", args); + String ref = "wing=" + wing + "/room=" + room; + project.mempalaceRefs.put(phase, ref); + SteveMod.LOGGER.info("Archived {} to mempalace {} (response: {})", phase, ref, truncate(res, 200)); + } catch (Exception e) { + SteveMod.LOGGER.warn("Failed to archive {} to mempalace: {}", phase, e.getMessage()); + } + } + + private static String truncate(String s, int max) { + if (s == null) return ""; + return s.length() <= max ? s : s.substring(0, max) + "..."; + } +} diff --git a/src/main/java/com/steve/ai/client/SteveGUI.java b/src/main/java/com/steve/ai/client/SteveGUI.java index 45ba4552..add513c5 100644 --- a/src/main/java/com/steve/ai/client/SteveGUI.java +++ b/src/main/java/com/steve/ai/client/SteveGUI.java @@ -397,6 +397,20 @@ private static void sendCommand(String command) { return; } + // Pass-through: any input that targets the /steve root command itself + // (list, status, approve, halt, stop, remove, plan, etc.) must NOT be wrapped + // as "tell " — that would cause the LLM to receive + // the bare subcommand and hallucinate a final answer. + String trimmed = command.stripLeading(); + String lower = trimmed.toLowerCase(); + if (lower.startsWith("/steve") || lower.startsWith("steve ")) { + if (mc.player != null) { + String cmd = trimmed.startsWith("/") ? trimmed.substring(1) : trimmed; + mc.player.connection.sendCommand(cmd); + } + return; + } + List targetSteves = parseTargetSteves(command); if (targetSteves.isEmpty()) { diff --git a/src/main/java/com/steve/ai/command/SteveCommands.java b/src/main/java/com/steve/ai/command/SteveCommands.java index a6e8d4f4..626f2f27 100644 --- a/src/main/java/com/steve/ai/command/SteveCommands.java +++ b/src/main/java/com/steve/ai/command/SteveCommands.java @@ -4,18 +4,62 @@ import com.mojang.brigadier.arguments.StringArgumentType; import com.mojang.brigadier.context.CommandContext; import com.steve.ai.SteveMod; +import com.steve.ai.action.BuildProject; +import com.steve.ai.config.SteveConfig; +import com.steve.ai.dashboard.PlanDashboardServer; import com.steve.ai.entity.SteveEntity; import com.steve.ai.entity.SteveManager; +import com.steve.ai.llm.react.BuildDesignFormatter; import net.minecraft.commands.CommandSourceStack; import net.minecraft.commands.Commands; import net.minecraft.network.chat.Component; import net.minecraft.server.level.ServerLevel; +import net.minecraft.world.entity.player.Player; import net.minecraft.world.phys.Vec3; +/** + * {@code /steve} 根命令的 Brigadier 命令树。 + * + *

三个功能分组:

+ *
    + *
  • Steve 生命周期:{@code spawn / remove / list / stop} — 管理 Steve 实体
  • + *
  • LLM 任务派发:{@code tell} — 给指定 Steve 发自然语言指令(启动 ReAct)
  • + *
  • 先规划再施工工作流:{@code plan / approve / halt / status} — 四阶段施工流程 + * (可研 → 设计 → 施工 → 验收)
  • + *
+ */ public class SteveCommands { - + + /** + * 把完整的 {@code /steve} 命令树注册到 dispatcher。 + * + *

命令清单:

+ * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + * + *
命令功能
{@code /steve spawn }在玩家面前 3 格处生成一个 Steve 实体
{@code /steve remove }移除已存在的 Steve
{@code /steve list}列出所有活跃的 Steve
{@code /steve stop }强制取消 Steve 当前动作并清空任务队列
{@code /steve tell }给指定 Steve 发自然语言指令(LLM ReAct)
{@code /steve plan }对最近的 Steve 走 LLM 规划模式 — 输出设计书,等待 + * {@code /steve approve} 后才开始放方块
{@code /steve approve}批准最近的 Steve 当前 BuildProject 待批准的阶段
{@code /steve halt}中止最近的 Steve 当前 BuildProject,设计书留在 mempalace
{@code /steve status}打印最近的 Steve 当前 BuildProject 的阶段、模板、进度
+ */ public static void register(CommandDispatcher dispatcher) { dispatcher.register(Commands.literal("steve") + // ----- Steve 生命周期 ----- .then(Commands.literal("spawn") .then(Commands.argument("name", StringArgumentType.string()) .executes(SteveCommands::spawnSteve))) @@ -27,13 +71,37 @@ public static void register(CommandDispatcher dispatcher) { .then(Commands.literal("stop") .then(Commands.argument("name", StringArgumentType.string()) .executes(SteveCommands::stopSteve))) + // ----- LLM 任务派发 ----- .then(Commands.literal("tell") .then(Commands.argument("name", StringArgumentType.string()) .then(Commands.argument("command", StringArgumentType.greedyString()) .executes(SteveCommands::tellSteve)))) + // ----- 先规划再施工工作流 ----- + // /steve plan — LLM 选模板、出设计书、等玩家 approve + .then(Commands.literal("plan") + .then(Commands.argument("description", StringArgumentType.greedyString()) + .executes(SteveCommands::planBuild))) + // 这三个不带 name 参数 — 自动作用于玩家附近有活跃 BuildProject 的最近 Steve + .then(Commands.literal("approve") + .executes(SteveCommands::approveBuild)) + .then(Commands.literal("halt") + .executes(SteveCommands::haltBuild)) + .then(Commands.literal("status") + .executes(SteveCommands::buildStatus)) + // ----- External HTML plan dashboard ----- + // /steve dashboard — start the embedded HTTP server and print the URL + // /steve dashboard stop — stop the server + .then(Commands.literal("dashboard") + .executes(SteveCommands::startDashboard) + .then(Commands.literal("stop") + .executes(SteveCommands::stopDashboard))) ); } + /** + * {@code /steve spawn } — 在玩家面前 3 格处生成一个 Steve 实体(控制台执行时 + * 退化为向东 3 格)。如果名字已存在或单玩家 Steve 数量达到上限则失败。 + */ private static int spawnSteve(CommandContext context) { String name = StringArgumentType.getString(context, "name"); CommandSourceStack source = context.getSource(); @@ -65,6 +133,10 @@ private static int spawnSteve(CommandContext context) { } } + /** + * {@code /steve remove } — 按名字移除一个 Steve 实体。如果当前没有该名字的 + * Steve 则返回失败提示。 + */ private static int removeSteve(CommandContext context) { String name = StringArgumentType.getString(context, "name"); CommandSourceStack source = context.getSource(); @@ -79,6 +151,9 @@ private static int removeSteve(CommandContext context) { } } + /** + * {@code /steve list} — 列出所有活跃的 Steve 名字和数量。只读,无副作用,不广播给其他玩家。 + */ private static int listSteves(CommandContext context) { CommandSourceStack source = context.getSource(); SteveManager manager = SteveMod.getSteveManager(); @@ -92,6 +167,11 @@ private static int listSteves(CommandContext context) { return 1; } + /** + * {@code /steve stop } — 硬中断指定 Steve 当前正在做的任何事情:停止当前动作、 + * 清空记忆中的任务队列、广播完成状态。与 {@code /steve halt} 的区别:stop 是通用的硬 + * 中断,halt 是 build-aware 的并会归档到 mempalace。 + */ private static int stopSteve(CommandContext context) { String name = StringArgumentType.getString(context, "name"); CommandSourceStack source = context.getSource(); @@ -110,27 +190,221 @@ private static int stopSteve(CommandContext context) { } } + /** + * {@code /steve tell } — 把自然语言指令派发给指定的 Steve。LLM 调用 + * 在后台线程执行(非阻塞),聊天线程立即返回。Steve 的 ReAct agent 之后会按步驱动响应。 + */ private static int tellSteve(CommandContext context) { String name = StringArgumentType.getString(context, "name"); String command = StringArgumentType.getString(context, "command"); CommandSourceStack source = context.getSource(); - + SteveManager manager = SteveMod.getSteveManager(); SteveEntity steve = manager.getSteve(name); - + if (steve != null) { // Disabled command feedback message // source.sendSuccess(() -> Component.literal("Instructing " + name + ": " + command), true); - + new Thread(() -> { steve.getActionExecutor().processNaturalLanguageCommand(command); }).start(); - + return 1; } else { source.sendFailure(Component.literal("Steve not found: " + name)); return 0; } } + + // ===== Plan-then-build subcommands ===== + + /** + * 找玩家附近、且当前有活跃 {@link BuildProject} 的最近 Steve。{@code /steve approve}、 + * {@code /steve halt}、{@code /steve status} 这三个命令都靠这个 helper 隐式选目标 + * (都不带 name 参数)。 + * + * @return 最近的、有活跃 build 的 Steve;没有则返回 {@code null} + */ + private static SteveEntity findSteveWithActiveBuild(Player player) { + SteveManager manager = SteveMod.getSteveManager(); + if (player == null) return null; + SteveEntity nearest = null; + double nearestDist = Double.MAX_VALUE; + for (String name : manager.getSteveNames()) { + SteveEntity s = manager.getSteve(name); + if (s == null) continue; + if (s.getActionExecutor().getActiveBuildProject() == null) continue; + double d = player.distanceTo(s); + if (d < nearestDist) { + nearestDist = d; + nearest = s; + } + } + return nearest; + } + + /** + * {@code /steve approve} — 批准最近 Steve 当前 BuildProject 待批准的阶段。当前用于 + * {@code AWAITING_DESIGN_APPROVAL}(PR2 落地后还会用于 {@code AWAITING_ACCEPTANCE})。 + * 如果没有 Steve 在等待批准则是 no-op。 + */ + private static int approveBuild(CommandContext context) { + CommandSourceStack source = context.getSource(); + Player player = source.getPlayer(); + SteveEntity steve = findSteveWithActiveBuild(player); + if (steve == null) { + source.sendFailure(Component.literal("No Steve currently awaiting approval")); + return 0; + } + steve.getActionExecutor().approveCurrentBuild(); + source.sendSuccess(() -> Component.literal("Approved build for " + steve.getSteveName()), true); + return 1; + } + + /** + * {@code /steve halt} — 在任意阶段中止最近 Steve 的活跃 BuildProject。BuildProject + * 转为 {@code FAILED},中止原因归档到 mempalace 的 {@code build_halted} wing, + * {@code build_designs} wing 的设计书保留(记忆连续)。已放置的方块**不**回滚 — + * 那是单独的 undo 流程。 + */ + private static int haltBuild(CommandContext context) { + CommandSourceStack source = context.getSource(); + Player player = source.getPlayer(); + SteveEntity steve = findSteveWithActiveBuild(player); + if (steve == null) { + source.sendFailure(Component.literal("No Steve currently in a build to halt")); + return 0; + } + steve.getActionExecutor().haltCurrentBuild("player halted via /steve halt"); + source.sendSuccess(() -> Component.literal("Halted build for " + steve.getSteveName() + " (design archived)"), true); + return 1; + } + + /** + * {@code /steve status} — 打印最近 Steve 当前 BuildProject 的一行状态摘要:阶段、选中模板、 + * 施工进度(已放/总块数)。只读 debug 命令。即使没有活跃 project 也返回成功 (1), + * 并输出 "No active build project." 提示。 + */ + private static int buildStatus(CommandContext context) { + CommandSourceStack source = context.getSource(); + Player player = source.getPlayer(); + SteveEntity steve = findSteveWithActiveBuild(player); + if (steve == null) { + source.sendSuccess(() -> Component.literal("No active build project."), false); + return 1; + } + BuildProject project = steve.getActionExecutor().getActiveBuildProject(); + String text = BuildDesignFormatter.header(project) + System.lineSeparator() + + "状态: " + project.phase + + ", 模板: " + (project.selectedTemplates.isEmpty() + ? "(none)" + : String.join("+", project.selectedTemplates)) + + ", 进度: " + project.blocksPlaced + "/" + project.totalBlocks; + for (String line : text.split("\n")) { + source.sendSuccess(() -> Component.literal(line), false); + } + return 1; + } + + // ===== /steve plan — LLM-driven plan-mode entry ===== + + /** + * 找玩家附近最近的 Steve(不要求有活跃 build)。{@code /steve plan} 命令用它来选目标。 + * + * @return 最近的 Steve;玩家为 {@code null} 或周围没有 Steve 则返回 {@code null} + */ + private static SteveEntity findNearestSteve(Player player) { + SteveManager manager = SteveMod.getSteveManager(); + if (player == null) return null; + SteveEntity nearest = null; + double nearestDist = Double.MAX_VALUE; + for (String name : manager.getSteveNames()) { + SteveEntity s = manager.getSteve(name); + if (s == null) continue; + double d = player.distanceTo(s); + if (d < nearestDist) { + nearestDist = d; + nearest = s; + } + } + return nearest; + } + + /** + * {@code /steve plan } — LLM 驱动的规划模式。流程:找玩家附近的最近 Steve → + * 把自然语言描述塞进带 [PLAN MODE] 前缀的 ReAct 命令 → LLM 选 NBT 模板 + emit + * action=build → {@code PlanBuildAction.runDesign} 出设计书 + 归档 mempalace → + * 停在 {@code AWAITING_DESIGN_APPROVAL} 等 {@code /steve approve}(无超时, + * 玩家需手动 /steve approve 或 /steve halt;设计书保留在 mempalace)。 + */ + private static int planBuild(CommandContext context) { + String description = StringArgumentType.getString(context, "description"); + CommandSourceStack source = context.getSource(); + Player player = source.getPlayer(); + SteveEntity steve = findNearestSteve(player); + if (steve == null) { + source.sendFailure(Component.literal("No Steve found nearby — /steve spawn first")); + return 0; + } + steve.getActionExecutor().startPlannedBuild(description); + source.sendSuccess(() -> Component.literal( + "Planning '" + description + "' for " + steve.getSteveName() + + " — LLM will pick template and emit design doc, then wait for /steve approve"), + true); + return 1; + } + + // ===== /steve dashboard — embedded HTTP server for the external plan UI ===== + + /** + * {@code /steve dashboard} — 启动一个嵌入式 HTTP server,服务 127.0.0.1 上的 plan + * dashboard 页面。幂等:已启动时只打印 URL 提示。**不**自动打开浏览器——按设计决策。 + */ + private static int startDashboard(CommandContext context) { + CommandSourceStack source = context.getSource(); + PlanDashboardServer existing = SteveMod.getDashboardServer(); + String frontendUrl = SteveConfig.DASHBOARD_FRONTEND_URL.get(); + if (existing != null && existing.isRunning()) { + source.sendSuccess(() -> Component.literal( + "Plan dashboard already running. Open " + frontendUrl + " in your browser."), + false); + return 1; + } + int port = SteveConfig.DASHBOARD_PORT.get(); + PlanDashboardServer server = new PlanDashboardServer(port); + try { + server.start(); + SteveMod.setDashboardServer(server); + source.sendSuccess(() -> Component.literal( + "Plan dashboard backend started on 127.0.0.1:" + port + + ". Open " + frontendUrl + " in your browser."), + true); + return 1; + } catch (Exception e) { + SteveMod.LOGGER.error("Failed to start plan dashboard: {}", e.getMessage(), e); + source.sendFailure(Component.literal("Failed to start plan dashboard: " + e.getMessage())); + return 0; + } + } + + /** + * {@code /steve dashboard stop} — 关闭嵌入式 HTTP server。 + */ + private static int stopDashboard(CommandContext context) { + CommandSourceStack source = context.getSource(); + PlanDashboardServer server = SteveMod.getDashboardServer(); + if (server == null) { + source.sendFailure(Component.literal("Plan dashboard is not running")); + return 0; + } + try { + server.stop(); + } finally { + SteveMod.setDashboardServer(null); + } + source.sendSuccess(() -> Component.literal("Plan dashboard stopped"), true); + return 1; + } } diff --git a/src/main/java/com/steve/ai/config/SteveConfig.java b/src/main/java/com/steve/ai/config/SteveConfig.java index e03c9823..727d476a 100644 --- a/src/main/java/com/steve/ai/config/SteveConfig.java +++ b/src/main/java/com/steve/ai/config/SteveConfig.java @@ -15,12 +15,15 @@ public class SteveConfig { public static final ForgeConfigSpec.BooleanValue CREATIVE_MODE; public static final ForgeConfigSpec.IntValue MAX_ACTIVE_STEVES; public static final ForgeConfigSpec.IntValue BUILD_TICK_DELAY; + public static final ForgeConfigSpec.IntValue MAX_TEMPLATES_PER_PLAN; public static final ForgeConfigSpec.BooleanValue MCP_ENABLED; public static final ForgeConfigSpec.ConfigValue MCP_SERVERS; public static final ForgeConfigSpec.IntValue MCP_TIMEOUT_MS; public static final ForgeConfigSpec.IntValue REACT_MAX_STEPS; public static final ForgeConfigSpec.IntValue REACT_OBS_TRUNCATE; public static final ForgeConfigSpec.IntValue REACT_FAIL_TOLERANCE; + public static final ForgeConfigSpec.IntValue DASHBOARD_PORT; + public static final ForgeConfigSpec.ConfigValue DASHBOARD_FRONTEND_URL; static { ForgeConfigSpec.Builder builder = new ForgeConfigSpec.Builder(); @@ -79,6 +82,10 @@ public class SteveConfig { .comment("Ticks between each block placement during building (20 ticks = 1 second, default 20 = 1 block/sec)") .defineInRange("buildTickDelay", 20, 1, 200); + MAX_TEMPLATES_PER_PLAN = builder + .comment("Maximum number of NBT templates the LLM may combine in one /steve plan (1-10)") + .defineInRange("maxTemplatesPerPlan", 4, 1, 10); + builder.pop(); builder.comment("MCP (Model Context Protocol) Configuration").push("mcp"); @@ -113,6 +120,21 @@ public class SteveConfig { builder.pop(); + builder.comment("HTTP Dashboard Configuration (external HTML plan UI)").push("dashboard"); + + DASHBOARD_PORT = builder + .comment("Port the /steve dashboard embedded HTTP server binds to. 127.0.0.1 only.") + .defineInRange("port", 8765, 1024, 65535); + + DASHBOARD_FRONTEND_URL = builder + .comment("URL the /steve dashboard command tells the player to open. " + + "The embedded HTTP server only serves /events and /command; the " + + "real UI lives at this URL (Vite dev server in development, " + + "or a static host in production).") + .define("frontendUrl", "http://localhost:5173"); + + builder.pop(); + SPEC = builder.build(); } } diff --git a/src/main/java/com/steve/ai/dashboard/PlanDashboardServer.java b/src/main/java/com/steve/ai/dashboard/PlanDashboardServer.java new file mode 100644 index 00000000..2544d8bb --- /dev/null +++ b/src/main/java/com/steve/ai/dashboard/PlanDashboardServer.java @@ -0,0 +1,545 @@ +package com.steve.ai.dashboard; + +import com.google.gson.Gson; +import com.google.gson.JsonObject; +import com.google.gson.JsonParser; +import com.mojang.logging.LogUtils; +import com.steve.ai.SteveMod; +import com.steve.ai.entity.SteveEntity; +import com.steve.ai.event.EventBus; +import com.steve.ai.event.plan.PlanEvent; +import com.sun.net.httpserver.HttpExchange; +import com.sun.net.httpserver.HttpHandler; +import com.sun.net.httpserver.HttpServer; +import net.minecraft.server.MinecraftServer; +import net.minecraft.server.level.ServerLevel; +import org.slf4j.Logger; + +import java.io.IOException; +import java.io.InputStream; +import java.io.OutputStream; +import java.net.InetSocketAddress; +import java.nio.charset.StandardCharsets; +import java.util.HashMap; +import java.util.List; +import java.util.Map; +import java.util.concurrent.CopyOnWriteArrayList; +import java.util.concurrent.Executors; +import java.util.concurrent.atomic.AtomicReference; + +/** + * Embedded HTTP server that exposes the plan dashboard to a browser. + * + *

Routes:

+ *
    + *
  • {@code GET /} — serves {@code /assets/steve/dashboard/index.html}
  • + *
  • {@code GET /} — serves static files from the dashboard classpath folder
  • + *
  • {@code GET /events} — Server-Sent Events stream of {@link PlanEvent}s
  • + *
  • {@code POST /command} — accepts {@code {action:"approve"|"halt", projectId:"..."}}
  • + *
+ * + *

Bind address: {@code 127.0.0.1:} only. Listens for {@code /steve dashboard} + * to start it; {@code /steve dashboard stop} stops it. The server is fully + * optional — players who never open the dashboard pay no cost beyond + * {@code EventBus.publish} being a no-op when no subscribers exist.

+ */ +public class PlanDashboardServer { + + private static final Logger LOG = LogUtils.getLogger(); + private static final String CORS_ORIGIN = "http://localhost:5173"; + + private final int port; + private HttpServer http; + private final List subscriptions = new CopyOnWriteArrayList<>(); + private final AtomicReference> clients = new AtomicReference<>(new CopyOnWriteArrayList<>()); + + public PlanDashboardServer(int port) { + this.port = port; + } + + public int getPort() { return port; } + + public synchronized void start() throws IOException { + if (http != null) return; + http = HttpServer.create(new InetSocketAddress("127.0.0.1", port), 0); + http.createContext("/events", new SseHandler()); + http.createContext("/command", new CommandHandler()); + http.createContext("/chat", new ChatHandler()); + http.createContext("/plan", new PlanStartHandler()); + http.setExecutor(Executors.newFixedThreadPool(2, r -> { + Thread t = new Thread(r, "plan-dashboard-http"); + t.setDaemon(true); + return t; + })); + http.start(); + LOG.info("Plan dashboard started at http://127.0.0.1:{}/ (CORS: {})", port, CORS_ORIGIN); + + // Subscribe to all plan events; forward each to every connected SSE client. + subscriptions.addAll(SteveMod.subscribeToAllPlanEvents(this::broadcast)); + } + + public synchronized void stop() { + if (http != null) { + // Close all SSE clients so they notice. + for (SseClient c : clients.get()) { + try { c.close(); } catch (Exception ignored) {} + } + clients.get().clear(); + http.stop(0); + http = null; + } + subscriptions.forEach(EventBus.Subscription::unsubscribe); + subscriptions.clear(); + LOG.info("Plan dashboard stopped"); + } + + public boolean isRunning() { return http != null; } + + /** Push one event to every connected SSE client. */ + private void broadcast(PlanEvent event) { + String sse = PlanEventJson.toSseData(event); + for (SseClient c : clients.get()) { + try { + c.write(sse); + } catch (Exception e) { + // Client gone — drop it lazily. + clients.get().remove(c); + } + } + } + + // ===== Handlers ===== + + /** Sets CORS headers on every response and short-circuits preflight OPTIONS. */ + private void applyCors(HttpExchange exchange) throws IOException { + exchange.getResponseHeaders().set("Access-Control-Allow-Origin", CORS_ORIGIN); + exchange.getResponseHeaders().set("Access-Control-Allow-Methods", "GET, POST, OPTIONS"); + exchange.getResponseHeaders().set("Access-Control-Allow-Headers", "Content-Type"); + exchange.getResponseHeaders().set("Vary", "Origin"); + if ("OPTIONS".equalsIgnoreCase(exchange.getRequestMethod())) { + exchange.sendResponseHeaders(204, -1); + } + } + + private final class SseHandler implements HttpHandler { + @Override + public void handle(HttpExchange exchange) throws IOException { + applyCors(exchange); + if ("OPTIONS".equalsIgnoreCase(exchange.getRequestMethod())) return; + if (!"GET".equalsIgnoreCase(exchange.getRequestMethod())) { + exchange.sendResponseHeaders(405, -1); + return; + } + exchange.getResponseHeaders().set("Content-Type", "text/event-stream; charset=utf-8"); + exchange.getResponseHeaders().set("Cache-Control", "no-cache"); + exchange.getResponseHeaders().set("Connection", "keep-alive"); + exchange.sendResponseHeaders(200, 0); + + SseClient client = new SseClient(exchange); + clients.get().add(client); + + // Send an initial snapshot so the UI doesn't show "empty" for events + // that happened before the browser connected. buildSnapshot() reads + // SteveEntity state, which is main-thread-only, so we hop back to + // the server thread for the read and return here to write the SSE. + final MinecraftServer mc = SteveMod.getServer(); + if (mc == null) { + // No server yet — server thread can't help. Send an idle + // snapshot synchronously and let the client wait for events. + try { + client.write("data: " + new Gson().toJson(PlanEventJson.idleSnapshot()) + "\n\n"); + } catch (Exception e) { + LOG.warn("Failed to write idle snapshot: {}", e.getMessage()); + clients.get().remove(client); + } + return; + } + try { + mc.execute(() -> { + JsonObject snap; + try { + snap = buildSnapshot(); + } catch (Exception e) { + LOG.error("buildSnapshot() failed; sending idle snapshot. Cause:", e); + snap = PlanEventJson.idleSnapshot(); + } + try { + client.write("data: " + new Gson().toJson(snap) + "\n\n"); + } catch (Exception e) { + LOG.warn("Failed to write initial snapshot to SSE client: {}", e.getMessage()); + clients.get().remove(client); + } + }); + } catch (Exception e) { + // mc.execute() should not throw, but be defensive: the + // HttpServer would otherwise turn this into a 500. + LOG.error("Failed to schedule snapshot write on main thread: ", e); + } + } + } + + private final class CommandHandler implements HttpHandler { + @Override + public void handle(HttpExchange exchange) throws IOException { + applyCors(exchange); + if ("OPTIONS".equalsIgnoreCase(exchange.getRequestMethod())) return; + if (!"POST".equalsIgnoreCase(exchange.getRequestMethod())) { + exchange.sendResponseHeaders(405, -1); + return; + } + String body; + try (InputStream in = exchange.getRequestBody()) { + body = new String(in.readAllBytes(), StandardCharsets.UTF_8); + } + JsonObject req; + try { + req = JsonParser.parseString(body).getAsJsonObject(); + } catch (Exception e) { + respondJson(exchange, 400, error("invalid_json", e.getMessage())); + return; + } + String action = req.has("action") ? req.get("action").getAsString() : ""; + String projectId = req.has("projectId") ? req.get("projectId").getAsString() : ""; + + // Both the project lookup and the mutation need to run on the + // main server thread (SteveEntity / BuildProject are main-thread- + // only). Hop there, then write the HTTP response from the main + // thread too — the HttpServer lets any thread send the response. + MinecraftServer mc = SteveMod.getServer(); + if (mc == null) { + respondJson(exchange, 503, error("server_not_ready", "Minecraft server not running")); + return; + } + try { + mc.execute(() -> { + try { + SteveEntity target = findSteveByProjectId(projectId); + if (target == null) { + respondJson(exchange, 404, error("project_not_found", + "No active BuildProject with id=" + projectId)); + return; + } + try { + switch (action) { + case "approve" -> { + target.getActionExecutor().approveCurrentBuild(); + broadcastLocal(Map.of("type", "plan.command_ack", + "action", "approve", "projectId", projectId, "ok", true)); + } + case "halt" -> { + target.getActionExecutor().haltCurrentBuild("player halted via dashboard"); + broadcastLocal(Map.of("type", "plan.command_ack", + "action", "halt", "projectId", projectId, "ok", true)); + } + default -> { + respondJson(exchange, 400, error("unknown_action", action)); + return; + } + } + respondJson(exchange, 202, Map.of("ok", true, "queued", action, "projectId", projectId)); + } catch (Exception e) { + LOG.warn("Command '{}' for project {} failed: {}", action, projectId, e.getMessage()); + broadcastLocal(Map.of("type", "plan.command_ack", + "action", action, "projectId", projectId, "ok", false, + "error", e.getMessage())); + respondJson(exchange, 500, error("command_failed", e.getMessage())); + } + } catch (Exception e) { + LOG.error("Command handler failed on main thread: ", e); + try { respondJson(exchange, 500, error("server_error", e.getMessage())); } + catch (Exception ignored) {} + } + }); + } catch (Exception e) { + LOG.error("Failed to schedule command on main thread: ", e); + respondJson(exchange, 503, error("server_not_ready", e.getMessage())); + } + } + } + + private final class ChatHandler implements HttpHandler { + @Override + public void handle(HttpExchange exchange) throws IOException { + applyCors(exchange); + if ("OPTIONS".equalsIgnoreCase(exchange.getRequestMethod())) return; + if (!"POST".equalsIgnoreCase(exchange.getRequestMethod())) { + exchange.sendResponseHeaders(405, -1); + return; + } + String body; + try (InputStream in = exchange.getRequestBody()) { + body = new String(in.readAllBytes(), StandardCharsets.UTF_8); + } + JsonObject req; + try { + req = JsonParser.parseString(body).getAsJsonObject(); + } catch (Exception e) { + respondJson(exchange, 400, error("invalid_json", e.getMessage())); + return; + } + String steveName = req.has("steveName") ? req.get("steveName").getAsString() : ""; + String message = req.has("message") ? req.get("message").getAsString() : ""; + if (message.isEmpty()) { + respondJson(exchange, 400, error("empty_message", "message must be non-empty")); + return; + } + + MinecraftServer mc = SteveMod.getServer(); + if (mc == null) { + respondJson(exchange, 503, error("server_not_ready", "Minecraft server not running")); + return; + } + try { + mc.execute(() -> { + try { + SteveEntity target = findSteveByName(steveName); + if (target == null) { + respondJson(exchange, 404, error("steve_not_found", + "No Steve with name=" + steveName)); + return; + } + try { + // Echo the user's message back as a USER chat bubble so + // every connected dashboard sees the same conversation. + String projectId = target.getActionExecutor().getActiveBuildProject() != null + ? target.getActionExecutor().getActiveBuildProject().id : ""; + broadcastLocal(java.util.Map.of( + "type", "plan.chat", + "projectId", projectId, + "steveName", target.getSteveName(), + "sender", "USER", + "message", message, + "timestamp", java.time.Instant.now().toString())); + + // Kick off the natural-language pipeline on the main thread. + target.getActionExecutor().processNaturalLanguageCommand(message); + respondJson(exchange, 202, java.util.Map.of( + "ok", true, "queued", "chat", "steveName", target.getSteveName())); + } catch (Exception e) { + LOG.warn("Chat dispatch for {} failed: {}", target.getSteveName(), e.getMessage()); + respondJson(exchange, 500, error("chat_failed", e.getMessage())); + } + } catch (Exception e) { + LOG.error("Chat handler failed on main thread: ", e); + try { respondJson(exchange, 500, error("server_error", e.getMessage())); } + catch (Exception ignored) {} + } + }); + } catch (Exception e) { + LOG.error("Failed to schedule chat on main thread: ", e); + respondJson(exchange, 503, error("server_not_ready", e.getMessage())); + } + } + } + + /** Find a Steve by exact name (case-insensitive). Returns null if not found. */ + private SteveEntity findSteveByName(String name) { + if (name == null || name.isEmpty()) return null; + for (SteveEntity s : SteveMod.getSteveManager().getAllSteves()) { + if (s.getSteveName().equalsIgnoreCase(name)) return s; + } + return null; + } + + /** Find the Steve nearest to any online player. Used by /plan to pick a + * target when the browser didn't name one. Returns null if no Steves + * exist. We scan all players, not the "local" one, because in + * multiplayer the dashboard player may not be in any level. */ + private SteveEntity findNearestSteveToLocalPlayer() { + SteveEntity nearest = null; + double nearestDist = Double.MAX_VALUE; + for (SteveEntity s : SteveMod.getSteveManager().getAllSteves()) { + for (var player : s.level().players()) { + if (player.isSpectator()) continue; + double d = player.distanceTo(s); + if (d < nearestDist) { nearestDist = d; nearest = s; } + } + // If a Steve has no nearby player, fall back to "any" ordering + if (nearest == null) nearest = s; + } + return nearest; + } + + private final class PlanStartHandler implements HttpHandler { + @Override + public void handle(HttpExchange exchange) throws IOException { + applyCors(exchange); + if ("OPTIONS".equalsIgnoreCase(exchange.getRequestMethod())) return; + if (!"POST".equalsIgnoreCase(exchange.getRequestMethod())) { + exchange.sendResponseHeaders(405, -1); + return; + } + String body; + try (InputStream in = exchange.getRequestBody()) { + body = new String(in.readAllBytes(), StandardCharsets.UTF_8); + } + JsonObject req; + try { + req = JsonParser.parseString(body).getAsJsonObject(); + } catch (Exception e) { + respondJson(exchange, 400, error("invalid_json", e.getMessage())); + return; + } + String description = req.has("description") ? req.get("description").getAsString().trim() : ""; + if (description.isEmpty()) { + respondJson(exchange, 400, error("empty_description", "description must be non-empty")); + return; + } + + MinecraftServer mc = SteveMod.getServer(); + if (mc == null) { + respondJson(exchange, 503, error("server_not_ready", "Minecraft server not running")); + return; + } + try { + mc.execute(() -> { + try { + SteveEntity target = findNearestSteveToLocalPlayer(); + if (target == null) { + respondJson(exchange, 404, error("no_steves", + "No Steve available — spawn one in Minecraft first")); + return; + } + // Reject if a plan is already in flight for this Steve + if (target.getActionExecutor().getActiveBuildProject() != null) { + respondJson(exchange, 409, error("plan_in_progress", + target.getSteveName() + " is already building. Halt it first.")); + return; + } + try { + target.getActionExecutor().startPlannedBuild(description); + respondJson(exchange, 202, java.util.Map.of( + "ok", true, "queued", "plan", + "steveName", target.getSteveName(), + "description", description)); + } catch (Exception e) { + LOG.warn("Plan start for {} failed: {}", target.getSteveName(), e.getMessage()); + respondJson(exchange, 500, error("plan_failed", e.getMessage())); + } + } catch (Exception e) { + LOG.error("PlanStartHandler failed on main thread: ", e); + try { respondJson(exchange, 500, error("server_error", e.getMessage())); } + catch (Exception ignored) {} + } + }); + } catch (Exception e) { + LOG.error("Failed to schedule plan start on main thread: ", e); + respondJson(exchange, 503, error("server_not_ready", e.getMessage())); + } + } + } + + // ===== Helpers ===== + + private void respondJson(HttpExchange ex, int code, Object body) throws IOException { + byte[] data = new Gson().toJson(body).getBytes(StandardCharsets.UTF_8); + ex.getResponseHeaders().set("Content-Type", "application/json; charset=utf-8"); + ex.sendResponseHeaders(code, data.length); + try (OutputStream os = ex.getResponseBody()) { + os.write(data); + } + } + + private static Map error(String code, String detail) { + Map m = new HashMap<>(); + m.put("ok", false); + m.put("error", code); + if (detail != null) m.put("detail", detail); + return m; + } + + /** Send a synthetic event (not from {@code PlanEventBus}) to all clients. */ + private void broadcastLocal(Map payload) { + String sse = "data: " + new Gson().toJson(payload) + "\n\n"; + for (SseClient c : clients.get()) { + try { c.write(sse); } catch (Exception ignored) {} + } + } + + /** Look up the Steve whose active BuildProject matches {@code projectId}. */ + private SteveEntity findSteveByProjectId(String projectId) { + for (SteveEntity s : SteveMod.getSteveManager().getAllSteves()) { + var p = s.getActionExecutor().getActiveBuildProject(); + if (p != null && p.id.equals(projectId)) { + return s; + } + } + return null; + } + + private JsonObject buildSnapshot() { + // Always ship the list of all active Steves so the browser can target + // a chat / plan start even when no plan is currently running. + java.util.List allNames = new java.util.ArrayList<>(); + for (SteveEntity s : SteveMod.getSteveManager().getAllSteves()) { + allNames.add(s.getSteveName()); + } + for (SteveEntity s : SteveMod.getSteveManager().getAllSteves()) { + var p = s.getActionExecutor().getActiveBuildProject(); + if (p == null) continue; + JsonObject o = new JsonObject(); + o.addProperty("type", "snapshot"); + o.addProperty("projectId", p.id); + o.addProperty("steveName", s.getSteveName()); + o.add("steves", new Gson().toJsonTree(allNames)); + o.addProperty("command", p.command); + o.addProperty("phase", p.phase.name()); + o.addProperty("blocksPlaced", p.blocksPlaced); + o.addProperty("totalBlocks", p.totalBlocks); + o.add("materials", new Gson().toJsonTree(p.materials.entrySet().stream() + .map(e -> { + JsonObject m = new JsonObject(); + m.addProperty("name", e.getKey().getName().getString()); + m.addProperty("count", e.getValue()); + return m; + }).toList())); + // Flatten all loaded templates into one world-space block list so + // the dashboard can render the structure in 3D immediately on connect. + java.util.List flat = new java.util.ArrayList<>(); + for (var tpl : p.templates) { + net.minecraft.core.BlockPos o2 = tpl.origin != null ? tpl.origin : net.minecraft.core.BlockPos.ZERO; + for (var tb : tpl.blocks) { + JsonObject b = new JsonObject(); + b.addProperty("x", o2.getX() + tb.relativePos.getX()); + b.addProperty("y", o2.getY() + tb.relativePos.getY()); + b.addProperty("z", o2.getZ() + tb.relativePos.getZ()); + b.addProperty("blockId", tb.blockState.getBlock().builtInRegistryHolder() + .key().location().toString()); + flat.add(b); + } + } + o.add("blocks", new Gson().toJsonTree(flat)); + String ref = p.mempalaceRefs.get(com.steve.ai.llm.react.BuildPhase.DESIGN); + if (ref != null) o.addProperty("mempalaceRef", ref); + return o; + } + return PlanEventJson.idleSnapshot(allNames); + } + + // StaticHandler removed: the Vite project (../web) now serves the page itself. + // PlanDashboardServer only handles /events (SSE) and /command (POST). + + /** Wrapper around an open HTTP exchange that lets us write SSE chunks and + * detect client disconnect. */ + private static final class SseClient { + private final HttpExchange exchange; + private final OutputStream out; + private volatile boolean closed = false; + + SseClient(HttpExchange exchange) throws IOException { + this.exchange = exchange; + this.out = exchange.getResponseBody(); + } + + synchronized void write(String chunk) throws IOException { + if (closed) throw new IOException("client closed"); + out.write(chunk.getBytes(StandardCharsets.UTF_8)); + out.flush(); + } + + void close() { + closed = true; + try { exchange.close(); } catch (Exception ignored) {} + } + } +} diff --git a/src/main/java/com/steve/ai/dashboard/PlanEventJson.java b/src/main/java/com/steve/ai/dashboard/PlanEventJson.java new file mode 100644 index 00000000..1c1163db --- /dev/null +++ b/src/main/java/com/steve/ai/dashboard/PlanEventJson.java @@ -0,0 +1,123 @@ +package com.steve.ai.dashboard; + +import com.google.gson.Gson; +import com.google.gson.GsonBuilder; +import com.google.gson.JsonObject; +import com.steve.ai.event.plan.PlanApprovedEvent; +import com.steve.ai.event.plan.PlanChatEvent; +import com.steve.ai.event.plan.PlanCreatedEvent; +import com.steve.ai.event.plan.PlanDesignReadyEvent; +import com.steve.ai.event.plan.PlanEvent; +import com.steve.ai.event.plan.PlanHaltedEvent; +import com.steve.ai.event.plan.PlanLogEvent; +import com.steve.ai.event.plan.PlanPhaseChangedEvent; + +import java.time.Instant; +import java.util.LinkedHashMap; +import java.util.Map; + +/** Serializes {@link PlanEvent}s to JSON for the SSE channel. + * Hand-rolled to avoid Gson reflection on every event class — keeps the + * wire format explicit and stable across changes. */ +public final class PlanEventJson { + + private static final Gson GSON = new GsonBuilder() + .disableHtmlEscaping() + .create(); + + private PlanEventJson() {} + + /** Render the event to a JSON object with {@code type} field set to a stable + * string like {@code "plan.created"}. Returned as a {@link JsonObject} for + * callers that want to merge with snapshot data. */ + public static JsonObject toJson(PlanEvent event) { + JsonObject o = new JsonObject(); + if (event instanceof PlanCreatedEvent e) { + o.addProperty("type", "plan.created"); + o.addProperty("projectId", e.getProjectId()); + o.addProperty("steveName", e.getSteveName()); + o.addProperty("command", e.getCommand()); + o.add("templates", GSON.toJsonTree(e.getTemplates())); + o.addProperty("phase", e.getPhase().name()); + o.addProperty("timestamp", e.getTimestamp().toString()); + } else if (event instanceof PlanDesignReadyEvent e) { + o.addProperty("type", "plan.design_ready"); + o.addProperty("projectId", e.getProjectId()); + o.addProperty("design", e.getDesign()); + o.add("materials", GSON.toJsonTree(e.getMaterials())); + o.addProperty("totalBlocks", e.getTotalBlocks()); + o.add("blocks", GSON.toJsonTree(e.getBlocks())); + o.addProperty("timestamp", e.getTimestamp().toString()); + } else if (event instanceof PlanPhaseChangedEvent e) { + o.addProperty("type", "plan.phase_changed"); + o.addProperty("projectId", e.getProjectId()); + o.addProperty("prev", e.getPrev().name()); + o.addProperty("next", e.getNext().name()); + if (e.getDeadlineMs() != null) o.addProperty("deadlineMs", e.getDeadlineMs()); + o.addProperty("timestamp", e.getTimestamp().toString()); + } else if (event instanceof PlanApprovedEvent e) { + o.addProperty("type", "plan.approved"); + o.addProperty("projectId", e.getProjectId()); + o.addProperty("phase", e.getPhase().name()); + o.addProperty("approvedBy", e.getApprovedBy()); + o.addProperty("timestamp", e.getTimestamp().toString()); + } else if (event instanceof PlanHaltedEvent e) { + o.addProperty("type", "plan.halted"); + o.addProperty("projectId", e.getProjectId()); + o.addProperty("phase", e.getPhase().name()); + o.addProperty("reason", e.getReason()); + if (e.getMempalaceRef() != null) o.addProperty("mempalaceRef", e.getMempalaceRef()); + o.addProperty("blocksPlaced", e.getBlocksPlaced()); + o.addProperty("totalBlocks", e.getTotalBlocks()); + o.addProperty("timestamp", e.getTimestamp().toString()); + } else if (event instanceof PlanLogEvent e) { + o.addProperty("type", "plan.log"); + o.addProperty("projectId", e.getProjectId()); + o.addProperty("severity", e.getSeverity().name()); + o.addProperty("message", e.getMessage()); + o.addProperty("timestamp", e.getTimestamp().toString()); + } else if (event instanceof PlanChatEvent e) { + o.addProperty("type", "plan.chat"); + o.addProperty("projectId", e.getProjectId()); + o.addProperty("steveName", e.getSteveName()); + o.addProperty("sender", e.getSender().name()); + o.addProperty("message", e.getMessage()); + o.addProperty("timestamp", e.getTimestamp().toString()); + } else { + o.addProperty("type", "plan.unknown"); + o.addProperty("timestamp", Instant.now().toString()); + } + return o; + } + + /** Encode as a single SSE data line: {@code data: \n\n}. */ + public static String toSseData(PlanEvent event) { + return "data: " + GSON.toJson(toJson(event)) + "\n\n"; + } + + /** Build a snapshot object representing "no active project". Sent on SSE + * connect when {@code SteveManager} has no Steve with an active build. + * The caller may pass an explicit list of active Steve names so the + * browser can target a chat / plan even when no plan is in flight. */ + public static JsonObject idleSnapshot(java.util.List steves) { + JsonObject o = new JsonObject(); + o.addProperty("type", "snapshot"); + o.addProperty("projectId", ""); + o.addProperty("idle", true); + o.addProperty("timestamp", Instant.now().toString()); + o.add("steves", GSON.toJsonTree(steves == null ? java.util.List.of() : steves)); + return o; + } + + /** Backwards-compatible overload used by tests. */ + public static JsonObject idleSnapshot() { + return idleSnapshot(java.util.List.of()); + } + + /** Helper for test code: pretty-print a JSON object as a Map for assertions. */ + public static Map toMap(JsonObject o) { + Map out = new LinkedHashMap<>(); + o.entrySet().forEach(e -> out.put(e.getKey(), GSON.fromJson(e.getValue(), Object.class))); + return out; + } +} \ No newline at end of file diff --git a/src/main/java/com/steve/ai/event/plan/PlanApprovedEvent.java b/src/main/java/com/steve/ai/event/plan/PlanApprovedEvent.java new file mode 100644 index 00000000..af3541f6 --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanApprovedEvent.java @@ -0,0 +1,25 @@ +package com.steve.ai.event.plan; + +import com.steve.ai.llm.react.BuildPhase; + +import java.time.Instant; + +/** Player (or auto-rule) approved a pending phase. */ +public final class PlanApprovedEvent implements PlanEvent { + private final String projectId; + private final BuildPhase phase; + private final String approvedBy; + private final Instant timestamp; + + public PlanApprovedEvent(String projectId, BuildPhase phase, String approvedBy) { + this.projectId = projectId; + this.phase = phase; + this.approvedBy = approvedBy; + this.timestamp = Instant.now(); + } + + public String getProjectId() { return projectId; } + public BuildPhase getPhase() { return phase; } + public String getApprovedBy() { return approvedBy; } + public Instant getTimestamp() { return timestamp; } +} diff --git a/src/main/java/com/steve/ai/event/plan/PlanChatEvent.java b/src/main/java/com/steve/ai/event/plan/PlanChatEvent.java new file mode 100644 index 00000000..50bc390b --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanChatEvent.java @@ -0,0 +1,35 @@ +package com.steve.ai.event.plan; + +import java.time.Instant; + +/** Free-form chat line from a Steve (or a player/system message) for the + * external dashboard's chat panel. Distinct from {@link PlanLogEvent}: + * PlanLogEvent is a log line with severity; PlanChatEvent is a chat bubble + * with a sender and a target Steve. + * + *

{@code projectId} is empty when no plan is active (general chat). + * {@code sender} names who wrote the line; the browser renders it as a + * bubble on the corresponding side.

*/ +public final class PlanChatEvent implements PlanEvent { + public enum Sender { USER, STEVE, SYSTEM } + + private final String projectId; + private final String steveName; + private final Sender sender; + private final String message; + private final Instant timestamp; + + public PlanChatEvent(String projectId, String steveName, Sender sender, String message) { + this.projectId = projectId == null ? "" : projectId; + this.steveName = steveName == null ? "" : steveName; + this.sender = sender == null ? Sender.SYSTEM : sender; + this.message = message == null ? "" : message; + this.timestamp = Instant.now(); + } + + public String getProjectId() { return projectId; } + public String getSteveName() { return steveName; } + public Sender getSender() { return sender; } + public String getMessage() { return message; } + public Instant getTimestamp() { return timestamp; } +} diff --git a/src/main/java/com/steve/ai/event/plan/PlanCreatedEvent.java b/src/main/java/com/steve/ai/event/plan/PlanCreatedEvent.java new file mode 100644 index 00000000..106e5229 --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanCreatedEvent.java @@ -0,0 +1,33 @@ +package com.steve.ai.event.plan; + +import com.steve.ai.llm.react.BuildPhase; + +import java.time.Instant; +import java.util.List; + +/** A new BuildProject has been created (the LLM just selected templates). */ +public final class PlanCreatedEvent implements PlanEvent { + private final String projectId; + private final String steveName; + private final String command; + private final List templates; + private final BuildPhase phase; + private final Instant timestamp; + + public PlanCreatedEvent(String projectId, String steveName, String command, + List templates, BuildPhase phase) { + this.projectId = projectId; + this.steveName = steveName; + this.command = command; + this.templates = templates == null ? List.of() : List.copyOf(templates); + this.phase = phase; + this.timestamp = Instant.now(); + } + + public String getProjectId() { return projectId; } + public String getSteveName() { return steveName; } + public String getCommand() { return command; } + public List getTemplates() { return templates; } + public BuildPhase getPhase() { return phase; } + public Instant getTimestamp() { return timestamp; } +} diff --git a/src/main/java/com/steve/ai/event/plan/PlanDesignReadyEvent.java b/src/main/java/com/steve/ai/event/plan/PlanDesignReadyEvent.java new file mode 100644 index 00000000..77a1f8f3 --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanDesignReadyEvent.java @@ -0,0 +1,87 @@ +package com.steve.ai.event.plan; + +import java.time.Instant; +import java.util.List; +import java.util.Map; + +/** The design doc text + material breakdown + raw block list are now available. */ +public final class PlanDesignReadyEvent implements PlanEvent { + private final String projectId; + private final String design; + private final List materials; + private final int totalBlocks; + private final List blocks; + private final Instant timestamp; + + public PlanDesignReadyEvent(String projectId, String design, + List materials, int totalBlocks, + List blocks) { + this.projectId = projectId; + this.design = design; + this.materials = materials == null ? List.of() : List.copyOf(materials); + this.totalBlocks = totalBlocks; + this.blocks = blocks == null ? List.of() : List.copyOf(blocks); + this.timestamp = Instant.now(); + } + + public String getProjectId() { return projectId; } + public String getDesign() { return design; } + public List getMaterials() { return materials; } + public int getTotalBlocks() { return totalBlocks; } + public List getBlocks() { return blocks; } + public Instant getTimestamp() { return timestamp; } + + /** Single block in the design, in world (relative-to-origin) coordinates. + * {@code blockId} is the namespace:path registry key of the block (e.g. + * {@code minecraft:oak_planks}) — kept as a string so the dashboard can + * deserialize without depending on Minecraft classpath. */ + public static final class BlockEntry { + private final int x; + private final int y; + private final int z; + private final String blockId; + + public BlockEntry(int x, int y, int z, String blockId) { + this.x = x; + this.y = y; + this.z = z; + this.blockId = blockId; + } + + public int getX() { return x; } + public int getY() { return y; } + public int getZ() { return z; } + public String getBlockId() { return blockId; } + } + + /** Material row for the dashboard UI. Keys from {@code BuildProject.materials} + * are flattened to a human-readable name + count + percent. */ + public static final class MaterialEntry { + private final String name; + private final int count; + private final int percent; + + public MaterialEntry(String name, int count, int percent) { + this.name = name; + this.count = count; + this.percent = percent; + } + + public String getName() { return name; } + public int getCount() { return count; } + public int getPercent() { return percent; } + + public static List fromBlockMap(Map mat, + int total) { + return mat.entrySet().stream() + .sorted((a, b) -> Integer.compare(b.getValue(), a.getValue())) + .map(e -> { + String name = e.getKey().getName().getString(); + int n = e.getValue(); + int pct = total > 0 ? (n * 100 / total) : 0; + return new MaterialEntry(name, n, pct); + }) + .toList(); + } + } +} diff --git a/src/main/java/com/steve/ai/event/plan/PlanEvent.java b/src/main/java/com/steve/ai/event/plan/PlanEvent.java new file mode 100644 index 00000000..6cda57d5 --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanEvent.java @@ -0,0 +1,14 @@ +package com.steve.ai.event.plan; + +/** + * Marker interface for events that flow from {@code PlanBuildAction} to the + * external HTML dashboard. + * + *

Implementations are immutable POJOs published on + * {@code SteveMod.getPlanEventBus()}. {@code SimpleEventBus} dispatches by + * exact runtime class, so {@code PlanDashboardServer} subscribes to each + * concrete subtype individually — see + * {@code SteveMod.subscribeToAllPlanEvents}.

+ */ +public interface PlanEvent { +} diff --git a/src/main/java/com/steve/ai/event/plan/PlanHaltedEvent.java b/src/main/java/com/steve/ai/event/plan/PlanHaltedEvent.java new file mode 100644 index 00000000..e27c1b4c --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanHaltedEvent.java @@ -0,0 +1,35 @@ +package com.steve.ai.event.plan; + +import com.steve.ai.llm.react.BuildPhase; + +import java.time.Instant; + +/** Player (or timeout) halted the build. Design stays archived in mempalace. */ +public final class PlanHaltedEvent implements PlanEvent { + private final String projectId; + private final BuildPhase phase; + private final String reason; + private final String mempalaceRef; + private final int blocksPlaced; + private final int totalBlocks; + private final Instant timestamp; + + public PlanHaltedEvent(String projectId, BuildPhase phase, String reason, + String mempalaceRef, int blocksPlaced, int totalBlocks) { + this.projectId = projectId; + this.phase = phase; + this.reason = reason; + this.mempalaceRef = mempalaceRef; + this.blocksPlaced = blocksPlaced; + this.totalBlocks = totalBlocks; + this.timestamp = Instant.now(); + } + + public String getProjectId() { return projectId; } + public BuildPhase getPhase() { return phase; } + public String getReason() { return reason; } + public String getMempalaceRef() { return mempalaceRef; } + public int getBlocksPlaced() { return blocksPlaced; } + public int getTotalBlocks() { return totalBlocks; } + public Instant getTimestamp() { return timestamp; } +} diff --git a/src/main/java/com/steve/ai/event/plan/PlanLogEvent.java b/src/main/java/com/steve/ai/event/plan/PlanLogEvent.java new file mode 100644 index 00000000..552220ff --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanLogEvent.java @@ -0,0 +1,25 @@ +package com.steve.ai.event.plan; + +import java.time.Instant; + +/** Free-form log line mirrored from SteveMod.LOGGER to the dashboard timeline. */ +public final class PlanLogEvent implements PlanEvent { + public enum Severity { INFO, WARN, ERROR } + + private final String projectId; + private final Severity severity; + private final String message; + private final Instant timestamp; + + public PlanLogEvent(String projectId, Severity severity, String message) { + this.projectId = projectId; + this.severity = severity; + this.message = message; + this.timestamp = Instant.now(); + } + + public String getProjectId() { return projectId; } + public Severity getSeverity() { return severity; } + public String getMessage() { return message; } + public Instant getTimestamp() { return timestamp; } +} diff --git a/src/main/java/com/steve/ai/event/plan/PlanPhaseChangedEvent.java b/src/main/java/com/steve/ai/event/plan/PlanPhaseChangedEvent.java new file mode 100644 index 00000000..5910b410 --- /dev/null +++ b/src/main/java/com/steve/ai/event/plan/PlanPhaseChangedEvent.java @@ -0,0 +1,28 @@ +package com.steve.ai.event.plan; + +import com.steve.ai.llm.react.BuildPhase; + +import java.time.Instant; + +/** A BuildProject transitioned from {@code prev} to {@code next}. */ +public final class PlanPhaseChangedEvent implements PlanEvent { + private final String projectId; + private final BuildPhase prev; + private final BuildPhase next; + private final Long deadlineMs; + private final Instant timestamp; + + public PlanPhaseChangedEvent(String projectId, BuildPhase prev, BuildPhase next, Long deadlineMs) { + this.projectId = projectId; + this.prev = prev; + this.next = next; + this.deadlineMs = deadlineMs; + this.timestamp = Instant.now(); + } + + public String getProjectId() { return projectId; } + public BuildPhase getPrev() { return prev; } + public BuildPhase getNext() { return next; } + public Long getDeadlineMs() { return deadlineMs; } + public Instant getTimestamp() { return timestamp; } +} diff --git a/src/main/java/com/steve/ai/llm/PromptBuilder.java b/src/main/java/com/steve/ai/llm/PromptBuilder.java index c5cfa686..d8aad2c7 100644 --- a/src/main/java/com/steve/ai/llm/PromptBuilder.java +++ b/src/main/java/com/steve/ai/llm/PromptBuilder.java @@ -27,7 +27,7 @@ public static String buildSystemPrompt() { ACTIONS: - attack: {"target": "hostile"} (for any mob/monster) - - build: {"structure": "house"} (NBT template, auto-sized) + - build: {"structure": "house"} (NBT template, auto-sized) — or {"structures": ["house","fence"]} for multi-template plans - mine: {"block": "iron", "quantity": 8} (resources: iron, diamond, coal, gold, copper, redstone, emerald) - follow: {"player": "NAME"} - pathfind: {"x": 0, "y": 0, "z": 0} @@ -196,7 +196,7 @@ When the command is fully accomplished (or you determine it cannot be done), out ACTIONS (use these exact names): - attack: {"target": "hostile|mob_name"} (for any mob/monster/creature) - - build: {"structure": ""} (NBT template, auto-sized) + - build: {"structure": ""} (NBT template, auto-sized) — or {"structures": ["", ""]} for composite builds (max 4 by default) - mine: {"block": "", "quantity": } (resources: iron, diamond, coal, gold, copper, redstone, emerald, etc) - follow: {"player": ""} - pathfind: {"x": , "y": , "z": } @@ -230,6 +230,12 @@ When the command is fully accomplished (or you determine it cannot be done), out "parameters": {"structure": "house"}, "is_final": false} + Step 2b (composite build — village with 3 templates): + {"thought": "village needs 房子_1 + 井 + 围栏, all available, will plan all three", + "action": "build", + "parameters": {"structures": ["房子_1", "井", "围栏"]}, + "is_final": false} + Final step: {"thought": "House built successfully at the target position", "is_final": true, diff --git a/src/main/java/com/steve/ai/llm/react/BuildDesignFormatter.java b/src/main/java/com/steve/ai/llm/react/BuildDesignFormatter.java new file mode 100644 index 00000000..3f0c3065 --- /dev/null +++ b/src/main/java/com/steve/ai/llm/react/BuildDesignFormatter.java @@ -0,0 +1,183 @@ +package com.steve.ai.llm.react; + +import com.steve.ai.action.BuildProject; + +import java.util.ArrayList; +import java.util.List; +import java.util.Locale; +import java.util.Map; + +/** + * Pure static helpers that turn a {@link BuildProject} into chat-friendly text. + * + *

No side effects, no Minecraft types in the output — easy to unit-test.

+ */ +public final class BuildDesignFormatter { + + private BuildDesignFormatter() {} + + /** Top of the design doc: name, id, command. */ + public static String header(BuildProject project) { + return String.format(Locale.ROOT, + "========== %s 设计图 #%s ==========\n项目: 玩家指令\"%s\"", + project.steve.getSteveName(), project.id, project.command); + } + + /** Middle section: template list, dimensions, footprint, total blocks, origin, ETA, materials. + * Single-template output keeps the original format byte-for-byte; multi-template output + * shows a per-building breakdown with a global totals row. */ + public static String body(BuildProject project) { + if (project.templates.isEmpty()) { + return "(no templates loaded)"; + } + if (project.templates.size() == 1) { + return bodySingle(project); + } + return bodyMulti(project); + } + + private static String bodySingle(BuildProject project) { + var t = project.templates.get(0); + int footprint = t.width * t.depth; + int total = t.blocks.size(); + int etaTicks = project.totalBlocks * 5; // BUILD_TICK_DELAY default + + StringBuilder sb = new StringBuilder(); + sb.append(String.format(Locale.ROOT, "模板: %s\n", t.name)); + sb.append(String.format(Locale.ROOT, "尺寸: %d × %d × %d (长 × 高 × 深)\n", t.width, t.height, t.depth)); + sb.append(String.format(Locale.ROOT, "占地: %d 平方米\n", footprint)); + sb.append(String.format(Locale.ROOT, "方块总数: %d\n", total)); + sb.append("材料清单:").append(System.lineSeparator()); + appendMaterials(sb, project.materials, total); + sb.append(String.format(Locale.ROOT, "原点坐标: %s\n", formatPos(project.originPos))); + sb.append("协同分区: 4 个象限, 单 Steve 承担全部").append(System.lineSeparator()); + sb.append(String.format(Locale.ROOT, "预计耗时: 约 %d tick (≈ %d 秒)\n", etaTicks, etaTicks / 20)); + return sb.toString(); + } + + private static String bodyMulti(BuildProject project) { + int footprintTotal = 0; + StringBuilder sb = new StringBuilder(); + sb.append(String.format(Locale.ROOT, "子建筑清单 (%d 个):\n", project.templates.size())); + for (int i = 0; i < project.templates.size(); i++) { + var t = project.templates.get(i); + net.minecraft.core.BlockPos o = t.origin != null ? t.origin : project.originPos; + footprintTotal += t.width * t.depth; + sb.append(String.format(Locale.ROOT, "\n[%d/%d] %s\n", i + 1, project.templates.size(), t.name)); + sb.append(String.format(Locale.ROOT, " 尺寸: %d × %d × %d (长 × 高 × 深)\n", t.width, t.height, t.depth)); + sb.append(String.format(Locale.ROOT, " 占地: %d 平方米\n", t.width * t.depth)); + sb.append(String.format(Locale.ROOT, " 块数: %d\n", t.blocks.size())); + sb.append(String.format(Locale.ROOT, " 原点: %s\n", formatPos(o))); + } + sb.append("\n--------------------------------------------\n"); + sb.append(String.format(Locale.ROOT, "总计: %d 子建筑, %d 块, 占地 %d 平方米\n", + project.templates.size(), project.totalBlocks, footprintTotal)); + sb.append("材料清单:").append(System.lineSeparator()); + appendMaterials(sb, project.materials, project.totalBlocks); + sb.append("协同分区: 4 个象限, 单 Steve 承担全部").append(System.lineSeparator()); + int etaTicks = project.totalBlocks * 5; + sb.append(String.format(Locale.ROOT, "预计耗时: 约 %d tick (≈ %d 秒)\n", etaTicks, etaTicks / 20)); + return sb.toString(); + } + + /** Footer with player instructions and mempalace archive ref. */ + public static String footer(BuildProject project) { + StringBuilder sb = new StringBuilder(); + sb.append("--------------------------------------------").append(System.lineSeparator()); + sb.append("输入 /steve approve 开始施工, /steve halt 放弃").append(System.lineSeparator()); + String ref = project.mempalaceRefs.get(BuildPhase.DESIGN); + if (ref != null) { + sb.append("已归档到 mempalace: ").append(ref).append(System.lineSeparator()); + } + sb.append("============================================"); + return sb.toString(); + } + + /** Full design doc, joined with newlines. */ + public static String fullDesign(BuildProject project) { + return header(project) + System.lineSeparator() + + body(project) + + footer(project); + } + + /** Acceptance report: ✓/✗ per check. */ + public static String acceptanceReport(BuildProject project, List checks) { + StringBuilder sb = new StringBuilder(); + sb.append(String.format(Locale.ROOT, "========== 验收报告 #%s ==========\n", project.id)); + for (var c : checks) { + sb.append(c.passed ? "[✓] " : "[✗] ").append(c.label); + if (c.detail != null && !c.detail.isEmpty()) { + sb.append(": ").append(c.detail); + } + sb.append(System.lineSeparator()); + } + sb.append("----------------------------------------").append(System.lineSeparator()); + sb.append("输入 /steve accept 正式交付, /steve halt 视为失败").append(System.lineSeparator()); + String ref = project.mempalaceRefs.get(BuildPhase.AWAITING_ACCEPTANCE); + if (ref != null) { + sb.append("已归档: ").append(ref).append(System.lineSeparator()); + } + sb.append("======================================"); + return sb.toString(); + } + + /** Construction progress line, every 5 seconds during phase 3. */ + public static String progress(BuildProject project) { + if (project.totalBlocks <= 0) { + return String.format(Locale.ROOT, "[施工进度] %s 阶段 3/4 准备中", project.id); + } + int pct = (project.blocksPlaced * 100) / project.totalBlocks; + return String.format(Locale.ROOT, "[施工进度] %s 阶段 3/4 主体建造 %d/%d blocks (%d%%)", + project.id, project.blocksPlaced, project.totalBlocks, pct); + } + + /** Halt/timeout message sent to nearest player. */ + public static String halted(BuildProject project, String reason) { + return String.format(Locale.ROOT, + "[%s] 工程中止: %s (阶段=%s, 已放置 %d/%d 块, 设计书保留在 mempalace %s)", + project.steve.getSteveName(), reason, project.phase, + project.blocksPlaced, project.totalBlocks, + project.mempalaceRefs.getOrDefault(BuildPhase.DESIGN, "(none)")); + } + + public static class AcceptanceCheck { + public final boolean passed; + public final String label; + public final String detail; + + public AcceptanceCheck(boolean passed, String label, String detail) { + this.passed = passed; + this.label = label; + this.detail = detail; + } + + public static AcceptanceCheck ok(String label) { + return new AcceptanceCheck(true, label, null); + } + + public static AcceptanceCheck ok(String label, String detail) { + return new AcceptanceCheck(true, label, detail); + } + + public static AcceptanceCheck fail(String label, String detail) { + return new AcceptanceCheck(false, label, detail); + } + } + + private static void appendMaterials(StringBuilder sb, Map materials, int total) { + // Sort by count desc for readability + List> entries = new ArrayList<>(materials.entrySet()); + entries.sort((a, b) -> Integer.compare(b.getValue(), a.getValue())); + for (var e : entries) { + String name = e.getKey().getName().getString(); + int n = e.getValue(); + int pct = total > 0 ? (n * 100 / total) : 0; + sb.append(String.format(Locale.ROOT, " %-16s × %4d (%d%%)\n", name, n, pct)); + } + } + + private static String formatPos(net.minecraft.core.BlockPos pos) { + if (pos == null) return "(uncomputed)"; + return String.format(Locale.ROOT, "(%d, %d, %d)", pos.getX(), pos.getY(), pos.getZ()); + } +} diff --git a/src/main/java/com/steve/ai/llm/react/BuildPhase.java b/src/main/java/com/steve/ai/llm/react/BuildPhase.java new file mode 100644 index 00000000..d9c3f144 --- /dev/null +++ b/src/main/java/com/steve/ai/llm/react/BuildPhase.java @@ -0,0 +1,17 @@ +package com.steve.ai.llm.react; + +/** + * Phases of the plan-then-build pipeline. + * + *

Mirrors the four stages of a real construction project: + * feasibility -> design -> construction -> acceptance.

+ */ +public enum BuildPhase { + FEASIBILITY, + DESIGN, + AWAITING_DESIGN_APPROVAL, + CONSTRUCTION, + AWAITING_ACCEPTANCE, + COMPLETED, + FAILED +} diff --git a/src/main/java/com/steve/ai/llm/react/ReActAgent.java b/src/main/java/com/steve/ai/llm/react/ReActAgent.java index 54e4f7cc..b328e86c 100644 --- a/src/main/java/com/steve/ai/llm/react/ReActAgent.java +++ b/src/main/java/com/steve/ai/llm/react/ReActAgent.java @@ -37,6 +37,7 @@ public class ReActAgent { private volatile boolean finished = false; private volatile boolean failed = false; private volatile String finalAnswer = null; + private volatile String pendingFinalAnswer = null; private volatile String failureMessage = null; private volatile ResponseParser.ParsedResponse pendingStep = null; private volatile int stepCount = 0; @@ -133,6 +134,20 @@ private void runStep(AsyncLLMClient client, Map baseParams) { if (step.isFinal()) { String answer = step.getFinalAnswer() != null ? step.getFinalAnswer() : step.getReasoning(); + // If the final step also carries a task (e.g. LLM emits + // {"is_final": true, "action": "build", ...}), dispatch the + // task first so it actually runs. The agent will only mark + // itself finished once the action's observation is fed back + // — at which point the game thread will re-tick and see + // finished=true with no pending step. + if (!step.getTasks().isEmpty() && isAllowedAction(step.getTasks().get(0).getAction())) { + SteveMod.LOGGER.info("[ReAct step {}/{}] FINAL-with-task: deferring finish until action dispatched: {}", + stepNum, maxSteps, answer); + pendingStep = step; + observationPending = true; + pendingFinalAnswer = answer; + return; + } SteveMod.LOGGER.info("[ReAct step {}/{}] FINAL: {}", stepNum, maxSteps, answer); markFinished(answer); @@ -329,6 +344,16 @@ public void feedObservation(ActionResult result, AsyncLLMClient client, Map arguments) { } } + /** + * Look up the configured URL for an MCP server by name. + * + *

Reads {@code SteveConfig.MCP_SERVERS} (a JSON array of + * {@code {"name","url"} objects}) and returns the first matching URL. + * Used by code outside the registry (e.g. + * {@code StructureTemplateLoader.registerStructureToMempalace}) that + * needs a configured mempalace URL without re-parsing the config.

+ * + * @return the configured URL, or {@code null} if MCP is disabled, the + * config is empty/malformed, or no server with that name is + * configured. + */ + public static String getServerUrl(String name) { + try { + if (!SteveConfig.MCP_ENABLED.get()) return null; + String json = SteveConfig.MCP_SERVERS.get(); + if (json == null || json.isEmpty() || json.equals("[]")) return null; + Type listType = new TypeToken>() {}.getType(); + List servers = GSON.fromJson(json, listType); + if (servers == null) return null; + for (ServerConfig s : servers) { + if (name.equals(s.name)) return s.url; + } + } catch (Exception e) { + SteveMod.LOGGER.warn("Failed to look up MCP server URL for '{}': {}", name, e.getMessage()); + } + return null; + } + /** * Shutdown all MCP connections. */ diff --git a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java index 36185746..11d709d0 100644 --- a/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java +++ b/src/main/java/com/steve/ai/structure/StructureTemplateLoader.java @@ -43,13 +43,19 @@ public static class LoadedTemplate { public final int width; public final int height; public final int depth; + public final BlockPos origin; public LoadedTemplate(String name, List blocks, int width, int height, int depth) { + this(name, blocks, width, height, depth, null); + } + + public LoadedTemplate(String name, List blocks, int width, int height, int depth, BlockPos origin) { this.name = name; this.blocks = blocks; this.width = width; this.height = height; this.depth = depth; + this.origin = origin; } } @@ -191,8 +197,22 @@ private static void registerStructureToMempalace(File file, String name, String LoadedTemplate template = loadFromFile(file, name); if (template == null) return; - MCPClientWrapper client = new MCPClientWrapper("mempalace", "http://localhost:6060"); + // Resolve the mempalace URL from SteveConfig.MCP_SERVERS rather than + // hardcoding localhost. If the server isn't configured, skip the + // registration quietly — NBT files can still be built without it. + String mempalaceUrl = com.steve.ai.mcp.MCPToolRegistry.getServerUrl("mempalace"); + if (mempalaceUrl == null) { + SteveMod.LOGGER.debug("mempalace not configured; skipping registration of '{}'", template.name); + return; + } + + MCPClientWrapper client = new MCPClientWrapper("mempalace", mempalaceUrl); client.initialize(); + if (!client.isInitialized()) { + SteveMod.LOGGER.warn("MCP client for '{}' did not initialize; skipping mempalace registration", + mempalaceUrl); + return; + } String content = String.format("Type: %s | Structure '%s' %dx%dx%d with %d blocks", type, template.name, template.width, template.height, template.depth, template.blocks.size()); diff --git a/src/main/resources/log4j2.xml b/src/main/resources/log4j2.xml new file mode 100644 index 00000000..4d21aab9 --- /dev/null +++ b/src/main/resources/log4j2.xml @@ -0,0 +1,25 @@ + + + + + + + + + + + + + + + + + + + + + diff --git a/src/test/java/com/steve/ai/action/TaskTest.java b/src/test/java/com/steve/ai/action/TaskTest.java new file mode 100644 index 00000000..84859ee1 --- /dev/null +++ b/src/test/java/com/steve/ai/action/TaskTest.java @@ -0,0 +1,41 @@ +package com.steve.ai.action; + +import com.google.gson.JsonArray; +import org.junit.jupiter.api.Test; + +import java.util.List; +import java.util.Map; + +import static org.junit.jupiter.api.Assertions.assertEquals; +import static org.junit.jupiter.api.Assertions.assertNull; + +class TaskTest { + + @Test + void getStringListParameterReadsJsonArray() { + JsonArray arr = new JsonArray(); + arr.add("a"); + arr.add("b"); + Task t = new Task("build", Map.of("structures", arr)); + assertEquals(List.of("a", "b"), t.getStringListParameter("structures")); + } + + @Test + void getStringListParameterReadsJavaList() { + Task t = new Task("build", Map.of("structures", List.of("a", "b"))); + assertEquals(List.of("a", "b"), t.getStringListParameter("structures")); + } + + @Test + void getStringListParameterReturnsNullWhenMissing() { + Task t = new Task("build", Map.of()); + assertNull(t.getStringListParameter("structures")); + } + + @Test + void getStringListParameterReturnsDefaultWhenMissing() { + Task t = new Task("build", Map.of()); + assertEquals(List.of("fallback"), + t.getStringListParameter("structures", List.of("fallback"))); + } +} diff --git a/src/test/java/com/steve/ai/dashboard/PlanEventJsonTest.java b/src/test/java/com/steve/ai/dashboard/PlanEventJsonTest.java new file mode 100644 index 00000000..2c9e7007 --- /dev/null +++ b/src/test/java/com/steve/ai/dashboard/PlanEventJsonTest.java @@ -0,0 +1,120 @@ +package com.steve.ai.dashboard; + +import com.google.gson.JsonObject; +import com.steve.ai.event.plan.PlanApprovedEvent; +import com.steve.ai.event.plan.PlanCreatedEvent; +import com.steve.ai.event.plan.PlanDesignReadyEvent; +import com.steve.ai.event.plan.PlanHaltedEvent; +import com.steve.ai.event.plan.PlanLogEvent; +import com.steve.ai.event.plan.PlanPhaseChangedEvent; +import com.steve.ai.llm.react.BuildPhase; +import org.junit.jupiter.api.Test; + +import java.util.List; + +import static org.junit.jupiter.api.Assertions.*; + +/** Verifies that every concrete {@code PlanEvent} serializes to a stable + * JSON shape that the front-end {@code plan_dashboard.js} expects. */ +public class PlanEventJsonTest { + + @Test + void createdEventRoundTripsKeyFields() { + PlanCreatedEvent ev = new PlanCreatedEvent( + "p1", "Steve1", "build a hut", List.of("hut_a", "shed_b"), BuildPhase.FEASIBILITY); + JsonObject o = PlanEventJson.toJson(ev); + assertEquals("plan.created", o.get("type").getAsString()); + assertEquals("p1", o.get("projectId").getAsString()); + assertEquals("Steve1", o.get("steveName").getAsString()); + assertEquals("build a hut", o.get("command").getAsString()); + assertEquals("FEASIBILITY", o.get("phase").getAsString()); + assertEquals(2, o.getAsJsonArray("templates").size()); + assertTrue(o.has("timestamp")); + } + + @Test + void designReadyEventCarriesTextAndMaterials() { + PlanDesignReadyEvent ev = new PlanDesignReadyEvent( + "p1", "DESIGN BODY", + List.of( + new PlanDesignReadyEvent.MaterialEntry("oak_planks", 10, 50), + new PlanDesignReadyEvent.MaterialEntry("glass", 5, 25) + ), + 20, + List.of( + new PlanDesignReadyEvent.BlockEntry(0, 0, 0, "minecraft:oak_planks"), + new PlanDesignReadyEvent.BlockEntry(1, 0, 0, "minecraft:glass") + )); + JsonObject o = PlanEventJson.toJson(ev); + assertEquals("plan.design_ready", o.get("type").getAsString()); + assertEquals("p1", o.get("projectId").getAsString()); + assertEquals("DESIGN BODY", o.get("design").getAsString()); + assertEquals(20, o.get("totalBlocks").getAsInt()); + assertEquals(2, o.getAsJsonArray("materials").size()); + assertEquals("oak_planks", o.getAsJsonArray("materials").get(0).getAsJsonObject().get("name").getAsString()); + assertEquals(2, o.getAsJsonArray("blocks").size()); + assertEquals("minecraft:oak_planks", + o.getAsJsonArray("blocks").get(0).getAsJsonObject().get("blockId").getAsString()); + } + + @Test + void phaseChangedWithDeadlineKeepsMillis() { + PlanPhaseChangedEvent ev = new PlanPhaseChangedEvent( + "p1", BuildPhase.DESIGN, BuildPhase.AWAITING_DESIGN_APPROVAL, 1717800000000L); + JsonObject o = PlanEventJson.toJson(ev); + assertEquals("plan.phase_changed", o.get("type").getAsString()); + assertEquals("DESIGN", o.get("prev").getAsString()); + assertEquals("AWAITING_DESIGN_APPROVAL", o.get("next").getAsString()); + assertEquals(1717800000000L, o.get("deadlineMs").getAsLong()); + } + + @Test + void phaseChangedWithoutDeadlineOmitsField() { + PlanPhaseChangedEvent ev = new PlanPhaseChangedEvent( + "p1", BuildPhase.DESIGN, BuildPhase.AWAITING_DESIGN_APPROVAL, null); + JsonObject o = PlanEventJson.toJson(ev); + assertFalse(o.has("deadlineMs")); + } + + @Test + void approvedAndHaltedCarryContext() { + PlanApprovedEvent app = new PlanApprovedEvent("p1", BuildPhase.AWAITING_DESIGN_APPROVAL, "player"); + JsonObject appO = PlanEventJson.toJson(app); + assertEquals("plan.approved", appO.get("type").getAsString()); + assertEquals("player", appO.get("approvedBy").getAsString()); + + PlanHaltedEvent halt = new PlanHaltedEvent( + "p1", BuildPhase.AWAITING_DESIGN_APPROVAL, "timeout", + "wing=build_designs/room=p1_design", 0, 200); + JsonObject haltO = PlanEventJson.toJson(halt); + assertEquals("plan.halted", haltO.get("type").getAsString()); + assertEquals("timeout", haltO.get("reason").getAsString()); + assertEquals(200, haltO.get("totalBlocks").getAsInt()); + assertEquals("wing=build_designs/room=p1_design", haltO.get("mempalaceRef").getAsString()); + } + + @Test + void logEventKeepsSeverity() { + PlanLogEvent ev = new PlanLogEvent("p1", PlanLogEvent.Severity.WARN, "watch out"); + JsonObject o = PlanEventJson.toJson(ev); + assertEquals("plan.log", o.get("type").getAsString()); + assertEquals("WARN", o.get("severity").getAsString()); + assertEquals("watch out", o.get("message").getAsString()); + } + + @Test + void idleSnapshotMarksIdle() { + JsonObject o = PlanEventJson.idleSnapshot(); + assertEquals("snapshot", o.get("type").getAsString()); + assertTrue(o.get("idle").getAsBoolean()); + assertEquals("", o.get("projectId").getAsString()); + } + + @Test + void toSseDataEndsWithNewlines() { + String sse = PlanEventJson.toSseData( + new PlanLogEvent("p1", PlanLogEvent.Severity.INFO, "hi")); + assertTrue(sse.startsWith("data: {")); + assertTrue(sse.endsWith("\n\n"), "SSE chunks must end with two newlines"); + } +} diff --git a/src/test/java/com/steve/ai/llm/react/BuildDesignFormatterTest.java b/src/test/java/com/steve/ai/llm/react/BuildDesignFormatterTest.java new file mode 100644 index 00000000..b389b900 --- /dev/null +++ b/src/test/java/com/steve/ai/llm/react/BuildDesignFormatterTest.java @@ -0,0 +1,46 @@ +package com.steve.ai.llm.react; + +import org.junit.jupiter.api.Test; + +import java.nio.charset.StandardCharsets; +import java.util.Locale; + +import static org.junit.jupiter.api.Assertions.assertEquals; +import static org.junit.jupiter.api.Assertions.assertFalse; +import static org.junit.jupiter.api.Assertions.assertTrue; + +class BuildDesignFormatterTest { + + @Test + void chineseStringsRoundTripAsUtf8() { + String s = "设计图"; + byte[] bytes = s.getBytes(StandardCharsets.UTF_8); + assertEquals(9, bytes.length, "设计图 = 3 chars × 3 bytes UTF-8"); + assertEquals(s, new String(bytes, StandardCharsets.UTF_8)); + } + + @Test + void localeRootFormatProducesLfNotCrLf() { + // %n in String.format(Locale.ROOT, ...) on Windows produces \r\n, so the + // formatter must use literal \n instead. + String withPercentN = String.format(Locale.ROOT, "a%n b", 1); + assertTrue(withPercentN.contains("\r"), "demonstrates %n is unsafe on Windows: " + withPercentN); + + String withLiteralN = String.format(Locale.ROOT, "a\n b", 1); + assertFalse(withLiteralN.contains("\r"), "literal \\n must not introduce CR"); + assertTrue(withLiteralN.endsWith("\n b")); + } + + @Test + void headerLiteralContainsExpectedChineseAndNoCarriageReturn() { + // The exact substring that appeared as mojibake in the log + String headerFragment = "设计图 #e155251a ==========\n项目: 玩家指令\"房子_1\""; + byte[] bytes = headerFragment.getBytes(StandardCharsets.UTF_8); + String roundTripped = new String(bytes, StandardCharsets.UTF_8); + assertEquals(headerFragment, roundTripped); + assertFalse(headerFragment.contains("\r")); + assertTrue(headerFragment.contains("设计图")); + assertTrue(headerFragment.contains("项目")); + assertTrue(headerFragment.contains("玩家指令")); + } +} diff --git a/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java b/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java index b247a345..cbc3d45a 100644 --- a/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java +++ b/src/test/java/com/steve/ai/mcp/MCPClientWrapperTest.java @@ -13,7 +13,7 @@ public class MCPClientWrapperTest { private static final String SERVER_NAME = "mempalace"; - private static final String SERVER_URL = "http://localhost:6060"; + private static final String SERVER_URL = "http://43.156.170.26:6060"; @Test void testMcpConnection() throws Exception { From 35a2cf7fe724f1193268158f37b903ce1a718830 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 7 Jun 2026 22:11:54 +0800 Subject: [PATCH 26/31] chore(build): force UTF-8 encoding for runClient and Java sources The plan-mode design doc and the embedded dashboard server surface non-ASCII characters (Chinese UI text, Korean/Chinese log lines) that were getting mangled in the runClient console and Java source compile on Windows. Pin both runClient JVM properties and JavaCompile to UTF-8 so on-screen output and source files match the project's actual character set. Co-Authored-By: Claude Opus 4.7 --- build.gradle | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/build.gradle b/build.gradle index c8da30bb..2d7feee7 100644 --- a/build.gradle +++ b/build.gradle @@ -23,6 +23,8 @@ minecraft { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' + property 'file.encoding', 'UTF-8' + property 'log4j2.encoding', 'UTF-8' mods { steve { @@ -35,6 +37,8 @@ minecraft { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' + property 'file.encoding', 'UTF-8' + property 'log4j2.encoding', 'UTF-8' mods { steve { @@ -47,6 +51,10 @@ minecraft { sourceSets.main.resources { srcDir 'src/generated/resources' } +tasks.withType(JavaCompile).configureEach { + options.encoding = 'UTF-8' +} + repositories { maven { url = 'https://lss233.littleservice.cn/repositories/minecraft/' } maven { url = 'https://maven.minecraftforge.net/' } From 08fc953bc1250841f93318b6eb51698b83c612a6 Mon Sep 17 00:00:00 2001 From: LuZhong Date: Sun, 7 Jun 2026 22:12:17 +0800 Subject: [PATCH 27/31] feat(web): add React + Three.js plan dashboard Standalone Vite project that consumes the mod's embedded HTTP server (127.0.0.1:8765) over the Vite-dev proxy. Subscribes to /events as SSE, mirrors plan.created / plan.design_ready / plan.phase_changed / plan.approved / plan.halted / plan.chat / plan.log into a single useReducer state, and renders the active BuildProject's blocks as Three.js InstancedMesh so the structure preview updates the moment the design doc lands. Includes /plan, /command (approve / halt) and /chat POST helpers with CORS fallback for direct localhost access. check-demo.py / shoot-demo.py / verify-threejs.py are local helpers for recording and validating demo footage against the running dashboard; they are not part of the mod build. Co-Authored-By: Claude Opus 4.7 --- check-demo.py | 43 + shoot-demo.py | 24 + verify-threejs.py | 87 ++ web/.gitignore | 5 + web/README.md | 84 ++ web/index.html | 12 + web/package-lock.json | 2248 ++++++++++++++++++++++++++++ web/package.json | 26 + web/src/App.tsx | 333 ++++ web/src/components/Structure3D.tsx | 282 ++++ web/src/hooks/usePlanStore.ts | 249 +++ web/src/lib/types.ts | 135 ++ web/src/main.tsx | 10 + web/src/styles.css | 31 + web/tsconfig.json | 20 + web/tsconfig.tsbuildinfo | 1 + web/vite.config.ts | 19 + 17 files changed, 3609 insertions(+) create mode 100644 check-demo.py create mode 100644 shoot-demo.py create mode 100644 verify-threejs.py create mode 100644 web/.gitignore create mode 100644 web/README.md create mode 100644 web/index.html create mode 100644 web/package-lock.json create mode 100644 web/package.json create mode 100644 web/src/App.tsx create mode 100644 web/src/components/Structure3D.tsx create mode 100644 web/src/hooks/usePlanStore.ts create mode 100644 web/src/lib/types.ts create mode 100644 web/src/main.tsx create mode 100644 web/src/styles.css create mode 100644 web/tsconfig.json create mode 100644 web/tsconfig.tsbuildinfo create mode 100644 web/vite.config.ts diff --git a/check-demo.py b/check-demo.py new file mode 100644 index 00000000..1f21f7a0 --- /dev/null +++ b/check-demo.py @@ -0,0 +1,43 @@ +"""Quick check: open the dashboard in demo mode and dump the DOM + any errors.""" + +import asyncio +import sys +from playwright.async_api import async_playwright + +URL = sys.argv[1] if len(sys.argv) > 1 else "http://localhost:5173/?demo=1" + +async def main(): + async with async_playwright() as p: + # Use the full chromium we already have installed, not headless_shell. + browser = await p.chromium.launch( + headless=True, + executable_path=r"C:\Users\LuZhong\AppData\Local\ms-playwright\chromium-1208\chrome-win64\chrome.exe", + ) + context = await browser.new_context(viewport={"width": 1280, "height": 800}) + page = await context.new_page() + errors = [] + page.on("pageerror", lambda exc: errors.append(f"pageerror: {exc}")) + page.on("console", lambda msg: errors.append(f"console.{msg.type}: {msg.text}")) + await page.goto(URL, wait_until="networkidle") + await page.wait_for_timeout(2000) + + info = await page.evaluate("""() => { + const cs = document.querySelectorAll('canvas'); + const demoBanner = !!document.body.innerText.match(/Demo mode/); + const root = document.getElementById('root'); + return { + canvasCount: cs.length, + canvasSizes: Array.from(cs).map(c => ({w: c.width, h: c.height})), + demoBanner, + rootTextLen: root ? root.innerText.length : 0, + rootFirstChars: root ? root.innerText.slice(0, 200) : '', + }; + }""") + print("URL:", URL) + print("Errors:") + for e in errors: + print(" ", e) + print("Info:", info) + await browser.close() + +asyncio.run(main()) diff --git a/shoot-demo.py b/shoot-demo.py new file mode 100644 index 00000000..0877a520 --- /dev/null +++ b/shoot-demo.py @@ -0,0 +1,24 @@ +"""Capture a screenshot of the dashboard in demo mode for visual inspection.""" + +import asyncio +import sys +from playwright.async_api import async_playwright + +URL = sys.argv[1] if len(sys.argv) > 1 else "http://localhost:5173/?demo=1" +OUT = sys.argv[2] if len(sys.argv) > 2 else r"C:\Users\LuZhong\Documents\Github\Steve\demo-shot.png" + +async def main(): + async with async_playwright() as p: + browser = await p.chromium.launch( + headless=True, + executable_path=r"C:\Users\LuZhong\AppData\Local\ms-playwright\chromium-1208\chrome-win64\chrome.exe", + ) + context = await browser.new_context(viewport={"width": 1280, "height": 800}) + page = await context.new_page() + await page.goto(URL, wait_until="networkidle") + await page.wait_for_timeout(2500) + await page.screenshot(path=OUT, full_page=False) + print("Saved", OUT) + await browser.close() + +asyncio.run(main()) diff --git a/verify-threejs.py b/verify-threejs.py new file mode 100644 index 00000000..8f561870 --- /dev/null +++ b/verify-threejs.py @@ -0,0 +1,87 @@ +"""Verify Structure3D renders correctly in demo mode by inspecting the +canvas pixel grid. We open the dashboard with ?demo=1, wait for first paint, +then sample the rendered canvas to confirm the structure is centered and +not filling the entire viewport (i.e. 0,0,0 is in the middle and the building +leaves headroom around it).""" + +import asyncio +import sys +from playwright.async_api import async_playwright + + +async def main(url: str): + async with async_playwright() as p: + browser = await p.chromium.launch() + context = await browser.new_context(viewport={"width": 1280, "height": 800}) + page = await context.new_page() + + page.on("pageerror", lambda exc: print(f"[pageerror] {exc}")) + page.on("console", lambda msg: print(f"[console.{msg.type}] {msg.text}") + if msg.type in ("error", "warning") else None) + + await page.goto(url, wait_until="networkidle") + # Give the three.js loop a few frames to settle. + await page.wait_for_timeout(1500) + + # Find the structure canvas. The component renders a
with a + # inside it. In demo mode it's the first Structure3D. + canvas = await page.query_selector("canvas") + if canvas is None: + print("ERROR: no canvas found") + await browser.close() + sys.exit(1) + + # Inspect the rendered scene by snapshotting canvas pixel data. + info = await page.evaluate(""" + () => { + const c = document.querySelector('canvas'); + if (!c) return null; + const gl = c.getContext('webgl2') || c.getContext('webgl'); + if (!gl) return null; + const w = c.width, h = c.height; + const pixels = new Uint8Array(w * h * 4); + gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels); + // Count non-background pixels (background is dark ~0x101418). + let nonBg = 0; + let sumX = 0, sumY = 0; + const bgR = 0x10, bgG = 0x14, bgB = 0x18; + for (let y = 0; y < h; y++) { + for (let x = 0; x < w; x++) { + const i = (y * w + x) * 4; + const r = pixels[i], g = pixels[i+1], b = pixels[i+2]; + // Anything that's not the background color and not pure black + // counts as part of the structure. + if (Math.abs(r - bgR) > 8 || Math.abs(g - bgG) > 8 || Math.abs(b - bgB) > 8) { + nonBg++; + sumX += x; + sumY += y; + } + } + } + return { + w, h, + nonBg, + totalPx: w * h, + ratio: nonBg / (w * h), + centroidX: nonBg > 0 ? sumX / nonBg : null, + centroidY: nonBg > 0 ? sumY / nonBg : null, + centroidXRatio: nonBg > 0 ? (sumX / nonBg) / w : null, + centroidYRatio: nonBg > 0 ? (sumX / nonBg) / h : null, + }; + } + """) + print("Canvas info:", info) + await browser.close() + if info is None: + sys.exit(1) + # The structure should fill ~10-50% of the canvas (it has empty space + # around it). The centroid should be near the center of the canvas. + cx_ok = info["centroidXRatio"] and 0.35 < info["centroidXRatio"] < 0.65 + ratio_ok = 0.05 < info["ratio"] < 0.55 + print(f"Centered? centroidX ratio = {info['centroidXRatio']:.3f} -> {'OK' if cx_ok else 'OFF'}") + print(f"Sized? fill ratio = {info['ratio']:.3f} -> {'OK' if ratio_ok else 'TOO BIG/SMALL'}") + sys.exit(0 if (cx_ok and ratio_ok) else 2) + + +if __name__ == "__main__": + asyncio.run(main(sys.argv[1] if len(sys.argv) > 1 else "http://localhost:5174/?demo=1")) diff --git a/web/.gitignore b/web/.gitignore new file mode 100644 index 00000000..aed094d8 --- /dev/null +++ b/web/.gitignore @@ -0,0 +1,5 @@ +node_modules/ +dist/ +.DS_Store +*.log +.vite/ diff --git a/web/README.md b/web/README.md new file mode 100644 index 00000000..f54941dc --- /dev/null +++ b/web/README.md @@ -0,0 +1,84 @@ +# Steve Plan Dashboard (Vite + React + Three.js) + +External HTML plan UI for the Steve Minecraft mod. Subscribes to +`http://127.0.0.1:8765/events` (SSE) and renders a Three.js preview of the +plan's blocks alongside the timeline / materials / approve-halt controls. + +## Run + +```bash +cd web +npm install +npm run dev +# Vite dev server → http://localhost:5173 +``` + +In Minecraft (with the Steve mod installed), start the embedded dashboard +server first: + +``` +/steve dashboard +``` + +The mod prints `Plan dashboard: http://127.0.0.1:8765/`. Vite proxies +`/events` and `/command` to it, so the React app can call them as if they +were same-origin. + +## Build + +```bash +npm run build +# Static bundle in web/dist — drop on any static host pointed at the mod. +``` + +## CORS + +The mod sets `Access-Control-Allow-Origin: http://localhost:5173` on +`/events` and `/command` so the Vite origin can talk to the mod directly +without the Vite proxy. The proxy in `vite.config.ts` is the fallback if +you change the port. + +## Data flow + +``` +PlanBuildAction + │ publish(PlanCreatedEvent / PlanDesignReadyEvent / PlanPhaseChangedEvent / PlanApprovedEvent / PlanHaltedEvent) + ▼ +SteveMod.getPlanEventBus() (com.steve.ai.event.EventBus) + │ subscribe + forward + ▼ +PlanDashboardServer (HTTP, 127.0.0.1:8765) + │ GET /events (text/event-stream) + │ POST /command {action, projectId} + ▼ +Browser (this Vite app) + ├── React UI: phase badge / materials / timeline / Approve / Halt + └── Three.js: InstancedMesh per blockId, grid floor, orbit controls +``` + +## File map + +``` +web/ +├── index.html Vite entry +├── package.json +├── tsconfig.json +├── vite.config.ts Dev-server + /events, /command proxy +├── src/ +│ ├── main.tsx ReactDOM.createRoot +│ ├── App.tsx Layout: 3D canvas + side panel +│ ├── styles.css Dark glass theme (matches xrblocks/demos) +│ ├── components/ +│ │ └── Structure3D.tsx Three.js InstancedMesh renderer + orbit controls +│ ├── hooks/ +│ │ └── usePlanStore.ts SSE subscription + reducer +│ └── lib/ +│ └── types.ts Wire types matching PlanEventJson output +└── README.md +``` + +## Block colors + +`Structure3D.tsx` derives a deterministic HSL color from each block id +(`minecraft:oak_planks` → stable green-ish, etc.). Replace `colorForBlockId` +with a real Minecraft block → color table when needed. diff --git a/web/index.html b/web/index.html new file mode 100644 index 00000000..4221dfef --- /dev/null +++ b/web/index.html @@ -0,0 +1,12 @@ + + + + + + Steve Plan Dashboard + + +
+ + + diff --git a/web/package-lock.json b/web/package-lock.json new file mode 100644 index 00000000..935fb433 --- /dev/null +++ b/web/package-lock.json @@ -0,0 +1,2248 @@ +{ + "name": "steve-plan-dashboard", + "version": "0.1.0", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "steve-plan-dashboard", + "version": "0.1.0", + "dependencies": { + "react": "^18.3.1", + "react-dom": "^18.3.1", + "three": "^0.169.0" + }, + "devDependencies": { + "@tailwindcss/vite": "^4.3.0", + "@types/react": "^18.3.12", + "@types/react-dom": "^18.3.1", + "@types/three": "^0.169.0", + "@vitejs/plugin-react": "^4.3.3", + "tailwindcss": "^4.3.0", + "typescript": "^5.6.3", + "vite": "^5.4.10" + } + }, + "node_modules/@babel/code-frame": { + "version": "7.29.7", + "resolved": "https://registry.npmmirror.com/@babel/code-frame/-/code-frame-7.29.7.tgz", + "integrity": "sha512-Aup7aUOfpbAUg2ROOJN6Iw5f9DMBlzu0mIkm/malLQFN/YQgO48wCj0Kxa3sEHJvPVFg7siR+qRInwXd2qhQKw==", + "dev": true, + 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useMemo, useRef, useState} from 'react'; +import {usePlanStore} from './hooks/usePlanStore'; +import {Structure3D} from './components/Structure3D'; +import type {ChatMessage} from './lib/types'; + +function useCountdown(deadlineMs: number): string { + const [now, setNow] = useState(Date.now()); + useEffect(() => { + if (!deadlineMs) return; + const id = setInterval(() => setNow(Date.now()), 1000); + return () => clearInterval(id); + }, [deadlineMs]); + if (!deadlineMs) return ''; + const sec = Math.max(0, Math.round((deadlineMs - now) / 1000)); + return `${sec}s`; +} + +function phaseBadge(phase: string): string { + if (!phase) return 'bg-zinc-700 text-zinc-200 border-zinc-600'; + const p = phase.toLowerCase(); + if (p.startsWith('awaiting')) return 'bg-amber-500/20 text-amber-300 border-amber-500/40'; + if (p === 'design') return 'bg-sky-500/20 text-sky-300 border-sky-500/40'; + if (p === 'construction') return 'bg-emerald-500/20 text-emerald-300 border-emerald-500/40'; + if (p === 'completed') return 'bg-emerald-500/20 text-emerald-300 border-emerald-500/40'; + if (p === 'failed') return 'bg-rose-500/20 text-rose-300 border-rose-500/40'; + return 'bg-zinc-700 text-zinc-200 border-zinc-600'; +} + +function senderAccent(sender: ChatMessage['sender']): string { + if (sender === 'USER') return 'bg-emerald-900/40 border-emerald-700/50 self-end'; + if (sender === 'STEVE') return 'bg-sky-900/40 border-sky-700/50 self-start'; + return 'bg-amber-900/30 border-amber-700/40 self-center italic'; +} + +function senderName(sender: ChatMessage['sender'], steveName: string): string { + if (sender === 'USER') return 'You'; + if (sender === 'STEVE') return steveName || 'Steve'; + return 'System'; +} + +interface ChatPanelProps { + messages: ChatMessage[]; + steves: string[]; + defaultSteve?: string; + onSend: (steveName: string, message: string) => void; + disabled?: boolean; + placeholder?: string; +} + +function ChatPanel({messages, steves, defaultSteve, onSend, disabled, placeholder}: ChatPanelProps) { + const [draft, setDraft] = useState(''); + const [target, setTarget] = useState(defaultSteve ?? ''); + const scrollRef = useRef(null); + + useEffect(() => { + if (defaultSteve && !target) setTarget(defaultSteve); + }, [defaultSteve, target]); + + useEffect(() => { + if (scrollRef.current) { + scrollRef.current.scrollTop = scrollRef.current.scrollHeight; + } + }, [messages.length]); + + const submit = () => { + const msg = draft.trim(); + if (!msg) return; + const steve = target || steves[0] || defaultSteve; + if (!steve) return; + onSend(steve, msg); + setDraft(''); + }; + + const list = Array.isArray(messages) ? messages : []; + + return ( +
+
+ {list.length === 0 + ?

No messages yet.

+ : list.map((m) => ( +
+
+ {senderName(m.sender, m.steveName)} + {new Date(m.ts).toLocaleTimeString()} +
+
{m.message}
+
+ ))} +
+
+ + setDraft(e.target.value)} + onKeyDown={(e) => { + if (e.key === 'Enter' && !e.shiftKey) { + e.preventDefault(); + submit(); + } + }} + placeholder={disabled ? 'Connect to a Steve first' : (placeholder ?? 'Tell Steve what to do…')} + disabled={disabled} + className="bg-zinc-900 border border-zinc-700 rounded-md px-2 py-1.5 text-xs outline-none focus:border-rose-500 disabled:opacity-50" + /> + +
+
+ ); +} + +function LandingPanel({ + messages, steves, defaultSteve, onChat, onStartPlan, connected, +}: { + messages: ChatMessage[]; + steves: string[]; + defaultSteve: string; + onChat: (s: string, m: string) => void; + onStartPlan: (desc: string) => Promise<{ok: boolean; error?: string}>; + connected: boolean; +}) { + const [desc, setDesc] = useState(''); + const [busy, setBusy] = useState(false); + const [error, setError] = useState(null); + + const submitPlan = async () => { + const d = desc.trim(); + if (!d) return; + setBusy(true); + setError(null); + const r = await onStartPlan(d); + setBusy(false); + if (r.ok) { + setDesc(''); + } else { + setError(r.error ?? 'failed to start plan'); + } + }; + + return ( +
+
+

Plan a build

+

+ Describe what you want built. Steve will pick the best NBT template + and come back with a design doc for you to approve. +

+
+