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Support crafting, trading, enchanting, anvils, etc. #11

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timhutton opened this issue May 20, 2016 · 10 comments
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Support crafting, trading, enchanting, anvils, etc. #11

timhutton opened this issue May 20, 2016 · 10 comments
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@timhutton
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@DaveyBiggers
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Would be nice to come up with a general method that works with all the GUIs:
Chest,
Workbench,
Furnace,
Dispenser,
Enchanting table,
Brewing stand,
Villager merchant,
Beacon,
Anvil,
Hopper,
Dropper,
Horse
(see net.minecraft.client.network.NetHandlerPlayClient.handleOpenWindow)

@irabkina
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Hello. Is there a timeline for when this will be completed?

@timhutton
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Hi Irina,

We hope to have this implemented within the next four weeks - by the end of the 'Bison' milestone.

We're currently debating how general to make it. Are you just interested in crafting or in some of the other operations listed above as well? What sort of command would you imagine would be useful for crafting?

Tim

@irabkina
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Hi Tim,
Crafting would be the major one that I'm thinking of. In terms of a command, a function that takes the ingredients (perhaps in an array that corresponds to locations on the crafting grid in the game) and returns the object crafted should do the trick. It would also be nice to have control over whether it cares if the ingredients are in the inventory or not, but that's less important than having some sort of crafting functionality available.
Thanks,
Irina

@timhutton
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Possible implementation:

  1. A craft <item> command: e.g. craft stone_pickaxe which succeeds only if the needed ingredients are in your inventory.
  2. When click on a crafting table or one under the cursor, Mod sends an observation saying what can be crafted.

@irabkina
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irabkina commented Jun 16, 2016

Will crafting be limited to what is listed under ItemType in Types.xsd?

@timhutton timhutton added P2 and removed P3 labels Jun 23, 2016
@DaveyBiggers
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Hi Irina, as far as I'm aware ItemType in Types.xsd should contain all available Minecraft items. Is there anything in particular you are thinking of that you can't see there?

@irabkina
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Dave, I'm talking about things like this: items that may not be useful to general Minecraft gameplay, but can be created nonetheless. I'm trying to get an idea of the scope of what will ultimately be available to the agents.

@DaveyBiggers
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@irabkina Hopefully all possible crafting will be available eventually (though note that your example doesn't actually involve crafting per se, just building things - we can already do this, though there isn't currently a way to press the left shift key - we need to add a command for this).

@DaveyBiggers DaveyBiggers mentioned this issue Jul 6, 2016
@timhutton
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Simple version of crafting is now in, plus a sample: craft_work.py

TODO: other operations like brewing potions, cooking things in a furnace, etc. Will open a separate issue for these as the need arises.

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