feat: Enhance exploration algorithm with intelligent navigation and stuck detection

This commit is contained in:
MayaTheShy
2026-02-19 21:27:05 -05:00
parent 399d2b693a
commit 3170ca3491

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@@ -598,7 +598,36 @@ end
-- Exploration algorithm with intelligent navigation
local function exploreStep()
-- Check all directions for valuable ores
-- Mark current position as visited
if state.position then
markVisited(state.position)
end
-- Check if stuck in same position
if isStuckInSamePosition() then
state.stuckInHoleCounter = state.stuckInHoleCounter + 1
print("Stuck counter: " .. state.stuckInHoleCounter)
else
state.stuckInHoleCounter = 0
end
-- Save current position for next check
if state.position then
state.lastPosition = {
x = state.position.x,
y = state.position.y,
z = state.position.z
}
end
-- If stuck in hole for too long, try to climb out
if state.stuckInHoleCounter > 3 or isInHole() then
if tryClimbOut() then
return -- Successfully climbed out
end
end
-- Check all directions for valuable ores first (priority)
for _, direction in ipairs({"forward", "up", "down"}) do
local dug, valuable, blockName = smartDig(direction)
if valuable then
@@ -607,27 +636,106 @@ local function exploreStep()
end
end
-- Random exploration with preference for going deeper
local r = math.random(1, 10)
if r <= 3 then
-- Go down 30% of the time
-- Smart movement decision making
local canGoUp = canMoveInDirection("up")
local canGoForward = canMoveInDirection("forward")
local canGoDown = canMoveInDirection("down")
-- If we're too deep (below y=0) or stuck, prioritize going up
if state.position and (state.position.y < 0 or state.stuckInHoleCounter > 1) then
if canGoUp then
if smartUp() then
print("Climbing up (too deep or stuck)")
return
end
else
smartDig("up")
if smartUp() then
print("Dug up and climbed")
return
end
end
end
-- Intelligent direction selection based on visited positions
local forwardPos = nil
if state.position then
forwardPos = {x = state.position.x, y = state.position.y, z = state.position.z}
if facing == 0 then forwardPos.z = forwardPos.z - 1
elseif facing == 1 then forwardPos.x = forwardPos.x + 1
elseif facing == 2 then forwardPos.z = forwardPos.z + 1
elseif facing == 3 then forwardPos.x = forwardPos.x - 1
end
end
-- Prefer unvisited directions
local forwardVisited = hasVisited(forwardPos)
-- Decision tree for exploration
local r = math.random(1, 100)
if forwardVisited and r < 60 then
-- If forward is visited, turn to find new direction (60% chance)
local turnAttempts = 0
while turnAttempts < 4 do
if math.random() > 0.5 then
smartTurnRight()
else
smartTurnLeft()
end
-- Check new forward position
if state.position then
forwardPos = {x = state.position.x, y = state.position.y, z = state.position.z}
if facing == 0 then forwardPos.z = forwardPos.z - 1
elseif facing == 1 then forwardPos.x = forwardPos.x + 1
elseif facing == 2 then forwardPos.z = forwardPos.z + 1
elseif facing == 3 then forwardPos.x = forwardPos.x - 1
end
if not hasVisited(forwardPos) then
break -- Found unvisited direction
end
end
turnAttempts = turnAttempts + 1
end
elseif r < 20 and canGoUp then
-- Go up 20% of time to avoid getting too deep
if not smartUp() then
smartDig("up")
smartUp()
end
elseif r < 30 and canGoDown and state.position and state.position.y > 10 then
-- Go down only if not too deep (30% of time, above y=10)
if not smartDown() then
smartDig("down")
smartDown()
end
elseif r <= 5 then
-- Turn
if math.random() > 0.5 then
smartTurnRight()
else
smartTurnLeft()
end
else
-- Move forward
if not smartForward() then
-- Try to move forward (main exploration)
if canGoForward then
if not smartForward() then
-- Blocked, try to dig
smartDig("forward")
if not smartForward() then
-- Still blocked, turn
if math.random() > 0.5 then
smartTurnRight()
else
smartTurnLeft()
end
end
end
else
-- Can't move forward, dig and try
smartDig("forward")
if not smartForward() then
smartTurnRight()
-- Failed, turn to new direction
if math.random() > 0.5 then
smartTurnRight()
else
smartTurnLeft()
end
end
end
end