src/agents/minecraft/skills/followPlayer.ts

/**

  • Skill: Follow a player at a configurable distance.
  • Dispatches minecraft_follow_player to the MCP server. The Mineflayer
  • pathfinder keeps the behavior durable until a new goal replaces it. */

import type { MinecraftSkill, SkillContext, SkillResult } from "../types.ts"; import type { MinecraftRuntime } from "../minecraftRuntime.ts";

export class FollowPlayerSkill implements MinecraftSkill { readonly name = "follow_player"; readonly description = "Follow a player at a set distance.";

private readonly runtime: MinecraftRuntime; private readonly playerName: string; private readonly distance: number; private interrupted = false;

constructor(runtime: MinecraftRuntime, playerName: string, distance = 3) { this.runtime = runtime; this.playerName = playerName; this.distance = distance; }

checkPreconditions(): { ok: boolean; reason?: string } { if (!this.playerName) return { ok: false, reason: "No player name specified." }; return { ok: true }; }

async execute(context: SkillContext): Promise { if (context.signal.aborted || this.interrupted) { return { status: "interrupted", summary: "Skill interrupted before execution.", retries: 0 }; }

try {
  const result = await this.runtime.followPlayer(this.playerName, this.distance, context.signal);
  if (!result.ok) {
    return { status: "failed", summary: result.error || "Follow command rejected.", retries: 0 };
  }
  context.onProgress?.(`Following ${this.playerName} at distance ${this.distance}.`);
  return {
    status: "succeeded",
    summary: `Now following ${this.playerName} (distance=${this.distance}).`,
    retries: 0
  };
} catch (error) {
  return {
    status: "failed",
    summary: error instanceof Error ? error.message : String(error),
    retries: 0
  };
}

}

interrupt(_reason: string): void { this.interrupted = true; }

getStatus(): string { return this.interrupted ? follow ${this.playerName} (interrupted) : following ${this.playerName}; } }