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main.py
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977 lines (808 loc) · 41.1 KB
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"""
AstrBot MC服务器管理插件
通过LLM智能管理Minecraft服务器,支持Fabric/Forge/NeoForge
"""
import asyncio
from astrbot.api.star import Context, Star, register
from astrbot.api.event import filter, AstrMessageEvent, MessageEventResult
from astrbot.api import AstrBotConfig, logger
from astrbot.core.provider.entities import LLMResponse
from .rcon_client import MinecraftRCON
from .tools import player_tools, game_tools, server_tools, world_tools
from .log_client import LogClient
from .script_executor import ScriptExecutor
@register(
name="mc_manager",
desc="通过LLM智能管理Minecraft服务器",
version="1.0.0",
author="AstrBot Community"
)
class MCManagerPlugin(Star):
"""Minecraft服务器管理插件"""
def __init__(self, context: Context, config: AstrBotConfig):
super().__init__(context)
# 从配置加载RCON设置
self.config = config
# 初始化RCON客户端
self.rcon = MinecraftRCON(
host=self.config.get("rcon_host", "localhost"),
port=self.config.get("rcon_port", 25575),
password=self.config.get("rcon_password", "")
)
# 加载管理员列表
self.admin_ids = set(self.config.get("admin_ids", []))
# 是否启用危险命令
self.enable_dangerous = self.config.get("enable_dangerous_commands", False)
# 唤醒词配置已移除 - 所有消息都提交,由AstrBot框架层唤醒词决定是否调用LLM
# 旧配置: self.wake_words = self.config.get("wake_words", ["bot"])
# 是否启用聊天响应
self.enable_chat_response = self.config.get("enable_chat_response", True)
# 加载机器人昵称配置
self.bot_nickname = self.config.get("bot_nickname", "Bot")
# 加载统一上下文配置
self.enable_unified_context = self.config.get("enable_unified_context", False)
self.unified_group_umo = self.config.get("unified_group_umo", "")
self.mc_message_prefix = self.config.get("mc_message_prefix", "[MC]")
# 初始化日志客户端(如果启用)
self.log_client = None
enable_log = self.config.get("enable_log_monitor", False)
if enable_log:
log_host = self.config.get("log_server_host", "127.0.0.1")
log_port = self.config.get("log_server_port", 25576)
reconnect_interval = self.config.get("log_reconnect_interval", 10)
max_reconnect_attempts = self.config.get("log_max_reconnect_attempts", 0)
# 所有MC消息都会提交到AstrBot,由框架的wake_prefix控制是否调用LLM
self.log_client = LogClient(
log_host,
log_port,
reconnect_interval=reconnect_interval,
max_reconnect_attempts=max_reconnect_attempts
)
self.log_client.set_chat_callback(self._on_player_chat)
self.log_client.set_fake_event_handler(self._send_fake_event)
self.log_client.set_disconnect_callback(self._on_log_disconnect)
self.log_client.set_reconnect_callback(self._on_log_reconnect)
self.log_client.set_player_join_callback(self._on_player_join)
self.log_client.set_player_leave_callback(self._on_player_leave)
self.log_client.set_player_advancement_callback(self._on_player_advancement)
self.log_client.set_player_death_callback(self._on_player_death)
# 初始化脚本执行器
self.script_executor = ScriptExecutor()
# 注入RCON客户端到所有工具模块
self._inject_rcon()
# 注册工具到脚本执行器
self._register_script_tools()
logger.info(f"MC Manager插件已加载,RCON: {self.config.get('rcon_host')}:{self.config.get('rcon_port')}")
async def initialize(self):
"""插件激活时自动调用 - 启动长连接任务"""
# 启动日志客户端(包含自动重连功能)
if self.log_client:
asyncio.create_task(self.log_client.start_listening())
logger.info("日志监控已启动(支持自动重连)")
def _inject_rcon(self):
"""将RCON客户端注入到所有工具模块"""
player_tools.set_rcon(self.rcon)
game_tools.set_rcon(self.rcon)
server_tools.set_rcon(self.rcon)
server_tools.set_dangerous_commands_enabled(self.enable_dangerous)
world_tools.set_rcon(self.rcon)
def _register_script_tools(self):
"""将所有工具函数注册到脚本执行器"""
# 玩家管理工具
self.script_executor.register_tool("kick_player", player_tools.kick_player)
self.script_executor.register_tool("ban_player", player_tools.ban_player)
self.script_executor.register_tool("pardon_player", player_tools.pardon_player)
self.script_executor.register_tool("op_player", player_tools.op_player)
self.script_executor.register_tool("deop_player", player_tools.deop_player)
self.script_executor.register_tool("whitelist_add", player_tools.whitelist_add)
self.script_executor.register_tool("whitelist_remove", player_tools.whitelist_remove)
# 游戏操作工具
self.script_executor.register_tool("give_item", game_tools.give_item)
self.script_executor.register_tool("teleport_player", game_tools.teleport_player)
self.script_executor.register_tool("set_gamemode", game_tools.set_gamemode)
self.script_executor.register_tool("kill_entity", game_tools.kill_entity)
self.script_executor.register_tool("clear_inventory", game_tools.clear_inventory)
self.script_executor.register_tool("set_experience", game_tools.set_experience)
# 服务器管理工具
self.script_executor.register_tool("list_players", server_tools.list_players)
self.script_executor.register_tool("say_message", server_tools.say_message)
self.script_executor.register_tool("tellraw", server_tools.tellraw)
self.script_executor.register_tool("title", server_tools.title)
self.script_executor.register_tool("save_world", server_tools.save_world)
self.script_executor.register_tool("whitelist_list", server_tools.whitelist_list)
self.script_executor.register_tool("banlist", server_tools.banlist)
self.script_executor.register_tool("execute_command", server_tools.execute_command)
# 世界管理工具
self.script_executor.register_tool("set_weather", world_tools.set_weather)
self.script_executor.register_tool("set_time", world_tools.set_time)
self.script_executor.register_tool("set_difficulty", world_tools.set_difficulty)
self.script_executor.register_tool("set_gamerule", world_tools.set_gamerule)
self.script_executor.register_tool("summon_entity", world_tools.summon_entity)
logger.info(f"已注册 {len(self.script_executor.tools)} 个工具到脚本执行器")
async def _on_player_chat(self, player: str, message: str, time: str):
"""
处理玩家聊天消息的回调函数
Args:
player: 玩家名称
message: 聊天消息内容
time: 消息时间
"""
pass
async def _on_log_disconnect(self):
"""日志服务器断连回调"""
logger.warning("与日志服务器的连接已断开")
async def _on_log_reconnect(self):
"""日志服务器重连成功回调"""
logger.info("已重新连接到日志服务器")
async def _on_player_join(self, player: str):
"""
玩家登入事件回调
Args:
player: 玩家名称
"""
logger.info(f"[MC事件] 玩家 {player} 加入了游戏")
# 伪造事件提交到AstrBot,让LLM感知到登入事件
event_message = f"[系统消息] {player} 加入了游戏"
await self._send_system_event(player, event_message)
async def _on_player_leave(self, player: str):
"""
玩家登出事件回调
Args:
player: 玩家名称
"""
logger.info(f"[MC事件] 玩家 {player} 离开了游戏")
# 伪造事件提交到AstrBot
event_message = f"[系统消息] {player} 离开了游戏"
await self._send_system_event(player, event_message)
async def _on_player_advancement(self, player: str, advancement: str):
"""
玩家达成成就事件回调
Args:
player: 玩家名称
advancement: 成就名称
"""
logger.info(f"[MC事件] 玩家 {player} 达成了成就 [{advancement}]")
# 伪造事件提交到AstrBot
event_message = f"[系统消息] {player} 达成了成就 [{advancement}]"
await self._send_system_event(player, event_message)
async def _on_player_death(self, player: str, reason: str):
"""
玩家死亡事件回调
Args:
player: 玩家名称
reason: 死因描述
"""
logger.info(f"[MC事件] 玩家死亡: {reason}")
# 伪造事件提交到AstrBot
event_message = f"[系统消息] {reason}"
await self._send_system_event(player, event_message)
async def _send_fake_event(self, player: str, message: str):
"""
提交所有MC消息到AstrBot
- LTM会记录所有消息作为上下文
- 只有包含AstrBot配置的唤醒词的消息才会触发LLM
Args:
player: 玩家名称
message: 消息内容
"""
try:
from astrbot.core.star.star_tools import StarTools
from astrbot.core.message.components import Plain
from astrbot.core.platform.astrbot_message import MessageMember
# 如果启用了统一上下文且配置了UMO,从UMO中提取session_id
# 否则使用默认的 "mc_server_chat"
if self.enable_unified_context and self.unified_group_umo:
# UMO格式: platform_id:message_type:session_id
parts = self.unified_group_umo.split(":")
mc_session_id = parts[2] if len(parts) == 3 else "mc_server_chat"
group_id = mc_session_id
else:
mc_session_id = "mc_server_chat"
group_id = "mc_server_chat"
# 使用真实的玩家信息
sender = MessageMember(
user_id=f"mc_player_{player}", # 用玩家名作为ID
nickname=f"{player}(MC)" # 显示玩家名和来源
)
# 直接使用原始消息,不添加前缀,保证唤醒词能正常识别
# LTM会自动记录发送者昵称,LLM能从对话历史看到是MC玩家
message_text = message
# 创建新消息对象
new_message = await StarTools.create_message(
type="GroupMessage",
self_id="astrbot_mc_plugin",
session_id=mc_session_id,
sender=sender,
message=[Plain(message_text)],
message_str=message_text,
group_id=group_id
)
# 提交事件到AstrBot
# - is_wake=False 让框架根据唤醒词配置决定是否调用LLM
# - LTM仍然会记录所有消息作为上下文
await StarTools.create_event(
abm=new_message,
platform="aiocqhttp",
is_wake=False
)
logger.info(f"MC消息已提交: [{player}] {message}")
except Exception as e:
logger.error(f"提交MC消息失败: {e}")
async def _send_system_event(self, player: str, event_message: str):
"""
伪造MC系统事件提交到AstrBot
- 用于上报登入、登出、成就、死亡等系统事件
- LTM会记录所有事件作为上下文
- 系统事件默认不会触发LLM,但LLM能在对话历史中看到
Args:
player: 相关玩家名称
event_message: 事件消息内容
"""
try:
from astrbot.core.star.star_tools import StarTools
from astrbot.core.message.components import Plain
from astrbot.core.platform.astrbot_message import MessageMember
# 使用相同的session_id确保上下文连续
if self.enable_unified_context and self.unified_group_umo:
parts = self.unified_group_umo.split(":")
mc_session_id = parts[2] if len(parts) == 3 else "mc_server_chat"
group_id = mc_session_id
else:
mc_session_id = "mc_server_chat"
group_id = "mc_server_chat"
# 系统消息使用特殊的sender标识
sender = MessageMember(
user_id="mc_system", # 系统消息ID
nickname="MC服务器" # 显示为服务器
)
# 创建系统消息对象
new_message = await StarTools.create_message(
type="GroupMessage",
self_id="astrbot_mc_plugin",
session_id=mc_session_id,
sender=sender,
message=[Plain(event_message)],
message_str=event_message,
group_id=group_id
)
# 提交事件到AstrBot(不触发唤醒,但会记录到LTM)
await StarTools.create_event(
abm=new_message,
platform="aiocqhttp",
is_wake=False
)
logger.info(f"MC系统事件已提交: {event_message}")
except Exception as e:
logger.error(f"提交MC系统事件失败: {e}")
async def terminate(self):
"""插件禁用/重载时自动调用 - 清理资源"""
# 断开日志客户端(停止自动重连)
if self.log_client:
await self.log_client.disconnect(stop_reconnect=True)
logger.info("日志监控已停止")
@filter.on_llm_response()
async def on_llm_response(self, event: AstrMessageEvent, response: LLMResponse):
"""
LLM响应后的钩子 - 已由on_decorating_result统一处理MC消息回复
保留此钩子以防未来需要特殊处理LLM响应
Args:
event: 原始消息事件
response: LLM的响应
"""
pass
@filter.on_decorating_result()
async def on_decorating_result(self, event: AstrMessageEvent):
"""
装饰结果钩子,用于:
1. 检测MC消息是否匹配了指令,如果是则标记为已发送以跳过LLM
2. 拦截MC消息的所有回复并发送到MC聊天框
Args:
event: 消息事件
"""
# 检查是否是MC玩家的消息
sender_id = event.get_sender_id()
if sender_id and sender_id.startswith("mc_player_"):
# 检查是否有其他插件的handler被激活(表示匹配了指令)
activated_handlers = event.get_extra("activated_handlers", default=[])
for handler in activated_handlers:
# 排除本插件的handler
if not handler.handler_module_path.startswith("astrbot_plugin_mc_manager"):
logger.info(f"MC消息匹配了指令 {handler.handler_full_name},标记为已发送操作以跳过LLM")
# 标记为已有发送操作,让process_stage跳过LLM调用
event._has_send_oper = True
break
# 获取回复内容
result = event.get_result()
if result and result.chain:
# 提取纯文本内容
try:
from astrbot.core.message.message_event_result import MessageChain
message_chain = MessageChain(result.chain)
response_text = message_chain.get_plain_text()
# 过滤掉Agent多轮调用时的中间响应
# *No response* 是Agent在工具调用过程中的占位符,不应该发送到MC
if response_text and self.enable_chat_response:
# 检查是否是无效响应
if response_text.strip() not in ["*No response*", ""]:
# 发送到MC聊天框
await self._send_to_mc_chat(response_text)
else:
logger.debug(f"过滤掉中间响应: {response_text}")
except Exception as e:
logger.error(f"提取MC回复内容失败: {e}")
# 清空消息链,阻止发送到QQ群
result.chain = []
async def _send_to_mc_chat(self, message: str):
"""
将消息发送到MC服务器聊天框
Args:
message: 要发送的消息内容
"""
try:
# MC聊天框有长度限制,需要分段发送
max_length = 200 # 每段最大长度
# 处理换行符,分段发送
lines = message.split('\n')
current_chunk = ""
for line in lines:
# 如果当前行太长,需要进一步拆分
if len(line) > max_length:
# 先发送当前累积的内容
if current_chunk:
await self._send_single_mc_message(current_chunk)
current_chunk = ""
# 拆分长行
for i in range(0, len(line), max_length):
chunk = line[i:i + max_length]
await self._send_single_mc_message(chunk)
else:
# 检查添加这行后是否超长
test_chunk = current_chunk + ('\n' if current_chunk else '') + line
if len(test_chunk) > max_length:
# 先发送当前累积的内容
if current_chunk:
await self._send_single_mc_message(current_chunk)
current_chunk = line
else:
current_chunk = test_chunk
# 发送剩余内容
if current_chunk:
await self._send_single_mc_message(current_chunk)
except Exception as e:
logger.error(f"发送消息到MC聊天框失败: {e}")
async def _send_single_mc_message(self, message: str):
"""
发送单条消息到MC聊天框
Args:
message: 消息内容
"""
try:
# 转义JSON特殊字符
escaped_message = message.replace('\\', '\\\\').replace('"', '\\"').replace('\n', '\\n')
# 使用tellraw命令发送消息给所有玩家
json_text = f'{{"text":"[{self.bot_nickname}] {escaped_message}", "color":"aqua"}}'
command = f'tellraw @a {json_text}'
result = await self.rcon.execute_async(command)
except Exception as e:
logger.error(f"发送单条消息到MC失败: {e}")
def is_admin(self, user_id: str) -> bool:
"""
检查用户是否为管理员
Args:
user_id: 用户ID(QQ号或MC玩家ID,格式:mc_player_{玩家名})
Returns:
是否为管理员,如果admin_ids为空则所有人都是管理员
"""
logger.info(f"权限检查: user_id={user_id}, admin_ids={self.admin_ids}")
if not self.admin_ids:
return True
# 检查原始ID(QQ号)
if str(user_id) in self.admin_ids:
return True
# 检查MC玩家名(从 mc_player_PlayerName 提取 PlayerName)
if user_id.startswith("mc_player_"):
player_name = user_id.replace("mc_player_", "")
if player_name in self.admin_ids:
return True
def _check_permission(self, event: AstrMessageEvent) -> tuple[bool, str]:
"""
检查用户是否有权限执行操作
Args:
event: 消息事件
Returns:
(是否有权限, 错误消息或空字符串)
"""
user_id = event.get_sender_id()
if not self.is_admin(user_id):
return False, f"权限不足:用户 {user_id} 不在管理员列表中"
return True, ""
@filter.llm_tool(name="kick_player")
async def tool_kick_player(self, event: AstrMessageEvent, player: str, reason: str = "被管理员踢出") -> str:
"""踢出指定玩家
Args:
player(string): 要踢出的玩家名称
reason(string): 踢出原因
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await player_tools.kick_player(player, reason)
@filter.llm_tool(name="ban_player")
async def tool_ban_player(self, event: AstrMessageEvent, player: str, reason: str = "违反服务器规则") -> str:
"""封禁指定玩家
Args:
player(string): 要封禁的玩家名称
reason(string): 封禁原因
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await player_tools.ban_player(player, reason)
@filter.llm_tool(name="pardon_player")
async def tool_pardon_player(self, event: AstrMessageEvent, player: str) -> str:
"""解封指定玩家
Args:
player(string): 要解封的玩家名称
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await player_tools.pardon_player(player)
@filter.llm_tool(name="op_player")
async def tool_op_player(self, event: AstrMessageEvent, player: str) -> str:
"""给予玩家OP权限
Args:
player(string): 要给予OP权限的玩家名称
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await player_tools.op_player(player)
@filter.llm_tool(name="deop_player")
async def tool_deop_player(self, event: AstrMessageEvent, player: str) -> str:
"""移除玩家的OP权限
Args:
player(string): 要移除OP权限的玩家名称
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await player_tools.deop_player(player)
@filter.llm_tool(name="whitelist_add")
async def tool_whitelist_add(self, event: AstrMessageEvent, player: str) -> str:
"""将玩家添加到白名单
Args:
player(string): 要添加到白名单的玩家名称
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await player_tools.whitelist_add(player)
@filter.llm_tool(name="whitelist_remove")
async def tool_whitelist_remove(self, event: AstrMessageEvent, player: str) -> str:
"""将玩家从白名单移除
Args:
player(string): 要从白名单移除的玩家名称
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await player_tools.whitelist_remove(player)
@filter.llm_tool(name="give_item")
async def tool_give_item(self, event: AstrMessageEvent, player: str, item: str, count: int = 1) -> str:
"""给予玩家物品
Args:
player(string): 要给予物品的玩家名称
item(string): 物品ID,如diamond、iron_sword
count(number): 物品数量,默认1
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await game_tools.give_item(player, item, count)
@filter.llm_tool(name="teleport_player")
async def tool_teleport_player(self, event: AstrMessageEvent, player: str, target: str) -> str:
"""传送玩家
Args:
player(string): 要传送的玩家名称
target(string): 目标位置(坐标如"100 64 200")或目标玩家名称
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await game_tools.teleport_player(player, target)
@filter.llm_tool(name="set_gamemode")
async def tool_set_gamemode(self, event: AstrMessageEvent, player: str, mode: str) -> str:
"""设置玩家游戏模式
Args:
player(string): 玩家名称
mode(string): 游戏模式:survival/creative/adventure/spectator
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await game_tools.set_gamemode(player, mode)
@filter.llm_tool(name="kill_entity")
async def tool_kill_entity(self, event: AstrMessageEvent, target: str) -> str:
"""杀死指定实体
Args:
target(string): 目标选择器或玩家名称
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await game_tools.kill_entity(target)
@filter.llm_tool(name="clear_inventory")
async def tool_clear_inventory(self, event: AstrMessageEvent, player: str, item: str = None) -> str:
"""清空玩家背包
Args:
player(string): 玩家名称
item(string): 可选,特定物品ID
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await game_tools.clear_inventory(player, item)
@filter.llm_tool(name="set_experience")
async def tool_set_experience(self, event: AstrMessageEvent, player: str, amount: int, operation: str = "set", unit: str = "points") -> str:
"""设置玩家经验
Args:
player(string): 玩家名称
amount(number): 经验数量
operation(string): set或add
unit(string): points或levels
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await game_tools.set_experience(player, amount, operation, unit)
@filter.llm_tool(name="list_players")
async def tool_list_players(self, event: AstrMessageEvent) -> str:
"""获取在线玩家列表(无需权限)"""
return await server_tools.list_players()
@filter.llm_tool(name="say_message")
async def tool_say_message(self, event: AstrMessageEvent, message: str) -> str:
"""向服务器广播消息
Args:
message(string): 要广播的消息
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await server_tools.say_message(message)
@filter.llm_tool(name="tellraw")
async def tool_tellraw(self, event: AstrMessageEvent, message: str, sender: str = "Bot", color: str = "yellow", target: str = "@a") -> str:
"""通过tellraw在游戏公屏发送聊天消息
Args:
message(string): 要发送的消息内容
sender(string): 发送者名称,默认为"Bot"
color(string): 消息颜色,可选值:yellow/red/green/blue/white/gold/aqua/dark_red等,默认为yellow
target(string): 目标玩家,默认@a(所有玩家)
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await server_tools.tellraw(message, sender, color, target)
@filter.llm_tool(name="title")
async def tool_title(self, event: AstrMessageEvent, title_text: str, subtitle_text: str = "", color: str = "white", target: str = "@a", fade_in: int = 10, stay: int = 70, fade_out: int = 20) -> str:
"""在玩家屏幕中央显示标题
Args:
title_text(string): 标题文本
subtitle_text(string): 副标题文本,可选
color(string): 标题颜色,可选值:yellow/red/green/blue/white/gold/aqua/dark_red等,默认为white
target(string): 目标玩家,默认@a(所有玩家)
fade_in(number): 淡入时间(tick),默认10
stay(number): 停留时间(tick),默认70
fade_out(number): 淡出时间(tick),默认20
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await server_tools.title(title_text, subtitle_text, color, target, fade_in, stay, fade_out)
@filter.llm_tool(name="save_world")
async def tool_save_world(self, event: AstrMessageEvent) -> str:
"""保存世界数据"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await server_tools.save_world()
@filter.llm_tool(name="whitelist_list")
async def tool_whitelist_list(self, event: AstrMessageEvent) -> str:
"""获取白名单列表(无需权限)"""
return await server_tools.whitelist_list()
@filter.llm_tool(name="banlist")
async def tool_banlist(self, event: AstrMessageEvent, ban_type: str = "players") -> str:
"""获取封禁列表(无需权限)
Args:
ban_type(string): players或ips
"""
return await server_tools.banlist(ban_type)
@filter.llm_tool(name="execute_command")
async def tool_execute_command(self, event: AstrMessageEvent, command: str) -> str:
"""执行自定义MC命令
Args:
command(string): 要执行的命令(不需要/前缀)
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await server_tools.execute_command(command)
@filter.llm_tool(name="set_weather")
async def tool_set_weather(self, event: AstrMessageEvent, weather_type: str, duration: int = None) -> str:
"""设置天气
Args:
weather_type(string): clear/rain/thunder
duration(number): 可选,持续时间(秒)
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await world_tools.set_weather(weather_type, duration)
@filter.llm_tool(name="set_time")
async def tool_set_time(self, event: AstrMessageEvent, time_value: str) -> str:
"""设置时间
Args:
time_value(string): 时间值,如day/noon/night/midnight或具体数字
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await world_tools.set_time(time_value)
@filter.llm_tool(name="set_difficulty")
async def tool_set_difficulty(self, event: AstrMessageEvent, difficulty: str) -> str:
"""设置难度
Args:
difficulty(string): peaceful/easy/normal/hard
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await world_tools.set_difficulty(difficulty)
@filter.llm_tool(name="set_gamerule")
async def tool_set_gamerule(self, event: AstrMessageEvent, rule: str, value: str) -> str:
"""设置游戏规则
Args:
rule(string): 游戏规则名称
value(string): 规则值(true/false)
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await world_tools.set_gamerule(rule, value)
@filter.llm_tool(name="summon_entity")
async def tool_summon_entity(self, event: AstrMessageEvent, entity: str, x: float = None, y: float = None, z: float = None) -> str:
"""生成实体
Args:
entity(string): 实体类型
x(number): X坐标
y(number): Y坐标
z(number): Z坐标
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
return await world_tools.summon_entity(entity, x, y, z)
@filter.llm_tool(name="execute_script")
async def tool_execute_script(self, event: AstrMessageEvent, script: str, timeout: int = 60) -> str:
"""执行Python脚本来完成复杂的MC管理任务
此工具允许你编写简单的Python脚本,调用现有的MC管理工具函数来完成复杂任务。
脚本中可以使用所有已注册的工具函数,如kick_player、give_item、set_weather等。
脚本会异步执行,适合需要多步操作或循环的任务。
示例脚本:
```python
# 给所有在线玩家发送欢迎消息和钻石
import asyncio
async def main():
# 获取在线玩家
players_result = await list_players()
print(f"在线玩家: {players_result}")
# 给每个玩家发送消息和物品
await tellraw("欢迎来到服务器!", sender="系统", color="gold")
await give_item("@a", "diamond", 5)
print("已给所有玩家5个钻石")
```
Args:
script(string): 要执行的Python脚本代码
timeout(number): 超时时间(秒),默认60秒
"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
return error_msg
try:
result = await self.script_executor.execute_script(script, timeout=timeout)
if result["success"]:
output = result["output"] if result["output"] else "脚本执行成功(无输出)"
return f"✓ 脚本执行成功\n\n输出:\n{output}"
else:
return f"✗ 脚本执行失败\n\n错误:\n{result['error']}\n\n输出:\n{result['output']}"
except Exception as e:
logger.error(f"执行脚本时出错: {e}")
return f"✗ 脚本执行异常: {str(e)}"
@filter.llm_tool(name="list_script_tools")
async def tool_list_script_tools(self, event: AstrMessageEvent) -> str:
"""列出脚本中可以使用的所有工具函数(无需权限)
返回所有已注册到脚本执行器的工具函数列表及其说明。
这些工具可以在execute_script中直接调用。
"""
tools_info = self.script_executor.get_available_tools()
result = "📋 脚本可用工具列表:\n\n"
# 按类别分组
categories = {
"玩家管理": ["kick_player", "ban_player", "pardon_player", "op_player", "deop_player",
"whitelist_add", "whitelist_remove"],
"游戏操作": ["give_item", "teleport_player", "set_gamemode", "kill_entity",
"clear_inventory", "set_experience"],
"服务器管理": ["list_players", "say_message", "tellraw", "title", "save_world",
"whitelist_list", "banlist", "execute_command"],
"世界管理": ["set_weather", "set_time", "set_difficulty", "set_gamerule", "summon_entity"]
}
for category, tool_names in categories.items():
result += f"【{category}】\n"
for tool_name in tool_names:
if tool_name in tools_info:
doc = tools_info[tool_name].split('\n')[0] # 只取第一行
result += f" • {tool_name}: {doc}\n"
result += "\n"
result += f"总计: {len(tools_info)} 个工具函数\n"
result += "\n使用示例:\n"
result += "await give_item('@a', 'diamond', 10) # 给所有玩家10个钻石\n"
result += "await set_weather('clear') # 设置晴天"
return result
@filter.llm_tool(name="send_to_qq_group")
async def tool_send_to_qq_group(self, event: AstrMessageEvent, message: str) -> str:
"""向绑定的QQ群发送消息
当MC玩家发送消息触发LLM时,LLM的回复默认只会在MC中显示。
使用此工具可以将消息同时发送到绑定的QQ群,让QQ群成员也能看到。
Args:
message(string): 要发送到QQ群的消息内容
"""
# 检查是否启用了统一上下文
if not self.enable_unified_context:
return "❌ 未启用统一上下文功能(enable_unified_context),无法发送到QQ群"
# 检查是否配置了UMO
if not self.unified_group_umo:
return "❌ 未配置统一上下文UMO(unified_group_umo),无法发送到QQ群"
try:
from astrbot.api.event import MessageChain
# 构造消息链
message_chain = MessageChain().message(message)
# 使用配置的UMO字符串直接发送
await self.context.send_message(self.unified_group_umo, message_chain)
return f"✓ 已发送到QQ群"
except Exception as e:
logger.error(f"发送消息到QQ群失败: {e}")
return f"❌ 发送到QQ群失败: {str(e)}"
# 工具已通过 @filter.llm_tool 装饰器自动注册到AstrBot
# 用户直接与LLM对话时,LLM会自动识别并调用这些MC管理工具
# 无需命令前缀,直接说"查看在线玩家"、"踢出Steve"等即可
@filter.command("test_connection")
async def test_connection(self, event: AstrMessageEvent):
'''测试MC服务器RCON连接状态'''
logger.info("触发test_connection指令,正在测试RCON连接...")
try:
success, message = await self.rcon.test_connection_async()
if success:
result = f"✓ RCON连接成功\n服务器: {self.config.get('rcon_host')}:{self.config.get('rcon_port')}\n{message}"
logger.info(f"RCON连接测试成功: {message}")
else:
result = f"✗ RCON连接失败\n服务器: {self.config.get('rcon_host')}:{self.config.get('rcon_port')}\n原因: {message}"
logger.warning(f"RCON连接测试失败: {message}")
except Exception as e:
result = f"✗ RCON连接测试出错\n错误: {str(e)}"
logger.error(f"RCON连接测试出错: {str(e)}")
yield event.plain_result(result)
@filter.command("test_log")
async def cmd_test_log_connection(self, event: AstrMessageEvent):
"""测试与日志服务器的连接并读取最新一条日志"""
has_permission, error_msg = self._check_permission(event)
if not has_permission:
yield event.plain_result(error_msg)
return
if not self.log_client:
yield event.plain_result("日志监控功能未启用")
return
try:
success, log_content = await self.log_client.test_connection()
yield event.plain_result(log_content)
except Exception as e:
yield event.plain_result(f"错误: {e}")