mineflayer-navigate v0.0.10
mineflayer-navigate
A library to help your mineflayer bot navigate around the 3D world using the A* algorithm.
See https://github.com/superjoe30/mineflayer/
Usage
var mineflayer = require('mineflayer');
var navigatePlugin = require('mineflayer-navigate')(mineflayer);
var bot = mineflayer.createBot({ username: 'Player' });
// install the plugin
navigatePlugin(bot);
// optional configuration
bot.navigate.blocksToAvoid[132] = true; // avoid tripwire
bot.navigate.blocksToAvoid[59] = false; // ok to trample crops
bot.navigate.on('pathFound', function (path) {
bot.chat("found path. I can get there in " + path.length + " moves.");
});
bot.navigate.on('cannotFind', function (closestPath) {
bot.chat("unable to find path. getting as close as possible");
bot.navigate.walk(closestPath);
});
bot.navigate.on('arrived', function () {
bot.chat("I have arrived");
});
bot.navigate.on('interrupted', function() {
bot.chat("stopping");
});
bot.on('chat', function(username, message) {
// navigate to whoever talks
if (username === bot.username) return;
var target = bot.players[username].entity;
if (message === 'come') {
bot.navigate.to(target.position);
} else if (message === 'stop') {
bot.navigate.stop();
}
});Documentation
bot.navigate.to(point, options)
Finds a path to the specified location and goes there.
point- the block you want your feet to be standing onoptions- Seebot.navigate.findPathSync
event "pathPartFound" (path)
Emitted from bot.navigate when a partial path is found. path is an array
of nodes.
event "pathFound" (path)
Emitted from bot.navigate when a complete path is found. path is an array
of nodes.
event "cannotFind" (closestPoint)
Emitted when a path cannot be found.
closestPoint- avec3instance - the closest point that you could navigate to.
event "arrived"
Emitted when the destination is reached.
event "stop"
Emitted when navigation has been aborted.
bot.navigate.stop()
Aborts an in progress navigation job.
bot.navigate.findPathSync(end, options)
Finds a path to end. Can be used to see if it is possible to navigate to a
particular point.
Returns an object that looks like:
{
status: 'success', // one of ['success', 'noPath', 'timeout', 'tooFar']
path: [startPoint, point1, point2, ..., endPoint],
}The value of status has several meanings:
success-pathis an array of points that can be passed towalk().noPath- there is no path toend. Try a largerendRadius.pathis the path to the closest reachable point to end.timeout- no path could be found in the allotted time. Try a largerendRadiusortimeout.pathis the path to the closest reachable point to end that could be found in the allotted time.tooFar-endis too far away, sopathcontains the path to walk 100 meters in the general direction ofend.
Parameters:
end- the block you want your feet to be standing onoptions- optional parameters which come with sensible defaultsisEnd- function(node) - passed on to the A* library.node.pointis a vec3 instance.endRadius- used for defaultisEnd. Effectively defaults to 0.timeout- passed on to the A* library. Default 10 seconds.tooFarThreshold- ifendis greater thantooFarThreshold, this function will search instead for a path to walk 100 meters in the general direction of end.
bot.navigate.walk(path, callback)
Note: does not emit events
Walks the bot along the path and calls the callback function when it has arrived.
Call bot.navigate.stop() to interrupt walking.
path- array of points to be navigated.callback(stopReason)- (optional) - called when the bot has arrived.stopReasoncan be: 'obstructed', 'arrived', 'interrupted'
History
0.0.10
- depends on vec3 directly
0.0.9
- don't emit
arrivedtwice. (thanks Benjamin Grosse)
0.0.8
- walk: detect being obstructed and call callback with
'obstructed'stopReasonwhen it happens.
0.0.7
- walk: callback is still called if
bot.navigate.stop()is called elsewhere. Also it now has astopReasonargument.
0.0.6
- fix default
endRadiustoo low (thanks vogonistic)
0.0.5
- recommended API is now callback based (thanks vogonistic)
- add
bot.navigate.findPathSync(end, [options]) - add
bot.navigate.walk(path, [callblack])
0.0.4
- add 'interrupted' event
0.0.3
- fix bot looking at its feet while walking
- possible speed improvement by using native array methods
cannotFindevent now hasclosestPointparameter, the closest point it could get tobot.navigate.blocksToAvoidis a map of block id to boolean value which tells whether to avoid the block. comes with sensible defaults like avoiding fire and crops.
0.0.2
- fix pathfinding very far away