@jmerle/mineflayer-statemachine
v1.7.5
Published
A state machine plugin for Mineflayer to aid in designing more complex behavior trees.
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What is it?
Mineflayer-StateMachine is a plugin for Mineflayer. It aims to add a flexible and customizable state machine API on top of Mineflayer to make it easier to write and scale bots.
Writing a complex bot AI can be difficult, especially if it has to be convincing. Finite state machines make this process much eaiser by offloading the fine details into isolated modules which only serve a single function or behavior. These modules can then be connected together in a top level component to customize how these seperate modules should interact and pass around control of the bot and state machine parameters.
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Getting Started
This plugin is built using Node and can be installed using:
npm install --save mineflayer-statemachine
This plugin relies on mineflayer-pathfinder for movement related behaviors. If these behaviors are used, this plugin must be loaded before starting the state machine object.
Simple Bot
The API for Mineflayer-StateMachine aims to be simple and intuitive, requiring minimal effort to setup a working state machine. The example below creates a three-state finite state machine which finds and follows the nearest player, stopping and looking at them when they are close.
// Create your bot
const mineflayer = require("mineflayer");
const bot = mineflayer.createBot({ username: "Player" });
// Load your dependency plugins.
bot.loadPlugin(require('mineflayer-pathfinder').pathfinder);
// Import required behaviors.
const {
StateTransition,
BotStateMachine,
EntityFilters,
BehaviorFollowEntity,
BehaviorLookAtEntity,
BehaviorGetClosestEntity,
NestedStateMachine } = require("mineflayer-statemachine");
// Wait for our bot to login.
bot.once("spawn", () =>
{
// This targets object is used to pass data between different states. It can be left empty.
const targets = {};
// Create our states
const getClosestPlayer = new BehaviorGetClosestEntity(bot, targets, EntityFilters().PlayersOnly);
const followPlayer = new BehaviorFollowEntity(bot, targets);
const lookAtPlayer = new BehaviorLookAtEntity(bot, targets);
// Create our transitions
const transitions = [
// We want to start following the player immediately after finding them.
// Since getClosestPlayer finishes instantly, shouldTransition() should always return true.
new StateTransition({
parent: getClosestPlayer,
child: followPlayer,
shouldTransition: () => true,
}),
// If the distance to the player is less than two blocks, switch from the followPlayer
// state to the lookAtPlayer state.
new StateTransition({
parent: followPlayer,
child: lookAtPlayer,
shouldTransition: () => followPlayer.distanceToTarget() < 2,
}),
// If the distance to the player is more than two blocks, switch from the lookAtPlayer
// state to the followPlayer state.
new StateTransition({
parent: lookAtPlayer,
child: followPlayer,
shouldTransition: () => lookAtPlayer.distanceToTarget() >= 2,
}),
];
// Now we just wrap our transition list in a nested state machine layer. We want the bot
// to start on the getClosestPlayer state, so we'll specify that here.
const rootLayer = new NestedStateMachine(transitions, getClosestPlayer);
// We can start our state machine simply by creating a new instance.
new BotStateMachine(bot, rootLayer);
});
Documentation
Roadmap
Implemented
- Web View
- Look at Entity Behavior
- Nested State Machines
- Movement Behaviors
- Mining/Placing Behaviors
- Get Nearby Entities
- Equip Items and Armor
To Do
- Show Targets in Web View
- Camera Controls in Web View
- Collection-based Behaviors
- Fighting-based Behaviors
- Conversation-based Behaviors
License
This project uses the MIT license.
Contributions
This project is accepting PRs and Issues. See something you think can be improved? Go for it! Any and all help is highly appreciated!
For larger changes, it is recommended to discuss these changes in the issues tab before writing any code. It's also preferred to make many smaller PRs than one large one, where applicable.