mineflayer-navigate
v0.0.10
Published
mineflayer plugin which adds 3d pathfinding
Downloads
213
Readme
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
- avec3
instance - 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
-path
is an array of points that can be passed towalk()
.noPath
- there is no path toend
. Try a largerendRadius
.path
is the path to the closest reachable point to end.timeout
- no path could be found in the allotted time. Try a largerendRadius
ortimeout
.path
is the path to the closest reachable point to end that could be found in the allotted time.tooFar
-end
is too far away, sopath
contains 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.point
is a vec3 instance.endRadius
- used for defaultisEnd
. Effectively defaults to 0.timeout
- passed on to the A* library. Default 10 seconds.tooFarThreshold
- ifend
is 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.stopReason
can be: ['obstructed', 'arrived', 'interrupted']
History
0.0.10
- depends on vec3 directly
0.0.9
- don't emit
arrived
twice. (thanks Benjamin Grosse)
0.0.8
- walk: detect being obstructed and call callback with
'obstructed'
stopReason
when it happens.
0.0.7
- walk: callback is still called if
bot.navigate.stop()
is called elsewhere. Also it now has astopReason
argument.
0.0.6
- fix default
endRadius
too 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
cannotFind
event now hasclosestPoint
parameter, the closest point it could get tobot.navigate.blocksToAvoid
is 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