mineflayer-trailblazer
v0.0.3
Published
Dynamic terrain navigation plugin for mineflayer
Downloads
2
Readme
About
Features
- Smooth movement towards a goal using A* and steering
- Movement profiles that change based on the terrain
- Avoid hazards such as blocks, entities and coordinates
Usage
Installation
- Install the plugin into your project folder using NPM:
npm install mineflayer-trailblazer
API
Methods
(API Reference)
// returns a promise; resolves when the goal is complete, rejects if it is stopped midway
bot.trailblazer.goto(goal, ...hazards?)
// only for tick function; sets the goal and hazards to avoid internally.
bot.trailblazer.setGoal(goal, ...hazards?)
// applies a tick of movement, updating the path, changing control states and yaw, etc.
bot.trailblazer.tick()
// stops all ongoing movement operations and clears control states (note this will reject the goto promise)
bot.trailblazer.stop(reason?)
// applies a tick of movement, but only returns the yaw.
bot.trailblazer.getYaw()
// returns the control states required to move towards the yaw value
bot.trailblazer.getControls(yaw)
// configures one of the three navigation modules (see configuration below)
bot.trailblazer.configure(category)
(Getting from A to B)
- Promise based approach:
bot.once("spawn", async function init() {
await bot.trailblazer.goto(goal, ...hazards?)
bot.chat("Arrived at goal")
})
- Tick/loop based approach:
bot.on("physicsTick", function tick() {
bot.trailblazer.setGoal(goal, ...hazards?)
bot.trailblazer.tick()
})
Goals
(API Reference)
const { Radius, RadiusCB, Avoid, AvoidCB } = require("mineflayer-trailblazer").goals
// complete when within a certain radius of a static position
new Radius(destination, radius)
// complete when within a certain radius of a dynamic position (returned by the callback)
new RadiusCB(callback, radius)
// complete when a certain distance away from a position
new Avoid(position, distance)
// complete when a certain distance away from a changing position (returned by the callback)
new AvoidCB(callback, distance)
(Static goals)
- Static goals only set a position once and don't update dynamically (unless using a tick/loop approach)
const { Radius } = require("mineflayer-trailblazer").goals
bot.once("spawn", async function init() {
const entity = bot.nearestEntity(entity => entity.type === "player")
const goal = new Radius(entity.position) // entity.position will not update if the entity moves somewhere else
await bot.trailblazer.goto(goal)
})
(Dynamic goals)
- Dynamic goals use a callback function to query a position, allowing it to change during operation
const { RadiusCB } = require("mineflayer-trailblazer").goals
bot.once("spawn", async function init() {
const entity = bot.nearestEntity(entity => entity.type === "player")
const goal = new RadiusCB(() => entity.position) // callback will always return the updated position
await bot.trailblazer.goto(goal)
})
Hazards
- Hazards change the cost of travelling to a node if certain conditions are met.
- All hazards have
weight
, which acts as a final multplier on the cost by1 + weight
- An instance of a hazard can be updated dynamically using Setters (see below)
(API Reference)
const { Block, Entity, Position } = require("mineflayer-trailblazer").hazards
// applies weight from certain blocks at an offset to the current node
new Block(bot, weight?, offset?, avoid?)
.weight(number)
.offset(Vec3)
.avoid(Object) // key/value object mapping block name (string) to boolean
// applies weight to nodes within a radius of the specified entities
new Entity(weight?, radius?, entities?)
.weight(number)
.radius(number)
.entities(Entity[])
// applies weight to nodes within a radius of the coordinates specified
new Position(weight?, radius?, coordinates?)
.weight(number)
.radius(number)
.coordinates(Vec3[])
Configuration
- Three primary modules make up the navigation algorithm, being movement, pathfinding, and traversal
- Each module is configurable using a dynamic builder instance created with the
configure
function - It is recommended to keep one configuration instance (per module) during the lifetime of your program.
(API Reference)
const instance = bot.trailblazer.configure('movement' | 'pathfinder' | 'traversal')
// instance.[etc...]
(Movement)
- Changes movement behaviour whilst moving between nodes
- Refer to mineflayer-movement README for more information
bot.trailblazer.configure('movement')
.jumpSprint(boolean) // whether to always jump regardless
.fov(number) // frame of vision used for movement
.rotations(number) // total rotations used for movement
.blend(number) // blend used for movement
.goalHeadless(MovementGoal) // used instead of pathfinding if the path is too small
.goalGround(MovementGoal) // following a path, on the ground
.goalAirborne(MovementGoal) // following a path, jumping/falling
.goalSwimming(MovementGoal) // not following a path, in water
.goalClimbing(MovementGoal) // following a path, climbing up blocks
(Pathfinder)
- Configures the path that the player will take to get to the destination
- Refer to mineflayer-pathfinder-lite README for more information
bot.trailblazer.configure('pathfinder')
.avoid(Object) // key/value object mapping block name (string) to boolean
.depth(number) // maximum depth the pathfinder can descend blocks
.blocks(number) // how many blocks to check, maximum
.timeout(number) // how many miliseconds to find a path, maximum
.minimumNodes(number) // the minimum nodes a path can have before switching to headless mode
(Traversal)
- Modifies the requirements needed to get to the next node
bot.trailblazer.configure('traversal')
.prevision(number) // how many nodes to look ahead
.radiusXZ(number) // how far within horizontal distance of a node
.radiusAscent(number) // how far within vertical distance of a node whilst climbing up
.radiusDescent(number) // how far within vertical distance of a node whilst descending
Examples
const mineflayer = require("mineflayer")
const trailblazer = require("trailblazer").plugin
const bot = mineflayer.createBot()
const { RadiusCB } = require("trailblazer").goals
const { Entity } = require("trailblazer").hazards
bot.once("spawn", async function init() {
const entity = bot.nearestEntity(entity => entity.type === "player")
if (entity) {
const goal = new RadiusCB(() => entity.position, 3) // use callback to dynamically update position
const hazard = new Entity(1, 5) // cost multiplier: +100%, radius: 5
.entities(Object.values(bot.entities).filter(entity => entity.type === "mob"))
await bot.trailblazer.goto(goal, hazard)
bot.chat("Arrived")
return
}
bot.chat("I can't see anyone!")
})