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Mineflayer-StateMachine

This project is a plugin designed for Mineflayer that adds a high level API for writing state machines. As bot AI code can grow very quickly, writing this code in a finite state machine manner can help keep the code base manageable and improve quality of bot behavior trees.


A Super Special Thanks To

⭐ Mika, Alora Brown ⭐


And a Warm Thank You To

🚀 chezhead 🚀



Thank you all for supporting me and helping this project to continue being developed.


Want to support this project?

Buy Me a Coffee at ko-fi.com

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.

Showcase

Videos Webserver Demo

Getting Started

This plugin is built using Node and can be installed using:

npm install --save mineflayer-statemachine

This plugin has a 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 find and follow 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

API

Roadmap

Implemented

  • Web View
  • Look at Entity Behavior
  • Follow Entity Behavior
  • Move to Position Behavior
  • Nested State Machines

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.

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A state machine plugin for Mineflayer to aid in designing more complex behavior trees.

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  • TypeScript 69.0%
  • JavaScript 28.1%
  • CSS 1.8%
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