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

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Update dependencies, The Bot TS is not compatible with mineflayer 4.4.0 because mineflayer is not updated ![image](https://user-images.githubusercontent.com/20754836/185794570-3eaf96cd-2b64-4971-a03e-21d589c4cdd6.png)

Bumps [node](https://github.com/aredridel/node-bin-gen) from 16.16.0 to 18.7.0. Commits See full diff in compare view [![Dependabot compatibility score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=node&package-manager=npm_and_yarn&previous-version=16.16.0&new-version=18.7.0)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter...

dependencies

I've read everything in the API but I couldn't find any information about BehaviorFindBlock. How to specify the block to find in targets.positions ? An example should be added to...

In order to check line of sight to a block with mineflayer's bot.findBlock, you have to set checkExtraInfo in the matching options to true, but BehaviorFindBlock doesn't do that and...

Currently, manual transitions only mark the transition as should transition on the next physics tick. Since this is not Instant, many events may be missed or sent to the wrong...

enhancement

My bot starts to have a HUGE number of functions :D I'm proud of that, and I reuse a lot of functions in a lot of things, it saves me...

I'm writing a bot that can pass from an idle state into a variety of states designed to perform certain activities. When I'm defining the transitions to the idle state,...

I think in the behaviors must have a 2 returns value, One of "is finished" and another one about found any error, For example: https://github.com/PrismarineJS/mineflayer-statemachine/blob/d69786e1f0e36c22d30d0c8f58abb6fa4254c937/src/behaviors/behaviorInteractBlock.ts In this case if the...

I think it's useful to have exit states that apply to all `parent`: new StateTransition({ parent: null, // apply check to all parents? child: eatBehavior, shouldTransition: () => (this.bot.food

The item drops entity filter returns true for all arrows, including creative and skeleton arrows. It should only return true for collectable arrows.

bug