MineKhan
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Flora and Fauna
Live animals and Live plants.
An ECO system in minekhan...
hmm AI would be a huge thing to figure out first.
hmm AI would be a huge thing to figure out first.
I'm unaware of whether Minecraft uses genuine A.I. or not, but it's no necessary, we just need a way to measure the shortest path from one block to another, and to make the mob follow it.
Mobs don't learn, they aren't smart.
hmm AI would be a huge thing to figure out first.
I'm unaware of whether Minecraft uses genuine A.I. or not, but it's no necessary, we just need a way to measure the shortest path from one block to another, and to make the mob follow it.
Mobs don't learn, they aren't smart.
Let me rephrase my sentence how bout we need to just code a simple bot/AI for mobs that tell them not to fall off a cliff or not to go into a cave which would require tons more of work
Maybe There could be a different word instead of AI but 🤷
Guys do you guys sometimes get the chills playing minekhan like you arent alone there is someone else playing in the emty world of minekhan ???
(It would be funny if willard added herbrine for fun after basic mobs get added lol).
These will be Very Hard, near to impossible but only near, most likely will make the project incompable with Khan
hmm AI would be a huge thing to figure out first.
I'm unaware of whether Minecraft uses genuine A.I. or not, but it's no necessary, we just need a way to measure the shortest path from one block to another, and to make the mob follow it.
Mobs don't learn, they aren't smart. its possible for us to implement A* or some other form of naïve path finding.
I just used:
this.speed = 0.1
if (this.x > p.x - (this.height / 2)) {
this.x -= this.speed / 4
;
}
if (this.x < p.x - (this.height / 2)) {
this.x += this.speed / 4;
}
if (this.z > p.z - (this.height / 2)) {
this.z -= this.speed / 4;
}
if (this.z < p.z - (this.height / 2)) {
this.z += this.speed / 4;
}
if (this.y > p.y+0.1 - (this.height / 2)) {
this.y += this.speed / 4;
}
if (this.y < p.y+0.1 - (this.height / 2)) {
this.y += this.speed / 4;
}
and
this.updateVelocity(now)
dumbest AI ever. If you want it to rotate towards you,
function angleToPointDegrees(point1, point2) {
return (angleToPointRadians(point1, point2) * 180 / Math.PI);
}
function getPos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
var playerPos = {x: p.x, z: p.z};
let now = performance.now()
let d = p.direction
this.yaw = -angleToPointRadians(playerPos, this) + 110;
Edit: this is in the modded ver. I dunno if it works on the real thing.
var path = []; // Array of path branch checks
var path_switch = false; // Triggered when the generated path is switched to use
var path_i = 0; // Number of branch check iterations
var path_count = 0; // Number of path branches made
var path_end = false; // If the path has found its destination
var path_loopcount = 0; // Number of path entries to check
var path_target_x = 0; // Target X co-ordinate
var path_target_y = 0; // Target Y co-ordinate
var path_start_x = 0; // Starting X co-ordinate
var path_start_y = 0; // Starting Y co-ordinate
var path_parent_x = 0; // Stored parent X co-ordinate for building final path
var path_parent_y = 0; // Stored parent Y co-ordinate for building final path
var path_done = []; // Final path
var path_done_count = 0; // Final path count
var path_coords = []; // Recorded co-ordinates of each move for mapping best path when a proper one isn't possible
var path_coords_count = 0; // Number of recorded co-ordinates
var path_store_x = 0; // Closest possible co-ordinate if the path isn't possible
var path_store_y = 0; // Closest possible co-ordinate if the path isn't possible
var path_store_n = 0; // How close a set of co-ordinates is to the target
var path_limit = 3000; // Number of steps in the pathfinder
function calcPath(x1,y1) {
// Set target location
path_target_x = Math.floor((Math.abs(screen_x)+x1-(bound_x*0.2))/gridsize);
path_target_y = Math.floor((Math.abs(screen_y)+y1-(bound_y*0.2))/gridsize);
// Set current location
path_start_x = Math.floor(((spawn_x*gridsize)+xoffset)/gridsize);
path_start_y = Math.floor(((spawn_y*gridsize)+yoffset)/gridsize);
// Build array of landscape for pathbuilding
path = [];
for (y=0; y<ls.length; y++) {
path[y] = [];
for (x=0; x<ls[0].length; x++) {
path[y][x] = '';
}
}
// Set initial variables
path_i = 0;
path_end = false;
path[path_start_y][path_start_x] = 'start';
path[(path_start_y-1)][(path_start_x)] = 'up';
path[(path_start_y+1)][(path_start_x)] = 'down';
path[(path_start_y)][(path_start_x-1)] = 'left';
path[(path_start_y)][(path_start_x+1)] = 'right';
path_coords = [];
path_coords_count = 0;
cx = path_start_x;
cy = path_start_y;
p_dir = 'right';
p_num = 1;
p_count = 0;
// Main checker
while (path_i<path_limit&&!path_end) {
//alert(p_num+' - '+p_count+' - '+p_dir)
cancel = false;
// Spiral outwards from starting position to check tiles
if (p_dir=='right') {
if (p_count<=p_num) {
p_count++;
cx += 1;
if (p_count==p_num) {
p_dir = 'down';
p_count = 0;
}
}
}
else if (p_dir=='down') {
if (p_count<=p_num) {
p_count++;
cy += 1;
if (p_count==p_num) {
p_dir = 'left';
p_count = 0;
p_num++;
}
}
}
else if (p_dir=='left') {
if (p_count<=p_num) {
p_count++;
cx -= 1;
if (p_count==p_num) {
p_dir = 'up';
p_count = 0;
}
}
}
else if (p_dir=='up') {
if (p_count<=p_num) {
p_count++;
cy -= 1;
if (p_count==p_num) {
p_dir = 'right';
p_count = 0;
p_num++;
}
}
}
// Limit spiral to within the area
if (cy<1) { cancel = true; }
if (cx<1) { cancel = true; }
if ((ls.length-2)<cy) { cancel = true; }
if ((ls[0].length-2)<cx) { cancel = true; }
// Check current tile
if (!cancel&&path[cy][cx]!=''&&path[cy][cx]!='start') {
// If down is free
if (!calcPathTiles(cx,cy+1)&&path[(cy+1)][(cx)]=='') {
path_coords[path_coords_count] = [cx,cy+1];
path_coords_count++;
path[(cy+1)][(cx)] = 'down';
}
// If right is free
if (!calcPathTiles(cx+1,cy)&&path[(cy)][(cx+1)]=='') {
path_coords[path_coords_count] = [cx+1,cy];
path_coords_count++;
path[(cy)][(cx+1)] = 'right';
}
// If up is free
if (!calcPathTiles(cx,cy-1)&&path[(cy-1)][(cx)]=='') {
path_coords[path_coords_count] = [cx,cy-1];
path_coords_count++;
path[(cy-1)][(cx)] = 'up';
}
// If left is free
if (!calcPathTiles(cx-1,cy)&&path[(cy)][(cx-1)]=='') {
path_coords[path_coords_count] = [cx-1,cy];
path_coords_count++;
path[(cy)][(cx-1)] = 'left';
}
}
if (path[path_target_y][path_target_x]!='') {
path_end = true;
}
path_i++; // Count iterations
}
// If we didn't find the destination get the closest co-ordinate
if (!path_end) {
path_store_x = 0; // Closest X co-ordinate
path_store_y = 0; // Closest Y co-ordinate
path_store_n = 100000; // Number value of how close it is
// Loop through all recorded co-ordinates
for (i=0; i<path_coords_count; i++) {
nx = Math.abs(path_target_x-path_coords[i][0]);
ny = Math.abs(path_target_y-path_coords[i][1]);
// If current co-ordinate is closer to the target than the current closest
if ((nx+ny)<path_store_n) {
path_store_x = path_coords[i][0]; // Set current closest X co-ordinate
path_store_y = path_coords[i][1]; // Set current closest Y co-ordinate
path_store_n = nx+ny; // Set current close value to check by
}
}
px1 = path_store_x; // Set the starting X co-ordinate to the closest co-ordinate
py1 = path_store_y; // Set the starting Y co-ordinate to the closest co-ordinate
// If we did find the destination
} else {
px1 = path_target_x; // Set the starting X co-ordinate to the destination
py1 = path_target_y; // Set the starting Y co-ordinate to the destination
}
// Reset the finished path map vars
path_done = [];
path_done_count = 0;
path_mapped = false;
path_mapped_i = 0;
direction1 = '';
direction2 = '';
direction3 = '';
px2 = 0; // One step forward X
py2 = 0; // One step forward Y
px3 = 0; // Two steps forward X
py3 = 0; // Two steps forward Y
diagonal = false;
// Calculate the route from the spidered array
while(!path_mapped&&(path_done_count<path_limit+20)) {
// Move co-ordinates forward a step
direction3 = direction2;
px3 = px2;
py3 = py2;
direction2 = direction1;
px2 = px1;
py2 = py1;
// Head backwards from the direction to trace the route back
direction1 = path[py1][px1];
if (direction1=='up') {
py1 = py2+1;
px1 = px2;
}
else if (direction1=='down') {
py1 = py2-1;
px1 = px2;
}
else if (direction1=='left') {
py1 = py2;
px1 = px2+1;
}
else if (direction1=='right') {
py1 = py2;
px1 = px2-1;
}
// Overwrite diagonal tiles
var overwrite = false;
if (direction1=='up') {
if (direction2=='left') {
overwrite = true;
direction1 = 'upleft';
}
if (direction2=='right') {
overwrite = true;
direction1 = 'upright';
}
}
if (direction1=='down') {
if (direction2=='left') {
overwrite = true;
direction1 = 'downleft';
}
if (direction2=='right') {
overwrite = true;
direction1 = 'downright';
}
}
if (direction1=='left') {
if (direction2=='up') {
overwrite = true;
direction1 = 'upleft';
}
if (direction2=='down') {
overwrite = true;
direction1 = 'downleft';
}
}
if (direction1=='right') {
if (direction2=='up') {
overwrite = true;
direction1 = 'upright';
}
if (direction2=='down') {
overwrite = true;
direction1 = 'downright';
}
}
if (overwrite) {
if (diagonal) {
diagonal = false;
} else {
path_done_count -= 1;
diagonal = true;
}
} else {
diagonal = false;
}
// Add to the route array the direction and co-ordinates
path_done[path_done_count] = [direction1,px1,py1];
// Count the backwards steps in the route
path_done_count++;
// If we have reached the start
if (px1==path_start_x&&py1==path_start_y) {
path_mapped = true;
}
}
}
nailed it!
Took longer than expected, but I now have a fully functioning AI!
Actually.... I don't. errors... errors... more errors... I managed to do it in p5.js.... but not in js...
hmm AI would be a huge thing to figure out first.
I'm unaware of whether Minecraft uses genuine A.I. or not, but it's no necessary, we just need a way to measure the shortest path from one block to another, and to make the mob follow it.
Mobs don't learn, they aren't smart.
it dosent its just path find and if else
AI doesn't imply neural networks when referring to game entities, so learning has nothing to do with it. AI just refers to the logic used to control them. If you call entities pets, allies, enemies, mobs, or NPCs, you're attributing some level of intelligence to them, and that intelligence is artificial, making it AI. Even if it's stupid AI, it's still AI.
yeah i figured when he said genuine ai i thought he meant like ML/DL