A* Pathfinding 图标

A* Pathfinding

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 0.7.1+mod
本资源为搬运资源,原资源地址: https://modrinth.com/mod/a-star-pathfinding
资源信息

Minecraft 版本: 1.21-pre1 1.21-pre2 1.21-pre3 1.21-pre4 1.21-rc1 1.21 1.21.1 24w33a 24w34a 24w35a 24w36a 24w37a 24w38a 24w39a 24w40a 1.21.2-pre1 1.21.2-pre2 1.21.2 1.21.3 24w44a 24w45a 24w46a 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11 26.1 26.1.1 26.1.2 26.2-snapshot-2 26.2-snapshot-3 26.2-snapshot-4 26.2-snapshot-5 26.2-snapshot-6 26.2-snapshot-7 26.2-snapshot-8 26.2-pre-1 26.2-pre-2 26.2-pre-3 26.2-pre-4 26.2-pre-5 26.2-pre-6 26.2-rc-1 26.2-rc-2 26.2 26.3-snapshot-1 26.3-snapshot-2 26.3-snapshot-6

平台: fabric forge neoforge quilt

标签: library mobs optimization

资源介绍

Please also contribute to this project. I don't have infinite time on my hands ?

✅ Features

  • Function to find the path to a destination

? Usage

Call the astar:_ function and use the remaining markers tagged astar to guide anything\
The starting position of the path will be located at the current entity, with the end position being the current position in the context\
E.g. execute as @s at @p[distance=1..] run function astar:_\
Note that floating destinations & unreached targets will result in failure

I recommend setting the maxCommandChainLength gamerule high enough for your terrain, or restrict the path to a maximum of ~10 blocks — otherwise, temporary markers may stay once the limit is reached

Config

The configuration is stored in the astar.config scoreboard objective.\
scoreboard players set maxDistance astar.config <maxDistance>default: 100 (10 blocks) — max distance the pathfinder may travel till finalizing the path.\
scoreboard players set maxStepHeight astar.config <maxStepHeight>default: 1 — how many blocks it may walk up at once.\
scoreboard players set maxFallDistance astar.config -<maxFallDistance>default: -3negative value, how many blocks it may fall each step.\
To avoid conflicts with others' usage, run function astar:default_config or scoreboard players reset * astar.config before your logic

Block Tags

#astar:climbable — climbable\
#astar:obstructs_floor — traversable, no descent\
#astar:impassable_floor — impassable floor\
#astar:impassable_wall — impassable wall

Penalty Block Tags

#astar:penalty/damage 160 — nearby\
#astar:penalty/danger 80 — nearby\
#astar:penalty/disliked 80

You may add a function to the #astar:eval_node tag to modify costs — return <any> results in only impassable being effective\
— impassable via kill @s — add/remove cost via scoreboard players add/remove @s astar.f <amount>

Penalties increase the cost of a path segment, so the algorithm prefers other routes.

Example code

#code:loop.mcfunction:

data modify storage code:pathfinding points append from entity @s Pos
kill @s
execute as @n[type=marker,tag=astar] at @s run function code:loop


#code:main.mcfunction:

execute store success score found my_score at @n[tag=target] if function astar:_ as @n[type=marker,tag=astar,sort=furthest] at @s run function code:loop
execute unless score found my_score matches 1 run function code:set_direct_target # Walk directly towards target if no path is found
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