Please also contribute to this project. I don't have infinite time on my hands 🥺
- Function to find the path to a destination
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
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: -3 — negative value, how many blocks it may fall each step.
To avoid conflicts with others' usage, do scoreboard players reset * astar.config before doing your logic
#astar:climbable — climbable
#astar:obstructs_floor — traversable, no descent
#astar:impassable_floor — impassible floor
#astar:impassable_wall — impassible wall
#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
— impassible via kill @s — add/remove cost via scoreboard players add/remove @s astar.f <amount>
#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