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ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


Report Bug · Request Feature

About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

(back to top)

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


Report Bug · Request Feature

About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

(back to top)

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


Report Bug · Request Feature

About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

(back to top)

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


Report Bug · Request Feature

About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

(back to top)

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


Report Bug · Request Feature

About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

(back to top)

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


Report Bug · Request Feature

About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

(back to top)

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


Report Bug · Request Feature

About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

(back to top)

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

ContributorsForksStargazersIssuesMIT License


Entity navigation for Minestom


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About The Project

A standalone, deterministic entity-navigation library for Minestom.

Path computation is independent of entities, instances, schedulers, and ticks. It uses real block collision shapes, immutable results, and hard search limits, and is safe to call concurrently: a pathfinder holds no mutable search state.

Supported navigation modes for Minecraft 26.2 gameplay:

  • Ground
  • Water
  • Flying
  • Amphibious
  • Wall-climbing

Platform jumping, planned climbing, block manipulation, and shared-mesh planning are opt-in and never inferred from terrain.

Getting Started

A full, runnable example server can be found here

One NavigationSystem per server, one controller per mob, and you call tick():

// Once per server.NavigationSystemnavigation = NavigationSystem.create();
// Once per mob.EntityNavigationControllercontroller = navigation.controller(mob);
controller.moveTo(destination);
// Every tick, from the entity or instance tick thread.controller.tick();
// When the mob despawns, and at shutdown.controller.close();
navigation.close();

Searching happens off the tick thread, following happens on it, and you never wait for a path. moveTo is cheap enough to call every tick: the mob keeps its current route until the replacement lands, so a chased target never stands still.

controller.state() reports progress: COMPLETED arrived, PARTIAL ran out short of the goal, STUCK cannot walk the route it has.

That is the whole everyday API; see the wiki.

Adding as a dependency

Add the following to your build.gradle.kts file:

repositories {
maven("https://reposilite.atlasengine.ca/public")
}

Add the library as a dependency

dependencies {
implementation("ca.atlasengine:pathfinding:<version>")
}

The lastest version number can be found here

Demo server

../Minestom/gradlew runExamples

Join localhost:25565 in offline mode and type /nav: walk, chase, jump, doors, climb, swim, fly, custom, crowd <n>, shed, metrics, stop. Each teleports you to a course and spawns the mobs for that capability.

The wiki starts with the simplest use and goes deeper: Getting Started, Reacting to Navigation, Seeing the Path, Zones and Influences, Jumping, Climbing and Doors, Custom Mobs, Terrain and World Changes, Planning Without the Follower, Running at Scale, Shared Mesh.

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