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API reference / @jsprismarine/entity-goals / Navigator

Class: Navigator ​

Defined in: navigator.ts:91

Moves one entity along a path.

Constructors ​

Constructor ​

new Navigator(context): Navigator

Defined in: navigator.ts:105

Parameters ​

context ​

NavigatorContext

Returns ​

Navigator

Accessors ​

walking ​

Get Signature ​

get walking(): boolean

Defined in: navigator.ts:108

Whether a walk is under way.

Returns ​

boolean

Methods ​

arrived() ​

arrived(): boolean

Defined in: navigator.ts:113

Whether the last walk ended at its destination.

Returns ​

boolean


canReach() ​

canReach(destination, goalRadius?): boolean

Defined in: navigator.ts:185

Whether a route to the position exists, without starting to walk it.

Parameters ​

destination ​

EntityPosition

goalRadius? ​

number = 1

Returns ​

boolean


moveTo() ​

moveTo(destination, speedMultiplier, goalRadius?): boolean

Defined in: navigator.ts:127

Starts walking to a position.

Parameters ​

destination ​

EntityPosition

speedMultiplier ​

number

goalRadius? ​

number = 1

How close counts as arriving, in blocks.

Returns ​

boolean

Whether a route exists; false leaves the entity where it is, which is what a goal reads to refuse to start.


randomTarget() ​

randomTarget(xzDistance, yDistance, random, attempts?): EntityPosition | undefined

Defined in: navigator.ts:275

A reachable position in the box around the entity.

With a view it draws candidates and keeps the first the path finder reaches, skipping water destinations when the active navigation says to avoid water; without one it asks the actuator, which is what the reference goals in @jsprismarine/entities do.

Parameters ​

xzDistance ​

number

yDistance ​

number

random ​

() => number

Draws the candidate offsets, in [0, 1).

attempts? ​

number = 10

Returns ​

EntityPosition | undefined


stop() ​

stop(): void

Defined in: navigator.ts:248

Abandons the walk.

Returns ​

void


tick() ​

tick(): boolean

Defined in: navigator.ts:205

Advances the walk by one tick.

Returns ​

boolean

Whether the walk is still running; false means the entity arrived, ran out of path or stopped making progress.