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Azalea is a framework for creating Minecraft bots.

Internally, it's just a wrapper over azalea_client, adding useful functions for making bots. Because of this, lots of the documentation will refer to azalea_client. You can just replace these with azalea in your code, since everything from azalea_client is re-exported in azalea.

Installation

First, install Rust nightly with rustup install nightly and rustup default nightly.

Then, add one of the following lines to your Cargo.toml:

Latest bleeding-edge version: azalea = { git="https://github.com/mat-1/azalea" }
Latest "stable" release: azalea = "0.6.0"

Optimization

For faster compile times, make a .cargo/config.toml file in your project and copy this file into it. You may have to install the LLD linker.

For faster performance in debug mode, add the following code to your Cargo.toml:

[profile.dev]
opt-level = 1
[profile.dev.package."*"]
opt-level = 3

Examples

//! A bot that logs chat messages sent in the server to the console.

use azalea::prelude::*;
use parking_lot::Mutex;
use std::sync::Arc;

#[tokio::main]
async fn main() {
    let account = Account::offline("bot");
    // or Account::microsoft("example@example.com").await.unwrap();

    loop {
        let e = azalea::ClientBuilder::new()
            .set_handler(handle)
            .start(account, "localhost")
            .await;
        eprintln!("{:?}", e);
    }
}

#[derive(Default, Clone, Component)]
pub struct State {}

async fn handle(bot: Client, event: Event, state: State) -> anyhow::Result<()> {
    match event {
        Event::Chat(m) => {
            println!("{}", m.message().to_ansi());
        }
        _ => {}
    }

    Ok(())
}

Plugins

Azalea uses Bevy ECS internally to store information about the world and clients. Bevy plugins are more powerful than async handler functions, but more difficult to use. See pathfinder as an example of how to make a plugin. You can then enable a plugin by adding .add_plugin(ExamplePlugin) in your client/swarm builder.

Also note that just because something is an entity in the ECS doesn't mean that it's a Minecraft entity. You can filter for that by having With<MinecraftEntityId> as a filter.

See the Bevy Cheatbook to learn more about Bevy ECS (and the ECS paradigm in general).