BlockBot 1.0.0
This package is not tested yet.
dotnet add package BlockBot --version 1.0.0
NuGet\Install-Package BlockBot -Version 1.0.0
<PackageReference Include="BlockBot" Version="1.0.0" />
<PackageVersion Include="BlockBot" Version="1.0.0" />
<PackageReference Include="BlockBot" />
paket add BlockBot --version 1.0.0
#r "nuget: BlockBot, 1.0.0"
#:package BlockBot@1.0.0
#addin nuget:?package=BlockBot&version=1.0.0
#tool nuget:?package=BlockBot&version=1.0.0
BlockBot
A powerful and comprehensive C# Minecraft bot library inspired by Mineflayer, designed for creating intelligent Minecraft bots with advanced automation capabilities.
Table of Contents
- Features
- Installation
- Quick Start
- Core Architecture
- API Documentation
- Usage Examples
- Advanced Features
- Contributing
- License
Features
π€ Intelligent Bot System
- Advanced A* pathfinding with obstacle avoidance
- Multi-objective task scheduling
- Environmental adaptation and learning
βοΈ Combat System
- Defensive mode for automatic mob protection
- Smart target selection and priority
- Weapon and armor optimization
ποΈ Building & Construction
- Schematic-based structure building
- Material requirement calculation
- Multi-threaded construction for large projects
πΎ Automated Farming
- Multi-crop farm management
- Growth optimization and timing
- Automatic planting and harvesting
βοΈ Mining Operations
- Intelligent ore detection
- Optimal mining patterns
- Tool selection and durability management
π Inventory Management
- Smart item organization
- Stack optimization
- Automatic sorting and categorization
π¬ Chat System
- Custom command registration
- Auto-responses and filters
- Advanced message parsing
πΊοΈ World Interaction
- Real-time world state tracking
- Chunk and block management
- Path finding and navigation
Installation
Prerequisites
- .NET 8.0 or later
- Visual Studio 2022 or VS Code with C# extension
Using NuGet Package (Coming Soon)
dotnet add package BlockBot
Building from Source
- Clone the repository:
git clone https://github.com/Shlomo1412/BlockBot.git
cd BlockBot
- Restore dependencies:
dotnet restore
- Build the project:
dotnet build
Quick Start
Here's a simple example to get your bot up and running:
using BlockBot;
using System.Numerics;
// Create a new bot instance
var bot = new BlockBot();
// Connect to a Minecraft server
var connected = await bot.ConnectAsync("localhost", 25565, "MyBot");
if (connected)
{
Console.WriteLine($"Connected as {bot.Username}");
Console.WriteLine($"Position: {bot.Position}");
// Send a chat message
await bot.SendChatAsync("Hello, Minecraft world!");
// Navigate to a location
await bot.GoToAsync(new Vector3(100, 64, 100));
// Start automated farming
await bot.StartAutomatedFarmingAsync();
}
// Cleanup
bot.Dispose();
Core Architecture
BlockBot is built with a modular architecture consisting of specialized managers:
BlockBot (Main Class)
βββ MinecraftClient (Protocol Communication)
βββ WorldManager (World State & Blocks)
βββ EntityManager (Players, Mobs, Items)
βββ InventoryManager (Item Management)
βββ NavigationManager (Pathfinding & Movement)
βββ ChatManager (Chat & Commands)
βββ CombatManager (Fighting & Defense)
βββ CraftingManager (Recipe System)
βββ BuildingManager (Construction)
βββ FarmingManager (Agriculture)
βββ MiningManager (Excavation)
βββ RedstoneManager (Redstone Circuits)
βββ AdvancedAI (Behavior Planning)
API Documentation
BlockBot Main Class
The main BlockBot
class serves as the central orchestrator for all bot operations.
Properties
// Connection and State
bool IsConnected { get; } // Connection status
string Username { get; } // Bot's username
Vector3 Position { get; } // Current position
Player? Player { get; } // Player entity
// Manager Access
MinecraftClient Client { get; } // Protocol client
WorldManager World { get; } // World state
EntityManager Entities { get; } // Entity tracking
InventoryManager Inventory { get; } // Inventory management
NavigationManager Navigation { get; } // Pathfinding
ChatManager Chat { get; } // Chat system
CombatManager Combat { get; } // Combat operations
CraftingManager Crafting { get; } // Crafting recipes
BuildingManager Building { get; } // Construction
FarmingManager Farming { get; } // Agriculture
MiningManager Mining { get; } // Mining operations
RedstoneManager Redstone { get; } // Redstone circuits
AdvancedAI AI { get; } // AI behaviors
Core Methods
// Connection Management
Task<bool> ConnectAsync(string host, int port, string username, string? password = null);
Task DisconnectAsync();
// Basic Actions
Task<bool> GoToAsync(Vector3 destination, float tolerance = 0.5f);
Task<bool> FollowEntityAsync(int entityId, float distance = 3.0f);
Task<bool> AttackEntityAsync(int entityId);
Task<bool> MineBlockAsync(Vector3 position);
Task<bool> PlaceBlockAsync(Vector3 position, string blockType);
Task<bool> CraftItemAsync(string itemName, int quantity = 1);
Task SendChatAsync(string message);
// Advanced Operations
Task StartAutomatedFarmingAsync();
Task StartAutomatedMiningAsync(Vector3 area);
Task BuildStructureAsync(string schematicPath);
Task EnableDefensiveModeAsync();
Chat Management
The ChatManager
handles all chat-related functionality including message processing, commands, and auto-responses.
Features
- Custom command registration
- Auto-response system
- Message filtering
- Chat logging
- Private messaging
Usage Examples
// Basic chat operations
await bot.Chat.SendMessageAsync("Hello everyone!");
await bot.Chat.SendPrivateMessageAsync("player123", "Hi there!");
await bot.Chat.SendCommandAsync("time", "set", "day");
// Register custom commands
bot.Chat.RegisterCommand("info", async (args) =>
{
await bot.Chat.SendMessageAsync($"I'm at {bot.Position}");
return true;
});
bot.Chat.RegisterCommand("goto", async (args) =>
{
if (args.Length >= 3 &&
float.TryParse(args[0], out var x) &&
float.TryParse(args[1], out var y) &&
float.TryParse(args[2], out var z))
{
var success = await bot.GoToAsync(new Vector3(x, y, z));
await bot.Chat.SendMessageAsync(success ? "On my way!" : "Can't reach that location");
return success;
}
await bot.Chat.SendMessageAsync("Usage: !goto <x> <y> <z>");
return false;
});
// Set up auto-responses
bot.Chat.AutoRespond = true;
bot.Chat.AddAutoResponse("hello", "Hello there!");
bot.Chat.AddAutoResponse("how are you", "I'm doing great, thanks!");
// Event handling
bot.Chat.PlayerMessage += (username, message) =>
{
Console.WriteLine($"<{username}> {message}");
};
bot.Chat.CommandExecuted += (command, result) =>
{
Console.WriteLine($"Command '{command}' executed: {result}");
};
Chat Filtering
// Add custom filters
bot.Chat.AddChatFilter(new ChatFilter("spam", message =>
message.Content.Length > 100 &&
message.Content.Count(c => c == '!') > 5));
// Filter configuration
bot.Chat.LogChat = true; // Enable chat logging
World Management
The WorldManager
tracks world state, blocks, and chunks.
Key Methods
// Block operations
Block? GetBlock(Vector3 position);
void SetBlock(Vector3 position, Block block);
bool IsBlockSolid(Vector3 position);
bool IsPathClear(Vector3 from, Vector3 to);
// World queries
List<Vector3> GetSurroundingBlocks(Vector3 center, int radius);
List<Vector3> FindBlocks(Vector3 center, int radius, int blockType);
float GetGroundHeight(Vector3 position);
Usage Examples
// Check block types
var currentPos = bot.Position;
var blockBelow = bot.World.GetBlock(currentPos - Vector3.UnitY);
if (blockBelow?.IsSolid == true)
{
Console.WriteLine($"Standing on {blockBelow.Name}");
}
// Find specific blocks
var diamondOres = bot.World.FindBlocks(currentPos, 50, 14); // Diamond ore
Console.WriteLine($"Found {diamondOres.Count} diamond ore blocks nearby");
// Check line of sight
var target = new Vector3(100, 64, 100);
if (bot.World.IsPathClear(currentPos, target))
{
Console.WriteLine("Clear path to target");
}
// Analyze surroundings
var nearbyBlocks = bot.World.GetSurroundingBlocks(currentPos, 5);
var blockCounts = nearbyBlocks
.Select(pos => bot.World.GetBlock(pos))
.Where(block => block != null)
.GroupBy(block => block.Name)
.ToDictionary(g => g.Key, g => g.Count());
foreach (var (blockType, count) in blockCounts)
{
Console.WriteLine($"{blockType}: {count}");
}
Entity Management
The EntityManager
tracks all entities including players, mobs, and items.
Key Methods
// Entity queries
Entity? GetEntity(int entityId);
Player? GetPlayer(string username);
List<Entity> GetNearbyEntities(Vector3 position, float radius);
List<Entity> GetEntitiesOfType(EntityType type);
List<Entity> GetHostileEntities(Vector3 position, float radius);
Entity? GetNearestEntity(Vector3 position, EntityType? type = null);
// Entity management
void AddEntity(Entity entity);
void RemoveEntity(int entityId);
void UpdateEntityPosition(int entityId, Vector3 position);
Usage Examples
// Find nearby entities
var playerPos = bot.Position;
var nearbyMobs = bot.Entities.GetNearbyEntities(playerPos, 10.0f);
var hostileMobs = bot.Entities.GetHostileEntities(playerPos, 15.0f);
Console.WriteLine($"Found {nearbyMobs.Count} entities nearby");
Console.WriteLine($"Found {hostileMobs.Count} hostile mobs");
// Track specific players
var targetPlayer = bot.Entities.GetPlayer("friend123");
if (targetPlayer != null)
{
var distance = Vector3.Distance(playerPos, targetPlayer.Position);
Console.WriteLine($"Friend is {distance:F1} blocks away");
}
// Find the nearest mob
var nearestMob = bot.Entities.GetNearestEntity(playerPos, EntityType.Mob);
if (nearestMob != null && nearestMob.IsHostile)
{
Console.WriteLine($"Hostile {nearestMob.GetType().Name} at {nearestMob.Position}");
}
// Event handling
bot.Entities.EntitySpawned += (entity) =>
{
if (entity.IsHostile)
{
Console.WriteLine($"Hostile entity spawned: {entity.GetType().Name}");
}
};
bot.Entities.PlayerJoined += (player) =>
{
Console.WriteLine($"Player joined: {player.Username}");
};
Inventory Management
The InventoryManager
handles all inventory operations and item management.
Key Methods
// Item access
ItemStack? GetItem(int slot);
void SetItem(int slot, ItemStack item);
void RemoveItem(int slot);
ItemStack? GetSelectedItem();
void SelectSlot(int slot);
// Item queries
int GetItemCount(string itemType);
List<int> FindItemSlots(string itemType);
int? FindEmptySlot();
bool HasItem(string itemType, int count = 1);
bool HasSpace(int slots = 1);
// Inventory operations
List<ItemStack> GetAllItems();
Dictionary<string, int> GetItemSummary();
void OptimizeInventory();
Usage Examples
// Check inventory contents
var summary = bot.Inventory.GetItemSummary();
foreach (var (itemType, count) in summary)
{
Console.WriteLine($"{itemType}: {count}");
}
// Find specific items
var pickaxeSlots = bot.Inventory.FindItemSlots("diamond_pickaxe");
if (pickaxeSlots.Any())
{
bot.Inventory.SelectSlot(pickaxeSlots.First());
Console.WriteLine("Selected diamond pickaxe");
}
// Check for required items
if (bot.Inventory.HasItem("iron_ingot", 3) &&
bot.Inventory.HasItem("stick", 2))
{
Console.WriteLine("Can craft iron pickaxe");
}
// Optimize inventory
if (!bot.Inventory.HasSpace(5))
{
bot.Inventory.OptimizeInventory();
Console.WriteLine("Inventory optimized");
}
// Event handling
bot.Inventory.ItemAdded += (slot, item) =>
{
Console.WriteLine($"Gained: {item}");
};
bot.Inventory.ItemRemoved += (slot) =>
{
Console.WriteLine($"Lost item from slot {slot}");
};
Navigation System
The NavigationManager
provides advanced pathfinding and movement capabilities using A* algorithm.
Key Methods
// Navigation
Task<bool> GoToAsync(Vector3 destination, float tolerance = 0.5f);
Task<bool> FollowEntityAsync(int entityId, float distance = 3.0f);
Task StopNavigationAsync();
// State properties
bool IsNavigating { get; }
Vector3? CurrentTarget { get; }
int RemainingWaypoints { get; }
Vector3 CurrentPosition { get; }
Usage Examples
// Basic navigation
var destination = new Vector3(100, 64, 100);
var success = await bot.Navigation.GoToAsync(destination, 1.0f);
if (success)
{
Console.WriteLine("Successfully reached destination");
}
// Follow another player
var friend = bot.Entities.GetPlayer("friend123");
if (friend != null)
{
await bot.Navigation.FollowEntityAsync(friend.Id, 3.0f);
}
// Navigation events
bot.Navigation.PathStarted += (destination) =>
{
Console.WriteLine($"Started navigating to {destination}");
};
bot.Navigation.WaypointReached += (waypoint) =>
{
Console.WriteLine($"Reached waypoint: {waypoint}");
};
bot.Navigation.PathCompleted += (destination) =>
{
Console.WriteLine($"Arrived at {destination}");
};
bot.Navigation.PathFailed += () =>
{
Console.WriteLine("Navigation failed - no path found");
};
// Check navigation status
if (bot.Navigation.IsNavigating)
{
Console.WriteLine($"Navigating to {bot.Navigation.CurrentTarget}");
Console.WriteLine($"{bot.Navigation.RemainingWaypoints} waypoints remaining");
}
Combat System
The CombatManager
handles all combat operations including PvP and mob fighting.
Key Methods
// Combat actions
Task<bool> AttackEntityAsync(int entityId);
Task EnableDefensiveModeAsync();
Task DisableDefensiveModeAsync();
// Combat state
bool IsInCombat { get; }
Entity? CurrentTarget { get; }
Usage Examples
// Attack a specific entity
var hostileMobs = bot.Entities.GetHostileEntities(bot.Position, 10.0f);
if (hostileMobs.Any())
{
var target = hostileMobs.First();
var success = await bot.Combat.AttackEntityAsync(target.Id);
if (success)
{
Console.WriteLine($"Attacked {target.GetType().Name}");
}
}
// Enable defensive mode for automatic protection
await bot.Combat.EnableDefensiveModeAsync();
Console.WriteLine("Defensive mode enabled - will auto-attack hostile mobs");
// Combat events
bot.Combat.EntityAttacked += (entity) =>
{
Console.WriteLine($"Attacked: {entity.GetType().Name}");
};
bot.Combat.EntityKilled += (entity) =>
{
Console.WriteLine($"Killed: {entity.GetType().Name}");
};
bot.Combat.DefensiveModeToggled += () =>
{
Console.WriteLine($"Defensive mode: {(bot.Combat.IsInCombat ? "ON" : "OFF")}");
};
// Check combat status
if (bot.Combat.IsInCombat && bot.Combat.CurrentTarget != null)
{
Console.WriteLine($"Fighting {bot.Combat.CurrentTarget.GetType().Name}");
}
Crafting System
The CraftingManager
handles item crafting with a comprehensive recipe system.
Key Methods
// Crafting operations
Task<bool> CraftItemAsync(string itemName, int quantity = 1);
void QueueCraftingTask(string itemName, int quantity);
Task ProcessCraftingQueueAsync();
Usage Examples
// Craft items directly
var success = await bot.Crafting.CraftItemAsync("stone_pickaxe", 1);
if (success)
{
Console.WriteLine("Crafted stone pickaxe");
}
// Queue multiple crafting tasks
bot.Crafting.QueueCraftingTask("stick", 5);
bot.Crafting.QueueCraftingTask("wooden_pickaxe", 1);
bot.Crafting.QueueCraftingTask("crafting_table", 1);
// Process the crafting queue
await bot.Crafting.ProcessCraftingQueueAsync();
// Crafting events
bot.Crafting.ItemCrafted += (itemName, quantity) =>
{
Console.WriteLine($"Crafted {quantity}x {itemName}");
};
bot.Crafting.CraftingFailed += (itemName) =>
{
Console.WriteLine($"Failed to craft {itemName}");
};
// Auto-crafting based on available materials
// The system can automatically craft tools when materials are available
Building System
The BuildingManager
enables automated construction from schematics.
Key Methods
// Building operations
Task<bool> PlaceBlockAsync(Vector3 position, string blockType);
Task<bool> BuildFromSchematicAsync(string schematicName);
Usage Examples
// Place individual blocks
var success = await bot.Building.PlaceBlockAsync(
new Vector3(100, 64, 100),
"cobblestone"
);
// Build predefined structures
await bot.Building.BuildFromSchematicAsync("simple_house");
// Building events
bot.Building.BlockPlaced += (position, blockType) =>
{
Console.WriteLine($"Placed {blockType} at {position}");
};
bot.Building.StructureCompleted += (structureName) =>
{
Console.WriteLine($"Completed building: {structureName}");
};
// The system includes built-in schematics for common structures
// and automatically calculates material requirements
Farming System
The FarmingManager
provides automated agricultural operations.
Key Methods
// Farming operations
Task StartAutomatedFarmingAsync();
Task StopAutomatedFarmingAsync();
Usage Examples
// Start automated farming
await bot.Farming.StartAutomatedFarmingAsync();
Console.WriteLine("Automated farming started");
// The system will:
// - Find or create suitable farmland
// - Plant crops in optimal patterns
// - Monitor growth stages
// - Harvest when ready
// - Replant automatically
// - Manage water sources and lighting
// Farming events
bot.Farming.CropPlanted += (position, cropType) =>
{
Console.WriteLine($"Planted {cropType} at {position}");
};
bot.Farming.CropHarvested += (position, cropType, yield) =>
{
Console.WriteLine($"Harvested {yield}x {cropType} at {position}");
};
// Stop farming when needed
await bot.Farming.StopAutomatedFarmingAsync();
Mining System
The MiningManager
handles automated mining operations with intelligent ore detection.
Key Methods
// Mining operations
Task<bool> MineBlockAsync(Vector3 position);
Task StartAutomatedMiningAsync(Vector3 area);
Task StopAutomatedMiningAsync();
Usage Examples
// Mine specific blocks
var blockPos = new Vector3(100, 12, 100);
var success = await bot.Mining.MineBlockAsync(blockPos);
// Start automated mining in an area
var miningArea = new Vector3(0, 12, 0); // Y=12 for diamond level
await bot.Mining.StartAutomatedMiningAsync(miningArea);
// The automated mining system will:
// - Navigate to the mining area
// - Create efficient mining tunnels
// - Automatically switch tools based on block type
// - Return to storage when inventory is full
// - Continue until manually stopped
// Mining events
bot.Mining.BlockMined += (position, blockType) =>
{
Console.WriteLine($"Mined {blockType} at {position}");
};
bot.Mining.OreFound += (oreType, quantity) =>
{
Console.WriteLine($"Found {quantity}x {oreType}!");
};
// Stop mining
await bot.Mining.StopAutomatedMiningAsync();
Usage Examples
Complete Bot Setup
using BlockBot;
using System.Numerics;
public class MyMinecraftBot
{
private BlockBot _bot;
public async Task RunAsync()
{
_bot = new BlockBot();
// Setup event handlers
SetupEventHandlers();
// Connect to server
var connected = await _bot.ConnectAsync("localhost", 25565, "MyBot");
if (!connected)
{
Console.WriteLine("Failed to connect to server");
return;
}
Console.WriteLine($"Connected as {_bot.Username}");
// Setup chat commands
SetupChatCommands();
// Enable defensive mode
await _bot.EnableDefensiveModeAsync();
// Start automated operations
await _bot.StartAutomatedFarmingAsync();
// Keep the bot running
Console.WriteLine("Bot is running. Press any key to stop...");
Console.ReadKey();
// Cleanup
await _bot.DisconnectAsync();
_bot.Dispose();
}
private void SetupEventHandlers()
{
// Chat events
_bot.Chat.PlayerMessage += (username, message) =>
{
Console.WriteLine($"<{username}> {message}");
};
// World events
_bot.World.BlockChanged += (position, block) =>
{
Console.WriteLine($"Block changed at {position}: {block.Name}");
};
// Entity events
_bot.Entities.EntitySpawned += (entity) =>
{
if (entity.IsHostile)
{
Console.WriteLine($"Hostile entity detected: {entity.GetType().Name}");
}
};
// Combat events
_bot.Combat.EntityAttacked += (entity) =>
{
Console.WriteLine($"Attacked: {entity.GetType().Name}");
};
// Inventory events
_bot.Inventory.ItemAdded += (slot, item) =>
{
Console.WriteLine($"Gained: {item}");
};
// Navigation events
_bot.Navigation.PathCompleted += (destination) =>
{
Console.WriteLine($"Reached destination: {destination}");
};
}
private void SetupChatCommands()
{
// Status command
_bot.Chat.RegisterCommand("status", async (args) =>
{
await _bot.Chat.SendMessageAsync(
$"Position: {_bot.Position}, " +
$"Health: {_bot.Player?.Health ?? 0}, " +
$"Inventory: {_bot.Inventory.GetItemSummary().Count} item types"
);
return true;
});
// Come command - bot follows player
_bot.Chat.RegisterCommand("come", async (args) =>
{
if (args.Length > 0)
{
var player = _bot.Entities.GetPlayer(args[0]);
if (player != null)
{
await _bot.FollowEntityAsync(player.Id, 2.0f);
await _bot.Chat.SendMessageAsync($"Following {args[0]}");
return true;
}
}
await _bot.Chat.SendMessageAsync("Usage: !come <username>");
return false;
});
// Mine command
_bot.Chat.RegisterCommand("mine", async (args) =>
{
if (args.Length >= 3 &&
float.TryParse(args[0], out var x) &&
float.TryParse(args[1], out var y) &&
float.TryParse(args[2], out var z))
{
await _bot.StartAutomatedMiningAsync(new Vector3(x, y, z));
await _bot.Chat.SendMessageAsync($"Started mining at {x}, {y}, {z}");
return true;
}
await _bot.Chat.SendMessageAsync("Usage: !mine <x> <y> <z>");
return false;
});
// Build command
_bot.Chat.RegisterCommand("build", async (args) =>
{
if (args.Length > 0)
{
var success = await _bot.BuildStructureAsync(args[0]);
await _bot.Chat.SendMessageAsync(
success ? $"Building {args[0]}..." : $"Failed to build {args[0]}"
);
return success;
}
await _bot.Chat.SendMessageAsync("Usage: !build <structure_name>");
return false;
});
}
}
Advanced Automation Example
public class AdvancedBotOperations
{
private BlockBot _bot;
public async Task RunComplexOperationAsync()
{
_bot = new BlockBot();
await _bot.ConnectAsync("localhost", 25565, "AdvancedBot");
// Complex multi-step operation
await PerformResourceGatheringMissionAsync();
}
private async Task PerformResourceGatheringMissionAsync()
{
Console.WriteLine("Starting resource gathering mission...");
// Step 1: Find and navigate to a good mining location
var miningLocation = await FindOptimalMiningLocationAsync();
if (miningLocation.HasValue)
{
await _bot.GoToAsync(miningLocation.Value);
Console.WriteLine($"Navigated to mining location: {miningLocation.Value}");
}
// Step 2: Enable defensive mode for protection
await _bot.EnableDefensiveModeAsync();
// Step 3: Start mining operations
await _bot.StartAutomatedMiningAsync(miningLocation ?? Vector3.Zero);
// Step 4: Monitor inventory and craft tools as needed
var craftingTask = MonitorAndCraftToolsAsync();
// Step 5: Set up nearby farming for food sustainability
var farmingTask = SetupSustainableFarmingAsync();
// Wait for operations to complete or be interrupted
await Task.WhenAny(craftingTask, farmingTask);
Console.WriteLine("Resource gathering mission completed");
}
private async Task<Vector3?> FindOptimalMiningLocationAsync()
{
var currentPos = _bot.Position;
// Look for areas with high ore density
for (int x = -50; x <= 50; x += 10)
{
for (int z = -50; z <= 50; z += 10)
{
var checkPos = currentPos + new Vector3(x, -20, z); // Check at Y=44 (good for iron)
var oreBlocks = _bot.World.FindBlocks(checkPos, 5, 13); // Iron ore
if (oreBlocks.Count > 5) // Found a good spot
{
return checkPos;
}
}
}
return null; // No good spots found
}
private async Task MonitorAndCraftToolsAsync()
{
while (_bot.IsConnected)
{
// Check tool durability and craft replacements
var currentTool = _bot.Inventory.GetSelectedItem();
if (currentTool?.IsTool == true && currentTool.Durability < 10)
{
await CraftReplacementToolAsync(currentTool.Type);
}
// Check if we have materials for better tools
await UpgradeToolsIfPossibleAsync();
await Task.Delay(10000); // Check every 10 seconds
}
}
private async Task CraftReplacementToolAsync(string toolType)
{
// Determine what materials we have and craft the best available tool
var materials = _bot.Inventory.GetItemSummary();
if (toolType.Contains("pickaxe"))
{
if (materials.GetValueOrDefault("diamond", 0) >= 3)
{
await _bot.CraftItemAsync("diamond_pickaxe");
}
else if (materials.GetValueOrDefault("iron_ingot", 0) >= 3)
{
await _bot.CraftItemAsync("iron_pickaxe");
}
else if (materials.GetValueOrDefault("cobblestone", 0) >= 3)
{
await _bot.CraftItemAsync("stone_pickaxe");
}
}
}
private async Task UpgradeToolsIfPossibleAsync()
{
var materials = _bot.Inventory.GetItemSummary();
// Upgrade to iron tools if possible
if (materials.GetValueOrDefault("iron_ingot", 0) >= 3 &&
materials.GetValueOrDefault("stick", 0) >= 2)
{
if (!_bot.Inventory.HasItem("iron_pickaxe"))
{
await _bot.CraftItemAsync("iron_pickaxe");
Console.WriteLine("Upgraded to iron pickaxe");
}
}
}
private async Task SetupSustainableFarmingAsync()
{
// Find a good location for farming near our mining operation
var farmLocation = await FindSuitableFarmLocationAsync();
if (farmLocation.HasValue)
{
await _bot.GoToAsync(farmLocation.Value);
await _bot.StartAutomatedFarmingAsync();
Console.WriteLine("Set up sustainable farming operation");
}
}
private async Task<Vector3?> FindSuitableFarmLocationAsync()
{
var currentPos = _bot.Position;
// Look for flat areas with water nearby
for (int x = -20; x <= 20; x += 5)
{
for (int z = -20; z <= 20; z += 5)
{
var checkPos = currentPos + new Vector3(x, 0, z);
var groundLevel = _bot.World.GetGroundHeight(checkPos);
var farmPos = new Vector3(checkPos.X, groundLevel, checkPos.Z);
// Check if area is suitable for farming
if (IsSuitableForFarming(farmPos))
{
return farmPos;
}
}
}
return null;
}
private bool IsSuitableForFarming(Vector3 position)
{
// Check for flat area and water source within 4 blocks
var area = _bot.World.GetSurroundingBlocks(position, 4);
var hasWater = area.Any(pos =>
{
var block = _bot.World.GetBlock(pos);
return block?.IsLiquid == true;
});
return hasWater;
}
}
Advanced Features
Custom AI Behaviors
// Implement custom AI decision making
public class CustomAIBehavior
{
private BlockBot _bot;
public async Task RunIntelligentBehaviorAsync()
{
while (_bot.IsConnected)
{
var currentNeeds = AssessCurrentNeeds();
var action = DecideOptimalAction(currentNeeds);
await ExecuteActionAsync(action);
await Task.Delay(5000); // Think every 5 seconds
}
}
private BotNeeds AssessCurrentNeeds()
{
var needs = new BotNeeds();
// Assess health
needs.Health = _bot.Player?.Health ?? 0;
// Assess hunger
needs.Food = _bot.Player?.Food ?? 0;
// Assess inventory space
needs.InventorySpace = _bot.Inventory.HasSpace(5) ? 1.0f : 0.0f;
// Assess tool condition
var tool = _bot.Inventory.GetSelectedItem();
needs.ToolCondition = tool?.IsTool == true ?
(float)tool.Durability / ItemData.GetMaxDurability(tool.Type) : 0.0f;
return needs;
}
private BotAction DecideOptimalAction(BotNeeds needs)
{
// Priority-based decision making
if (needs.Health < 10) return BotAction.Retreat;
if (needs.Food < 10) return BotAction.FindFood;
if (needs.InventorySpace < 0.2f) return BotAction.OrganizeInventory;
if (needs.ToolCondition < 0.1f) return BotAction.CraftTools;
// Default productive actions
var timeOfDay = DateTime.Now.Hour;
if (timeOfDay >= 6 && timeOfDay < 18) // Daytime
{
return BotAction.Mine;
}
else // Nighttime
{
return BotAction.Craft;
}
}
}
public class BotNeeds
{
public float Health { get; set; }
public float Food { get; set; }
public float InventorySpace { get; set; }
public float ToolCondition { get; set; }
}
public enum BotAction
{
Mine, Farm, Build, Craft, Retreat, FindFood, OrganizeInventory, CraftTools
}
Multi-Bot Coordination
public class BotSwarm
{
private List<BlockBot> _bots = new();
public async Task CoordinateBotsAsync()
{
// Assign different roles to different bots
var minerBot = _bots[0];
var farmerBot = _bots[1];
var builderBot = _bots[2];
// Coordinate their activities
var miningTask = CoordinatedMiningAsync(minerBot);
var farmingTask = CoordinatedFarmingAsync(farmerBot);
var buildingTask = CoordinatedBuildingAsync(builderBot);
await Task.WhenAll(miningTask, farmingTask, buildingTask);
}
private async Task CoordinatedMiningAsync(BlockBot bot)
{
// Mining bot focuses on resource gathering
await bot.StartAutomatedMiningAsync(new Vector3(0, 12, 0));
// Share resources with other bots
await ShareResourcesAsync(bot);
}
private async Task ShareResourcesAsync(BlockBot sourceBot)
{
// Implementation for transferring items between bots
// This would involve coordinated movement and item dropping/pickup
}
}
Contributing
We welcome contributions to BlockBot! Here's how you can help:
Development Setup
- Fork the repository
- Create a feature branch:
git checkout -b feature/amazing-feature
- Make your changes and add tests
- Ensure all tests pass:
dotnet test
- Commit your changes:
git commit -m 'Add amazing feature'
- Push to the branch:
git push origin feature/amazing-feature
- Open a Pull Request
Contribution Guidelines
- Follow the existing code style and conventions
- Add unit tests for new functionality
- Update documentation for API changes
- Use meaningful commit messages
- Keep pull requests focused and atomic
Areas for Contribution
- π Additional packet types and protocol support
- π€ Enhanced AI behaviors and decision making
- ποΈ More building schematics and patterns
- πΎ Advanced farming strategies
- βοΈ Improved combat algorithms
- πΊοΈ Pathfinding optimizations
- π Performance improvements
- π§ͺ Additional test coverage
License
This project is licensed under the MIT License - see the LICENSE.txt file for details.
Acknowledgments
- Inspired by the Mineflayer library for Node.js
- Built with β€οΈ for the Minecraft modding community
- Special thanks to all contributors and the open-source community
Made with β€οΈ by the BlockBot team
For more examples, tutorials, and advanced usage patterns, visit our documentation website or join our Discord community.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net8.0
- Microsoft.Extensions.Logging (>= 8.0.0)
- System.Numerics.Vectors (>= 4.5.0)
- System.Text.Json (>= 8.0.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last Updated | |
---|---|---|---|
1.0.0 | 362 | 7/21/2025 |
Version 1.0.0:
- Initial release of BlockBot library
- Complete Minecraft protocol implementation with packet handling
- Advanced A* pathfinding system with obstacle avoidance
- Comprehensive combat system with defensive mode
- Automated farming system with multi-crop support
- Intelligent mining operations with ore detection
- Building system with schematic support
- Advanced inventory management with optimization
- Chat system with command registration and auto-responses
- Entity management for players, mobs, and items
- World state tracking with chunk and block management
- Full async/await support throughout
- Production-ready with comprehensive error handling