Expand description
Azalea is a framework for creating Minecraft bots.
This page is primarily meant for developers that already know they want to use Azalea. See the readme for a higher-level overview of Azalea.
§Installation
First, install Rust nightly with rustup install nightly
and rustup default nightly
.
Then, use one of the following commands to add Azalea to your project:
- Latest bleeding-edge version (recommended):
cargo add azalea --git=https://github.com/azalea-rs/azalea
\ - Latest “stable” release:
cargo add azalea
§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
§Documentation
The documentation for the latest Azalea crates.io release is available at docs.rs/azalea and the docs for the latest bleeding-edge (git) version are at azalea.matdoes.dev.
Note that the azalea
crate is technically just a wrapper over azalea_client
that adds some extra functions.
Because of this, some 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.
§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("[email protected]").await.unwrap();
ClientBuilder::new()
.set_handler(handle)
.start(account, "localhost")
.await
.unwrap();
}
#[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(())
}
§Swarms
Azalea lets you create “swarms”, which are a group of bots in the same world that can perform actions together. See testbot for an example. Also, if you’re using swarms, you should also use
both azalea::prelude::*
and azalea::swarm::prelude::*
.
§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).
§Debugging
Azalea uses several relatively complex features of Rust, which may make debugging certain issues more tricky if you’re not familiar with them.
§Logging
One of the most useful tools for debugging issues is logging. The default log level is info
, but you can make it show more or less information by changing the log level. Enabling logging is done with RUST_LOG=debug cargo run
on Linux/bash or set RUST_LOG=debug && cargo run
on Windows. The log levels are trace
, debug
, info
, warn
, and error
, in ascending priority.
If it’s a crash/panic and you believe it has to do with parsing a packet, you might want to set the level to trace
since that’ll make it show the first few hundred bytes of every packet received. This may produce a lot of logs, so pipe it into a file with &> azalea.log
(on Linux).
Note: If you get a SetLoggerError
, it’s because you have multiple loggers. Azalea comes with a logger by default, see bevy_log
for more information. You can disable the default logging plugin by disabling the log
feature.
§Deadlocks
If your code is simply hanging, it might be a deadlock. Copy the deadlock block in azalea/examples/testbot.rs
to the beginning of your code and it’ll print a long backtrace if a deadlock is detected.
§Backtraces
Backtraces are also useful, though they’re sometimes hard to read and don’t always contain the actual location of the error. Run your code with RUST_BACKTRACE=1
to enable full backtraces. If it’s very long, often searching for the keyword “azalea” will help you filter out unrelated things and find the actual source of the issue.
Re-exports§
pub use azalea_auth as auth;
pub use azalea_block as blocks;
pub use azalea_brigadier as brigadier;
pub use azalea_buf as buf;
pub use azalea_core as core;
pub use azalea_entity as entity;
pub use azalea_physics as physics;
pub use azalea_protocol as protocol;
pub use azalea_registry as registry;
pub use azalea_world as world;
pub use bevy_app as app;
pub use bevy_ecs as ecs;
Modules§
- Implementations of chat-related features.
- Used for Minecraft’s chunk batching introduced in 23w31a (1.20.2). It’s used for making the server spread out how often it sends us chunk packets depending on our receiving speed.
- Disconnect a client from the server.
- Defines the
Event
enum and makes those events trigger when they’re sent in the ECS. - A pathfinding plugin to make bots able to traverse the world.
- Ping Minecraft servers.
- The Azalea prelude. Things that are necessary for a bare-bones bot are re-exported here.
- Swarms are a way to conveniently control many bots.
- Borrowed from
bevy_core
.
Structs§
- Something that can join Minecraft servers.
- The coordinates of a block in the world. For entities (if the coordinate with decimals), use
Vec3
instead. - A component that clients with
BotPlugin
will have. If you just want to check if an entity is one of our bots, you should useLocalEntity
. Client
has the things that a user interacting with the library will want.- A builder for creating new
Client
s. This is the recommended way of making Azalea bots. - A component that contains some of the “settings” for this client that are sent to the server, such as render distance. This is only present on local players.
- A [
PluginGroup
] for the plugins that add extra bot functionality to the client. - This plugin group will add all the default plugins necessary for Azalea to work.
- A component only present in players that contains the
GameProfile
(which you can use to get a player’s name). - A component that keeps strong references to our
PartialInstance
andInstance
for local players. - Optional settings when adding an account to a swarm or client.
- A bundle for the components that are present on a local player that is currently in the
game
protocol state. If you want to filter for this, just useLocalEntity
. - Event to jump once.
- Make an entity look towards a certain position in the world.
- A marker that can be used in place of a State in
ClientBuilder
orSwarmBuilder
. You probably don’t need to use this manually since the compiler will infer it for you. - Component for entities that can move and sprint. Usually only in
LocalEntity
s. - A player in the tab list.
- An event sent when the client starts sprinting. This does not get sent for non-local entities.
- An event sent when the client starts walking. This does not get sent for non-local entities.
- A component that contains a map of player UUIDs to their information in the tab list.
- A resource that contains a [
broadcast::Sender
] that will be sent every Minecraft tick. - Used to represent an exact position in the world where an entity could be. For blocks,
BlockPos
is used instead.
Enums§
- The parameters that were passed for creating the associated
Account
. - Something that happened in-game, such as a tick passing or chat message being sent.
- A chat component, basically anything you can see in chat.
- An error that happened while joining the server.
- The directions that we can sprint in. It’s a subset of
WalkDirection
.
Traits§
Functions§
- Return the look direction that would make a client at
current
be looking attarget
.