Make Baritone not look forward while bridging.
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@@ -658,6 +658,15 @@ public interface MovementHelper extends ActionCosts, Helper {
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)).setInput(Input.MOVE_FORWARD, true);
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}
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static void alignBridge(IPlayerContext ctx, MovementState state, BlockPos dest) {
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state.setTarget(new MovementTarget(
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RotationUtils.calcRotationFromVec3d(VecUtils.getBlockPosCenter(dest),
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ctx.playerHead(),
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ctx.playerRotations()).withPitch(ctx.playerRotations().getPitch()),
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false
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)).setInput(Input.MOVE_BACK, true);
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}
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/**
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* Returns whether or not the specified block is
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* water, regardless of whether or not it is flowing.
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@@ -283,6 +283,7 @@ public class MovementTraverse extends Movement {
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}
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}
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MovementHelper.moveTowards(ctx, state, against);
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// MovementHelper.moveBackwards(ctx, state, against);
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return state;
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} else {
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wasTheBridgeBlockAlwaysThere = false;
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@@ -315,6 +316,7 @@ public class MovementTraverse extends Movement {
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// but only if our attempted place is straight ahead
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return state.setInput(Input.MOVE_FORWARD, true);
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}
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// return state.setInput(Input.MOVE_BACK, true);
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} else if (ctx.playerRotations().isReallyCloseTo(state.getTarget().rotation)) {
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// well i guess theres something in the way
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return state.setInput(Input.CLICK_LEFT, true);
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@@ -352,7 +354,9 @@ public class MovementTraverse extends Movement {
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}
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return state;
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}
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MovementHelper.moveTowards(ctx, state, positionsToBreak[0]);
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// MovementHelper.moveTowards(ctx, state, positionsToBreak[0]);
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// MovementHelper.moveTowardsBlock(ctx, state, positionsToBreak[0]);
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MovementHelper.alignBridge(ctx, state, dest);
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return state;
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// TODO MovementManager.moveTowardsBlock(to); // move towards not look at because if we are bridging for a couple blocks in a row, it is faster if we dont spin around and walk forwards then spin around and place backwards for every block
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}
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