fireworks hack
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@@ -206,17 +206,8 @@ public class Elytra extends Behavior implements Helper {
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Vec3d start = ctx.playerFeetAsVec();
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boolean firework = isFireworkActive();
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sinceFirework++;
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if (!firework
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&& sinceFirework > 10
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&& (Baritone.settings().wasteFireworks.value || ctx.player().posY < path.get(goingTo).y + 5) // don't firework if trying to descend
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&& (ctx.player().posY < path.get(goingTo).y - 5 || start.distanceTo(new Vec3d(path.get(goingTo).x + 0.5, ctx.player().posY, path.get(goingTo).z + 0.5)) > 5) // UGH!!!!!!!
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&& new Vec3d(ctx.player().motionX, ctx.player().posY < path.get(goingTo).y ? Math.max(0, ctx.player().motionY) : ctx.player().motionY, ctx.player().motionZ).length() < Baritone.settings().elytraFireworkSpeed.value // ignore y component if we are BOTH below where we want to be AND descending
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) {
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logDirect("firework");
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ctx.playerController().processRightClick(ctx.player(), ctx.world(), EnumHand.MAIN_HAND);
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sinceFirework = 0;
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}
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final long t = System.currentTimeMillis();
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outermost:
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for (int relaxation = 0; relaxation < 3; relaxation++) { // try for a strict solution first, then relax more and more (if we're in a corner or near some blocks, it will have to relax its constraints a bit)
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int[] heights = firework ? new int[]{20, 10, 5, 0} : new int[]{0}; // attempt to gain height, if we can, so as not to waste the boost
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boolean requireClear = relaxation == 0;
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@@ -256,12 +247,26 @@ public class Elytra extends Behavior implements Helper {
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goingTo = i;
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aimPos = path.get(i).add(0, dy, 0);
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baritone.getLookBehavior().updateTarget(new Rotation(rot.getYaw(), pitch), false);
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return;
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break outermost;
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}
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}
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}
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if (relaxation == 2) {
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logDirect("no pitch solution, probably gonna crash in a few ticks LOL!!!");
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return;
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}
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}
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if (!firework
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&& sinceFirework > 10
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&& (Baritone.settings().wasteFireworks.value || ctx.player().posY < path.get(goingTo).y + 5) // don't firework if trying to descend
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&& (ctx.player().posY < path.get(goingTo).y - 5 || start.distanceTo(new Vec3d(path.get(goingTo).x + 0.5, ctx.player().posY, path.get(goingTo).z + 0.5)) > 5) // UGH!!!!!!!
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&& new Vec3d(ctx.player().motionX, ctx.player().posY < path.get(goingTo).y ? Math.max(0, ctx.player().motionY) : ctx.player().motionY, ctx.player().motionZ).length() < Baritone.settings().elytraFireworkSpeed.value // ignore y component if we are BOTH below where we want to be AND descending
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) {
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logDirect("firework");
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ctx.playerController().processRightClick(ctx.player(), ctx.world(), EnumHand.MAIN_HAND);
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sinceFirework = 0;
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}
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logDirect("no pitch solution, probably gonna crash in a few ticks LOL!!!");
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}
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private boolean isFireworkActive() {
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