Merge pull request #3979 from cabaletta/pr/feature/blockFreeLook
Allow free looking when breaking and placing blocks
This commit is contained in:
@@ -20,40 +20,43 @@ package baritone.behavior;
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import baritone.Baritone;
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import baritone.api.Settings;
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import baritone.api.behavior.ILookBehavior;
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import baritone.api.event.events.PacketEvent;
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import baritone.api.event.events.PlayerUpdateEvent;
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import baritone.api.event.events.RotationMoveEvent;
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import baritone.api.event.events.WorldEvent;
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import baritone.api.utils.Helper;
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import baritone.api.utils.IPlayerContext;
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import baritone.api.utils.Rotation;
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import net.minecraft.network.play.client.CPacketPlayer;
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import java.util.Optional;
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public final class LookBehavior extends Behavior implements ILookBehavior {
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/**
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* Target's values are as follows:
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* <p>
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* getFirst() -> yaw
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* getSecond() -> pitch
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* The current look target, may be {@code null}.
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*/
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private Rotation target;
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private Target target;
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/**
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* Whether or not rotations are currently being forced
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* The rotation known to the server. Returned by {@link #getEffectiveRotation()} for use in {@link IPlayerContext}.
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*/
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private boolean force;
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private Rotation serverRotation;
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/**
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* The last player yaw angle. Used when free looking
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* The last player rotation. Used when free looking
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*
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* @see Settings#freeLook
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*/
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private float lastYaw;
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private Rotation prevRotation;
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public LookBehavior(Baritone baritone) {
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super(baritone);
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}
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@Override
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public void updateTarget(Rotation target, boolean force) {
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this.target = target;
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this.force = force || !Baritone.settings().freeLook.value;
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public void updateTarget(Rotation rotation, boolean blockInteract) {
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this.target = new Target(rotation, blockInteract);
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}
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@Override
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@@ -61,35 +64,48 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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if (this.target == null) {
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return;
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}
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// Whether or not we're going to silently set our angles
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boolean silent = Baritone.settings().antiCheatCompatibility.value && !this.force;
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switch (event.getState()) {
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case PRE: {
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if (this.force) {
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ctx.player().rotationYaw = this.target.getYaw();
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float oldPitch = ctx.player().rotationPitch;
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float desiredPitch = this.target.getPitch();
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ctx.player().rotationPitch = desiredPitch;
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ctx.player().rotationYaw += (Math.random() - 0.5) * Baritone.settings().randomLooking.value;
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ctx.player().rotationPitch += (Math.random() - 0.5) * Baritone.settings().randomLooking.value;
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if (desiredPitch == oldPitch && !Baritone.settings().freeLook.value) {
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nudgeToLevel();
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}
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this.target = null;
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if (this.target.mode == Target.Mode.NONE) {
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return;
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}
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if (silent) {
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this.lastYaw = ctx.player().rotationYaw;
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ctx.player().rotationYaw = this.target.getYaw();
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if (this.target.mode == Target.Mode.SERVER) {
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this.prevRotation = new Rotation(ctx.player().rotationYaw, ctx.player().rotationPitch);
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}
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final float oldYaw = ctx.playerRotations().getYaw();
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final float oldPitch = ctx.playerRotations().getPitch();
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float desiredYaw = this.target.rotation.getYaw();
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float desiredPitch = this.target.rotation.getPitch();
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// In other words, the target doesn't care about the pitch, so it used playerRotations().getPitch()
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// and it's safe to adjust it to a normal level
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if (desiredPitch == oldPitch) {
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desiredPitch = nudgeToLevel(desiredPitch);
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}
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desiredYaw += (Math.random() - 0.5) * Baritone.settings().randomLooking.value;
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desiredPitch += (Math.random() - 0.5) * Baritone.settings().randomLooking.value;
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ctx.player().rotationYaw = calculateMouseMove(oldYaw, desiredYaw);
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ctx.player().rotationPitch = calculateMouseMove(oldPitch, desiredPitch);
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if (this.target.mode == Target.Mode.CLIENT) {
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// The target can be invalidated now since it won't be needed for RotationMoveEvent
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this.target = null;
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}
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break;
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}
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case POST: {
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if (silent) {
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ctx.player().rotationYaw = this.lastYaw;
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this.target = null;
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// Reset the player's rotations back to their original values
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if (this.prevRotation != null) {
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ctx.player().rotationYaw = this.prevRotation.getYaw();
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ctx.player().rotationPitch = this.prevRotation.getPitch();
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this.prevRotation = null;
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}
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// The target is done being used for this game tick, so it can be invalidated
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this.target = null;
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break;
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}
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default:
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@@ -97,34 +113,116 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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}
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}
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@Override
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public void onSendPacket(PacketEvent event) {
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if (!(event.getPacket() instanceof CPacketPlayer)) {
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return;
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}
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final CPacketPlayer packet = (CPacketPlayer) event.getPacket();
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if (packet instanceof CPacketPlayer.Rotation || packet instanceof CPacketPlayer.PositionRotation) {
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this.serverRotation = new Rotation(packet.getYaw(0.0f), packet.getPitch(0.0f));
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}
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}
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@Override
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public void onWorldEvent(WorldEvent event) {
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this.serverRotation = null;
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this.target = null;
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}
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public void pig() {
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if (this.target != null) {
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ctx.player().rotationYaw = this.target.getYaw();
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ctx.player().rotationYaw = this.target.rotation.getYaw();
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}
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}
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public Optional<Rotation> getEffectiveRotation() {
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if (Baritone.settings().freeLook.value || Baritone.settings().blockFreeLook.value) {
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return Optional.ofNullable(this.serverRotation);
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}
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// If neither of the freeLook settings are on, just defer to the player's actual rotations
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return Optional.empty();
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}
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@Override
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public void onPlayerRotationMove(RotationMoveEvent event) {
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if (this.target != null) {
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event.setYaw(this.target.getYaw());
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// If we have antiCheatCompatibility on, we're going to use the target value later in onPlayerUpdate()
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// Also the type has to be MOTION_UPDATE because that is called after JUMP
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if (!Baritone.settings().antiCheatCompatibility.value && event.getType() == RotationMoveEvent.Type.MOTION_UPDATE && !this.force) {
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this.target = null;
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}
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event.setYaw(this.target.rotation.getYaw());
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}
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}
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/**
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* Nudges the player's pitch to a regular level. (Between {@code -20} and {@code 10}, increments are by {@code 1})
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*/
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private void nudgeToLevel() {
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if (ctx.player().rotationPitch < -20) {
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ctx.player().rotationPitch++;
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} else if (ctx.player().rotationPitch > 10) {
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ctx.player().rotationPitch--;
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private static float nudgeToLevel(float pitch) {
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if (pitch < -20) {
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return pitch + 1;
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} else if (pitch > 10) {
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return pitch - 1;
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}
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return pitch;
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}
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private static float calculateMouseMove(float current, float target) {
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final float delta = target - current;
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final int deltaPx = angleToMouse(delta);
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return current + mouseToAngle(deltaPx);
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}
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private static int angleToMouse(float angleDelta) {
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final float minAngleChange = mouseToAngle(1);
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return Math.round(angleDelta / minAngleChange);
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}
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private static float mouseToAngle(int mouseDelta) {
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final float f = Helper.mc.gameSettings.mouseSensitivity * 0.6f + 0.2f;
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return mouseDelta * f * f * f * 8.0f * 0.15f;
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}
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private static class Target {
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public final Rotation rotation;
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public final Mode mode;
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public Target(Rotation rotation, boolean blockInteract) {
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this.rotation = rotation;
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this.mode = Mode.resolve(blockInteract);
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}
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enum Mode {
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/**
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* Rotation will be set client-side and is visual to the player
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*/
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CLIENT,
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/**
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* Rotation will be set server-side and is silent to the player
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*/
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SERVER,
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/**
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* Rotation will remain unaffected on both the client and server
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*/
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NONE;
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static Mode resolve(boolean blockInteract) {
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final Settings settings = Baritone.settings();
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final boolean antiCheat = settings.antiCheatCompatibility.value;
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final boolean blockFreeLook = settings.blockFreeLook.value;
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final boolean freeLook = settings.freeLook.value;
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if (!freeLook && !blockFreeLook) return CLIENT;
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if (!blockFreeLook && blockInteract) return CLIENT;
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// Regardless of if antiCheatCompatibility is enabled, if a blockInteract is requested then the player
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// rotation needs to be set somehow, otherwise Baritone will halt since objectMouseOver() will just be
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// whatever the player is mousing over visually. Let's just settle for setting it silently.
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if (antiCheat || blockInteract) return SERVER;
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// Pathing regularly without antiCheatCompatibility, don't set the player rotation
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return NONE;
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}
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}
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}
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}
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@@ -164,7 +164,7 @@ public abstract class Movement implements IMovement, MovementHelper {
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if (!MovementHelper.canWalkThrough(ctx, blockPos) && !(BlockStateInterface.getBlock(ctx, blockPos) instanceof BlockLiquid)) { // can't break liquid, so don't try
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somethingInTheWay = true;
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MovementHelper.switchToBestToolFor(ctx, BlockStateInterface.get(ctx, blockPos));
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Optional<Rotation> reachable = RotationUtils.reachable(ctx.player(), blockPos, ctx.playerController().getBlockReachDistance());
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Optional<Rotation> reachable = RotationUtils.reachable(ctx, blockPos, ctx.playerController().getBlockReachDistance());
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if (reachable.isPresent()) {
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Rotation rotTowardsBlock = reachable.get();
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state.setTarget(new MovementState.MovementTarget(rotTowardsBlock, true));
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@@ -599,9 +599,9 @@ public interface MovementHelper extends ActionCosts, Helper {
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static void moveTowards(IPlayerContext ctx, MovementState state, BlockPos pos) {
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state.setTarget(new MovementTarget(
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new Rotation(RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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VecUtils.getBlockPosCenter(pos),
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ctx.playerRotations()).getYaw(), ctx.player().rotationPitch),
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ctx.playerRotations()).withPitch(ctx.playerRotations().getPitch()),
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false
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)).setInput(Input.MOVE_FORWARD, true);
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}
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@@ -234,11 +234,10 @@ public class MovementDescend extends Movement {
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if (safeMode()) {
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double destX = (src.getX() + 0.5) * 0.17 + (dest.getX() + 0.5) * 0.83;
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double destZ = (src.getZ() + 0.5) * 0.17 + (dest.getZ() + 0.5) * 0.83;
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EntityPlayerSP player = ctx.player();
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state.setTarget(new MovementState.MovementTarget(
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new Rotation(RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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new Vec3d(destX, dest.getY(), destZ),
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new Rotation(player.rotationYaw, player.rotationPitch)).getYaw(), player.rotationPitch),
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ctx.playerRotations()).withPitch(ctx.playerRotations().getPitch()),
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false
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)).setInput(Input.MOVE_FORWARD, true);
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return state;
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@@ -190,9 +190,9 @@ public class MovementPillar extends Movement {
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boolean vine = fromDown.getBlock() == Blocks.VINE;
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Rotation rotation = RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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VecUtils.getBlockPosCenter(positionToPlace),
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new Rotation(ctx.player().rotationYaw, ctx.player().rotationPitch));
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ctx.playerRotations());
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if (!ladder) {
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state.setTarget(new MovementState.MovementTarget(new Rotation(ctx.player().rotationYaw, rotation.getPitch()), true));
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state.setTarget(new MovementState.MovementTarget(ctx.playerRotations().withPitch(rotation.getPitch()), true));
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}
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boolean blockIsThere = MovementHelper.canWalkOn(ctx, src) || ladder;
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@@ -251,7 +251,7 @@ public class MovementPillar extends Movement {
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Block fr = frState.getBlock();
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// TODO: Evaluate usage of getMaterial().isReplaceable()
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if (!(fr instanceof BlockAir || frState.getMaterial().isReplaceable())) {
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RotationUtils.reachable(ctx.player(), src, ctx.playerController().getBlockReachDistance())
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RotationUtils.reachable(ctx, src, ctx.playerController().getBlockReachDistance())
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.map(rot -> new MovementState.MovementTarget(rot, true))
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.ifPresent(state::setTarget);
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state.setInput(Input.JUMP, false); // breaking is like 5x slower when you're jumping
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@@ -280,7 +280,7 @@ public final class BuilderProcess extends BaritoneProcessHelper implements IBuil
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IBlockState curr = bcc.bsi.get0(x, y, z);
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if (curr.getBlock() != Blocks.AIR && !(curr.getBlock() instanceof BlockLiquid) && !valid(curr, desired, false)) {
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BetterBlockPos pos = new BetterBlockPos(x, y, z);
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Optional<Rotation> rot = RotationUtils.reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance());
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Optional<Rotation> rot = RotationUtils.reachable(ctx, pos, ctx.playerController().getBlockReachDistance());
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if (rot.isPresent()) {
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return Optional.of(new Tuple<>(pos, rot.get()));
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}
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@@ -268,7 +268,7 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
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both.addAll(openSoulsand);
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for (BlockPos pos : both) {
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boolean soulsand = openSoulsand.contains(pos);
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx.player(), pos, new Vec3d(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), ctx.playerController().getBlockReachDistance(), false);
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx, pos, new Vec3d(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), ctx.playerController().getBlockReachDistance(), false);
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if (rot.isPresent() && isSafeToCancel && baritone.getInventoryBehavior().throwaway(true, soulsand ? this::isNetherWart : this::isPlantable)) {
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RayTraceResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), ctx.playerController().getBlockReachDistance());
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if (result.typeOfHit == RayTraceResult.Type.BLOCK && result.sideHit == EnumFacing.UP) {
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@@ -286,7 +286,7 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
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continue;
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}
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Vec3d faceCenter = new Vec3d(pos).add(0.5, 0.5, 0.5).add(new Vec3d(dir.getDirectionVec()).scale(0.5));
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx.player(), pos, faceCenter, ctx.playerController().getBlockReachDistance(), false);
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx, pos, faceCenter, ctx.playerController().getBlockReachDistance(), false);
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if (rot.isPresent() && isSafeToCancel && baritone.getInventoryBehavior().throwaway(true, this::isCocoa)) {
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RayTraceResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), ctx.playerController().getBlockReachDistance());
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if (result.typeOfHit == RayTraceResult.Type.BLOCK && result.sideHit == dir) {
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@@ -210,7 +210,7 @@ public final class GetToBlockProcess extends BaritoneProcessHelper implements IG
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private boolean rightClick() {
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for (BlockPos pos : knownLocations) {
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Optional<Rotation> reachable = RotationUtils.reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance());
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Optional<Rotation> reachable = RotationUtils.reachable(ctx, pos, ctx.playerController().getBlockReachDistance());
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if (reachable.isPresent()) {
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baritone.getLookBehavior().updateTarget(reachable.get(), true);
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if (knownLocations.contains(ctx.getSelectedBlock().orElse(null))) {
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@@ -412,7 +412,7 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro
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// is an x-ray and it'll get caught
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if (filter.has(bsi.get0(x, y, z))) {
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BlockPos pos = new BlockPos(x, y, z);
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if ((Baritone.settings().legitMineIncludeDiagonals.value && knownOreLocations.stream().anyMatch(ore -> ore.distanceSq(pos) <= 2 /* sq means this is pytha dist <= sqrt(2) */)) || RotationUtils.reachable(ctx.player(), pos, fakedBlockReachDistance).isPresent()) {
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if ((Baritone.settings().legitMineIncludeDiagonals.value && knownOreLocations.stream().anyMatch(ore -> ore.distanceSq(pos) <= 2 /* sq means this is pytha dist <= sqrt(2) */)) || RotationUtils.reachable(ctx, pos, fakedBlockReachDistance).isPresent()) {
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knownOreLocations.add(pos);
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}
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}
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@@ -19,10 +19,8 @@ package baritone.utils.player;
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import baritone.api.BaritoneAPI;
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import baritone.api.cache.IWorldData;
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import baritone.api.utils.Helper;
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import baritone.api.utils.IPlayerContext;
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import baritone.api.utils.IPlayerController;
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import baritone.api.utils.RayTraceUtils;
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import baritone.api.utils.*;
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import baritone.behavior.LookBehavior;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.world.World;
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@@ -57,6 +55,12 @@ public enum PrimaryPlayerContext implements IPlayerContext, Helper {
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return BaritoneAPI.getProvider().getPrimaryBaritone().getWorldProvider().getCurrentWorld();
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}
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@Override
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public Rotation playerRotations() {
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return ((LookBehavior) BaritoneAPI.getProvider().getPrimaryBaritone().getLookBehavior()).getEffectiveRotation()
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.orElseGet(IPlayerContext.super::playerRotations);
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}
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@Override
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public RayTraceResult objectMouseOver() {
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return RayTraceUtils.rayTraceTowards(player(), playerRotations(), playerController().getBlockReachDistance());
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Reference in New Issue
Block a user