fix a bunch of scuff
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@@ -188,7 +188,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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* }
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*/
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Block block = state.getBlock();
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if (block == Blocks.AIR || isWater(state)) {
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if (block == Blocks.AIR) {
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// early return for common cases hehe
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return true;
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}
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@@ -500,7 +500,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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}
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static boolean possiblyFlowing(IBlockState state) {
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IFluidState fluidState = state.getFluidState();
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IFluidState fluidState = state.getFluidState();
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return fluidState.getFluid() instanceof FlowingFluid
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&& fluidState.getFluid().getLevel(fluidState) != 8;
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}
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@@ -36,6 +36,7 @@ import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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import java.util.Objects;
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import java.util.Optional;
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public class MovementPillar extends Movement {
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@@ -79,7 +80,7 @@ public class MovementPillar extends Movement {
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if (!ladder && !context.canPlaceThrowawayAt(x, y, z)) { // we need to place a block where we started to jump on it
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return COST_INF;
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}
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if (MovementHelper.isLiquid(fromState) || (MovementHelper.isLiquid(fromDown) && context.assumeWalkOnWater)) {
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if ((MovementHelper.isLiquid(fromState) && !MovementHelper.canPlaceAgainst(fromDown)) || (MovementHelper.isLiquid(fromDown) && context.assumeWalkOnWater)) {
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// otherwise, if we're standing in water, we cannot pillar
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// if we're standing on water and assumeWalkOnWater is true, we cannot pillar
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// if we're standing on water and assumeWalkOnWater is false, we must have ascended to here, or sneak backplaced, so it is possible to pillar again
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@@ -162,6 +163,7 @@ public class MovementPillar extends Movement {
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state.setInput(Input.MOVE_FORWARD, true);
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}
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if (ctx.playerFeet().equals(dest)) {
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logDebug("wtf2");
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return state.setStatus(MovementStatus.SUCCESS);
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}
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return state;
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@@ -184,6 +186,7 @@ public class MovementPillar extends Movement {
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}
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if (ctx.playerFeet().equals(against.up()) || ctx.playerFeet().equals(dest)) {
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logDebug("wtf3");
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return state.setStatus(MovementStatus.SUCCESS);
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}
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if (MovementHelper.isBottomSlab(BlockStateInterface.get(ctx, src.down()))) {
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@@ -231,6 +234,10 @@ 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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Optional<Rotation> reachable = RotationUtils.reachable(ctx.player(), src, ctx.playerController().getBlockReachDistance());
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if (reachable.isPresent()) {
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state.setTarget(new MovementState.MovementTarget(reachable.get(), true));
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}
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state.setInput(Input.CLICK_LEFT, true);
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blockIsThere = false;
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} else if (ctx.player().isSneaking() && (Objects.equals(src.down(), ctx.objectMouseOver().getBlockPos()) || Objects.equals(src, ctx.objectMouseOver().getBlockPos())) && ctx.player().posY > dest.getY() + 0.1) {
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@@ -88,7 +88,7 @@ public class CustomGoalProcess extends BaritoneProcessHelper implements ICustomG
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onLostControl();
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return new PathingCommand(this.goal, PathingCommandType.CANCEL_AND_SET_GOAL);
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}
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if (this.goal == null || this.goal.isInGoal(ctx.playerFeet())) {
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if (this.goal == null || (this.goal.isInGoal(ctx.playerFeet()) && ctx.player().onGround)) {
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onLostControl(); // we're there xd
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return new PathingCommand(this.goal, PathingCommandType.CANCEL_AND_SET_GOAL);
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}
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@@ -101,7 +101,7 @@ public class GetToBlockProcess extends BaritoneProcessHelper implements IGetToBl
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CalculationContext context = new CalculationContext(baritone, true);
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Baritone.getExecutor().execute(() -> rescan(current, context));
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}
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if (goal.isInGoal(ctx.playerFeet()) && isSafeToCancel) {
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if (goal.isInGoal(ctx.playerFeet()) && ctx.player().onGround && isSafeToCancel) {
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// we're there
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if (rightClickOnArrival(gettingTo)) {
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if (rightClick()) {
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