player and player controller toxic cloud
This commit is contained in:
@@ -147,7 +147,7 @@ public abstract class Movement implements IMovement, Helper, MovementHelper {
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for (BetterBlockPos blockPos : positionsToBreak) {
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if (!MovementHelper.canWalkThrough(blockPos) && !(BlockStateInterface.getBlock(blockPos) instanceof BlockLiquid)) { // can't break liquid, so don't try
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somethingInTheWay = true;
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Optional<Rotation> reachable = RotationUtils.reachable(player(), blockPos);
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Optional<Rotation> reachable = RotationUtils.reachable(player(), blockPos, playerController().getBlockReachDistance());
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if (reachable.isPresent()) {
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MovementHelper.switchToBestToolFor(BlockStateInterface.get(blockPos));
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state.setTarget(new MovementState.MovementTarget(reachable.get(), true));
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@@ -19,9 +19,7 @@ package baritone.pathing.movement;
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import baritone.Baritone;
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import baritone.api.pathing.movement.ActionCosts;
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import baritone.api.utils.BetterBlockPos;
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import baritone.api.utils.Rotation;
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import baritone.api.utils.VecUtils;
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import baritone.api.utils.*;
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import baritone.pathing.movement.MovementState.MovementTarget;
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import baritone.utils.*;
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import net.minecraft.block.*;
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@@ -20,8 +20,8 @@ package baritone.pathing.movement.movements;
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import baritone.Baritone;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.utils.BetterBlockPos;
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import baritone.utils.RayTraceUtils;
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import baritone.utils.RotationUtils;
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import baritone.api.utils.RayTraceUtils;
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import baritone.api.utils.RotationUtils;
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import baritone.pathing.movement.CalculationContext;
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import baritone.pathing.movement.Movement;
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import baritone.pathing.movement.MovementHelper;
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@@ -28,8 +28,7 @@ import baritone.pathing.movement.MovementHelper;
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import baritone.pathing.movement.MovementState;
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import baritone.pathing.movement.MovementState.MovementTarget;
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import baritone.utils.InputOverrideHandler;
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import baritone.utils.RayTraceUtils;
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import baritone.utils.RotationUtils;
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import baritone.api.utils.RotationUtils;
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import baritone.utils.pathing.MutableMoveResult;
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import net.minecraft.entity.player.InventoryPlayer;
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import net.minecraft.init.Items;
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@@ -76,7 +75,7 @@ public class MovementFall extends Movement {
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targetRotation = new Rotation(player().rotationYaw, 90.0F);
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RayTraceResult trace = RayTraceUtils.simulateRayTrace(player().rotationYaw, 90.0F);
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RayTraceResult trace = mc.objectMouseOver;
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if (trace != null && trace.typeOfHit == RayTraceResult.Type.BLOCK) {
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state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true);
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}
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@@ -20,16 +20,14 @@ package baritone.pathing.movement.movements;
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import baritone.Baritone;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.utils.BetterBlockPos;
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import baritone.utils.RayTraceUtils;
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import baritone.api.utils.RayTraceUtils;
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import baritone.api.utils.Rotation;
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import baritone.utils.RotationUtils;
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import baritone.api.utils.RotationUtils;
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import baritone.pathing.movement.CalculationContext;
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import baritone.pathing.movement.Movement;
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import baritone.pathing.movement.MovementHelper;
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import baritone.pathing.movement.MovementState;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.Helper;
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import baritone.utils.InputOverrideHandler;
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import baritone.utils.*;
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import baritone.utils.pathing.MutableMoveResult;
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import net.minecraft.block.Block;
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import net.minecraft.block.state.IBlockState;
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@@ -227,7 +225,7 @@ public class MovementParkour extends Movement {
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double faceY = (dest.getY() + against1.getY()) * 0.5D;
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double faceZ = (dest.getZ() + against1.getZ() + 1.0D) * 0.5D;
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Rotation place = RotationUtils.calcRotationFromVec3d(playerHead(), new Vec3d(faceX, faceY, faceZ), playerRotations());
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RayTraceResult res = RayTraceUtils.rayTraceTowards(place);
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RayTraceResult res = RayTraceUtils.rayTraceTowards(player(), place, playerController().getBlockReachDistance());
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if (res != null && res.typeOfHit == RayTraceResult.Type.BLOCK && res.getBlockPos().equals(against1) && res.getBlockPos().offset(res.sideHit).equals(dest.down())) {
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state.setTarget(new MovementState.MovementTarget(place, true));
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}
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@@ -27,7 +27,7 @@ import baritone.pathing.movement.MovementHelper;
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import baritone.pathing.movement.MovementState;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.InputOverrideHandler;
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import baritone.utils.RotationUtils;
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import baritone.api.utils.RotationUtils;
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import net.minecraft.block.*;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.init.Blocks;
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@@ -26,8 +26,8 @@ import baritone.pathing.movement.MovementHelper;
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import baritone.pathing.movement.MovementState;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.InputOverrideHandler;
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import baritone.utils.RayTraceUtils;
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import baritone.utils.RotationUtils;
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import baritone.api.utils.RayTraceUtils;
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import baritone.api.utils.RotationUtils;
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import net.minecraft.block.*;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.Minecraft;
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@@ -22,7 +22,6 @@ import baritone.api.pathing.goals.*;
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import baritone.api.process.IMineProcess;
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import baritone.api.process.PathingCommand;
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import baritone.api.process.PathingCommandType;
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import baritone.utils.RotationUtils;
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import baritone.cache.CachedChunk;
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import baritone.cache.ChunkPacker;
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import baritone.cache.WorldProvider;
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@@ -31,6 +30,7 @@ import baritone.pathing.movement.MovementHelper;
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import baritone.utils.BaritoneProcessHelper;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.Helper;
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import baritone.api.utils.RotationUtils;
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import net.minecraft.block.Block;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.item.EntityItem;
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@@ -248,7 +248,7 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro
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for (int y = playerFeet.getY() - searchDist; y <= playerFeet.getY() + searchDist; y++) {
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for (int z = playerFeet.getZ() - searchDist; z <= playerFeet.getZ() + searchDist; z++) {
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BlockPos pos = new BlockPos(x, y, z);
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if (mining.contains(BlockStateInterface.getBlock(pos)) && RotationUtils.reachable(player(), pos).isPresent()) {//crucial to only add blocks we can see because otherwise this is an x-ray and it'll get caught
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if (mining.contains(BlockStateInterface.getBlock(pos)) && RotationUtils.reachable(player(), pos, playerController().getBlockReachDistance()).isPresent()) {//crucial to only add blocks we can see because otherwise this is an x-ray and it'll get caught
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knownOreLocations.add(pos);
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}
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}
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@@ -23,6 +23,7 @@ import baritone.api.cache.IWaypoint;
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import baritone.api.event.events.ChatEvent;
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import baritone.api.pathing.goals.*;
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import baritone.api.pathing.movement.ActionCosts;
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import baritone.api.utils.RayTraceUtils;
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import baritone.api.utils.SettingsUtil;
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import baritone.behavior.Behavior;
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import baritone.behavior.PathingBehavior;
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@@ -1,111 +0,0 @@
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/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.utils;
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import baritone.api.utils.Rotation;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import java.util.Optional;
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/**
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* @author Brady
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* @since 8/25/2018
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*/
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public final class RayTraceUtils implements Helper {
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private RayTraceUtils() {}
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/**
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* Simulates a "vanilla" raytrace. A RayTraceResult returned by this method
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* will be that of the next render pass given that the local player's yaw and
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* pitch match the specified yaw and pitch values. This is particularly useful
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* when you would like to simulate a "legit" raytrace with certainty that the only
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* thing to achieve the desired outcome (whether it is hitting and entity or placing
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* a block) can be done just by modifying user input.
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*
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* @param yaw The yaw to raytrace with
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* @param pitch The pitch to raytrace with
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* @return The calculated raytrace result
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*/
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public static RayTraceResult simulateRayTrace(float yaw, float pitch) {
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EntityPlayerSP player = Helper.HELPER.player();
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RayTraceResult oldTrace = mc.objectMouseOver;
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float oldYaw = player.rotationYaw;
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float oldPitch = player.rotationPitch;
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player.rotationYaw = yaw;
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player.rotationPitch = pitch;
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mc.entityRenderer.getMouseOver(1.0F);
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RayTraceResult result = mc.objectMouseOver;
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mc.objectMouseOver = oldTrace;
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player.rotationYaw = oldYaw;
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player.rotationPitch = oldPitch;
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return result;
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}
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/**
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* Performs a block raytrace with the specified rotations. This should only be used when
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* any entity collisions can be ignored, because this method will not recognize if an
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* entity is in the way or not. The local player's block reach distance will be used.
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*
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* @param rotation The rotation to raytrace towards
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* @return The calculated raytrace result
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*/
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public static RayTraceResult rayTraceTowards(Rotation rotation) {
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double blockReachDistance = Helper.HELPER.playerController().getBlockReachDistance();
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Vec3d start = Helper.HELPER.player().getPositionEyes(1.0F);
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Vec3d direction = RotationUtils.calcVec3dFromRotation(rotation);
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Vec3d end = start.add(
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direction.x * blockReachDistance,
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direction.y * blockReachDistance,
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direction.z * blockReachDistance
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);
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return mc.world.rayTraceBlocks(start, end, false, false, true);
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}
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/**
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* Returns the block that the crosshair is currently placed over. Updated once per render tick.
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*
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* @return The position of the highlighted block
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*/
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public static Optional<BlockPos> getSelectedBlock() {
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if (mc.objectMouseOver != null && mc.objectMouseOver.typeOfHit == RayTraceResult.Type.BLOCK) {
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return Optional.of(mc.objectMouseOver.getBlockPos());
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}
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return Optional.empty();
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}
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/**
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* Returns the entity that the crosshair is currently placed over. Updated once per render tick.
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*
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* @return The entity
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*/
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public static Optional<Entity> getSelectedEntity() {
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if (mc.objectMouseOver != null && mc.objectMouseOver.typeOfHit == RayTraceResult.Type.ENTITY) {
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return Optional.of(mc.objectMouseOver.entityHit);
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}
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return Optional.empty();
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}
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}
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@@ -1,210 +0,0 @@
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/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.utils;
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import baritone.api.utils.Rotation;
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import baritone.api.utils.VecUtils;
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import net.minecraft.block.BlockFire;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.math.*;
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import java.util.Optional;
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/**
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* @author Brady
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* @since 9/25/2018
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*/
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public final class RotationUtils implements Helper {
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/**
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* Constant that a degree value is multiplied by to get the equivalent radian value
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*/
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public static final double DEG_TO_RAD = Math.PI / 180.0;
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/**
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* Constant that a radian value is multiplied by to get the equivalent degree value
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*/
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public static final double RAD_TO_DEG = 180.0 / Math.PI;
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/**
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* Offsets from the root block position to the center of each side.
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*/
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private static final Vec3d[] BLOCK_SIDE_MULTIPLIERS = new Vec3d[]{
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new Vec3d(0.5, 0, 0.5), // Down
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new Vec3d(0.5, 1, 0.5), // Up
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new Vec3d(0.5, 0.5, 0), // North
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new Vec3d(0.5, 0.5, 1), // South
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new Vec3d(0, 0.5, 0.5), // West
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new Vec3d(1, 0.5, 0.5) // East
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};
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private RotationUtils() {}
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/**
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* Calculates the rotation from BlockPos<sub>dest</sub> to BlockPos<sub>orig</sub>
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*
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* @param orig The origin position
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* @param dest The destination position
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* @return The rotation from the origin to the destination
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*/
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public static Rotation calcRotationFromCoords(BlockPos orig, BlockPos dest) {
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return calcRotationFromVec3d(new Vec3d(orig), new Vec3d(dest));
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}
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/**
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* Wraps the target angles to a relative value from the current angles. This is done by
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* subtracting the current from the target, normalizing it, and then adding the current
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* angles back to it.
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*
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* @param current The current angles
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* @param target The target angles
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* @return The wrapped angles
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*/
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public static Rotation wrapAnglesToRelative(Rotation current, Rotation target) {
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return target.subtract(current).normalize().add(current);
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}
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/**
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* Calculates the rotation from Vec<sub>dest</sub> to Vec<sub>orig</sub> and makes the
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* return value relative to the specified current rotations.
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*
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* @param orig The origin position
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* @param dest The destination position
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* @param current The current rotations
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* @return The rotation from the origin to the destination
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* @see #wrapAnglesToRelative(Rotation, Rotation)
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*/
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public static Rotation calcRotationFromVec3d(Vec3d orig, Vec3d dest, Rotation current) {
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return wrapAnglesToRelative(current, calcRotationFromVec3d(orig, dest));
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}
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/**
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* Calculates the rotation from Vec<sub>dest</sub> to Vec<sub>orig</sub>
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*
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* @param orig The origin position
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* @param dest The destination position
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* @return The rotation from the origin to the destination
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*/
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public static Rotation calcRotationFromVec3d(Vec3d orig, Vec3d dest) {
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double[] delta = {orig.x - dest.x, orig.y - dest.y, orig.z - dest.z};
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double yaw = MathHelper.atan2(delta[0], -delta[2]);
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double dist = Math.sqrt(delta[0] * delta[0] + delta[2] * delta[2]);
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double pitch = MathHelper.atan2(delta[1], dist);
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return new Rotation(
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(float) (yaw * RAD_TO_DEG),
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(float) (pitch * RAD_TO_DEG)
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);
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}
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/**
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* Calculates the look vector for the specified yaw/pitch rotations.
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*
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* @param rotation The input rotation
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* @return Look vector for the rotation
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*/
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public static Vec3d calcVec3dFromRotation(Rotation rotation) {
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float f = MathHelper.cos(-rotation.getYaw() * (float) DEG_TO_RAD - (float) Math.PI);
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float f1 = MathHelper.sin(-rotation.getYaw() * (float) DEG_TO_RAD - (float) Math.PI);
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float f2 = -MathHelper.cos(-rotation.getPitch() * (float) DEG_TO_RAD);
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float f3 = MathHelper.sin(-rotation.getPitch() * (float) DEG_TO_RAD);
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return new Vec3d((double) (f1 * f2), (double) f3, (double) (f * f2));
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}
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/**
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* Determines if the specified entity is able to reach the center of any of the sides
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* of the specified block. It first checks if the block center is reachable, and if so,
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* that rotation will be returned. If not, it will return the first center of a given
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* side that is reachable. The return type will be {@link Optional#empty()} if the entity is
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* unable to reach any of the sides of the block.
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*
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* @param entity The viewing entity
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* @param pos The target block position
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* @return The optional rotation
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*/
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public static Optional<Rotation> reachable(Entity entity, BlockPos pos) {
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if (pos.equals(RayTraceUtils.getSelectedBlock().orElse(null))) {
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/*
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* why add 0.0001?
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* to indicate that we actually have a desired pitch
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* the way we indicate that the pitch can be whatever and we only care about the yaw
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* is by setting the desired pitch to the current pitch
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* setting the desired pitch to the current pitch + 0.0001 means that we do have a desired pitch, it's
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* just what it currently is
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*
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* or if you're a normal person literally all this does it ensure that we don't nudge the pitch to a normal level
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*/
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return Optional.of(new Rotation(entity.rotationYaw, entity.rotationPitch + 0.0001F));
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}
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Optional<Rotation> possibleRotation = reachableCenter(entity, pos);
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//System.out.println("center: " + possibleRotation);
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if (possibleRotation.isPresent()) {
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return possibleRotation;
|
||||
}
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||||
|
||||
IBlockState state = mc.world.getBlockState(pos);
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AxisAlignedBB aabb = state.getBoundingBox(entity.world, pos);
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for (Vec3d sideOffset : BLOCK_SIDE_MULTIPLIERS) {
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||||
double xDiff = aabb.minX * sideOffset.x + aabb.maxX * (1 - sideOffset.x);
|
||||
double yDiff = aabb.minY * sideOffset.y + aabb.maxY * (1 - sideOffset.y);
|
||||
double zDiff = aabb.minZ * sideOffset.z + aabb.maxZ * (1 - sideOffset.z);
|
||||
possibleRotation = reachableOffset(entity, pos, new Vec3d(pos).add(xDiff, yDiff, zDiff));
|
||||
if (possibleRotation.isPresent()) {
|
||||
return possibleRotation;
|
||||
}
|
||||
}
|
||||
return Optional.empty();
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines if the specified entity is able to reach the specified block with
|
||||
* the given offsetted position. The return type will be {@link Optional#empty()} if
|
||||
* the entity is unable to reach the block with the offset applied.
|
||||
*
|
||||
* @param entity The viewing entity
|
||||
* @param pos The target block position
|
||||
* @param offsetPos The position of the block with the offset applied.
|
||||
* @return The optional rotation
|
||||
*/
|
||||
public static Optional<Rotation> reachableOffset(Entity entity, BlockPos pos, Vec3d offsetPos) {
|
||||
Rotation rotation = calcRotationFromVec3d(entity.getPositionEyes(1.0F), offsetPos);
|
||||
RayTraceResult result = RayTraceUtils.rayTraceTowards(rotation);
|
||||
//System.out.println(result);
|
||||
if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) {
|
||||
if (result.getBlockPos().equals(pos)) {
|
||||
return Optional.of(rotation);
|
||||
}
|
||||
if (entity.world.getBlockState(pos).getBlock() instanceof BlockFire && result.getBlockPos().equals(pos.down())) {
|
||||
return Optional.of(rotation);
|
||||
}
|
||||
}
|
||||
return Optional.empty();
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines if the specified entity is able to reach the specified block where it is
|
||||
* looking at the direct center of it's hitbox.
|
||||
*
|
||||
* @param entity The viewing entity
|
||||
* @param pos The target block position
|
||||
* @return The optional rotation
|
||||
*/
|
||||
public static Optional<Rotation> reachableCenter(Entity entity, BlockPos pos) {
|
||||
return reachableOffset(entity, pos, VecUtils.calculateBlockCenter(pos));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user