Merge branch 'master' into mega-cancer-rendering

This commit is contained in:
Leijurv
2019-01-29 13:55:00 -08:00
35 changed files with 420 additions and 314 deletions

View File

@@ -33,67 +33,67 @@ import java.util.function.Consumer;
*
* @author leijurv
*/
public class Settings {
public final class Settings {
/**
* Allow Baritone to break blocks
*/
public Setting<Boolean> allowBreak = new Setting<>(true);
public final Setting<Boolean> allowBreak = new Setting<>(true);
/**
* Allow Baritone to sprint
*/
public Setting<Boolean> allowSprint = new Setting<>(true);
public final Setting<Boolean> allowSprint = new Setting<>(true);
/**
* Allow Baritone to place blocks
*/
public Setting<Boolean> allowPlace = new Setting<>(true);
public final Setting<Boolean> allowPlace = new Setting<>(true);
/**
* Allow Baritone to move items in your inventory to your hotbar
*/
public Setting<Boolean> allowInventory = new Setting<>(false);
public final Setting<Boolean> allowInventory = new Setting<>(false);
/**
* It doesn't actually take twenty ticks to place a block, this cost is so high
* because we want to generally conserve blocks which might be limited
*/
public Setting<Double> blockPlacementPenalty = new Setting<>(20D);
public final Setting<Double> blockPlacementPenalty = new Setting<>(20D);
/**
* This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
* it will take an otherwise equivalent route that doesn't require it to put out fire.
*/
public Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
/**
* Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger
* Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger
*/
public Setting<Double> jumpPenalty = new Setting<>(2D);
public final Setting<Double> jumpPenalty = new Setting<>(2D);
/**
* Walking on water uses up hunger really quick, so penalize it
*/
public Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
/**
* Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
* Reliability: questionable.
*/
public Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
public final Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
/**
* Allow Baritone to assume it can walk on still water just like any other block.
* This functionality is assumed to be provided by a separate library that might have imported Baritone.
*/
public Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
public final Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
/**
* Assume step functionality; don't jump on an Ascend.
*/
public Setting<Boolean> assumeStep = new Setting<>(false);
public final Setting<Boolean> assumeStep = new Setting<>(false);
/**
* Assume safe walk functionality; don't sneak on a backplace traverse.
@@ -102,14 +102,14 @@ public class Settings {
* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
* against it. That's why this defaults to off.
*/
public Setting<Boolean> assumeSafeWalk = new Setting<>(false);
public final Setting<Boolean> assumeSafeWalk = new Setting<>(false);
/**
* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
* <p>
* Defaults to false because this fails on NCP
* Defaults to false because this fails on constantiam
*/
public Setting<Boolean> allowJumpAt256 = new Setting<>(false);
public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
/**
* Allow descending diagonally
@@ -118,12 +118,12 @@ public class Settings {
* <p>
* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
*/
public Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
public final Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
/**
* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
*/
public Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
public final Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
Item.getItemFromBlock(Blocks.DIRT),
Item.getItemFromBlock(Blocks.COBBLESTONE),
Item.getItemFromBlock(Blocks.NETHERRACK)
@@ -132,31 +132,37 @@ public class Settings {
/**
* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
* <p>
* Never turn this on lol
*/
public Setting<Boolean> allowVines = new Setting<>(false);
public final Setting<Boolean> allowVines = new Setting<>(false);
/**
* Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs
* everywhere in your base.
*/
public Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
public final Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
/**
* You know what it is
* <p>
* But it's very unreliable and falls off when cornering like all the time so.
* <p>
* It also overshoots the landing pretty much always (making contact with the next block over), so be careful
*/
public Setting<Boolean> allowParkour = new Setting<>(false);
public final Setting<Boolean> allowParkour = new Setting<>(false);
/**
* Like parkour, but even more unreliable!
* Actually pretty reliable.
* <p>
* Doesn't make it any more dangerous compared to just normal allowParkour th
*/
public Setting<Boolean> allowParkourPlace = new Setting<>(false);
public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
/**
* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
*/
public Setting<Boolean> considerPotionEffects = new Setting<>(true);
public final Setting<Boolean> considerPotionEffects = new Setting<>(true);
/**
* This is the big A* setting.
@@ -173,131 +179,137 @@ public class Settings {
* <p>
* Finding the optimal path is worth it, so it's the default.
*/
public Setting<Double> costHeuristic = new Setting<>(3.563);
public final Setting<Double> costHeuristic = new Setting<>(3.563);
// a bunch of obscure internal A* settings that you probably don't want to change
/**
* The maximum number of times it will fetch outside loaded or cached chunks before assuming that
* pathing has reached the end of the known area, and should therefore stop.
*/
public Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
public final Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
/**
* Set to 1.0 to effectively disable this feature
*
* @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a>
*/
public Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
public final Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
/**
* Toggle the following 4 settings
* <p>
* They have a noticable performance impact, so they default off
* They have a noticeable performance impact, so they default off
* <p>
* Specifically, building up the avoidance map on the main thread before pathing starts actually takes a noticeable
* amount of time, especially when there are a lot of mobs around, and your game jitters for like 200ms while doing so
*/
public Setting<Boolean> avoidance = new Setting<>(false);
public final Setting<Boolean> avoidance = new Setting<>(false);
/**
* Set to 1.0 to effectively disable this feature
* <p>
* Set below 1.0 to go out of your way to walk near mob spawners
*/
public Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
public final Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
public Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
public final Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
/**
* Set to 1.0 to effectively disable this feature
* <p>
* Set below 1.0 to go out of your way to walk near mobs
*/
public Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
public final Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
public Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
public final Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
/**
* When running a goto towards a container block (chest, ender chest, furnace, etc),
* right click and open it once you arrive.
*/
public Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
public final Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
/**
* When running a goto towards a nether portal block, walk all the way into the portal
* instead of stopping one block before.
*/
public Setting<Boolean> enterPortal = new Setting<>(true);
public final Setting<Boolean> enterPortal = new Setting<>(true);
/**
* Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies,
* and there's no point.
*/
public Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
public final Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
/**
* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
* entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified.
* <p>
* This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue.
*
* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a>
* @see <a href="https://github.com/cabaletta/baritone/issues/114">Issue #114</a>
*/
public Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
/**
* If a movement's cost increases by more than this amount between calculation and execution (due to changes
* in the environment / world), cancel and recalculate
*/
public Setting<Double> maxCostIncrease = new Setting<>(10D);
public final Setting<Double> maxCostIncrease = new Setting<>(10D);
/**
* Stop 5 movements before anything that made the path COST_INF.
* For example, if lava has spread across the path, don't walk right up to it then recalculate, it might
* still be spreading lol
*/
public Setting<Integer> costVerificationLookahead = new Setting<>(5);
public final Setting<Integer> costVerificationLookahead = new Setting<>(5);
/**
* Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state
*/
public Setting<Double> pathCutoffFactor = new Setting<>(0.9);
public final Setting<Double> pathCutoffFactor = new Setting<>(0.9);
/**
* Only apply static cutoff for paths of at least this length (in terms of number of movements)
*/
public Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
public final Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
/**
* Start planning the next path once the remaining movements tick estimates sum up to less than this value
*/
public Setting<Integer> planningTickLookAhead = new Setting<>(150);
public final Setting<Integer> planningTickLookAhead = new Setting<>(150);
/**
* Default size of the Long2ObjectOpenHashMap used in pathing
*/
public Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
public final Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
/**
* Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
* <p>
* Decrease for faster map operations, but higher memory usage
*/
public Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
public final Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
/**
* How far are you allowed to fall onto solid ground (without a water bucket)?
* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
* Feather Falling IV, you might set it a bit higher, like 4 or 5.
*/
public Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
public final Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
/**
* How far are you allowed to fall onto solid ground (with a water bucket)?
* It's not that reliable, so I've set it below what would kill an unarmored player (23)
*/
public Setting<Integer> maxFallHeightBucket = new Setting<>(20);
public final Setting<Integer> maxFallHeightBucket = new Setting<>(20);
/**
* Is it okay to sprint through a descend followed by a diagonal?
* The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't
* lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy.
*/
public Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
public final Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
/**
* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
@@ -306,131 +318,133 @@ public class Settings {
* of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away,
* your Y coordinate's accuracy doesn't matter at all until you get much much closer.
*/
public Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
public final Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
/**
* If a movement takes this many ticks more than its initial cost estimate, cancel it
*/
public Setting<Integer> movementTimeoutTicks = new Setting<>(100);
public final Setting<Integer> movementTimeoutTicks = new Setting<>(100);
/**
* Pathing ends after this amount of time, but only if a path has been found
* <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/
public Setting<Long> primaryTimeoutMS = new Setting<>(500L);
public final Setting<Long> primaryTimeoutMS = new Setting<>(500L);
/**
* Pathing can never take longer than this, even if that means failing to find any path at all
*/
public Setting<Long> failureTimeoutMS = new Setting<>(2000L);
public final Setting<Long> failureTimeoutMS = new Setting<>(2000L);
/**
* Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
* <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/
public Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
public final Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
/**
* Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
*/
public Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
public final Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
/**
* For debugging, consider nodes much much slower
*/
public Setting<Boolean> slowPath = new Setting<>(false);
public final Setting<Boolean> slowPath = new Setting<>(false);
/**
* Milliseconds between each node
*/
public Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
public final Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
/**
* The alternative timeout number when slowPath is on
*/
public Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
public final Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
/**
* The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing.
*/
public Setting<Boolean> chunkCaching = new Setting<>(true);
public final Setting<Boolean> chunkCaching = new Setting<>(true);
/**
* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
* <p>
* Temporarily disabled, see issue #248
* Temporarily disabled
*
* @see <a href="https://github.com/cabaletta/baritone/issues/248">Issue #248</a>
*/
public Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
/**
* Print all the debug messages to chat
*/
public Setting<Boolean> chatDebug = new Setting<>(true);
public final Setting<Boolean> chatDebug = new Setting<>(true);
/**
* Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in
* something else
*/
public Setting<Boolean> chatControl = new Setting<>(true);
public final Setting<Boolean> chatControl = new Setting<>(true);
/**
* A second override over chatControl to force it on
*/
public Setting<Boolean> removePrefix = new Setting<>(false);
public final Setting<Boolean> removePrefix = new Setting<>(false);
/**
* Render the path
*/
public Setting<Boolean> renderPath = new Setting<>(true);
public final Setting<Boolean> renderPath = new Setting<>(true);
/**
* Render the goal
*/
public Setting<Boolean> renderGoal = new Setting<>(true);
public final Setting<Boolean> renderGoal = new Setting<>(true);
/**
* Ignore depth when rendering the goal
*/
public Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
public final Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
/**
* Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with
* {@link #renderGoalIgnoreDepth} will cause strange render clipping.
*/
public Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
public final Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
/**
* Ignore depth when rendering the selection boxes (to break, to place, to walk into)
*/
public Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
public final Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
/**
* Ignore depth when rendering the path
*/
public Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
public final Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
/**
* Line width of the path when rendered, in pixels
*/
public Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
public final Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
/**
* Line width of the goal when rendered, in pixels
*/
public Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
public final Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
/**
* Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
* Improves FPS.
*/
public Setting<Boolean> fadePath = new Setting<>(false);
public final Setting<Boolean> fadePath = new Setting<>(false);
/**
* Move without having to force the client-sided rotations
*/
public Setting<Boolean> freeLook = new Setting<>(true);
public final Setting<Boolean> freeLook = new Setting<>(true);
/**
* Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
@@ -438,12 +452,12 @@ public class Settings {
* At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in
* directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
*/
public Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
public final Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
/**
* Exclusively use cached chunks for pathing
*/
public Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
public final Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
/**
* 😎
@@ -453,38 +467,33 @@ public class Settings {
/**
* Whether or not to use the "#" command prefix
*/
public Setting<Boolean> prefix = new Setting<>(false);
/**
* {@code true}: can mine blocks when in inventory, chat, or tabbed away in ESC menu
*/
public Setting<Boolean> leftClickWorkaround = new Setting<>(true);
public final Setting<Boolean> prefix = new Setting<>(false);
/**
* Don't stop walking forward when you need to break blocks in your way
*/
public Setting<Boolean> walkWhileBreaking = new Setting<>(true);
public final Setting<Boolean> walkWhileBreaking = new Setting<>(true);
/**
* If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful
* If we are more than 300 movements into the current path, discard the oldest segments, as they are no longer useful
*/
public Setting<Integer> maxPathHistoryLength = new Setting<>(300);
public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
/**
* If the current path is too long, cut off this many movements from the beginning.
*/
public Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
public final Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
/**
* Rescan for the goal once every 5 ticks.
* Set to 0 to disable.
*/
public Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
public final Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
/**
* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
*/
public Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
public final Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
/**
* Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
@@ -499,54 +508,54 @@ public class Settings {
* <p>
* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
*/
public Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
public final Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
/**
* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
*/
public Setting<Integer> axisHeight = new Setting<>(120);
public final Setting<Integer> axisHeight = new Setting<>(120);
/**
* Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit"
* Disallow MineBehavior from using X-Ray to see where the ores are. Turn this option on to force it to mine "legit"
* where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player
* couldn't. If you don't want it to look like you're X-Raying, turn this off
* couldn't. If you don't want it to look like you're X-Raying, turn this on
*/
public Setting<Boolean> legitMine = new Setting<>(false);
public final Setting<Boolean> legitMine = new Setting<>(false);
/**
* What Y level to go to for legit strip mining
*/
public Setting<Integer> legitMineYLevel = new Setting<>(11);
public final Setting<Integer> legitMineYLevel = new Setting<>(11);
/**
* When mining block of a certain type, try to mine two at once instead of one.
* If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks
* If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks
*/
public Setting<Boolean> forceInternalMining = new Setting<>(true);
public final Setting<Boolean> forceInternalMining = new Setting<>(true);
/**
* Modification to the previous setting, only has effect if forceInternalMining is true
* If true, only apply the previous setting if the block adjacent to the goal isn't air.
*/
public Setting<Boolean> internalMiningAirException = new Setting<>(true);
public final Setting<Boolean> internalMiningAirException = new Setting<>(true);
/**
* The actual GoalNear is set this distance away from the entity you're following
* <p>
* For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target.
*/
public Setting<Double> followOffsetDistance = new Setting<>(0D);
public final Setting<Double> followOffsetDistance = new Setting<>(0D);
/**
* The actual GoalNear is set in this direction from the entity you're following
* The actual GoalNear is set in this direction from the entity you're following. This value is in degrees.
*/
public Setting<Float> followOffsetDirection = new Setting<>(0F);
public final Setting<Float> followOffsetDirection = new Setting<>(0F);
/**
* The radius (for the GoalNear) of how close to your target position you actually have to be
*/
public Setting<Integer> followRadius = new Setting<>(3);
public final Setting<Integer> followRadius = new Setting<>(3);
/**
* Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds
@@ -568,54 +577,55 @@ public class Settings {
* has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero
* backtracking, since the entire area is now known and cached.
*/
public Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
public final Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
/**
* The function that is called when Baritone will log to chat. This function can be added to
* via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting
* {@link Setting#value};
*/
public Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
public final Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
/**
* The color of the current path
*/
public Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
public final Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
/**
* The color of the next path
*/
public Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
public final Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
/**
* The color of the blocks to break
*/
public Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
public final Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
/**
* The color of the blocks to place
*/
public Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
public final Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
/**
* The color of the blocks to walk into
*/
public Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
public final Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
/**
* The color of the best path so far
*/
public Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
public final Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
/**
* The color of the path to the most recent considered node
*/
public Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
public final Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
/**
* The color of the goal box
*/
public Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
public final Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
/**
* A map of lowercase setting field names to their respective setting

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@@ -17,22 +17,20 @@
package baritone.api.event.events;
import baritone.api.event.events.type.ManagedPlayerEvent;
import net.minecraft.client.entity.EntityPlayerSP;
import baritone.api.event.events.type.Cancellable;
/**
* @author Brady
* @since 8/1/2018
*/
public final class ChatEvent extends ManagedPlayerEvent.Cancellable {
public final class ChatEvent extends Cancellable {
/**
* The message being sent
*/
private final String message;
public ChatEvent(EntityPlayerSP player, String message) {
super(player);
public ChatEvent(String message) {
this.message = message;
}

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@@ -18,22 +18,19 @@
package baritone.api.event.events;
import baritone.api.event.events.type.EventState;
import baritone.api.event.events.type.ManagedPlayerEvent;
import net.minecraft.client.entity.EntityPlayerSP;
/**
* @author Brady
* @since 8/21/2018
*/
public final class PlayerUpdateEvent extends ManagedPlayerEvent {
public final class PlayerUpdateEvent {
/**
* The state of the event
*/
private final EventState state;
public PlayerUpdateEvent(EntityPlayerSP player, EventState state) {
super(player);
public PlayerUpdateEvent(EventState state) {
this.state = state;
}

View File

@@ -17,8 +17,6 @@
package baritone.api.event.events;
import baritone.api.event.events.type.ManagedPlayerEvent;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
@@ -26,7 +24,7 @@ import net.minecraft.entity.EntityLivingBase;
* @author Brady
* @since 8/21/2018
*/
public final class RotationMoveEvent extends ManagedPlayerEvent {
public final class RotationMoveEvent {
/**
* The type of event
@@ -38,8 +36,7 @@ public final class RotationMoveEvent extends ManagedPlayerEvent {
*/
private float yaw;
public RotationMoveEvent(EntityPlayerSP player, Type type, float yaw) {
super(player);
public RotationMoveEvent(Type type, float yaw) {
this.type = type;
this.yaw = yaw;
}

View File

@@ -0,0 +1,35 @@
/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.api.event.events;
/**
* @author Brady
* @since 1/18/2019
*/
public final class SprintStateEvent {
private Boolean state;
public final void setState(boolean state) {
this.state = state;
}
public final Boolean getState() {
return this.state;
}
}

View File

@@ -1,61 +0,0 @@
/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.api.event.events.type;
import net.minecraft.client.entity.EntityPlayerSP;
/**
* An event that has a reference to a locally managed player.
*
* @author Brady
* @since 10/11/2018
*/
public class ManagedPlayerEvent {
protected final EntityPlayerSP player;
public ManagedPlayerEvent(EntityPlayerSP player) {
this.player = player;
}
public final EntityPlayerSP getPlayer() {
return this.player;
}
public static class Cancellable extends ManagedPlayerEvent implements ICancellable {
/**
* Whether or not this event has been cancelled
*/
private boolean cancelled;
public Cancellable(EntityPlayerSP player) {
super(player);
}
@Override
public final void cancel() {
this.cancelled = true;
}
@Override
public final boolean isCancelled() {
return this.cancelled;
}
}
}

View File

@@ -57,6 +57,9 @@ public interface AbstractGameEventListener extends IGameEventListener {
@Override
default void onPlayerRotationMove(RotationMoveEvent event) {}
@Override
default void onPlayerSprintState(SprintStateEvent event) {}
@Override
default void onBlockInteract(BlockInteractEvent event) {}

View File

@@ -109,6 +109,14 @@ public interface IGameEventListener {
*/
void onPlayerRotationMove(RotationMoveEvent event);
/**
* Called whenever the sprint keybind state is checked in {@link EntityPlayerSP#onLivingUpdate}
*
* @param event The event
* @see EntityPlayerSP#onLivingUpdate()
*/
void onPlayerSprintState(SprintStateEvent event);
/**
* Called when the local player interacts with a block, whether it is breaking or opening/placing.
*

View File

@@ -22,10 +22,26 @@ import baritone.api.process.PathingCommand;
import java.util.Optional;
/**
* @author leijurv
*/
public interface IPathingControlManager {
/**
* Registers a process with this pathing control manager. See {@link IBaritoneProcess} for more details.
*
* @param process The process
* @see IBaritoneProcess
*/
void registerProcess(IBaritoneProcess process);
/**
* @return The most recent {@link IBaritoneProcess} that had control
*/
Optional<IBaritoneProcess> mostRecentInControl();
/**
* @return The most recent pathing command executed
*/
Optional<PathingCommand> mostRecentCommand();
}

View File

@@ -17,7 +17,6 @@
package baritone.api.process;
import baritone.api.IBaritone;
import baritone.api.behavior.IPathingBehavior;
import baritone.api.event.events.PathEvent;
@@ -25,8 +24,10 @@ import baritone.api.event.events.PathEvent;
* A process that can control the PathingBehavior.
* <p>
* Differences between a baritone process and a behavior:
* Only one baritone process can be active at a time
* PathingBehavior can only be controlled by a process
* <ul>
* <li>Only one baritone process can be active at a time</li>
* <li>PathingBehavior can only be controlled by a process</li>
* </ul>
* <p>
* That's it actually
*
@@ -83,13 +84,6 @@ public interface IBaritoneProcess {
*/
double priority();
/**
* Returns which bot this process is associated with. (5000000iq forward thinking)
*
* @return The Bot associated with this process
*/
IBaritone associatedWith();
/**
* Returns a user-friendly name for this process. Suitable for a HUD.
*

View File

@@ -52,7 +52,7 @@ public class MixinEntity {
private void preMoveRelative(float strafe, float up, float forward, float friction, CallbackInfo ci) {
// noinspection ConstantConditions
if (EntityPlayerSP.class.isInstance(this)) {
this.motionUpdateRotationEvent = new RotationMoveEvent((EntityPlayerSP) (Object) this, RotationMoveEvent.Type.MOTION_UPDATE, this.rotationYaw);
this.motionUpdateRotationEvent = new RotationMoveEvent(RotationMoveEvent.Type.MOTION_UPDATE, this.rotationYaw);
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onPlayerRotationMove(this.motionUpdateRotationEvent);
}
}

View File

@@ -55,7 +55,7 @@ public abstract class MixinEntityLivingBase extends Entity {
private void preMoveRelative(CallbackInfo ci) {
// noinspection ConstantConditions
if (EntityPlayerSP.class.isInstance(this)) {
this.jumpRotationEvent = new RotationMoveEvent((EntityPlayerSP) (Object) this, RotationMoveEvent.Type.JUMP, this.rotationYaw);
this.jumpRotationEvent = new RotationMoveEvent(RotationMoveEvent.Type.JUMP, this.rotationYaw);
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onPlayerRotationMove(this.jumpRotationEvent);
}
}

View File

@@ -21,8 +21,11 @@ import baritone.api.BaritoneAPI;
import baritone.api.behavior.IPathingBehavior;
import baritone.api.event.events.ChatEvent;
import baritone.api.event.events.PlayerUpdateEvent;
import baritone.api.event.events.SprintStateEvent;
import baritone.api.event.events.type.EventState;
import baritone.behavior.LookBehavior;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.client.settings.KeyBinding;
import net.minecraft.entity.player.PlayerCapabilities;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
@@ -43,7 +46,7 @@ public class MixinEntityPlayerSP {
cancellable = true
)
private void sendChatMessage(String msg, CallbackInfo ci) {
ChatEvent event = new ChatEvent((EntityPlayerSP) (Object) this, msg);
ChatEvent event = new ChatEvent(msg);
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onSendChatMessage(event);
if (event.isCancelled()) {
ci.cancel();
@@ -60,7 +63,7 @@ public class MixinEntityPlayerSP {
)
)
private void onPreUpdate(CallbackInfo ci) {
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onPlayerUpdate(new PlayerUpdateEvent((EntityPlayerSP) (Object) this, EventState.PRE));
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onPlayerUpdate(new PlayerUpdateEvent(EventState.PRE));
}
@Inject(
@@ -73,7 +76,7 @@ public class MixinEntityPlayerSP {
)
)
private void onPostUpdate(CallbackInfo ci) {
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onPlayerUpdate(new PlayerUpdateEvent((EntityPlayerSP) (Object) this, EventState.POST));
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onPlayerUpdate(new PlayerUpdateEvent(EventState.POST));
}
@Redirect(
@@ -87,4 +90,27 @@ public class MixinEntityPlayerSP {
IPathingBehavior pathingBehavior = BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getPathingBehavior();
return !pathingBehavior.isPathing() && capabilities.allowFlying;
}
@Redirect(
method = "onLivingUpdate",
at = @At(
value = "INVOKE",
target = "net/minecraft/client/settings/KeyBinding.isKeyDown()Z"
)
)
private boolean isKeyDown(KeyBinding keyBinding) {
SprintStateEvent event = new SprintStateEvent();
BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getGameEventHandler().onPlayerSprintState(event);
return event.getState() == null ? keyBinding.isKeyDown() : event.getState();
}
@Inject(
method = "updateRidden",
at = @At(
value = "HEAD"
)
)
private void updateRidden(CallbackInfo cb) {
((LookBehavior) BaritoneAPI.getProvider().getBaritoneForPlayer((EntityPlayerSP) (Object) this).getLookBehavior()).pig();
}
}

View File

@@ -95,6 +95,12 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
}
}
public void pig() {
if (this.target != null) {
ctx.player().rotationYaw = this.target.getYaw();
}
}
@Override
public void onPlayerRotationMove(RotationMoveEvent event) {
if (this.target != null && !this.force) {

View File

@@ -48,6 +48,8 @@ import java.nio.file.Path;
import java.util.*;
/**
* doesn't work for horse inventories :^)
*
* @author Brady
* @since 8/6/2018
*/
@@ -107,7 +109,6 @@ public final class MemoryBehavior extends Behavior {
}
if (p instanceof CPacketCloseWindow) {
updateInventory();
getCurrent().save();
}
}
@@ -142,7 +143,6 @@ public final class MemoryBehavior extends Behavior {
}
if (p instanceof SPacketCloseWindow) {
updateInventory();
getCurrent().save();
}
}

View File

@@ -19,10 +19,7 @@ package baritone.behavior;
import baritone.Baritone;
import baritone.api.behavior.IPathingBehavior;
import baritone.api.event.events.PathEvent;
import baritone.api.event.events.PlayerUpdateEvent;
import baritone.api.event.events.RenderEvent;
import baritone.api.event.events.TickEvent;
import baritone.api.event.events.*;
import baritone.api.pathing.calc.IPath;
import baritone.api.pathing.goals.Goal;
import baritone.api.pathing.goals.GoalXZ;
@@ -39,7 +36,6 @@ import baritone.utils.Helper;
import baritone.utils.PathRenderer;
import baritone.utils.pathing.Favoring;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.chunk.EmptyChunk;
import java.util.ArrayList;
import java.util.Comparator;
@@ -98,6 +94,13 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
dispatchEvents();
}
@Override
public void onPlayerSprintState(SprintStateEvent event) {
if (current != null) {
event.setState(current.isSprinting());
}
}
private void tickPath() {
if (pauseRequestedLastTick && safeToCancel) {
pauseRequestedLastTick = false;

View File

@@ -24,6 +24,7 @@ import baritone.utils.accessor.IAnvilChunkLoader;
import baritone.utils.accessor.IChunkProviderServer;
import net.minecraft.server.integrated.IntegratedServer;
import net.minecraft.world.WorldServer;
import org.apache.commons.lang3.SystemUtils;
import java.io.File;
import java.io.FileOutputStream;
@@ -76,7 +77,11 @@ public class WorldProvider implements IWorldProvider, Helper {
directory = new File(directory, "baritone");
readme = directory;
} else { // Otherwise, the server must be remote...
directory = new File(Baritone.getDir(), mc.getCurrentServerData().serverIP);
String folderName = mc.getCurrentServerData().serverIP;
if (SystemUtils.IS_OS_WINDOWS) {
folderName = folderName.replace(":", "_");
}
directory = new File(Baritone.getDir(), folderName);
readme = Baritone.getDir();
}

View File

@@ -125,6 +125,11 @@ public final class GameEventHandler implements IEventBus, Helper {
listeners.forEach(l -> l.onPlayerRotationMove(event));
}
@Override
public void onPlayerSprintState(SprintStateEvent event) {
listeners.forEach(l -> l.onPlayerSprintState(event));
}
@Override
public void onBlockInteract(BlockInteractEvent event) {
listeners.forEach(l -> l.onBlockInteract(event));

View File

@@ -123,7 +123,7 @@ public abstract class Movement implements IMovement, MovementHelper {
baritone.getLookBehavior().updateTarget(
rotation,
currentState.getTarget().hasToForceRotations()));
baritone.getInputOverrideHandler().clearAllKeys();
currentState.getInputStates().forEach((input, forced) -> {
baritone.getInputOverrideHandler().setInputForceState(input, forced);
});

View File

@@ -177,13 +177,6 @@ public class MovementDescend extends Movement {
if (MovementHelper.isBottomSlab(ontoBlock)) {
return false; // falling onto a half slab is really glitchy, and can cause more fall damage than we'd expect
}
if (context.hasWaterBucket && unprotectedFallHeight <= context.maxFallHeightBucket + 1) {
res.x = destX;
res.y = newY + 1;// this is the block we're falling onto, so dest is +1
res.z = destZ;
res.cost = tentativeCost + context.placeBlockCost;
return true;
}
if (unprotectedFallHeight <= context.maxFallHeightNoWater + 1) {
// fallHeight = 4 means onto.up() is 3 blocks down, which is the max
res.x = destX;
@@ -191,6 +184,13 @@ public class MovementDescend extends Movement {
res.z = destZ;
res.cost = tentativeCost;
return false;
}
if (context.hasWaterBucket && unprotectedFallHeight <= context.maxFallHeightBucket + 1) {
res.x = destX;
res.y = newY + 1;// this is the block we're falling onto, so dest is +1
res.z = destZ;
res.cost = tentativeCost + context.placeBlockCost;
return true;
} else {
return false;
}
@@ -235,8 +235,7 @@ public class MovementDescend extends Movement {
if (numTicks++ < 20) {
MovementHelper.moveTowards(ctx, state, fakeDest);
if (fromStart > 1.25) {
state.setInput(Input.MOVE_FORWARD, false);
state.setInput(Input.MOVE_BACK, true);
state.getTarget().rotation = new Rotation(state.getTarget().rotation.getYaw() + 180F, state.getTarget().rotation.getPitch());
}
} else {
MovementHelper.moveTowards(ctx, state, dest);

View File

@@ -30,6 +30,7 @@ import baritone.pathing.movement.MovementHelper;
import baritone.pathing.movement.MovementState;
import baritone.pathing.movement.MovementState.MovementTarget;
import baritone.utils.pathing.MutableMoveResult;
import net.minecraft.block.Block;
import net.minecraft.block.BlockLadder;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.InventoryPlayer;
@@ -79,7 +80,8 @@ public class MovementFall extends Movement {
BlockPos playerFeet = ctx.playerFeet();
Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest));
Rotation targetRotation = null;
if (!MovementHelper.isWater(ctx, dest) && willPlaceBucket() && !playerFeet.equals(dest)) {
Block destBlock = ctx.world().getBlockState(dest).getBlock();
if (destBlock != Blocks.WATER && destBlock != Blocks.FLOWING_WATER && willPlaceBucket() && !playerFeet.equals(dest)) {
if (!InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER)) || ctx.world().provider.isNether()) {
return state.setStatus(MovementStatus.UNREACHABLE);
}
@@ -100,8 +102,8 @@ public class MovementFall extends Movement {
} else {
state.setTarget(new MovementTarget(toDest, false));
}
if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || MovementHelper.isWater(ctx, dest))) { // 0.094 because lilypads
if (MovementHelper.isWater(ctx, dest)) {
if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || destBlock == Blocks.WATER)) { // 0.094 because lilypads
if (destBlock == Blocks.WATER) { // only match water, not flowing water (which we cannot pick up with a bucket)
if (InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) {
ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
if (ctx.player().motionY >= 0) {
@@ -132,7 +134,7 @@ public class MovementFall extends Movement {
double dist = Math.abs(avoid.getX() * (destCenter.x - avoid.getX() / 2.0 - ctx.player().posX)) + Math.abs(avoid.getZ() * (destCenter.z - avoid.getZ() / 2.0 - ctx.player().posZ));
if (dist < 0.6) {
state.setInput(Input.MOVE_FORWARD, true);
} else {
} else if (!ctx.player().onGround) {
state.setInput(Input.SNEAK, false);
}
}

View File

@@ -79,6 +79,8 @@ public class PathExecutor implements IPathExecutor, Helper {
private PathingBehavior behavior;
private IPlayerContext ctx;
private boolean sprintNextTick;
public PathExecutor(PathingBehavior behavior, IPath path) {
this.behavior = behavior;
this.ctx = behavior.ctx;
@@ -269,7 +271,10 @@ public class PathExecutor implements IPathExecutor, Helper {
onTick();
return true;
} else {
sprintIfRequested();
sprintNextTick = shouldSprintNextTick();
if (!sprintNextTick) {
ctx.player().setSprinting(false); // letting go of control doesn't make you stop sprinting actually
}
ticksOnCurrent++;
if (ticksOnCurrent > currentMovementOriginalCostEstimate + Baritone.settings().movementTimeoutTicks.get()) {
// only cancel if the total time has exceeded the initial estimate
@@ -371,21 +376,17 @@ public class PathExecutor implements IPathExecutor, Helper {
return true;
}
private void sprintIfRequested() {
private boolean shouldSprintNextTick() {
// first and foremost, if allowSprint is off, or if we don't have enough hunger, don't try and sprint
if (!new CalculationContext(behavior.baritone).canSprint) {
behavior.baritone.getInputOverrideHandler().setInputForceState(Input.SPRINT, false);
ctx.player().setSprinting(false);
return;
return false;
}
// if the movement requested sprinting, then we're done
if (behavior.baritone.getInputOverrideHandler().isInputForcedDown(Input.SPRINT)) {
behavior.baritone.getInputOverrideHandler().setInputForceState(Input.SPRINT, false);
if (!ctx.player().isSprinting()) {
ctx.player().setSprinting(true);
}
return;
return true;
}
// we'll take it from here, no need for minecraft to see we're holding down control and sprint for us
@@ -393,36 +394,32 @@ public class PathExecutor implements IPathExecutor, Helper {
// however, descend doesn't request sprinting, beceause it doesn't know the context of what movement comes after it
IMovement current = path.movements().get(pathPosition);
if (current instanceof MovementDescend && pathPosition < path.length() - 2) {
if (current instanceof MovementDescend) {
if (((MovementDescend) current).safeMode()) {
logDebug("Sprinting would be unsafe");
ctx.player().setSprinting(false);
return;
return false;
}
IMovement next = path.movements().get(pathPosition + 1);
if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) {
// a descend then an ascend in the same direction
if (!ctx.player().isSprinting()) {
ctx.player().setSprinting(true);
}
pathPosition++;
// okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric
logDebug("Skipping descend to straight ascend");
return;
}
if (canSprintInto(ctx, current, next)) {
if (ctx.playerFeet().equals(current.getDest())) {
if (pathPosition < path.length() - 2) {
IMovement next = path.movements().get(pathPosition + 1);
if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) {
// a descend then an ascend in the same direction
pathPosition++;
onChangeInPathPosition();
// okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric
logDebug("Skipping descend to straight ascend");
return true;
}
if (!ctx.player().isSprinting()) {
ctx.player().setSprinting(true);
if (canSprintInto(ctx, current, next)) {
if (ctx.playerFeet().equals(current.getDest())) {
pathPosition++;
onChangeInPathPosition();
onTick();
}
return true;
}
return;
//logDebug("Turning off sprinting " + movement + " " + next + " " + movement.getDirection() + " " + next.getDirection().down() + " " + next.getDirection().down().equals(movement.getDirection()));
}
//logDebug("Turning off sprinting " + movement + " " + next + " " + movement.getDirection() + " " + next.getDirection().down() + " " + next.getDirection().down().equals(movement.getDirection()));
}
if (current instanceof MovementAscend && pathPosition != 0) {
IMovement prev = path.movements().get(pathPosition - 1);
@@ -430,14 +427,11 @@ public class PathExecutor implements IPathExecutor, Helper {
BlockPos center = current.getSrc().up();
if (ctx.player().posY >= center.getY()) { // playerFeet adds 0.1251 to account for soul sand
behavior.baritone.getInputOverrideHandler().setInputForceState(Input.JUMP, false);
if (!ctx.player().isSprinting()) {
ctx.player().setSprinting(true);
}
return;
return true;
}
}
}
ctx.player().setSprinting(false);
return false;
}
private static boolean canSprintInto(IPlayerContext ctx, IMovement current, IMovement next) {
@@ -532,4 +526,8 @@ public class PathExecutor implements IPathExecutor, Helper {
public Set<BlockPos> toWalkInto() {
return Collections.unmodifiableSet(toWalkInto);
}
public boolean isSprinting() {
return sprintNextTick;
}
}

View File

@@ -34,11 +34,6 @@ public abstract class BaritoneProcessHelper implements IBaritoneProcess, Helper
baritone.getPathingControlManager().registerProcess(this);
}
@Override
public Baritone associatedWith() {
return baritone;
}
@Override
public boolean isTemporary() {
return false;

View File

@@ -79,6 +79,8 @@ public class ExampleBaritoneControl extends Behavior implements Helper {
"costs - (debug) all movement costs from current location\n" +
"damn - Daniel ";
private static final String COMMAND_PREFIX = "#";
public ExampleBaritoneControl(Baritone baritone) {
super(baritone);
}
@@ -90,17 +92,20 @@ public class ExampleBaritoneControl extends Behavior implements Helper {
}
String msg = event.getMessage();
if (Baritone.settings().prefix.get()) {
if (!msg.startsWith("#")) {
return;
if (msg.startsWith(COMMAND_PREFIX)) {
if (!runCommand(msg.substring(COMMAND_PREFIX.length()))) {
logDirect("Invalid command");
}
event.cancel(); // always cancel if using prefix
}
} else {
if (runCommand(msg)) {
event.cancel();
}
msg = msg.substring(1);
}
if (runCommand(msg)) {
event.cancel();
}
}
public boolean runCommand(String msg0) {
public boolean runCommand(String msg0) { // you may think this can be private, but impcat calls it from .b =)
String msg = msg0.toLowerCase(Locale.US).trim(); // don't reassign the argument LOL
PathingBehavior pathingBehavior = baritone.getPathingBehavior();
CustomGoalProcess customGoalProcess = baritone.getCustomGoalProcess();
@@ -123,7 +128,7 @@ public class ExampleBaritoneControl extends Behavior implements Helper {
for (String line : HELP_MSG.split("\n")) {
logDirect(line);
}
return false;
return true;
}
if (msg.contains(" ")) {
String[] data = msg.split(" ");

View File

@@ -216,8 +216,9 @@ public final class PathRenderer implements Helper {
double renderPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double) partialTicks;
double renderPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double) partialTicks;
double renderPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double) partialTicks;
BlockStateInterface bsi = new BlockStateInterface(BaritoneAPI.getProvider().getPrimaryBaritone().getPlayerContext()); // TODO this assumes same dimension between primary baritone and render view? is this safe?
positions.forEach(pos -> {
IBlockState state = BlockStateInterface.get(BaritoneAPI.getProvider().getPrimaryBaritone().getPlayerContext(), pos);
IBlockState state = bsi.get0(pos);
AxisAlignedBB toDraw;
if (state.getBlock().equals(Blocks.AIR)) {
toDraw = Blocks.DIRT.getDefaultState().getSelectedBoundingBox(player.world, pos);

View File

@@ -135,6 +135,7 @@ public class ToolSet {
* Calculates how long would it take to mine the specified block given the best tool
* in this toolset is used. A negative value is returned if the specified block is unbreakable.
*
* @param item the item to mine it with
* @param state the blockstate to be mined
* @return how long it would take in ticks
*/

View File

@@ -27,7 +27,7 @@ import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.World;
/**
* Implementation of {@link IPlayerContext} that provides information about the local player.
* Implementation of {@link IPlayerContext} that provides information about the primary player.
*
* @author Brady
* @since 11/12/2018

View File

@@ -27,6 +27,8 @@ import net.minecraft.util.math.BlockPos;
import net.minecraft.world.GameType;
/**
* Implementation of {@link IPlayerController} that chains to the primary player controller's methods
*
* @author Brady
* @since 12/14/2018
*/