Let external safewalk handle being safe.

This commit is contained in:
Murat65536
2025-05-06 21:44:59 -04:00
parent d74420b265
commit 7568939dfd

View File

@@ -296,7 +296,7 @@ public class MovementTraverse extends Movement {
}
}
double dist1 = Math.max(Math.abs(ctx.player().position().x - (dest.getX() + 0.5D)), Math.abs(ctx.player().position().z - (dest.getZ() + 0.5D)));
PlaceResult p = MovementHelper.attemptToPlaceABlock(state, baritone, dest.below(), false, true);
PlaceResult p = MovementHelper.attemptToPlaceABlock(state, baritone, dest.below(), false, !Baritone.settings().assumeSafeWalk.value);
if ((p == PlaceResult.READY_TO_PLACE || dist1 < 0.6) && !Baritone.settings().assumeSafeWalk.value) {
state.setInput(Input.SNEAK, true);
}
@@ -311,7 +311,7 @@ public class MovementTraverse extends Movement {
if (dist1 > 0.83) {
// might need to go forward a bit
float yaw = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest), ctx.playerRotations()).getYaw();
if (Math.abs(state.getTarget().rotation.getYaw() - yaw) < 0.1) {
if (Math.abs(state.getTarget().rotation.getYaw() - yaw) < 0.1 && !Baritone.settings().assumeSafeWalk.value) {
// but only if our attempted place is straight ahead
return state.setInput(Input.MOVE_FORWARD, true);
}