restore tool getMaterialCost intended functionality
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@@ -20,13 +20,17 @@ package baritone.utils;
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import baritone.Baritone;
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import net.minecraft.client.player.LocalPlayer;
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import net.minecraft.core.Holder;
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import net.minecraft.core.component.DataComponents;
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import net.minecraft.tags.ItemTags;
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import net.minecraft.tags.TagKey;
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import net.minecraft.world.effect.MobEffects;
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import net.minecraft.world.entity.ai.attributes.Attributes;
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import net.minecraft.world.item.Item;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.world.item.SwordItem;
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import net.minecraft.world.item.component.Tool;
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import net.minecraft.world.item.enchantment.*;
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import net.minecraft.world.item.enchantment.Enchantment;
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import net.minecraft.world.item.enchantment.EnchantmentEffectComponents;
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import net.minecraft.world.item.enchantment.Enchantments;
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import net.minecraft.world.item.enchantment.ItemEnchantments;
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import net.minecraft.world.item.enchantment.effects.EnchantmentAttributeEffect;
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import net.minecraft.world.level.block.Block;
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import net.minecraft.world.level.block.state.BlockState;
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@@ -56,6 +60,20 @@ public class ToolSet {
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private final LocalPlayer player;
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/**
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* Used for evaluating the material cost of a tool.
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* see {@link #getMaterialCost(ItemStack)}
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* Prefer tools with lower material cost (lower index in this list).
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*/
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private static final List<TagKey<Item>> materialTagsPriorityList = List.of(
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ItemTags.WOODEN_TOOL_MATERIALS,
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ItemTags.STONE_TOOL_MATERIALS,
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ItemTags.IRON_TOOL_MATERIALS,
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ItemTags.GOLD_TOOL_MATERIALS,
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ItemTags.DIAMOND_TOOL_MATERIALS,
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ItemTags.NETHERITE_TOOL_MATERIALS
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);
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public ToolSet(LocalPlayer player) {
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breakStrengthCache = new HashMap<>();
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this.player = player;
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@@ -80,17 +98,18 @@ public class ToolSet {
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}
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/**
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* Evaluate the material cost of a possible tool. The priority matches the
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* harvest level order; there is a chance for multiple at the same with modded tools
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* but in that case we don't really care.
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*
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* Evaluate the material cost of a possible tool.
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* If all else is equal, we want to prefer the tool with the lowest material cost.
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* i.e. we want to prefer a wooden pickaxe over a stone pickaxe, if all else is equal.
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* @param itemStack a possibly empty ItemStack
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* @return values from 0 up
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*/
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private int getMaterialCost(ItemStack itemStack) {
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Tool toolComponent = itemStack.get(DataComponents.TOOL);
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if (toolComponent == null) return -1;
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return toolComponent.damagePerBlock(); // todo: i have no idea what "material cost" means anymore
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for (int i = 0; i < materialTagsPriorityList.size(); i++) {
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final TagKey<Item> tag = materialTagsPriorityList.get(i);
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if (itemStack.is(tag)) return i;
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}
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return -1;
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}
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public boolean hasSilkTouch(ItemStack stack) {
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