cherry pick refactor
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67
src/main/java/baritone/pathing/calc/IPathFinder.java
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67
src/main/java/baritone/pathing/calc/IPathFinder.java
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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 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 General Public License for more details.
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*
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* You should have received a copy of the GNU 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.pathing.calc;
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import baritone.pathing.goals.Goal;
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import baritone.pathing.path.IPath;
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import net.minecraft.util.math.BlockPos;
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import java.util.Optional;
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/**
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* Generic path finder interface
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*
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* @author leijurv
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*/
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public interface IPathFinder {
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BlockPos getStart();
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Goal getGoal();
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/**
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* Calculate the path in full. Will take several seconds.
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*
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* @return The final path
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*/
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Optional<IPath> calculate();
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/**
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* Intended to be called concurrently with calculatePath from a different thread to tell if it's finished yet
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*
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* @return Whether or not this finder is finished
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*/
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boolean isFinished();
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/**
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* Called for path rendering. Returns a path to the most recent node popped from the open set and considered.
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*
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* @return The temporary path
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*/
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Optional<IPath> pathToMostRecentNodeConsidered();
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/**
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* The best path so far, according to the most forgiving coefficient heuristic (the reason being that that path is
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* most likely to represent the true shape of the path to the goal, assuming it's within a possible cost heuristic.
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* That's almost always a safe assumption, but in the case of a nearly impossible path, it still works by providing
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* a theoretically plausible but practically unlikely path)
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*
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* @return The temporary path
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*/
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Optional<IPath> bestPathSoFar();
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}
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