Don't bother testing reachability for far away blocks

This is a massive performance improvement for big farms.
This commit is contained in:
ZacSharp
2024-06-09 17:58:10 +02:00
parent 98e90e72f7
commit b25a6305ce

View File

@@ -256,7 +256,12 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
}
baritone.getInputOverrideHandler().clearAllKeys();
BetterBlockPos playerPos = ctx.playerFeet();
double blockReachDistance = ctx.playerController().getBlockReachDistance();
for (BlockPos pos : toBreak) {
if (playerPos.distSqr(pos) > blockReachDistance * blockReachDistance) {
continue;
}
Optional<Rotation> rot = RotationUtils.reachable(ctx, pos);
if (rot.isPresent() && isSafeToCancel) {
baritone.getLookBehavior().updateTarget(rot.get(), true);
@@ -270,10 +275,13 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
ArrayList<BlockPos> both = new ArrayList<>(openFarmland);
both.addAll(openSoulsand);
for (BlockPos pos : both) {
if (playerPos.distSqr(pos) > blockReachDistance * blockReachDistance) {
continue;
}
boolean soulsand = openSoulsand.contains(pos);
Optional<Rotation> rot = RotationUtils.reachableOffset(ctx, pos, new Vec3(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), ctx.playerController().getBlockReachDistance(), false);
Optional<Rotation> rot = RotationUtils.reachableOffset(ctx, pos, new Vec3(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), blockReachDistance, false);
if (rot.isPresent() && isSafeToCancel && baritone.getInventoryBehavior().throwaway(true, soulsand ? this::isNetherWart : this::isPlantable)) {
HitResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), ctx.playerController().getBlockReachDistance());
HitResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), blockReachDistance);
if (result instanceof BlockHitResult && ((BlockHitResult) result).getDirection() == Direction.UP) {
baritone.getLookBehavior().updateTarget(rot.get(), true);
if (ctx.isLookingAt(pos)) {
@@ -284,14 +292,17 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
}
}
for (BlockPos pos : openLog) {
if (playerPos.distSqr(pos) > blockReachDistance * blockReachDistance) {
continue;
}
for (Direction dir : Direction.Plane.HORIZONTAL) {
if (!(ctx.world().getBlockState(pos.relative(dir)).getBlock() instanceof AirBlock)) {
continue;
}
Vec3 faceCenter = Vec3.atCenterOf(pos).add(Vec3.atLowerCornerOf(dir.getNormal()).scale(0.5));
Optional<Rotation> rot = RotationUtils.reachableOffset(ctx, pos, faceCenter, ctx.playerController().getBlockReachDistance(), false);
Optional<Rotation> rot = RotationUtils.reachableOffset(ctx, pos, faceCenter, blockReachDistance, false);
if (rot.isPresent() && isSafeToCancel && baritone.getInventoryBehavior().throwaway(true, this::isCocoa)) {
HitResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), ctx.playerController().getBlockReachDistance());
HitResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), blockReachDistance);
if (result instanceof BlockHitResult && ((BlockHitResult) result).getDirection() == dir) {
baritone.getLookBehavior().updateTarget(rot.get(), true);
if (ctx.isLookingAt(pos)) {
@@ -303,6 +314,9 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
}
}
for (BlockPos pos : bonemealable) {
if (playerPos.distSqr(pos) > blockReachDistance * blockReachDistance) {
continue;
}
Optional<Rotation> rot = RotationUtils.reachable(ctx, pos);
if (rot.isPresent() && isSafeToCancel && baritone.getInventoryBehavior().throwaway(true, this::isBoneMeal)) {
baritone.getLookBehavior().updateTarget(rot.get(), true);