use legacy raytrace with ignore liquid to get out of lava
This commit is contained in:
@@ -222,12 +222,12 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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// not loaded yet?
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return;
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}
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if (!passable(ctx.world().getBlockState(path.get(rangeStartIncl)))) {
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if (!passable(ctx.world().getBlockState(path.get(rangeStartIncl)), false)) {
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// we're in a wall
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return; // previous iterations of this function SHOULD have fixed this by now :rage_cat:
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}
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for (int i = rangeStartIncl; i < rangeEndExcl - 1; i++) {
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if (!clearView(pathAt(i), pathAt(i + 1))) {
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if (!clearView(pathAt(i), pathAt(i + 1), false)) {
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// obstacle. where do we return to pathing?
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// find the next valid segment
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this.pathRecalcSegment(i, rangeEndExcl - 1);
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@@ -363,6 +363,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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BetterBlockPos goingTo = null;
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boolean forceUseFirework = false;
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this.sinceFirework++;
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final boolean isInLava = ctx.player().isInLava();
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outermost:
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for (int relaxation = 0; relaxation < 3; relaxation++) { // try for a strict solution first, then relax more and more (if we're in a corner or near some blocks, it will have to relax its constraints a bit)
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@@ -379,13 +380,13 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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continue;
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}
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if (start.distanceTo(dest) < 40) {
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if (!clearView(dest, this.pathManager.pathAt(i + lookahead).add(0, dy, 0)) || !clearView(dest, this.pathManager.pathAt(i + lookahead))) {
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if (!clearView(dest, this.pathManager.pathAt(i + lookahead).add(0, dy, 0), false) || !clearView(dest, this.pathManager.pathAt(i + lookahead), false)) {
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// aka: don't go upwards if doing so would prevent us from being able to see the next position **OR** the modified next position
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continue;
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}
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} else {
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// but if it's far away, allow gaining altitude if we could lose it again by the time we get there
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if (!clearView(dest, this.pathManager.pathAt(i))) {
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if (!clearView(dest, this.pathManager.pathAt(i), false)) {
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continue;
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}
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}
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@@ -395,10 +396,10 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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final Double grow = relaxation == 2 ? null
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: relaxation == 0 ? 1.0d : 0.25d;
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if (isClear(start, dest, grow)) {
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if (isClear(start, dest, grow, isInLava)) {
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final float yaw = RotationUtils.calcRotationFromVec3d(start, dest, ctx.playerRotations()).getYaw();
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final Pair<Float, Boolean> pitch = this.solvePitch(dest.subtract(start), steps, relaxation, firework);
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final Pair<Float, Boolean> pitch = this.solvePitch(dest.subtract(start), steps, relaxation, firework, isInLava);
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if (pitch.first() == null) {
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baritone.getLookBehavior().updateTarget(new Rotation(yaw, ctx.playerRotations().getPitch()), false);
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continue;
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@@ -463,8 +464,8 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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.anyMatch(x -> Objects.equals(((IEntityFireworkRocket) x).getBoostedEntity(), ctx.player()));
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}
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private boolean isClear(final Vec3d start, final Vec3d dest, final Double growAmount) {
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if (!clearView(start, dest)) {
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private boolean isClear(final Vec3d start, final Vec3d dest, final Double growAmount, boolean ignoreLava) {
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if (!clearView(start, dest, ignoreLava)) {
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return false;
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}
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if (growAmount == null) {
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@@ -509,8 +510,14 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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return true;
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}
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private boolean clearView(Vec3d start, Vec3d dest) {
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boolean clear = !this.context.raytrace(start.x, start.y, start.z, dest.x, dest.y, dest.z);
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private boolean clearView(Vec3d start, Vec3d dest, boolean ignoreLava) {
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final boolean clear;
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if (!ignoreLava) {
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clear = !this.context.raytrace(start.x, start.y, start.z, dest.x, dest.y, dest.z);
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} else {
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clear = !rayTraceBlocks(start.x, start.y, start.z, dest.x, dest.y, dest.z, true);
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}
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if (clear) {
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clearLines.add(new Pair<>(start, dest));
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return true;
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@@ -520,14 +527,14 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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}
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}
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private Pair<Float, Boolean> solvePitch(Vec3d goalDirection, int steps, int relaxation, boolean currentlyBoosted) {
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final Float pitch = this.solvePitch(goalDirection, steps, relaxation == 2, currentlyBoosted);
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private Pair<Float, Boolean> solvePitch(Vec3d goalDirection, int steps, int relaxation, boolean currentlyBoosted, boolean ignoreLava) {
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final Float pitch = this.solvePitch(goalDirection, steps, relaxation == 2, currentlyBoosted, ignoreLava);
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if (pitch != null) {
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return new Pair<>(pitch, false);
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}
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if (Baritone.settings().experimentalTakeoff.value && relaxation > 0) {
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final Float usingFirework = this.solvePitch(goalDirection, steps, relaxation == 2, true);
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final Float usingFirework = this.solvePitch(goalDirection, steps, relaxation == 2, true, ignoreLava);
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if (usingFirework != null) {
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return new Pair<>(usingFirework, true);
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}
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@@ -536,7 +543,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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return new Pair<>(null, false);
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}
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private Float solvePitch(Vec3d goalDirection, int steps, boolean desperate, boolean firework) {
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private Float solvePitch(Vec3d goalDirection, int steps, boolean desperate, boolean firework, boolean ignoreLava) {
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// we are at a certain velocity, but we have a target velocity
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// what pitch would get us closest to our target velocity?
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// yaw is easy so we only care about pitch
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@@ -561,7 +568,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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for (int x = MathHelper.floor(Math.min(actualPosition.x, actualPositionPrevTick.x) - 0.31); x <= Math.max(actualPosition.x, actualPositionPrevTick.x) + 0.31; x++) {
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for (int y = MathHelper.floor(Math.min(actualPosition.y, actualPositionPrevTick.y) - 0.2); y <= Math.max(actualPosition.y, actualPositionPrevTick.y) + 1; y++) {
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for (int z = MathHelper.floor(Math.min(actualPosition.z, actualPositionPrevTick.z) - 0.31); z <= Math.max(actualPosition.z, actualPositionPrevTick.z) + 0.31; z++) {
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if (!this.passable(x, y, z)) {
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if (!this.passable(x, y, z, ignoreLava)) {
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continue outer;
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}
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}
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@@ -579,12 +586,13 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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return bestPitch;
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}
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public boolean passable(int x, int y, int z) {
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return passable(this.bsi.get0(x, y, z));
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public boolean passable(int x, int y, int z, boolean ignoreLava) {
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return passable(this.bsi.get0(x, y, z), ignoreLava);
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}
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public static boolean passable(IBlockState state) {
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return state.getMaterial() == Material.AIR;
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public static boolean passable(IBlockState state, boolean ignoreLava) {
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Material mat = state.getMaterial();
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return mat == Material.AIR || (ignoreLava && mat == Material.LAVA);
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}
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private static Vec3d step(Vec3d motion, float rotationPitch, float rotationYaw, boolean firework) {
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@@ -637,5 +645,195 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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return new Vec3d(motionX, motionY, motionZ);
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}
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private boolean rayTraceBlocks(final double startX, final double startY, final double startZ,
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final double endX, final double endY, final double endZ, boolean ignoreLava) {
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int voxelCurrX = fastFloor(startX);
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int voxelCurrY = fastFloor(startY);
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int voxelCurrZ = fastFloor(startZ);
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if (!this.passable(voxelCurrX, voxelCurrY, voxelCurrZ, ignoreLava)) {
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return true;
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}
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final int voxelEndX = fastFloor(endX);
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final int voxelEndY = fastFloor(endY);
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final int voxelEndZ = fastFloor(endZ);
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double currPosX = startX;
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double currPosY = startY;
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double currPosZ = startZ;
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int steps = 200; // TODO: should we lower the max steps?
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while (steps-- >= 0) {
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if (voxelCurrX == voxelEndX && voxelCurrY == voxelEndY && voxelCurrZ == voxelEndZ) {
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return false;
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}
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final double distanceFromStartToEndX = endX - currPosX;
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final double distanceFromStartToEndY = endY - currPosY;
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final double distanceFromStartToEndZ = endZ - currPosZ;
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double nextIntegerX;
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double nextIntegerY;
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double nextIntegerZ;
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// potentially more based branchless impl?
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nextIntegerX = voxelCurrX + ((voxelCurrX - voxelEndX) >>> 31); // if voxelEnd > voxelIn, then voxelIn-voxelEnd will be negative, meaning the sign bit is 1
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nextIntegerY = voxelCurrY + ((voxelCurrY - voxelEndY) >>> 31); // if we do an unsigned right shift by 31, that sign bit becomes the LSB
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nextIntegerZ = voxelCurrZ + ((voxelCurrZ - voxelEndZ) >>> 31); // therefore, this increments nextInteger iff EndX>inX, otherwise it leaves it alone
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// remember: don't have to worry about the case when voxelEnd == voxelIn, because nextInteger value wont be used
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// these just have to be strictly greater than 1, might as well just go up to the next int
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double fracIfSkipX = 2.0D;
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double fracIfSkipY = 2.0D;
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double fracIfSkipZ = 2.0D;
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// reminder to future self: don't "branchlessify" this, it's MUCH slower (pretty obviously, floating point div is much worse than a branch mispredict, but integer increment (like the other two removed branches) are cheap enough to be worth doing either way)
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if (voxelEndX != voxelCurrX) {
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fracIfSkipX = (nextIntegerX - currPosX) / distanceFromStartToEndX;
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}
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if (voxelEndY != voxelCurrY) {
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fracIfSkipY = (nextIntegerY - currPosY) / distanceFromStartToEndY;
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}
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if (voxelEndZ != voxelCurrZ) {
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fracIfSkipZ = (nextIntegerZ - currPosZ) / distanceFromStartToEndZ;
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}
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if (fracIfSkipX < fracIfSkipY && fracIfSkipX < fracIfSkipZ) {
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// note: voxelEndX == voxelInX is impossible because allowSkip would be set to false in that case, meaning that the elapsed distance would stay at default
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currPosX = nextIntegerX;
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currPosY += distanceFromStartToEndY * fracIfSkipX;
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currPosZ += distanceFromStartToEndZ * fracIfSkipX;
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// tested: faster to paste this 3 times with only one of the subtractions in each
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final int xFloorOffset = (voxelEndX - voxelCurrX) >>> 31;
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voxelCurrX = (fastFloor(currPosX) - xFloorOffset);
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voxelCurrY = (fastFloor(currPosY));
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voxelCurrZ = (fastFloor(currPosZ));
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} else if (fracIfSkipY < fracIfSkipZ) {
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currPosX += distanceFromStartToEndX * fracIfSkipY;
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currPosY = nextIntegerY;
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currPosZ += distanceFromStartToEndZ * fracIfSkipY;
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// tested: faster to paste this 3 times with only one of the subtractions in each
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final int yFloorOffset = (voxelEndY - voxelCurrY) >>> 31;
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voxelCurrX = (fastFloor(currPosX));
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voxelCurrY = (fastFloor(currPosY) - yFloorOffset);
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voxelCurrZ = (fastFloor(currPosZ));
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} else {
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currPosX += distanceFromStartToEndX * fracIfSkipZ;
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currPosY += distanceFromStartToEndY * fracIfSkipZ;
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currPosZ = nextIntegerZ;
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// tested: faster to paste this 3 times with only one of the subtractions in each
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final int zFloorOffset = (voxelEndZ - voxelCurrZ) >>> 31;
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voxelCurrX = (fastFloor(currPosX));
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voxelCurrY = (fastFloor(currPosY));
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voxelCurrZ = (fastFloor(currPosZ) - zFloorOffset);
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}
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if (!this.passable(voxelCurrX, voxelCurrY, voxelCurrZ, ignoreLava)) {
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return true;
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}
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}
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return false;
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}
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private static final double FLOOR_DOUBLE_D = 1_073_741_824.0;
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private static final int FLOOR_DOUBLE_I = 1_073_741_824;
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private static int fastFloor(final double v) {
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return ((int) (v + FLOOR_DOUBLE_D)) - FLOOR_DOUBLE_I;
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}
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private boolean rayTraceBlocks(Vec3d start, Vec3d end, boolean ignoreLava) {
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int x1 = MathHelper.floor(end.x);
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int y1 = MathHelper.floor(end.y);
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int z1 = MathHelper.floor(end.z);
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int x2 = MathHelper.floor(start.x);
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int y2 = MathHelper.floor(start.y);
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int z2 = MathHelper.floor(start.z);
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BlockPos blockpos = new BlockPos(x2, y2, z2);
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IBlockState iblockstate = ctx.world().getBlockState(blockpos);
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if (!passable(iblockstate, ignoreLava)) {
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return true;
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}
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int steps = 200;
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while (steps-- >= 0) {
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if (Double.isNaN(start.x) || Double.isNaN(start.y) || Double.isNaN(start.z)) {
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return false;
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}
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if (x2 == x1 && y2 == y1 && z2 == z1) {
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return false;
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}
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boolean hitX = true;
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boolean hitY = true;
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boolean hitZ = true;
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double nextX = 999.0D;
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double nextY = 999.0D;
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double nextZ = 999.0D;
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if (x1 > x2) {
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nextX = (double) x2 + 1.0D;
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} else if (x1 < x2) {
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nextX = (double) x2 + 0.0D;
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} else {
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hitX = false;
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}
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if (y1 > y2) {
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nextY = (double) y2 + 1.0D;
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} else if (y1 < y2) {
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nextY = (double) y2 + 0.0D;
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} else {
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hitY = false;
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}
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if (z1 > z2) {
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nextZ = (double) z2 + 1.0D;
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} else if (z1 < z2) {
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nextZ = (double) z2 + 0.0D;
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} else {
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hitZ = false;
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}
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double stepX = 999.0D;
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double stepY = 999.0D;
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double stepZ = 999.0D;
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double dirX = end.x - start.x;
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double dirY = end.y - start.y;
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double dirZ = end.z - start.z;
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if (hitX) {
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stepX = (nextX - start.x) / dirX;
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}
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if (hitY) {
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stepY = (nextY - start.y) / dirY;
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}
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if (hitZ) {
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stepZ = (nextZ - start.z) / dirZ;
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}
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if (stepX == -0.0D) {
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stepX = -1.0E-4D;
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}
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if (stepY == -0.0D) {
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stepY = -1.0E-4D;
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}
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if (stepZ == -0.0D) {
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stepZ = -1.0E-4D;
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}
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EnumFacing dir;
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if (stepX < stepY && stepX < stepZ) {
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dir = x1 > x2 ? EnumFacing.WEST : EnumFacing.EAST;
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start = new Vec3d(nextX, start.y + dirY * stepX, start.z + dirZ * stepX);
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} else if (stepY < stepZ) {
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dir = y1 > y2 ? EnumFacing.DOWN : EnumFacing.UP;
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start = new Vec3d(start.x + dirX * stepY, nextY, start.z + dirZ * stepY);
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} else {
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dir = z1 > z2 ? EnumFacing.NORTH : EnumFacing.SOUTH;
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start = new Vec3d(start.x + dirX * stepZ, start.y + dirY * stepZ, nextZ);
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}
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x2 = MathHelper.floor(start.x) - (dir == EnumFacing.EAST ? 1 : 0);
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y2 = MathHelper.floor(start.y) - (dir == EnumFacing.UP ? 1 : 0);
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z2 = MathHelper.floor(start.z) - (dir == EnumFacing.SOUTH ? 1 : 0);
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blockpos = new BlockPos(x2, y2, z2);
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IBlockState iblockstate1 = ctx.world().getBlockState(blockpos);
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if (!passable(iblockstate1, ignoreLava)) {
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return true;
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}
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}
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return false;
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}
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}
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@@ -120,7 +120,7 @@ public final class NetherPathfinderContext {
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for (int z = 0; z < 16; z++) {
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for (int x = 0; x < 16; x++) {
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IBlockState state = bsc.get(x, y1, z);
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if (!passable(state)) {
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if (!passable(state, false)) {
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packed[x | (z << 4) | (y << 8)] = true;
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}
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}
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@@ -133,4 +133,4 @@ public final class NetherPathfinderContext {
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throw new RuntimeException(e);
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}
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}
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}
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}
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