fix sneaking based issues
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@@ -177,7 +177,7 @@ public abstract class Movement implements IMovement, MovementHelper {
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//i'm doing it anyway
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//i dont care if theres snow in the way!!!!!!!
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//you dont own me!!!!
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.player().getPositionEyes(1.0F),
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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VecUtils.getBlockPosCenter(blockPos), ctx.playerRotations()), true)
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);
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// don't check selectedblock on this one, this is a fallback when we can't see any face directly, it's intended to be breaking the "incorrect" block
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@@ -502,9 +502,9 @@ public interface MovementHelper extends ActionCosts, Helper {
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}
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static PlaceResult attemptToPlaceABlock(MovementState state, IBaritone baritone, BlockPos placeAt, boolean preferDown) {
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static PlaceResult attemptToPlaceABlock(MovementState state, IBaritone baritone, BlockPos placeAt, boolean preferDown, boolean wouldSneak) {
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IPlayerContext ctx = baritone.getPlayerContext();
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Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt); // we assume that if there is a block there, it must be replacable
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Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt, wouldSneak); // we assume that if there is a block there, it must be replacable
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boolean found = false;
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if (direct.isPresent()) {
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state.setTarget(new MovementState.MovementTarget(direct.get(), true));
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@@ -522,7 +522,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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double faceY = (placeAt.getY() + against1.getY() + 0.5D) * 0.5D;
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double faceZ = (placeAt.getZ() + against1.getZ() + 1.0D) * 0.5D;
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Rotation place = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), new Vec3d(faceX, faceY, faceZ), ctx.playerRotations());
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RayTraceResult res = RayTraceUtils.rayTraceTowards(ctx.player(), place, ctx.playerController().getBlockReachDistance());
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RayTraceResult res = RayTraceUtils.rayTraceTowards(ctx.player(), place, ctx.playerController().getBlockReachDistance(), wouldSneak);
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if (res != null && res.typeOfHit == RayTraceResult.Type.BLOCK && res.getBlockPos().equals(against1) && res.getBlockPos().offset(res.sideHit).equals(placeAt)) {
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state.setTarget(new MovementState.MovementTarget(place, true));
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found = true;
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@@ -540,11 +540,17 @@ public interface MovementHelper extends ActionCosts, Helper {
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EnumFacing side = ctx.objectMouseOver().sideHit;
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// only way for selectedBlock.equals(placeAt) to be true is if it's replacable
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if (selectedBlock.equals(placeAt) || (MovementHelper.canPlaceAgainst(ctx, selectedBlock) && selectedBlock.offset(side).equals(placeAt))) {
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if (wouldSneak) {
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state.setInput(Input.SNEAK, true);
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}
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((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(true, placeAt.getX(), placeAt.getY(), placeAt.getZ());
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return PlaceResult.READY_TO_PLACE;
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}
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}
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if (found) {
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if (wouldSneak) {
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state.setInput(Input.SNEAK, true);
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}
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((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(true, placeAt.getX(), placeAt.getY(), placeAt.getZ());
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return PlaceResult.ATTEMPTING;
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}
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@@ -175,7 +175,7 @@ public class MovementAscend extends Movement {
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IBlockState jumpingOnto = BlockStateInterface.get(ctx, positionToPlace);
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if (!MovementHelper.canWalkOn(ctx, positionToPlace, jumpingOnto)) {
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ticksWithoutPlacement++;
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if (MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false) == PlaceResult.READY_TO_PLACE) {
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if (MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false, true) == PlaceResult.READY_TO_PLACE) {
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state.setInput(Input.SNEAK, true);
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if (ctx.player().isSneaking()) {
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state.setInput(Input.CLICK_RIGHT, true);
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@@ -224,7 +224,7 @@ public class MovementDescend extends Movement {
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double destZ = (src.getZ() + 0.5) * 0.17 + (dest.getZ() + 0.5) * 0.83;
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EntityPlayerSP player = ctx.player();
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state.setTarget(new MovementState.MovementTarget(
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new Rotation(RotationUtils.calcRotationFromVec3d(player.getPositionEyes(1.0F),
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new Rotation(RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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new Vec3d(destX, dest.getY(), destZ),
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new Rotation(player.rotationYaw, player.rotationPitch)).getYaw(), player.rotationPitch),
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false
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@@ -250,7 +250,7 @@ public class MovementParkour extends Movement {
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}
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} else if (!ctx.playerFeet().equals(src)) {
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if (ctx.playerFeet().equals(src.offset(direction)) || ctx.player().posY - src.y > 0.0001) {
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if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround && MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true) == PlaceResult.READY_TO_PLACE) {
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if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround && MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true, false) == PlaceResult.READY_TO_PLACE) {
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// go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory
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state.setInput(Input.CLICK_RIGHT, true);
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}
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@@ -184,7 +184,7 @@ public class MovementPillar extends Movement {
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}
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boolean ladder = fromDown.getBlock() == Blocks.LADDER || fromDown.getBlock() == Blocks.VINE;
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boolean vine = fromDown.getBlock() == Blocks.VINE;
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Rotation rotation = RotationUtils.calcRotationFromVec3d(ctx.player().getPositionEyes(1.0F),
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Rotation rotation = RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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VecUtils.getBlockPosCenter(positionToPlace),
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new Rotation(ctx.player().rotationYaw, ctx.player().rotationPitch));
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if (!ladder) {
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@@ -280,7 +280,7 @@ public class MovementTraverse extends Movement {
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}
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}
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double dist1 = Math.max(Math.abs(ctx.player().posX - (dest.getX() + 0.5D)), Math.abs(ctx.player().posZ - (dest.getZ() + 0.5D)));
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PlaceResult p = MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false);
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PlaceResult p = MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false, true);
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if ((p == PlaceResult.READY_TO_PLACE || dist1 < 0.6) && !Baritone.settings().assumeSafeWalk.value) {
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state.setInput(Input.SNEAK, true);
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}
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@@ -75,7 +75,7 @@ public final class BackfillProcess extends BaritoneProcessHelper {
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baritone.getInputOverrideHandler().clearAllKeys();
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for (BlockPos toPlace : toFillIn()) {
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MovementState fake = new MovementState();
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switch (MovementHelper.attemptToPlaceABlock(fake, baritone, toPlace, false)) {
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switch (MovementHelper.attemptToPlaceABlock(fake, baritone, toPlace, false, false)) {
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case NO_OPTION:
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continue;
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case READY_TO_PLACE:
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@@ -232,7 +232,7 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
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both.addAll(openSoulsand);
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for (BlockPos pos : both) {
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boolean soulsand = openSoulsand.contains(pos);
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx.player(), pos, new Vec3d(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), ctx.playerController().getBlockReachDistance());
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx.player(), pos, new Vec3d(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), ctx.playerController().getBlockReachDistance(), false);
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if (rot.isPresent() && isSafeToCancel && baritone.getInventoryBehavior().throwaway(true, soulsand ? this::isNetherWart : this::isPlantable)) {
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RayTraceResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), ctx.playerController().getBlockReachDistance());
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if (result.typeOfHit == RayTraceResult.Type.BLOCK && result.sideHit == EnumFacing.UP) {
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