Merge branch 'master' into 1.13.2
This commit is contained in:
@@ -69,7 +69,7 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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float oldPitch = ctx.player().rotationPitch;
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float desiredPitch = this.target.getPitch();
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ctx.player().rotationPitch = desiredPitch;
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if (desiredPitch == oldPitch && Baritone.settings().freeLook.value) {
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if (desiredPitch == oldPitch && !Baritone.settings().freeLook.value) {
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nudgeToLevel();
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}
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this.target = null;
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@@ -134,6 +134,7 @@ public enum WorldScanner implements IWorldScanner {
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} else {
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if (foundWithinY) {
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// have found within Y in this chunk, so don't need to consider outside Y
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// TODO continue iteration to one more sorted Y coordinate block
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return true;
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}
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}
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@@ -30,10 +30,7 @@ import baritone.pathing.movement.Movement;
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import baritone.pathing.movement.MovementHelper;
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import baritone.pathing.movement.MovementState;
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import baritone.utils.BlockStateInterface;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockDoor;
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import net.minecraft.block.BlockFenceGate;
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import net.minecraft.block.BlockSlab;
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import net.minecraft.block.*;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.fluid.WaterFluid;
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import net.minecraft.init.Blocks;
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@@ -154,6 +151,8 @@ public class MovementTraverse extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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IBlockState pb0 = BlockStateInterface.get(ctx, positionsToBreak[0]);
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IBlockState pb1 = BlockStateInterface.get(ctx, positionsToBreak[1]);
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if (state.getStatus() != MovementStatus.RUNNING) {
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// if the setting is enabled
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if (!Baritone.settings().walkWhileBreaking.value) {
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@@ -164,10 +163,10 @@ public class MovementTraverse extends Movement {
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return state;
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}
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// and if it's fine to walk into the blocks in front
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if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(ctx, positionsToBreak[0]))) {
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if (MovementHelper.avoidWalkingInto(pb0)) {
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return state;
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}
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if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(ctx, positionsToBreak[1]))) {
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if (MovementHelper.avoidWalkingInto(pb1)) {
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return state;
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}
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// and we aren't already pressed up against the block
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@@ -180,6 +179,10 @@ public class MovementTraverse extends Movement {
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// it's safe to do this since the two blocks we break (in a traverse) are right on top of each other and so will have the same yaw
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float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), dest), ctx.playerRotations()).getYaw();
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float pitchToBreak = state.getTarget().getRotation().get().getPitch();
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if ((pb0.isFullCube() || pb0.getBlock() instanceof BlockAir && (pb1.isFullCube() || pb1.getBlock() instanceof BlockAir))) {
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// in the meantime, before we're right up against the block, we can break efficiently at this angle
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pitchToBreak = 26;
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}
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state.setTarget(new MovementState.MovementTarget(new Rotation(yawToDest, pitchToBreak), true));
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return state.setInput(Input.MOVE_FORWARD, true).setInput(Input.SPRINT, true);
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@@ -190,8 +193,6 @@ public class MovementTraverse extends Movement {
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Block fd = BlockStateInterface.get(ctx, src.down()).getBlock();
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boolean ladder = fd == Blocks.LADDER || fd == Blocks.VINE;
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IBlockState pb0 = BlockStateInterface.get(ctx, positionsToBreak[0]);
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IBlockState pb1 = BlockStateInterface.get(ctx, positionsToBreak[1]);
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boolean door = pb0.getBlock() instanceof BlockDoor || pb1.getBlock() instanceof BlockDoor;
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if (door) {
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@@ -62,10 +62,12 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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private HashSet<BetterBlockPos> incorrectPositions;
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private String name;
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private ISchematic realSchematic;
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private ISchematic schematic;
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private Vec3i origin;
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private int ticks;
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private boolean paused;
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private int layer;
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public BuilderProcess(Baritone baritone) {
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super(baritone);
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@@ -81,8 +83,10 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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public void build(String name, ISchematic schematic, Vec3i origin) {
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this.name = name;
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this.schematic = schematic;
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this.realSchematic = null;
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this.origin = origin;
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this.paused = false;
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this.layer = 0;
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}
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public void resume() {
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@@ -299,24 +303,66 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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@Override
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public PathingCommand onTick(boolean calcFailed, boolean isSafeToCancel) {
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baritone.getInputOverrideHandler().clearAllKeys();
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if (paused) {
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return new PathingCommand(null, PathingCommandType.REQUEST_PAUSE);
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}
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BuilderCalculationContext bcc = new BuilderCalculationContext();
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if (!recalc(bcc)) {
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logDirect("Done building");
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onLostControl();
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return null;
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}
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trim(bcc);
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if (baritone.getInputOverrideHandler().isInputForcedDown(Input.CLICK_LEFT)) {
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ticks = 5;
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} else {
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ticks--;
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}
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Optional<Tuple<BetterBlockPos, Rotation>> toBreak = toBreakNearPlayer(bcc);
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baritone.getInputOverrideHandler().clearAllKeys();
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if (paused) {
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return new PathingCommand(null, PathingCommandType.REQUEST_PAUSE);
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}
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if (Baritone.settings().buildInLayers.value) {
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if (realSchematic == null) {
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realSchematic = schematic;
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}
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schematic = new ISchematic() {
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@Override
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public IBlockState desiredState(int x, int y, int z) {
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return realSchematic.desiredState(x, y, z);
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}
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@Override
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public int widthX() {
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return realSchematic.widthX();
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}
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@Override
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public int heightY() {
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return layer;
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}
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@Override
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public int lengthZ() {
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return realSchematic.lengthZ();
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}
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};
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}
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BuilderCalculationContext bcc = new BuilderCalculationContext();
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if (!recalc(bcc)) {
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if (Baritone.settings().buildInLayers.value && layer < realSchematic.heightY()) {
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logDirect("Starting layer " + layer);
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layer++;
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return onTick(calcFailed, isSafeToCancel);
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}
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int distance = Baritone.settings().buildRepeatDistance.value;
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EnumFacing direction = Baritone.settings().buildRepeatDirection.value;
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if (distance == 0) {
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logDirect("Done building");
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onLostControl();
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return null;
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}
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// build repeat time
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if (distance == -1) {
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distance = schematic.size(direction.getAxis());
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}
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layer = 0;
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origin = new BlockPos(origin).offset(direction, distance);
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logDirect("Repeating build " + distance + " blocks to the " + direction + ", new origin is " + origin);
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}
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trim(bcc);
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Optional<Tuple<BetterBlockPos, Rotation>> toBreak = toBreakNearPlayer(bcc);
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if (toBreak.isPresent() && isSafeToCancel && ctx.player().onGround) {
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// we'd like to pause to break this block
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// only change look direction if it's safe (don't want to fuck up an in progress parkour for example
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@@ -558,6 +604,8 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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incorrectPositions = null;
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name = null;
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schematic = null;
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realSchematic = null;
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layer = 0;
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paused = false;
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}
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@@ -366,6 +366,11 @@ public class ExampleBaritoneControl extends Behavior implements Helper {
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logDirect("Baritone settings reset");
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return true;
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}
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if (msg.equals("tunnel")) {
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customGoalProcess.setGoalAndPath(new GoalStrictDirection(ctx.playerFeet(), ctx.player().getHorizontalFacing()));
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logDirect("tunneling");
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return true;
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}
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if (msg.equals("render")) {
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BetterBlockPos pf = ctx.playerFeet();
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Minecraft.getInstance().worldRenderer.markBlockRangeForRenderUpdate(pf.x - 500, pf.y - 500, pf.z - 500, pf.x + 500, pf.y + 500, pf.z + 500);
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