cool tunnel feature and various fixes
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@@ -72,7 +72,7 @@ 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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@@ -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.init.Blocks;
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import net.minecraft.util.math.BlockPos;
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@@ -151,6 +148,8 @@ 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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@@ -161,10 +160,10 @@ 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]).getBlock())) {
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if (MovementHelper.avoidWalkingInto(pb0.getBlock())) {
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return state;
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}
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if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(ctx, positionsToBreak[1]).getBlock())) {
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if (MovementHelper.avoidWalkingInto(pb1.getBlock())) {
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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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@@ -177,6 +176,10 @@ 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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@@ -187,8 +190,6 @@ 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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@@ -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.getMinecraft().renderGlobal.markBlockRangeForRenderUpdate(pf.x - 500, pf.y - 500, pf.z - 500, pf.x + 500, pf.y + 500, pf.z + 500);
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