Files
baritone/src/main/java/baritone/pathing/movement/MovementHelper.java
2024-10-22 14:50:47 +02:00

798 lines
34 KiB
Java

/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.pathing.movement;
import baritone.Baritone;
import baritone.api.BaritoneAPI;
import baritone.api.IBaritone;
import baritone.api.pathing.movement.ActionCosts;
import baritone.api.pathing.movement.MovementStatus;
import baritone.api.utils.*;
import baritone.api.utils.Rotation;
import baritone.api.utils.input.Input;
import baritone.pathing.movement.MovementState.MovementTarget;
import baritone.pathing.precompute.Ternary;
import baritone.utils.BlockStateInterface;
import baritone.utils.ToolSet;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.world.item.enchantment.EnchantmentHelper;
import net.minecraft.world.level.block.*;
import net.minecraft.world.level.block.piston.MovingPistonBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.properties.BooleanProperty;
import net.minecraft.world.level.block.state.properties.Half;
import net.minecraft.world.level.block.state.properties.SlabType;
import net.minecraft.world.level.block.state.properties.StairsShape;
import net.minecraft.world.level.material.FlowingFluid;
import net.minecraft.world.level.material.Fluid;
import net.minecraft.world.level.material.Fluids;
import net.minecraft.world.level.material.FluidState;
import net.minecraft.world.level.material.WaterFluid;
import net.minecraft.world.level.pathfinder.PathComputationType;
import net.minecraft.world.phys.BlockHitResult;
import net.minecraft.world.phys.HitResult;
import net.minecraft.world.phys.Vec3;
import java.util.List;
import java.util.Optional;
import static baritone.pathing.movement.Movement.HORIZONTALS_BUT_ALSO_DOWN_____SO_EVERY_DIRECTION_EXCEPT_UP;
import static baritone.pathing.precompute.Ternary.*;
/**
* Static helpers for cost calculation
*
* @author leijurv
*/
public interface MovementHelper extends ActionCosts, Helper {
static boolean avoidBreaking(BlockStateInterface bsi, int x, int y, int z, BlockState state) {
if (!bsi.worldBorder.canPlaceAt(x, z)) {
return true;
}
Block b = state.getBlock();
return Baritone.settings().blocksToDisallowBreaking.value.contains(b)
|| b == Blocks.ICE // ice becomes water, and water can mess up the path
|| b instanceof InfestedBlock // obvious reasons
// call context.get directly with x,y,z. no need to make 5 new BlockPos for no reason
|| avoidAdjacentBreaking(bsi, x, y + 1, z, true)
|| avoidAdjacentBreaking(bsi, x + 1, y, z, false)
|| avoidAdjacentBreaking(bsi, x - 1, y, z, false)
|| avoidAdjacentBreaking(bsi, x, y, z + 1, false)
|| avoidAdjacentBreaking(bsi, x, y, z - 1, false);
}
static boolean avoidAdjacentBreaking(BlockStateInterface bsi, int x, int y, int z, boolean directlyAbove) {
// returns true if you should avoid breaking a block that's adjacent to this one (e.g. lava that will start flowing if you give it a path)
// this is only called for north, south, east, west, and up. this is NOT called for down.
// we assume that it's ALWAYS okay to break the block thats ABOVE liquid
BlockState state = bsi.get0(x, y, z);
Block block = state.getBlock();
if (!directlyAbove // it is fine to mine a block that has a falling block directly above, this (the cost of breaking the stacked fallings) is included in cost calculations
// therefore if directlyAbove is true, we will actually ignore if this is falling
&& block instanceof FallingBlock // obviously, this check is only valid for falling blocks
&& Baritone.settings().avoidUpdatingFallingBlocks.value // and if the setting is enabled
&& FallingBlock.isFree(bsi.get0(x, y - 1, z))) { // and if it would fall (i.e. it's unsupported)
return true; // dont break a block that is adjacent to unsupported gravel because it can cause really weird stuff
}
// only pure liquids for now
// waterlogged blocks can have closed bottom sides and such
if (block instanceof LiquidBlock) {
if (directlyAbove || Baritone.settings().strictLiquidCheck.value) {
return true;
}
int level = state.getValue(LiquidBlock.LEVEL);
if (level == 0) {
return true; // source blocks like to flow horizontally
}
// everything else will prefer flowing down
return !(bsi.get0(x, y - 1, z).getBlock() instanceof LiquidBlock); // assume everything is in a static state
}
return !state.getFluidState().isEmpty();
}
static boolean canWalkThrough(IPlayerContext ctx, BetterBlockPos pos) {
return canWalkThrough(new BlockStateInterface(ctx), pos.x, pos.y, pos.z);
}
static boolean canWalkThrough(BlockStateInterface bsi, int x, int y, int z) {
return canWalkThrough(bsi, x, y, z, bsi.get0(x, y, z));
}
static boolean canWalkThrough(CalculationContext context, int x, int y, int z, BlockState state) {
return context.precomputedData.canWalkThrough(context.bsi, x, y, z, state);
}
static boolean canWalkThrough(CalculationContext context, int x, int y, int z) {
return context.precomputedData.canWalkThrough(context.bsi, x, y, z, context.get(x, y, z));
}
static boolean canWalkThrough(BlockStateInterface bsi, int x, int y, int z, BlockState state) {
Ternary canWalkThrough = canWalkThroughBlockState(state);
if (canWalkThrough == YES) {
return true;
}
if (canWalkThrough == NO) {
return false;
}
return canWalkThroughPosition(bsi, x, y, z, state);
}
static Ternary canWalkThroughBlockState(BlockState state) {
Block block = state.getBlock();
if (block instanceof AirBlock) {
return YES;
}
if (block instanceof BaseFireBlock || block == Blocks.TRIPWIRE || block == Blocks.COBWEB || block == Blocks.END_PORTAL || block == Blocks.COCOA || block instanceof AbstractSkullBlock || block == Blocks.BUBBLE_COLUMN || block instanceof ShulkerBoxBlock || block instanceof SlabBlock || block instanceof TrapDoorBlock || block == Blocks.HONEY_BLOCK || block == Blocks.END_ROD || block == Blocks.SWEET_BERRY_BUSH || block == Blocks.POINTED_DRIPSTONE || block instanceof AmethystClusterBlock || block instanceof AzaleaBlock) {
return NO;
}
if (block == Blocks.BIG_DRIPLEAF) {
return NO;
}
if (block == Blocks.POWDER_SNOW) {
return NO;
}
if (Baritone.settings().blocksToAvoid.value.contains(block)) {
return NO;
}
if (block instanceof DoorBlock || block instanceof FenceGateBlock) {
// TODO this assumes that all doors in all mods are openable
if (block == Blocks.IRON_DOOR) {
return NO;
}
return YES;
}
if (block instanceof CarpetBlock) {
return MAYBE;
}
if (block instanceof SnowLayerBlock) {
// snow layers cached as the top layer of a packed chunk have no metadata, we can't make a decision based on their depth here
// it would otherwise make long distance pathing through snowy biomes impossible
return MAYBE;
}
FluidState fluidState = state.getFluidState();
if (!fluidState.isEmpty()) {
if (fluidState.getType().getAmount(fluidState) != 8) {
return NO;
} else {
return MAYBE;
}
}
if (block instanceof CauldronBlock) {
return NO;
}
if (state.isPathfindable(PathComputationType.LAND)) {
return YES;
} else {
return NO;
}
}
static boolean canWalkThroughPosition(BlockStateInterface bsi, int x, int y, int z, BlockState state) {
Block block = state.getBlock();
if (block instanceof CarpetBlock) {
return canWalkOn(bsi, x, y - 1, z);
}
if (block instanceof SnowLayerBlock) {
// if they're cached as a top block, we don't know their metadata
// default to true (mostly because it would otherwise make long distance pathing through snowy biomes impossible)
if (!bsi.worldContainsLoadedChunk(x, z)) {
return true;
}
// the check in BlockSnow.isPassable is layers < 5
// while actually, we want < 3 because 3 or greater makes it impassable in a 2 high ceiling
if (state.getValue(SnowLayerBlock.LAYERS) >= 3) {
return false;
}
// ok, it's low enough we could walk through it, but is it supported?
return canWalkOn(bsi, x, y - 1, z);
}
FluidState fluidState = state.getFluidState();
if (!fluidState.isEmpty()) {
if (isFlowing(x, y, z, state, bsi)) {
return false;
}
// Everything after this point has to be a special case as it relies on the water not being flowing, which means a special case is needed.
if (Baritone.settings().assumeWalkOnWater.value) {
return false;
}
BlockState up = bsi.get0(x, y + 1, z);
if (!up.getFluidState().isEmpty() || up.getBlock() instanceof WaterlilyBlock) {
return false;
}
return fluidState.getType() instanceof WaterFluid;
}
return state.isPathfindable(PathComputationType.LAND);
}
static Ternary fullyPassableBlockState(BlockState state) {
Block block = state.getBlock();
if (block instanceof AirBlock) { // early return for most common case
return YES;
}
// exceptions - blocks that are isPassable true, but we can't actually jump through
if (block instanceof BaseFireBlock
|| block == Blocks.TRIPWIRE
|| block == Blocks.COBWEB
|| block == Blocks.VINE
|| block == Blocks.LADDER
|| block == Blocks.COCOA
|| block instanceof AzaleaBlock
|| block instanceof DoorBlock
|| block instanceof FenceGateBlock
|| block instanceof SnowLayerBlock
|| !state.getFluidState().isEmpty()
|| block instanceof TrapDoorBlock
|| block instanceof EndPortalBlock
|| block instanceof SkullBlock
|| block instanceof ShulkerBoxBlock) {
return NO;
}
// door, fence gate, liquid, trapdoor have been accounted for, nothing else uses the world or pos parameters
// at least in 1.12.2 vanilla, that is.....
if (state.isPathfindable(PathComputationType.LAND)) {
return YES;
} else {
return NO;
}
}
/**
* canWalkThrough but also won't impede movement at all. so not including doors or fence gates (we'd have to right click),
* not including water, and not including ladders or vines or cobwebs (they slow us down)
*/
static boolean fullyPassable(CalculationContext context, int x, int y, int z) {
return fullyPassable(context, x, y, z, context.get(x, y, z));
}
static boolean fullyPassable(CalculationContext context, int x, int y, int z, BlockState state) {
return context.precomputedData.fullyPassable(context.bsi, x, y, z, state);
}
static boolean fullyPassable(IPlayerContext ctx, BlockPos pos) {
BlockState state = ctx.world().getBlockState(pos);
Ternary fullyPassable = fullyPassableBlockState(state);
if (fullyPassable == YES) {
return true;
}
if (fullyPassable == NO) {
return false;
}
return state.isPathfindable(PathComputationType.LAND);
}
/**
* params retained for backwards compatibility
*/
static boolean fullyPassablePosition(BlockStateInterface bsi, int x, int y, int z, BlockState state) {
return state.isPathfindable(PathComputationType.LAND);
}
static boolean isReplaceable(int x, int y, int z, BlockState state, BlockStateInterface bsi) {
// for MovementTraverse and MovementAscend
// block double plant defaults to true when the block doesn't match, so don't need to check that case
// all other overrides just return true or false
// the only case to deal with is snow
/*
* public boolean isReplaceable(IBlockAccess worldIn, BlockPos pos)
* {
* return ((Integer)worldIn.getBlockState(pos).getValue(LAYERS)).intValue() == 1;
* }
*/
Block block = state.getBlock();
if (block instanceof AirBlock) {
// early return for common cases hehe
return true;
}
if (block instanceof SnowLayerBlock) {
// as before, default to true (mostly because it would otherwise make long distance pathing through snowy biomes impossible)
if (!bsi.worldContainsLoadedChunk(x, z)) {
return true;
}
return state.getValue(SnowLayerBlock.LAYERS) == 1;
}
if (block == Blocks.LARGE_FERN || block == Blocks.TALL_GRASS) {
return true;
}
return state.canBeReplaced();
}
@Deprecated
static boolean isReplacable(int x, int y, int z, BlockState state, BlockStateInterface bsi) {
return isReplaceable(x, y, z, state, bsi);
}
static boolean isDoorPassable(IPlayerContext ctx, BlockPos doorPos, BlockPos playerPos) {
if (playerPos.equals(doorPos)) {
return false;
}
BlockState state = BlockStateInterface.get(ctx, doorPos);
if (!(state.getBlock() instanceof DoorBlock)) {
return true;
}
return isHorizontalBlockPassable(doorPos, state, playerPos, DoorBlock.OPEN);
}
static boolean isGatePassable(IPlayerContext ctx, BlockPos gatePos, BlockPos playerPos) {
if (playerPos.equals(gatePos)) {
return false;
}
BlockState state = BlockStateInterface.get(ctx, gatePos);
if (!(state.getBlock() instanceof FenceGateBlock)) {
return true;
}
return state.getValue(FenceGateBlock.OPEN);
}
static boolean isHorizontalBlockPassable(BlockPos blockPos, BlockState blockState, BlockPos playerPos, BooleanProperty propertyOpen) {
if (playerPos.equals(blockPos)) {
return false;
}
Direction.Axis facing = blockState.getValue(HorizontalDirectionalBlock.FACING).getAxis();
boolean open = blockState.getValue(propertyOpen);
Direction.Axis playerFacing;
if (playerPos.north().equals(blockPos) || playerPos.south().equals(blockPos)) {
playerFacing = Direction.Axis.Z;
} else if (playerPos.east().equals(blockPos) || playerPos.west().equals(blockPos)) {
playerFacing = Direction.Axis.X;
} else {
return true;
}
return (facing == playerFacing) == open;
}
static boolean avoidWalkingInto(BlockState state) {
Block block = state.getBlock();
return !state.getFluidState().isEmpty()
|| block == Blocks.MAGMA_BLOCK
|| block == Blocks.CACTUS
|| block == Blocks.SWEET_BERRY_BUSH
|| block instanceof BaseFireBlock
|| block == Blocks.END_PORTAL
|| block == Blocks.COBWEB
|| block == Blocks.BUBBLE_COLUMN;
}
/**
* Can I walk on this block without anything weird happening like me falling
* through? Includes water because we know that we automatically jump on
* water
* <p>
* If changing something in this function remember to also change it in precomputed data
*
* @param bsi Block state provider
* @param x The block's x position
* @param y The block's y position
* @param z The block's z position
* @param state The state of the block at the specified location
* @return Whether or not the specified block can be walked on
*/
static boolean canWalkOn(BlockStateInterface bsi, int x, int y, int z, BlockState state) {
Ternary canWalkOn = canWalkOnBlockState(state);
if (canWalkOn == YES) {
return true;
}
if (canWalkOn == NO) {
return false;
}
return canWalkOnPosition(bsi, x, y, z, state);
}
static Ternary canWalkOnBlockState(BlockState state) {
Block block = state.getBlock();
if (isBlockNormalCube(state) && block != Blocks.MAGMA_BLOCK && block != Blocks.BUBBLE_COLUMN && block != Blocks.HONEY_BLOCK) {
return YES;
}
if (block instanceof AzaleaBlock) {
return YES;
}
if (block == Blocks.LADDER || (block == Blocks.VINE && Baritone.settings().allowVines.value)) { // TODO reconsider this
return YES;
}
if (block == Blocks.FARMLAND || block == Blocks.DIRT_PATH || block == Blocks.SOUL_SAND) {
return YES;
}
if (block == Blocks.ENDER_CHEST || block == Blocks.CHEST || block == Blocks.TRAPPED_CHEST) {
return YES;
}
if (block == Blocks.GLASS || block instanceof StainedGlassBlock) {
return YES;
}
if (block instanceof StairBlock) {
return YES;
}
if (isWater(state)) {
return MAYBE;
}
if (MovementHelper.isLava(state) && Baritone.settings().assumeWalkOnLava.value) {
return MAYBE;
}
if (block instanceof SlabBlock) {
if (!Baritone.settings().allowWalkOnBottomSlab.value) {
if (state.getValue(SlabBlock.TYPE) != SlabType.BOTTOM) {
return YES;
}
return NO;
}
return YES;
}
return NO;
}
static boolean canWalkOnPosition(BlockStateInterface bsi, int x, int y, int z, BlockState state) {
Block block = state.getBlock();
if (isWater(state)) {
// since this is called literally millions of times per second, the benefit of not allocating millions of useless "pos.up()"
// BlockPos s that we'd just garbage collect immediately is actually noticeable. I don't even think its a decrease in readability
BlockState upState = bsi.get0(x, y + 1, z);
Block up = upState.getBlock();
if (up == Blocks.LILY_PAD || up instanceof CarpetBlock) {
return true;
}
if (MovementHelper.isFlowing(x, y, z, state, bsi) || upState.getFluidState().getType() == Fluids.FLOWING_WATER) {
// the only scenario in which we can walk on flowing water is if it's under still water with jesus off
return isWater(upState) && !Baritone.settings().assumeWalkOnWater.value;
}
// if assumeWalkOnWater is on, we can only walk on water if there isn't water above it
// if assumeWalkOnWater is off, we can only walk on water if there is water above it
return isWater(upState) ^ Baritone.settings().assumeWalkOnWater.value;
}
if (MovementHelper.isLava(state) && !MovementHelper.isFlowing(x, y, z, state, bsi) && Baritone.settings().assumeWalkOnLava.value) { // if we get here it means that assumeWalkOnLava must be true, so put it last
return true;
}
return false; // If we don't recognise it then we want to just return false to be safe.
}
static boolean canWalkOn(CalculationContext context, int x, int y, int z, BlockState state) {
return context.precomputedData.canWalkOn(context.bsi, x, y, z, state);
}
static boolean canWalkOn(CalculationContext context, int x, int y, int z) {
return canWalkOn(context, x, y, z, context.get(x, y, z));
}
static boolean canWalkOn(IPlayerContext ctx, BetterBlockPos pos, BlockState state) {
return canWalkOn(new BlockStateInterface(ctx), pos.x, pos.y, pos.z, state);
}
static boolean canWalkOn(IPlayerContext ctx, BlockPos pos) {
return canWalkOn(new BlockStateInterface(ctx), pos.getX(), pos.getY(), pos.getZ());
}
static boolean canWalkOn(IPlayerContext ctx, BetterBlockPos pos) {
return canWalkOn(new BlockStateInterface(ctx), pos.x, pos.y, pos.z);
}
static boolean canWalkOn(BlockStateInterface bsi, int x, int y, int z) {
return canWalkOn(bsi, x, y, z, bsi.get0(x, y, z));
}
static boolean canUseFrostWalker(CalculationContext context, BlockState state) {
return context.frostWalker != 0
&& state == FrostedIceBlock.meltsInto()
&& ((Integer) state.getValue(LiquidBlock.LEVEL)) == 0;
}
static boolean canUseFrostWalker(IPlayerContext ctx, BlockPos pos) {
BlockState state = BlockStateInterface.get(ctx, pos);
return EnchantmentHelper.hasFrostWalker(ctx.player())
&& state == FrostedIceBlock.meltsInto()
&& ((Integer) state.getValue(LiquidBlock.LEVEL)) == 0;
}
/**
* If movements make us stand/walk on this block, will it have a top to walk on?
*/
static boolean mustBeSolidToWalkOn(CalculationContext context, int x, int y, int z, BlockState state) {
Block block = state.getBlock();
if (block == Blocks.LADDER || block == Blocks.VINE) {
return false;
}
if (!state.getFluidState().isEmpty()) {
// used for frostwalker so only includes blocks where we are still on ground when leaving them to any side
if (block instanceof SlabBlock) {
if (state.getValue(SlabBlock.TYPE) != SlabType.BOTTOM) {
return true;
}
} else if (block instanceof StairBlock) {
if (state.getValue(StairBlock.HALF) == Half.TOP) {
return true;
}
StairsShape shape = state.getValue(StairBlock.SHAPE);
if (shape == StairsShape.INNER_LEFT || shape == StairsShape.INNER_RIGHT) {
return true;
}
} else if (block instanceof TrapDoorBlock) {
if (!state.getValue(TrapDoorBlock.OPEN) && state.getValue(TrapDoorBlock.HALF) == Half.TOP) {
return true;
}
} else if (block == Blocks.SCAFFOLDING) {
return true;
} else if (block instanceof LeavesBlock) {
return true;
}
if (context.assumeWalkOnWater) {
return false;
}
Block blockAbove = context.getBlock(x, y + 1, z);
if (blockAbove instanceof LiquidBlock) {
return false;
}
}
return true;
}
static boolean canPlaceAgainst(BlockStateInterface bsi, int x, int y, int z) {
return canPlaceAgainst(bsi, x, y, z, bsi.get0(x, y, z));
}
static boolean canPlaceAgainst(BlockStateInterface bsi, BlockPos pos) {
return canPlaceAgainst(bsi, pos.getX(), pos.getY(), pos.getZ());
}
static boolean canPlaceAgainst(IPlayerContext ctx, BlockPos pos) {
return canPlaceAgainst(new BlockStateInterface(ctx), pos);
}
static boolean canPlaceAgainst(BlockStateInterface bsi, int x, int y, int z, BlockState state) {
if (!bsi.worldBorder.canPlaceAt(x, z)) {
return false;
}
// can we look at the center of a side face of this block and likely be able to place?
// (thats how this check is used)
// therefore dont include weird things that we technically could place against (like carpet) but practically can't
return isBlockNormalCube(state) || state.getBlock() == Blocks.GLASS || state.getBlock() instanceof StainedGlassBlock;
}
static double getMiningDurationTicks(CalculationContext context, int x, int y, int z, boolean includeFalling) {
return getMiningDurationTicks(context, x, y, z, context.get(x, y, z), includeFalling);
}
static double getMiningDurationTicks(CalculationContext context, int x, int y, int z, BlockState state, boolean includeFalling) {
Block block = state.getBlock();
if (!canWalkThrough(context, x, y, z, state)) {
if (!state.getFluidState().isEmpty()) {
return COST_INF;
}
double mult = context.breakCostMultiplierAt(x, y, z, state);
if (mult >= COST_INF) {
return COST_INF;
}
if (avoidBreaking(context.bsi, x, y, z, state)) {
return COST_INF;
}
double strVsBlock = context.toolSet.getStrVsBlock(state);
if (strVsBlock <= 0) {
return COST_INF;
}
double result = 1 / strVsBlock;
result += context.breakBlockAdditionalCost;
result *= mult;
if (includeFalling) {
BlockState above = context.get(x, y + 1, z);
if (above.getBlock() instanceof FallingBlock) {
result += getMiningDurationTicks(context, x, y + 1, z, above, true);
}
}
return result;
}
return 0; // we won't actually mine it, so don't check fallings above
}
static boolean isBottomSlab(BlockState state) {
return state.getBlock() instanceof SlabBlock
&& state.getValue(SlabBlock.TYPE) == SlabType.BOTTOM;
}
/**
* AutoTool for a specific block
*
* @param ctx The player context
* @param b the blockstate to mine
*/
static void switchToBestToolFor(IPlayerContext ctx, BlockState b) {
switchToBestToolFor(ctx, b, new ToolSet(ctx.player()), BaritoneAPI.getSettings().preferSilkTouch.value);
}
/**
* AutoTool for a specific block with precomputed ToolSet data
*
* @param ctx The player context
* @param b the blockstate to mine
* @param ts previously calculated ToolSet
*/
static void switchToBestToolFor(IPlayerContext ctx, BlockState b, ToolSet ts, boolean preferSilkTouch) {
if (Baritone.settings().autoTool.value && !Baritone.settings().assumeExternalAutoTool.value) {
ctx.player().getInventory().selected = ts.getBestSlot(b.getBlock(), preferSilkTouch);
}
}
static void moveTowards(IPlayerContext ctx, MovementState state, BlockPos pos) {
state.setTarget(new MovementTarget(
RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
VecUtils.getBlockPosCenter(pos),
ctx.playerRotations()).withPitch(ctx.playerRotations().getPitch()),
false
)).setInput(Input.MOVE_FORWARD, true);
}
/**
* Returns whether or not the specified block is
* water, regardless of whether or not it is flowing.
*
* @param state The block state
* @return Whether or not the block is water
*/
static boolean isWater(BlockState state) {
Fluid f = state.getFluidState().getType();
return f == Fluids.WATER || f == Fluids.FLOWING_WATER;
}
/**
* Returns whether or not the block at the specified pos is
* water, regardless of whether or not it is flowing.
*
* @param ctx The player context
* @param bp The block pos
* @return Whether or not the block is water
*/
static boolean isWater(IPlayerContext ctx, BlockPos bp) {
return isWater(BlockStateInterface.get(ctx, bp));
}
static boolean isLava(BlockState state) {
Fluid f = state.getFluidState().getType();
return f == Fluids.LAVA || f == Fluids.FLOWING_LAVA;
}
/**
* Returns whether or not the specified pos has a liquid
*
* @param ctx The player context
* @param p The pos
* @return Whether or not the block is a liquid
*/
static boolean isLiquid(IPlayerContext ctx, BlockPos p) {
return isLiquid(BlockStateInterface.get(ctx, p));
}
static boolean isLiquid(BlockState blockState) {
return !blockState.getFluidState().isEmpty();
}
static boolean possiblyFlowing(BlockState state) {
FluidState fluidState = state.getFluidState();
return fluidState.getType() instanceof FlowingFluid
&& fluidState.getType().getAmount(fluidState) != 8;
}
static boolean isFlowing(int x, int y, int z, BlockState state, BlockStateInterface bsi) {
FluidState fluidState = state.getFluidState();
if (!(fluidState.getType() instanceof FlowingFluid)) {
return false;
}
if (fluidState.getType().getAmount(fluidState) != 8) {
return true;
}
return possiblyFlowing(bsi.get0(x + 1, y, z))
|| possiblyFlowing(bsi.get0(x - 1, y, z))
|| possiblyFlowing(bsi.get0(x, y, z + 1))
|| possiblyFlowing(bsi.get0(x, y, z - 1));
}
static boolean isBlockNormalCube(BlockState state) {
Block block = state.getBlock();
if (block instanceof BambooStalkBlock
|| block instanceof MovingPistonBlock
|| block instanceof ScaffoldingBlock
|| block instanceof ShulkerBoxBlock
|| block instanceof PointedDripstoneBlock
|| block instanceof AmethystClusterBlock) {
return false;
}
try {
return Block.isShapeFullBlock(state.getCollisionShape(null, null));
} catch (Exception ignored) {
// if we can't get the collision shape, assume it's bad and add to blocksToAvoid
}
return false;
}
static PlaceResult attemptToPlaceABlock(MovementState state, IBaritone baritone, BlockPos placeAt, boolean preferDown, boolean wouldSneak) {
IPlayerContext ctx = baritone.getPlayerContext();
Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt, wouldSneak); // we assume that if there is a block there, it must be replacable
boolean found = false;
if (direct.isPresent()) {
state.setTarget(new MovementTarget(direct.get(), true));
found = true;
}
for (int i = 0; i < 5; i++) {
BlockPos against1 = placeAt.relative(HORIZONTALS_BUT_ALSO_DOWN_____SO_EVERY_DIRECTION_EXCEPT_UP[i]);
if (MovementHelper.canPlaceAgainst(ctx, against1)) {
if (!((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(false, placeAt.getX(), placeAt.getY(), placeAt.getZ())) { // get ready to place a throwaway block
Helper.HELPER.logDebug("bb pls get me some blocks. dirt, netherrack, cobble");
state.setStatus(MovementStatus.UNREACHABLE);
return PlaceResult.NO_OPTION;
}
double faceX = (placeAt.getX() + against1.getX() + 1.0D) * 0.5D;
double faceY = (placeAt.getY() + against1.getY() + 0.5D) * 0.5D;
double faceZ = (placeAt.getZ() + against1.getZ() + 1.0D) * 0.5D;
Rotation place = RotationUtils.calcRotationFromVec3d(wouldSneak ? RayTraceUtils.inferSneakingEyePosition(ctx.player()) : ctx.playerHead(), new Vec3(faceX, faceY, faceZ), ctx.playerRotations());
Rotation actual = baritone.getLookBehavior().getAimProcessor().peekRotation(place);
HitResult res = RayTraceUtils.rayTraceTowards(ctx.player(), actual, ctx.playerController().getBlockReachDistance(), wouldSneak);
if (res != null && res.getType() == HitResult.Type.BLOCK && ((BlockHitResult) res).getBlockPos().equals(against1) && ((BlockHitResult) res).getBlockPos().relative(((BlockHitResult) res).getDirection()).equals(placeAt)) {
state.setTarget(new MovementTarget(place, true));
found = true;
if (!preferDown) {
// if preferDown is true, we want the last option
// if preferDown is false, we want the first
break;
}
}
}
}
if (ctx.getSelectedBlock().isPresent()) {
BlockPos selectedBlock = ctx.getSelectedBlock().get();
Direction side = ((BlockHitResult) ctx.objectMouseOver()).getDirection();
// only way for selectedBlock.equals(placeAt) to be true is if it's replacable
if (selectedBlock.equals(placeAt) || (MovementHelper.canPlaceAgainst(ctx, selectedBlock) && selectedBlock.relative(side).equals(placeAt))) {
if (wouldSneak) {
state.setInput(Input.SNEAK, true);
}
((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(true, placeAt.getX(), placeAt.getY(), placeAt.getZ());
return PlaceResult.READY_TO_PLACE;
}
}
if (found) {
if (wouldSneak) {
state.setInput(Input.SNEAK, true);
}
((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(true, placeAt.getX(), placeAt.getY(), placeAt.getZ());
return PlaceResult.ATTEMPTING;
}
return PlaceResult.NO_OPTION;
}
enum PlaceResult {
READY_TO_PLACE, ATTEMPTING, NO_OPTION;
}
static boolean isTransparent(Block b) {
return b instanceof AirBlock ||
b == Blocks.LAVA ||
b == Blocks.WATER;
}
}