Consolidate rayTraceTowards into RayTraceUtils, fixes #121
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@ -17,10 +17,7 @@
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package baritone.behavior.impl;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.Helper;
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import baritone.utils.Rotation;
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import baritone.utils.Utils;
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import baritone.utils.*;
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import net.minecraft.block.BlockFire;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.util.math.*;
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@ -87,18 +84,6 @@ public final class LookBehaviorUtils implements Helper {
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return Optional.empty();
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}
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private static RayTraceResult rayTraceTowards(Rotation rotation) {
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double blockReachDistance = mc.playerController.getBlockReachDistance();
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Vec3d start = mc.player.getPositionEyes(1.0F);
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Vec3d direction = calcVec3dFromRotation(rotation);
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Vec3d end = start.add(
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direction.x * blockReachDistance,
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direction.y * blockReachDistance,
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direction.z * blockReachDistance
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);
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return mc.world.rayTraceBlocks(start, end, false, false, true);
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}
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/**
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* Checks if coordinate is reachable with the given block-face rotation offset
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*
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@ -108,7 +93,7 @@ public final class LookBehaviorUtils implements Helper {
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*/
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protected static Optional<Rotation> reachableOffset(BlockPos pos, Vec3d offsetPos) {
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Rotation rotation = Utils.calcRotationFromVec3d(mc.player.getPositionEyes(1.0F), offsetPos);
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RayTraceResult result = rayTraceTowards(rotation);
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RayTraceResult result = RayTraceUtils.rayTraceTowards(rotation);
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System.out.println(result);
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if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) {
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if (result.getBlockPos().equals(pos)) {
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@ -18,6 +18,9 @@
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package baritone.utils;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import static baritone.behavior.impl.LookBehaviorUtils.calcVec3dFromRotation;
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/**
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* @author Brady
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@ -44,4 +47,16 @@ public final class RayTraceUtils implements Helper {
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return result;
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}
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public static RayTraceResult rayTraceTowards(Rotation rotation) {
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double blockReachDistance = mc.playerController.getBlockReachDistance();
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Vec3d start = mc.player.getPositionEyes(1.0F);
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Vec3d direction = calcVec3dFromRotation(rotation);
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Vec3d end = start.add(
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direction.x * blockReachDistance,
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direction.y * blockReachDistance,
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direction.z * blockReachDistance
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);
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return mc.world.rayTraceBlocks(start, end, false, false, true);
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}
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}
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