MovementDescend
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@ -6,6 +6,7 @@ import baritone.bot.pathing.goals.Goal;
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import baritone.bot.pathing.movement.ActionCosts;
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import baritone.bot.pathing.movement.ActionCosts;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.movements.MovementAscend;
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import baritone.bot.pathing.movement.movements.MovementAscend;
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import baritone.bot.pathing.movement.movements.MovementDescend;
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import baritone.bot.pathing.movement.movements.MovementTraverse;
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import baritone.bot.pathing.movement.movements.MovementTraverse;
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import baritone.bot.pathing.path.IPath;
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import baritone.bot.pathing.path.IPath;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.ToolSet;
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@ -142,7 +143,7 @@ public class AStarPathFinder extends AbstractNodeCostSearch {
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int x = pos.getX();
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int x = pos.getX();
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int y = pos.getY();
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int y = pos.getY();
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int z = pos.getZ();
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int z = pos.getZ();
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Movement[] movements = new Movement[8];
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Movement[] movements = new Movement[12];
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movements[0] = new MovementTraverse(pos, new BlockPos(x + 1, y, z));
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movements[0] = new MovementTraverse(pos, new BlockPos(x + 1, y, z));
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movements[1] = new MovementTraverse(pos, new BlockPos(x - 1, y, z));
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movements[1] = new MovementTraverse(pos, new BlockPos(x - 1, y, z));
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movements[2] = new MovementTraverse(pos, new BlockPos(x, y, z + 1));
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movements[2] = new MovementTraverse(pos, new BlockPos(x, y, z + 1));
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@ -151,6 +152,10 @@ public class AStarPathFinder extends AbstractNodeCostSearch {
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movements[5] = new MovementAscend(pos, new BlockPos(x - 1, y + 1, z));
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movements[5] = new MovementAscend(pos, new BlockPos(x - 1, y + 1, z));
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movements[6] = new MovementAscend(pos, new BlockPos(x, y + 1, z + 1));
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movements[6] = new MovementAscend(pos, new BlockPos(x, y + 1, z + 1));
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movements[7] = new MovementAscend(pos, new BlockPos(x, y + 1, z - 1));
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movements[7] = new MovementAscend(pos, new BlockPos(x, y + 1, z - 1));
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movements[8] = new MovementDescend(pos, new BlockPos(x + 1, y - 1, z));
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movements[9] = new MovementDescend(pos, new BlockPos(x - 1, y - 1, z));
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movements[10] = new MovementDescend(pos, new BlockPos(x, y - 1, z + 1));
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movements[11] = new MovementDescend(pos, new BlockPos(x, y - 1, z - 1));
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/*Action[] actions = new Action[26];
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/*Action[] actions = new Action[26];
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actions[0] = new ActionPillar(pos);
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actions[0] = new ActionPillar(pos);
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actions[1] = new ActionBridge(pos, new BlockPos(x + 1, y, z));
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actions[1] = new ActionBridge(pos, new BlockPos(x + 1, y, z));
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@ -0,0 +1,58 @@
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package baritone.bot.pathing.movement.movements;
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import baritone.bot.InputOverrideHandler;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.MovementHelper;
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import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockLadder;
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import net.minecraft.block.BlockVine;
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import net.minecraft.util.math.BlockPos;
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public class MovementDescend extends Movement {
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public MovementDescend(BlockPos start, BlockPos end) {
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super(start, end, new BlockPos[]{end.up(2), end.up(), end}, new BlockPos[]{end.down()});
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}
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@Override
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protected double calculateCost(ToolSet ts) {
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if (!MovementHelper.canWalkOn(positionsToPlace[0], BlockStateInterface.get(positionsToPlace[0]))) {
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return COST_INF;
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}
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Block tmp1 = BlockStateInterface.get(dest).getBlock();
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if (tmp1 instanceof BlockLadder || tmp1 instanceof BlockVine) {
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return COST_INF;
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}
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return WALK_ONE_BLOCK_COST * 0.8 + Math.max(FALL_N_BLOCKS_COST[1], WALK_ONE_BLOCK_COST * 0.2) + getTotalHardnessOfBlocksToBreak(ts);//we walk half the block plus 0.3 to get to the edge, then we walk the other 0.2 while simultaneously falling (math.max because of how it's in parallel)
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}
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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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System.out.println("Ticking with state " + state.getStatus());
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switch (state.getStatus()) {
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case PREPPING:
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case UNREACHABLE:
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case FAILED:
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return state;
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case WAITING:
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case RUNNING:
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BlockPos playerFeet = playerFeet();
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if (playerFeet.equals(dest) && player().posY - playerFeet.getY() < 0.01) {
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// Wait until we're actually on the ground before saying we're done because sometimes we continue to fall if the next action starts immediately
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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return state;
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}
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(positionsToBreak[1], world()));
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return state.setTarget(new MovementState.MovementTarget(rotationToBlock)).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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default:
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return state;
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}
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}
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}
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