walkWhileBreaking, fixes #147
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@ -322,6 +322,11 @@ public class Settings {
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*/
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*/
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public Setting<Boolean> leftClickWorkaround = new Setting<>(true);
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public Setting<Boolean> leftClickWorkaround = new Setting<>(true);
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/**
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* Don't stop walking forward when you need to break blocks in your way
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*/
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public Setting<Boolean> walkWhileBreaking = new Setting<>(true);
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public final Map<String, Setting<?>> byLowerName;
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public final Map<String, Setting<?>> byLowerName;
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public final List<Setting<?>> allSettings;
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public final List<Setting<?>> allSettings;
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@ -25,6 +25,7 @@ import baritone.pathing.movement.MovementHelper;
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import baritone.pathing.movement.MovementState;
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import baritone.pathing.movement.MovementState;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.InputOverrideHandler;
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import baritone.utils.InputOverrideHandler;
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import baritone.utils.Rotation;
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import baritone.utils.Utils;
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import baritone.utils.Utils;
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import baritone.utils.pathing.BetterBlockPos;
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import baritone.utils.pathing.BetterBlockPos;
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import net.minecraft.block.*;
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import net.minecraft.block.*;
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@ -131,8 +132,37 @@ public class MovementTraverse extends Movement {
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public MovementState updateState(MovementState state) {
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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super.updateState(state);
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if (state.getStatus() != MovementState.MovementStatus.RUNNING) {
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if (state.getStatus() != MovementState.MovementStatus.RUNNING) {
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// if the setting is enabled
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if (!Baritone.settings().walkWhileBreaking.get()) {
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return state;
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return state;
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}
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}
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// and if we're prepping (aka mining the block in front)
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if (state.getStatus() != MovementState.MovementStatus.PREPPING) {
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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(positionsToBreak[0]).getBlock())) {
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return state;
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}
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if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(positionsToBreak[1]).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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double dist = Math.max(Math.abs(player().posX - (dest.getX() + 0.5D)), Math.abs(player().posZ - (dest.getZ() + 0.5D)));
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if (dist < 0.83) {
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return state;
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}
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// combine the yaw to the center of the destination, and the pitch to the specific block we're trying to break
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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 = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(dest, world())).getFirst();
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float pitchToBreak = state.getTarget().getRotation().get().getSecond();
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state.setTarget(new MovementState.MovementTarget(new Rotation(yawToDest, pitchToBreak), true));
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return state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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}
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//sneak may have been set to true in the PREPPING state while mining an adjacent block
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state.setInput(InputOverrideHandler.Input.SNEAK, false);
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state.setInput(InputOverrideHandler.Input.SNEAK, false);
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Block fd = BlockStateInterface.get(src.down()).getBlock();
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Block fd = BlockStateInterface.get(src.down()).getBlock();
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