Didn't need to do that
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@ -17,7 +17,7 @@
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package baritone.pathing.movement;
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package baritone.pathing.movement;
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import baritone.api.BaritoneAPI;
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import baritone.Baritone;
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import baritone.api.pathing.movement.ActionCosts;
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import baritone.api.pathing.movement.ActionCosts;
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import baritone.utils.Helper;
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import baritone.utils.Helper;
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import baritone.utils.ToolSet;
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import baritone.utils.ToolSet;
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@ -51,20 +51,20 @@ public class CalculationContext implements Helper {
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public CalculationContext(ToolSet toolSet) {
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public CalculationContext(ToolSet toolSet) {
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this.toolSet = toolSet;
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this.toolSet = toolSet;
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this.hasThrowaway = BaritoneAPI.getSettings().allowPlace.get() && MovementHelper.throwaway(false);
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this.hasThrowaway = Baritone.settings().allowPlace.get() && MovementHelper.throwaway(false);
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this.hasWaterBucket = BaritoneAPI.getSettings().allowWaterBucketFall.get() && InventoryPlayer.isHotbar(player().inventory.getSlotFor(STACK_BUCKET_WATER)) && !world().provider.isNether();
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this.hasWaterBucket = Baritone.settings().allowWaterBucketFall.get() && InventoryPlayer.isHotbar(player().inventory.getSlotFor(STACK_BUCKET_WATER)) && !world().provider.isNether();
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this.canSprint = BaritoneAPI.getSettings().allowSprint.get() && player().getFoodStats().getFoodLevel() > 6;
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this.canSprint = Baritone.settings().allowSprint.get() && player().getFoodStats().getFoodLevel() > 6;
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this.placeBlockCost = BaritoneAPI.getSettings().blockPlacementPenalty.get();
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this.placeBlockCost = Baritone.settings().blockPlacementPenalty.get();
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this.allowBreak = BaritoneAPI.getSettings().allowBreak.get();
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this.allowBreak = Baritone.settings().allowBreak.get();
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this.maxFallHeightNoWater = BaritoneAPI.getSettings().maxFallHeightNoWater.get();
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this.maxFallHeightNoWater = Baritone.settings().maxFallHeightNoWater.get();
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this.maxFallHeightBucket = BaritoneAPI.getSettings().maxFallHeightBucket.get();
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this.maxFallHeightBucket = Baritone.settings().maxFallHeightBucket.get();
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int depth = EnchantmentHelper.getDepthStriderModifier(player());
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int depth = EnchantmentHelper.getDepthStriderModifier(player());
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if (depth > 3) {
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if (depth > 3) {
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depth = 3;
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depth = 3;
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}
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}
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float mult = depth / 3.0F;
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float mult = depth / 3.0F;
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this.waterWalkSpeed = ActionCosts.WALK_ONE_IN_WATER_COST * (1 - mult) + ActionCosts.WALK_ONE_BLOCK_COST * mult;
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this.waterWalkSpeed = ActionCosts.WALK_ONE_IN_WATER_COST * (1 - mult) + ActionCosts.WALK_ONE_BLOCK_COST * mult;
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this.breakBlockAdditionalCost = BaritoneAPI.getSettings().blockBreakAdditionalPenalty.get();
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this.breakBlockAdditionalCost = Baritone.settings().blockBreakAdditionalPenalty.get();
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// why cache these things here, why not let the movements just get directly from settings?
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// why cache these things here, why not let the movements just get directly from settings?
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// because if some movements are calculated one way and others are calculated another way,
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// because if some movements are calculated one way and others are calculated another way,
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// then you get a wildly inconsistent path that isn't optimal for either scenario.
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// then you get a wildly inconsistent path that isn't optimal for either scenario.
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