descend lookback is pretty much fixed
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@ -1,5 +1,6 @@
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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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@ -46,7 +47,21 @@ public class MovementDescend extends Movement {
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state.setStatus(MovementStatus.SUCCESS);
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return state;
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}
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moveTowards(positionsToBreak[1]);
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double diffX = player().posX - (dest.getX() + 0.5);
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double diffZ = player().posZ - (dest.getZ() + 0.5);
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double ab = Math.sqrt(diffX * diffX + diffZ * diffZ);
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if (!playerFeet.equals(dest) || ab > 0.3) {
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BlockPos fakeDest = new BlockPos(dest.getX() * 2 - src.getX(), dest.getY(), dest.getZ() * 2 - src.getZ());
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double diffX2 = player().posX - (fakeDest.getX() + 0.5);
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double diffZ2 = player().posZ - (fakeDest.getZ() + 0.5);
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double d = Math.sqrt(diffX2 * diffX2 + diffZ2 * diffZ2);
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if (d > ab)
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moveTowards(fakeDest);
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else {
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, false);
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state.setInput(InputOverrideHandler.Input.MOVE_BACK, true);
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}
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}
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return state;
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default:
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return state;
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@ -25,8 +25,8 @@ public class MovementFall extends Movement {
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int diffX = src.getX() - dest.getX();
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int diffZ = src.getZ() - dest.getZ();
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int diffY = src.getY() - dest.getY();
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toBreak = new BlockPos[diffY + 1];
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for(int i = 0; i < toBreak.length; i++ ) {
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toBreak = new BlockPos[diffY + 2];
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for (int i = 0; i < toBreak.length; i++) {
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toBreak[i] = new BlockPos(src.getX() - diffX, src.getY() + 1 - i, src.getZ() - diffZ);
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}
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return toBreak;
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@ -39,20 +39,25 @@ public class MovementFall extends Movement {
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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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if (!MovementHelper.canWalkOn(positionsToPlace[0], BlockStateInterface.get(positionsToPlace[0]))) {
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return COST_INF;
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}
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double placeBucketCost = 0.0;
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if(!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > 3) {
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > 3) {
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placeBucketCost = ActionCosts.PLACE_ONE_BLOCK_COST;
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}
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return WALK_OFF_BLOCK_COST + FALL_N_BLOCKS_COST[positionsToBreak.length - 1] + getTotalHardnessOfBlocksToBreak(ts) + placeBucketCost;
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double cost = getTotalHardnessOfBlocksToBreak(ts);
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if (cost != 0) {
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return COST_INF;
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}
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return WALK_OFF_BLOCK_COST + FALL_N_BLOCKS_COST[positionsToBreak.length - 1] + cost + placeBucketCost;
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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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switch(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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@ -61,16 +66,16 @@ public class MovementFall extends Movement {
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state.setStatus(MovementStatus.RUNNING);
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case RUNNING:
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BlockPos playerFeet = playerFeet();
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if(src.getY() - dest.getY() > 3 && !BlockStateInterface.isWater(dest) && !player().inventory.hasItemStack(new ItemStack(new ItemBucket(Blocks.WATER)))) {
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if (src.getY() - dest.getY() > 3 && !BlockStateInterface.isWater(dest) && !player().inventory.hasItemStack(new ItemStack(new ItemBucket(Blocks.WATER)))) {
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return state.setStatus(MovementStatus.UNREACHABLE);
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}
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if(playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.01 || BlockStateInterface.isWater(dest)))
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.01 || BlockStateInterface.isWater(dest)))
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return state.setStatus(MovementStatus.SUCCESS);
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Vec3d destCenter = Utils.calcCenterFromCoords(dest, world());
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if(Math.abs(player().posX - destCenter.x) > 0.2 || Math.abs(player().posZ - destCenter.z) > 0.2) {
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if (Math.abs(player().posX - destCenter.x) > 0.2 || Math.abs(player().posZ - destCenter.z) > 0.2) {
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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}
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if(!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > 3) {
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > 3) {
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LookBehaviorUtils.reachable(dest).ifPresent(rotation ->
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state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true)
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.setTarget(new MovementTarget(rotation))
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