add blockBreakAdditionalPenalty

This commit is contained in:
Leijurv 2018-10-03 08:20:24 -07:00
parent 1bd7c8455f
commit 239bb14e3a
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3 changed files with 13 additions and 0 deletions

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@ -56,6 +56,13 @@ public class Settings {
*/ */
public Setting<Double> blockPlacementPenalty = new Setting<>(20D); public Setting<Double> blockPlacementPenalty = new Setting<>(20D);
/**
* This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
* it will take an otherwise equivalent route that doesn't require it to put out fire.
*/
public Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
/** /**
* Allow Baritone to fall arbitrary distances and place a water bucket beneath it. * Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
* Reliability: questionable. * Reliability: questionable.

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@ -43,6 +43,7 @@ public class CalculationContext implements Helper {
private final int maxFallHeightNoWater; private final int maxFallHeightNoWater;
private final int maxFallHeightBucket; private final int maxFallHeightBucket;
private final double waterWalkSpeed; private final double waterWalkSpeed;
private final double breakBlockAdditionalCost;
public CalculationContext() { public CalculationContext() {
this(new ToolSet()); this(new ToolSet());
@ -63,6 +64,7 @@ public class CalculationContext implements Helper {
} }
float mult = depth / 3.0F; float mult = depth / 3.0F;
this.waterWalkSpeed = ActionCosts.WALK_ONE_IN_WATER_COST * (1 - mult) + ActionCosts.WALK_ONE_BLOCK_COST * mult; this.waterWalkSpeed = ActionCosts.WALK_ONE_IN_WATER_COST * (1 - mult) + ActionCosts.WALK_ONE_BLOCK_COST * mult;
this.breakBlockAdditionalCost = Baritone.settings().blockBreakAdditionalPenalty.get();
// why cache these things here, why not let the movements just get directly from settings? // why cache these things here, why not let the movements just get directly from settings?
// because if some movements are calculated one way and others are calculated another way, // because if some movements are calculated one way and others are calculated another way,
// then you get a wildly inconsistent path that isn't optimal for either scenario. // then you get a wildly inconsistent path that isn't optimal for either scenario.
@ -104,4 +106,7 @@ public class CalculationContext implements Helper {
return waterWalkSpeed; return waterWalkSpeed;
} }
public double breakBlockAdditionalCost() {
return breakBlockAdditionalCost;
}
} }

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@ -374,6 +374,7 @@ public interface MovementHelper extends ActionCosts, Helper {
} }
double result = m / strVsBlock; double result = m / strVsBlock;
result += context.breakBlockAdditionalCost();
if (includeFalling) { if (includeFalling) {
IBlockState above = BlockStateInterface.get(x, y + 1, z); IBlockState above = BlockStateInterface.get(x, y + 1, z);
if (above.getBlock() instanceof BlockFalling) { if (above.getBlock() instanceof BlockFalling) {