instant cancel when more than 3 blocks away
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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.movements.MovementDescend;
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import baritone.pathing.movement.movements.MovementDiagonal;
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import baritone.pathing.movement.movements.MovementFall;
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import baritone.pathing.movement.movements.MovementTraverse;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.Helper;
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@ -46,6 +47,7 @@ import static baritone.pathing.movement.MovementState.MovementStatus.*;
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* @author leijurv
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*/
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public class PathExecutor implements Helper {
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private static final double MAX_MAX_DIST_FROM_PATH = 3;
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private static final double MAX_DIST_FROM_PATH = 2;
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private static final double MAX_TICKS_AWAY = 200; // ten seconds. ok to decrease this, but it must be at least 110, see issue #102
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private final IPath path;
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@ -132,6 +134,17 @@ public class PathExecutor implements Helper {
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} else {
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ticksAway = 0;
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}
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if (distanceFromPath > MAX_MAX_DIST_FROM_PATH) {
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if (!(path.movements().get(pathPosition) instanceof MovementFall)) { // might be midair
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if (pathPosition > 0 || !(path.movements().get(pathPosition - 1) instanceof MovementFall)) { // might have overshot the landing
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displayChatMessageRaw("too far from path");
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pathPosition = path.length() + 3;
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Baritone.INSTANCE.getInputOverrideHandler().clearAllKeys();
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failed = true;
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return false;
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}
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}
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}
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//this commented block is literally cursed.
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/*Out.log(actions.get(pathPosition));
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if (pathPosition < actions.size() - 1) {//if there are two ActionBridges in a row and they are at right angles, walk diagonally. This makes it so you walk at 45 degrees along a zigzag path instead of doing inefficient zigging and zagging
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