add goal axis and fix movement fall path detection

This commit is contained in:
Leijurv 2018-09-15 12:51:37 -07:00
parent a978ddec08
commit 27b9324cf1
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GPG Key ID: 44A3EA646EADAC6A
10 changed files with 100 additions and 17 deletions

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@ -338,6 +338,11 @@ public class Settings {
*/
public Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
/**
* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
*/
public Setting<Integer> axisHeight = new Setting<>(120);
public final Map<String, Setting<?>> byLowerName;
public final List<Setting<?>> allSettings;

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@ -0,0 +1,54 @@
/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.pathing.goals;
import baritone.Baritone;
import net.minecraft.util.math.BlockPos;
public class GoalAxis implements Goal {
private static final double SQRT_2_OVER_2 = Math.sqrt(2) / 2;
@Override
public boolean isInGoal(BlockPos pos) {
int x = pos.getX();
int y = pos.getY();
int z = pos.getZ();
return y == Baritone.settings().axisHeight.get() && (x == 0 || z == 0 || Math.abs(x) == Math.abs(z));
}
@Override
public double heuristic(BlockPos pos) {
int x = Math.abs(pos.getX());
int y = pos.getY();
int z = Math.abs(pos.getZ());
int shrt = Math.min(x, z);
int lng = Math.max(x, z);
int diff = lng - shrt;
double flatAxisDistance = Math.min(x, Math.min(z, diff * SQRT_2_OVER_2));
return flatAxisDistance * Baritone.settings().costHeuristic.get() + GoalYLevel.calculate(Baritone.settings().axisHeight.get(), y);
}
@Override
public String toString() {
return "GoalAxis";
}
}

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@ -77,7 +77,7 @@ public class GoalBlock implements Goal, IGoalRenderPos {
@Override
public String toString() {
return "Goal{x=" + x + ",y=" + y + ",z=" + z + "}";
return "GoalBlock{x=" + x + ",y=" + y + ",z=" + z + "}";
}
/**
@ -92,7 +92,7 @@ public class GoalBlock implements Goal, IGoalRenderPos {
// if yDiff is 1 that means that pos.getY()-this.y==1 which means that we're 1 block below where we should be
// therefore going from 0,0,0 to a GoalYLevel of pos.getY()-this.y is accurate
heuristic += new GoalYLevel(yDiff).heuristic(new BlockPos(0, 0, 0));
heuristic += GoalYLevel.calculate(yDiff, 0);
//use the pythagorean and manhattan mixture from GoalXZ
heuristic += GoalXZ.calculate(xDiff, zDiff);

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@ -61,4 +61,9 @@ public class GoalGetToBlock implements Goal, IGoalRenderPos {
int zDiff = pos.getZ() - this.z;
return GoalBlock.calculate(xDiff, yDiff, zDiff);
}
@Override
public String toString() {
return "GoalGetToBlock{x=" + x + ",y=" + y + ",z=" + z + "}";
}
}

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@ -17,11 +17,13 @@
package baritone.pathing.goals;
import java.util.Arrays;
import net.minecraft.util.math.BlockPos;
import java.util.Arrays;
/**
* Useful for automated combat (retreating specifically)
*
* @author leijurv
*/
public class GoalRunAway implements Goal {
@ -65,6 +67,6 @@ public class GoalRunAway implements Goal {
@Override
public String toString() {
return "GoalRunAwayFrom[" + Arrays.asList(from) + "]";
return "GoalRunAwayFrom" + Arrays.asList(from);
}
}

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@ -61,7 +61,7 @@ public class GoalXZ implements Goal {
@Override
public String toString() {
return "Goal{x=" + x + ",z=" + z + "}";
return "GoalXZ{x=" + x + ",z=" + z + "}";
}
public static double calculate(double xDiff, double zDiff) {

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@ -42,19 +42,23 @@ public class GoalYLevel implements Goal {
@Override
public double heuristic(BlockPos pos) {
if (pos.getY() > level) {
return calculate(level, pos.getY());
}
static double calculate(int goalY, int currentY) {
if (currentY > goalY) {
// need to descend
return FALL_N_BLOCKS_COST[2] / 2 * (pos.getY() - level);
return FALL_N_BLOCKS_COST[2] / 2 * (currentY - goalY);
}
if (pos.getY() < level) {
if (currentY < goalY) {
// need to ascend
return (level - pos.getY()) * JUMP_ONE_BLOCK_COST;
return (goalY - currentY) * JUMP_ONE_BLOCK_COST;
}
return 0;
}
@Override
public String toString() {
return "Goal{y=" + level + "}";
return "GoalYLevel{y=" + level + "}";
}
}

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@ -134,15 +134,22 @@ public class MovementFall extends Movement {
state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest)), false));
}
if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.094 || BlockStateInterface.isWater(dest))) { // 0.094 because lilypads
if (BlockStateInterface.isWater(dest) && InventoryPlayer.isHotbar(player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) {
player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
if (player().motionY >= 0) {
return state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true);
if (BlockStateInterface.isWater(dest)) {
if (InventoryPlayer.isHotbar(player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) {
player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
if (player().motionY >= 0) {
return state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true);
} else {
return state;
}
} else {
return state;
if (player().motionY >= 0) {
return state.setStatus(MovementStatus.SUCCESS);
} // don't else return state; we need to stay centered because this water might be flowing under the surface
}
} else {
return state.setStatus(MovementStatus.SUCCESS);
}
return state.setStatus(MovementStatus.SUCCESS);
}
Vec3d destCenter = Utils.getBlockPosCenter(dest); // we are moving to the 0.5 center not the edge (like if we were falling on a ladder)
if (Math.abs(player().posX - destCenter.x) > 0.2 || Math.abs(player().posZ - destCenter.z) > 0.2) {

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@ -264,7 +264,7 @@ public class PathExecutor implements Helper {
// when we're midair in the middle of a fall, we're very far from both the beginning and the end, but we aren't actually off path
if (path.movements().get(pathPosition) instanceof MovementFall) {
BlockPos fallDest = path.positions().get(pathPosition + 1); // .get(pathPosition) is the block we fell off of
if (Utils.playerFlatDistanceToCenter(fallDest) < 0.5) {
if (Utils.playerFlatDistanceToCenter(fallDest) < leniency) { // ignore Y by using flat distance
return false;
}
return true;

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@ -119,6 +119,12 @@ public class ExampleBaritoneControl extends Behavior implements Helper {
event.cancel();
return;
}
if (msg.equals("axis")) {
PathingBehavior.INSTANCE.setGoal(new GoalAxis());
PathingBehavior.INSTANCE.path();
event.cancel();
return;
}
if (msg.toLowerCase().equals("cancel")) {
MineBehavior.INSTANCE.cancel();
FollowBehavior.INSTANCE.cancel();