fix two weird ways of getting stuck
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e18dc7c7e7
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@ -249,9 +249,9 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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private static Vec3d[] aabbSideMultipliers(EnumFacing side) {
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switch (side) {
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case UP:
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return new Vec3d[]{new Vec3d(0.5, 1, 0.5)};
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return new Vec3d[]{new Vec3d(0.5, 1, 0.5), new Vec3d(0.1, 1, 0.5), new Vec3d(0.9, 1, 0.5), new Vec3d(0.5, 1, 0.1), new Vec3d(0.5, 1, 0.9)};
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case DOWN:
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return new Vec3d[]{new Vec3d(0.5, 0, 0.5)};
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return new Vec3d[]{new Vec3d(0.5, 0, 0.5), new Vec3d(0.1, 0, 0.5), new Vec3d(0.9, 0, 0.5), new Vec3d(0.5, 0, 0.1), new Vec3d(0.5, 0, 0.9)};
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case NORTH:
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case SOUTH:
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case EAST:
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@ -295,6 +295,12 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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BetterBlockPos pos = toBreak.get().getFirst();
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baritone.getLookBehavior().updateTarget(rot, true);
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MovementHelper.switchToBestToolFor(ctx, bcc.get(pos));
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if (ctx.player().isSneaking()) {
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// really horrible bug where a block is visible for breaking while sneaking but not otherwise
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// so you can't see it, it goes to place something else, sneaks, then the next tick it tries to break
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// and is unable since it's unsneaked in the intermediary tick
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baritone.getInputOverrideHandler().setInputForceState(Input.SNEAK, true);
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}
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if (Objects.equals(ctx.objectMouseOver().getBlockPos(), pos) || ctx.playerRotations().isReallyCloseTo(rot)) {
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baritone.getInputOverrideHandler().setInputForceState(Input.CLICK_LEFT, true);
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}
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@ -445,6 +451,11 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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public double heuristic(int x, int y, int z) {
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return primary.heuristic(x, y, z);
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}
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@Override
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public String toString() {
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return "JankyComposite Primary: " + primary + " Fallback: " + fallback;
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}
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}
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public static class GoalBreak extends GoalGetToBlock {
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