Maybe dont have ignore cost calculation override auto tool?
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@ -67,9 +67,11 @@ public final class Settings {
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public final Setting<Boolean> autoTool = new Setting<>(true);
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public final Setting<Boolean> autoTool = new Setting<>(true);
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/**
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/**
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* Should movement cost calculation ignore the cost of breaking blocks with current slot?
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* Should movement cost calculation ignore the cost of breaking blocks with current slot, and assume best possible
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* item in the hotbar?
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*
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* Only use this if actually necessary, make sure to put this back to original state (false), or it
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* Only use this if actually necessary, make sure to put this back to original state (false), or it
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* migth mess up pathing in some combinations with auto tool setting. (just fall back to original settings if any
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* might mess up pathing in some combinations with auto tool setting. (just fall back to original settings if any
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* problems occurs)
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* problems occurs)
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*/
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*/
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public final Setting<Boolean> ignoreAutoToolMovementCost = new Setting<>(false);
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public final Setting<Boolean> ignoreAutoToolMovementCost = new Setting<>(false);
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@ -96,7 +96,8 @@ public class ToolSet {
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}
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}
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/**
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/**
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* Calculate which tool on the hotbar is best for mining
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* Calculate which tool on the hotbar is best for mining, depending on an override setting,
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* related to auto tool movement cost, it will either return current selected slot, or the best slot.
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*
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*
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* @param b the blockstate to be mined
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* @param b the blockstate to be mined
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* @return An int containing the index in the tools array that worked best
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* @return An int containing the index in the tools array that worked best
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@ -107,7 +108,11 @@ public class ToolSet {
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}
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}
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public int getBestSlot(Block b, boolean preferSilkTouch, boolean pathingCalculation) {
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public int getBestSlot(Block b, boolean preferSilkTouch, boolean pathingCalculation) {
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// Make all depending calculation respect auto tool value without doing unecessary calculations...
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/*
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If we actually want know what efficiency our held item has instead of the best one
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possible, this lets us make pathing depending on the actual tool used (if auto tool is disabled)
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*/
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if (!Baritone.settings().ignoreAutoToolMovementCost.value && pathingCalculation) {
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if (!Baritone.settings().ignoreAutoToolMovementCost.value && pathingCalculation) {
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return player.inventory.currentItem;
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return player.inventory.currentItem;
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}
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}
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