Maybe dont have ignore cost calculation override auto tool?

This commit is contained in:
RealIndrit 2020-08-14 22:47:39 +02:00
parent ac55de63e9
commit 2eba22031a
2 changed files with 11 additions and 4 deletions

View File

@ -67,9 +67,11 @@ public final class Settings {
public final Setting<Boolean> autoTool = new Setting<>(true); public final Setting<Boolean> autoTool = new Setting<>(true);
/** /**
* Should movement cost calculation ignore the cost of breaking blocks with current slot? * Should movement cost calculation ignore the cost of breaking blocks with current slot, and assume best possible
* item in the hotbar?
*
* Only use this if actually necessary, make sure to put this back to original state (false), or it * Only use this if actually necessary, make sure to put this back to original state (false), or it
* migth mess up pathing in some combinations with auto tool setting. (just fall back to original settings if any * might mess up pathing in some combinations with auto tool setting. (just fall back to original settings if any
* problems occurs) * problems occurs)
*/ */
public final Setting<Boolean> ignoreAutoToolMovementCost = new Setting<>(false); public final Setting<Boolean> ignoreAutoToolMovementCost = new Setting<>(false);

View File

@ -96,7 +96,8 @@ public class ToolSet {
} }
/** /**
* Calculate which tool on the hotbar is best for mining * Calculate which tool on the hotbar is best for mining, depending on an override setting,
* related to auto tool movement cost, it will either return current selected slot, or the best slot.
* *
* @param b the blockstate to be mined * @param b the blockstate to be mined
* @return An int containing the index in the tools array that worked best * @return An int containing the index in the tools array that worked best
@ -107,7 +108,11 @@ public class ToolSet {
} }
public int getBestSlot(Block b, boolean preferSilkTouch, boolean pathingCalculation) { public int getBestSlot(Block b, boolean preferSilkTouch, boolean pathingCalculation) {
// Make all depending calculation respect auto tool value without doing unecessary calculations...
/*
If we actually want know what efficiency our held item has instead of the best one
possible, this lets us make pathing depending on the actual tool used (if auto tool is disabled)
*/
if (!Baritone.settings().ignoreAutoToolMovementCost.value && pathingCalculation) { if (!Baritone.settings().ignoreAutoToolMovementCost.value && pathingCalculation) {
return player.inventory.currentItem; return player.inventory.currentItem;
} }