Pathing is functioning
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5b96e6cd57
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@ -1,6 +1,7 @@
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package baritone.bot;
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package baritone.bot;
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import baritone.bot.behavior.Behavior;
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import baritone.bot.behavior.Behavior;
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import baritone.bot.behavior.impl.LookBehavior;
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import baritone.bot.behavior.impl.PathingBehavior;
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import baritone.bot.behavior.impl.PathingBehavior;
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import java.util.ArrayList;
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import java.util.ArrayList;
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@ -42,6 +43,7 @@ public enum Baritone {
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this.inputOverrideHandler = new InputOverrideHandler();
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this.inputOverrideHandler = new InputOverrideHandler();
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this.behaviors = new ArrayList<>();
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this.behaviors = new ArrayList<>();
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behaviors.add(PathingBehavior.INSTANCE);
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behaviors.add(PathingBehavior.INSTANCE);
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behaviors.add(LookBehavior.INSTANCE);
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this.active = true;
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this.active = true;
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this.initialized = true;
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this.initialized = true;
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@ -46,6 +46,8 @@ public final class InputOverrideHandler implements Helper {
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* @param forced Whether or not the state is being forced
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* @param forced Whether or not the state is being forced
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*/
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*/
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public final void setInputForceState(Input input, boolean forced) {
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public final void setInputForceState(Input input, boolean forced) {
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if(!forced)
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System.out.println(input);
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inputForceStateMap.put(input.getKeyBinding(), forced);
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inputForceStateMap.put(input.getKeyBinding(), forced);
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}
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}
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@ -1,6 +1,7 @@
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package baritone.bot.behavior.impl;
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package baritone.bot.behavior.impl;
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import baritone.bot.behavior.Behavior;
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import baritone.bot.behavior.Behavior;
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import baritone.bot.event.events.TickEvent;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.Rotation;
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import java.util.Optional;
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import java.util.Optional;
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@ -25,6 +26,11 @@ public class LookBehavior extends Behavior {
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this.target = Optional.of(target);
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this.target = Optional.of(target);
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}
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}
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@Override
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public void onTick(TickEvent event) {
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this.onPlayerUpdate();
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}
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@Override
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@Override
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public void onPlayerUpdate() {
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public void onPlayerUpdate() {
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if(target.isPresent()) {
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if(target.isPresent()) {
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@ -112,8 +112,11 @@ public abstract class Movement implements Helper, MovementHelper {
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MovementState latestState = updateState(currentState);
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MovementState latestState = updateState(currentState);
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latestState.getTarget().rotation.ifPresent(LookBehavior.INSTANCE::updateTarget);
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latestState.getTarget().rotation.ifPresent(LookBehavior.INSTANCE::updateTarget);
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//TODO calculate movement inputs from latestState.getGoal().position
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//TODO calculate movement inputs from latestState.getGoal().position
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latestState.getTarget().position.ifPresent(null); // NULL CONSUMER REALLY SHOULDN'T BE THE FINAL THING YOU SHOULD REALLY REPLACE THIS WITH ALMOST ACTUALLY ANYTHING ELSE JUST PLEASE DON'T LEAVE IT AS IT IS THANK YOU KANYE
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//latestState.getTarget().position.ifPresent(null); NULL CONSUMER REALLY SHOULDN'T BE THE FINAL THING YOU SHOULD REALLY REPLACE THIS WITH ALMOST ACTUALLY ANYTHING ELSE JUST PLEASE DON'T LEAVE IT AS IT IS THANK YOU KANYE
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latestState.inputState.forEach((input, forced) -> Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(input, forced));
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latestState.inputState.forEach((input, forced) -> {
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Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(input, forced);
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System.out.println(input + " AND " + forced);
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});
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latestState.inputState.replaceAll((input, forced) -> false);
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latestState.inputState.replaceAll((input, forced) -> false);
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currentState = latestState;
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currentState = latestState;
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@ -160,6 +163,8 @@ public abstract class Movement implements Helper, MovementHelper {
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* Run cleanup on state finish and declare success.
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* Run cleanup on state finish and declare success.
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*/
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*/
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public void onFinish(MovementState state) {
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public void onFinish(MovementState state) {
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state.inputState.replaceAll((input, forced) -> false);
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state.inputState.forEach((input, forced) -> Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(input, forced));
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state.setStatus(MovementStatus.SUCCESS);
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state.setStatus(MovementStatus.SUCCESS);
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}
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}
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@ -11,8 +11,8 @@ import java.util.Optional;
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public class MovementState {
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public class MovementState {
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private MovementStatus status;
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private MovementStatus status;
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private MovementTarget goal;
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private MovementTarget goal = new MovementTarget(Optional.empty(), Optional.empty());
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private MovementTarget target;
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private MovementTarget target = new MovementTarget(Optional.empty(), Optional.empty());
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protected final Map<Input, Boolean> inputState = new HashMap<>();
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protected final Map<Input, Boolean> inputState = new HashMap<>();
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public MovementState setStatus(MovementStatus status) {
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public MovementState setStatus(MovementStatus status) {
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@ -73,11 +73,14 @@ public class MovementAscend extends Movement {
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return state;
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return state;
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case WAITING:
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case WAITING:
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case RUNNING:
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case RUNNING:
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state.setTarget(new MovementState.MovementTarget(Optional.empty(), Optional.of(Utils.calcRotationFromCoords(playerFeet(), positionsToBreak[0]))));
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if (playerFeet().equals(dest)) {
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state.setStatus(MovementStatus.SUCCESS);
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return state;
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}
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MovementState latestState = state.setInput(InputOverrideHandler.Input.JUMP, true).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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state.setTarget(new MovementState.MovementTarget(Optional.empty(), Optional.of(Utils.calcRotationFromCoords(playerFeet(), positionsToBreak[0]))));
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if (playerFeet().equals(dest))
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state.setInput(InputOverrideHandler.Input.JUMP, true).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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latestState.setStatus(MovementStatus.SUCCESS);
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return state;
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default:
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default:
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return state;
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return state;
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}
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}
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@ -93,10 +93,13 @@ public class MovementTraverse extends Movement {
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return state;
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return state;
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case WAITING:
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case WAITING:
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case RUNNING:
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case RUNNING:
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state.setTarget(new MovementState.MovementTarget(Optional.empty(), Optional.of(Utils.calcRotationFromCoords(playerFeet(), positionsToBreak[0]))));
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if (playerFeet().equals(dest)) {
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MovementState latestState = state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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if (playerFeet().equals(dest))
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return state;
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latestState.setStatus(MovementState.MovementStatus.SUCCESS);
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}
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state.setTarget(new MovementState.MovementTarget(Optional.empty(), Optional.of(Utils.calcRotationFromCoords(playerFeet(), positionsToBreak[1])))).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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return state;
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default:
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default:
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return state;
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return state;
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}
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}
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