Merge branch 'master' into builder

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Leijurv 2019-01-29 19:47:36 -08:00
commit 306bd18a40
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17 changed files with 234 additions and 205 deletions

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@ -9,6 +9,7 @@ install:
- travis_retry docker build -t cabaletta/baritone . - travis_retry docker build -t cabaletta/baritone .
script: script:
- docker run --rm cabaletta/baritone ./gradlew javadoc
- docker run --name baritone cabaletta/baritone /bin/sh -c "set -e; /sbin/start-stop-daemon --start --quiet --pidfile /tmp/custom_xvfb_99.pid --make-pidfile --background --exec /usr/bin/Xvfb -- :99 -screen 0 128x128x24 -ac +extension GLX +render; DISPLAY=:99 BARITONE_AUTO_TEST=true ./gradlew runClient" - docker run --name baritone cabaletta/baritone /bin/sh -c "set -e; /sbin/start-stop-daemon --start --quiet --pidfile /tmp/custom_xvfb_99.pid --make-pidfile --background --exec /usr/bin/Xvfb -- :99 -screen 0 128x128x24 -ac +extension GLX +render; DISPLAY=:99 BARITONE_AUTO_TEST=true ./gradlew runClient"
- docker cp baritone:/code/dist dist - docker cp baritone:/code/dist dist
- ls dist - ls dist

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@ -20,9 +20,6 @@
[![WWE integration](https://img.shields.io/badge/WWE%20%22integration%22-v1.0.0%3F%3F%20smh%20license%20violations-orange.svg)](https://wweclient.com/) [![WWE integration](https://img.shields.io/badge/WWE%20%22integration%22-v1.0.0%3F%3F%20smh%20license%20violations-orange.svg)](https://wweclient.com/)
[![Future integration](https://img.shields.io/badge/Future%20integration-Soon™%3F%3F%3F-red.svg)](https://futureclient.net/) [![Future integration](https://img.shields.io/badge/Future%20integration-Soon™%3F%3F%3F-red.svg)](https://futureclient.net/)
[![ForgeHax integration](https://img.shields.io/badge/ForgeHax%20integration-Soon™-red.svg)](https://github.com/fr1kin/ForgeHax) [![ForgeHax integration](https://img.shields.io/badge/ForgeHax%20integration-Soon™-red.svg)](https://github.com/fr1kin/ForgeHax)
[![forthebadge](https://forthebadge.com/images/badges/built-with-swag.svg)](http://forthebadge.com)
[![forthebadge](https://forthebadge.com/images/badges/mom-made-pizza-rolls.svg)](http://forthebadge.com)
A Minecraft pathfinder bot. A Minecraft pathfinder bot.
@ -39,6 +36,8 @@ Here are some links to help to get started:
- [Installation](INSTALL.md) - [Installation](INSTALL.md)
- [Javadocs](https://baritone.leijurv.com/)
# Chat control # Chat control
[Defined Here](src/main/java/baritone/utils/ExampleBaritoneControl.java) [Defined Here](src/main/java/baritone/utils/ExampleBaritoneControl.java)
@ -48,7 +47,7 @@ Quick start example: `thisway 1000` or `goal 70` to set the goal, `path` to actu
``` ```
BaritoneAPI.getSettings().allowSprint.value = true; BaritoneAPI.getSettings().allowSprint.value = true;
BaritoneAPI.getSettings().pathTimeoutMS.value = 2000L; BaritoneAPI.getSettings().primaryTimeoutMS.value = 2000L;
BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalXZ(10000, 20000)); BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalXZ(10000, 20000));
``` ```

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@ -99,8 +99,10 @@ mixin {
} }
javadoc { javadoc {
source = sourceSets.api.allJava options.addStringOption('Xwerror', '-quiet') // makes the build fail on travis when there is a javadoc error
classpath = sourceSets.api.compileClasspath options.linkSource true
source += sourceSets.api.allJava
classpath += sourceSets.api.compileClasspath
} }
jar { jar {

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@ -33,67 +33,67 @@ import java.util.function.Consumer;
* *
* @author leijurv * @author leijurv
*/ */
public class Settings { public final class Settings {
/** /**
* Allow Baritone to break blocks * Allow Baritone to break blocks
*/ */
public Setting<Boolean> allowBreak = new Setting<>(true); public final Setting<Boolean> allowBreak = new Setting<>(true);
/** /**
* Allow Baritone to sprint * Allow Baritone to sprint
*/ */
public Setting<Boolean> allowSprint = new Setting<>(true); public final Setting<Boolean> allowSprint = new Setting<>(true);
/** /**
* Allow Baritone to place blocks * Allow Baritone to place blocks
*/ */
public Setting<Boolean> allowPlace = new Setting<>(true); public final Setting<Boolean> allowPlace = new Setting<>(true);
/** /**
* Allow Baritone to move items in your inventory to your hotbar * Allow Baritone to move items in your inventory to your hotbar
*/ */
public Setting<Boolean> allowInventory = new Setting<>(false); public final Setting<Boolean> allowInventory = new Setting<>(false);
/** /**
* It doesn't actually take twenty ticks to place a block, this cost is so high * It doesn't actually take twenty ticks to place a block, this cost is so high
* because we want to generally conserve blocks which might be limited * because we want to generally conserve blocks which might be limited
*/ */
public Setting<Double> blockPlacementPenalty = new Setting<>(20D); public final Setting<Double> blockPlacementPenalty = new Setting<>(20D);
/** /**
* This is just a tiebreaker to make it less likely to break blocks if it can avoid it. * This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal * For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
* it will take an otherwise equivalent route that doesn't require it to put out fire. * it will take an otherwise equivalent route that doesn't require it to put out fire.
*/ */
public Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D); public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
/** /**
* Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger * Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger
*/ */
public Setting<Double> jumpPenalty = new Setting<>(2D); public final Setting<Double> jumpPenalty = new Setting<>(2D);
/** /**
* Walking on water uses up hunger really quick, so penalize it * Walking on water uses up hunger really quick, so penalize it
*/ */
public Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D); public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
/** /**
* Allow Baritone to fall arbitrary distances and place a water bucket beneath it. * Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
* Reliability: questionable. * Reliability: questionable.
*/ */
public Setting<Boolean> allowWaterBucketFall = new Setting<>(true); public final Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
/** /**
* Allow Baritone to assume it can walk on still water just like any other block. * Allow Baritone to assume it can walk on still water just like any other block.
* This functionality is assumed to be provided by a separate library that might have imported Baritone. * This functionality is assumed to be provided by a separate library that might have imported Baritone.
*/ */
public Setting<Boolean> assumeWalkOnWater = new Setting<>(false); public final Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
/** /**
* Assume step functionality; don't jump on an Ascend. * Assume step functionality; don't jump on an Ascend.
*/ */
public Setting<Boolean> assumeStep = new Setting<>(false); public final Setting<Boolean> assumeStep = new Setting<>(false);
/** /**
* Assume safe walk functionality; don't sneak on a backplace traverse. * Assume safe walk functionality; don't sneak on a backplace traverse.
@ -102,14 +102,14 @@ public class Settings {
* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing * it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
* against it. That's why this defaults to off. * against it. That's why this defaults to off.
*/ */
public Setting<Boolean> assumeSafeWalk = new Setting<>(false); public final Setting<Boolean> assumeSafeWalk = new Setting<>(false);
/** /**
* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256 * If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
* <p> * <p>
* Defaults to false because this fails on NCP * Defaults to false because this fails on constantiam
*/ */
public Setting<Boolean> allowJumpAt256 = new Setting<>(false); public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
/** /**
* Allow descending diagonally * Allow descending diagonally
@ -118,12 +118,12 @@ public class Settings {
* <p> * <p>
* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place. * For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
*/ */
public Setting<Boolean> allowDiagonalDescend = new Setting<>(false); public final Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
/** /**
* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.) * Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
*/ */
public Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList( public final Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
Item.getItemFromBlock(Blocks.DIRT), Item.getItemFromBlock(Blocks.DIRT),
Item.getItemFromBlock(Blocks.COBBLESTONE), Item.getItemFromBlock(Blocks.COBBLESTONE),
Item.getItemFromBlock(Blocks.NETHERRACK) Item.getItemFromBlock(Blocks.NETHERRACK)
@ -132,31 +132,37 @@ public class Settings {
/** /**
* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real * Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario. * pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
* <p>
* Never turn this on lol
*/ */
public Setting<Boolean> allowVines = new Setting<>(false); public final Setting<Boolean> allowVines = new Setting<>(false);
/** /**
* Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs * Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs
* everywhere in your base. * everywhere in your base.
*/ */
public Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true); public final Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
/** /**
* You know what it is * You know what it is
* <p> * <p>
* But it's very unreliable and falls off when cornering like all the time so. * But it's very unreliable and falls off when cornering like all the time so.
* <p>
* It also overshoots the landing pretty much always (making contact with the next block over), so be careful
*/ */
public Setting<Boolean> allowParkour = new Setting<>(false); public final Setting<Boolean> allowParkour = new Setting<>(false);
/** /**
* Like parkour, but even more unreliable! * Actually pretty reliable.
* <p>
* Doesn't make it any more dangerous compared to just normal allowParkour th
*/ */
public Setting<Boolean> allowParkourPlace = new Setting<>(false); public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
/** /**
* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly. * For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
*/ */
public Setting<Boolean> considerPotionEffects = new Setting<>(true); public final Setting<Boolean> considerPotionEffects = new Setting<>(true);
/** /**
* This is the big A* setting. * This is the big A* setting.
@ -173,131 +179,137 @@ public class Settings {
* <p> * <p>
* Finding the optimal path is worth it, so it's the default. * Finding the optimal path is worth it, so it's the default.
*/ */
public Setting<Double> costHeuristic = new Setting<>(3.563); public final Setting<Double> costHeuristic = new Setting<>(3.563);
// a bunch of obscure internal A* settings that you probably don't want to change // a bunch of obscure internal A* settings that you probably don't want to change
/** /**
* The maximum number of times it will fetch outside loaded or cached chunks before assuming that * The maximum number of times it will fetch outside loaded or cached chunks before assuming that
* pathing has reached the end of the known area, and should therefore stop. * pathing has reached the end of the known area, and should therefore stop.
*/ */
public Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50); public final Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
/** /**
* Set to 1.0 to effectively disable this feature * Set to 1.0 to effectively disable this feature
* *
* @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a> * @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a>
*/ */
public Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5); public final Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
/** /**
* Toggle the following 4 settings * Toggle the following 4 settings
* <p> * <p>
* They have a noticable performance impact, so they default off * They have a noticeable performance impact, so they default off
* <p>
* Specifically, building up the avoidance map on the main thread before pathing starts actually takes a noticeable
* amount of time, especially when there are a lot of mobs around, and your game jitters for like 200ms while doing so
*/ */
public Setting<Boolean> avoidance = new Setting<>(false); public final Setting<Boolean> avoidance = new Setting<>(false);
/** /**
* Set to 1.0 to effectively disable this feature * Set to 1.0 to effectively disable this feature
* <p> * <p>
* Set below 1.0 to go out of your way to walk near mob spawners * Set below 1.0 to go out of your way to walk near mob spawners
*/ */
public Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0); public final Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
public Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16); public final Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
/** /**
* Set to 1.0 to effectively disable this feature * Set to 1.0 to effectively disable this feature
* <p> * <p>
* Set below 1.0 to go out of your way to walk near mobs * Set below 1.0 to go out of your way to walk near mobs
*/ */
public Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5); public final Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
public Setting<Integer> mobAvoidanceRadius = new Setting<>(8); public final Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
/** /**
* When running a goto towards a container block (chest, ender chest, furnace, etc), * When running a goto towards a container block (chest, ender chest, furnace, etc),
* right click and open it once you arrive. * right click and open it once you arrive.
*/ */
public Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true); public final Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
/** /**
* When running a goto towards a nether portal block, walk all the way into the portal * When running a goto towards a nether portal block, walk all the way into the portal
* instead of stopping one block before. * instead of stopping one block before.
*/ */
public Setting<Boolean> enterPortal = new Setting<>(true); public final Setting<Boolean> enterPortal = new Setting<>(true);
/** /**
* Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies, * Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies,
* and there's no point. * and there's no point.
*/ */
public Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true); public final Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
/** /**
* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is * After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
* entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified. * entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified.
* <p>
* This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue.
* *
* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a> * @see <a href="https://github.com/cabaletta/baritone/issues/114">Issue #114</a>
*/ */
public Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false); public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
/** /**
* If a movement's cost increases by more than this amount between calculation and execution (due to changes * If a movement's cost increases by more than this amount between calculation and execution (due to changes
* in the environment / world), cancel and recalculate * in the environment / world), cancel and recalculate
*/ */
public Setting<Double> maxCostIncrease = new Setting<>(10D); public final Setting<Double> maxCostIncrease = new Setting<>(10D);
/** /**
* Stop 5 movements before anything that made the path COST_INF. * Stop 5 movements before anything that made the path COST_INF.
* For example, if lava has spread across the path, don't walk right up to it then recalculate, it might * For example, if lava has spread across the path, don't walk right up to it then recalculate, it might
* still be spreading lol * still be spreading lol
*/ */
public Setting<Integer> costVerificationLookahead = new Setting<>(5); public final Setting<Integer> costVerificationLookahead = new Setting<>(5);
/** /**
* Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state * Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state
*/ */
public Setting<Double> pathCutoffFactor = new Setting<>(0.9); public final Setting<Double> pathCutoffFactor = new Setting<>(0.9);
/** /**
* Only apply static cutoff for paths of at least this length (in terms of number of movements) * Only apply static cutoff for paths of at least this length (in terms of number of movements)
*/ */
public Setting<Integer> pathCutoffMinimumLength = new Setting<>(30); public final Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
/** /**
* Start planning the next path once the remaining movements tick estimates sum up to less than this value * Start planning the next path once the remaining movements tick estimates sum up to less than this value
*/ */
public Setting<Integer> planningTickLookAhead = new Setting<>(150); public final Setting<Integer> planningTickLookAhead = new Setting<>(150);
/** /**
* Default size of the Long2ObjectOpenHashMap used in pathing * Default size of the Long2ObjectOpenHashMap used in pathing
*/ */
public Setting<Integer> pathingMapDefaultSize = new Setting<>(1024); public final Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
/** /**
* Load factor coefficient for the Long2ObjectOpenHashMap used in pathing * Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
* <p> * <p>
* Decrease for faster map operations, but higher memory usage * Decrease for faster map operations, but higher memory usage
*/ */
public Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f); public final Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
/** /**
* How far are you allowed to fall onto solid ground (without a water bucket)? * How far are you allowed to fall onto solid ground (without a water bucket)?
* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have * 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
* Feather Falling IV, you might set it a bit higher, like 4 or 5. * Feather Falling IV, you might set it a bit higher, like 4 or 5.
*/ */
public Setting<Integer> maxFallHeightNoWater = new Setting<>(3); public final Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
/** /**
* How far are you allowed to fall onto solid ground (with a water bucket)? * How far are you allowed to fall onto solid ground (with a water bucket)?
* It's not that reliable, so I've set it below what would kill an unarmored player (23) * It's not that reliable, so I've set it below what would kill an unarmored player (23)
*/ */
public Setting<Integer> maxFallHeightBucket = new Setting<>(20); public final Setting<Integer> maxFallHeightBucket = new Setting<>(20);
/** /**
* Is it okay to sprint through a descend followed by a diagonal? * Is it okay to sprint through a descend followed by a diagonal?
* The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't * The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't
* lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy. * lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy.
*/ */
public Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true); public final Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
/** /**
* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord * If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
@ -306,131 +318,133 @@ public class Settings {
* of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away, * of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away,
* your Y coordinate's accuracy doesn't matter at all until you get much much closer. * your Y coordinate's accuracy doesn't matter at all until you get much much closer.
*/ */
public Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true); public final Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
/** /**
* If a movement takes this many ticks more than its initial cost estimate, cancel it * If a movement takes this many ticks more than its initial cost estimate, cancel it
*/ */
public Setting<Integer> movementTimeoutTicks = new Setting<>(100); public final Setting<Integer> movementTimeoutTicks = new Setting<>(100);
/** /**
* Pathing ends after this amount of time, but only if a path has been found * Pathing ends after this amount of time, but only if a path has been found
* <p> * <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout * If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/ */
public Setting<Long> primaryTimeoutMS = new Setting<>(500L); public final Setting<Long> primaryTimeoutMS = new Setting<>(500L);
/** /**
* Pathing can never take longer than this, even if that means failing to find any path at all * Pathing can never take longer than this, even if that means failing to find any path at all
*/ */
public Setting<Long> failureTimeoutMS = new Setting<>(2000L); public final Setting<Long> failureTimeoutMS = new Setting<>(2000L);
/** /**
* Planning ahead while executing a segment ends after this amount of time, but only if a path has been found * Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
* <p> * <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout * If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/ */
public Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L); public final Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
/** /**
* Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all * Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
*/ */
public Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L); public final Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
/** /**
* For debugging, consider nodes much much slower * For debugging, consider nodes much much slower
*/ */
public Setting<Boolean> slowPath = new Setting<>(false); public final Setting<Boolean> slowPath = new Setting<>(false);
/** /**
* Milliseconds between each node * Milliseconds between each node
*/ */
public Setting<Long> slowPathTimeDelayMS = new Setting<>(100L); public final Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
/** /**
* The alternative timeout number when slowPath is on * The alternative timeout number when slowPath is on
*/ */
public Setting<Long> slowPathTimeoutMS = new Setting<>(40000L); public final Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
/** /**
* The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing. * The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing.
*/ */
public Setting<Boolean> chunkCaching = new Setting<>(true); public final Setting<Boolean> chunkCaching = new Setting<>(true);
/** /**
* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player * On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
* <p> * <p>
* Temporarily disabled, see issue #248 * Temporarily disabled
*
* @see <a href="https://github.com/cabaletta/baritone/issues/248">Issue #248</a>
*/ */
public Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false); public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
/** /**
* Print all the debug messages to chat * Print all the debug messages to chat
*/ */
public Setting<Boolean> chatDebug = new Setting<>(true); public final Setting<Boolean> chatDebug = new Setting<>(true);
/** /**
* Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in * Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in
* something else * something else
*/ */
public Setting<Boolean> chatControl = new Setting<>(true); public final Setting<Boolean> chatControl = new Setting<>(true);
/** /**
* A second override over chatControl to force it on * A second override over chatControl to force it on
*/ */
public Setting<Boolean> removePrefix = new Setting<>(false); public final Setting<Boolean> removePrefix = new Setting<>(false);
/** /**
* Render the path * Render the path
*/ */
public Setting<Boolean> renderPath = new Setting<>(true); public final Setting<Boolean> renderPath = new Setting<>(true);
/** /**
* Render the goal * Render the goal
*/ */
public Setting<Boolean> renderGoal = new Setting<>(true); public final Setting<Boolean> renderGoal = new Setting<>(true);
/** /**
* Ignore depth when rendering the goal * Ignore depth when rendering the goal
*/ */
public Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true); public final Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
/** /**
* Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with * Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with
* {@link #renderGoalIgnoreDepth} will cause strange render clipping. * {@link #renderGoalIgnoreDepth} will cause strange render clipping.
*/ */
public Setting<Boolean> renderGoalXZBeacon = new Setting<>(false); public final Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
/** /**
* Ignore depth when rendering the selection boxes (to break, to place, to walk into) * Ignore depth when rendering the selection boxes (to break, to place, to walk into)
*/ */
public Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true); public final Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
/** /**
* Ignore depth when rendering the path * Ignore depth when rendering the path
*/ */
public Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true); public final Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
/** /**
* Line width of the path when rendered, in pixels * Line width of the path when rendered, in pixels
*/ */
public Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F); public final Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
/** /**
* Line width of the goal when rendered, in pixels * Line width of the goal when rendered, in pixels
*/ */
public Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F); public final Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
/** /**
* Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead. * Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
* Improves FPS. * Improves FPS.
*/ */
public Setting<Boolean> fadePath = new Setting<>(false); public final Setting<Boolean> fadePath = new Setting<>(false);
/** /**
* Move without having to force the client-sided rotations * Move without having to force the client-sided rotations
*/ */
public Setting<Boolean> freeLook = new Setting<>(true); public final Setting<Boolean> freeLook = new Setting<>(true);
/** /**
* Will cause some minor behavioral differences to ensure that Baritone works on anticheats. * Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
@ -438,43 +452,43 @@ public class Settings {
* At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in * At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in
* directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP. * directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
*/ */
public Setting<Boolean> antiCheatCompatibility = new Setting<>(true); public final Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
/** /**
* Exclusively use cached chunks for pathing * Exclusively use cached chunks for pathing
*/ */
public Setting<Boolean> pathThroughCachedOnly = new Setting<>(false); public final Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
/** /**
* Whether or not to use the "#" command prefix * Whether or not to use the "#" command prefix
*/ */
public Setting<Boolean> prefix = new Setting<>(false); public final Setting<Boolean> prefix = new Setting<>(false);
/** /**
* Don't stop walking forward when you need to break blocks in your way * Don't stop walking forward when you need to break blocks in your way
*/ */
public Setting<Boolean> walkWhileBreaking = new Setting<>(true); public final Setting<Boolean> walkWhileBreaking = new Setting<>(true);
/** /**
* If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful * If we are more than 300 movements into the current path, discard the oldest segments, as they are no longer useful
*/ */
public Setting<Integer> maxPathHistoryLength = new Setting<>(300); public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
/** /**
* If the current path is too long, cut off this many movements from the beginning. * If the current path is too long, cut off this many movements from the beginning.
*/ */
public Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50); public final Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
/** /**
* Rescan for the goal once every 5 ticks. * Rescan for the goal once every 5 ticks.
* Set to 0 to disable. * Set to 0 to disable.
*/ */
public Setting<Integer> mineGoalUpdateInterval = new Setting<>(5); public final Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
/** /**
* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)? * While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
*/ */
public Setting<Boolean> mineScanDroppedItems = new Setting<>(true); public final Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
/** /**
* Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore. * Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
@ -489,54 +503,54 @@ public class Settings {
* <p> * <p>
* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone. * Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
*/ */
public Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true); public final Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
/** /**
* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level. * 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 Setting<Integer> axisHeight = new Setting<>(120);
/** /**
* Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit" * Disallow MineBehavior from using X-Ray to see where the ores are. Turn this option on to force it to mine "legit"
* where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player * where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player
* couldn't. If you don't want it to look like you're X-Raying, turn this off * couldn't. If you don't want it to look like you're X-Raying, turn this on
*/ */
public Setting<Boolean> legitMine = new Setting<>(false); public final Setting<Boolean> legitMine = new Setting<>(false);
/** /**
* What Y level to go to for legit strip mining * What Y level to go to for legit strip mining
*/ */
public Setting<Integer> legitMineYLevel = new Setting<>(11); public final Setting<Integer> legitMineYLevel = new Setting<>(11);
/** /**
* When mining block of a certain type, try to mine two at once instead of one. * When mining block of a certain type, try to mine two at once instead of one.
* If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks * If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks
* If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks * If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks
*/ */
public Setting<Boolean> forceInternalMining = new Setting<>(true); public final Setting<Boolean> forceInternalMining = new Setting<>(true);
/** /**
* Modification to the previous setting, only has effect if forceInternalMining is true * Modification to the previous setting, only has effect if forceInternalMining is true
* If true, only apply the previous setting if the block adjacent to the goal isn't air. * If true, only apply the previous setting if the block adjacent to the goal isn't air.
*/ */
public Setting<Boolean> internalMiningAirException = new Setting<>(true); public final Setting<Boolean> internalMiningAirException = new Setting<>(true);
/** /**
* The actual GoalNear is set this distance away from the entity you're following * The actual GoalNear is set this distance away from the entity you're following
* <p> * <p>
* For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target. * For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target.
*/ */
public Setting<Double> followOffsetDistance = new Setting<>(0D); public final Setting<Double> followOffsetDistance = new Setting<>(0D);
/** /**
* The actual GoalNear is set in this direction from the entity you're following. This value is in degrees. * The actual GoalNear is set in this direction from the entity you're following. This value is in degrees.
*/ */
public Setting<Float> followOffsetDirection = new Setting<>(0F); public final Setting<Float> followOffsetDirection = new Setting<>(0F);
/** /**
* The radius (for the GoalNear) of how close to your target position you actually have to be * The radius (for the GoalNear) of how close to your target position you actually have to be
*/ */
public Setting<Integer> followRadius = new Setting<>(3); public final Setting<Integer> followRadius = new Setting<>(3);
/** /**
* Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds * Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds
@ -558,54 +572,55 @@ public class Settings {
* has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero * has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero
* backtracking, since the entire area is now known and cached. * backtracking, since the entire area is now known and cached.
*/ */
public Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L); public final Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
/** /**
* The function that is called when Baritone will log to chat. This function can be added to * The function that is called when Baritone will log to chat. This function can be added to
* via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting * via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting
* {@link Setting#value}; * {@link Setting#value};
*/ */
public Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage); public final Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
/** /**
* The color of the current path * The color of the current path
*/ */
public Setting<Color> colorCurrentPath = new Setting<>(Color.RED); public final Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
/** /**
* The color of the next path * The color of the next path
*/ */
public Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA); public final Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
/** /**
* The color of the blocks to break * The color of the blocks to break
*/ */
public Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED); public final Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
/** /**
* The color of the blocks to place * The color of the blocks to place
*/ */
public Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN); public final Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
/** /**
* The color of the blocks to walk into * The color of the blocks to walk into
*/ */
public Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA); public final Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
/** /**
* The color of the best path so far * The color of the best path so far
*/ */
public Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE); public final Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
/** /**
* The color of the path to the most recent considered node * The color of the path to the most recent considered node
*/ */
public Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN); public final Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
/** /**
* The color of the goal box * The color of the goal box
*/ */
public Setting<Color> colorGoalBox = new Setting<>(Color.GREEN); public final Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
/** /**
* A map of lowercase setting field names to their respective setting * A map of lowercase setting field names to their respective setting

View File

@ -37,7 +37,13 @@ public interface IPathingBehavior extends IBehavior {
* *
* @return The estimated remaining ticks in the current segment. * @return The estimated remaining ticks in the current segment.
*/ */
Optional<Double> ticksRemainingInSegment(); default Optional<Double> ticksRemainingInSegment() {
IPathExecutor current = getCurrent();
if (current == null) {
return Optional.empty();
}
return Optional.of(current.getPath().ticksRemainingFrom(current.getPosition()));
}
/** /**
* @return The current pathing goal * @return The current pathing goal
@ -47,7 +53,9 @@ public interface IPathingBehavior extends IBehavior {
/** /**
* @return Whether or not a path is currently being executed. * @return Whether or not a path is currently being executed.
*/ */
boolean isPathing(); default boolean isPathing() {
return getCurrent() != null;
}
/** /**
* Cancels the pathing behavior or the current path calculation, and all processes that could be controlling path. * Cancels the pathing behavior or the current path calculation, and all processes that could be controlling path.

View File

@ -26,4 +26,6 @@ import baritone.api.pathing.calc.IPath;
public interface IPathExecutor { public interface IPathExecutor {
IPath getPath(); IPath getPath();
int getPosition();
} }

View File

@ -34,7 +34,7 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
public class MixinKeyBinding { public class MixinKeyBinding {
@Shadow @Shadow
public int pressTime; private int pressTime;
@Inject( @Inject(
method = "isKeyDown", method = "isKeyDown",
@ -57,7 +57,7 @@ public class MixinKeyBinding {
private void isPressed(CallbackInfoReturnable<Boolean> cir) { private void isPressed(CallbackInfoReturnable<Boolean> cir) {
// only the primary baritone forces keys // only the primary baritone forces keys
Boolean force = BaritoneAPI.getProvider().getPrimaryBaritone().getInputOverrideHandler().isInputForcedDown((KeyBinding) (Object) this); Boolean force = BaritoneAPI.getProvider().getPrimaryBaritone().getInputOverrideHandler().isInputForcedDown((KeyBinding) (Object) this);
if (force != null && force == false) { // <-- cursed if (force != null && !force) { // <-- cursed
if (pressTime > 0) { if (pressTime > 0) {
Helper.HELPER.logDirect("You're trying to press this mouse button but I won't let you"); Helper.HELPER.logDirect("You're trying to press this mouse button but I won't let you");
pressTime--; pressTime--;

View File

@ -31,7 +31,6 @@ import baritone.pathing.calc.AStarPathFinder;
import baritone.pathing.calc.AbstractNodeCostSearch; import baritone.pathing.calc.AbstractNodeCostSearch;
import baritone.pathing.movement.CalculationContext; import baritone.pathing.movement.CalculationContext;
import baritone.pathing.movement.MovementHelper; import baritone.pathing.movement.MovementHelper;
import baritone.pathing.path.CutoffPath;
import baritone.pathing.path.PathExecutor; import baritone.pathing.path.PathExecutor;
import baritone.utils.Helper; import baritone.utils.Helper;
import baritone.utils.PathRenderer; import baritone.utils.PathRenderer;
@ -133,7 +132,7 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
next = null; next = null;
return; return;
} }
if (next != null && !next.getPath().positions().contains(ctx.playerFeet())) { if (next != null && !next.getPath().positions().contains(ctx.playerFeet()) && !next.getPath().positions().contains(pathStart())) { // can contain either one
// if the current path failed, we may not actually be on the next one, so make sure // if the current path failed, we may not actually be on the next one, so make sure
logDebug("Discarding next path as it does not contain current position"); logDebug("Discarding next path as it does not contain current position");
// for example if we had a nicely planned ahead path that starts where current ends // for example if we had a nicely planned ahead path that starts where current ends
@ -149,16 +148,27 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
queuePathEvent(PathEvent.CONTINUING_ONTO_PLANNED_NEXT); queuePathEvent(PathEvent.CONTINUING_ONTO_PLANNED_NEXT);
current = next; current = next;
next = null; next = null;
current.onTick(); current.onTick(); // don't waste a tick doing nothing, get started right away
return; return;
} }
// at this point, current just ended, but we aren't in the goal and have no plan for the future // at this point, current just ended, but we aren't in the goal and have no plan for the future
synchronized (pathCalcLock) { synchronized (pathCalcLock) {
if (inProgress != null) { if (inProgress != null) {
queuePathEvent(PathEvent.PATH_FINISHED_NEXT_STILL_CALCULATING); // we are calculating
// if we aren't calculating right now // are we calculating the right thing though?
return; BetterBlockPos calcFrom = inProgress.getStart();
// if current just succeeded, we should be standing in calcFrom, so that's cool and good
// but if current just failed, we should discard this calculation since it doesn't start from where we're standing
if (calcFrom.equals(ctx.playerFeet()) || calcFrom.equals(pathStart())) {
// cool and good
queuePathEvent(PathEvent.PATH_FINISHED_NEXT_STILL_CALCULATING);
return;
}
// oh noes
inProgress.cancel(); // cancellation doesn't dispatch any events
inProgress = null; // this is safe since we hold both locks
} }
// we aren't calculating
queuePathEvent(PathEvent.CALC_STARTED); queuePathEvent(PathEvent.CALC_STARTED);
findPathInNewThread(pathStart(), true, context); findPathInNewThread(pathStart(), true, context);
} }
@ -188,11 +198,11 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
return; return;
} }
if (goal == null || goal.isInGoal(current.getPath().getDest())) { if (goal == null || goal.isInGoal(current.getPath().getDest())) {
// and this path dosen't get us all the way there // and this path doesn't get us all the way there
return; return;
} }
if (ticksRemainingInSegment().get() < Baritone.settings().planningTickLookAhead.get()) { if (ticksRemainingInSegment().get() < Baritone.settings().planningTickLookAhead.get()) {
// and this path has 5 seconds or less left // and this path has 7.5 seconds or less left
logDebug("Path almost over. Planning ahead..."); logDebug("Path almost over. Planning ahead...");
queuePathEvent(PathEvent.NEXT_SEGMENT_CALC_STARTED); queuePathEvent(PathEvent.NEXT_SEGMENT_CALC_STARTED);
findPathInNewThread(current.getPath().getDest(), false, context); findPathInNewThread(current.getPath().getDest(), false, context);
@ -218,14 +228,6 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
} }
} }
@Override
public Optional<Double> ticksRemainingInSegment() {
if (current == null) {
return Optional.empty();
}
return Optional.of(current.getPath().ticksRemainingFrom(current.getPosition()));
}
public void secretInternalSetGoal(Goal goal) { public void secretInternalSetGoal(Goal goal) {
this.goal = goal; this.goal = goal;
} }
@ -279,11 +281,6 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
return Optional.ofNullable(inProgress); return Optional.ofNullable(inProgress);
} }
@Override
public boolean isPathing() {
return this.current != null;
}
public boolean isSafeToCancel() { public boolean isSafeToCancel() {
return current == null || safeToCancel; return current == null || safeToCancel;
} }
@ -306,7 +303,7 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
if (doIt) { if (doIt) {
secretInternalSegmentCancel(); secretInternalSegmentCancel();
} }
baritone.getPathingControlManager().cancelEverything(); baritone.getPathingControlManager().cancelEverything(); // regardless of if we can stop the current segment, we can still stop the processes
return doIt; return doIt;
} }
@ -342,7 +339,9 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
public void forceCancel() { // NOT exposed on public api public void forceCancel() { // NOT exposed on public api
cancelEverything(); cancelEverything();
secretInternalSegmentCancel(); secretInternalSegmentCancel();
inProgress = null; synchronized (pathCalcLock) {
inProgress = null;
}
} }
public void secretCursedFunctionDoNotCall(IPath path) { public void secretCursedFunctionDoNotCall(IPath path) {
@ -440,33 +439,8 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
} }
PathCalculationResult calcResult = pathfinder.calculate(primaryTimeout, failureTimeout); PathCalculationResult calcResult = pathfinder.calculate(primaryTimeout, failureTimeout);
Optional<IPath> path = calcResult.getPath();
if (Baritone.settings().cutoffAtLoadBoundary.get()) {
path = path.map(p -> {
IPath result = p.cutoffAtLoadedChunks(context.bsi);
if (result instanceof CutoffPath) {
logDebug("Cutting off path at edge of loaded chunks");
logDebug("Length decreased by " + (p.length() - result.length()));
} else {
logDebug("Path ends within loaded chunks");
}
return result;
});
}
Optional<PathExecutor> executor = path.map(p -> {
IPath result = p.staticCutoff(goal);
if (result instanceof CutoffPath) {
logDebug("Static cutoff " + p.length() + " to " + result.length());
}
return result;
}).map(p -> new PathExecutor(this, p));
synchronized (pathPlanLock) { synchronized (pathPlanLock) {
Optional<PathExecutor> executor = calcResult.getPath().map(p -> new PathExecutor(PathingBehavior.this, p));
if (current == null) { if (current == null) {
if (executor.isPresent()) { if (executor.isPresent()) {
queuePathEvent(PathEvent.CALC_FINISHED_NOW_EXECUTING); queuePathEvent(PathEvent.CALC_FINISHED_NOW_EXECUTING);

View File

@ -92,13 +92,25 @@ public abstract class AbstractNodeCostSearch implements IPathFinder {
cancelRequested = false; cancelRequested = false;
try { try {
IPath path = calculate0(primaryTimeout, failureTimeout).map(IPath::postProcess).orElse(null); IPath path = calculate0(primaryTimeout, failureTimeout).map(IPath::postProcess).orElse(null);
isFinished = true;
if (cancelRequested) { if (cancelRequested) {
return new PathCalculationResult(PathCalculationResult.Type.CANCELLATION, path); return new PathCalculationResult(PathCalculationResult.Type.CANCELLATION);
} }
if (path == null) { if (path == null) {
return new PathCalculationResult(PathCalculationResult.Type.FAILURE); return new PathCalculationResult(PathCalculationResult.Type.FAILURE);
} }
int previousLength = path.length();
path = path.cutoffAtLoadedChunks(context.bsi);
if (path.length() < previousLength) {
Helper.HELPER.logDebug("Cutting off path at edge of loaded chunks");
Helper.HELPER.logDebug("Length decreased by " + (previousLength - path.length()));
} else {
Helper.HELPER.logDebug("Path ends within loaded chunks");
}
previousLength = path.length();
path = path.staticCutoff(goal);
if (path.length() < previousLength) {
Helper.HELPER.logDebug("Static cutoff " + previousLength + " to " + path.length());
}
if (goal.isInGoal(path.getDest())) { if (goal.isInGoal(path.getDest())) {
return new PathCalculationResult(PathCalculationResult.Type.SUCCESS_TO_GOAL, path); return new PathCalculationResult(PathCalculationResult.Type.SUCCESS_TO_GOAL, path);
} else { } else {
@ -163,7 +175,7 @@ public abstract class AbstractNodeCostSearch implements IPathFinder {
} }
@Override @Override
public Optional<IPath> bestPathSoFar() { public Optional<IPath> bestPathSoFar() { // TODO cleanup code duplication between here and AStarPathFinder
if (startNode == null || bestSoFar == null) { if (startNode == null || bestSoFar == null) {
return Optional.empty(); return Optional.empty();
} }
@ -189,4 +201,8 @@ public abstract class AbstractNodeCostSearch implements IPathFinder {
public final Goal getGoal() { public final Goal getGoal() {
return goal; return goal;
} }
public BetterBlockPos getStart() {
return new BetterBlockPos(startX, startY, startZ);
}
} }

View File

@ -123,7 +123,7 @@ public abstract class Movement implements IMovement, MovementHelper {
baritone.getLookBehavior().updateTarget( baritone.getLookBehavior().updateTarget(
rotation, rotation,
currentState.getTarget().hasToForceRotations())); currentState.getTarget().hasToForceRotations()));
baritone.getInputOverrideHandler().clearAllKeys();
currentState.getInputStates().forEach((input, forced) -> { currentState.getInputStates().forEach((input, forced) -> {
baritone.getInputOverrideHandler().setInputForceState(input, forced); baritone.getInputOverrideHandler().setInputForceState(input, forced);
}); });

View File

@ -137,7 +137,7 @@ public class MovementDescend extends Movement {
IBlockState ontoBlock = context.get(destX, newY, destZ); IBlockState ontoBlock = context.get(destX, newY, destZ);
int unprotectedFallHeight = fallHeight - (y - effectiveStartHeight); // equal to fallHeight - y + effectiveFallHeight, which is equal to -newY + effectiveFallHeight, which is equal to effectiveFallHeight - newY int unprotectedFallHeight = fallHeight - (y - effectiveStartHeight); // equal to fallHeight - y + effectiveFallHeight, which is equal to -newY + effectiveFallHeight, which is equal to effectiveFallHeight - newY
double tentativeCost = WALK_OFF_BLOCK_COST + FALL_N_BLOCKS_COST[unprotectedFallHeight] + frontBreak + costSoFar; double tentativeCost = WALK_OFF_BLOCK_COST + FALL_N_BLOCKS_COST[unprotectedFallHeight] + frontBreak + costSoFar;
if (ontoBlock.getBlock() == Blocks.WATER && context.getBlock(destX, newY + 1, destZ) != Blocks.WATERLILY) { if ((ontoBlock.getBlock() == Blocks.WATER || ontoBlock.getBlock() == Blocks.FLOWING_WATER) && context.getBlock(destX, newY + 1, destZ) != Blocks.WATERLILY) {
// lilypads are canWalkThrough, but we can't end a fall that should be broken by water if it's covered by a lilypad // lilypads are canWalkThrough, but we can't end a fall that should be broken by water if it's covered by a lilypad
// however, don't return impossible in the lilypad scenario, because we could still jump right on it (water that's below a lilypad is canWalkOn so it works) // however, don't return impossible in the lilypad scenario, because we could still jump right on it (water that's below a lilypad is canWalkOn so it works)
if (context.assumeWalkOnWater) { if (context.assumeWalkOnWater) {
@ -157,9 +157,6 @@ public class MovementDescend extends Movement {
res.cost = tentativeCost;// TODO incorporate water swim up cost? res.cost = tentativeCost;// TODO incorporate water swim up cost?
return false; return false;
} }
if (ontoBlock.getBlock() == Blocks.FLOWING_WATER) {
return false;
}
if (unprotectedFallHeight <= 11 && (ontoBlock.getBlock() == Blocks.VINE || ontoBlock.getBlock() == Blocks.LADDER)) { if (unprotectedFallHeight <= 11 && (ontoBlock.getBlock() == Blocks.VINE || ontoBlock.getBlock() == Blocks.LADDER)) {
// if fall height is greater than or equal to 11, we don't actually grab on to vines or ladders. the more you know // if fall height is greater than or equal to 11, we don't actually grab on to vines or ladders. the more you know
// this effectively "resets" our falling speed // this effectively "resets" our falling speed
@ -177,13 +174,6 @@ public class MovementDescend extends Movement {
if (MovementHelper.isBottomSlab(ontoBlock)) { if (MovementHelper.isBottomSlab(ontoBlock)) {
return false; // falling onto a half slab is really glitchy, and can cause more fall damage than we'd expect return false; // falling onto a half slab is really glitchy, and can cause more fall damage than we'd expect
} }
if (context.hasWaterBucket && unprotectedFallHeight <= context.maxFallHeightBucket + 1) {
res.x = destX;
res.y = newY + 1;// this is the block we're falling onto, so dest is +1
res.z = destZ;
res.cost = tentativeCost + context.placeBucketCost();
return true;
}
if (unprotectedFallHeight <= context.maxFallHeightNoWater + 1) { if (unprotectedFallHeight <= context.maxFallHeightNoWater + 1) {
// fallHeight = 4 means onto.up() is 3 blocks down, which is the max // fallHeight = 4 means onto.up() is 3 blocks down, which is the max
res.x = destX; res.x = destX;
@ -191,6 +181,13 @@ public class MovementDescend extends Movement {
res.z = destZ; res.z = destZ;
res.cost = tentativeCost; res.cost = tentativeCost;
return false; return false;
}
if (context.hasWaterBucket && unprotectedFallHeight <= context.maxFallHeightBucket + 1) {
res.x = destX;
res.y = newY + 1;// this is the block we're falling onto, so dest is +1
res.z = destZ;
res.cost = tentativeCost + context.placeBucketCost();
return true;
} else { } else {
return false; return false;
} }
@ -235,8 +232,7 @@ public class MovementDescend extends Movement {
if (numTicks++ < 20) { if (numTicks++ < 20) {
MovementHelper.moveTowards(ctx, state, fakeDest); MovementHelper.moveTowards(ctx, state, fakeDest);
if (fromStart > 1.25) { if (fromStart > 1.25) {
state.setInput(Input.MOVE_FORWARD, false); state.getTarget().rotation = new Rotation(state.getTarget().rotation.getYaw() + 180F, state.getTarget().rotation.getPitch());
state.setInput(Input.MOVE_BACK, true);
} }
} else { } else {
MovementHelper.moveTowards(ctx, state, dest); MovementHelper.moveTowards(ctx, state, dest);

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@ -30,6 +30,7 @@ import baritone.pathing.movement.MovementHelper;
import baritone.pathing.movement.MovementState; import baritone.pathing.movement.MovementState;
import baritone.pathing.movement.MovementState.MovementTarget; import baritone.pathing.movement.MovementState.MovementTarget;
import baritone.utils.pathing.MutableMoveResult; import baritone.utils.pathing.MutableMoveResult;
import net.minecraft.block.Block;
import net.minecraft.block.BlockLadder; import net.minecraft.block.BlockLadder;
import net.minecraft.block.state.IBlockState; import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.entity.player.InventoryPlayer;
@ -79,7 +80,9 @@ public class MovementFall extends Movement {
BlockPos playerFeet = ctx.playerFeet(); BlockPos playerFeet = ctx.playerFeet();
Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest)); Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest));
Rotation targetRotation = null; Rotation targetRotation = null;
if (!MovementHelper.isWater(ctx, dest) && willPlaceBucket() && !playerFeet.equals(dest)) { Block destBlock = ctx.world().getBlockState(dest).getBlock();
boolean isWater = destBlock == Blocks.WATER || destBlock == Blocks.FLOWING_WATER;
if (!isWater && willPlaceBucket() && !playerFeet.equals(dest)) {
if (!InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER)) || ctx.world().provider.isNether()) { if (!InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER)) || ctx.world().provider.isNether()) {
return state.setStatus(MovementStatus.UNREACHABLE); return state.setStatus(MovementStatus.UNREACHABLE);
} }
@ -100,8 +103,8 @@ public class MovementFall extends Movement {
} else { } else {
state.setTarget(new MovementTarget(toDest, false)); state.setTarget(new MovementTarget(toDest, false));
} }
if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || MovementHelper.isWater(ctx, dest))) { // 0.094 because lilypads if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || isWater)) { // 0.094 because lilypads
if (MovementHelper.isWater(ctx, dest)) { if (isWater) { // only match water, not flowing water (which we cannot pick up with a bucket)
if (InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) { if (InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) {
ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY); ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
if (ctx.player().motionY >= 0) { if (ctx.player().motionY >= 0) {
@ -132,7 +135,7 @@ public class MovementFall extends Movement {
double dist = Math.abs(avoid.getX() * (destCenter.x - avoid.getX() / 2.0 - ctx.player().posX)) + Math.abs(avoid.getZ() * (destCenter.z - avoid.getZ() / 2.0 - ctx.player().posZ)); double dist = Math.abs(avoid.getX() * (destCenter.x - avoid.getX() / 2.0 - ctx.player().posX)) + Math.abs(avoid.getZ() * (destCenter.z - avoid.getZ() / 2.0 - ctx.player().posZ));
if (dist < 0.6) { if (dist < 0.6) {
state.setInput(Input.MOVE_FORWARD, true); state.setInput(Input.MOVE_FORWARD, true);
} else { } else if (!ctx.player().onGround) {
state.setInput(Input.SNEAK, false); state.setInput(Input.SNEAK, false);
} }
} }

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@ -272,6 +272,9 @@ public class PathExecutor implements IPathExecutor, Helper {
return true; return true;
} else { } else {
sprintNextTick = shouldSprintNextTick(); sprintNextTick = shouldSprintNextTick();
if (!sprintNextTick) {
ctx.player().setSprinting(false); // letting go of control doesn't make you stop sprinting actually
}
ticksOnCurrent++; ticksOnCurrent++;
if (ticksOnCurrent > currentMovementOriginalCostEstimate + Baritone.settings().movementTimeoutTicks.get()) { if (ticksOnCurrent > currentMovementOriginalCostEstimate + Baritone.settings().movementTimeoutTicks.get()) {
// only cancel if the total time has exceeded the initial estimate // only cancel if the total time has exceeded the initial estimate
@ -391,29 +394,32 @@ public class PathExecutor implements IPathExecutor, Helper {
// however, descend doesn't request sprinting, beceause it doesn't know the context of what movement comes after it // however, descend doesn't request sprinting, beceause it doesn't know the context of what movement comes after it
IMovement current = path.movements().get(pathPosition); IMovement current = path.movements().get(pathPosition);
if (current instanceof MovementDescend && pathPosition < path.length() - 2) { if (current instanceof MovementDescend) {
if (((MovementDescend) current).safeMode()) { if (((MovementDescend) current).safeMode()) {
logDebug("Sprinting would be unsafe"); logDebug("Sprinting would be unsafe");
return false; return false;
} }
IMovement next = path.movements().get(pathPosition + 1); if (pathPosition < path.length() - 2) {
if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) { IMovement next = path.movements().get(pathPosition + 1);
// a descend then an ascend in the same direction if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) {
pathPosition++; // a descend then an ascend in the same direction
// okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric
logDebug("Skipping descend to straight ascend");
return true;
}
if (canSprintInto(ctx, current, next)) {
if (ctx.playerFeet().equals(current.getDest())) {
pathPosition++; pathPosition++;
onChangeInPathPosition(); // okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric
logDebug("Skipping descend to straight ascend");
return true;
} }
return true; if (canSprintInto(ctx, current, next)) {
if (ctx.playerFeet().equals(current.getDest())) {
pathPosition++;
onChangeInPathPosition();
onTick();
}
return true;
}
//logDebug("Turning off sprinting " + movement + " " + next + " " + movement.getDirection() + " " + next.getDirection().down() + " " + next.getDirection().down().equals(movement.getDirection()));
} }
//logDebug("Turning off sprinting " + movement + " " + next + " " + movement.getDirection() + " " + next.getDirection().down() + " " + next.getDirection().down().equals(movement.getDirection()));
} }
if (current instanceof MovementAscend && pathPosition != 0) { if (current instanceof MovementAscend && pathPosition != 0) {
IMovement prev = path.movements().get(pathPosition - 1); IMovement prev = path.movements().get(pathPosition - 1);
@ -455,6 +461,7 @@ public class PathExecutor implements IPathExecutor, Helper {
failed = true; failed = true;
} }
@Override
public int getPosition() { public int getPosition() {
return pathPosition; return pathPosition;
} }

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@ -94,14 +94,14 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro
if (Baritone.settings().legitMine.get()) { if (Baritone.settings().legitMine.get()) {
addNearby(); addNearby();
} }
Goal goal = updateGoal(); PathingCommand command = updateGoal();
if (goal == null) { if (command == null) {
// none in range // none in range
// maybe say something in chat? (ahem impact) // maybe say something in chat? (ahem impact)
cancel(); cancel();
return null; return null;
} }
return new PathingCommand(goal, PathingCommandType.FORCE_REVALIDATE_GOAL_AND_PATH); return command;
} }
@Override @Override
@ -114,17 +114,18 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro
return "Mine " + mining; return "Mine " + mining;
} }
private Goal updateGoal() { private PathingCommand updateGoal() {
boolean legit = Baritone.settings().legitMine.get();
List<BlockPos> locs = knownOreLocations; List<BlockPos> locs = knownOreLocations;
if (!locs.isEmpty()) { if (!locs.isEmpty()) {
List<BlockPos> locs2 = prune(new CalculationContext(baritone), new ArrayList<>(locs), mining, ORE_LOCATIONS_COUNT); List<BlockPos> locs2 = prune(new CalculationContext(baritone), new ArrayList<>(locs), mining, ORE_LOCATIONS_COUNT);
// can't reassign locs, gotta make a new var locs2, because we use it in a lambda right here, and variables you use in a lambda must be effectively final // can't reassign locs, gotta make a new var locs2, because we use it in a lambda right here, and variables you use in a lambda must be effectively final
Goal goal = new GoalComposite(locs2.stream().map(loc -> coalesce(ctx, loc, locs2)).toArray(Goal[]::new)); Goal goal = new GoalComposite(locs2.stream().map(loc -> coalesce(ctx, loc, locs2)).toArray(Goal[]::new));
knownOreLocations = locs2; knownOreLocations = locs2;
return goal; return new PathingCommand(goal, legit ? PathingCommandType.FORCE_REVALIDATE_GOAL_AND_PATH : PathingCommandType.REVALIDATE_GOAL_AND_PATH);
} }
// we don't know any ore locations at the moment // we don't know any ore locations at the moment
if (!Baritone.settings().legitMine.get()) { if (!legit) {
return null; return null;
} }
// only in non-Xray mode (aka legit mode) do we do this // only in non-Xray mode (aka legit mode) do we do this
@ -149,7 +150,7 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro
} }
}; };
} }
return branchPointRunaway; return new PathingCommand(branchPointRunaway, PathingCommandType.REVALIDATE_GOAL_AND_PATH);
} }
private void rescan(List<BlockPos> already, CalculationContext context) { private void rescan(List<BlockPos> already, CalculationContext context) {

View File

@ -104,7 +104,7 @@ public class ExampleBaritoneControl extends Behavior implements Helper {
} }
} }
public boolean runCommand(String msg0) { public boolean runCommand(String msg0) { // you may think this can be private, but impcat calls it from .b =)
String msg = msg0.toLowerCase(Locale.US).trim(); // don't reassign the argument LOL String msg = msg0.toLowerCase(Locale.US).trim(); // don't reassign the argument LOL
PathingBehavior pathingBehavior = baritone.getPathingBehavior(); PathingBehavior pathingBehavior = baritone.getPathingBehavior();
CustomGoalProcess customGoalProcess = baritone.getCustomGoalProcess(); CustomGoalProcess customGoalProcess = baritone.getCustomGoalProcess();

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@ -135,6 +135,7 @@ public class ToolSet {
* Calculates how long would it take to mine the specified block given the best tool * Calculates how long would it take to mine the specified block given the best tool
* in this toolset is used. A negative value is returned if the specified block is unbreakable. * in this toolset is used. A negative value is returned if the specified block is unbreakable.
* *
* @param item the item to mine it with
* @param state the blockstate to be mined * @param state the blockstate to be mined
* @return how long it would take in ticks * @return how long it would take in ticks
*/ */

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@ -17,6 +17,7 @@
package baritone.utils.pathing; package baritone.utils.pathing;
import baritone.Baritone;
import baritone.api.BaritoneAPI; import baritone.api.BaritoneAPI;
import baritone.api.pathing.calc.IPath; import baritone.api.pathing.calc.IPath;
import baritone.api.pathing.goals.Goal; import baritone.api.pathing.goals.Goal;
@ -27,6 +28,9 @@ import net.minecraft.util.math.BlockPos;
public abstract class PathBase implements IPath { public abstract class PathBase implements IPath {
@Override @Override
public PathBase cutoffAtLoadedChunks(Object bsi0) { // <-- cursed cursed cursed public PathBase cutoffAtLoadedChunks(Object bsi0) { // <-- cursed cursed cursed
if (!Baritone.settings().cutoffAtLoadBoundary.get()) {
return this;
}
BlockStateInterface bsi = (BlockStateInterface) bsi0; BlockStateInterface bsi = (BlockStateInterface) bsi0;
for (int i = 0; i < positions().size(); i++) { for (int i = 0; i < positions().size(); i++) {
BlockPos pos = positions().get(i); BlockPos pos = positions().get(i);