target rotation for traverse and ascend
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785e5377e6
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@ -7,9 +7,12 @@ import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.BlockFalling;
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import net.minecraft.block.BlockFalling;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.BlockPos;
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import java.util.Optional;
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public class MovementAscend extends Movement {
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public class MovementAscend extends Movement {
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BlockPos[] against = new BlockPos[3];
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BlockPos[] against = new BlockPos[3];
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@ -58,14 +61,11 @@ public class MovementAscend extends Movement {
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return WALK_ONE_BLOCK_COST / 2 + Math.max(JUMP_ONE_BLOCK_COST, WALK_ONE_BLOCK_COST / 2) + getTotalHardnessOfBlocksToBreak(ts);//we walk half the block to get to the edge, then we walk the other half while simultaneously jumping (math.max because of how it's in parallel)
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return WALK_ONE_BLOCK_COST / 2 + Math.max(JUMP_ONE_BLOCK_COST, WALK_ONE_BLOCK_COST / 2) + getTotalHardnessOfBlocksToBreak(ts);//we walk half the block to get to the edge, then we walk the other half while simultaneously jumping (math.max because of how it's in parallel)
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}
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}
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@Override
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public void onFinish() {
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}
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@Override
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@Override
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public MovementState updateState(MovementState state) {
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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super.updateState(state);
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System.out.println("Ticking with state " + state.getStatus());
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switch (state.getStatus()) {
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switch (state.getStatus()) {
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case PREPPING:
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case PREPPING:
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case UNREACHABLE:
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case UNREACHABLE:
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@ -73,6 +73,8 @@ 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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MovementState latestState = state.setInput(InputOverrideHandler.Input.JUMP, true).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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MovementState latestState = state.setInput(InputOverrideHandler.Input.JUMP, true).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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if (playerFeet().equals(dest))
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if (playerFeet().equals(dest))
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latestState.setStatus(MovementStatus.SUCCESS);
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latestState.setStatus(MovementStatus.SUCCESS);
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@ -81,14 +81,11 @@ public class MovementTraverse extends Movement {
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}
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}
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}
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}
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@Override
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public void onFinish() {
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}
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@Override
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@Override
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public MovementState updateState(MovementState state) {
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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super.updateState(state);
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System.out.println("Ticking with state " + state.getStatus());
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System.out.println(state.getTarget().rotation);
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switch (state.getStatus()) {
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switch (state.getStatus()) {
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case PREPPING:
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case PREPPING:
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case UNREACHABLE:
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case UNREACHABLE:
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