allow overshooting traverse
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2a5ef35794
commit
7dcd7384f1
@ -215,6 +215,13 @@ public final class Settings {
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*/
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*/
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public final Setting<Boolean> sprintAscends = new Setting<>(true);
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public final Setting<Boolean> sprintAscends = new Setting<>(true);
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/**
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* If we overshoot a traverse and end up one block beyond the destination, mark it as successful anyway.
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* <p>
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* This helps with speed at >=20m/s
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*/
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public final Setting<Boolean> overshootTraverse = new Setting<>(true);
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/**
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/**
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* When breaking blocks for a movement, wait until all falling blocks have settled before continuing
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* When breaking blocks for a movement, wait until all falling blocks have settled before continuing
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*/
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*/
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@ -36,8 +36,6 @@ import net.minecraft.init.Blocks;
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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 net.minecraft.util.math.Vec3d;
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import net.minecraft.util.math.Vec3d;
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import java.util.Objects;
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public class MovementTraverse extends Movement {
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public class MovementTraverse extends Movement {
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/**
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/**
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@ -230,7 +228,11 @@ public class MovementTraverse extends Movement {
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}
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}
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if (isTheBridgeBlockThere) {
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if (isTheBridgeBlockThere) {
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if (ctx.playerFeet().equals(dest)) {
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BetterBlockPos feet = ctx.playerFeet();
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if (feet.equals(dest)) {
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return state.setStatus(MovementStatus.SUCCESS);
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}
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if (Baritone.settings().overshootTraverse.value && (feet.equals(dest.add(getDirection())) || feet.equals(dest.add(getDirection()).add(getDirection())))) {
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return state.setStatus(MovementStatus.SUCCESS);
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return state.setStatus(MovementStatus.SUCCESS);
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}
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}
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Block low = BlockStateInterface.get(ctx, src).getBlock();
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Block low = BlockStateInterface.get(ctx, src).getBlock();
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