assumeSafeWalk
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@ -67,6 +67,15 @@ public class Settings {
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*/
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public Setting<Boolean> assumeStep = new Setting<>(false);
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/**
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* Assume safe walk functionality; don't sneak on a backplace traverse.
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* <p>
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* Warning: if you do something janky like sneak-backplace from an ender chest, if this is true
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* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
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* against it. That's why this defaults to off.
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*/
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public Setting<Boolean> assumeSafeWalk = new Setting<>(false);
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/**
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* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
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*/
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@ -17,6 +17,7 @@
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package baritone.pathing.movement.movements;
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import baritone.Baritone;
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import baritone.behavior.impl.LookBehaviorUtils;
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import baritone.pathing.movement.CalculationContext;
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import baritone.pathing.movement.Movement;
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@ -209,7 +210,9 @@ public class MovementTraverse extends Movement {
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logDebug("bb pls get me some blocks. dirt or cobble");
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return state.setStatus(MovementState.MovementStatus.UNREACHABLE);
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}
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if (!Baritone.settings().assumeSafeWalk.get()) {
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state.setInput(InputOverrideHandler.Input.SNEAK, true);
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}
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Block standingOn = BlockStateInterface.get(playerFeet().down()).getBlock();
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if (standingOn.equals(Blocks.SOUL_SAND) || standingOn instanceof BlockSlab) { // see issue #118
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double dist = Math.max(Math.abs(dest.getX() + 0.5 - player().posX), Math.abs(dest.getZ() + 0.5 - player().posZ));
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@ -238,7 +241,9 @@ public class MovementTraverse extends Movement {
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return state.setInput(InputOverrideHandler.Input.CLICK_LEFT, true);
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}
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}
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if (!Baritone.settings().assumeSafeWalk.get()) {
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state.setInput(InputOverrideHandler.Input.SNEAK, true);
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}
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if (whereAmI.equals(dest)) {
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// If we are in the block that we are trying to get to, we are sneaking over air and we need to place a block beneath us against the one we just walked off of
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// Out.log(from + " " + to + " " + faceX + "," + faceY + "," + faceZ + " " + whereAmI);
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