This commit is contained in:
Sam Corbett
2020-09-08 17:48:45 +01:00
5 changed files with 32 additions and 23 deletions

View File

@@ -64,7 +64,7 @@ public final class Settings {
/**
* Disable baritone's auto-tool at runtime, but still assume that another mod will provide auto tool functionality
* <p>
* Specifically, path calculation will still assume that an auto tool wil run at execution time, even though
* Specifically, path calculation will still assume that an auto tool will run at execution time, even though
* Baritone itself will not do that.
*/
public final Setting<Boolean> assumeExternalAutoTool = new Setting<>(false);

View File

@@ -75,7 +75,7 @@ public interface IBaritoneProcess {
* to start eating this tick. {@code PauseForAutoEatProcess} should only actually right click once onTick is called with
* {@code isSafeToCancel} true though.
*
* @return Whethor or not if this control is temporary
* @return Whether or not if this control is temporary
*/
boolean isTemporary();

View File

@@ -97,17 +97,4 @@ public interface IPlayerContext {
default boolean isLookingAt(BlockPos pos) {
return getSelectedBlock().equals(Optional.of(pos));
}
/**
* Returns the entity that the crosshair is currently placed over. Updated once per tick.
*
* @return The entity
*/
default Optional<Entity> getSelectedEntity() {
RayTraceResult result = objectMouseOver();
if (result != null && result.typeOfHit == RayTraceResult.Type.ENTITY) {
return Optional.of(result.entityHit);
}
return Optional.empty();
}
}

View File

@@ -31,6 +31,7 @@ import baritone.utils.pathing.MutableMoveResult;
import com.google.common.collect.ImmutableSet;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
@@ -58,11 +59,32 @@ public class MovementDiagonal extends Movement {
@Override
protected boolean safeToCancel(MovementState state) {
return ctx.playerFeet().equals(src) || ((
MovementHelper.canWalkOn(ctx, new BlockPos(src.x, src.y - 1, dest.z))
) &&
MovementHelper.canWalkOn(ctx, new BlockPos(dest.x, src.y - 1, src.z)));
}
//too simple. backfill does not work after cornering with this
//return MovementHelper.canWalkOn(ctx, ctx.playerFeet().down());
EntityPlayerSP player = ctx.player();
double offset = 0.25;
double x = player.posX;
double y = player.posY - 1;
double z = player.posZ;
//standard
if (ctx.playerFeet().equals(src)){
return true;
}
//both corners are walkable
if (MovementHelper.canWalkOn(ctx, new BlockPos(src.x, src.y - 1, dest.z))
&& MovementHelper.canWalkOn(ctx, new BlockPos(dest.x, src.y - 1, src.z))){
return true;
}
//we are in a likely unwalkable corner, check for a supporting block
if (ctx.playerFeet().equals(new BetterBlockPos(src.x, src.y, dest.z))
|| ctx.playerFeet().equals(new BetterBlockPos(dest.x, src.y, src.z))){
return (MovementHelper.canWalkOn(ctx, new BetterBlockPos(x + offset, y, z + offset))
|| MovementHelper.canWalkOn(ctx, new BetterBlockPos(x + offset, y, z - offset))
|| MovementHelper.canWalkOn(ctx, new BetterBlockPos(x - offset, y, z + offset))
|| MovementHelper.canWalkOn(ctx, new BetterBlockPos(x - offset, y, z - offset)));
}
return true;
}
@Override
public double calculateCost(CalculationContext context) {