max fall height even with bucket, fixes #57
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@ -133,7 +133,13 @@ public class Settings {
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* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
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* Feather Falling IV, you might set it a bit higher, like 4 or 5.
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*/
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public Setting<Integer> maxFallHeight = new Setting<>(3);
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public Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
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/**
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* How far are you allowed to fall onto solid ground (with a water bucket)?
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* It's not that reliable, so I've set it below what would kill an unarmored player (23)
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*/
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public Setting<Integer> maxFallHeightBucket = new Setting<>(20);
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/**
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* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
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@ -38,7 +38,8 @@ public class CalculationContext implements Helper {
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private final boolean canSprint;
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private final double placeBlockCost;
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private final boolean allowBreak;
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private final int maxFallHeight;
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private final int maxFallHeightNoWater;
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private final int maxFallHeightBucket;
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public CalculationContext() {
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this(new ToolSet());
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@ -52,7 +53,8 @@ public class CalculationContext implements Helper {
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this.canSprint = Baritone.settings().allowSprint.get() && player().getFoodStats().getFoodLevel() > 6;
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this.placeBlockCost = Baritone.settings().blockPlacementPenalty.get();
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this.allowBreak = Baritone.settings().allowBreak.get();
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this.maxFallHeight = Baritone.settings().maxFallHeight.get();
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this.maxFallHeightNoWater = Baritone.settings().maxFallHeightNoWater.get();
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this.maxFallHeightBucket = Baritone.settings().maxFallHeightBucket.get();
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// why cache these things here, why not let the movements just get directly from settings?
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// because if some movements are calculated one way and others are calculated another way,
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// then you get a wildly inconsistent path that isn't optimal for either scenario.
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@ -82,7 +84,12 @@ public class CalculationContext implements Helper {
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return allowBreak;
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}
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public int maxFallHeight(){
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return maxFallHeight;
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public int maxFallHeightNoWater() {
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return maxFallHeightNoWater;
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}
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public int maxFallHeightBucket() {
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return maxFallHeightBucket;
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}
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}
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@ -299,7 +299,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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continue;
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}
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if (canWalkOn(onto, ontoBlock)) {
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if (calcContext.hasWaterBucket() || fallHeight <= 4) {
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if ((calcContext.hasWaterBucket() && fallHeight <= calcContext.maxFallHeightBucket() + 1) || fallHeight <= calcContext.maxFallHeightNoWater() + 1) {
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// fallHeight = 4 means onto.up() is 3 blocks down, which is the max
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return new MovementFall(pos, onto.up());
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} else {
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@ -52,10 +52,13 @@ public class MovementFall extends Movement {
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return COST_INF;
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}
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double placeBucketCost = 0.0;
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > context.maxFallHeight()) {
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > context.maxFallHeightNoWater()) {
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if (!context.hasWaterBucket()) {
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return COST_INF;
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}
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if (src.getY() - dest.getY() > context.maxFallHeightBucket()) {
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return COST_INF;
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}
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placeBucketCost = context.placeBlockCost();
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}
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double frontTwo = MovementHelper.getMiningDurationTicks(context, positionsToBreak[0]) + MovementHelper.getMiningDurationTicks(context, positionsToBreak[1]);
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@ -89,7 +92,7 @@ public class MovementFall extends Movement {
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}
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BlockPos playerFeet = playerFeet();
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Optional<Rotation> targetRotation = Optional.empty();
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > Baritone.settings().maxFallHeight.get() && !playerFeet.equals(dest)) {
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > Baritone.settings().maxFallHeightNoWater.get() && !playerFeet.equals(dest)) {
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if (!player().inventory.hasItemStack(STACK_BUCKET_WATER) || world().provider.isNether()) { // TODO check if water bucket is on hotbar or main inventory
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state.setStatus(MovementStatus.UNREACHABLE);
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return state;
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