Fix parkour with frostwalker with/without throwaways
* Placing throwaways with allowPlace disabled * Failing without throwaways
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@ -17,6 +17,7 @@
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package baritone.pathing.movement.movements;
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package baritone.pathing.movement.movements;
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import baritone.Baritone;
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import baritone.api.IBaritone;
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import baritone.api.IBaritone;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.utils.BetterBlockPos;
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import baritone.api.utils.BetterBlockPos;
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@ -272,7 +273,12 @@ public class MovementParkour extends Movement {
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}
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}
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} else if (!ctx.playerFeet().equals(src)) {
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} else if (!ctx.playerFeet().equals(src)) {
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if (ctx.playerFeet().equals(src.offset(direction)) || ctx.player().posY - src.y > 0.0001) {
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if (ctx.playerFeet().equals(src.offset(direction)) || ctx.player().posY - src.y > 0.0001) {
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if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround && MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true, false) == PlaceResult.READY_TO_PLACE) {
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if (Baritone.settings().allowPlace.value
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&& ((Baritone) baritone).getInventoryBehavior().hasGenericThrowaway()
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&& !MovementHelper.canWalkOn(ctx, dest.down())
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&& !ctx.player().onGround
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&& MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true, false) == PlaceResult.READY_TO_PLACE
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) {
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// go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory
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// go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory
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state.setInput(Input.CLICK_RIGHT, true);
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state.setInput(Input.CLICK_RIGHT, true);
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}
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}
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