max no bucket fall height setting, fixes #58
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@ -122,6 +122,13 @@ public class Settings {
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*/
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public Setting<Integer> planningTickLookAhead = new Setting<>(100);
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/**
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* How far are you allowed to fall onto solid ground (without a water bucket)?
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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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/**
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* Pathing can never take longer than this
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*/
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@ -38,6 +38,7 @@ 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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public CalculationContext() {
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this(new ToolSet());
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@ -51,6 +52,7 @@ 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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// 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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@ -79,4 +81,8 @@ public class CalculationContext implements Helper {
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public boolean allowBreak() {
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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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}
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}
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@ -284,6 +284,8 @@ public interface MovementHelper extends ActionCosts, Helper {
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for (int fallHeight = 3; true; fallHeight++) {
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BlockPos onto = dest.down(fallHeight);
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if (onto.getY() < 0) {
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// when pathing in the end, where you could plausibly fall into the void
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// this check prevents it from getting the block at y=-1 and crashing
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break;
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}
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IBlockState ontoBlock = BlockStateInterface.get(onto);
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@ -17,6 +17,7 @@
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package baritone.bot.pathing.movement.movements;
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import baritone.bot.Baritone;
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import baritone.bot.behavior.impl.LookBehaviorUtils;
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import baritone.bot.pathing.movement.CalculationContext;
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import baritone.bot.pathing.movement.Movement;
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@ -51,7 +52,7 @@ 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() > 3) {
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > context.maxFallHeight()) {
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if (!context.hasWaterBucket()) {
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return COST_INF;
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}
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@ -88,7 +89,7 @@ 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() > 3 && !playerFeet.equals(dest)) {
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > Baritone.settings().maxFallHeight.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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@ -83,7 +83,7 @@ public class MovementTraverse extends Movement {
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WC += (WALK_ONE_OVER_SOUL_SAND_COST - WALK_ONE_BLOCK_COST) / 2;
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}
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}
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if (MovementHelper.canWalkThrough(positionsToBreak[0]) && MovementHelper.canWalkThrough(positionsToBreak[1])) {
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if (MovementHelper.canWalkThrough(positionsToBreak[0], pb0) && MovementHelper.canWalkThrough(positionsToBreak[1], pb1)) {
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if (WC == WALK_ONE_BLOCK_COST && context.canSprint()) {
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// if there's nothing in the way, and this isn't water or soul sand, and we aren't sneak placing
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// we can sprint =D
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