Start impl. of new action system
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src/main/java/baritone/bot/pathfinding/State.java
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src/main/java/baritone/bot/pathfinding/State.java
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package baritone.bot.pathfinding;
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public class State {
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public State() {
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}
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}
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package baritone.bot.pathfinding.actions;
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public final class ActionCosts {
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private ActionCosts() {}
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//These costs are measured roughly in ticks btw
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public static final double WALK_ONE_BLOCK_COST = 20 / 4.317;
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public static final double WALK_ONE_IN_WATER_COST = 20 / 2.2;
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public static final double JUMP_ONE_BLOCK_COST = 5.72854;//see below calculation for fall. 1.25 blocks
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public static final double LADDER_UP_ONE_COST = 20 / 2.35;
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public static final double LADDER_DOWN_ONE_COST = 20 / 3;
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public static final double SNEAK_ONE_BLOCK_COST = 20 / 1.3;
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public static final double SPRINT_ONE_BLOCK_COST = 20 / 5.612;
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/**
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* Doesn't include walking forwards, just the falling
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*
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* Based on a sketchy formula from minecraftwiki
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*
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* d(t) = 3.92 × (99 - 49.50×(0.98^t+1) - t)
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*
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* Solved in mathematica
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*/
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public static final double FALL_ONE_BLOCK_COST = 5.11354;
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public static final double FALL_TWO_BLOCK_COST = 7.28283;
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public static final double FALL_THREE_BLOCK_COST = 8.96862;
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/**
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* It doesn't actually take ten ticks to place a block, this cost is so high
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* because we want to generally conserve blocks which might be limited
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*/
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public static final double PLACE_ONE_BLOCK_COST = 20;
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/**
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* Add this to the cost of breaking any block. The cost of breaking any
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* block is calculated as the number of ticks that block takes to break with
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* the tools you have. You add this because there's always a little overhead
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* (e.g. looking at the block)
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*/
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public static final double BREAK_ONE_BLOCK_ADD = 4;
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public static final double COST_INF = 1000000;
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}
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package baritone.bot.pathfinding.actions;
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public enum ActionTypes {
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}
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