Setting to prefer silk touch, fixes #883
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@ -596,6 +596,12 @@ public final class Settings {
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*/
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public final Setting<Boolean> prefixControl = new Setting<>(true);
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/**
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* Always prefer silk touch tools over regular tools. This will not sacrifice speed, but it will always prefer silk
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* touch tools over other tools of the same speed. This includes always choosing ANY silk touch tool over your hand.
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*/
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public final Setting<Boolean> preferSilkTouch = new Setting<>(false);
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/**
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* Don't stop walking forward when you need to break blocks in your way
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*/
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@ -18,6 +18,7 @@
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package baritone.pathing.movement;
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import baritone.Baritone;
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import baritone.api.BaritoneAPI;
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import baritone.api.IBaritone;
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import baritone.api.pathing.movement.ActionCosts;
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import baritone.api.pathing.movement.MovementStatus;
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@ -408,7 +409,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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* @param b the blockstate to mine
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*/
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static void switchToBestToolFor(IPlayerContext ctx, IBlockState b) {
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switchToBestToolFor(ctx, b, new ToolSet(ctx.player()));
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switchToBestToolFor(ctx, b, new ToolSet(ctx.player()), BaritoneAPI.getSettings().preferSilkTouch.value);
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}
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/**
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@ -418,8 +419,8 @@ public interface MovementHelper extends ActionCosts, Helper {
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* @param b the blockstate to mine
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* @param ts previously calculated ToolSet
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*/
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static void switchToBestToolFor(IPlayerContext ctx, IBlockState b, ToolSet ts) {
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ctx.player().inventory.currentItem = ts.getBestSlot(b.getBlock());
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static void switchToBestToolFor(IPlayerContext ctx, IBlockState b, ToolSet ts, boolean preferSilkTouch) {
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ctx.player().inventory.currentItem = ts.getBestSlot(b.getBlock(), preferSilkTouch);
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}
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static void moveTowards(IPlayerContext ctx, MovementState state, BlockPos pos) {
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@ -90,30 +90,38 @@ public class ToolSet {
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}
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}
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public boolean hasSilkTouch(ItemStack stack) {
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return EnchantmentHelper.getEnchantmentLevel(Enchantments.SILK_TOUCH, stack) > 0;
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}
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/**
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* Calculate which tool on the hotbar is best for mining
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*
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* @param b the blockstate to be mined
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* @return A byte containing the index in the tools array that worked best
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*/
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public byte getBestSlot(Block b) {
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public byte getBestSlot(Block b, boolean preferSilkTouch) {
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byte best = 0;
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double value = Double.NEGATIVE_INFINITY;
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int materialCost = Integer.MIN_VALUE;
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double highestSpeed = Double.NEGATIVE_INFINITY;
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int lowestCost = Integer.MIN_VALUE;
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boolean bestSilkTouch = false;
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IBlockState blockState = b.getDefaultState();
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for (byte i = 0; i < 9; i++) {
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ItemStack itemStack = player.inventory.getStackInSlot(i);
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double v = calculateSpeedVsBlock(itemStack, blockState);
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if (v > value) {
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value = v;
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double speed = calculateSpeedVsBlock(itemStack, blockState);
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boolean silkTouch = hasSilkTouch(itemStack);
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if (speed > highestSpeed) {
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highestSpeed = speed;
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best = i;
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materialCost = getMaterialCost(itemStack);
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} else if (v == value) {
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int c = getMaterialCost(itemStack);
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if (c < materialCost) {
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value = v;
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lowestCost = getMaterialCost(itemStack);
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bestSilkTouch = silkTouch;
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} else if (speed == highestSpeed) {
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int cost = getMaterialCost(itemStack);
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if ((cost < lowestCost && (!preferSilkTouch || (!bestSilkTouch && silkTouch)))) {
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highestSpeed = speed;
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best = i;
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materialCost = c;
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lowestCost = cost;
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bestSilkTouch = silkTouch;
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}
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}
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}
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@ -127,7 +135,7 @@ public class ToolSet {
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* @return A double containing the destruction ticks with the best tool
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*/
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private double getBestDestructionTime(Block b) {
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ItemStack stack = player.inventory.getStackInSlot(getBestSlot(b));
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ItemStack stack = player.inventory.getStackInSlot(getBestSlot(b, false));
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return calculateSpeedVsBlock(stack, b.getDefaultState()) * avoidanceMultiplier(b);
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}
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