finalize all settings

This commit is contained in:
Leijurv
2019-01-28 10:41:28 -08:00
parent bf78a4dfad
commit b0c4752397

View File

@@ -33,67 +33,67 @@ import java.util.function.Consumer;
* *
* @author leijurv * @author leijurv
*/ */
public class Settings { public final class Settings {
/** /**
* Allow Baritone to break blocks * Allow Baritone to break blocks
*/ */
public Setting<Boolean> allowBreak = new Setting<>(true); public final Setting<Boolean> allowBreak = new Setting<>(true);
/** /**
* Allow Baritone to sprint * Allow Baritone to sprint
*/ */
public Setting<Boolean> allowSprint = new Setting<>(true); public final Setting<Boolean> allowSprint = new Setting<>(true);
/** /**
* Allow Baritone to place blocks * Allow Baritone to place blocks
*/ */
public Setting<Boolean> allowPlace = new Setting<>(true); public final Setting<Boolean> allowPlace = new Setting<>(true);
/** /**
* Allow Baritone to move items in your inventory to your hotbar * Allow Baritone to move items in your inventory to your hotbar
*/ */
public Setting<Boolean> allowInventory = new Setting<>(false); public final Setting<Boolean> allowInventory = new Setting<>(false);
/** /**
* It doesn't actually take twenty ticks to place a block, this cost is so high * It doesn't actually take twenty ticks to place a block, this cost is so high
* because we want to generally conserve blocks which might be limited * because we want to generally conserve blocks which might be limited
*/ */
public Setting<Double> blockPlacementPenalty = new Setting<>(20D); public final Setting<Double> blockPlacementPenalty = new Setting<>(20D);
/** /**
* This is just a tiebreaker to make it less likely to break blocks if it can avoid it. * This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal * For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
* it will take an otherwise equivalent route that doesn't require it to put out fire. * it will take an otherwise equivalent route that doesn't require it to put out fire.
*/ */
public Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D); public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
/** /**
* Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger * Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger
*/ */
public Setting<Double> jumpPenalty = new Setting<>(2D); public final Setting<Double> jumpPenalty = new Setting<>(2D);
/** /**
* Walking on water uses up hunger really quick, so penalize it * Walking on water uses up hunger really quick, so penalize it
*/ */
public Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D); public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
/** /**
* Allow Baritone to fall arbitrary distances and place a water bucket beneath it. * Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
* Reliability: questionable. * Reliability: questionable.
*/ */
public Setting<Boolean> allowWaterBucketFall = new Setting<>(true); public final Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
/** /**
* Allow Baritone to assume it can walk on still water just like any other block. * Allow Baritone to assume it can walk on still water just like any other block.
* This functionality is assumed to be provided by a separate library that might have imported Baritone. * This functionality is assumed to be provided by a separate library that might have imported Baritone.
*/ */
public Setting<Boolean> assumeWalkOnWater = new Setting<>(false); public final Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
/** /**
* Assume step functionality; don't jump on an Ascend. * Assume step functionality; don't jump on an Ascend.
*/ */
public Setting<Boolean> assumeStep = new Setting<>(false); public final Setting<Boolean> assumeStep = new Setting<>(false);
/** /**
* Assume safe walk functionality; don't sneak on a backplace traverse. * Assume safe walk functionality; don't sneak on a backplace traverse.
@@ -102,14 +102,14 @@ public class Settings {
* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing * it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
* against it. That's why this defaults to off. * against it. That's why this defaults to off.
*/ */
public Setting<Boolean> assumeSafeWalk = new Setting<>(false); public final Setting<Boolean> assumeSafeWalk = new Setting<>(false);
/** /**
* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256 * If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
* <p> * <p>
* Defaults to false because this fails on NCP * Defaults to false because this fails on NCP
*/ */
public Setting<Boolean> allowJumpAt256 = new Setting<>(false); public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
/** /**
* Allow descending diagonally * Allow descending diagonally
@@ -118,12 +118,12 @@ public class Settings {
* <p> * <p>
* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place. * For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
*/ */
public Setting<Boolean> allowDiagonalDescend = new Setting<>(false); public final Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
/** /**
* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.) * Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
*/ */
public Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList( public final Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
Item.getItemFromBlock(Blocks.DIRT), Item.getItemFromBlock(Blocks.DIRT),
Item.getItemFromBlock(Blocks.COBBLESTONE), Item.getItemFromBlock(Blocks.COBBLESTONE),
Item.getItemFromBlock(Blocks.NETHERRACK) Item.getItemFromBlock(Blocks.NETHERRACK)
@@ -133,30 +133,30 @@ public class Settings {
* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real * Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario. * pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
*/ */
public Setting<Boolean> allowVines = new Setting<>(false); public final Setting<Boolean> allowVines = new Setting<>(false);
/** /**
* Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs * Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs
* everywhere in your base. * everywhere in your base.
*/ */
public Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true); public final Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
/** /**
* You know what it is * You know what it is
* <p> * <p>
* But it's very unreliable and falls off when cornering like all the time so. * But it's very unreliable and falls off when cornering like all the time so.
*/ */
public Setting<Boolean> allowParkour = new Setting<>(false); public final Setting<Boolean> allowParkour = new Setting<>(false);
/** /**
* Like parkour, but even more unreliable! * Like parkour, but even more unreliable!
*/ */
public Setting<Boolean> allowParkourPlace = new Setting<>(false); public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
/** /**
* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly. * For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
*/ */
public Setting<Boolean> considerPotionEffects = new Setting<>(true); public final Setting<Boolean> considerPotionEffects = new Setting<>(true);
/** /**
* This is the big A* setting. * This is the big A* setting.
@@ -173,63 +173,63 @@ public class Settings {
* <p> * <p>
* Finding the optimal path is worth it, so it's the default. * Finding the optimal path is worth it, so it's the default.
*/ */
public Setting<Double> costHeuristic = new Setting<>(3.563); public final Setting<Double> costHeuristic = new Setting<>(3.563);
// a bunch of obscure internal A* settings that you probably don't want to change // a bunch of obscure internal A* settings that you probably don't want to change
/** /**
* The maximum number of times it will fetch outside loaded or cached chunks before assuming that * The maximum number of times it will fetch outside loaded or cached chunks before assuming that
* pathing has reached the end of the known area, and should therefore stop. * pathing has reached the end of the known area, and should therefore stop.
*/ */
public Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50); public final Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
/** /**
* Set to 1.0 to effectively disable this feature * Set to 1.0 to effectively disable this feature
* *
* @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a> * @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a>
*/ */
public Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5); public final Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
/** /**
* Toggle the following 4 settings * Toggle the following 4 settings
* <p> * <p>
* They have a noticable performance impact, so they default off * They have a noticable performance impact, so they default off
*/ */
public Setting<Boolean> avoidance = new Setting<>(false); public final Setting<Boolean> avoidance = new Setting<>(false);
/** /**
* Set to 1.0 to effectively disable this feature * Set to 1.0 to effectively disable this feature
* <p> * <p>
* Set below 1.0 to go out of your way to walk near mob spawners * Set below 1.0 to go out of your way to walk near mob spawners
*/ */
public Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0); public final Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
public Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16); public final Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
/** /**
* Set to 1.0 to effectively disable this feature * Set to 1.0 to effectively disable this feature
* <p> * <p>
* Set below 1.0 to go out of your way to walk near mobs * Set below 1.0 to go out of your way to walk near mobs
*/ */
public Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5); public final Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
public Setting<Integer> mobAvoidanceRadius = new Setting<>(8); public final Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
/** /**
* When running a goto towards a container block (chest, ender chest, furnace, etc), * When running a goto towards a container block (chest, ender chest, furnace, etc),
* right click and open it once you arrive. * right click and open it once you arrive.
*/ */
public Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true); public final Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
/** /**
* When running a goto towards a nether portal block, walk all the way into the portal * When running a goto towards a nether portal block, walk all the way into the portal
* instead of stopping one block before. * instead of stopping one block before.
*/ */
public Setting<Boolean> enterPortal = new Setting<>(true); public final Setting<Boolean> enterPortal = new Setting<>(true);
/** /**
* Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies, * Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies,
* and there's no point. * and there's no point.
*/ */
public Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true); public final Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
/** /**
* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is * After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
@@ -237,67 +237,67 @@ public class Settings {
* *
* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a> * @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a>
*/ */
public Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false); public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
/** /**
* If a movement's cost increases by more than this amount between calculation and execution (due to changes * If a movement's cost increases by more than this amount between calculation and execution (due to changes
* in the environment / world), cancel and recalculate * in the environment / world), cancel and recalculate
*/ */
public Setting<Double> maxCostIncrease = new Setting<>(10D); public final Setting<Double> maxCostIncrease = new Setting<>(10D);
/** /**
* Stop 5 movements before anything that made the path COST_INF. * Stop 5 movements before anything that made the path COST_INF.
* For example, if lava has spread across the path, don't walk right up to it then recalculate, it might * For example, if lava has spread across the path, don't walk right up to it then recalculate, it might
* still be spreading lol * still be spreading lol
*/ */
public Setting<Integer> costVerificationLookahead = new Setting<>(5); public final Setting<Integer> costVerificationLookahead = new Setting<>(5);
/** /**
* Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state * Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state
*/ */
public Setting<Double> pathCutoffFactor = new Setting<>(0.9); public final Setting<Double> pathCutoffFactor = new Setting<>(0.9);
/** /**
* Only apply static cutoff for paths of at least this length (in terms of number of movements) * Only apply static cutoff for paths of at least this length (in terms of number of movements)
*/ */
public Setting<Integer> pathCutoffMinimumLength = new Setting<>(30); public final Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
/** /**
* Start planning the next path once the remaining movements tick estimates sum up to less than this value * Start planning the next path once the remaining movements tick estimates sum up to less than this value
*/ */
public Setting<Integer> planningTickLookAhead = new Setting<>(150); public final Setting<Integer> planningTickLookAhead = new Setting<>(150);
/** /**
* Default size of the Long2ObjectOpenHashMap used in pathing * Default size of the Long2ObjectOpenHashMap used in pathing
*/ */
public Setting<Integer> pathingMapDefaultSize = new Setting<>(1024); public final Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
/** /**
* Load factor coefficient for the Long2ObjectOpenHashMap used in pathing * Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
* <p> * <p>
* Decrease for faster map operations, but higher memory usage * Decrease for faster map operations, but higher memory usage
*/ */
public Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f); public final Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
/** /**
* How far are you allowed to fall onto solid ground (without a water bucket)? * How far are you allowed to fall onto solid ground (without a water bucket)?
* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have * 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
* Feather Falling IV, you might set it a bit higher, like 4 or 5. * Feather Falling IV, you might set it a bit higher, like 4 or 5.
*/ */
public Setting<Integer> maxFallHeightNoWater = new Setting<>(3); public final Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
/** /**
* How far are you allowed to fall onto solid ground (with a water bucket)? * How far are you allowed to fall onto solid ground (with a water bucket)?
* It's not that reliable, so I've set it below what would kill an unarmored player (23) * It's not that reliable, so I've set it below what would kill an unarmored player (23)
*/ */
public Setting<Integer> maxFallHeightBucket = new Setting<>(20); public final Setting<Integer> maxFallHeightBucket = new Setting<>(20);
/** /**
* Is it okay to sprint through a descend followed by a diagonal? * Is it okay to sprint through a descend followed by a diagonal?
* The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't * The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't
* lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy. * lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy.
*/ */
public Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true); public final Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
/** /**
* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord * If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
@@ -306,131 +306,131 @@ public class Settings {
* of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away, * of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away,
* your Y coordinate's accuracy doesn't matter at all until you get much much closer. * your Y coordinate's accuracy doesn't matter at all until you get much much closer.
*/ */
public Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true); public final Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
/** /**
* If a movement takes this many ticks more than its initial cost estimate, cancel it * If a movement takes this many ticks more than its initial cost estimate, cancel it
*/ */
public Setting<Integer> movementTimeoutTicks = new Setting<>(100); public final Setting<Integer> movementTimeoutTicks = new Setting<>(100);
/** /**
* Pathing ends after this amount of time, but only if a path has been found * Pathing ends after this amount of time, but only if a path has been found
* <p> * <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout * If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/ */
public Setting<Long> primaryTimeoutMS = new Setting<>(500L); public final Setting<Long> primaryTimeoutMS = new Setting<>(500L);
/** /**
* Pathing can never take longer than this, even if that means failing to find any path at all * Pathing can never take longer than this, even if that means failing to find any path at all
*/ */
public Setting<Long> failureTimeoutMS = new Setting<>(2000L); public final Setting<Long> failureTimeoutMS = new Setting<>(2000L);
/** /**
* Planning ahead while executing a segment ends after this amount of time, but only if a path has been found * Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
* <p> * <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout * If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/ */
public Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L); public final Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
/** /**
* Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all * Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
*/ */
public Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L); public final Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
/** /**
* For debugging, consider nodes much much slower * For debugging, consider nodes much much slower
*/ */
public Setting<Boolean> slowPath = new Setting<>(false); public final Setting<Boolean> slowPath = new Setting<>(false);
/** /**
* Milliseconds between each node * Milliseconds between each node
*/ */
public Setting<Long> slowPathTimeDelayMS = new Setting<>(100L); public final Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
/** /**
* The alternative timeout number when slowPath is on * The alternative timeout number when slowPath is on
*/ */
public Setting<Long> slowPathTimeoutMS = new Setting<>(40000L); public final Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
/** /**
* The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing. * The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing.
*/ */
public Setting<Boolean> chunkCaching = new Setting<>(true); public final Setting<Boolean> chunkCaching = new Setting<>(true);
/** /**
* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player * On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
* <p> * <p>
* Temporarily disabled, see issue #248 * Temporarily disabled, see issue #248
*/ */
public Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false); public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
/** /**
* Print all the debug messages to chat * Print all the debug messages to chat
*/ */
public Setting<Boolean> chatDebug = new Setting<>(true); public final Setting<Boolean> chatDebug = new Setting<>(true);
/** /**
* Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in * Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in
* something else * something else
*/ */
public Setting<Boolean> chatControl = new Setting<>(true); public final Setting<Boolean> chatControl = new Setting<>(true);
/** /**
* A second override over chatControl to force it on * A second override over chatControl to force it on
*/ */
public Setting<Boolean> removePrefix = new Setting<>(false); public final Setting<Boolean> removePrefix = new Setting<>(false);
/** /**
* Render the path * Render the path
*/ */
public Setting<Boolean> renderPath = new Setting<>(true); public final Setting<Boolean> renderPath = new Setting<>(true);
/** /**
* Render the goal * Render the goal
*/ */
public Setting<Boolean> renderGoal = new Setting<>(true); public final Setting<Boolean> renderGoal = new Setting<>(true);
/** /**
* Ignore depth when rendering the goal * Ignore depth when rendering the goal
*/ */
public Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true); public final Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
/** /**
* Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with * Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with
* {@link #renderGoalIgnoreDepth} will cause strange render clipping. * {@link #renderGoalIgnoreDepth} will cause strange render clipping.
*/ */
public Setting<Boolean> renderGoalXZBeacon = new Setting<>(false); public final Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
/** /**
* Ignore depth when rendering the selection boxes (to break, to place, to walk into) * Ignore depth when rendering the selection boxes (to break, to place, to walk into)
*/ */
public Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true); public final Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
/** /**
* Ignore depth when rendering the path * Ignore depth when rendering the path
*/ */
public Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true); public final Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
/** /**
* Line width of the path when rendered, in pixels * Line width of the path when rendered, in pixels
*/ */
public Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F); public final Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
/** /**
* Line width of the goal when rendered, in pixels * Line width of the goal when rendered, in pixels
*/ */
public Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F); public final Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
/** /**
* Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead. * Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
* Improves FPS. * Improves FPS.
*/ */
public Setting<Boolean> fadePath = new Setting<>(false); public final Setting<Boolean> fadePath = new Setting<>(false);
/** /**
* Move without having to force the client-sided rotations * Move without having to force the client-sided rotations
*/ */
public Setting<Boolean> freeLook = new Setting<>(true); public final Setting<Boolean> freeLook = new Setting<>(true);
/** /**
* Will cause some minor behavioral differences to ensure that Baritone works on anticheats. * Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
@@ -438,43 +438,43 @@ public class Settings {
* At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in * At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in
* directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP. * directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
*/ */
public Setting<Boolean> antiCheatCompatibility = new Setting<>(true); public final Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
/** /**
* Exclusively use cached chunks for pathing * Exclusively use cached chunks for pathing
*/ */
public Setting<Boolean> pathThroughCachedOnly = new Setting<>(false); public final Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
/** /**
* Whether or not to use the "#" command prefix * Whether or not to use the "#" command prefix
*/ */
public Setting<Boolean> prefix = new Setting<>(false); public final Setting<Boolean> prefix = new Setting<>(false);
/** /**
* Don't stop walking forward when you need to break blocks in your way * Don't stop walking forward when you need to break blocks in your way
*/ */
public Setting<Boolean> walkWhileBreaking = new Setting<>(true); public final Setting<Boolean> walkWhileBreaking = new Setting<>(true);
/** /**
* If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful * If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful
*/ */
public Setting<Integer> maxPathHistoryLength = new Setting<>(300); public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
/** /**
* If the current path is too long, cut off this many movements from the beginning. * If the current path is too long, cut off this many movements from the beginning.
*/ */
public Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50); public final Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
/** /**
* Rescan for the goal once every 5 ticks. * Rescan for the goal once every 5 ticks.
* Set to 0 to disable. * Set to 0 to disable.
*/ */
public Setting<Integer> mineGoalUpdateInterval = new Setting<>(5); public final Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
/** /**
* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)? * While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
*/ */
public Setting<Boolean> mineScanDroppedItems = new Setting<>(true); public final Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
/** /**
* Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore. * Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
@@ -489,54 +489,54 @@ public class Settings {
* <p> * <p>
* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone. * Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
*/ */
public Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true); public final Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
/** /**
* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level. * The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
*/ */
public Setting<Integer> axisHeight = new Setting<>(120); public final Setting<Integer> axisHeight = new Setting<>(120);
/** /**
* Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit" * Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit"
* where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player * where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player
* couldn't. If you don't want it to look like you're X-Raying, turn this off * couldn't. If you don't want it to look like you're X-Raying, turn this off
*/ */
public Setting<Boolean> legitMine = new Setting<>(false); public final Setting<Boolean> legitMine = new Setting<>(false);
/** /**
* What Y level to go to for legit strip mining * What Y level to go to for legit strip mining
*/ */
public Setting<Integer> legitMineYLevel = new Setting<>(11); public final Setting<Integer> legitMineYLevel = new Setting<>(11);
/** /**
* When mining block of a certain type, try to mine two at once instead of one. * When mining block of a certain type, try to mine two at once instead of one.
* If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks * If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks
* If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks * If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks
*/ */
public Setting<Boolean> forceInternalMining = new Setting<>(true); public final Setting<Boolean> forceInternalMining = new Setting<>(true);
/** /**
* Modification to the previous setting, only has effect if forceInternalMining is true * Modification to the previous setting, only has effect if forceInternalMining is true
* If true, only apply the previous setting if the block adjacent to the goal isn't air. * If true, only apply the previous setting if the block adjacent to the goal isn't air.
*/ */
public Setting<Boolean> internalMiningAirException = new Setting<>(true); public final Setting<Boolean> internalMiningAirException = new Setting<>(true);
/** /**
* The actual GoalNear is set this distance away from the entity you're following * The actual GoalNear is set this distance away from the entity you're following
* <p> * <p>
* For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target. * For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target.
*/ */
public Setting<Double> followOffsetDistance = new Setting<>(0D); public final Setting<Double> followOffsetDistance = new Setting<>(0D);
/** /**
* The actual GoalNear is set in this direction from the entity you're following. This value is in degrees. * The actual GoalNear is set in this direction from the entity you're following. This value is in degrees.
*/ */
public Setting<Float> followOffsetDirection = new Setting<>(0F); public final Setting<Float> followOffsetDirection = new Setting<>(0F);
/** /**
* The radius (for the GoalNear) of how close to your target position you actually have to be * The radius (for the GoalNear) of how close to your target position you actually have to be
*/ */
public Setting<Integer> followRadius = new Setting<>(3); public final Setting<Integer> followRadius = new Setting<>(3);
/** /**
* Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds * Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds
@@ -558,54 +558,54 @@ public class Settings {
* has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero * has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero
* backtracking, since the entire area is now known and cached. * backtracking, since the entire area is now known and cached.
*/ */
public Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L); public final Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
/** /**
* The function that is called when Baritone will log to chat. This function can be added to * The function that is called when Baritone will log to chat. This function can be added to
* via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting * via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting
* {@link Setting#value}; * {@link Setting#value};
*/ */
public Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage); public final Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
/** /**
* The color of the current path * The color of the current path
*/ */
public Setting<Color> colorCurrentPath = new Setting<>(Color.RED); public final Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
/** /**
* The color of the next path * The color of the next path
*/ */
public Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA); public final Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
/** /**
* The color of the blocks to break * The color of the blocks to break
*/ */
public Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED); public final Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
/** /**
* The color of the blocks to place * The color of the blocks to place
*/ */
public Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN); public final Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
/** /**
* The color of the blocks to walk into * The color of the blocks to walk into
*/ */
public Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA); public final Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
/** /**
* The color of the best path so far * The color of the best path so far
*/ */
public Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE); public final Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
/** /**
* The color of the path to the most recent considered node * The color of the path to the most recent considered node
*/ */
public Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN); public final Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
/** /**
* The color of the goal box * The color of the goal box
*/ */
public Setting<Color> colorGoalBox = new Setting<>(Color.GREEN); public final Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
/** /**
* A map of lowercase setting field names to their respective setting * A map of lowercase setting field names to their respective setting