editing settings

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Leijurv 2019-01-28 10:59:08 -08:00
parent b0c4752397
commit b4a622d319
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2 changed files with 25 additions and 10 deletions

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@ -45,7 +45,7 @@ Quick start example: `thisway 1000` or `goal 70` to set the goal, `path` to actu
``` ```
BaritoneAPI.getSettings().allowSprint.value = true; BaritoneAPI.getSettings().allowSprint.value = true;
BaritoneAPI.getSettings().pathTimeoutMS.value = 2000L; BaritoneAPI.getSettings().primaryTimeoutMS.value = 2000L;
BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalXZ(10000, 20000)); BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalXZ(10000, 20000));
``` ```

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@ -69,7 +69,7 @@ public final class Settings {
public final 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) because it uses hunger
*/ */
public final Setting<Double> jumpPenalty = new Setting<>(2D); public final Setting<Double> jumpPenalty = new Setting<>(2D);
@ -107,7 +107,7 @@ public final class Settings {
/** /**
* 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 constantiam
*/ */
public final Setting<Boolean> allowJumpAt256 = new Setting<>(false); public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
@ -132,6 +132,8 @@ public final 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.
* <p>
* Never turn this on lol
*/ */
public final Setting<Boolean> allowVines = new Setting<>(false); public final Setting<Boolean> allowVines = new Setting<>(false);
@ -145,11 +147,15 @@ public final class Settings {
* 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.
* <p>
* It also overshoots the landing pretty much always (making contact with the next block over), so be careful
*/ */
public final Setting<Boolean> allowParkour = new Setting<>(false); public final Setting<Boolean> allowParkour = new Setting<>(false);
/** /**
* Like parkour, but even more unreliable! * Actually pretty reliable.
* <p>
* Doesn't make it any more dangerous compared to just normal allowParkour th
*/ */
public final Setting<Boolean> allowParkourPlace = new Setting<>(false); public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
@ -192,9 +198,13 @@ public final class Settings {
/** /**
* 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 noticeable performance impact, so they default off
* <p>
* Specifically, building up the avoidance map on the main thread before pathing starts actually takes a noticeable
* amount of time, especially when there are a lot of mobs around, and your game jitters for like 200ms while doing so
*/ */
public final 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>
@ -234,8 +244,10 @@ public final class Settings {
/** /**
* 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
* entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified. * entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified.
* <p>
* This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue.
* *
* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a> * @see <a href="https://github.com/cabaletta/baritone/issues/114">Issue #114</a>
*/ */
public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false); public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
@ -360,7 +372,9 @@ public final class Settings {
/** /**
* 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 <a href="https://github.com/cabaletta/baritone/issues/248">Issue #248</a>
*/ */
public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false); public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
@ -456,7 +470,7 @@ public final class Settings {
public final 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 300 movements into the current path, discard the oldest segments, as they are no longer useful
*/ */
public final Setting<Integer> maxPathHistoryLength = new Setting<>(300); public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
@ -497,9 +511,9 @@ public final class Settings {
public final 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" * Disallow MineBehavior from using X-Ray to see where the ores are. Turn this option on 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 on
*/ */
public final Setting<Boolean> legitMine = new Setting<>(false); public final Setting<Boolean> legitMine = new Setting<>(false);
@ -607,6 +621,7 @@ public final class Settings {
*/ */
public final 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
*/ */