sprinting
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@ -18,11 +18,13 @@
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package baritone.bot.pathing.movement;
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import baritone.bot.Baritone;
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import baritone.bot.InputOverrideHandler;
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import baritone.bot.behavior.impl.LookBehavior;
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import baritone.bot.behavior.impl.LookBehaviorUtils;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.utils.*;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Helper;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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@ -85,6 +87,7 @@ public abstract class Movement implements Helper, MovementHelper {
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* @return Status
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*/
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public MovementStatus update() {
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player().setSprinting(false);
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MovementState latestState = updateState(currentState);
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if (BlockStateInterface.isLiquid(playerFeet())) {
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latestState.setInput(Input.JUMP, true);
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@ -32,7 +32,7 @@ public class MovementAscend extends Movement {
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private BlockPos[] against = new BlockPos[3];
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public MovementAscend(BlockPos src, BlockPos dest) {
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super(src, dest, new BlockPos[] { dest, src.up(2), dest.up() }, new BlockPos[] { dest.down() });
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super(src, dest, new BlockPos[]{dest, src.up(2), dest.up()}, new BlockPos[]{dest.down()});
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BlockPos placementLocation = positionsToPlace[0]; // dest.down()
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int i = 0;
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@ -79,7 +79,6 @@ public class MovementAscend extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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System.out.println("Ticking with state " + state.getStatus());
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// TODO incorporate some behavior from ActionClimb (specifically how it waited until it was at most 1.2 blocks away before starting to jump
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// for efficiency in ascending minimal height staircases, which is just repeated MovementAscend, so that it doesn't bonk its head on the ceiling repeatedly)
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switch (state.getStatus()) {
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@ -37,7 +37,7 @@ public class MovementDiagonal extends Movement {
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}
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public MovementDiagonal(BlockPos start, BlockPos end, BlockPos dir1, BlockPos dir2) {
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super(start, end, new BlockPos[] { dir1, dir1.up(), dir2, dir2.up(), end, end.up() }, new BlockPos[] { end.down() });
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super(start, end, new BlockPos[]{dir1, dir1.up(), dir2, dir2.up(), end, end.up()}, new BlockPos[]{end.down()});
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}
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@Override
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@ -58,6 +58,9 @@ public class MovementDiagonal extends Movement {
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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return state;
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}
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if (!BlockStateInterface.isLiquid(playerFeet())) {
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player().setSprinting(true);
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}
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MovementHelper.moveTowards(state, dest);
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return state;
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}
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@ -130,8 +130,8 @@ public class MovementTraverse extends Movement {
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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return state;
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}
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if (wasTheBridgeBlockAlwaysThere) {
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// player().setSprinting(true);
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if (wasTheBridgeBlockAlwaysThere && !BlockStateInterface.isLiquid(playerFeet())) {
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player().setSprinting(true);
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}
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MovementHelper.moveTowards(state, positionsToBreak[0]);
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return state;
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@ -88,7 +88,9 @@ public class PathExecutor extends Behavior {
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}
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for (int i = pathPosition + 2; i < path.length(); i++) { //dont check pathPosition+1. the movement tells us when it's done (e.g. sneak placing)
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if (whereAmI.equals(path.positions().get(i))) {
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displayChatMessageRaw("Skipping forward " + (i - pathPosition) + " steps, to " + i);
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if (i - pathPosition > 2) {
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displayChatMessageRaw("Skipping forward " + (i - pathPosition) + " steps, to " + i);
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}
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pathPosition = i - 1;
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return;
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}
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