diagonal ascend
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@ -140,6 +140,13 @@ public final class Settings {
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*/
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public final Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
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/**
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* Allow diagonal ascending
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* <p>
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* Actually pretty safe, much safer than diagonal descend tbh
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*/
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public final Setting<Boolean> allowDiagonalAscend = new Setting<>(false);
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/**
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* Allow mining the block directly beneath its feet
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* <p>
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@ -61,6 +61,7 @@ public class CalculationContext {
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public final boolean allowParkourAscend;
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public final boolean assumeWalkOnWater;
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public final boolean allowDiagonalDescend;
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public final boolean allowDiagonalAscend;
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public final boolean allowDownward;
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public final int maxFallHeightNoWater;
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public final int maxFallHeightBucket;
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@ -94,6 +95,7 @@ public class CalculationContext {
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this.allowParkourAscend = Baritone.settings().allowParkourAscend.value;
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this.assumeWalkOnWater = Baritone.settings().assumeWalkOnWater.value;
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this.allowDiagonalDescend = Baritone.settings().allowDiagonalDescend.value;
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this.allowDiagonalAscend = Baritone.settings().allowDiagonalAscend.value;
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this.allowDownward = Baritone.settings().allowDownward.value;
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this.maxFallHeightNoWater = Baritone.settings().maxFallHeightNoWater.value;
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this.maxFallHeightBucket = Baritone.settings().maxFallHeightBucket.value;
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@ -70,24 +70,37 @@ public class MovementDiagonal extends Movement {
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protected Set<BetterBlockPos> calculateValidPositions() {
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BetterBlockPos diagA = new BetterBlockPos(src.x, src.y, dest.z);
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BetterBlockPos diagB = new BetterBlockPos(dest.x, src.y, src.z);
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if (dest.y != src.y) { // only if allowDiagonalDescend
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if (dest.y < src.y) {
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return ImmutableSet.of(src, dest.up(), diagA, diagB, dest, diagA.down(), diagB.down());
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}
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if (dest.y > src.y) {
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return ImmutableSet.of(src, src.up(), diagA, diagB, dest, diagA.up(), diagB.up());
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}
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return ImmutableSet.of(src, dest, diagA, diagB);
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}
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public static void cost(CalculationContext context, int x, int y, int z, int destX, int destZ, MutableMoveResult res) {
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IBlockState destInto = context.get(destX, y, destZ);
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if (!MovementHelper.canWalkThrough(context.bsi, destX, y, destZ, destInto) || !MovementHelper.canWalkThrough(context.bsi, destX, y + 1, destZ)) {
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if (!MovementHelper.canWalkThrough(context.bsi, destX, y + 1, destZ)) {
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return;
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}
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IBlockState destWalkOn = context.get(destX, y - 1, destZ);
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IBlockState destInto = context.get(destX, y, destZ);
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boolean ascend = false;
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IBlockState destWalkOn;
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boolean descend = false;
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if (!MovementHelper.canWalkOn(context.bsi, destX, y - 1, destZ, destWalkOn)) {
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descend = true;
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if (!context.allowDiagonalDescend || !MovementHelper.canWalkOn(context.bsi, destX, y - 2, destZ) || !MovementHelper.canWalkThrough(context.bsi, destX, y - 1, destZ, destWalkOn)) {
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if (!MovementHelper.canWalkThrough(context.bsi, destX, y, destZ, destInto)) {
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ascend = true;
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if (!context.allowDiagonalAscend || !MovementHelper.canWalkThrough(context.bsi, x, y + 2, z) || !MovementHelper.canWalkOn(context.bsi, destX, y, destZ, destInto) || !MovementHelper.canWalkThrough(context.bsi, destX, y + 2, destZ)) {
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return;
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}
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destWalkOn = destInto;
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} else {
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destWalkOn = context.get(destX, y - 1, destZ);
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if (!MovementHelper.canWalkOn(context.bsi, destX, y - 1, destZ, destWalkOn)) {
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descend = true;
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if (!context.allowDiagonalDescend || !MovementHelper.canWalkOn(context.bsi, destX, y - 2, destZ) || !MovementHelper.canWalkThrough(context.bsi, destX, y - 1, destZ, destWalkOn)) {
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return;
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}
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}
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}
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double multiplier = WALK_ONE_BLOCK_COST;
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// For either possible soul sand, that affects half of our walking
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@ -111,8 +124,42 @@ public class MovementDiagonal extends Movement {
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if (cuttingOver2 == Blocks.MAGMA || MovementHelper.isLava(cuttingOver2)) {
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return;
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}
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Block startIn = context.getBlock(x, y, z);
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boolean water = false;
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if (MovementHelper.isWater(startIn) || MovementHelper.isWater(destInto.getBlock())) {
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if (ascend) {
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return;
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}
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// Ignore previous multiplier
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// Whatever we were walking on (possibly soul sand) doesn't matter as we're actually floating on water
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// Not even touching the blocks below
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multiplier = context.waterWalkSpeed;
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water = true;
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}
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IBlockState pb0 = context.get(x, y, destZ);
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IBlockState pb2 = context.get(destX, y, z);
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if (ascend) {
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boolean ATop = MovementHelper.canWalkThrough(context.bsi, x, y + 2, destZ);
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boolean AMid = MovementHelper.canWalkThrough(context.bsi, x, y + 1, destZ);
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boolean ALow = MovementHelper.canWalkThrough(context.bsi, x, y, destZ, pb0);
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boolean BTop = MovementHelper.canWalkThrough(context.bsi, destX, y + 2, z);
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boolean BMid = MovementHelper.canWalkThrough(context.bsi, destX, y + 1, z);
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boolean BLow = MovementHelper.canWalkThrough(context.bsi, destX, y, z, pb2);
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if ((!(ATop && AMid && ALow) && !(BTop && BMid && BLow)) // no option
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|| MovementHelper.avoidWalkingInto(pb0.getBlock()) // bad
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|| MovementHelper.avoidWalkingInto(pb2.getBlock()) // bad
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|| (ATop && AMid && MovementHelper.canWalkOn(context.bsi, x, y, destZ, pb0)) // we could just ascend
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|| (BTop && BMid && MovementHelper.canWalkOn(context.bsi, destX, y, z, pb2)) // we could just ascend
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|| (!ATop && AMid && ALow) // head bonk A
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|| (!BTop && BMid && BLow)) { // head bonk B
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return;
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}
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res.cost = multiplier * SQRT_2 + JUMP_ONE_BLOCK_COST;
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res.x = destX;
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res.z = destZ;
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res.y = y + 1;
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return;
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}
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double optionA = MovementHelper.getMiningDurationTicks(context, x, y, destZ, pb0, false);
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double optionB = MovementHelper.getMiningDurationTicks(context, destX, y, z, pb2, false);
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if (optionA != 0 && optionB != 0) {
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@ -140,15 +187,6 @@ public class MovementDiagonal extends Movement {
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// and now that option B is fully calculated, see if we can edge around that way
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return;
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}
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boolean water = false;
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Block startIn = context.getBlock(x, y, z);
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if (MovementHelper.isWater(startIn) || MovementHelper.isWater(destInto.getBlock())) {
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// Ignore previous multiplier
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// Whatever we were walking on (possibly soul sand) doesn't matter as we're actually floating on water
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// Not even touching the blocks below
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multiplier = context.waterWalkSpeed;
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water = true;
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}
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if (optionA != 0 || optionB != 0) {
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multiplier *= SQRT_2 - 0.001; // TODO tune
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if (startIn == Blocks.LADDER || startIn == Blocks.VINE) {
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@ -187,6 +225,9 @@ public class MovementDiagonal extends Movement {
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} else if (!playerInValidPosition() && !(MovementHelper.isLiquid(ctx, src) && getValidPositions().contains(ctx.playerFeet().up()))) {
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return state.setStatus(MovementStatus.UNREACHABLE);
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}
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if (dest.y > src.y && ctx.player().posY < src.y + 0.1 && ctx.player().collidedHorizontally) {
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state.setInput(Input.JUMP, true);
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}
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if (sprint()) {
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state.setInput(Input.SPRINT, true);
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}
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