Small changes
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src/main/java/baritone/bot/pathing/movement/IMovement.java
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13
src/main/java/baritone/bot/pathing/movement/IMovement.java
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@ -0,0 +1,13 @@
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package baritone.bot.pathing.movement;
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public interface IMovement {
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/**
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* Handles the execution of the latest Movement
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* State, and offers a Status to the calling class.
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*
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* @return Status
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*/
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MovementState.MovementStatus update();
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}
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@ -1,7 +1,6 @@
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package baritone.bot.pathing.movement;
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import baritone.bot.Baritone;
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import baritone.bot.event.AbstractGameEventListener;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.utils.Helper;
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import baritone.bot.utils.ToolSet;
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@ -12,10 +11,9 @@ import net.minecraft.util.math.Vec3d;
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import java.util.Optional;
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public abstract class Movement implements AbstractGameEventListener, Helper, MovementHelper {
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protected MovementState currentState;
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public abstract class Movement implements IMovement, Helper, MovementHelper {
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protected MovementState currentState = new MovementState().setStatus(MovementStatus.PREPPING);
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protected final BlockPos src;
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protected final BlockPos dest;
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@ -39,23 +37,29 @@ public abstract class Movement implements AbstractGameEventListener, Helper, Mov
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protected Movement(BlockPos src, BlockPos dest, BlockPos[] toBreak, BlockPos[] toPlace, Vec3d rotationTarget) {
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this(src, dest, toBreak, toPlace);
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currentState = new MovementState()
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.setLookDirection(rotationTarget)
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.setStatus(MovementStatus.WAITING);
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// currentState = new MovementState()
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// .setGoal(new )
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// .setStatus(MovementStatus.WAITING);
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}
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public abstract double calculateCost(ToolSet ts); // TODO pass in information like whether it's allowed to place throwaway blocks
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@Override
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public void onTick() {
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MovementState latestState = updateState();
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Optional<Vec3d> orientation = latestState.getGoal().rotation;
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if (orientation.isPresent()) {
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Tuple<Float, Float> rotation = Utils.calcRotationFromVec3d(mc.player.getPositionEyes(1.0F),
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orientation.get());
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mc.player.setPositionAndRotation(mc.player.posX, mc.player.posY, mc.player.posZ,
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rotation.getFirst(), rotation.getSecond());
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public MovementStatus update() {
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if(isPrepared(state)) {
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if (!currentState.isPresent()) {
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currentState = Optional.of(new MovementState()
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.setStatus(MovementStatus.WAITING)
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.setGoal());
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}
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}
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if(isFinished()) {
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}
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MovementState latestState = updateState();
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Tuple<Float, Float> rotation = Utils.calcRotationFromVec3d(mc.player.getPositionEyes(1.0F),
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latestState.getGoal().rotation);
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mc.player.setPositionAndRotation(mc.player.posX, mc.player.posY, mc.player.posZ,
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rotation.getFirst(), rotation.getSecond());
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//TODO calculate movement inputs from latestState.getGoal().position
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latestState.inputState.forEach((input, forced) -> {
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Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(input, forced);
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@ -67,6 +71,13 @@ public abstract class Movement implements AbstractGameEventListener, Helper, Mov
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return;
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}
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private boolean prepare(MovementState state) {
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Optional<BlockPos> cruftPos;
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for(BlockPos blockPos : positionsToBreak) {
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world().getBlockState(blockPos).getBlock()(world())
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}
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}
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public boolean isFinished() {
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return (currentState.getStatus() != MovementStatus.RUNNING
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&& currentState.getStatus() != MovementStatus.WAITING);
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@ -91,5 +102,9 @@ public abstract class Movement implements AbstractGameEventListener, Helper, Mov
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*
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* @return
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*/
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public abstract MovementState updateState();
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public MovementState updateState(MovementState state) {
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if(!prepare(state))
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return state.setStatus(MovementStatus.PREPPING);
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return state;
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}
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}
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@ -5,14 +5,15 @@ import net.minecraft.util.math.Vec3d;
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import java.util.HashMap;
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import java.util.Map;
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import java.util.Optional;
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public class MovementState {
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protected MovementStatus status;
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public MovementGoal goal = new MovementGoal();
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private MovementStatus status;
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private MovementGoal goal;
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protected final Map<Input, Boolean> inputState = new HashMap<>();
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private Vec3d interme;
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public MovementState setStatus(MovementStatus status) {
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this.status = status;
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return this;
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@ -28,18 +29,18 @@ public class MovementState {
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* <p>
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* TODO: Decide desiredMovement type
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*/
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public Optional<Vec3d> position;
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public Vec3d position;
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/**
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* Yaw and pitch angles that must be matched
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* <p>
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* getFirst() -> YAW
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* getSecond() -> PITCH
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*/
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public Optional<Vec3d> rotation;
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public Vec3d rotation;
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public MovementGoal() {
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this.position = Optional.empty();
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this.rotation = Optional.empty();
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public MovementGoal(Vec3d position, Vec3d rotation) {
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this.position = position;
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this.rotation = rotation;
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}
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}
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@ -47,23 +48,8 @@ public class MovementState {
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return goal;
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}
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public MovementState setPosition(Vec3d posGoal) {
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this.goal.position = Optional.of(posGoal);
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return this;
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}
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public MovementState clearPosition() {
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this.goal.position = Optional.empty();
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return this;
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}
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public MovementState setLookDirection(Vec3d rotGoal) {
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this.goal.rotation = Optional.of(rotGoal);
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return this;
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}
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public MovementState clearLookDirection() {
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this.goal.rotation = Optional.empty();
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public MovementState setGoal(MovementGoal goal) {
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this.goal = goal;
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return this;
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}
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@ -77,6 +63,6 @@ public class MovementState {
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}
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public enum MovementStatus {
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WAITING, RUNNING, SUCCESS, UNREACHABLE, FAILED;
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PREPPING, WAITING, RUNNING, SUCCESS, UNREACHABLE, FAILED;
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}
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}
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@ -3,6 +3,7 @@ package baritone.bot.pathing.movement.movements;
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import baritone.bot.InputOverrideHandler;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.utils.ToolSet;
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import net.minecraft.util.math.BlockPos;
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@ -23,10 +24,20 @@ public class MovementAscend extends Movement {
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}
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@Override
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public MovementState updateState() {
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MovementState latestState = currentState.setInput(InputOverrideHandler.Input.JUMP, true).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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if (playerFeet().equals(dest))
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latestState.setStatus(MovementState.MovementStatus.SUCCESS);
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return latestState;
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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switch(state.getStatus()) {
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case PREPPING:
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case UNREACHABLE:
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case FAILED:
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return state;
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case WAITING:
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case RUNNING:
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MovementState latestState = currentState.setInput(InputOverrideHandler.Input.JUMP, true).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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if (playerFeet().equals(dest))
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latestState.setStatus(MovementStatus.SUCCESS);
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default:
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return state;
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}
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}
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}
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@ -4,6 +4,7 @@ import net.minecraft.client.Minecraft;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.client.multiplayer.WorldClient;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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/**
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* @author Brady
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@ -13,6 +14,14 @@ public interface Helper {
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Minecraft mc = Minecraft.getMinecraft();
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default EntityPlayerSP player() {
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return mc.player;
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}
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default World world() {
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return mc.world;
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}
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default BlockPos playerFeet() {
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return new BlockPos(mc.player.posX, mc.player.posY, mc.player.posZ);
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}
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