fixes to parkour place
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6b45b84784
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@ -104,6 +104,11 @@ public class Settings {
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*/
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public Setting<Boolean> allowParkour = new Setting<>(false);
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/**
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* Like parkour, but even more unreliable!
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*/
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public Setting<Boolean> allowParkourPlace = new Setting<>(false);
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/**
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* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
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*/
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@ -81,7 +81,7 @@ public class MovementParkour extends Movement {
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if (!MovementHelper.fullyPassable(src.up(2))) {
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return null;
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}
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for (int i = 2; i <= 4; i++) {
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for (int i = 2; i <= (context.canSprint() ? 4 : 3); i++) {
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BlockPos dest = src.offset(dir, i);
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// TODO perhaps dest.up(3) doesn't need to be fullyPassable, just canWalkThrough, possibly?
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for (int y = 0; y < 4; y++) {
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@ -93,6 +93,12 @@ public class MovementParkour extends Movement {
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return new MovementParkour(src, i, dir);
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}
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}
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if (!context.canSprint()) {
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return null;
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}
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if (!Baritone.settings().allowParkourPlace.get()) {
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return null;
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}
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BlockPos dest = src.offset(dir, 4);
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BlockPos positionToPlace = dest.down();
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IBlockState toPlace = BlockStateInterface.get(positionToPlace);
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@ -133,11 +139,17 @@ public class MovementParkour extends Movement {
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@Override
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protected double calculateCost(CalculationContext context) {
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// MUST BE KEPT IN SYNC WITH generate
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if (!context.canSprint() && dist >= 4) {
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return COST_INF;
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}
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boolean placing = false;
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if (!MovementHelper.canWalkOn(dest.down())) {
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if (dist != 4) {
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return COST_INF;
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}
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if (!Baritone.settings().allowParkourPlace.get()) {
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return COST_INF;
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}
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BlockPos positionToPlace = dest.down();
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IBlockState toPlace = BlockStateInterface.get(positionToPlace);
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if (!context.hasThrowaway()) {
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