Simplify fall logic and move methods
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@ -1,6 +1,8 @@
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package baritone.bot.pathing.movement;
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import baritone.bot.behavior.impl.LookBehaviorUtils;
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import baritone.bot.pathing.movement.movements.MovementDescend;
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import baritone.bot.pathing.movement.movements.MovementFall;
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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.ToolSet;
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@ -12,6 +14,7 @@ import net.minecraft.entity.Entity;
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import net.minecraft.init.Blocks;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.NonNullList;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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@ -177,6 +180,41 @@ public interface MovementHelper extends ActionCosts, Helper {
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return false;
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}
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static Movement generateMovementFallOrDescend(BlockPos pos, EnumFacing direction) {
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BlockPos dest = pos.offset(direction);
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BlockPos destUp = dest.up();
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BlockPos destDown = dest.down();
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for (int i = 0; i < 4; i++) {
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if (!(BlockStateInterface.get(destUp.down(i)).getBlock() instanceof BlockAir)) {
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//if any of these four aren't air, that means that a fall N isn't possible
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//so try a movementdescend
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//if all four of them are air, a movementdescend isn't possible anyway
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return new MovementDescend(pos, destDown);
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}
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}
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// we're clear for a fall 2
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// let's see how far we can fall
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for (int fallHeight = 3; true; fallHeight++) {
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BlockPos onto = dest.down(fallHeight);
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if (onto.getY() <= 0) {
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break;
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}
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IBlockState fallOn = BlockStateInterface.get(onto);
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if (fallOn.getBlock() instanceof BlockAir) {
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continue;
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}
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if (BlockStateInterface.isWater(fallOn.getBlock())) {
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return new MovementFall(pos, onto);
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}
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if (MovementHelper.canWalkOn(onto)) {
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return new MovementFall(pos, onto);
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}
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break;
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}
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return null;
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}
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static boolean hasthrowaway() {
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EntityPlayerSP p = Minecraft.getMinecraft().player;
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NonNullList<ItemStack> inv = p.inventory.mainInventory;
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@ -40,41 +40,6 @@ public class MovementFall extends Movement {
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super(src, dest, MovementFall.buildPositionsToBreak(src, dest), new BlockPos[]{dest.down()});
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}
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public static Movement generateMovementFallOrDescend(BlockPos pos, EnumFacing direction) {
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BlockPos dest = pos.offset(direction);
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BlockPos destUp = dest.up();
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BlockPos destDown = dest.down();
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for (int i = 0; i < 4; i++) {
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if (!(BlockStateInterface.get(destUp.down(i)).getBlock() instanceof BlockAir)) {
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//if any of these four aren't air, that means that a fall N isn't possible
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//so try a movementdescend
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//if all four of them are air, a movementdescend isn't possible anyway
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return new MovementDescend(pos, destDown);
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}
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}
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// we're clear for a fall 2
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// let's see how far we can fall
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for (int fallHeight = 3; true; fallHeight++) {
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BlockPos onto = dest.down(fallHeight);
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if (onto.getY() <= 0) {
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break;
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}
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IBlockState fallOn = BlockStateInterface.get(onto);
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if (fallOn.getBlock() instanceof BlockAir) {
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continue;
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}
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if (BlockStateInterface.isWater(fallOn.getBlock())) {
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return new MovementFall(pos, onto);
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}
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if (MovementHelper.canWalkOn(onto)) {
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return new MovementFall(pos, onto);
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}
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break;
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}
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return null;
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}
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@Override
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protected double calculateCost(ToolSet ts) {
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if (!MovementHelper.canWalkOn(positionsToPlace[0])) {
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@ -104,16 +69,10 @@ public class MovementFall extends Movement {
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state.setStatus(MovementStatus.RUNNING);
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case RUNNING:
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BlockPos playerFeet = playerFeet();
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if (src.getY() - dest.getY() > 3 && !BlockStateInterface.isWater(dest) && !player().inventory.hasItemStack(new ItemStack(new ItemBucket(Blocks.WATER)))) {
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return state.setStatus(MovementStatus.UNREACHABLE);
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}
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.01 || BlockStateInterface.isWater(dest)))
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return state.setStatus(MovementStatus.SUCCESS);
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Vec3d destCenter = Utils.calcCenterFromCoords(dest, world());
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if (Math.abs(player().posX - destCenter.x) > 0.2 || Math.abs(player().posZ - destCenter.z) > 0.2) {
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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}
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > 3) {
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if(!player().inventory.hasItemStack(new ItemStack(new ItemBucket(Blocks.WATER)))) {
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state.setStatus(MovementStatus.UNREACHABLE);
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}
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LookBehaviorUtils.reachable(dest).ifPresent(rotation ->
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state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true)
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.setTarget(new MovementTarget(rotation))
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@ -122,6 +81,12 @@ public class MovementFall extends Movement {
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(dest, world()));
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state.setTarget(new MovementTarget(rotationToBlock));
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}
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.01 || BlockStateInterface.isWater(dest)))
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return state.setStatus(MovementStatus.SUCCESS);
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Vec3d destCenter = Utils.calcCenterFromCoords(dest, world());
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if (Math.abs(player().posX - destCenter.x) > 0.2 || Math.abs(player().posZ - destCenter.z) > 0.2) {
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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}
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return state;
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default:
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return state;
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