First commit

This commit is contained in:
Leijurv
2018-08-01 11:34:35 -04:00
commit f559e45f9c
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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import baritone.util.Out;
import baritone.util.ToolSet;
import net.minecraft.block.Block;
import net.minecraft.block.BlockCactus;
import net.minecraft.block.BlockFire;
import net.minecraft.block.BlockLadder;
import net.minecraft.block.BlockLilyPad;
import net.minecraft.block.BlockLiquid;
import net.minecraft.block.BlockVine;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public abstract class Action {
//These costs are measured roughly in ticks btw
public static final double WALK_ONE_BLOCK_COST = 20 / 4.317;
public static final double WALK_ONE_IN_WATER_COST = 20 / 2.2;
public static final double JUMP_ONE_BLOCK_COST = 5.72854;//see below calculation for fall. 1.25 blocks
public static final double LADDER_UP_ONE_COST = 20 / 2.35;
public static final double LADDER_DOWN_ONE_COST = 20 / 3;
public static final double SNEAK_ONE_BLOCK_COST = 20 / 1.3;
public static final double SPRINT_ONE_BLOCK_COST = 20 / 5.612;
/**
* Doesn't include walking forwards, just the falling
*
* Based on a sketchy formula from minecraftwiki
*
* d(t) = 3.92 × (99 - 49.50×(0.98^t+1) - t)
*
* Solved in mathematica
*/
public static final double FALL_ONE_BLOCK_COST = 5.11354;
public static final double FALL_TWO_BLOCK_COST = 7.28283;
public static final double FALL_THREE_BLOCK_COST = 8.96862;
/**
* It doesn't actually take ten ticks to place a block, this cost is so high
* because we want to generally conserve blocks which might be limited
*/
public static final double PLACE_ONE_BLOCK_COST = 20;
/**
* Add this to the cost of breaking any block. The cost of breaking any
* block is calculated as the number of ticks that block takes to break with
* the tools you have. You add this because there's always a little overhead
* (e.g. looking at the block)
*/
public static final double BREAK_ONE_BLOCK_ADD = 4;
public static final double COST_INF = 1000000;
public final BlockPos from;
public final BlockPos to;
private Double cost;
public boolean finished = false;
protected Action(BlockPos from, BlockPos to) {
this.from = from;
this.to = to;
this.cost = null;
}
/**
* Get the cost. It's cached
*
* @param ts
* @return
*/
public double cost(ToolSet ts) {
if (cost == null) {
cost = calculateCost0(ts == null ? new ToolSet() : ts);
}
if (cost < 1) {
Out.log("Bad cost " + this + " " + cost);
}
return cost;
}
public double calculateCost0(ToolSet ts) {
if (!(this instanceof ActionPillar) && !(this instanceof ActionBridge) && !(this instanceof ActionFall)) {
Block fromDown = Minecraft.getMinecraft().world.getBlockState(from.down()).getBlock();
if (fromDown instanceof BlockLadder || fromDown instanceof BlockVine) {
return COST_INF;
}
}
return calculateCost(ts);
}
protected abstract double calculateCost(ToolSet ts);
static Block waterFlowing = Block.getBlockById(8);
static Block waterStill = Block.getBlockById(9);
static Block lavaFlowing = Block.getBlockById(10);
static Block lavaStill = Block.getBlockById(11);
/**
* Is this block water? Includes both still and flowing
*
* @param b
* @return
*/
public static boolean isWater(Block b) {
return waterFlowing.equals(b) || waterStill.equals(b);
}
public static boolean isWater(BlockPos bp) {
return isWater(Minecraft.getMinecraft().world.getBlockState(bp).getBlock());
}
public static boolean isLiquid(Block b) {
return b instanceof BlockLiquid;
//return b != null && (waterFlowing.equals(b) || waterStill.equals(b) || lavaFlowing.equals(b) || lavaStill.equals(b));
}
public static boolean isFlowing(BlockPos pos, IBlockState state) {
Block b = state.getBlock();
Material m = b.getMaterial(state);
if (b instanceof BlockLiquid) {
throw new UnsupportedOperationException("TODO");
//return BlockLiquid.getFlow(Minecraft.getMinecraft().world, pos, state) != -1000.0D;
}
return false;
}
public static boolean isLava(Block b) {
return lavaFlowing.equals(b) || lavaStill.equals(b);
}
public static boolean isLiquid(BlockPos p) {
return isLiquid(Minecraft.getMinecraft().world.getBlockState(p).getBlock());
}
public static boolean avoidBreaking(BlockPos pos) {
Block b = Minecraft.getMinecraft().world.getBlockState(pos).getBlock();
Block below = Minecraft.getMinecraft().world.getBlockState(new BlockPos(pos.getX(), pos.getY() - 1, pos.getZ())).getBlock();
return Block.getBlockFromName("minecraft:ice").equals(b)//ice becomes water, and water can mess up the path
|| isLiquid(new BlockPos(pos.getX(), pos.getY() + 1, pos.getZ()))//don't break anything touching liquid on any side
|| isLiquid(new BlockPos(pos.getX() + 1, pos.getY(), pos.getZ()))
|| isLiquid(new BlockPos(pos.getX() - 1, pos.getY(), pos.getZ()))
|| isLiquid(new BlockPos(pos.getX(), pos.getY(), pos.getZ() + 1))
|| isLiquid(new BlockPos(pos.getX(), pos.getY(), pos.getZ() - 1))
|| (!(b instanceof BlockLilyPad && isWater(below)) && isLiquid(below));//if it's a lilypad above water, it's ok to break, otherwise don't break if its liquid
}
/**
* Can I walk through this block? e.g. air, saplings, torches, etc
*
* @param pos
* @return
*/
public static boolean canWalkThrough(BlockPos pos) {
IBlockState state = Minecraft.getMinecraft().world.getBlockState(pos);
Block block = state.getBlock();
if (block instanceof BlockLilyPad || block instanceof BlockFire) {//you can't actually walk through a lilypad from the side, and you shouldn't walk through fire
return false;
}
if (isFlowing(pos, state)) {
return false;//don't walk through flowing liquids
}
if (isLiquid(pos.up())) {
return false;//you could drown
}
return block.isPassable(Minecraft.getMinecraft().world, pos);
}
public static boolean avoidWalkingInto(BlockPos pos) {
Block block = Minecraft.getMinecraft().world.getBlockState(pos).getBlock();
if (isLava(block)) {
return true;
}
if (block instanceof BlockCactus) {
return true;
}
return block instanceof BlockFire;
}
/**
* Can I walk on this block without anything weird happening like me falling
* through? Includes water because we know that we automatically jump on
* lava
*
* @param pos
* @return
*/
public static boolean canWalkOn(BlockPos pos) {
IBlockState state = Minecraft.getMinecraft().world.getBlockState(pos);
Block block = state.getBlock();
if (block instanceof BlockLadder || block instanceof BlockVine) {
return true;
}
if (isWater(block)) {
return isWater(pos.up());//you can only walk on water if there is water above it
}
return block.isBlockNormalCube(state) && !isLava(block);
}
/**
* Tick this action
*
* @return is it done
*/
public abstract boolean tick();
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import java.util.Objects;
import java.util.Random;
import baritone.ui.LookManager;
import baritone.Baritone;
import baritone.movement.MovementManager;
import baritone.util.Out;
import baritone.util.ToolSet;
import net.minecraft.block.Block;
import net.minecraft.block.BlockLadder;
import net.minecraft.block.BlockVine;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.EnumFacing;
/**
*
* @author leijurv
*/
public class ActionBridge extends ActionPlaceOrBreak {
BlockPos[] against = new BlockPos[3];
public ActionBridge(BlockPos from, BlockPos to) {
super(from, to, new BlockPos[]{to.up(), to}, new BlockPos[]{to.down()});
int i = 0;
if (!to.north().equals(from)) {
against[i] = to.north().down();
i++;
}
if (!to.south().equals(from)) {
against[i] = to.south().down();
i++;
}
if (!to.east().equals(from)) {
against[i] = to.east().down();
i++;
}
if (!to.west().equals(from)) {
against[i] = to.west().down();
i++;
}
//note: do NOT add ability to place against .down().down()
}
@Override
protected double calculateCost(ToolSet ts) {
double WC = isWater(blocksToBreak[0]) || isWater(blocksToBreak[1]) ? WALK_ONE_IN_WATER_COST : WALK_ONE_BLOCK_COST;
if (canWalkOn(positionsToPlace[0])) {//this is a walk, not a bridge
if (canWalkThrough(positionsToBreak[0]) && canWalkThrough(positionsToBreak[1])) {
return WC;
}
//double hardness1 = blocksToBreak[0].getBlockHardness(Minecraft.getMinecraft().world, positionsToBreak[0]);
//double hardness2 = blocksToBreak[1].getBlockHardness(Minecraft.getMinecraft().world, positionsToBreak[1]);
//Out.log("Can't walk through " + blocksToBreak[0] + " (hardness" + hardness1 + ") or " + blocksToBreak[1] + " (hardness " + hardness2 + ")");
return WC + getTotalHardnessOfBlocksToBreak(ts);
} else {//this is a bridge, so we need to place a block
//return 1000000;
Block f = Minecraft.getMinecraft().world.getBlockState(from.down()).getBlock();
if (f instanceof BlockLadder || f instanceof BlockVine) {
return COST_INF;
}
if (blocksToPlace[0].equals(Block.getBlockById(0)) || (!isWater(blocksToPlace[0]) && blocksToPlace[0].isReplaceable(Minecraft.getMinecraft().world, positionsToPlace[0]))) {
for (BlockPos against1 : against) {
if (Minecraft.getMinecraft().world.getBlockState(against1).getBlock().isBlockNormalCube()) {
return WC + PLACE_ONE_BLOCK_COST + getTotalHardnessOfBlocksToBreak(ts);
}
}
WC = WC * SNEAK_ONE_BLOCK_COST / WALK_ONE_BLOCK_COST;//since we are placing, we are sneaking
return WC + PLACE_ONE_BLOCK_COST + getTotalHardnessOfBlocksToBreak(ts);
}
return COST_INF;
//Out.log("Can't walk on " + Minecraft.getMinecraft().world.getBlockState(positionsToPlace[0]).getBlock());
}
}
boolean wasTheBridgeBlockAlwaysThere = true;//did we have to place a bridge block or was it always there
public Boolean oneInTen = null;//a one in ten chance
public boolean amIGood() {
return canWalkThrough(positionsToBreak[0]) && canWalkThrough(positionsToBreak[1]) && canWalkOn(positionsToPlace[0]);
}
public int dx() {
return to.getX() - from.getX();
}
public int dz() {
return to.getZ() - from.getZ();
}
@Override
protected boolean tick0() {
if (oneInTen == null) {
oneInTen = new Random().nextInt(10) == 0;
}
Block fd = Minecraft.getMinecraft().world.getBlockState(from.down()).getBlock();
boolean ladder = fd instanceof BlockLadder || fd instanceof BlockVine;
boolean isTheBridgeBlockThere = canWalkOn(positionsToPlace[0]) || ladder;
//Out.log("is block there: " + isTheBridgeBlockThere + " block " + Minecraft.getMinecraft().world.getBlockState(positionsToPlace[0]).getBlock());
EntityPlayerSP thePlayer = Minecraft.getMinecraft().player;
BlockPos whereAmI = new BlockPos(thePlayer.posX, thePlayer.posY, thePlayer.posZ);
if (whereAmI.getY() != to.getY() && !ladder) {
Out.log("Wrong Y coordinate");
if (whereAmI.getY() < to.getY()) {
MovementManager.jumping = true;
}
return false;
}
if (isTheBridgeBlockThere) {//either the bridge block was there the whole time or we just placed it
if (oneInTen && wasTheBridgeBlockAlwaysThere) {
//basically one in every ten blocks we walk forwards normally without sneaking and placing, rotate to look forwards.
//this way we tend towards looking forwards
MovementManager.forward = LookManager.lookAtBlock(to, false);
} else {
MovementManager.moveTowardsBlock(to);
}
if (wasTheBridgeBlockAlwaysThere) {
if (MovementManager.forward && !MovementManager.backward) {
thePlayer.setSprinting(true);
}
}
if (whereAmI.equals(to)) {//if we are there
Out.log("Done walking to " + to);
return true;//and we are done
}
Out.log("Trying to get to " + to + " currently at " + whereAmI);
return false;//not there yet
} else {
wasTheBridgeBlockAlwaysThere = false;
for (BlockPos against1 : against) {
if (Minecraft.getMinecraft().world.getBlockState(against1).getBlock().isBlockNormalCube()) {
if (!switchtothrowaway(true)) {//get ready to place a throwaway block
return false;
}
MovementManager.sneak = true;
double faceX = (to.getX() + against1.getX() + 1.0D) * 0.5D;
double faceY = (to.getY() + against1.getY()) * 0.5D;
double faceZ = (to.getZ() + against1.getZ() + 1.0D) * 0.5D;
LookManager.lookAtCoords(faceX, faceY, faceZ, true);
EnumFacing side = Minecraft.getMinecraft().objectMouseOver.sideHit;
if (Objects.equals(Baritone.whatAreYouLookingAt(), against1) && Minecraft.getMinecraft().player.isSneaking()) {
if (Baritone.whatAreYouLookingAt().offset(side).equals(positionsToPlace[0])) {
Minecraft.getMinecraft().rightClickMouse();
} else {
Out.gui("Wrong. " + side + " " + Baritone.whatAreYouLookingAt().offset(side) + " " + positionsToPlace[0], Out.Mode.Debug);
}
}
Out.log("Trying to look at " + against1 + ", actually looking at" + Baritone.whatAreYouLookingAt());
return false;
}
}
MovementManager.sneak = true;
if (whereAmI.equals(to)) {
//if we are in the block that we are trying to get to, we are sneaking over air and we need to place a block beneath us against the one we just walked off of
//Out.log(from + " " + to + " " + faceX + "," + faceY + "," + faceZ + " " + whereAmI);
if (!switchtothrowaway(true)) {//get ready to place a throwaway block
return false;
}
double faceX = (to.getX() + from.getX() + 1.0D) * 0.5D;
double faceY = (to.getY() + from.getY() - 1.0D) * 0.5D;
double faceZ = (to.getZ() + from.getZ() + 1.0D) * 0.5D;
//faceX,faceY,faceZ is the middle of the face between from and to
BlockPos goalLook = from.down();//this is the block we were just standing on, and the one we want to place against
MovementManager.backward = LookManager.lookAtCoords(faceX, faceY, faceZ, true);//if we are in the block, then we are off the edge of the previous looking backward, so we should be moving backward
if (Objects.equals(Baritone.whatAreYouLookingAt(), goalLook)) {
Minecraft.getMinecraft().rightClickMouse();//wait to right click until we are able to place
return false;
}
Out.log("Trying to look at " + goalLook + ", actually looking at" + Baritone.whatAreYouLookingAt());
return false;
} else {
Out.log("Not there yet m9");
MovementManager.moveTowardsBlock(to);//move towards not look at because if we are bridging for a couple blocks in a row, it is faster if we dont spin around and walk forwards then spin around and place backwards for every block
return false;
}
}
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import java.util.Objects;
import baritone.ui.LookManager;
import baritone.Baritone;
import baritone.movement.MovementManager;
import baritone.util.Out;
import baritone.util.ToolSet;
import net.minecraft.block.BlockFalling;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.EnumFacing;
/**
*
* @author leijurv
*/
public class ActionClimb extends ActionPlaceOrBreak {
BlockPos[] against = new BlockPos[3];
public ActionClimb(BlockPos start, BlockPos end) {
super(start, end, new BlockPos[]{end, start.up(2), end.up()}, new BlockPos[]{end.down()});
BlockPos placementLocation = positionsToPlace[0];//end.down()
int i = 0;
if (!placementLocation.north().equals(from)) {
against[i] = placementLocation.north();
i++;
}
if (!placementLocation.south().equals(from)) {
against[i] = placementLocation.south();
i++;
}
if (!placementLocation.east().equals(from)) {
against[i] = placementLocation.east();
i++;
}
if (!placementLocation.west().equals(from)) {
against[i] = placementLocation.west();
i++;
}
//TODO: add ability to place against .down() as well as the cardinal directions
//useful for when you are starting a staircase without anything to place against
}
@Override
protected double calculateCost(ToolSet ts) {
if (!canWalkOn(positionsToPlace[0])) {
if (!Baritone.isAir(positionsToPlace[0]) && !isWater(positionsToPlace[0])) {
return COST_INF;
}
for (BlockPos against1 : against) {
if (Minecraft.getMinecraft().world.getBlockState(against1).getBlock().isBlockNormalCube()) {
return JUMP_ONE_BLOCK_COST + WALK_ONE_BLOCK_COST + PLACE_ONE_BLOCK_COST + getTotalHardnessOfBlocksToBreak(ts);
}
}
return COST_INF;
}
if (Minecraft.getMinecraft().world.getBlockState(from.up(3)).getBlock() instanceof BlockFalling) {//it would fall on us and possibly suffocate us
return COST_INF;
}
return WALK_ONE_BLOCK_COST / 2 + Math.max(JUMP_ONE_BLOCK_COST, WALK_ONE_BLOCK_COST / 2) + getTotalHardnessOfBlocksToBreak(ts);//we walk half the block to get to the edge, then we walk the other half while simultaneously jumping (math.max because of how it's in parallel)
}
int ticksWithoutPlacement = 0;
@Override
protected boolean tick0() {//basically just hold down W and space until we are where we want to be
EntityPlayerSP thePlayer = Minecraft.getMinecraft().player;
if (!canWalkOn(positionsToPlace[0])) {
for (int i = 0; i < against.length; i++) {
if (Minecraft.getMinecraft().world.getBlockState(against[i]).getBlock().isBlockNormalCube()) {
if (!switchtothrowaway(true)) {//get ready to place a throwaway block
return false;
}
double faceX = (to.getX() + against[i].getX() + 1.0D) * 0.5D;
double faceY = (to.getY() + against[i].getY()) * 0.5D;
double faceZ = (to.getZ() + against[i].getZ() + 1.0D) * 0.5D;
LookManager.lookAtCoords(faceX, faceY, faceZ, true);
EnumFacing side = Minecraft.getMinecraft().objectMouseOver.sideHit;
if (Objects.equals(Baritone.whatAreYouLookingAt(), against[i]) && Baritone.whatAreYouLookingAt().offset(side).equals(positionsToPlace[0])) {
ticksWithoutPlacement++;
MovementManager.sneak = true;
if (Minecraft.getMinecraft().player.isSneaking()) {
Minecraft.getMinecraft().rightClickMouse();
}
if (ticksWithoutPlacement > 20) {
MovementManager.backward = true;//we might be standing in the way, move back
}
}
Out.log("Trying to look at " + against[i] + ", actually looking at" + Baritone.whatAreYouLookingAt());
return false;
}
}
Out.gui("This is impossible", Out.Mode.Standard);
return false;
}
double flatDistToNext = Math.abs(to.getX() - from.getX()) * Math.abs((to.getX() + 0.5D) - thePlayer.posX) + Math.abs(to.getZ() - from.getZ()) * Math.abs((to.getZ() + 0.5D) - thePlayer.posZ);
boolean pointingInCorrectDirection = MovementManager.moveTowardsBlock(to);
MovementManager.jumping = flatDistToNext < 1.2 && pointingInCorrectDirection;
//once we are pointing the right way and moving, start jumping
//this is slightly more efficient because otherwise we might start jumping before moving, and fall down without moving onto the block we want to jump onto
//also wait until we are close enough, because we might jump and hit our head on an adjacent block
return Minecraft.getMinecraft().player.getPosition0().equals(to);
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import baritone.movement.MovementManager;
import baritone.util.ToolSet;
import net.minecraft.block.Block;
import net.minecraft.block.BlockLadder;
import net.minecraft.block.BlockVine;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public class ActionDescend extends ActionPlaceOrBreak {
public ActionDescend(BlockPos start, BlockPos end) {
super(start, end, new BlockPos[]{end.up(2), end.up(), end}, new BlockPos[]{end.down()});
}
@Override
protected double calculateCost(ToolSet ts) {
if (!canWalkOn(positionsToPlace[0])) {
return COST_INF;
}
Block tmp1 = Minecraft.getMinecraft().world.getBlockState(to).getBlock();
if (tmp1 instanceof BlockLadder || tmp1 instanceof BlockVine) {
return COST_INF;
}
return WALK_ONE_BLOCK_COST * 0.8 + Math.max(FALL_ONE_BLOCK_COST, WALK_ONE_BLOCK_COST * 0.2) + getTotalHardnessOfBlocksToBreak(ts);//we walk half the block plus 0.3 to get to the edge, then we walk the other 0.2 while simultaneously falling (math.max because of how it's in parallel)
}
@Override
protected boolean tick0() {//basically just hold down W until we are where we want to be
MovementManager.moveTowardsBlock(to);
return Minecraft.getMinecraft().player.getPosition0().equals(to);
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import baritone.movement.MovementManager;
import baritone.util.ToolSet;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public class ActionDescendThree extends ActionPlaceOrBreak {
public ActionDescendThree(BlockPos start, BlockPos end) {
super(start, end, new BlockPos[]{end.up(4), end.up(3), end.up(2), end.up(), end}, new BlockPos[]{end.down()});
}
@Override
protected double calculateCost(ToolSet ts) {
if (!canWalkOn(positionsToPlace[0])) {
return COST_INF;
}
if (getTotalHardnessOfBlocksToBreak(ts) != 0) {
return COST_INF;
}
return WALK_ONE_BLOCK_COST * 0.8 + Math.max(FALL_THREE_BLOCK_COST, WALK_ONE_BLOCK_COST * 0.2);//we walk half the block plus 0.3 to get to the edge, then we walk the other 0.2 while simultaneously falling (math.max because of how it's in parallel)
}
@Override
protected boolean tick0() {//basically just hold down W until we are where we want to be
MovementManager.moveTowardsBlock(to);
return Minecraft.getMinecraft().player.getPosition0().equals(to);
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import baritone.movement.MovementManager;
import baritone.util.ToolSet;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public class ActionDescendTwo extends ActionPlaceOrBreak {
public ActionDescendTwo(BlockPos start, BlockPos end) {
super(start, end, new BlockPos[]{end.up(3), end.up(2), end.up(), end}, new BlockPos[]{end.down()});
}
@Override
protected double calculateCost(ToolSet ts) {
if (!canWalkOn(positionsToPlace[0])) {
return COST_INF;
}
if (getTotalHardnessOfBlocksToBreak(ts) != 0) {
return COST_INF;
}
return WALK_ONE_BLOCK_COST * 0.8 + Math.max(FALL_TWO_BLOCK_COST, WALK_ONE_BLOCK_COST * 0.2);//we walk half the block plus 0.3 to get to the edge, then we walk the other 0.2 while simultaneously falling (math.max because of how it's in parallel)
}
@Override
protected boolean tick0() {//basically just hold down W until we are where we want to be
MovementManager.moveTowardsBlock(to);
return Minecraft.getMinecraft().player.getPosition0().equals(to);
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import baritone.Baritone;
import baritone.movement.MovementManager;
import baritone.util.ToolSet;
import net.minecraft.block.Block;
import net.minecraft.block.BlockLadder;
import net.minecraft.block.BlockVine;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public class ActionFall extends ActionPlaceOrBreak {
public ActionFall(BlockPos start) {
super(start, start.down(), new BlockPos[]{start.down()}, new BlockPos[0]);
}
int numTicks = 0;
@Override
protected boolean tick0() {
numTicks++;
if (numTicks > 10) {
MovementManager.moveTowardsBlock(to);
}
return Minecraft.getMinecraft().player.getPosition0().equals(to);
}
@Override
protected double calculateCost(ToolSet ts) {
if (!Baritone.allowVerticalMotion || !canWalkOn(to.down())) {
return COST_INF;
}
Block td = Minecraft.getMinecraft().world.getBlockState(to).getBlock();
boolean ladder = td instanceof BlockLadder || td instanceof BlockVine;
if (ladder) {
return LADDER_DOWN_ONE_COST;
} else {
return FALL_ONE_BLOCK_COST + getTotalHardnessOfBlocksToBreak(ts);
}
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import baritone.ui.LookManager;
import baritone.Baritone;
import baritone.movement.MovementManager;
import baritone.util.Out;
import baritone.util.ToolSet;
import net.minecraft.block.Block;
import net.minecraft.block.BlockFalling;
import net.minecraft.block.BlockLadder;
import net.minecraft.block.BlockVine;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public class ActionPillar extends ActionPlaceOrBreak {
public ActionPillar(BlockPos start) {
super(start, start.up(), new BlockPos[]{start.up(2)}, new BlockPos[]{start});
}
@Override
protected double calculateCost(ToolSet ts) {
Block fromDown = Minecraft.getMinecraft().world.getBlockState(from).getBlock();
boolean ladder = fromDown instanceof BlockLadder || fromDown instanceof BlockVine;
if (!ladder) {
Block d = Minecraft.getMinecraft().world.getBlockState(from.down()).getBlock();
if (d instanceof BlockLadder || d instanceof BlockVine) {
return COST_INF;
}
}
if ((!Baritone.hasThrowaway && !ladder) || !Baritone.allowVerticalMotion) {
return COST_INF;
}
if (fromDown instanceof BlockVine) {
if (getAgainst(from) == null) {
return COST_INF;
}
}
double hardness = getTotalHardnessOfBlocksToBreak(ts);
if (hardness != 0) {
Block tmp = Minecraft.getMinecraft().world.getBlockState(from.up(2)).getBlock();
if (tmp instanceof BlockLadder || tmp instanceof BlockVine) {
hardness = 0;
} else if (!canWalkOn(from.up(3)) || canWalkThrough(from.up(3)) || Minecraft.getMinecraft().world.getBlockState(from.up(3)).getBlock() instanceof BlockFalling) {//if the block above where we want to break is not a full block, don't do it
return COST_INF;
}
}
if (isLiquid(from) || isLiquid(from.down())) {//can't pillar on water or in water
return COST_INF;
}
if (ladder) {
return LADDER_UP_ONE_COST + hardness;
} else {
return JUMP_ONE_BLOCK_COST + PLACE_ONE_BLOCK_COST + hardness;
}
}
int numTicks = 0;
public BlockPos getAgainst(BlockPos vine) {
if (Minecraft.getMinecraft().world.getBlockState(vine.north()).getBlock().isBlockNormalCube()) {
return vine.north();
}
if (Minecraft.getMinecraft().world.getBlockState(vine.south()).getBlock().isBlockNormalCube()) {
return vine.south();
}
if (Minecraft.getMinecraft().world.getBlockState(vine.east()).getBlock().isBlockNormalCube()) {
return vine.east();
}
if (Minecraft.getMinecraft().world.getBlockState(vine.west()).getBlock().isBlockNormalCube()) {
return vine.west();
}
return null;
}
@Override
protected boolean tick0() {
IBlockState fromDown = Minecraft.getMinecraft().world.getBlockState(from);
boolean ladder = fromDown.getBlock() instanceof BlockLadder || fromDown.getBlock() instanceof BlockVine;
boolean vine = fromDown.getBlock() instanceof BlockVine;
if (!ladder && !LookManager.lookAtBlock(positionsToPlace[0], true)) {
return false;
}
EntityPlayerSP thePlayer = Minecraft.getMinecraft().player;
boolean blockIsThere = canWalkOn(from) || ladder;
if (ladder) {
BlockPos against = vine ? getAgainst(from) : from.offset(fromDown.getValue(BlockLadder.FACING).getOpposite());
if (against == null) {
Out.gui("Unable to climb vines", Out.Mode.Standard);
return false;
}
if (thePlayer.getPosition0().equals(against.up()) || thePlayer.getPosition0().equals(to)) {
return true;
}
/*if (thePlayer.getPosition0().getX() != from.getX() || thePlayer.getPosition0().getZ() != from.getZ()) {
Baritone.moveTowardsBlock(from);
}*/
MovementManager.moveTowardsBlock(against);
return false;
} else {
if (!switchtothrowaway(true)) {//get ready to place a throwaway block
return false;
}
numTicks++;
MovementManager.jumping = thePlayer.posY < to.getY(); //if our Y coordinate is above our goal, stop jumping
MovementManager.sneak = true;
//otherwise jump
if (numTicks > 40) {
double diffX = thePlayer.posX - (to.getX() + 0.5);
double diffZ = thePlayer.posZ - (to.getZ() + 0.5);
double dist = Math.sqrt(diffX * diffX + diffZ * diffZ);
if (dist > 0.17) {//why 0.17? because it seemed like a good number, that's why
MovementManager.forward = true;//if it's been more than forty ticks of trying to jump and we aren't done yet, go forward, maybe we are stuck
}
}
if (!blockIsThere) {
Out.log("Block not there yet");
Block fr = Minecraft.getMinecraft().world.getBlockState(from).getBlock();
if (!(Baritone.isAir(from) || fr.isReplaceable(Minecraft.getMinecraft().world, from))) {
MovementManager.isLeftClick = true;
blockIsThere = false;
} else if (Minecraft.getMinecraft().player.isSneaking()) {
Minecraft.getMinecraft().rightClickMouse();//constantly right click
}
}
}
BlockPos whereAmI = new BlockPos(thePlayer.posX, thePlayer.posY, thePlayer.posZ);
if (whereAmI.equals(to) && blockIsThere) {//if we are at our goal and the block below us is placed
Out.log("Done pillaring to " + to);
MovementManager.jumping = false;//stop jumping
return true;//we are done
}
return false;
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import java.util.ArrayList;
import baritone.util.ToolSet;
import java.util.Arrays;
import java.util.HashSet;
import java.util.List;
import baritone.ui.LookManager;
import baritone.Baritone;
import baritone.movement.MovementManager;
import baritone.util.Out;
import baritone.inventory.SmeltingTask;
import net.minecraft.block.Block;
import net.minecraft.block.BlockFalling;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public abstract class ActionPlaceOrBreak extends Action {
public final BlockPos[] positionsToBreak;//the positions that need to be broken before this action can ensue
public final BlockPos[] positionsToPlace;//the positions where we need to place a block before this aciton can ensue
public final Block[] blocksToBreak;//the blocks at those positions
public final Block[] blocksToPlace;
public ActionPlaceOrBreak(BlockPos start, BlockPos end, BlockPos[] toBreak, BlockPos[] toPlace) {
super(start, end);
this.positionsToBreak = toBreak;
this.positionsToPlace = toPlace;
blocksToBreak = new Block[positionsToBreak.length];
blocksToPlace = new Block[positionsToPlace.length];
for (int i = 0; i < blocksToBreak.length; i++) {
blocksToBreak[i] = Minecraft.getMinecraft().world.getBlockState(positionsToBreak[i]).getBlock();
}
for (int i = 0; i < blocksToPlace.length; i++) {
blocksToPlace[i] = Minecraft.getMinecraft().world.getBlockState(positionsToPlace[i]).getBlock();
}
}
public double getTotalHardnessOfBlocksToBreak() {//of all the blocks we need to break before starting this action, what's the sum of how hard they are (phrasing)
ToolSet ts = new ToolSet();
return this.getTotalHardnessOfBlocksToBreak(ts);
}
public double getTotalHardnessOfBlocksToBreak(ToolSet ts) {
double sum = 0;
HashSet<BlockPos> toBreak = new HashSet();
for (BlockPos positionsToBreak1 : positionsToBreak) {
toBreak.add(positionsToBreak1);
if (this instanceof ActionFall) {//if we are digging straight down, assume we have already broken the sand above us
continue;
}
BlockPos tmp = positionsToBreak1.up();
while (canFall(tmp)) {
toBreak.add(tmp);
tmp = tmp.up();
}
}
for (BlockPos pos : toBreak) {
sum += getHardness(ts, Minecraft.getMinecraft().world.getBlockState(pos).getBlock(), pos);
if (sum >= COST_INF) {
return COST_INF;
}
}
if (!Baritone.allowBreakOrPlace || !Baritone.hasThrowaway) {
for (int i = 0; i < blocksToPlace.length; i++) {
if (!canWalkOn(positionsToPlace[i])) {
return COST_INF;
}
}
}
return sum;
}
public static boolean canFall(BlockPos pos) {
return Minecraft.getMinecraft().world.getBlockState(pos).getBlock() instanceof BlockFalling;
}
public static double getHardness(ToolSet ts, Block block, BlockPos position) {
if (!block.equals(Block.getBlockById(0)) && !canWalkThrough(position)) {
if (avoidBreaking(position)) {
return COST_INF;
}
if (!Baritone.allowBreakOrPlace) {
return COST_INF;
}
if (SmeltingTask.avoidBreaking(position)) {
return COST_INF;
}
double m = Block.getBlockFromName("minecraft:crafting_table").equals(block) ? 10 : 1;
return m / ts.getStrVsBlock(block, position) + BREAK_ONE_BLOCK_ADD;
}
return 0;
}
@Override
public String toString() {
return this.getClass() + " place " + Arrays.asList(blocksToPlace) + " break " + Arrays.asList(blocksToBreak) + " cost " + cost(null) + " break cost " + getTotalHardnessOfBlocksToBreak();
}
@Override
public boolean tick() {
//breaking first
for (int i = 0; i < positionsToBreak.length; i++) {
if (!canWalkThrough(positionsToBreak[i])) {
if (!Baritone.allowBreakOrPlace) {
Out.gui("BB I can't break this =(((", Out.Mode.Standard);
return false;
}
//Out.log("Breaking " + blocksToBreak[i] + " at " + positionsToBreak[i]);
boolean lookingInCorrectDirection = LookManager.lookAtBlock(positionsToBreak[i], true);
//TODO decide if when actuallyLookingAtTheBlock==true then should it still keep moving the look direction to the exact center of the block
boolean actuallyLookingAtTheBlock = positionsToBreak[i].equals(Baritone.whatAreYouLookingAt());
if (!(lookingInCorrectDirection || actuallyLookingAtTheBlock)) {
return false;
}
/*if (!positionsToBreak[i].equals(Baritone.whatAreYouLookingAt())) {//hmmm, our crosshairs are looking at the wrong block
//TODO add a timer here, and if we are stuck looking at the wrong block for more than 1 second, do something
//(it cant take longer than twenty ticks, because the Baritone.MAX_YAW_CHANGE_PER_TICK=18, and 18*20 = 360°
Out.log("Wrong");
return false;
}*/
if (Baritone.whatAreYouLookingAt() != null) {
Baritone.switchtotool(Minecraft.getMinecraft().world.getBlockState(Baritone.whatAreYouLookingAt()).getBlock());
}
MovementManager.isLeftClick = true;//hold down left click
if (canWalkThrough(positionsToBreak[i])) {
MovementManager.letGoOfLeftClick();
Out.log("Done breaking " + blocksToBreak[i] + " at " + positionsToBreak[i]);
}
return false;
}
}
MovementManager.letGoOfLeftClick();//sometimes it keeps on left clicking so we need this here (yes it scares me too)
for (BlockPos positionsToPlace1 : positionsToPlace) {
if (!canWalkOn(positionsToPlace1)) {
if (!Baritone.allowBreakOrPlace) {
Out.gui("BB I can't place this =(((", Out.Mode.Standard);
return false;
}
//Baritone.lookAtBlock(positionsToPlace[i], true);
//Out.log("CANT DO IT. CANT WALK ON " + blocksToPlace[i] + " AT " + positionsToPlace[i]);
//one of the blocks that needs to be there isn't there
//so basically someone mined out our path from under us
//
//this doesn't really do anything, because all the cases for positionToPlace are handled in their respective action tick0s (e.g. pillar and bridge)
}
}
return tick0();
}
//I dont want to make this static, because then it might be executed before Item gets initialized
private static List<Item> ACCEPTABLE_THROWAWAY_ITEMS = null;
private static void set() {
if (ACCEPTABLE_THROWAWAY_ITEMS != null) {
return;
}
ACCEPTABLE_THROWAWAY_ITEMS = Arrays.asList(new Item[]{Item.getByNameOrId("minecraft:dirt"), Item.getByNameOrId("minecraft:cobblestone")});
}
public static boolean switchtothrowaway(boolean message) {
set();
EntityPlayerSP p = Minecraft.getMinecraft().player;
ItemStack[] inv = p.inventory.mainInventory;
for (byte i = 0; i < 9; i++) {
ItemStack item = inv[i];
if (inv[i] == null) {
item = new ItemStack(Item.getByNameOrId("minecraft:apple"));
}
if (ACCEPTABLE_THROWAWAY_ITEMS.contains(item.getItem())) {
p.inventory.currentItem = i;
return true;
}
}
if (message) {
Out.gui("bb pls get me some blocks. dirt or cobble", Out.Mode.Minimal);
}
return false;
}
public static boolean hasthrowaway() {
set();
EntityPlayerSP p = Minecraft.getMinecraft().player;
ItemStack[] inv = p.inventory.mainInventory;
for (byte i = 0; i < 9; i++) {
ItemStack item = inv[i];
if (inv[i] == null) {
item = new ItemStack(Item.getByNameOrId("minecraft:apple"));
}
if (ACCEPTABLE_THROWAWAY_ITEMS.contains(item.getItem())) {
return true;
}
}
return false;
}
/**
* Do the actual tick. This function can assume that all blocks in
* positionsToBreak are now walk-through-able.
*
* @return
*/
protected abstract boolean tick0();
public ArrayList<BlockPos> toMine() {
ArrayList<BlockPos> result = new ArrayList<>();
for (BlockPos positionsToBreak1 : positionsToBreak) {
if (!canWalkThrough(positionsToBreak1)) {
result.add(positionsToBreak1);
}
}
return result;
}
public ArrayList<BlockPos> toPlace() {
ArrayList<BlockPos> result = new ArrayList<>();
for (BlockPos positionsToPlace1 : positionsToPlace) {
if (!canWalkOn(positionsToPlace1)) {
result.add(positionsToPlace1);
}
}
return result;
}
}

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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package baritone.pathfinding.actions;
import java.util.Random;
import baritone.Baritone;
import baritone.movement.MovementManager;
import baritone.ui.LookManager;
import baritone.util.ToolSet;
import net.minecraft.client.Minecraft;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.EnumFacing;
/**
*
* @author leijurv
*/
public class ActionWalkDiagonal extends ActionPlaceOrBreak {
public ActionWalkDiagonal(BlockPos start, EnumFacing dir1, EnumFacing dir2) {
this(start, start.offset(dir1), start.offset(dir2), dir2);
//super(start, start.offset(dir1).offset(dir2), new BlockPos[]{start.offset(dir1), start.offset(dir1).up(), start.offset(dir2), start.offset(dir2).up(), start.offset(dir1).offset(dir2), start.offset(dir1).offset(dir2).up()}, new BlockPos[]{start.offset(dir1).offset(dir2).down()});
}
public ActionWalkDiagonal(BlockPos start, BlockPos dir1, BlockPos dir2, EnumFacing drr2) {
this(start, dir1.offset(drr2), dir1, dir2);
}
public ActionWalkDiagonal(BlockPos start, BlockPos end, BlockPos dir1, BlockPos dir2) {
super(start, end, new BlockPos[]{dir1, dir1.up(), dir2, dir2.up(), end, end.up()}, new BlockPos[]{end.down()});
}
private Boolean oneInTen = null;
@Override
protected boolean tick0() {
if (oneInTen == null) {
oneInTen = new Random().nextInt(10) == 0;
}
if (oneInTen) {
MovementManager.forward = LookManager.lookAtBlock(to, false);
} else {
MovementManager.moveTowardsBlock(to);
}
if (MovementManager.forward && !MovementManager.backward) {
Minecraft.getMinecraft().player.setSprinting(true);
}
return to.equals(Minecraft.getMinecraft().player.getPosition0());
}
@Override
protected double calculateCost(ToolSet ts) {
if (!Baritone.allowDiagonal) {
return COST_INF;
}
if (getTotalHardnessOfBlocksToBreak(ts) != 0) {
return COST_INF;
}
if (!canWalkOn(positionsToPlace[0])) {
return COST_INF;
}
return Math.sqrt(2) * (isWater(from) || isWater(to) ? WALK_ONE_IN_WATER_COST : WALK_ONE_BLOCK_COST);
}
}