mirror of https://github.com/cabaletta/baritone
pitch smooth look and setting for ticks
This commit is contained in:
parent
90cfd82810
commit
1b82bd1f33
|
@ -742,10 +742,21 @@ public final class Settings {
|
|||
public final Setting<Boolean> elytraFreeLook = new Setting<>(false);
|
||||
|
||||
/**
|
||||
* Forces the client-sided rotations to an average of the last 10 ticks of server-sided rotations.
|
||||
* Forces the client-sided yaw rotation to an average of the last {@link #smoothLookTicks} of server-sided rotations.
|
||||
* Requires {@link #freeLook}.
|
||||
*/
|
||||
public final Setting<Boolean> smoothLook = new Setting<>(false);
|
||||
public final Setting<Boolean> smoothLookYaw = new Setting<>(false);
|
||||
|
||||
/**
|
||||
* Forces the client-sided pitch rotation to an average of the last {@link #smoothLookTicks} of server-sided rotations.
|
||||
* Requires {@link #freeLook}.
|
||||
*/
|
||||
public final Setting<Boolean> smoothLookPitch = new Setting<>(false);
|
||||
|
||||
/**
|
||||
* The number of ticks to average across for {@link #smoothLookYaw} and {@link #smoothLookPitch};
|
||||
*/
|
||||
public final Setting<Integer> smoothLookTicks = new Setting<>(10);
|
||||
|
||||
/**
|
||||
* When true, the player will remain with its existing look direction as often as possible.
|
||||
|
|
|
@ -26,9 +26,10 @@ import baritone.api.event.events.*;
|
|||
import baritone.api.utils.IPlayerContext;
|
||||
import baritone.api.utils.Rotation;
|
||||
import baritone.behavior.look.ForkableRandom;
|
||||
import com.google.common.collect.EvictingQueue;
|
||||
import net.minecraft.network.play.client.CPacketPlayer;
|
||||
|
||||
import java.util.ArrayDeque;
|
||||
import java.util.Deque;
|
||||
import java.util.Optional;
|
||||
|
||||
public final class LookBehavior extends Behavior implements ILookBehavior {
|
||||
|
@ -52,12 +53,14 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
|
|||
|
||||
private final AimProcessor processor;
|
||||
|
||||
private final EvictingQueue<Float> smoothYawBuffer;
|
||||
private final Deque<Float> smoothYawBuffer;
|
||||
private final Deque<Float> smoothPitchBuffer;
|
||||
|
||||
public LookBehavior(Baritone baritone) {
|
||||
super(baritone);
|
||||
this.processor = new AimProcessor(baritone.getPlayerContext());
|
||||
this.smoothYawBuffer = EvictingQueue.create(10);
|
||||
this.smoothYawBuffer = new ArrayDeque<>();
|
||||
this.smoothPitchBuffer = new ArrayDeque<>();
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -100,15 +103,22 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
|
|||
case POST: {
|
||||
// Reset the player's rotations back to their original values
|
||||
if (this.prevRotation != null) {
|
||||
if (Baritone.settings().smoothLook.value) {
|
||||
this.smoothYawBuffer.add(this.target.rotation.getYaw());
|
||||
ctx.player().rotationYaw = (float) this.smoothYawBuffer.stream()
|
||||
.mapToDouble(d -> d).average().orElseGet(this.prevRotation::getYaw);
|
||||
ctx.player().rotationPitch = this.prevRotation.getPitch();
|
||||
} else {
|
||||
ctx.player().rotationYaw = this.prevRotation.getYaw();
|
||||
ctx.player().rotationPitch = this.prevRotation.getPitch();
|
||||
this.smoothYawBuffer.add(this.target.rotation.getYaw());
|
||||
while (this.smoothYawBuffer.size() > Baritone.settings().smoothLookTicks.value) {
|
||||
this.smoothYawBuffer.pop();
|
||||
}
|
||||
this.smoothPitchBuffer.add(this.target.rotation.getPitch());
|
||||
while (this.smoothPitchBuffer.size() > Baritone.settings().smoothLookTicks.value) {
|
||||
this.smoothPitchBuffer.pop();
|
||||
}
|
||||
|
||||
ctx.player().rotationYaw = Baritone.settings().smoothLookYaw.value
|
||||
? (float) this.smoothYawBuffer.stream().mapToDouble(d -> d).average().orElseGet(this.prevRotation::getYaw)
|
||||
: this.prevRotation.getYaw();
|
||||
ctx.player().rotationPitch = Baritone.settings().smoothLookPitch.value
|
||||
? (float) this.smoothPitchBuffer.stream().mapToDouble(d -> d).average().orElseGet(this.prevRotation::getPitch)
|
||||
: this.prevRotation.getPitch();
|
||||
|
||||
this.prevRotation = null;
|
||||
}
|
||||
// The target is done being used for this game tick, so it can be invalidated
|
||||
|
|
Loading…
Reference in New Issue