mirror of https://github.com/cabaletta/baritone
Add setting documentation
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@ -48,19 +48,6 @@ import java.util.function.Consumer;
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*/
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public final class Settings {
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public final Setting<Integer> elytraSimulationTicks = new Setting<>(20);
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public final Setting<Integer> elytraPitchRange = new Setting<>(25);
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public final Setting<Double> elytraFireworkSpeed = new Setting<>(0.6);
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public final Setting<Integer> elytraFireworkSetbackUseDelay = new Setting<>(15);
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public final Setting<Double> elytraMinimumAvoidance = new Setting<>(0.2);
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public final Setting<Boolean> conserveFireworks = new Setting<>(true);
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public final Setting<Boolean> renderRaytraces = new Setting<>(false);
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public final Setting<Boolean> renderHitboxRaytraces = new Setting<>(false);
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public final Setting<Boolean> renderElytraSimulation = new Setting<>(false);
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public final Setting<Boolean> elytraFreeLook = new Setting<>(false);
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public final Setting<Boolean> elytraAutoJump = new Setting<>(false);
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public final Setting<Boolean> smoothLook = new Setting<>(false);
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/**
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* Allow Baritone to break blocks
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*/
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@ -748,6 +735,17 @@ public final class Settings {
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*/
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public final Setting<Boolean> blockFreeLook = new Setting<>(false);
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/**
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* Automatically elytra fly without having to force the client-sided rotations. Requires {@link #freeLook}.
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*/
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public final Setting<Boolean> elytraFreeLook = new Setting<>(false);
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/**
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* Forces the client-sided rotations to an average of the last 10 ticks of server-sided rotations.
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* Requires {@link #freeLook}.
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*/
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public final Setting<Boolean> smoothLook = new Setting<>(false);
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/**
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* When true, the player will remain with its existing look direction as often as possible.
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* Although, in some cases this can get it stuck, hence this setting to disable that behavior.
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@ -1333,6 +1331,63 @@ public final class Settings {
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*/
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public final Setting<Boolean> notificationOnMineFail = new Setting<>(true);
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/**
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* The number of ticks of elytra movement to simulate while firework boost is not active. Higher values are
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* computationally more expensive.
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*/
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public final Setting<Integer> elytraSimulationTicks = new Setting<>(20);
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/**
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* The maximum allowed deviation in pitch from a direct line-of-sight to the flight target. Higher values are
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* computationally more expensive.
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*/
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public final Setting<Integer> elytraPitchRange = new Setting<>(25);
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/**
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* The minimum speed that the player can drop to (in blocks/tick) before a firework is automatically deployed.
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*/
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public final Setting<Double> elytraFireworkSpeed = new Setting<>(0.6);
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/**
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* The delay after the player's position is set-back by the server that a firework may be automatically deployed.
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* Value is in ticks.
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*/
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public final Setting<Integer> elytraFireworkSetbackUseDelay = new Setting<>(15);
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/**
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* The minimum padding value that is added to the player's hitbox when considering which point to fly to on the
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* path. High values can result in points not being considered which are otherwise safe to fly to. Low values can
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* result in flight paths which are extremely tight, and there's the possibility of crashing due to getting too low
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* to the ground.
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*/
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public final Setting<Double> elytraMinimumAvoidance = new Setting<>(0.2);
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/**
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* If enabled, avoids using fireworks when descending along the flight path.
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*/
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public final Setting<Boolean> conserveFireworks = new Setting<>(true);
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/**
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* Renders the raytraces that are performed by the elytra fly calculation.
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*/
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public final Setting<Boolean> renderRaytraces = new Setting<>(false);
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/**
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* Renders the raytraces that are used in the hitbox part of the elytra fly calculation.
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* Requires {@link #renderRaytraces}.
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*/
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public final Setting<Boolean> renderHitboxRaytraces = new Setting<>(false);
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/**
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* Renders the best elytra flight path that was simulated each tick.
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*/
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public final Setting<Boolean> renderElytraSimulation = new Setting<>(false);
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/**
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* Automatically path to and jump off of ledges to initiate elytra flight when grounded.
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*/
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public final Setting<Boolean> elytraAutoJump = new Setting<>(false);
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/**
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* A map of lowercase setting field names to their respective setting
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*/
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