/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see .
*/
package baritone.process;
import baritone.Baritone;
import baritone.api.pathing.goals.Goal;
import baritone.api.pathing.goals.GoalBlock;
import baritone.api.pathing.goals.GoalComposite;
import baritone.api.pathing.goals.GoalGetToBlock;
import baritone.api.process.IBuilderProcess;
import baritone.api.process.PathingCommand;
import baritone.api.process.PathingCommandType;
import baritone.api.utils.*;
import baritone.api.utils.input.Input;
import baritone.pathing.movement.CalculationContext;
import baritone.pathing.movement.Movement;
import baritone.pathing.movement.MovementHelper;
import baritone.utils.BaritoneProcessHelper;
import baritone.utils.BlockStateInterface;
import baritone.utils.PathingCommandContext;
import baritone.utils.schematic.Schematic;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.CompressedStreamTools;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.Tuple;
import net.minecraft.util.math.*;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.util.*;
import java.util.stream.Collectors;
import static baritone.api.pathing.movement.ActionCosts.COST_INF;
public class BuilderProcess extends BaritoneProcessHelper implements IBuilderProcess {
public BuilderProcess(Baritone baritone) {
super(baritone, 0);
}
private HashSet incorrectPositions;
private String name;
private ISchematic schematic;
private Vec3i origin;
private int ticks;
public boolean build(String schematicFile, BlockPos origin) {
File file = new File(new File(Minecraft.getMinecraft().gameDir, "schematics"), schematicFile);
System.out.println(file + " " + file.exists());
return build(schematicFile, file, origin);
}
@Override
public void build(String name, ISchematic schematic, Vec3i origin) {
this.name = name;
this.schematic = schematic;
this.origin = origin;
}
@Override
public boolean build(String name, File schematic, Vec3i origin) {
NBTTagCompound tag;
try (FileInputStream fileIn = new FileInputStream(schematic)) {
tag = CompressedStreamTools.readCompressed(fileIn);
} catch (IOException e) {
e.printStackTrace();
return false;
}
if (tag == null) {
return false;
}
build(name, parse(tag), origin);
return true;
}
private static ISchematic parse(NBTTagCompound schematic) {
return new Schematic(schematic);
}
@Override
public boolean isActive() {
return schematic != null;
}
public IBlockState placeAt(int x, int y, int z) {
if (!isActive()) {
return null;
}
if (!schematic.inSchematic(x - origin.getX(), y - origin.getY(), z - origin.getZ())) {
return null;
}
IBlockState state = schematic.desiredState(x - origin.getX(), y - origin.getY(), z - origin.getZ());
if (state.getBlock() == Blocks.AIR) {
return null;
}
return state;
}
public Optional> toBreakNearPlayer(BuilderCalculationContext bcc) {
BetterBlockPos center = ctx.playerFeet();
for (int dx = -5; dx <= 5; dx++) {
for (int dy = 0; dy <= 5; dy++) {
for (int dz = -5; dz <= 5; dz++) {
int x = center.x + dx;
int y = center.y + dy;
int z = center.z + dz;
IBlockState desired = bcc.getSchematic(x, y, z);
if (desired == null) {
continue; // irrelevant
}
IBlockState curr = bcc.bsi.get0(x, y, z);
if (curr.getBlock() != Blocks.AIR && !valid(curr, desired)) {
BetterBlockPos pos = new BetterBlockPos(x, y, z);
Optional rot = RotationUtils.reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance());
if (rot.isPresent()) {
return Optional.of(new Tuple<>(pos, rot.get()));
}
}
}
}
}
return Optional.empty();
}
public class Placement {
final int hotbarSelection;
final BlockPos placeAgainst;
final EnumFacing side;
final Rotation rot;
public Placement(int hotbarSelection, BlockPos placeAgainst, EnumFacing side, Rotation rot) {
this.hotbarSelection = hotbarSelection;
this.placeAgainst = placeAgainst;
this.side = side;
this.rot = rot;
}
}
public Optional searchForPlacables(BuilderCalculationContext bcc, List desirableOnHotbar) {
BetterBlockPos center = ctx.playerFeet();
for (int dx = -5; dx <= 5; dx++) {
for (int dy = -5; dy <= 1; dy++) {
for (int dz = -5; dz <= 5; dz++) {
int x = center.x + dx;
int y = center.y + dy;
int z = center.z + dz;
IBlockState desired = bcc.getSchematic(x, y, z);
if (desired == null) {
continue; // irrelevant
}
IBlockState curr = bcc.bsi.get0(x, y, z);
if (MovementHelper.isReplacable(x, y, z, curr, bcc.bsi) && !valid(curr, desired)) {
if (dy == 1 && bcc.bsi.get0(x, y + 1, z).getBlock() == Blocks.AIR) {
continue;
}
desirableOnHotbar.add(desired);
Optional opt = possibleToPlace(desired, x, y, z, bcc.bsi);
if (opt.isPresent()) {
return opt;
}
}
}
}
}
return Optional.empty();
}
public Optional possibleToPlace(IBlockState toPlace, int x, int y, int z, BlockStateInterface bsi) {
for (EnumFacing against : EnumFacing.values()) {
BetterBlockPos placeAgainstPos = new BetterBlockPos(x, y, z).offset(against);
IBlockState placeAgainstState = bsi.get0(placeAgainstPos);
if (MovementHelper.isReplacable(placeAgainstPos.x, placeAgainstPos.y, placeAgainstPos.z, placeAgainstState, bsi)) {
continue;
}
if (!ctx.world().mayPlace(toPlace.getBlock(), new BetterBlockPos(x, y, z), false, against, null)) {
continue;
}
AxisAlignedBB aabb = placeAgainstState.getBoundingBox(ctx.world(), placeAgainstPos);
for (Vec3d placementMultiplier : aabbSideMultipliers(against)) {
double placeX = placeAgainstPos.x + aabb.minX * placementMultiplier.x + aabb.maxX * (1 - placementMultiplier.x);
double placeY = placeAgainstPos.y + aabb.minY * placementMultiplier.y + aabb.maxY * (1 - placementMultiplier.y);
double placeZ = placeAgainstPos.z + aabb.minZ * placementMultiplier.z + aabb.maxZ * (1 - placementMultiplier.z);
Rotation rot = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), new Vec3d(placeX, placeY, placeZ), ctx.playerRotations());
RayTraceResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot, ctx.playerController().getBlockReachDistance());
if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK && result.getBlockPos().equals(placeAgainstPos) && result.sideHit == against.getOpposite()) {
OptionalInt hotbar = hasAnyItemThatWouldPlace(toPlace, result, rot);
if (hotbar.isPresent()) {
return Optional.of(new Placement(hotbar.getAsInt(), placeAgainstPos, against.getOpposite(), rot));
}
}
}
}
return Optional.empty();
}
public OptionalInt hasAnyItemThatWouldPlace(IBlockState desired, RayTraceResult result, Rotation rot) {
for (int i = 0; i < 9; i++) {
ItemStack stack = ctx.player().inventory.mainInventory.get(i);
if (stack.isEmpty() || !(stack.getItem() instanceof ItemBlock)) {
continue;
}
float originalYaw = ctx.player().rotationYaw;
float originalPitch = ctx.player().rotationPitch;
// the state depends on the facing of the player sometimes
ctx.player().rotationYaw = rot.getYaw();
ctx.player().rotationPitch = rot.getPitch();
IBlockState wouldBePlaced = ((ItemBlock) stack.getItem()).getBlock().getStateForPlacement(
ctx.world(),
result.getBlockPos().offset(result.sideHit),
result.sideHit,
(float) result.hitVec.x - result.getBlockPos().getX(), // as in PlayerControllerMP
(float) result.hitVec.y - result.getBlockPos().getY(),
(float) result.hitVec.z - result.getBlockPos().getZ(),
stack.getItem().getMetadata(stack.getMetadata()),
ctx.player()
);
ctx.player().rotationYaw = originalYaw;
ctx.player().rotationPitch = originalPitch;
if (valid(wouldBePlaced, desired)) {
return OptionalInt.of(i);
}
}
return OptionalInt.empty();
}
private static Vec3d[] aabbSideMultipliers(EnumFacing side) {
switch (side) {
case UP:
return new Vec3d[]{new Vec3d(0.5, 1, 0.5)};
case DOWN:
return new Vec3d[]{new Vec3d(0.5, 0, 0.5)};
case NORTH:
case SOUTH:
case EAST:
case WEST:
double x = side.getXOffset() == 0 ? 0.5 : (1 + side.getXOffset()) / 2D;
double z = side.getZOffset() == 0 ? 0.5 : (1 + side.getZOffset()) / 2D;
return new Vec3d[]{new Vec3d(x, 0.25, z), new Vec3d(x, 0.75, z)};
default: // null
throw new NullPointerException();
}
}
@Override
public PathingCommand onTick(boolean calcFailed, boolean isSafeToCancel) {
// TODO somehow tell inventorybehavior what we'd like to have on the hotbar
// perhaps take the 16 closest positions in incorrectPositions to ctx.playerFeet that aren't desired to be air, and then snag the top 4 most common block states, then request those on the hotbar
// this will work as is, but it'll be trashy
// need to iterate over incorrectPositions and see which ones we can "correct" from our current standing position
BuilderCalculationContext bcc = new BuilderCalculationContext();
if (!recalc(bcc)) {
logDirect("Done building");
onLostControl();
return null;
}
trim(bcc);
if (baritone.getInputOverrideHandler().isInputForcedDown(Input.CLICK_LEFT)) {
ticks = 5;
} else {
ticks--;
}
Optional> toBreak = toBreakNearPlayer(bcc);
baritone.getInputOverrideHandler().clearAllKeys();
if (toBreak.isPresent() && isSafeToCancel && ctx.player().onGround) {
// we'd like to pause to break this block
// only change look direction if it's safe (don't want to fuck up an in progress parkour for example
Rotation rot = toBreak.get().getSecond();
BetterBlockPos pos = toBreak.get().getFirst();
baritone.getLookBehavior().updateTarget(rot, true);
MovementHelper.switchToBestToolFor(ctx, bcc.get(pos));
if (Objects.equals(ctx.objectMouseOver().getBlockPos(), pos) || ctx.playerRotations().isReallyCloseTo(rot)) {
baritone.getInputOverrideHandler().setInputForceState(Input.CLICK_LEFT, true);
}
return new PathingCommand(null, PathingCommandType.REQUEST_PAUSE);
}
List desirableOnHotbar = new ArrayList<>();
Optional toPlace = searchForPlacables(bcc, desirableOnHotbar);
if (toPlace.isPresent() && isSafeToCancel && ctx.player().onGround && ticks <= 0) {
Rotation rot = toPlace.get().rot;
baritone.getLookBehavior().updateTarget(rot, true);
ctx.player().inventory.currentItem = toPlace.get().hotbarSelection;
baritone.getInputOverrideHandler().setInputForceState(Input.SNEAK, true);
if ((Objects.equals(ctx.objectMouseOver().getBlockPos(), toPlace.get().placeAgainst) && ctx.objectMouseOver().sideHit.equals(toPlace.get().side)) || ctx.playerRotations().isReallyCloseTo(rot)) {
baritone.getInputOverrideHandler().setInputForceState(Input.CLICK_RIGHT, true);
}
return new PathingCommand(null, PathingCommandType.REQUEST_PAUSE);
}
List approxPlacable = placable(36);
if (Baritone.settings().allowInventory.get()) {
ArrayList usefulSlots = new ArrayList<>();
List noValidHotbarOption = new ArrayList<>();
outer:
for (IBlockState desired : desirableOnHotbar) {
for (int i = 0; i < 9; i++) {
if (valid(approxPlacable.get(i), desired)) {
usefulSlots.add(i);
continue outer;
}
}
noValidHotbarOption.add(desired);
}
outer:
for (int i = 9; i < 36; i++) {
for (IBlockState desired : noValidHotbarOption) {
if (valid(approxPlacable.get(i), desired)) {
baritone.getInventoryBehavior().attemptToPutOnHotbar(i, usefulSlots::contains);
break outer;
}
}
}
}
Goal goal = assemble(bcc, approxPlacable.subList(0, 9));
if (goal == null) {
goal = assemble(bcc, approxPlacable); // we're far away, so assume that we have our whole inventory to recalculate placable properly
if (goal == null) {
logDirect("Unable to do it =(");
onLostControl();
return null;
}
}
return new PathingCommandContext(goal, PathingCommandType.FORCE_REVALIDATE_GOAL_AND_PATH, bcc);
}
public boolean recalc(BuilderCalculationContext bcc) {
if (incorrectPositions == null) {
incorrectPositions = new HashSet<>();
fullRecalc(bcc);
if (incorrectPositions.isEmpty()) {
return false;
}
}
recalcNearby(bcc);
if (incorrectPositions.isEmpty()) {
fullRecalc(bcc);
}
return !incorrectPositions.isEmpty();
}
public void trim(BuilderCalculationContext bcc) {
HashSet copy = new HashSet<>(incorrectPositions);
copy.removeIf(pos -> pos.distanceSq(ctx.player().posX, ctx.player().posY, ctx.player().posZ) > 200);
if (!copy.isEmpty()) {
incorrectPositions = copy;
}
}
public void recalcNearby(BuilderCalculationContext bcc) {
BetterBlockPos center = ctx.playerFeet();
for (int dx = -5; dx <= 5; dx++) {
for (int dy = -5; dy <= 5; dy++) {
for (int dz = -5; dz <= 5; dz++) {
int x = center.x + dx;
int y = center.y + dy;
int z = center.z + dz;
IBlockState desired = bcc.getSchematic(x, y, z);
if (desired != null) {
// we care about this position
if (valid(bcc.bsi.get0(x, y, z), desired)) {
incorrectPositions.remove(new BetterBlockPos(x, y, z));
} else {
incorrectPositions.add(new BetterBlockPos(x, y, z));
}
}
}
}
}
}
public void fullRecalc(BuilderCalculationContext bcc) {
incorrectPositions = new HashSet<>();
for (int y = 0; y < schematic.heightY(); y++) {
for (int z = 0; z < schematic.lengthZ(); z++) {
for (int x = 0; x < schematic.widthX(); x++) {
if (schematic.inSchematic(x, y, z)) {
if (!valid(bcc.bsi.get0(x + origin.getX(), y + origin.getY(), z + origin.getZ()), schematic.desiredState(x, y, z))) {
incorrectPositions.add(new BetterBlockPos(x + origin.getX(), y + origin.getY(), z + origin.getZ()));
}
}
}
}
}
}
private Goal assemble(BuilderCalculationContext bcc, List approxPlacable) {
List placable = incorrectPositions.stream().filter(pos -> bcc.bsi.get0(pos).getBlock() == Blocks.AIR && approxPlacable.contains(bcc.getSchematic(pos.x, pos.y, pos.z))).collect(Collectors.toList());
Goal[] toBreak = incorrectPositions.stream().filter(pos -> bcc.bsi.get0(pos).getBlock() != Blocks.AIR).map(GoalBreak::new).toArray(Goal[]::new);
Goal[] toPlace = placable.stream().filter(pos -> !placable.contains(pos.down()) && !placable.contains(pos.down(2))).map(pos -> placementgoal(pos, bcc)).toArray(Goal[]::new);
if (toPlace.length != 0) {
return new JankyGoalComposite(new GoalComposite(toPlace), new GoalComposite(toBreak));
}
if (toBreak.length == 0) {
return null;
}
return new GoalComposite(toBreak);
}
public static class JankyGoalComposite implements Goal {
private final Goal primary;
private final Goal fallback;
public JankyGoalComposite(Goal primary, Goal fallback) {
this.primary = primary;
this.fallback = fallback;
}
@Override
public boolean isInGoal(int x, int y, int z) {
return primary.isInGoal(x, y, z) || fallback.isInGoal(x, y, z);
}
@Override
public double heuristic(int x, int y, int z) {
return primary.heuristic(x, y, z);
}
}
public static class GoalBreak extends GoalGetToBlock {
public GoalBreak(BlockPos pos) {
super(pos);
}
@Override
public boolean isInGoal(int x, int y, int z) {
// can't stand right on top of a block, that might not work (what if it's unsupported, can't break then)
if (y > this.y) {
return false;
}
// but any other adjacent works for breaking, including inside or below
return super.isInGoal(x, y, z);
}
}
public Goal placementgoal(BlockPos pos, BuilderCalculationContext bcc) {
boolean allowSameLevel = ctx.world().getBlockState(pos.up()).getBlock() != Blocks.AIR;
for (EnumFacing facing : Movement.HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP) {
if (MovementHelper.canPlaceAgainst(ctx, pos.offset(facing)) && ctx.world().mayPlace(bcc.getSchematic(pos.getX(), pos.getY(), pos.getZ()).getBlock(), pos, false, facing, null)) {
return new GoalAdjacent(pos, allowSameLevel);
}
}
return new GoalPlace(pos);
}
public static class GoalAdjacent extends GoalGetToBlock {
boolean allowSameLevel;
public GoalAdjacent(BlockPos pos, boolean allowSameLevel) {
super(pos);
this.allowSameLevel = allowSameLevel;
}
public boolean isInGoal(int x, int y, int z) {
if (x == this.x && y == this.y && z == this.z) {
return false;
}
if (!allowSameLevel && y == this.y - 1) {
return false;
}
if (y < this.y - 1) {
return false;
}
return super.isInGoal(x, y, z);
}
public double heuristic(int x, int y, int z) {
// prioritize lower y coordinates
return this.y * 100 + super.heuristic(x, y, z);
}
}
public static class GoalPlace extends GoalBlock {
public GoalPlace(BlockPos placeAt) {
super(placeAt.up());
}
public double heuristic(int x, int y, int z) {
// prioritize lower y coordinates
return this.y * 100 + super.heuristic(x, y, z);
}
}
@Override
public void onLostControl() {
incorrectPositions = null;
name = null;
schematic = null;
}
@Override
public String displayName() {
return "Building " + name;
}
public List placable(int size) {
List result = new ArrayList<>();
for (int i = 0; i < size; i++) {
ItemStack stack = ctx.player().inventory.mainInventory.get(i);
if (stack.isEmpty() || !(stack.getItem() instanceof ItemBlock)) {
result.add(Blocks.AIR.getDefaultState());
continue;
}
//
result.add(((ItemBlock) stack.getItem()).getBlock().getStateForPlacement(ctx.world(), ctx.playerFeet(), EnumFacing.UP, (float) ctx.player().posX, (float) ctx.player().posY, (float) ctx.player().posZ, stack.getItem().getMetadata(stack.getMetadata()), ctx.player()));
//
}
return result;
}
public boolean valid(IBlockState current, IBlockState desired) {
// TODO more complicated comparison logic I guess
return desired == null || current.equals(desired);
}
public class BuilderCalculationContext extends CalculationContext {
private final List placable;
private final ISchematic schematic;
private final int originX;
private final int originY;
private final int originZ;
public BuilderCalculationContext() {
super(BuilderProcess.this.baritone, true); // wew lad
this.placable = placable(9);
this.schematic = BuilderProcess.this.schematic;
this.originX = origin.getX();
this.originY = origin.getY();
this.originZ = origin.getZ();
this.jumpPenalty += 10;
this.backtrackCostFavoringCoefficient = 1;
}
private IBlockState getSchematic(int x, int y, int z) {
if (schematic.inSchematic(x - originX, y - originY, z - originZ)) {
return schematic.desiredState(x - originX, y - originY, z - originZ);
} else {
return null;
}
}
@Override
public double costOfPlacingAt(int x, int y, int z) {
if (isPossiblyProtected(x, y, z) || !worldBorder.canPlaceAt(x, z)) { // make calculation fail properly if we can't build
return COST_INF;
}
IBlockState sch = getSchematic(x, y, z);
if (sch != null) {
// TODO this can return true even when allowPlace is off.... is that an issue?
if (sch.getBlock() == Blocks.AIR) {
// we want this to be air, but they're asking if they can place here
// this won't be a schematic block, this will be a throwaway
return placeBlockCost * 2; // we're going to have to break it eventually
}
if (placable.contains(sch)) {
return 0; // thats right we gonna make it FREE to place a block where it should go in a structure
// no place block penalty at all 😎
// i'm such an idiot that i just tried to copy and paste the epic gamer moment emoji too
// get added to unicode when?
}
if (!hasThrowaway) {
return COST_INF;
}
// we want it to be something that we don't have
// even more of a pain to place something wrong
return placeBlockCost * 3;
} else {
if (hasThrowaway) {
return placeBlockCost;
} else {
return COST_INF;
}
}
}
@Override
public double breakCostMultiplierAt(int x, int y, int z) {
if (!allowBreak || isPossiblyProtected(x, y, z)) {
return COST_INF;
}
IBlockState sch = getSchematic(x, y, z);
if (sch != null) {
if (sch.getBlock() == Blocks.AIR) {
// it should be air
// regardless of current contents, we can break it
return 1;
}
// it should be a real block
// is it already that block?
if (valid(bsi.get0(x, y, z), sch)) {
return 3;
} else {
// can break if it's wrong
// would be great to return less than 1 here, but that would actually make the cost calculation messed up
// since we're breaking a block, if we underestimate the cost, then it'll fail when it really takes the correct amount of time
return 1;
}
// TODO do blocks in render distace only?
// TODO allow breaking blocks that we have a tool to harvest and immediately place back?
} else {
return 1; // why not lol
}
}
}
}