/* * 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 } } } }