2018-08-08 03:16:53 +00:00
/ *
* This file is part of Baritone .
*
* Baritone is free software : you can redistribute it and / or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation , either version 3 of the License , or
* ( at your option ) any later version .
*
2018-08-08 04:15:22 +00:00
* Baritone is distributed in the hope that it will be useful ,
2018-08-08 03:16:53 +00:00
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with Baritone . If not , see < https : //www.gnu.org/licenses/>.
* /
2018-08-02 21:28:35 +00:00
package baritone.bot.pathing.movement ;
2018-08-02 17:25:46 +00:00
2018-08-14 00:15:59 +00:00
import baritone.bot.Baritone ;
2018-08-06 21:32:54 +00:00
import baritone.bot.behavior.impl.LookBehaviorUtils ;
2018-08-08 19:51:04 +00:00
import baritone.bot.pathing.movement.MovementState.MovementTarget ;
2018-08-07 13:16:38 +00:00
import baritone.bot.pathing.movement.movements.MovementDescend ;
import baritone.bot.pathing.movement.movements.MovementFall ;
2018-08-08 19:51:04 +00:00
import baritone.bot.utils.* ;
2018-08-02 17:25:46 +00:00
import net.minecraft.block.* ;
import net.minecraft.block.state.IBlockState ;
import net.minecraft.client.Minecraft ;
2018-08-06 22:53:35 +00:00
import net.minecraft.client.entity.EntityPlayerSP ;
2018-08-04 02:14:50 +00:00
import net.minecraft.entity.Entity ;
2018-08-02 17:49:31 +00:00
import net.minecraft.init.Blocks ;
2018-08-06 22:53:35 +00:00
import net.minecraft.item.ItemStack ;
import net.minecraft.util.NonNullList ;
2018-08-02 17:25:46 +00:00
import net.minecraft.util.math.BlockPos ;
2018-08-04 02:14:50 +00:00
import net.minecraft.util.math.RayTraceResult ;
2018-08-02 17:25:46 +00:00
2018-08-06 07:21:47 +00:00
import java.util.Optional ;
2018-08-02 17:25:46 +00:00
/ * *
* Static helpers for cost calculation
*
* @author leijurv
* /
2018-08-04 02:14:50 +00:00
public interface MovementHelper extends ActionCosts , Helper {
2018-08-03 07:51:10 +00:00
2018-08-17 19:24:40 +00:00
static boolean avoidBreaking ( BlockPos pos , IBlockState state ) {
Block b = state . getBlock ( ) ;
2018-08-07 01:18:16 +00:00
BlockPos below = new BlockPos ( pos . getX ( ) , pos . getY ( ) - 1 , pos . getZ ( ) ) ;
2018-08-02 17:56:26 +00:00
return Blocks . ICE . equals ( b ) // ice becomes water, and water can mess up the path
2018-08-04 22:17:53 +00:00
| | b instanceof BlockSilverfish
2018-08-06 21:32:54 +00:00
| | BlockStateInterface . isLiquid ( new BlockPos ( pos . getX ( ) , pos . getY ( ) + 1 , pos . getZ ( ) ) ) //don't break anything touching liquid on any side
| | BlockStateInterface . isLiquid ( new BlockPos ( pos . getX ( ) + 1 , pos . getY ( ) , pos . getZ ( ) ) )
| | BlockStateInterface . isLiquid ( new BlockPos ( pos . getX ( ) - 1 , pos . getY ( ) , pos . getZ ( ) ) )
| | BlockStateInterface . isLiquid ( new BlockPos ( pos . getX ( ) , pos . getY ( ) , pos . getZ ( ) + 1 ) )
| | BlockStateInterface . isLiquid ( new BlockPos ( pos . getX ( ) , pos . getY ( ) , pos . getZ ( ) - 1 ) )
| | ( ! ( b instanceof BlockLilyPad & & BlockStateInterface . isWater ( below ) ) & & BlockStateInterface . isLiquid ( below ) ) ; //if it's a lilypad above water, it's ok to break, otherwise don't break if its liquid
2018-08-02 17:25:46 +00:00
}
/ * *
* Can I walk through this block ? e . g . air , saplings , torches , etc
*
* @param pos
* @return
* /
2018-08-07 01:18:16 +00:00
static boolean canWalkThrough ( BlockPos pos ) {
2018-08-17 19:24:40 +00:00
return canWalkThrough ( pos , BlockStateInterface . get ( pos ) ) ;
2018-08-07 14:39:55 +00:00
}
static boolean canWalkThrough ( BlockPos pos , IBlockState state ) {
2018-08-02 17:25:46 +00:00
Block block = state . getBlock ( ) ;
2018-08-04 22:17:53 +00:00
if ( block instanceof BlockLilyPad
| | block instanceof BlockFire
2018-08-17 21:11:58 +00:00
| | block instanceof BlockTripWire
| | block instanceof BlockWeb
| | block instanceof BlockEndPortal ) { //you can't actually walk through a lilypad from the side, and you shouldn't walk through fire
2018-08-02 17:25:46 +00:00
return false ;
}
2018-08-08 22:56:13 +00:00
if ( BlockStateInterface . isFlowing ( state ) | | BlockStateInterface . isLiquid ( pos . up ( ) ) ) {
2018-08-02 17:55:26 +00:00
return false ; // Don't walk through flowing liquids
2018-08-02 17:25:46 +00:00
}
2018-08-15 06:49:08 +00:00
if ( block instanceof BlockDoor ) {
return true ; // we can just open the door
}
2018-08-06 21:32:54 +00:00
return block . isPassable ( mc . world , pos ) ;
2018-08-02 17:25:46 +00:00
}
2018-08-15 06:49:08 +00:00
static boolean isDoorPassable ( BlockPos doorPos , BlockPos playerPos ) {
IBlockState door = BlockStateInterface . get ( doorPos ) ;
if ( ! ( door . getBlock ( ) instanceof BlockDoor ) ) {
return true ;
}
String facing = door . getValue ( BlockDoor . FACING ) . getName ( ) ;
boolean open = door . getValue ( BlockDoor . OPEN ) . booleanValue ( ) ;
/ * *
* yes this is dumb
* change it if you want
* /
String playerFacing = " " ;
if ( playerPos . equals ( doorPos ) ) {
return false ;
}
if ( playerPos . north ( ) . equals ( doorPos ) | | playerPos . south ( ) . equals ( doorPos ) ) {
playerFacing = " northsouth " ;
2018-08-15 13:50:43 +00:00
} else if ( playerPos . east ( ) . equals ( doorPos ) | | playerPos . west ( ) . equals ( doorPos ) ) {
2018-08-15 06:49:08 +00:00
playerFacing = " eastwest " ;
} else {
return true ;
}
if ( facing = = " north " | | facing = = " south " ) {
if ( open ) {
return playerFacing = = " northsouth " ;
} else {
return playerFacing = = " eastwest " ;
}
} else {
if ( open ) {
return playerFacing = = " eastwest " ;
} else {
return playerFacing = = " northsouth " ;
}
}
}
2018-08-03 20:31:33 +00:00
static boolean avoidWalkingInto ( Block block ) {
2018-08-06 21:32:54 +00:00
return BlockStateInterface . isLava ( block )
2018-08-03 20:31:33 +00:00
| | block instanceof BlockCactus
2018-08-04 22:17:53 +00:00
| | block instanceof BlockFire
| | block instanceof BlockEndPortal
2018-08-17 19:24:40 +00:00
| | block instanceof BlockWeb ;
2018-08-02 17:25:46 +00:00
}
/ * *
* Can I walk on this block without anything weird happening like me falling
* through ? Includes water because we know that we automatically jump on
2018-08-17 19:24:40 +00:00
* water
2018-08-02 17:25:46 +00:00
*
* @return
* /
2018-08-07 02:48:09 +00:00
static boolean canWalkOn ( BlockPos pos , IBlockState state ) {
2018-08-02 17:25:46 +00:00
Block block = state . getBlock ( ) ;
2018-08-17 19:24:40 +00:00
if ( block instanceof BlockLadder | | block instanceof BlockVine ) { // TODO reconsider this
2018-08-02 17:25:46 +00:00
return true ;
}
2018-08-17 23:46:02 +00:00
if ( block instanceof BlockGlass | | block instanceof BlockStainedGlass ) {
return true ;
}
if ( Blocks . FARMLAND . equals ( block ) | | Blocks . GRASS_PATH . equals ( block ) ) {
return true ;
}
2018-08-06 02:09:29 +00:00
if ( block instanceof BlockAir ) {
return false ;
}
2018-08-06 21:32:54 +00:00
if ( BlockStateInterface . isWater ( block ) ) {
return BlockStateInterface . isWater ( pos . up ( ) ) ; // You can only walk on water if there is water above it
2018-08-02 17:25:46 +00:00
}
2018-08-17 19:24:40 +00:00
if ( Blocks . MAGMA . equals ( block ) ) {
2018-08-11 22:03:14 +00:00
return false ;
}
2018-08-06 21:32:54 +00:00
return state . isBlockNormalCube ( ) & & ! BlockStateInterface . isLava ( block ) ;
2018-08-02 17:25:46 +00:00
}
2018-08-02 17:49:31 +00:00
2018-08-07 02:48:09 +00:00
static boolean canWalkOn ( BlockPos pos ) {
2018-08-17 19:24:40 +00:00
return canWalkOn ( pos , BlockStateInterface . get ( pos ) ) ;
2018-08-07 02:48:09 +00:00
}
2018-08-02 17:49:31 +00:00
static boolean canFall ( BlockPos pos ) {
return BlockStateInterface . get ( pos ) . getBlock ( ) instanceof BlockFalling ;
}
2018-08-17 20:17:16 +00:00
static double getMiningDurationTicks ( CalculationContext context , BlockPos position ) {
2018-08-07 01:18:16 +00:00
IBlockState state = BlockStateInterface . get ( position ) ;
2018-08-17 20:17:16 +00:00
return getMiningDurationTicks ( context , position , state ) ;
2018-08-17 19:24:40 +00:00
}
2018-08-17 20:17:16 +00:00
static double getMiningDurationTicks ( CalculationContext context , BlockPos position , IBlockState state ) {
2018-08-07 01:18:16 +00:00
Block block = state . getBlock ( ) ;
2018-08-17 20:17:16 +00:00
if ( ! block . equals ( Blocks . AIR ) & & ! canWalkThrough ( position , state ) ) { // TODO is the air check really necessary? Isn't air canWalkThrough?
if ( ! context . allowBreak ( ) ) {
2018-08-02 17:49:31 +00:00
return COST_INF ;
}
2018-08-17 19:24:40 +00:00
if ( avoidBreaking ( position , state ) ) {
2018-08-14 00:15:59 +00:00
return COST_INF ;
}
2018-08-17 20:17:16 +00:00
double m = Blocks . CRAFTING_TABLE . equals ( block ) ? 10 : 1 ; // TODO see if this is still necessary. it's from MineBot when we wanted to penalize breaking its crafting table
return m / context . getToolSet ( ) . getStrVsBlock ( state , position ) ;
2018-08-02 17:49:31 +00:00
}
return 0 ;
}
2018-08-04 02:14:50 +00:00
/ * *
* The entity the player is currently looking at
*
2018-08-06 07:21:47 +00:00
* @return the entity object
2018-08-04 02:14:50 +00:00
* /
2018-08-06 07:21:47 +00:00
static Optional < Entity > whatEntityAmILookingAt ( ) {
2018-08-04 02:14:50 +00:00
if ( mc . objectMouseOver ! = null & & mc . objectMouseOver . typeOfHit = = RayTraceResult . Type . ENTITY ) {
2018-08-06 07:21:47 +00:00
return Optional . of ( mc . objectMouseOver . entityHit ) ;
2018-08-04 02:14:50 +00:00
}
2018-08-06 07:21:47 +00:00
return Optional . empty ( ) ;
2018-08-04 02:14:50 +00:00
}
/ * *
* AutoTool
* /
static void switchToBestTool ( ) {
2018-08-06 21:32:54 +00:00
LookBehaviorUtils . getSelectedBlock ( ) . ifPresent ( pos - > {
2018-08-06 07:21:47 +00:00
IBlockState state = BlockStateInterface . get ( pos ) ;
if ( state . getBlock ( ) . equals ( Blocks . AIR ) ) {
return ;
}
switchToBestToolFor ( state ) ;
} ) ;
2018-08-04 02:14:50 +00:00
}
/ * *
* AutoTool for a specific block
*
* @param b the blockstate to mine
* /
static void switchToBestToolFor ( IBlockState b ) {
switchToBestToolFor ( b , new ToolSet ( ) ) ;
}
/ * *
* AutoTool for a specific block with precomputed ToolSet data
*
* @param b the blockstate to mine
* @param ts previously calculated ToolSet
* /
static void switchToBestToolFor ( IBlockState b , ToolSet ts ) {
2018-08-06 07:21:47 +00:00
mc . player . inventory . currentItem = ts . getBestSlot ( b ) ;
2018-08-04 02:14:50 +00:00
}
2018-08-06 22:53:35 +00:00
2018-08-11 22:03:14 +00:00
static boolean throwaway ( boolean select ) {
2018-08-06 22:53:35 +00:00
EntityPlayerSP p = Minecraft . getMinecraft ( ) . player ;
NonNullList < ItemStack > inv = p . inventory . mainInventory ;
for ( byte i = 0 ; i < 9 ; i + + ) {
ItemStack item = inv . get ( i ) ;
2018-08-17 20:17:16 +00:00
// this usage of settings() is okay because it's only called once during pathing
// (while creating the CalculationContext at the very beginning)
// and then it's called during execution
// since this function is never called during cost calculation, we don't need to migrate
// acceptableThrowawayItems to the CalculationContext
if ( Baritone . settings ( ) . acceptableThrowawayItems . get ( ) . contains ( item . getItem ( ) ) ) {
2018-08-11 22:03:14 +00:00
if ( select ) {
p . inventory . currentItem = i ;
}
2018-08-06 22:53:35 +00:00
return true ;
}
}
return false ;
}
2018-08-14 18:25:30 +00:00
static void moveTowards ( MovementState state , BlockPos pos ) {
state . setTarget ( new MovementTarget ( new Rotation ( Utils . calcRotationFromVec3d ( mc . player . getPositionEyes ( 1 . 0F ) ,
2018-08-08 22:31:41 +00:00
Utils . getBlockPosCenter ( pos ) ,
2018-08-08 19:51:04 +00:00
new Rotation ( mc . player . rotationYaw , mc . player . rotationPitch ) ) . getFirst ( ) , mc . player . rotationPitch ) )
) . setInput ( InputOverrideHandler . Input . MOVE_FORWARD , true ) ;
}
2018-08-14 17:47:31 +00:00
static Movement generateMovementFallOrDescend ( BlockPos pos , BlockPos dest , CalculationContext calcContext ) {
2018-08-13 15:28:43 +00:00
// A
//SA
// B
// B
// C
// D
//if S is where you start, both of B need to be air for a movementfall
//A is plausibly breakable by either descend or fall
//C, D, etc determine the length of the fall
for ( int i = 1 ; i < 3 ; i + + ) {
if ( ! canWalkThrough ( dest . down ( i ) ) ) {
//if any of these two (B in the diagram) aren't air
//have to do a descend, because fall is impossible
//this doesn't guarantee descend is possible, it just guarantees fall is impossible
2018-08-08 22:55:04 +00:00
return new MovementDescend ( pos , dest . down ( ) ) ; // standard move out by 1 and descend by 1
2018-08-07 13:16:38 +00:00
}
}
// we're clear for a fall 2
// let's see how far we can fall
for ( int fallHeight = 3 ; true ; fallHeight + + ) {
BlockPos onto = dest . down ( fallHeight ) ;
2018-08-08 22:55:18 +00:00
if ( onto . getY ( ) < 0 ) {
2018-08-07 13:16:38 +00:00
break ;
}
2018-08-07 14:39:55 +00:00
IBlockState ontoBlock = BlockStateInterface . get ( onto ) ;
if ( BlockStateInterface . isWater ( ontoBlock . getBlock ( ) ) ) {
2018-08-07 13:16:38 +00:00
return new MovementFall ( pos , onto ) ;
}
2018-08-07 14:39:55 +00:00
if ( canWalkThrough ( onto , ontoBlock ) ) {
continue ;
}
if ( canWalkOn ( onto , ontoBlock ) ) {
2018-08-08 22:41:58 +00:00
if ( calcContext . hasWaterBucket ( ) | | fallHeight < = 4 ) {
// fallHeight = 4 means onto.up() is 3 blocks down, which is the max
return new MovementFall ( pos , onto . up ( ) ) ;
} else {
return null ;
}
2018-08-07 13:16:38 +00:00
}
break ;
}
return null ;
}
2018-08-02 17:25:46 +00:00
}