baritone/src/api/java/baritone/api/Settings.java

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/*
* 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
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* 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.
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*
* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
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package baritone.api;
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import net.minecraft.client.Minecraft;
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import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
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import net.minecraft.util.text.ITextComponent;
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import java.awt.*;
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import java.lang.reflect.Field;
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import java.util.*;
import java.util.List;
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import java.util.function.Consumer;
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/**
* Baritone's settings
*
* @author leijurv
*/
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public final class Settings {
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/**
* Allow Baritone to break blocks
*/
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public final Setting<Boolean> allowBreak = new Setting<>(true);
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/**
* Allow Baritone to sprint
*/
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public final Setting<Boolean> allowSprint = new Setting<>(true);
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/**
* Allow Baritone to place blocks
*/
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public final Setting<Boolean> allowPlace = new Setting<>(true);
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/**
* Allow Baritone to move items in your inventory to your hotbar
*/
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public final Setting<Boolean> allowInventory = new Setting<>(false);
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/**
* It doesn't actually take twenty ticks to place a block, this cost is so high
* because we want to generally conserve blocks which might be limited
*/
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public final Setting<Double> blockPlacementPenalty = new Setting<>(20D);
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/**
* This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
* it will take an otherwise equivalent route that doesn't require it to put out fire.
*/
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public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
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/**
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* Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger
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*/
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public final Setting<Double> jumpPenalty = new Setting<>(2D);
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/**
* Walking on water uses up hunger really quick, so penalize it
*/
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public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
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/**
* Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
* Reliability: questionable.
*/
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public final Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
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/**
* Allow Baritone to assume it can walk on still water just like any other block.
* This functionality is assumed to be provided by a separate library that might have imported Baritone.
*/
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public final Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
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/**
* Assume step functionality; don't jump on an Ascend.
*/
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public final Setting<Boolean> assumeStep = new Setting<>(false);
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/**
* Assume safe walk functionality; don't sneak on a backplace traverse.
* <p>
* Warning: if you do something janky like sneak-backplace from an ender chest, if this is true
* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
* against it. That's why this defaults to off.
*/
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public final Setting<Boolean> assumeSafeWalk = new Setting<>(false);
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/**
* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
* <p>
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* Defaults to false because this fails on constantiam
*/
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public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
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/**
* Allow descending diagonally
* <p>
* Safer than allowParkour yet still slightly unsafe, can make contact with unchecked adjacent blocks, so it's unsafe in the nether.
* <p>
* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
*/
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public final Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
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/**
* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
*/
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public final Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
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Item.getItemFromBlock(Blocks.DIRT),
Item.getItemFromBlock(Blocks.COBBLESTONE),
Item.getItemFromBlock(Blocks.NETHERRACK)
)));
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/**
* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
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* <p>
* Never turn this on lol
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*/
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public final Setting<Boolean> allowVines = new Setting<>(false);
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/**
* Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs
* everywhere in your base.
*/
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public final Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
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/**
* You know what it is
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* <p>
* But it's very unreliable and falls off when cornering like all the time so.
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* <p>
* It also overshoots the landing pretty much always (making contact with the next block over), so be careful
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*/
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public final Setting<Boolean> allowParkour = new Setting<>(false);
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/**
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* Actually pretty reliable.
* <p>
* Doesn't make it any more dangerous compared to just normal allowParkour th
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*/
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public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
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/**
* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
*/
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public final Setting<Boolean> considerPotionEffects = new Setting<>(true);
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/**
* Sprint and jump a block early on ascends wherever possible
*/
public final Setting<Boolean> sprintAscends = new Setting<>(true);
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/**
* This is the big A* setting.
* As long as your cost heuristic is an *underestimate*, it's guaranteed to find you the best path.
* 3.5 is always an underestimate, even if you are sprinting.
* If you're walking only (with allowSprint off) 4.6 is safe.
* Any value below 3.5 is never worth it. It's just more computation to find the same path, guaranteed.
* (specifically, it needs to be strictly slightly less than ActionCosts.WALK_ONE_BLOCK_COST, which is about 3.56)
* <p>
* Setting it at 3.57 or above with sprinting, or to 4.64 or above without sprinting, will result in
* faster computation, at the cost of a suboptimal path. Any value above the walk / sprint cost will result
* in it going straight at its goal, and not investigating alternatives, because the combined cost / heuristic
* metric gets better and better with each block, instead of slightly worse.
* <p>
* Finding the optimal path is worth it, so it's the default.
*/
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public final Setting<Double> costHeuristic = new Setting<>(3.563);
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// a bunch of obscure internal A* settings that you probably don't want to change
/**
* The maximum number of times it will fetch outside loaded or cached chunks before assuming that
* pathing has reached the end of the known area, and should therefore stop.
*/
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public final Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
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/**
* Set to 1.0 to effectively disable this feature
*
* @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a>
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*/
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public final Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
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/**
* Toggle the following 4 settings
* <p>
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* They have a noticeable performance impact, so they default off
* <p>
* Specifically, building up the avoidance map on the main thread before pathing starts actually takes a noticeable
* amount of time, especially when there are a lot of mobs around, and your game jitters for like 200ms while doing so
*/
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public final Setting<Boolean> avoidance = new Setting<>(false);
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/**
* Set to 1.0 to effectively disable this feature
* <p>
* Set below 1.0 to go out of your way to walk near mob spawners
*/
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public final Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
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public final Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
/**
* Set to 1.0 to effectively disable this feature
* <p>
* Set below 1.0 to go out of your way to walk near mobs
*/
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public final Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
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public final Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
/**
* When running a goto towards a container block (chest, ender chest, furnace, etc),
* right click and open it once you arrive.
*/
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public final Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
/**
* When running a goto towards a nether portal block, walk all the way into the portal
* instead of stopping one block before.
*/
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public final Setting<Boolean> enterPortal = new Setting<>(true);
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/**
* Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies,
* and there's no point.
*/
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public final Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
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/**
* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
* entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified.
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* <p>
* This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue.
*
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* @see <a href="https://github.com/cabaletta/baritone/issues/114">Issue #114</a>
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*/
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public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
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/**
* If a movement's cost increases by more than this amount between calculation and execution (due to changes
* in the environment / world), cancel and recalculate
*/
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public final Setting<Double> maxCostIncrease = new Setting<>(10D);
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/**
* Stop 5 movements before anything that made the path COST_INF.
* For example, if lava has spread across the path, don't walk right up to it then recalculate, it might
* still be spreading lol
*/
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public final Setting<Integer> costVerificationLookahead = new Setting<>(5);
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/**
* Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state
*/
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public final Setting<Double> pathCutoffFactor = new Setting<>(0.9);
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/**
* Only apply static cutoff for paths of at least this length (in terms of number of movements)
*/
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public final Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
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/**
* Start planning the next path once the remaining movements tick estimates sum up to less than this value
*/
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public final Setting<Integer> planningTickLookahead = new Setting<>(150);
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/**
* Default size of the Long2ObjectOpenHashMap used in pathing
*/
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public final Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
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/**
* Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
* <p>
* Decrease for faster map operations, but higher memory usage
*/
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public final Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
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/**
* How far are you allowed to fall onto solid ground (without a water bucket)?
* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
* Feather Falling IV, you might set it a bit higher, like 4 or 5.
*/
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public final Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
/**
* How far are you allowed to fall onto solid ground (with a water bucket)?
* It's not that reliable, so I've set it below what would kill an unarmored player (23)
*/
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public final Setting<Integer> maxFallHeightBucket = new Setting<>(20);
/**
* Is it okay to sprint through a descend followed by a diagonal?
* The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't
* lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy.
* <p>
* Note: this is *not* related to the allowDiagonalDescend setting, that is a completely different thing.
*/
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public final Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
/**
* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
* doesn't matter yet, and replace it with a GoalXZ to the same place before calculating a path.
* Once a segment ends within chunk load range of the GoalBlock, it will go back to normal behavior
* of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away,
* your Y coordinate's accuracy doesn't matter at all until you get much much closer.
*/
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public final Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
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/**
* If a movement takes this many ticks more than its initial cost estimate, cancel it
*/
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public final Setting<Integer> movementTimeoutTicks = new Setting<>(100);
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/**
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* Pathing ends after this amount of time, but only if a path has been found
* <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
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*/
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public final Setting<Long> primaryTimeoutMS = new Setting<>(500L);
/**
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* Pathing can never take longer than this, even if that means failing to find any path at all
*/
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public final Setting<Long> failureTimeoutMS = new Setting<>(2000L);
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/**
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* Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
* <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
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*/
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public final Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
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/**
* Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
*/
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public final Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
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/**
* For debugging, consider nodes much much slower
*/
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public final Setting<Boolean> slowPath = new Setting<>(false);
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/**
* Milliseconds between each node
*/
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public final Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
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/**
* The alternative timeout number when slowPath is on
*/
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public final Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
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/**
* The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing.
*/
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public final Setting<Boolean> chunkCaching = new Setting<>(true);
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/**
* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
* <p>
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* Temporarily disabled
*
* @see <a href="https://github.com/cabaletta/baritone/issues/248">Issue #248</a>
*/
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public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
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/**
* Cancel baritone on left click, as a form of "panic button"
*/
public final Setting<Boolean> clickCancel = new Setting<>(false);
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/**
* Remember the contents of containers (chests, echests, furnaces)
* <p>
* Really buggy since the packet stuff is multithreaded badly thanks to brady
*/
public final Setting<Boolean> containerMemory = new Setting<>(false);
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/**
* Print all the debug messages to chat
*/
public final Setting<Boolean> chatDebug = new Setting<>(false);
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/**
* Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in
* something else
*/
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public final Setting<Boolean> chatControl = new Setting<>(true);
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/**
* A second override over chatControl to force it on
*/
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public final Setting<Boolean> removePrefix = new Setting<>(false);
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/**
* Render the path
*/
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public final Setting<Boolean> renderPath = new Setting<>(true);
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/**
* Render the goal
*/
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public final Setting<Boolean> renderGoal = new Setting<>(true);
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/**
* Ignore depth when rendering the goal
*/
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public final Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
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/**
* Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with
* {@link #renderGoalIgnoreDepth} will cause strange render clipping.
*/
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public final Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
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/**
* Ignore depth when rendering the selection boxes (to break, to place, to walk into)
*/
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public final Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
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/**
* Ignore depth when rendering the path
*/
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public final Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
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/**
* Line width of the path when rendered, in pixels
*/
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public final Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
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/**
* Line width of the goal when rendered, in pixels
*/
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public final Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
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/**
* Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
* Improves FPS.
*/
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public final Setting<Boolean> fadePath = new Setting<>(false);
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/**
* Move without having to force the client-sided rotations
*/
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public final Setting<Boolean> freeLook = new Setting<>(true);
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/**
* Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
* <p>
* At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in
* directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
*/
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public final Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
/**
* Exclusively use cached chunks for pathing
*/
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public final Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
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/**
* Continue sprinting while in water
*/
public final Setting<Boolean> sprintInWater = new Setting<>(true);
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/**
* When GetToBlockProcess fails to calculate a path, instead of just giving up, mark the closest instances
* of that block as "unreachable" and go towards the next closest
*/
public final Setting<Boolean> blacklistOnGetToBlockFailure = new Setting<>(true);
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/**
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* 😎 Render cached chunks as semitransparent. Doesn't work with OptiFine 😭 Rarely randomly crashes, see <a href="https://github.com/cabaletta/baritone/issues/327">this issue</a>.
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* <p>
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* Can be very useful on servers with low render distance. After enabling, you may need to reload the world in order for it to have an effect
* (e.g. disconnect and reconnect, enter then exit the nether, die and respawn, etc). This may literally kill your FPS and CPU because
* every chunk gets recompiled twice as much as normal, since the cached version comes into range, then the normal one comes from the server for real.
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* <p>
* Note that flowing water is cached as AVOID, which is rendered as lava. As you get closer, you may therefore see lava falls being replaced with water falls.
* <p>
* SOLID is rendered as stone in the overworld, netherrack in the nether, and end stone in the end
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*/
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public final Setting<Boolean> renderCachedChunks = new Setting<>(false);
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/**
* 0.0f = not visible, fully transparent
* 1.0f = fully opaque
*/
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public final Setting<Float> cachedChunksOpacity = new Setting<>(0.5f);
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/**
* If true, Baritone will not allow you to left or right click while pathing
*/
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public final Setting<Boolean> suppressClicks = new Setting<>(false);
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/**
* Whether or not to use the "#" command prefix
*/
public final Setting<Boolean> prefixControl = new Setting<>(true);
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/**
* Don't stop walking forward when you need to break blocks in your way
*/
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public final Setting<Boolean> walkWhileBreaking = new Setting<>(true);
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/**
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* If we are more than 300 movements into the current path, discard the oldest segments, as they are no longer useful
*/
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public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
/**
* If the current path is too long, cut off this many movements from the beginning.
*/
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public final Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
/**
* Rescan for the goal once every 5 ticks.
* Set to 0 to disable.
*/
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public final Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
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/**
* When GetToBlock doesn't know any locations for the desired block, explore randomly instead of giving up.
*/
public final Setting<Boolean> exploreForBlocks = new Setting<>(true);
/**
* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
*/
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public final Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
/**
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* Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
* <p>
* Currently only runs when either MineBehavior or FollowBehavior is active.
* <p>
* For example, if Baritone is doing "mine iron_ore", the instant it breaks the ore (and it becomes air), that location
* is no longer a goal. This means that if this setting is true, it will stop there. If this setting were off, it would
* continue with its path, and walk into that location. The tradeoff is if this setting is true, it mines ores much faster
* since it doesn't waste any time getting into locations that no longer contain ores, but on the other hand, it misses
* some drops, and continues on without ever picking them up.
* <p>
* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
*/
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public final Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
/**
* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
*/
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public final Setting<Integer> axisHeight = new Setting<>(120);
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/**
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* Disallow MineBehavior from using X-Ray to see where the ores are. Turn this option on to force it to mine "legit"
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* where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player
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* couldn't. If you don't want it to look like you're X-Raying, turn this on
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*/
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public final Setting<Boolean> legitMine = new Setting<>(false);
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/**
* What Y level to go to for legit strip mining
*/
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public final Setting<Integer> legitMineYLevel = new Setting<>(11);
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/**
* Magically see ores that are separated diagonally from existing ores. Basically like mining around the ores that it finds
* in case there's one there touching it diagonally, except it checks it un-legit-ly without having the mine blocks to see it.
* You can decide whether this looks plausible or not.
* <p>
* This is disabled because it results in some weird behavior. For example, it can """see""" the top block of a vein of iron_ore
* through a lava lake. This isn't an issue normally since it won't consider anything touching lava, so it just ignores it.
* However, this setting expands that and allows it to see the entire vein so it'll mine under the lava lake to get the iron that
* it can reach without mining blocks adjacent to lava. This really defeats the purpose of legitMine since a player could never
* do that lol, so thats one reason why its disabled
*/
public final Setting<Boolean> legitMineIncludeDiagonals = new Setting<>(false);
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/**
* When mining block of a certain type, try to mine two at once instead of one.
* If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks
* If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks
*/
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public final Setting<Boolean> forceInternalMining = new Setting<>(true);
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/**
* Modification to the previous setting, only has effect if forceInternalMining is true
* If true, only apply the previous setting if the block adjacent to the goal isn't air.
*/
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public final Setting<Boolean> internalMiningAirException = new Setting<>(true);
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/**
* The actual GoalNear is set this distance away from the entity you're following
* <p>
* For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target.
*/
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public final Setting<Double> followOffsetDistance = new Setting<>(0D);
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/**
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* The actual GoalNear is set in this direction from the entity you're following. This value is in degrees.
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*/
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public final Setting<Float> followOffsetDirection = new Setting<>(0F);
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/**
* The radius (for the GoalNear) of how close to your target position you actually have to be
*/
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public final Setting<Integer> followRadius = new Setting<>(3);
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/**
* Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds
* -1 to disable
* <p>
* I would highly suggest leaving this setting disabled (-1).
* <p>
* The only valid reason I can think of enable this setting is if you are extremely low on disk space and you play on multiplayer,
* and can't take (average) 300kb saved for every 512x512 area. (note that more complicated terrain is less compressible and will take more space)
* <p>
* However, simply discarding old chunks because they are old is inadvisable. Baritone is extremely good at correcting
* itself and its paths as it learns new information, as new chunks load. There is no scenario in which having an
* incorrect cache can cause Baritone to get stuck, take damage, or perform any action it wouldn't otherwise, everything
* is rechecked once the real chunk is in range.
* <p>
* Having a robust cache greatly improves long distance pathfinding, as it's able to go around large scale obstacles
* before they're in render distance. In fact, when the chunkCaching setting is disabled and Baritone starts anew
* every time, or when you enter a completely new and very complicated area, it backtracks far more often because it
* has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero
* backtracking, since the entire area is now known and cached.
*/
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public final Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
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/**
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* The function that is called when Baritone will log to chat. This function can be added to
* via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting
* {@link Setting#value};
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*/
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public final Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
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/**
* The color of the current path
*/
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public final Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
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/**
* The color of the next path
*/
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public final Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
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/**
* The color of the blocks to break
*/
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public final Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
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/**
* The color of the blocks to place
*/
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public final Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
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/**
* The color of the blocks to walk into
*/
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public final Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
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/**
* The color of the best path so far
*/
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public final Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
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/**
* The color of the path to the most recent considered node
*/
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public final Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
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/**
* The color of the goal box
*/
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public final Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
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/**
* A map of lowercase setting field names to their respective setting
*/
public final Map<String, Setting<?>> byLowerName;
/**
* A list of all settings
*/
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public final List<Setting<?>> allSettings;
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public void reset() {
for (Setting setting : allSettings) {
setting.value = setting.defaultValue;
}
}
public final class Setting<T> {
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public T value;
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public final T defaultValue;
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private String name;
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private final Class<T> klass;
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@SuppressWarnings("unchecked")
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private Setting(T value) {
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if (value == null) {
throw new IllegalArgumentException("Cannot determine value type class from null");
}
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this.value = value;
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this.defaultValue = value;
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this.klass = (Class<T>) value.getClass();
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}
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@SuppressWarnings("unchecked")
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public final <K extends T> K get() {
return (K) value;
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}
public final String getName() {
return name;
}
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public Class<T> getValueClass() {
return klass;
}
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public String toString() {
return name + ": " + value;
}
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}
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// here be dragons
Settings() {
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Field[] temp = getClass().getFields();
HashMap<String, Setting<?>> tmpByName = new HashMap<>();
List<Setting<?>> tmpAll = new ArrayList<>();
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try {
for (Field field : temp) {
if (field.getType().equals(Setting.class)) {
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Setting<?> setting = (Setting<?>) field.get(this);
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String name = field.getName();
setting.name = name;
name = name.toLowerCase();
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if (tmpByName.containsKey(name)) {
throw new IllegalStateException("Duplicate setting name");
}
tmpByName.put(name, setting);
tmpAll.add(setting);
}
}
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} catch (IllegalAccessException e) {
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throw new IllegalStateException(e);
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}
byLowerName = Collections.unmodifiableMap(tmpByName);
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allSettings = Collections.unmodifiableList(tmpAll);
}
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@SuppressWarnings("unchecked")
public <T> List<Setting<T>> getAllValuesByType(Class<T> klass) {
List<Setting<T>> result = new ArrayList<>();
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for (Setting<?> setting : allSettings) {
if (setting.getValueClass().equals(klass)) {
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result.add((Setting<T>) setting);
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}
}
return result;
}
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}