baritone/src/main/java/baritone/behavior/ElytraBehavior.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
* 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 <https://www.gnu.org/licenses/>.
*/
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package baritone.behavior;
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import baritone.Baritone;
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import baritone.api.event.events.ChunkEvent;
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import baritone.api.event.events.TickEvent;
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import baritone.api.event.events.type.EventState;
import baritone.api.utils.BetterBlockPos;
import baritone.api.utils.Helper;
import baritone.api.utils.Rotation;
import baritone.api.utils.RotationUtils;
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import baritone.behavior.elytra.NetherPathfinderContext;
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import baritone.behavior.elytra.UnpackedSegment;
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import baritone.utils.BlockStateInterface;
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import com.mojang.realmsclient.util.Pair;
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import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.item.EntityFireworkRocket;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.chunk.Chunk;
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import java.util.*;
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import java.util.concurrent.CompletableFuture;
import java.util.function.UnaryOperator;
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public final class ElytraBehavior extends Behavior implements Helper {
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/**
* 2b2t seed
*/
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private static final long NETHER_SEED = 146008555100680L;
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// Used exclusively for PathRenderer
public List<Pair<Vec3d, Vec3d>> lines;
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public BlockPos aimPos;
public List<BetterBlockPos> visiblePath;
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// :sunglasses:
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private final NetherPathfinderContext context;
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private final PathManager pathManager;
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private int sinceFirework;
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public ElytraBehavior(Baritone baritone) {
super(baritone);
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this.context = new NetherPathfinderContext(NETHER_SEED);
this.lines = new ArrayList<>();
this.visiblePath = Collections.emptyList();
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this.pathManager = new PathManager();
}
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private final class PathManager {
private BlockPos destination;
private List<BetterBlockPos> path;
private boolean completePath;
private int playerNear;
private int goingTo;
private boolean recalculating;
public PathManager() {
// lol imagine initializing fields normally
this.clear();
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}
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public void tick() {
// Recalculate closest path node
this.playerNear = this.calculateNear(this.playerNear);
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// Obstacles are more important than an incomplete path, handle those first.
this.pathfindAroundObstacles();
this.attemptNextSegment();
}
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public void pathToDestination(BlockPos destination) {
this.destination = destination;
this.path0(ctx.playerFeet(), destination, UnaryOperator.identity())
.thenRun(() -> {
final int distance = (int) this.pathAt(0).distanceTo(this.pathAt(this.path.size() - 1));
if (this.completePath) {
logDirect(String.format("Computed path (%d blocks)", distance));
} else {
logDirect(String.format("Computed segment (Next %d blocks)", distance));
}
});
}
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public void pathRecalcSegment(final int upToIncl) {
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if (this.recalculating) {
return;
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}
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this.recalculating = true;
final List<BetterBlockPos> after = this.path.subList(upToIncl, this.path.size());
final boolean complete = this.completePath;
this.path0(ctx.playerFeet(), this.path.get(upToIncl), segment -> segment.append(after.stream(), complete))
.thenRun(() -> {
this.recalculating = false;
final int recompute = this.path.size() - after.size() - 1;
final int distance = (int) this.pathAt(0).distanceTo(this.pathAt(recompute));
logDirect(String.format("Recomputed segment (Next %d blocks)", distance));
});
}
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public void pathNextSegment(final int afterIncl) {
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if (this.recalculating) {
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return;
}
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this.recalculating = true;
final List<BetterBlockPos> before = this.path.subList(0, afterIncl + 1);
this.path0(this.path.get(afterIncl), this.destination, segment -> segment.prepend(before.stream()))
.thenRun(() -> {
this.recalculating = false;
final int recompute = this.path.size() - before.size() - 1;
final int distance = (int) this.pathAt(0).distanceTo(this.pathAt(recompute));
if (this.completePath) {
logDirect(String.format("Computed path (%d blocks)", distance));
} else {
logDirect(String.format("Computed next segment (Next %d blocks)", distance));
}
});
}
private Vec3d pathAt(int i) {
return new Vec3d(
this.path.get(i).x + 0.5,
this.path.get(i).y + 0.5,
this.path.get(i).z + 0.5
);
}
public void clear() {
this.path = Collections.emptyList();
this.playerNear = 0;
this.goingTo = 0;
this.completePath = true;
}
private void setPath(final UnpackedSegment segment) {
this.path = segment.collect();
this.removeBacktracks();
this.playerNear = 0;
this.goingTo = 0;
this.completePath = segment.isFinished();
}
public List<BetterBlockPos> getPath() {
return this.path;
}
public int getNear() {
return this.playerNear;
}
public void setGoingTo(int index) {
this.goingTo = index;
}
public BetterBlockPos goingTo() {
return this.path.get(this.goingTo);
}
// mickey resigned
private CompletableFuture<Void> path0(BlockPos src, BlockPos dst, UnaryOperator<UnpackedSegment> operator) {
return ElytraBehavior.this.context.pathFindAsync(src, dst)
.thenApply(UnpackedSegment::from)
.thenApply(operator)
.thenAcceptAsync(this::setPath, ctx.minecraft()::addScheduledTask);
}
private void pathfindAroundObstacles() {
if (this.recalculating) {
return;
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}
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outer:
while (true) {
int rangeStartIncl = playerNear;
int rangeEndExcl = playerNear;
while (rangeEndExcl < path.size() && ctx.world().isBlockLoaded(path.get(rangeEndExcl), false)) {
rangeEndExcl++;
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}
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if (rangeStartIncl >= rangeEndExcl) {
// not loaded yet?
return;
}
if (!passable(ctx.world().getBlockState(path.get(rangeStartIncl)))) {
// we're in a wall
return; // previous iterations of this function SHOULD have fixed this by now :rage_cat:
}
for (int i = rangeStartIncl; i < rangeEndExcl - 1; i++) {
if (!clearView(pathAt(i), pathAt(i + 1))) {
// obstacle. where do we return to pathing?
// find the next valid segment
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this.pathRecalcSegment(rangeEndExcl - 1);
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break outer;
}
}
break;
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}
}
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private void attemptNextSegment() {
if (this.recalculating) {
return;
}
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final int last = this.path.size() - 1;
if (!this.completePath && ctx.world().isBlockLoaded(this.path.get(last), false)) {
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this.pathNextSegment(last);
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}
}
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private int calculateNear(int index) {
final BetterBlockPos pos = ctx.playerFeet();
for (int i = index; i >= Math.max(index - 1000, 0); i -= 10) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
for (int i = index; i < Math.min(index + 1000, path.size()); i += 10) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
for (int i = index; i >= Math.max(index - 50, 0); i--) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
for (int i = index; i < Math.min(index + 50, path.size()); i++) {
if (path.get(i).distanceSq(pos) < path.get(index).distanceSq(pos)) {
index = i; // intentional: this changes the bound of the loop
}
}
return index;
}
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private void removeBacktracks() {
Map<BetterBlockPos, Integer> positionFirstSeen = new HashMap<>();
for (int i = 0; i < this.path.size(); i++) {
BetterBlockPos pos = this.path.get(i);
if (positionFirstSeen.containsKey(pos)) {
int j = positionFirstSeen.get(pos);
while (i > j) {
this.path.remove(i);
i--;
}
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} else {
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positionFirstSeen.put(pos, i);
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}
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}
}
}
@Override
public void onChunkEvent(ChunkEvent event) {
if (event.getState() == EventState.POST && event.getType().isPopulate()) {
final Chunk chunk = ctx.world().getChunk(event.getX(), event.getZ());
this.context.queueForPacking(chunk);
}
}
public void path(BlockPos destination) {
this.pathManager.pathToDestination(destination);
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}
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public void cancel() {
this.visiblePath = Collections.emptyList();
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this.pathManager.clear();
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this.aimPos = null;
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this.sinceFirework = 0;
}
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@Override
public void onTick(TickEvent event) {
if (event.getType() == TickEvent.Type.OUT) {
return;
}
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this.lines.clear();
final List<BetterBlockPos> path = this.pathManager.getPath();
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if (path.isEmpty()) {
return;
}
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this.pathManager.tick();
final int playerNear = this.pathManager.getNear();
this.visiblePath = path.subList(
Math.max(playerNear - 30, 0),
Math.min(playerNear + 30, path.size())
);
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if (!ctx.player().isElytraFlying()) {
return;
}
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baritone.getInputOverrideHandler().clearAllKeys();
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if (ctx.player().collidedHorizontally) {
logDirect("hbonk");
}
if (ctx.player().collidedVertically) {
logDirect("vbonk");
}
Vec3d start = ctx.playerFeetAsVec();
boolean firework = isFireworkActive();
sinceFirework++;
final long t = System.currentTimeMillis();
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outermost:
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for (int relaxation = 0; relaxation < 3; relaxation++) { // try for a strict solution first, then relax more and more (if we're in a corner or near some blocks, it will have to relax its constraints a bit)
int[] heights = firework ? new int[]{20, 10, 5, 0} : new int[]{0}; // attempt to gain height, if we can, so as not to waste the boost
boolean requireClear = relaxation == 0;
int steps = relaxation < 2 ? firework ? 5 : Baritone.settings().elytraSimulationTicks.value : 3;
int lookahead = relaxation == 0 ? 2 : 3; // ideally this would be expressed as a distance in blocks, rather than a number of voxel steps
//int minStep = Math.max(0, playerNear - relaxation);
int minStep = playerNear;
for (int i = Math.min(playerNear + 20, path.size() - 1); i >= minStep; i--) {
for (int dy : heights) {
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Vec3d dest = this.pathManager.pathAt(i).add(0, dy, 0);
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if (dy != 0) {
if (i + lookahead >= path.size()) {
continue;
}
if (start.distanceTo(dest) < 40) {
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if (!clearView(dest, this.pathManager.pathAt(i + lookahead).add(0, dy, 0)) || !clearView(dest, this.pathManager.pathAt(i + lookahead))) {
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// aka: don't go upwards if doing so would prevent us from being able to see the next position **OR** the modified next position
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continue;
}
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} else {
// but if it's far away, allow gaining altitude if we could lose it again by the time we get there
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if (!clearView(dest, this.pathManager.pathAt(i))) {
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continue;
}
}
}
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if (requireClear ? isClear(start, dest) : clearView(start, dest)) {
Rotation rot = RotationUtils.calcRotationFromVec3d(start, dest, ctx.playerRotations());
long a = System.currentTimeMillis();
Float pitch = solvePitch(dest.subtract(start), steps, relaxation == 2);
if (pitch == null) {
baritone.getLookBehavior().updateTarget(new Rotation(rot.getYaw(), ctx.playerRotations().getPitch()), false);
continue;
}
long b = System.currentTimeMillis();
System.out.println("Solved pitch in " + (b - a) + " total time " + (b - t));
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this.pathManager.setGoingTo(i);
this.aimPos = path.get(i).add(0, dy, 0);
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baritone.getLookBehavior().updateTarget(new Rotation(rot.getYaw(), pitch), false);
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break outermost;
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}
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}
}
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if (relaxation == 2) {
logDirect("no pitch solution, probably gonna crash in a few ticks LOL!!!");
return;
}
}
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final BetterBlockPos goingTo = this.pathManager.goingTo();
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if (!firework
&& sinceFirework > 10
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&& (Baritone.settings().wasteFireworks.value || ctx.player().posY < goingTo.y + 5) // don't firework if trying to descend
&& (ctx.player().posY < goingTo.y - 5 || start.distanceTo(new Vec3d(goingTo.x + 0.5, ctx.player().posY, goingTo.z + 0.5)) > 5) // UGH!!!!!!!
&& new Vec3d(ctx.player().motionX, ctx.player().posY < goingTo.y ? Math.max(0, ctx.player().motionY) : ctx.player().motionY, ctx.player().motionZ).length() < Baritone.settings().elytraFireworkSpeed.value // ignore y component if we are BOTH below where we want to be AND descending
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) {
logDirect("firework");
ctx.playerController().processRightClick(ctx.player(), ctx.world(), EnumHand.MAIN_HAND);
sinceFirework = 0;
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}
}
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private boolean isFireworkActive() {
// TODO: Validate that the EntityFireworkRocket is attached to ctx.player()
return ctx.world().loadedEntityList.stream()
.anyMatch(x -> (x instanceof EntityFireworkRocket) && ((EntityFireworkRocket) x).isAttachedToEntity());
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}
private boolean isClear(Vec3d start, Vec3d dest) {
Vec3d perpendicular = dest.subtract(start).crossProduct(new Vec3d(0, 1, 0)).normalize();
return clearView(start, dest)
&& clearView(start.add(0, 2, 0), dest.add(0, 2, 0))
&& clearView(start.add(0, -2, 0), dest.add(0, -2, 0))
&& clearView(start.add(perpendicular), dest.add(perpendicular))
&& clearView(start.subtract(perpendicular), dest.subtract(perpendicular));
}
private boolean clearView(Vec3d start, Vec3d dest) {
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lines.add(Pair.of(start, dest));
RayTraceResult result = rayTraceBlocks(start, dest);
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return result == null || result.typeOfHit == RayTraceResult.Type.MISS;
}
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private Float solvePitch(Vec3d goalDirection, int steps, boolean desperate) {
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// we are at a certain velocity, but we have a target velocity
// what pitch would get us closest to our target velocity?
// yaw is easy so we only care about pitch
goalDirection = goalDirection.normalize();
Rotation good = RotationUtils.calcRotationFromVec3d(new Vec3d(0, 0, 0), goalDirection, ctx.playerRotations()); // lazy lol
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boolean firework = isFireworkActive();
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Float bestPitch = null;
double bestDot = Double.NEGATIVE_INFINITY;
Vec3d motion = new Vec3d(ctx.player().motionX, ctx.player().motionY, ctx.player().motionZ);
BlockStateInterface bsi = new BlockStateInterface(ctx);
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float minPitch = desperate ? -90 : Math.max(good.getPitch() - Baritone.settings().elytraPitchRange.value, -89);
float maxPitch = desperate ? 90 : Math.min(good.getPitch() + Baritone.settings().elytraPitchRange.value, 89);
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outer:
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for (float pitch = minPitch; pitch <= maxPitch; pitch++) {
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Vec3d stepped = motion;
Vec3d totalMotion = new Vec3d(0, 0, 0);
for (int i = 0; i < steps; i++) {
stepped = step(stepped, pitch, good.getYaw(), firework);
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Vec3d actualPositionPrevTick = ctx.playerFeetAsVec().add(totalMotion);
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totalMotion = totalMotion.add(stepped);
Vec3d actualPosition = ctx.playerFeetAsVec().add(totalMotion);
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for (int x = MathHelper.floor(Math.min(actualPosition.x, actualPositionPrevTick.x) - 0.31); x <= Math.max(actualPosition.x, actualPositionPrevTick.x) + 0.31; x++) {
for (int y = MathHelper.floor(Math.min(actualPosition.y, actualPositionPrevTick.y) - 0.2); y <= Math.max(actualPosition.y, actualPositionPrevTick.y) + 0.8; y++) {
for (int z = MathHelper.floor(Math.min(actualPosition.z, actualPositionPrevTick.z) - 0.31); z <= Math.max(actualPosition.z, actualPositionPrevTick.z) + 0.31; z++) {
if (!passable(bsi.get0(x, y, z))) {
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continue outer;
}
}
}
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}
}
double directionalGoodness = goalDirection.dotProduct(totalMotion.normalize());
// tried to incorporate a "speedGoodness" but it kept making it do stupid stuff (aka always losing altitude)
double goodness = directionalGoodness;
if (goodness > bestDot) {
bestDot = goodness;
bestPitch = pitch;
}
}
return bestPitch;
}
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public static boolean passable(IBlockState state) {
return state.getMaterial() == Material.AIR;
}
private static Vec3d step(Vec3d motion, float rotationPitch, float rotationYaw, boolean firework) {
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double motionX = motion.x;
double motionY = motion.y;
double motionZ = motion.z;
float flatZ = MathHelper.cos(-rotationYaw * 0.017453292F - (float) Math.PI); // 0.174... is Math.PI / 180
float flatX = MathHelper.sin(-rotationYaw * 0.017453292F - (float) Math.PI);
float pitchBase = -MathHelper.cos(-rotationPitch * 0.017453292F);
float pitchHeight = MathHelper.sin(-rotationPitch * 0.017453292F);
Vec3d lookDirection = new Vec3d(flatX * pitchBase, pitchHeight, flatZ * pitchBase);
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if (firework) {
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// See EntityFireworkRocket
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motionX += lookDirection.x * 0.1 + (lookDirection.x * 1.5 - motionX) * 0.5;
motionY += lookDirection.y * 0.1 + (lookDirection.y * 1.5 - motionY) * 0.5;
motionZ += lookDirection.z * 0.1 + (lookDirection.z * 1.5 - motionZ) * 0.5;
}
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float pitchRadians = rotationPitch * 0.017453292F;
double pitchBase2 = Math.sqrt(lookDirection.x * lookDirection.x + lookDirection.z * lookDirection.z);
double flatMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
double thisIsAlwaysOne = lookDirection.length();
float pitchBase3 = MathHelper.cos(pitchRadians);
//System.out.println("always the same lol " + -pitchBase + " " + pitchBase3);
//System.out.println("always the same lol " + Math.abs(pitchBase3) + " " + pitchBase2);
//System.out.println("always 1 lol " + thisIsAlwaysOne);
pitchBase3 = (float) ((double) pitchBase3 * (double) pitchBase3 * Math.min(1, thisIsAlwaysOne / 0.4));
motionY += -0.08 + (double) pitchBase3 * 0.06;
if (motionY < 0 && pitchBase2 > 0) {
double speedModifier = motionY * -0.1 * (double) pitchBase3;
motionY += speedModifier;
motionX += lookDirection.x * speedModifier / pitchBase2;
motionZ += lookDirection.z * speedModifier / pitchBase2;
}
if (pitchRadians < 0) { // if you are looking down (below level)
double anotherSpeedModifier = flatMotion * (double) (-MathHelper.sin(pitchRadians)) * 0.04;
motionY += anotherSpeedModifier * 3.2;
motionX -= lookDirection.x * anotherSpeedModifier / pitchBase2;
motionZ -= lookDirection.z * anotherSpeedModifier / pitchBase2;
}
if (pitchBase2 > 0) { // this is always true unless you are looking literally straight up (let's just say the bot will never do that)
motionX += (lookDirection.x / pitchBase2 * flatMotion - motionX) * 0.1;
motionZ += (lookDirection.z / pitchBase2 * flatMotion - motionZ) * 0.1;
}
motionX *= 0.99;
motionY *= 0.98;
motionZ *= 0.99;
//System.out.println(motionX + " " + motionY + " " + motionZ);
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return new Vec3d(motionX, motionY, motionZ);
}
// TODO: Use the optimized version from builder-2
private RayTraceResult rayTraceBlocks(Vec3d start, Vec3d end) {
int x1 = MathHelper.floor(end.x);
int y1 = MathHelper.floor(end.y);
int z1 = MathHelper.floor(end.z);
int x2 = MathHelper.floor(start.x);
int y2 = MathHelper.floor(start.y);
int z2 = MathHelper.floor(start.z);
BlockPos blockpos = new BlockPos(x2, y2, z2);
IBlockState iblockstate = ctx.world().getBlockState(blockpos);
if (!passable(iblockstate)) {
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return Blocks.SPONGE.getDefaultState().collisionRayTrace(ctx.world(), blockpos, start, end);
}
int steps = 200;
while (steps-- >= 0) {
if (Double.isNaN(start.x) || Double.isNaN(start.y) || Double.isNaN(start.z)) {
return null;
}
if (x2 == x1 && y2 == y1 && z2 == z1) {
return null;
}
boolean hitX = true;
boolean hitY = true;
boolean hitZ = true;
double nextX = 999.0D;
double nextY = 999.0D;
double nextZ = 999.0D;
if (x1 > x2) {
nextX = (double) x2 + 1.0D;
} else if (x1 < x2) {
nextX = (double) x2 + 0.0D;
} else {
hitX = false;
}
if (y1 > y2) {
nextY = (double) y2 + 1.0D;
} else if (y1 < y2) {
nextY = (double) y2 + 0.0D;
} else {
hitY = false;
}
if (z1 > z2) {
nextZ = (double) z2 + 1.0D;
} else if (z1 < z2) {
nextZ = (double) z2 + 0.0D;
} else {
hitZ = false;
}
double stepX = 999.0D;
double stepY = 999.0D;
double stepZ = 999.0D;
double dirX = end.x - start.x;
double dirY = end.y - start.y;
double dirZ = end.z - start.z;
if (hitX) {
stepX = (nextX - start.x) / dirX;
}
if (hitY) {
stepY = (nextY - start.y) / dirY;
}
if (hitZ) {
stepZ = (nextZ - start.z) / dirZ;
}
if (stepX == -0.0D) {
stepX = -1.0E-4D;
}
if (stepY == -0.0D) {
stepY = -1.0E-4D;
}
if (stepZ == -0.0D) {
stepZ = -1.0E-4D;
}
EnumFacing dir;
if (stepX < stepY && stepX < stepZ) {
dir = x1 > x2 ? EnumFacing.WEST : EnumFacing.EAST;
start = new Vec3d(nextX, start.y + dirY * stepX, start.z + dirZ * stepX);
} else if (stepY < stepZ) {
dir = y1 > y2 ? EnumFacing.DOWN : EnumFacing.UP;
start = new Vec3d(start.x + dirX * stepY, nextY, start.z + dirZ * stepY);
} else {
dir = z1 > z2 ? EnumFacing.NORTH : EnumFacing.SOUTH;
start = new Vec3d(start.x + dirX * stepZ, start.y + dirY * stepZ, nextZ);
}
x2 = MathHelper.floor(start.x) - (dir == EnumFacing.EAST ? 1 : 0);
y2 = MathHelper.floor(start.y) - (dir == EnumFacing.UP ? 1 : 0);
z2 = MathHelper.floor(start.z) - (dir == EnumFacing.SOUTH ? 1 : 0);
blockpos = new BlockPos(x2, y2, z2);
IBlockState iblockstate1 = ctx.world().getBlockState(blockpos);
if (!passable(iblockstate1)) {
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return Blocks.NETHERRACK.getDefaultState().collisionRayTrace(ctx.world(), blockpos, start, end);
}
}
return null;
}
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}