baritone/src/main/java/baritone/pathing/movement/MovementHelper.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,
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* 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.pathing.movement;
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import baritone.Baritone;
import baritone.api.IBaritone;
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import baritone.api.pathing.movement.ActionCosts;
import baritone.api.pathing.movement.MovementStatus;
import baritone.api.utils.*;
import baritone.api.utils.input.Input;
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import baritone.pathing.movement.MovementState.MovementTarget;
import baritone.utils.BlockStateInterface;
import baritone.utils.Helper;
import baritone.utils.ToolSet;
import net.minecraft.block.*;
import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.fluid.FlowingFluid;
import net.minecraft.fluid.Fluid;
import net.minecraft.fluid.IFluidState;
import net.minecraft.fluid.WaterFluid;
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import net.minecraft.init.Blocks;
import net.minecraft.init.Fluids;
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import net.minecraft.item.ItemPickaxe;
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import net.minecraft.item.ItemStack;
import net.minecraft.pathfinding.PathType;
import net.minecraft.state.BooleanProperty;
import net.minecraft.state.properties.SlabType;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.NonNullList;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import java.util.Optional;
import static baritone.pathing.movement.Movement.HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP;
/**
* Static helpers for cost calculation
*
* @author leijurv
*/
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public interface MovementHelper extends ActionCosts, Helper {
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static boolean avoidBreaking(BlockStateInterface bsi, int x, int y, int z, IBlockState state) {
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Block b = state.getBlock();
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return b == Blocks.ICE // ice becomes water, and water can mess up the path
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|| b instanceof BlockSilverfish // obvious reasons
// call context.get directly with x,y,z. no need to make 5 new BlockPos for no reason
|| !bsi.get0(x, y + 1, z).getFluidState().isEmpty()//don't break anything touching liquid on any side
|| !bsi.get0(x + 1, y, z).getFluidState().isEmpty()
|| !bsi.get0(x - 1, y, z).getFluidState().isEmpty()
|| !bsi.get0(x, y, z + 1).getFluidState().isEmpty()
|| !bsi.get0(x, y, z - 1).getFluidState().isEmpty();
}
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static boolean canWalkThrough(IPlayerContext ctx, BetterBlockPos pos) {
return canWalkThrough(new BlockStateInterface(ctx), pos.x, pos.y, pos.z);
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}
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static boolean canWalkThrough(BlockStateInterface bsi, int x, int y, int z) {
return canWalkThrough(bsi, x, y, z, bsi.get0(x, y, z));
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}
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static boolean canWalkThrough(BlockStateInterface bsi, int x, int y, int z, IBlockState state) {
Block block = state.getBlock();
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if (block == Blocks.AIR) { // early return for most common case
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return true;
}
if (block == Blocks.FIRE || block == Blocks.TRIPWIRE || block == Blocks.COBWEB || block == Blocks.END_PORTAL || block == Blocks.COCOA || block instanceof BlockSkull) {
return false;
}
if (block instanceof BlockDoor || block instanceof BlockFenceGate) {
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// Because there's no nice method in vanilla to check if a door is openable or not, we just have to assume
// that anything that isn't an iron door isn't openable, ignoring that some doors introduced in mods can't
// be opened by just interacting.
return block != Blocks.IRON_DOOR;
}
boolean snow = block instanceof BlockSnowLayer;
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boolean trapdoor = block instanceof BlockTrapDoor;
if (snow || trapdoor) {
// we've already checked doors and fence gates
// so the only remaining dynamic isPassables are snow and trapdoor
// if they're cached as a top block, we don't know their metadata
// default to true (mostly because it would otherwise make long distance pathing through snowy biomes impossible)
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if (!bsi.worldContainsLoadedChunk(x, z)) {
return true;
}
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if (snow) {
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// the check in BlockSnow.isPassable is layers < 5
// while actually, we want < 3 because 3 or greater makes it impassable in a 2 high ceiling
if (state.get(BlockSnowLayer.LAYERS) >= 3) {
return false;
}
// ok, it's low enough we could walk through it, but is it supported?
return canWalkOn(bsi, x, y - 1, z);
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}
if (trapdoor) {
return !state.get(BlockTrapDoor.OPEN); // see BlockTrapDoor.isPassable
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}
// The previous condition should always be true, so this exception will never be thrown
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throw new IllegalStateException();
}
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if (isFlowing(x, y, z, state, bsi)) {
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return false; // Don't walk through flowing liquids
}
IFluidState fluidState = state.getFluidState();
if (fluidState.getFluid() instanceof WaterFluid) {
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if (Baritone.settings().assumeWalkOnWater.value) {
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return false;
}
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IBlockState up = bsi.get0(x, y + 1, z);
if (!up.getFluidState().isEmpty() || up.getBlock() instanceof BlockLilyPad) {
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return false;
}
return true;
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}
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// every block that overrides isPassable with anything more complicated than a "return true;" or "return false;"
// has already been accounted for above
// therefore it's safe to not construct a blockpos from our x, y, z ints and instead just pass null
return state.allowsMovement(null, null, PathType.LAND);
}
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/**
* canWalkThrough but also won't impede movement at all. so not including doors or fence gates (we'd have to right click),
* not including water, and not including ladders or vines or cobwebs (they slow us down)
*
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* @param context Calculation context to provide block state lookup
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* @param x The block's x position
* @param y The block's y position
* @param z The block's z position
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* @return Whether or not the block at the specified position
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*/
static boolean fullyPassable(CalculationContext context, int x, int y, int z) {
return fullyPassable(context.get(x, y, z));
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}
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static boolean fullyPassable(IBlockState state) {
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Block block = state.getBlock();
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if (block == Blocks.AIR) { // early return for most common case
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return true;
}
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// exceptions - blocks that are isPassable true, but we can't actually jump through
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if (block == Blocks.FIRE
|| block == Blocks.TRIPWIRE
|| block == Blocks.COBWEB
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|| block == Blocks.VINE
|| block == Blocks.LADDER
|| block == Blocks.COCOA
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|| block instanceof BlockDoor
|| block instanceof BlockFenceGate
|| block instanceof BlockSnow
|| !state.getFluidState().isEmpty()
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|| block instanceof BlockTrapDoor
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|| block instanceof BlockEndPortal
|| block instanceof BlockSkull) {
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return false;
}
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// door, fence gate, liquid, trapdoor have been accounted for, nothing else uses the world or pos parameters
return state.allowsMovement(null, null, PathType.LAND);
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}
static boolean isReplacable(int x, int y, int z, IBlockState state, BlockStateInterface bsi) {
// for MovementTraverse and MovementAscend
// block double plant defaults to true when the block doesn't match, so don't need to check that case
// all other overrides just return true or false
// the only case to deal with is snow
/*
* public boolean isReplaceable(IBlockAccess worldIn, BlockPos pos)
* {
* return ((Integer)worldIn.getBlockState(pos).getValue(LAYERS)).intValue() == 1;
* }
*/
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Block block = state.getBlock();
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if (block == Blocks.AIR) {
// early return for common cases hehe
return true;
}
if (block instanceof BlockSnowLayer) {
// as before, default to true (mostly because it would otherwise make long distance pathing through snowy biomes impossible)
if (!bsi.worldContainsLoadedChunk(x, z)) {
return true;
}
return state.get(BlockSnowLayer.LAYERS) == 1;
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}
if (block == Blocks.LARGE_FERN || block == Blocks.TALL_GRASS) {
return true;
}
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return state.getMaterial().isReplaceable();
}
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static boolean isDoorPassable(IPlayerContext ctx, BlockPos doorPos, BlockPos playerPos) {
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if (playerPos.equals(doorPos)) {
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return false;
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}
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IBlockState state = BlockStateInterface.get(ctx, doorPos);
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if (!(state.getBlock() instanceof BlockDoor)) {
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return true;
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}
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return isHorizontalBlockPassable(doorPos, state, playerPos, BlockDoor.OPEN);
}
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static boolean isGatePassable(IPlayerContext ctx, BlockPos gatePos, BlockPos playerPos) {
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if (playerPos.equals(gatePos)) {
return false;
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}
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IBlockState state = BlockStateInterface.get(ctx, gatePos);
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if (!(state.getBlock() instanceof BlockFenceGate)) {
return true;
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}
return state.get(BlockFenceGate.OPEN);
}
static boolean isHorizontalBlockPassable(BlockPos blockPos, IBlockState blockState, BlockPos playerPos, BooleanProperty propertyOpen) {
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if (playerPos.equals(blockPos)) {
return false;
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}
EnumFacing.Axis facing = blockState.get(BlockHorizontal.HORIZONTAL_FACING).getAxis();
boolean open = blockState.get(propertyOpen);
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EnumFacing.Axis playerFacing;
if (playerPos.north().equals(blockPos) || playerPos.south().equals(blockPos)) {
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playerFacing = EnumFacing.Axis.Z;
} else if (playerPos.east().equals(blockPos) || playerPos.west().equals(blockPos)) {
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playerFacing = EnumFacing.Axis.X;
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} else {
return true;
}
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return (facing == playerFacing) == open;
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}
static boolean avoidWalkingInto(IBlockState state) {
Block block = state.getBlock();
return !state.getFluidState().isEmpty()
|| block == Blocks.MAGMA_BLOCK
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|| block == Blocks.CACTUS
|| block == Blocks.FIRE
|| block == Blocks.END_PORTAL
|| block == Blocks.COBWEB;
}
/**
* Can I walk on this block without anything weird happening like me falling
* through? Includes water because we know that we automatically jump on
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* water
*
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* @param bsi Block state provider
* @param x The block's x position
* @param y The block's y position
* @param z The block's z position
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* @param state The state of the block at the specified location
* @return Whether or not the specified block can be walked on
*/
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static boolean canWalkOn(BlockStateInterface bsi, int x, int y, int z, IBlockState state) {
Block block = state.getBlock();
if (block == Blocks.AIR || block == Blocks.MAGMA_BLOCK) {
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// early return for most common case (air)
// plus magma, which is a normal cube but it hurts you
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return false;
}
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if (state.isBlockNormalCube()) {
return true;
}
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if (block == Blocks.LADDER || (block == Blocks.VINE && Baritone.settings().allowVines.value)) { // TODO reconsider this
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return true;
}
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if (block == Blocks.FARMLAND || block == Blocks.GRASS_PATH) {
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return true;
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}
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if (block == Blocks.ENDER_CHEST || block == Blocks.CHEST) {
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return true;
}
if (isWater(state)) {
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// since this is called literally millions of times per second, the benefit of not allocating millions of useless "pos.up()"
// BlockPos s that we'd just garbage collect immediately is actually noticeable. I don't even think its a decrease in readability
IBlockState upState = bsi.get0(x, y + 1, z);
Block up = upState.getBlock();
if (up == Blocks.LILY_PAD || up instanceof BlockCarpet) {
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return true;
}
if (isFlowing(x, y, z, state, bsi) || upState.getFluidState().getFluid() == Fluids.FLOWING_WATER) {
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// the only scenario in which we can walk on flowing water is if it's under still water with jesus off
return isWater(upState) && !Baritone.settings().assumeWalkOnWater.value;
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}
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// if assumeWalkOnWater is on, we can only walk on water if there isn't water above it
// if assumeWalkOnWater is off, we can only walk on water if there is water above it
return isWater(upState) ^ Baritone.settings().assumeWalkOnWater.value;
}
if (block == Blocks.GLASS || block instanceof BlockStainedGlass) {
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return true;
}
if (block instanceof BlockSlab) {
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if (!Baritone.settings().allowWalkOnBottomSlab.value) {
return state.isTopSolid();
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}
return true;
}
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return block instanceof BlockStairs;
}
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static boolean canWalkOn(IPlayerContext ctx, BetterBlockPos pos, IBlockState state) {
return canWalkOn(new BlockStateInterface(ctx), pos.x, pos.y, pos.z, state);
}
static boolean canWalkOn(IPlayerContext ctx, BetterBlockPos pos) {
return canWalkOn(new BlockStateInterface(ctx), pos.x, pos.y, pos.z);
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}
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static boolean canWalkOn(BlockStateInterface bsi, int x, int y, int z) {
return canWalkOn(bsi, x, y, z, bsi.get0(x, y, z));
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}
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static boolean canPlaceAgainst(BlockStateInterface bsi, int x, int y, int z) {
return canPlaceAgainst(bsi.get0(x, y, z));
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}
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static boolean canPlaceAgainst(BlockStateInterface bsi, BlockPos pos) {
return canPlaceAgainst(bsi.get0(pos.getX(), pos.getY(), pos.getZ()));
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}
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static boolean canPlaceAgainst(IPlayerContext ctx, BlockPos pos) {
return canPlaceAgainst(new BlockStateInterface(ctx), pos);
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}
static boolean canPlaceAgainst(IBlockState state) {
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// TODO isBlockNormalCube isn't the best check for whether or not we can place a block against it. e.g. glass isn't normalCube but we can place against it
return state.isBlockNormalCube();
}
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static double getMiningDurationTicks(CalculationContext context, int x, int y, int z, boolean includeFalling) {
return getMiningDurationTicks(context, x, y, z, context.get(x, y, z), includeFalling);
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}
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static double getMiningDurationTicks(CalculationContext context, int x, int y, int z, IBlockState state, boolean includeFalling) {
Block block = state.getBlock();
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if (!canWalkThrough(context.bsi, x, y, z, state)) {
if (!context.canBreakAt(x, y, z)) {
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return COST_INF;
}
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if (avoidBreaking(context.bsi, x, y, z, state)) {
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return COST_INF;
}
if (!state.getFluidState().isEmpty()) {
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return COST_INF;
}
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
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double strVsBlock = context.toolSet.getStrVsBlock(state);
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if (strVsBlock <= 0) {
return COST_INF;
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}
double result = m / strVsBlock;
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result += context.breakBlockAdditionalCost;
if (includeFalling) {
IBlockState above = context.get(x, y + 1, z);
if (above.getBlock() instanceof BlockFalling) {
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result += getMiningDurationTicks(context, x, y + 1, z, above, true);
}
}
return result;
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}
return 0; // we won't actually mine it, so don't check fallings above
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}
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static boolean isBottomSlab(IBlockState state) {
return state.getBlock() instanceof BlockSlab
&& state.get(BlockSlab.TYPE) == SlabType.BOTTOM;
}
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/**
* AutoTool for a specific block
*
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* @param ctx The player context
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* @param b the blockstate to mine
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*/
static void switchToBestToolFor(IPlayerContext ctx, IBlockState b) {
switchToBestToolFor(ctx, b, new ToolSet(ctx.player()));
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}
/**
* AutoTool for a specific block with precomputed ToolSet data
*
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* @param ctx The player context
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* @param b the blockstate to mine
* @param ts previously calculated ToolSet
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*/
static void switchToBestToolFor(IPlayerContext ctx, IBlockState b, ToolSet ts) {
ctx.player().inventory.currentItem = ts.getBestSlot(b.getBlock());
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}
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static boolean throwaway(IPlayerContext ctx, boolean select) {
EntityPlayerSP p = ctx.player();
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NonNullList<ItemStack> inv = p.inventory.mainInventory;
for (byte i = 0; i < 9; i++) {
ItemStack item = inv.get(i);
// 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
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if (Baritone.settings().acceptableThrowawayItems.value.contains(item.getItem())) {
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if (select) {
p.inventory.currentItem = i;
}
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return true;
}
}
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if (Baritone.settings().acceptableThrowawayItems.value.contains(p.inventory.offHandInventory.get(0).getItem())) {
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// main hand takes precedence over off hand
// that means that if we have block A selected in main hand and block B in off hand, right clicking places block B
// we've already checked above ^ and the main hand can't possible have an acceptablethrowawayitem
// so we need to select in the main hand something that doesn't right click
// so not a shovel, not a hoe, not a block, etc
for (byte i = 0; i < 9; i++) {
ItemStack item = inv.get(i);
if (item.isEmpty() || item.getItem() instanceof ItemPickaxe) {
if (select) {
p.inventory.currentItem = i;
}
return true;
}
}
}
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return false;
}
static void moveTowards(IPlayerContext ctx, MovementState state, BlockPos pos) {
state.setTarget(new MovementTarget(
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new Rotation(RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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VecUtils.getBlockPosCenter(pos),
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ctx.playerRotations()).getYaw(), ctx.player().rotationPitch),
false
)).setInput(Input.MOVE_FORWARD, true);
}
/**
* Returns whether or not the specified block is
* water, regardless of whether or not it is flowing.
*
* @param state The block state
* @return Whether or not the block is water
*/
static boolean isWater(IBlockState state) {
Fluid f = state.getFluidState().getFluid();
return f == Fluids.WATER || f == Fluids.FLOWING_WATER;
}
/**
* Returns whether or not the block at the specified pos is
* water, regardless of whether or not it is flowing.
*
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* @param ctx The player context
* @param bp The block pos
* @return Whether or not the block is water
*/
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static boolean isWater(IPlayerContext ctx, BlockPos bp) {
return isWater(BlockStateInterface.get(ctx, bp));
}
static boolean isLava(IBlockState state) {
Fluid f = state.getFluidState().getFluid();
return f == Fluids.LAVA || f == Fluids.FLOWING_LAVA;
}
/**
* Returns whether or not the specified pos has a liquid
*
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* @param ctx The player context
* @param p The pos
* @return Whether or not the block is a liquid
*/
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static boolean isLiquid(IPlayerContext ctx, BlockPos p) {
return isLiquid(BlockStateInterface.get(ctx, p));
}
static boolean isLiquid(IBlockState blockState) {
return !blockState.getFluidState().isEmpty();
}
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static boolean possiblyFlowing(IBlockState state) {
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IFluidState fluidState = state.getFluidState();
return fluidState.getFluid() instanceof FlowingFluid
&& fluidState.getFluid().getLevel(fluidState) != 8;
}
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static boolean isFlowing(int x, int y, int z, IBlockState state, BlockStateInterface bsi) {
IFluidState fluidState = state.getFluidState();
if (!(fluidState.getFluid() instanceof FlowingFluid)) {
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return false;
}
if (fluidState.getFluid().getLevel(fluidState) != 8) {
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return true;
}
return possiblyFlowing(bsi.get0(x + 1, y, z))
|| possiblyFlowing(bsi.get0(x - 1, y, z))
|| possiblyFlowing(bsi.get0(x, y, z + 1))
|| possiblyFlowing(bsi.get0(x, y, z - 1));
}
static PlaceResult attemptToPlaceABlock(MovementState state, IBaritone baritone, BlockPos placeAt, boolean preferDown) {
IPlayerContext ctx = baritone.getPlayerContext();
Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt); // we assume that if there is a block there, it must be replacable
boolean found = false;
if (direct.isPresent()) {
state.setTarget(new MovementState.MovementTarget(direct.get(), true));
found = true;
}
for (int i = 0; i < 5; i++) {
BlockPos against1 = placeAt.offset(HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i]);
if (MovementHelper.canPlaceAgainst(ctx, against1)) {
//if (!((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(placeAt.getX(), placeAt.getY(), placeAt.getZ())) { // get ready to place a throwaway block
if (!throwaway(ctx, true)) {
Helper.HELPER.logDebug("bb pls get me some blocks. dirt or cobble");
state.setStatus(MovementStatus.UNREACHABLE);
return PlaceResult.NO_OPTION;
}
double faceX = (placeAt.getX() + against1.getX() + 1.0D) * 0.5D;
double faceY = (placeAt.getY() + against1.getY() + 1.0D) * 0.5D;
double faceZ = (placeAt.getZ() + against1.getZ() + 1.0D) * 0.5D;
Rotation place = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), new Vec3d(faceX, faceY, faceZ), ctx.playerRotations());
RayTraceResult res = RayTraceUtils.rayTraceTowards(ctx.player(), place, ctx.playerController().getBlockReachDistance());
if (res != null && res.type == RayTraceResult.Type.BLOCK && res.getBlockPos().equals(against1) && res.getBlockPos().offset(res.sideHit).equals(placeAt)) {
state.setTarget(new MovementState.MovementTarget(place, true));
found = true;
if (!preferDown) {
// if preferDown is true, we want the last option
// if preferDown is false, we want the first
break;
}
}
}
}
if (ctx.getSelectedBlock().isPresent()) {
BlockPos selectedBlock = ctx.getSelectedBlock().get();
EnumFacing side = ctx.objectMouseOver().sideHit;
// only way for selectedBlock.equals(placeAt) to be true is if it's replacable
if (selectedBlock.equals(placeAt) || (MovementHelper.canPlaceAgainst(ctx, selectedBlock) && selectedBlock.offset(side).equals(placeAt))) {
return PlaceResult.READY_TO_PLACE;
}
}
return found ? PlaceResult.ATTEMPTING : PlaceResult.NO_OPTION;
}
enum PlaceResult {
READY_TO_PLACE, ATTEMPTING, NO_OPTION;
}
}