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walkWhileBreaking, fixes #147

This commit is contained in:
Leijurv 2018-09-14 16:45:51 -07:00
parent 29391af5ad
commit 13cfb8e369
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GPG Key ID: 44A3EA646EADAC6A
2 changed files with 36 additions and 1 deletions

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@ -322,6 +322,11 @@ public class Settings {
*/
public Setting<Boolean> leftClickWorkaround = new Setting<>(true);
/**
* Don't stop walking forward when you need to break blocks in your way
*/
public Setting<Boolean> walkWhileBreaking = new Setting<>(true);
public final Map<String, Setting<?>> byLowerName;
public final List<Setting<?>> allSettings;

View File

@ -25,6 +25,7 @@ import baritone.pathing.movement.MovementHelper;
import baritone.pathing.movement.MovementState;
import baritone.utils.BlockStateInterface;
import baritone.utils.InputOverrideHandler;
import baritone.utils.Rotation;
import baritone.utils.Utils;
import baritone.utils.pathing.BetterBlockPos;
import net.minecraft.block.*;
@ -131,8 +132,37 @@ public class MovementTraverse extends Movement {
public MovementState updateState(MovementState state) {
super.updateState(state);
if (state.getStatus() != MovementState.MovementStatus.RUNNING) {
return state;
// if the setting is enabled
if (!Baritone.settings().walkWhileBreaking.get()) {
return state;
}
// and if we're prepping (aka mining the block in front)
if (state.getStatus() != MovementState.MovementStatus.PREPPING) {
return state;
}
// and if it's fine to walk into the blocks in front
if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(positionsToBreak[0]).getBlock())) {
return state;
}
if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(positionsToBreak[1]).getBlock())) {
return state;
}
// and we aren't already pressed up against the block
double dist = Math.max(Math.abs(player().posX - (dest.getX() + 0.5D)), Math.abs(player().posZ - (dest.getZ() + 0.5D)));
if (dist < 0.83) {
return state;
}
// combine the yaw to the center of the destination, and the pitch to the specific block we're trying to break
// it's safe to do this since the two blocks we break (in a traverse) are right on top of each other and so will have the same yaw
float yawToDest = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(dest, world())).getFirst();
float pitchToBreak = state.getTarget().getRotation().get().getSecond();
state.setTarget(new MovementState.MovementTarget(new Rotation(yawToDest, pitchToBreak), true));
return state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
}
//sneak may have been set to true in the PREPPING state while mining an adjacent block
state.setInput(InputOverrideHandler.Input.SNEAK, false);
Block fd = BlockStateInterface.get(src.down()).getBlock();