Utilize aim processor API for correct elytra simulation

This commit is contained in:
Brady 2023-06-24 21:44:08 -07:00
parent f2374edd8b
commit 2ccd464a49
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GPG Key ID: 73A788379A197567
2 changed files with 34 additions and 13 deletions

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@ -75,6 +75,10 @@ public interface IPlayerContext {
return new Vec3d(player().posX, player().posY + player().getEyeHeight(), player().posZ);
}
default Vec3d playerMotion() {
return new Vec3d(player().motionX, player().motionY, player().motionZ);
}
BetterBlockPos viewerPos();
default Rotation playerRotations() {

View File

@ -19,6 +19,8 @@ package baritone.behavior;
import baritone.Baritone;
import baritone.api.behavior.IElytraBehavior;
import baritone.api.behavior.look.IAimProcessor;
import baritone.api.behavior.look.ITickableAimProcessor;
import baritone.api.event.events.*;
import baritone.api.utils.*;
import baritone.behavior.elytra.NetherPathfinderContext;
@ -433,7 +435,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
logDirect("vbonk");
}
final SolverContext solverContext = this.new SolverContext();
final SolverContext solverContext = this.new SolverContext(false);
this.solveNextTick = true;
// If there's no previously calculated solution to use, or the context used at the end of last tick doesn't match this tick
@ -470,7 +472,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
// changed. Updating it now will avoid unnecessary recalculation on the main thread.
this.pathManager.updatePlayerNear();
final SolverContext context = this.new SolverContext();
final SolverContext context = this.new SolverContext(true);
this.solver = CompletableFuture.supplyAsync(() -> this.solveAngles(context));
this.solveNextTick = false;
}
@ -529,7 +531,7 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
// Yaw is trivial, just calculate the rotation required to face the destination
final float yaw = RotationUtils.calcRotationFromVec3d(start, dest, ctx.playerRotations()).getYaw();
final Pair<Float, Boolean> pitch = this.solvePitch(dest.subtract(start), steps, relaxation, isBoosted, isInLava);
final Pair<Float, Boolean> pitch = this.solvePitch(context, dest.subtract(start), steps, relaxation, isInLava);
if (pitch.first() == null) {
solution = new Solution(context, new Rotation(yaw, ctx.playerRotations().getPitch()), null, false, false);
continue;
@ -584,12 +586,20 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
public final int playerNear;
public final Vec3d start;
public final boolean isBoosted;
public final IAimProcessor aimProcessor;
public SolverContext() {
public SolverContext(boolean async) {
this.path = ElytraBehavior.this.pathManager.getPath();
this.playerNear = ElytraBehavior.this.pathManager.getNear();
this.start = ElytraBehavior.this.ctx.playerFeetAsVec();
this.isBoosted = ElytraBehavior.this.getAttachedFirework().isPresent();
ITickableAimProcessor aim = ElytraBehavior.this.baritone.getLookBehavior().getAimProcessor().fork();
if (async) {
// async computation is done at the end of a tick, advance by 1 to prepare for the next tick
aim.advance(1);
}
this.aimProcessor = aim;
}
@Override
@ -712,14 +722,14 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
}
}
private Pair<Float, Boolean> solvePitch(Vec3d goalDelta, int steps, int relaxation, boolean isBoosted, boolean ignoreLava) {
final Float pitch = this.solvePitch(goalDelta, steps, relaxation == 2, isBoosted, ignoreLava);
private Pair<Float, Boolean> solvePitch(SolverContext context, Vec3d goalDelta, int steps, int relaxation, boolean ignoreLava) {
final Float pitch = this.solvePitch(context, goalDelta, steps, relaxation == 2, context.isBoosted, ignoreLava);
if (pitch != null) {
return new Pair<>(pitch, false);
}
if (Baritone.settings().experimentalTakeoff.value && relaxation > 0) {
final Float usingFirework = this.solvePitch(goalDelta, steps, relaxation == 2, true, ignoreLava);
final Float usingFirework = this.solvePitch(context, goalDelta, steps, relaxation == 2, true, ignoreLava);
if (usingFirework != null) {
return new Pair<>(usingFirework, true);
}
@ -728,32 +738,39 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
return new Pair<>(null, false);
}
private Float solvePitch(Vec3d goalDelta, int steps, boolean desperate, boolean firework, boolean ignoreLava) {
private Float solvePitch(SolverContext context, Vec3d goalDelta, int steps, boolean desperate, boolean firework, boolean ignoreLava) {
// 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
final Vec3d goalDirection = goalDelta.normalize();
Rotation good = RotationUtils.calcRotationFromVec3d(Vec3d.ZERO, goalDirection, ctx.playerRotations()); // lazy lol
final float goodPitch = RotationUtils.calcRotationFromVec3d(Vec3d.ZERO, goalDirection, ctx.playerRotations()).getPitch();
Float bestPitch = null;
double bestDot = Double.NEGATIVE_INFINITY;
final Vec3d initialMotion = new Vec3d(ctx.player().motionX, ctx.player().motionY, ctx.player().motionZ);
final Vec3d initialMotion = ctx.playerMotion();
final AxisAlignedBB initialBB = ctx.player().getEntityBoundingBox();
final float minPitch = desperate ? -90 : Math.max(good.getPitch() - Baritone.settings().elytraPitchRange.value, -89);
final float maxPitch = desperate ? 90 : Math.min(good.getPitch() + Baritone.settings().elytraPitchRange.value, 89);
final float minPitch = desperate ? -90 : Math.max(goodPitch - Baritone.settings().elytraPitchRange.value, -89);
final float maxPitch = desperate ? 90 : Math.min(goodPitch + Baritone.settings().elytraPitchRange.value, 89);
outer:
for (float pitch = minPitch; pitch <= maxPitch; pitch++) {
final ITickableAimProcessor aimProcessor = context.aimProcessor.fork();
Vec3d delta = goalDelta;
Vec3d motion = initialMotion;
AxisAlignedBB hitbox = initialBB;
Vec3d totalMotion = Vec3d.ZERO;
for (int i = 0; i < steps; i++) {
if (MC_1_12_Collision_Fix.bonk(ctx, hitbox)) {
continue outer;
}
motion = step(motion, pitch, good.getYaw(), firework && i > 0);
final Rotation rotation = aimProcessor.nextRotation(
RotationUtils.calcRotationFromVec3d(Vec3d.ZERO, delta, ctx.playerRotations()).withPitch(pitch)
);
motion = step(motion, rotation.getPitch(), rotation.getYaw(), firework && i > 0);
delta = delta.subtract(motion);
final AxisAlignedBB inMotion = hitbox.expand(motion.x, motion.y, motion.z)
// Additional padding for safety