diff --git a/.travis.yml b/.travis.yml index a8344ba0f..371639bec 100644 --- a/.travis.yml +++ b/.travis.yml @@ -9,6 +9,7 @@ install: - travis_retry docker build -t cabaletta/baritone . script: +- docker run --rm cabaletta/baritone ./gradlew javadoc - docker run --name baritone cabaletta/baritone /bin/sh -c "set -e; /sbin/start-stop-daemon --start --quiet --pidfile /tmp/custom_xvfb_99.pid --make-pidfile --background --exec /usr/bin/Xvfb -- :99 -screen 0 128x128x24 -ac +extension GLX +render; DISPLAY=:99 BARITONE_AUTO_TEST=true ./gradlew runClient" - docker cp baritone:/code/dist dist - ls dist diff --git a/README.md b/README.md index 8fa78e8cc..7782651ac 100644 --- a/README.md +++ b/README.md @@ -20,9 +20,6 @@ [![WWE integration](https://img.shields.io/badge/WWE%20%22integration%22-v1.0.0%3F%3F%20smh%20license%20violations-orange.svg)](https://wweclient.com/) [![Future integration](https://img.shields.io/badge/Future%20integration-Soon™%3F%3F%3F-red.svg)](https://futureclient.net/) [![ForgeHax integration](https://img.shields.io/badge/ForgeHax%20integration-Soon™-red.svg)](https://github.com/fr1kin/ForgeHax) -[![forthebadge](https://forthebadge.com/images/badges/built-with-swag.svg)](http://forthebadge.com) -[![forthebadge](https://forthebadge.com/images/badges/mom-made-pizza-rolls.svg)](http://forthebadge.com) - A Minecraft pathfinder bot. @@ -39,6 +36,8 @@ Here are some links to help to get started: - [Installation](INSTALL.md) +- [Javadocs](https://baritone.leijurv.com/) + # Chat control [Defined Here](src/main/java/baritone/utils/ExampleBaritoneControl.java) @@ -48,7 +47,7 @@ Quick start example: `thisway 1000` or `goal 70` to set the goal, `path` to actu ``` BaritoneAPI.getSettings().allowSprint.value = true; -BaritoneAPI.getSettings().pathTimeoutMS.value = 2000L; +BaritoneAPI.getSettings().primaryTimeoutMS.value = 2000L; BaritoneAPI.getProvider().getPrimaryBaritone().getCustomGoalProcess().setGoalAndPath(new GoalXZ(10000, 20000)); ``` diff --git a/build.gradle b/build.gradle index 99a17a3b5..8583642d2 100755 --- a/build.gradle +++ b/build.gradle @@ -99,8 +99,10 @@ mixin { } javadoc { - source = sourceSets.api.allJava - classpath = sourceSets.api.compileClasspath + options.addStringOption('Xwerror', '-quiet') // makes the build fail on travis when there is a javadoc error + options.linkSource true + source += sourceSets.api.allJava + classpath += sourceSets.api.compileClasspath } jar { diff --git a/src/api/java/baritone/api/Settings.java b/src/api/java/baritone/api/Settings.java index 89716a383..14cf6814f 100644 --- a/src/api/java/baritone/api/Settings.java +++ b/src/api/java/baritone/api/Settings.java @@ -33,67 +33,67 @@ import java.util.function.Consumer; * * @author leijurv */ -public class Settings { +public final class Settings { /** * Allow Baritone to break blocks */ - public Setting allowBreak = new Setting<>(true); + public final Setting allowBreak = new Setting<>(true); /** * Allow Baritone to sprint */ - public Setting allowSprint = new Setting<>(true); + public final Setting allowSprint = new Setting<>(true); /** * Allow Baritone to place blocks */ - public Setting allowPlace = new Setting<>(true); + public final Setting allowPlace = new Setting<>(true); /** * Allow Baritone to move items in your inventory to your hotbar */ - public Setting allowInventory = new Setting<>(false); + public final Setting allowInventory = new Setting<>(false); /** * 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 */ - public Setting blockPlacementPenalty = new Setting<>(20D); + public final Setting blockPlacementPenalty = new Setting<>(20D); /** * 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. */ - public Setting blockBreakAdditionalPenalty = new Setting<>(2D); + public final Setting blockBreakAdditionalPenalty = new Setting<>(2D); /** - * Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger + * Additional penalty for hitting the space bar (ascend, pillar, or parkour) because it uses hunger */ - public Setting jumpPenalty = new Setting<>(2D); + public final Setting jumpPenalty = new Setting<>(2D); /** * Walking on water uses up hunger really quick, so penalize it */ - public Setting walkOnWaterOnePenalty = new Setting<>(5D); + public final Setting walkOnWaterOnePenalty = new Setting<>(5D); /** * Allow Baritone to fall arbitrary distances and place a water bucket beneath it. * Reliability: questionable. */ - public Setting allowWaterBucketFall = new Setting<>(true); + public final Setting allowWaterBucketFall = new Setting<>(true); /** * 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. */ - public Setting assumeWalkOnWater = new Setting<>(false); + public final Setting assumeWalkOnWater = new Setting<>(false); /** * Assume step functionality; don't jump on an Ascend. */ - public Setting assumeStep = new Setting<>(false); + public final Setting assumeStep = new Setting<>(false); /** * Assume safe walk functionality; don't sneak on a backplace traverse. @@ -102,14 +102,14 @@ public class Settings { * 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. */ - public Setting assumeSafeWalk = new Setting<>(false); + public final Setting assumeSafeWalk = new Setting<>(false); /** * If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256 *

- * Defaults to false because this fails on NCP + * Defaults to false because this fails on constantiam */ - public Setting allowJumpAt256 = new Setting<>(false); + public final Setting allowJumpAt256 = new Setting<>(false); /** * Allow descending diagonally @@ -118,12 +118,12 @@ public class Settings { *

* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place. */ - public Setting allowDiagonalDescend = new Setting<>(false); + public final Setting allowDiagonalDescend = new Setting<>(false); /** * Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.) */ - public Setting> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList( + public final Setting> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList( Item.getItemFromBlock(Blocks.DIRT), Item.getItemFromBlock(Blocks.COBBLESTONE), Item.getItemFromBlock(Blocks.NETHERRACK) @@ -132,31 +132,37 @@ public class Settings { /** * 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. + *

+ * Never turn this on lol */ - public Setting allowVines = new Setting<>(false); + public final Setting allowVines = new Setting<>(false); /** * Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs * everywhere in your base. */ - public Setting allowWalkOnBottomSlab = new Setting<>(true); + public final Setting allowWalkOnBottomSlab = new Setting<>(true); /** * You know what it is *

* But it's very unreliable and falls off when cornering like all the time so. + *

+ * It also overshoots the landing pretty much always (making contact with the next block over), so be careful */ - public Setting allowParkour = new Setting<>(false); + public final Setting allowParkour = new Setting<>(false); /** - * Like parkour, but even more unreliable! + * Actually pretty reliable. + *

+ * Doesn't make it any more dangerous compared to just normal allowParkour th */ - public Setting allowParkourPlace = new Setting<>(false); + public final Setting allowParkourPlace = new Setting<>(false); /** * For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly. */ - public Setting considerPotionEffects = new Setting<>(true); + public final Setting considerPotionEffects = new Setting<>(true); /** * This is the big A* setting. @@ -173,131 +179,137 @@ public class Settings { *

* Finding the optimal path is worth it, so it's the default. */ - public Setting costHeuristic = new Setting<>(3.563); + public final Setting costHeuristic = new Setting<>(3.563); // 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. */ - public Setting pathingMaxChunkBorderFetch = new Setting<>(50); + public final Setting pathingMaxChunkBorderFetch = new Setting<>(50); /** * Set to 1.0 to effectively disable this feature * * @see Issue #18 */ - public Setting backtrackCostFavoringCoefficient = new Setting<>(0.5); + public final Setting backtrackCostFavoringCoefficient = new Setting<>(0.5); /** * Toggle the following 4 settings *

- * They have a noticable performance impact, so they default off + * They have a noticeable performance impact, so they default off + *

+ * 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 */ - public Setting avoidance = new Setting<>(false); + public final Setting avoidance = new Setting<>(false); + /** * Set to 1.0 to effectively disable this feature *

* Set below 1.0 to go out of your way to walk near mob spawners */ - public Setting mobSpawnerAvoidanceCoefficient = new Setting<>(2.0); + public final Setting mobSpawnerAvoidanceCoefficient = new Setting<>(2.0); - public Setting mobSpawnerAvoidanceRadius = new Setting<>(16); + public final Setting mobSpawnerAvoidanceRadius = new Setting<>(16); /** * Set to 1.0 to effectively disable this feature *

* Set below 1.0 to go out of your way to walk near mobs */ - public Setting mobAvoidanceCoefficient = new Setting<>(1.5); + public final Setting mobAvoidanceCoefficient = new Setting<>(1.5); - public Setting mobAvoidanceRadius = new Setting<>(8); + public final Setting 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. */ - public Setting rightClickContainerOnArrival = new Setting<>(true); + public final Setting 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. */ - public Setting enterPortal = new Setting<>(true); + public final Setting enterPortal = new Setting<>(true); /** * Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies, * and there's no point. */ - public Setting minimumImprovementRepropagation = new Setting<>(true); + public final Setting minimumImprovementRepropagation = new Setting<>(true); /** * 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. + *

+ * This is much safer to leave off now, and makes pathing more efficient. More explanation in the issue. * - * @see Issue #144 + * @see Issue #114 */ - public Setting cutoffAtLoadBoundary = new Setting<>(false); + public final Setting cutoffAtLoadBoundary = new Setting<>(false); /** * 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 */ - public Setting maxCostIncrease = new Setting<>(10D); + public final Setting maxCostIncrease = new Setting<>(10D); /** * 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 */ - public Setting costVerificationLookahead = new Setting<>(5); + public final Setting costVerificationLookahead = new Setting<>(5); /** * Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state */ - public Setting pathCutoffFactor = new Setting<>(0.9); + public final Setting pathCutoffFactor = new Setting<>(0.9); /** * Only apply static cutoff for paths of at least this length (in terms of number of movements) */ - public Setting pathCutoffMinimumLength = new Setting<>(30); + public final Setting pathCutoffMinimumLength = new Setting<>(30); /** * Start planning the next path once the remaining movements tick estimates sum up to less than this value */ - public Setting planningTickLookAhead = new Setting<>(150); + public final Setting planningTickLookAhead = new Setting<>(150); /** * Default size of the Long2ObjectOpenHashMap used in pathing */ - public Setting pathingMapDefaultSize = new Setting<>(1024); + public final Setting pathingMapDefaultSize = new Setting<>(1024); /** * Load factor coefficient for the Long2ObjectOpenHashMap used in pathing *

* Decrease for faster map operations, but higher memory usage */ - public Setting pathingMapLoadFactor = new Setting<>(0.75f); + public final Setting pathingMapLoadFactor = new Setting<>(0.75f); /** * 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. */ - public Setting maxFallHeightNoWater = new Setting<>(3); + public final Setting 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) */ - public Setting maxFallHeightBucket = new Setting<>(20); + public final Setting 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. */ - public Setting allowOvershootDiagonalDescend = new Setting<>(true); + public final Setting allowOvershootDiagonalDescend = new Setting<>(true); /** * If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord @@ -306,131 +318,133 @@ public class Settings { * 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. */ - public Setting simplifyUnloadedYCoord = new Setting<>(true); + public final Setting simplifyUnloadedYCoord = new Setting<>(true); /** * If a movement takes this many ticks more than its initial cost estimate, cancel it */ - public Setting movementTimeoutTicks = new Setting<>(100); + public final Setting movementTimeoutTicks = new Setting<>(100); /** * Pathing ends after this amount of time, but only if a path has been found *

* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout */ - public Setting primaryTimeoutMS = new Setting<>(500L); + public final Setting primaryTimeoutMS = new Setting<>(500L); /** * Pathing can never take longer than this, even if that means failing to find any path at all */ - public Setting failureTimeoutMS = new Setting<>(2000L); + public final Setting failureTimeoutMS = new Setting<>(2000L); /** * Planning ahead while executing a segment ends after this amount of time, but only if a path has been found *

* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout */ - public Setting planAheadPrimaryTimeoutMS = new Setting<>(4000L); + public final Setting planAheadPrimaryTimeoutMS = new Setting<>(4000L); /** * Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all */ - public Setting planAheadFailureTimeoutMS = new Setting<>(5000L); + public final Setting planAheadFailureTimeoutMS = new Setting<>(5000L); /** * For debugging, consider nodes much much slower */ - public Setting slowPath = new Setting<>(false); + public final Setting slowPath = new Setting<>(false); /** * Milliseconds between each node */ - public Setting slowPathTimeDelayMS = new Setting<>(100L); + public final Setting slowPathTimeDelayMS = new Setting<>(100L); /** * The alternative timeout number when slowPath is on */ - public Setting slowPathTimeoutMS = new Setting<>(40000L); + public final Setting slowPathTimeoutMS = new Setting<>(40000L); /** * The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing. */ - public Setting chunkCaching = new Setting<>(true); + public final Setting chunkCaching = new Setting<>(true); /** * On save, delete from RAM any cached regions that are more than 1024 blocks away from the player *

- * Temporarily disabled, see issue #248 + * Temporarily disabled + * + * @see Issue #248 */ - public Setting pruneRegionsFromRAM = new Setting<>(false); + public final Setting pruneRegionsFromRAM = new Setting<>(false); /** * Print all the debug messages to chat */ - public Setting chatDebug = new Setting<>(true); + public final Setting chatDebug = new Setting<>(true); /** * Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in * something else */ - public Setting chatControl = new Setting<>(true); + public final Setting chatControl = new Setting<>(true); /** * A second override over chatControl to force it on */ - public Setting removePrefix = new Setting<>(false); + public final Setting removePrefix = new Setting<>(false); /** * Render the path */ - public Setting renderPath = new Setting<>(true); + public final Setting renderPath = new Setting<>(true); /** * Render the goal */ - public Setting renderGoal = new Setting<>(true); + public final Setting renderGoal = new Setting<>(true); /** * Ignore depth when rendering the goal */ - public Setting renderGoalIgnoreDepth = new Setting<>(true); + public final Setting renderGoalIgnoreDepth = new Setting<>(true); /** * Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with * {@link #renderGoalIgnoreDepth} will cause strange render clipping. */ - public Setting renderGoalXZBeacon = new Setting<>(false); + public final Setting renderGoalXZBeacon = new Setting<>(false); /** * Ignore depth when rendering the selection boxes (to break, to place, to walk into) */ - public Setting renderSelectionBoxesIgnoreDepth = new Setting<>(true); + public final Setting renderSelectionBoxesIgnoreDepth = new Setting<>(true); /** * Ignore depth when rendering the path */ - public Setting renderPathIgnoreDepth = new Setting<>(true); + public final Setting renderPathIgnoreDepth = new Setting<>(true); /** * Line width of the path when rendered, in pixels */ - public Setting pathRenderLineWidthPixels = new Setting<>(5F); + public final Setting pathRenderLineWidthPixels = new Setting<>(5F); /** * Line width of the goal when rendered, in pixels */ - public Setting goalRenderLineWidthPixels = new Setting<>(3F); + public final Setting goalRenderLineWidthPixels = new Setting<>(3F); /** * Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead. * Improves FPS. */ - public Setting fadePath = new Setting<>(false); + public final Setting fadePath = new Setting<>(false); /** * Move without having to force the client-sided rotations */ - public Setting freeLook = new Setting<>(true); + public final Setting freeLook = new Setting<>(true); /** * Will cause some minor behavioral differences to ensure that Baritone works on anticheats. @@ -438,43 +452,43 @@ public class Settings { * 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. */ - public Setting antiCheatCompatibility = new Setting<>(true); + public final Setting antiCheatCompatibility = new Setting<>(true); /** * Exclusively use cached chunks for pathing */ - public Setting pathThroughCachedOnly = new Setting<>(false); + public final Setting pathThroughCachedOnly = new Setting<>(false); /** * Whether or not to use the "#" command prefix */ - public Setting prefix = new Setting<>(false); + public final Setting prefix = new Setting<>(false); /** * Don't stop walking forward when you need to break blocks in your way */ - public Setting walkWhileBreaking = new Setting<>(true); + public final Setting walkWhileBreaking = new Setting<>(true); /** - * If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful + * If we are more than 300 movements into the current path, discard the oldest segments, as they are no longer useful */ - public Setting maxPathHistoryLength = new Setting<>(300); + public final Setting maxPathHistoryLength = new Setting<>(300); /** * If the current path is too long, cut off this many movements from the beginning. */ - public Setting pathHistoryCutoffAmount = new Setting<>(50); + public final Setting pathHistoryCutoffAmount = new Setting<>(50); /** * Rescan for the goal once every 5 ticks. * Set to 0 to disable. */ - public Setting mineGoalUpdateInterval = new Setting<>(5); + public final Setting mineGoalUpdateInterval = new Setting<>(5); /** * While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)? */ - public Setting mineScanDroppedItems = new Setting<>(true); + public final Setting mineScanDroppedItems = new Setting<>(true); /** * Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore. @@ -489,54 +503,54 @@ public class Settings { *

* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone. */ - public Setting cancelOnGoalInvalidation = new Setting<>(true); + public final Setting cancelOnGoalInvalidation = new Setting<>(true); /** * The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level. */ - public Setting axisHeight = new Setting<>(120); + public final Setting axisHeight = new Setting<>(120); /** - * Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit" + * Disallow MineBehavior from using X-Ray to see where the ores are. Turn this option on to force it to mine "legit" * 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 - * couldn't. If you don't want it to look like you're X-Raying, turn this off + * couldn't. If you don't want it to look like you're X-Raying, turn this on */ - public Setting legitMine = new Setting<>(false); + public final Setting legitMine = new Setting<>(false); /** * What Y level to go to for legit strip mining */ - public Setting legitMineYLevel = new Setting<>(11); + public final Setting legitMineYLevel = new Setting<>(11); /** * 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 */ - public Setting forceInternalMining = new Setting<>(true); + public final Setting forceInternalMining = new Setting<>(true); /** * 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. */ - public Setting internalMiningAirException = new Setting<>(true); + public final Setting internalMiningAirException = new Setting<>(true); /** * The actual GoalNear is set this distance away from the entity you're following *

* For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target. */ - public Setting followOffsetDistance = new Setting<>(0D); + public final Setting followOffsetDistance = new Setting<>(0D); /** * The actual GoalNear is set in this direction from the entity you're following. This value is in degrees. */ - public Setting followOffsetDirection = new Setting<>(0F); + public final Setting followOffsetDirection = new Setting<>(0F); /** * The radius (for the GoalNear) of how close to your target position you actually have to be */ - public Setting followRadius = new Setting<>(3); + public final Setting followRadius = new Setting<>(3); /** * Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds @@ -558,54 +572,55 @@ public class Settings { * 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. */ - public Setting cachedChunksExpirySeconds = new Setting<>(-1L); + public final Setting cachedChunksExpirySeconds = new Setting<>(-1L); /** * 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}; */ - public Setting> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage); + public final Setting> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage); /** * The color of the current path */ - public Setting colorCurrentPath = new Setting<>(Color.RED); + public final Setting colorCurrentPath = new Setting<>(Color.RED); /** * The color of the next path */ - public Setting colorNextPath = new Setting<>(Color.MAGENTA); + public final Setting colorNextPath = new Setting<>(Color.MAGENTA); /** * The color of the blocks to break */ - public Setting colorBlocksToBreak = new Setting<>(Color.RED); + public final Setting colorBlocksToBreak = new Setting<>(Color.RED); /** * The color of the blocks to place */ - public Setting colorBlocksToPlace = new Setting<>(Color.GREEN); + public final Setting colorBlocksToPlace = new Setting<>(Color.GREEN); /** * The color of the blocks to walk into */ - public Setting colorBlocksToWalkInto = new Setting<>(Color.MAGENTA); + public final Setting colorBlocksToWalkInto = new Setting<>(Color.MAGENTA); /** * The color of the best path so far */ - public Setting colorBestPathSoFar = new Setting<>(Color.BLUE); + public final Setting colorBestPathSoFar = new Setting<>(Color.BLUE); /** * The color of the path to the most recent considered node */ - public Setting colorMostRecentConsidered = new Setting<>(Color.CYAN); + public final Setting colorMostRecentConsidered = new Setting<>(Color.CYAN); /** * The color of the goal box */ - public Setting colorGoalBox = new Setting<>(Color.GREEN); + public final Setting colorGoalBox = new Setting<>(Color.GREEN); + /** * A map of lowercase setting field names to their respective setting diff --git a/src/api/java/baritone/api/behavior/IPathingBehavior.java b/src/api/java/baritone/api/behavior/IPathingBehavior.java index 0f44f2ee0..d28195ae9 100644 --- a/src/api/java/baritone/api/behavior/IPathingBehavior.java +++ b/src/api/java/baritone/api/behavior/IPathingBehavior.java @@ -37,7 +37,13 @@ public interface IPathingBehavior extends IBehavior { * * @return The estimated remaining ticks in the current segment. */ - Optional ticksRemainingInSegment(); + default Optional ticksRemainingInSegment() { + IPathExecutor current = getCurrent(); + if (current == null) { + return Optional.empty(); + } + return Optional.of(current.getPath().ticksRemainingFrom(current.getPosition())); + } /** * @return The current pathing goal @@ -47,7 +53,9 @@ public interface IPathingBehavior extends IBehavior { /** * @return Whether or not a path is currently being executed. */ - boolean isPathing(); + default boolean isPathing() { + return getCurrent() != null; + } /** * Cancels the pathing behavior or the current path calculation, and all processes that could be controlling path. diff --git a/src/api/java/baritone/api/pathing/path/IPathExecutor.java b/src/api/java/baritone/api/pathing/path/IPathExecutor.java index f72060dc0..a5c3108e1 100644 --- a/src/api/java/baritone/api/pathing/path/IPathExecutor.java +++ b/src/api/java/baritone/api/pathing/path/IPathExecutor.java @@ -26,4 +26,6 @@ import baritone.api.pathing.calc.IPath; public interface IPathExecutor { IPath getPath(); + + int getPosition(); } diff --git a/src/launch/java/baritone/launch/mixins/MixinKeyBinding.java b/src/launch/java/baritone/launch/mixins/MixinKeyBinding.java index cf8325335..6e215547e 100644 --- a/src/launch/java/baritone/launch/mixins/MixinKeyBinding.java +++ b/src/launch/java/baritone/launch/mixins/MixinKeyBinding.java @@ -34,7 +34,7 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable; public class MixinKeyBinding { @Shadow - public int pressTime; + private int pressTime; @Inject( method = "isKeyDown", @@ -57,7 +57,7 @@ public class MixinKeyBinding { private void isPressed(CallbackInfoReturnable cir) { // only the primary baritone forces keys Boolean force = BaritoneAPI.getProvider().getPrimaryBaritone().getInputOverrideHandler().isInputForcedDown((KeyBinding) (Object) this); - if (force != null && force == false) { // <-- cursed + if (force != null && !force) { // <-- cursed if (pressTime > 0) { Helper.HELPER.logDirect("You're trying to press this mouse button but I won't let you"); pressTime--; diff --git a/src/main/java/baritone/behavior/PathingBehavior.java b/src/main/java/baritone/behavior/PathingBehavior.java index 05f3c898b..b813d3dd6 100644 --- a/src/main/java/baritone/behavior/PathingBehavior.java +++ b/src/main/java/baritone/behavior/PathingBehavior.java @@ -31,7 +31,6 @@ import baritone.pathing.calc.AStarPathFinder; import baritone.pathing.calc.AbstractNodeCostSearch; import baritone.pathing.movement.CalculationContext; import baritone.pathing.movement.MovementHelper; -import baritone.pathing.path.CutoffPath; import baritone.pathing.path.PathExecutor; import baritone.utils.Helper; import baritone.utils.PathRenderer; @@ -133,7 +132,7 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, next = null; return; } - if (next != null && !next.getPath().positions().contains(ctx.playerFeet())) { + if (next != null && !next.getPath().positions().contains(ctx.playerFeet()) && !next.getPath().positions().contains(pathStart())) { // can contain either one // if the current path failed, we may not actually be on the next one, so make sure logDebug("Discarding next path as it does not contain current position"); // for example if we had a nicely planned ahead path that starts where current ends @@ -149,16 +148,27 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, queuePathEvent(PathEvent.CONTINUING_ONTO_PLANNED_NEXT); current = next; next = null; - current.onTick(); + current.onTick(); // don't waste a tick doing nothing, get started right away return; } // at this point, current just ended, but we aren't in the goal and have no plan for the future synchronized (pathCalcLock) { if (inProgress != null) { - queuePathEvent(PathEvent.PATH_FINISHED_NEXT_STILL_CALCULATING); - // if we aren't calculating right now - return; + // we are calculating + // are we calculating the right thing though? + BetterBlockPos calcFrom = inProgress.getStart(); + // if current just succeeded, we should be standing in calcFrom, so that's cool and good + // but if current just failed, we should discard this calculation since it doesn't start from where we're standing + if (calcFrom.equals(ctx.playerFeet()) || calcFrom.equals(pathStart())) { + // cool and good + queuePathEvent(PathEvent.PATH_FINISHED_NEXT_STILL_CALCULATING); + return; + } + // oh noes + inProgress.cancel(); // cancellation doesn't dispatch any events + inProgress = null; // this is safe since we hold both locks } + // we aren't calculating queuePathEvent(PathEvent.CALC_STARTED); findPathInNewThread(pathStart(), true, context); } @@ -188,11 +198,11 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, return; } if (goal == null || goal.isInGoal(current.getPath().getDest())) { - // and this path dosen't get us all the way there + // and this path doesn't get us all the way there return; } if (ticksRemainingInSegment().get() < Baritone.settings().planningTickLookAhead.get()) { - // and this path has 5 seconds or less left + // and this path has 7.5 seconds or less left logDebug("Path almost over. Planning ahead..."); queuePathEvent(PathEvent.NEXT_SEGMENT_CALC_STARTED); findPathInNewThread(current.getPath().getDest(), false, context); @@ -218,14 +228,6 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, } } - @Override - public Optional ticksRemainingInSegment() { - if (current == null) { - return Optional.empty(); - } - return Optional.of(current.getPath().ticksRemainingFrom(current.getPosition())); - } - public void secretInternalSetGoal(Goal goal) { this.goal = goal; } @@ -279,11 +281,6 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, return Optional.ofNullable(inProgress); } - @Override - public boolean isPathing() { - return this.current != null; - } - public boolean isSafeToCancel() { return current == null || safeToCancel; } @@ -306,7 +303,7 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, if (doIt) { secretInternalSegmentCancel(); } - baritone.getPathingControlManager().cancelEverything(); + baritone.getPathingControlManager().cancelEverything(); // regardless of if we can stop the current segment, we can still stop the processes return doIt; } @@ -342,7 +339,9 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, public void forceCancel() { // NOT exposed on public api cancelEverything(); secretInternalSegmentCancel(); - inProgress = null; + synchronized (pathCalcLock) { + inProgress = null; + } } public void secretCursedFunctionDoNotCall(IPath path) { @@ -440,33 +439,8 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior, } PathCalculationResult calcResult = pathfinder.calculate(primaryTimeout, failureTimeout); - Optional path = calcResult.getPath(); - if (Baritone.settings().cutoffAtLoadBoundary.get()) { - path = path.map(p -> { - IPath result = p.cutoffAtLoadedChunks(context.bsi); - - if (result instanceof CutoffPath) { - logDebug("Cutting off path at edge of loaded chunks"); - logDebug("Length decreased by " + (p.length() - result.length())); - } else { - logDebug("Path ends within loaded chunks"); - } - - return result; - }); - } - - Optional executor = path.map(p -> { - IPath result = p.staticCutoff(goal); - - if (result instanceof CutoffPath) { - logDebug("Static cutoff " + p.length() + " to " + result.length()); - } - - return result; - }).map(p -> new PathExecutor(this, p)); - synchronized (pathPlanLock) { + Optional executor = calcResult.getPath().map(p -> new PathExecutor(PathingBehavior.this, p)); if (current == null) { if (executor.isPresent()) { queuePathEvent(PathEvent.CALC_FINISHED_NOW_EXECUTING); diff --git a/src/main/java/baritone/pathing/calc/AbstractNodeCostSearch.java b/src/main/java/baritone/pathing/calc/AbstractNodeCostSearch.java index 78710204f..625e8e592 100644 --- a/src/main/java/baritone/pathing/calc/AbstractNodeCostSearch.java +++ b/src/main/java/baritone/pathing/calc/AbstractNodeCostSearch.java @@ -92,13 +92,25 @@ public abstract class AbstractNodeCostSearch implements IPathFinder { cancelRequested = false; try { IPath path = calculate0(primaryTimeout, failureTimeout).map(IPath::postProcess).orElse(null); - isFinished = true; if (cancelRequested) { - return new PathCalculationResult(PathCalculationResult.Type.CANCELLATION, path); + return new PathCalculationResult(PathCalculationResult.Type.CANCELLATION); } if (path == null) { return new PathCalculationResult(PathCalculationResult.Type.FAILURE); } + int previousLength = path.length(); + path = path.cutoffAtLoadedChunks(context.bsi); + if (path.length() < previousLength) { + Helper.HELPER.logDebug("Cutting off path at edge of loaded chunks"); + Helper.HELPER.logDebug("Length decreased by " + (previousLength - path.length())); + } else { + Helper.HELPER.logDebug("Path ends within loaded chunks"); + } + previousLength = path.length(); + path = path.staticCutoff(goal); + if (path.length() < previousLength) { + Helper.HELPER.logDebug("Static cutoff " + previousLength + " to " + path.length()); + } if (goal.isInGoal(path.getDest())) { return new PathCalculationResult(PathCalculationResult.Type.SUCCESS_TO_GOAL, path); } else { @@ -163,7 +175,7 @@ public abstract class AbstractNodeCostSearch implements IPathFinder { } @Override - public Optional bestPathSoFar() { + public Optional bestPathSoFar() { // TODO cleanup code duplication between here and AStarPathFinder if (startNode == null || bestSoFar == null) { return Optional.empty(); } @@ -189,4 +201,8 @@ public abstract class AbstractNodeCostSearch implements IPathFinder { public final Goal getGoal() { return goal; } + + public BetterBlockPos getStart() { + return new BetterBlockPos(startX, startY, startZ); + } } diff --git a/src/main/java/baritone/pathing/movement/Movement.java b/src/main/java/baritone/pathing/movement/Movement.java index ce78c231f..4599637ae 100644 --- a/src/main/java/baritone/pathing/movement/Movement.java +++ b/src/main/java/baritone/pathing/movement/Movement.java @@ -123,7 +123,7 @@ public abstract class Movement implements IMovement, MovementHelper { baritone.getLookBehavior().updateTarget( rotation, currentState.getTarget().hasToForceRotations())); - + baritone.getInputOverrideHandler().clearAllKeys(); currentState.getInputStates().forEach((input, forced) -> { baritone.getInputOverrideHandler().setInputForceState(input, forced); }); diff --git a/src/main/java/baritone/pathing/movement/movements/MovementDescend.java b/src/main/java/baritone/pathing/movement/movements/MovementDescend.java index 051be99d7..d37972a37 100644 --- a/src/main/java/baritone/pathing/movement/movements/MovementDescend.java +++ b/src/main/java/baritone/pathing/movement/movements/MovementDescend.java @@ -137,7 +137,7 @@ public class MovementDescend extends Movement { IBlockState ontoBlock = context.get(destX, newY, destZ); int unprotectedFallHeight = fallHeight - (y - effectiveStartHeight); // equal to fallHeight - y + effectiveFallHeight, which is equal to -newY + effectiveFallHeight, which is equal to effectiveFallHeight - newY double tentativeCost = WALK_OFF_BLOCK_COST + FALL_N_BLOCKS_COST[unprotectedFallHeight] + frontBreak + costSoFar; - if (ontoBlock.getBlock() == Blocks.WATER && context.getBlock(destX, newY + 1, destZ) != Blocks.WATERLILY) { + if ((ontoBlock.getBlock() == Blocks.WATER || ontoBlock.getBlock() == Blocks.FLOWING_WATER) && context.getBlock(destX, newY + 1, destZ) != Blocks.WATERLILY) { // lilypads are canWalkThrough, but we can't end a fall that should be broken by water if it's covered by a lilypad // however, don't return impossible in the lilypad scenario, because we could still jump right on it (water that's below a lilypad is canWalkOn so it works) if (context.assumeWalkOnWater) { @@ -157,9 +157,6 @@ public class MovementDescend extends Movement { res.cost = tentativeCost;// TODO incorporate water swim up cost? return false; } - if (ontoBlock.getBlock() == Blocks.FLOWING_WATER) { - return false; - } if (unprotectedFallHeight <= 11 && (ontoBlock.getBlock() == Blocks.VINE || ontoBlock.getBlock() == Blocks.LADDER)) { // if fall height is greater than or equal to 11, we don't actually grab on to vines or ladders. the more you know // this effectively "resets" our falling speed @@ -177,13 +174,6 @@ public class MovementDescend extends Movement { if (MovementHelper.isBottomSlab(ontoBlock)) { return false; // falling onto a half slab is really glitchy, and can cause more fall damage than we'd expect } - if (context.hasWaterBucket && unprotectedFallHeight <= context.maxFallHeightBucket + 1) { - res.x = destX; - res.y = newY + 1;// this is the block we're falling onto, so dest is +1 - res.z = destZ; - res.cost = tentativeCost + context.placeBucketCost(); - return true; - } if (unprotectedFallHeight <= context.maxFallHeightNoWater + 1) { // fallHeight = 4 means onto.up() is 3 blocks down, which is the max res.x = destX; @@ -191,6 +181,13 @@ public class MovementDescend extends Movement { res.z = destZ; res.cost = tentativeCost; return false; + } + if (context.hasWaterBucket && unprotectedFallHeight <= context.maxFallHeightBucket + 1) { + res.x = destX; + res.y = newY + 1;// this is the block we're falling onto, so dest is +1 + res.z = destZ; + res.cost = tentativeCost + context.placeBucketCost(); + return true; } else { return false; } @@ -235,8 +232,7 @@ public class MovementDescend extends Movement { if (numTicks++ < 20) { MovementHelper.moveTowards(ctx, state, fakeDest); if (fromStart > 1.25) { - state.setInput(Input.MOVE_FORWARD, false); - state.setInput(Input.MOVE_BACK, true); + state.getTarget().rotation = new Rotation(state.getTarget().rotation.getYaw() + 180F, state.getTarget().rotation.getPitch()); } } else { MovementHelper.moveTowards(ctx, state, dest); diff --git a/src/main/java/baritone/pathing/movement/movements/MovementFall.java b/src/main/java/baritone/pathing/movement/movements/MovementFall.java index 6442d7d96..729a2f1de 100644 --- a/src/main/java/baritone/pathing/movement/movements/MovementFall.java +++ b/src/main/java/baritone/pathing/movement/movements/MovementFall.java @@ -30,6 +30,7 @@ import baritone.pathing.movement.MovementHelper; import baritone.pathing.movement.MovementState; import baritone.pathing.movement.MovementState.MovementTarget; import baritone.utils.pathing.MutableMoveResult; +import net.minecraft.block.Block; import net.minecraft.block.BlockLadder; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.player.InventoryPlayer; @@ -79,7 +80,9 @@ public class MovementFall extends Movement { BlockPos playerFeet = ctx.playerFeet(); Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest)); Rotation targetRotation = null; - if (!MovementHelper.isWater(ctx, dest) && willPlaceBucket() && !playerFeet.equals(dest)) { + Block destBlock = ctx.world().getBlockState(dest).getBlock(); + boolean isWater = destBlock == Blocks.WATER || destBlock == Blocks.FLOWING_WATER; + if (!isWater && willPlaceBucket() && !playerFeet.equals(dest)) { if (!InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER)) || ctx.world().provider.isNether()) { return state.setStatus(MovementStatus.UNREACHABLE); } @@ -100,8 +103,8 @@ public class MovementFall extends Movement { } else { state.setTarget(new MovementTarget(toDest, false)); } - if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || MovementHelper.isWater(ctx, dest))) { // 0.094 because lilypads - if (MovementHelper.isWater(ctx, dest)) { + if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || isWater)) { // 0.094 because lilypads + if (isWater) { // only match water, not flowing water (which we cannot pick up with a bucket) if (InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) { ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY); if (ctx.player().motionY >= 0) { @@ -132,7 +135,7 @@ public class MovementFall extends Movement { double dist = Math.abs(avoid.getX() * (destCenter.x - avoid.getX() / 2.0 - ctx.player().posX)) + Math.abs(avoid.getZ() * (destCenter.z - avoid.getZ() / 2.0 - ctx.player().posZ)); if (dist < 0.6) { state.setInput(Input.MOVE_FORWARD, true); - } else { + } else if (!ctx.player().onGround) { state.setInput(Input.SNEAK, false); } } diff --git a/src/main/java/baritone/pathing/path/PathExecutor.java b/src/main/java/baritone/pathing/path/PathExecutor.java index ef856f426..a2c0e2ff2 100644 --- a/src/main/java/baritone/pathing/path/PathExecutor.java +++ b/src/main/java/baritone/pathing/path/PathExecutor.java @@ -272,6 +272,9 @@ public class PathExecutor implements IPathExecutor, Helper { return true; } else { sprintNextTick = shouldSprintNextTick(); + if (!sprintNextTick) { + ctx.player().setSprinting(false); // letting go of control doesn't make you stop sprinting actually + } ticksOnCurrent++; if (ticksOnCurrent > currentMovementOriginalCostEstimate + Baritone.settings().movementTimeoutTicks.get()) { // only cancel if the total time has exceeded the initial estimate @@ -391,29 +394,32 @@ public class PathExecutor implements IPathExecutor, Helper { // however, descend doesn't request sprinting, beceause it doesn't know the context of what movement comes after it IMovement current = path.movements().get(pathPosition); - if (current instanceof MovementDescend && pathPosition < path.length() - 2) { + if (current instanceof MovementDescend) { if (((MovementDescend) current).safeMode()) { logDebug("Sprinting would be unsafe"); return false; } - IMovement next = path.movements().get(pathPosition + 1); - if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) { - // a descend then an ascend in the same direction - pathPosition++; - // okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric - logDebug("Skipping descend to straight ascend"); - return true; - } - if (canSprintInto(ctx, current, next)) { - if (ctx.playerFeet().equals(current.getDest())) { + if (pathPosition < path.length() - 2) { + IMovement next = path.movements().get(pathPosition + 1); + if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) { + // a descend then an ascend in the same direction pathPosition++; - onChangeInPathPosition(); + // okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric + logDebug("Skipping descend to straight ascend"); + return true; } - return true; + if (canSprintInto(ctx, current, next)) { + if (ctx.playerFeet().equals(current.getDest())) { + pathPosition++; + onChangeInPathPosition(); + onTick(); + } + return true; + } + //logDebug("Turning off sprinting " + movement + " " + next + " " + movement.getDirection() + " " + next.getDirection().down() + " " + next.getDirection().down().equals(movement.getDirection())); } - //logDebug("Turning off sprinting " + movement + " " + next + " " + movement.getDirection() + " " + next.getDirection().down() + " " + next.getDirection().down().equals(movement.getDirection())); } if (current instanceof MovementAscend && pathPosition != 0) { IMovement prev = path.movements().get(pathPosition - 1); @@ -455,6 +461,7 @@ public class PathExecutor implements IPathExecutor, Helper { failed = true; } + @Override public int getPosition() { return pathPosition; } diff --git a/src/main/java/baritone/process/MineProcess.java b/src/main/java/baritone/process/MineProcess.java index d3883bbbe..806774561 100644 --- a/src/main/java/baritone/process/MineProcess.java +++ b/src/main/java/baritone/process/MineProcess.java @@ -94,14 +94,14 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro if (Baritone.settings().legitMine.get()) { addNearby(); } - Goal goal = updateGoal(); - if (goal == null) { + PathingCommand command = updateGoal(); + if (command == null) { // none in range // maybe say something in chat? (ahem impact) cancel(); return null; } - return new PathingCommand(goal, PathingCommandType.FORCE_REVALIDATE_GOAL_AND_PATH); + return command; } @Override @@ -114,17 +114,18 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro return "Mine " + mining; } - private Goal updateGoal() { + private PathingCommand updateGoal() { + boolean legit = Baritone.settings().legitMine.get(); List locs = knownOreLocations; if (!locs.isEmpty()) { List locs2 = prune(new CalculationContext(baritone), new ArrayList<>(locs), mining, ORE_LOCATIONS_COUNT); // can't reassign locs, gotta make a new var locs2, because we use it in a lambda right here, and variables you use in a lambda must be effectively final Goal goal = new GoalComposite(locs2.stream().map(loc -> coalesce(ctx, loc, locs2)).toArray(Goal[]::new)); knownOreLocations = locs2; - return goal; + return new PathingCommand(goal, legit ? PathingCommandType.FORCE_REVALIDATE_GOAL_AND_PATH : PathingCommandType.REVALIDATE_GOAL_AND_PATH); } // we don't know any ore locations at the moment - if (!Baritone.settings().legitMine.get()) { + if (!legit) { return null; } // only in non-Xray mode (aka legit mode) do we do this @@ -149,7 +150,7 @@ public final class MineProcess extends BaritoneProcessHelper implements IMinePro } }; } - return branchPointRunaway; + return new PathingCommand(branchPointRunaway, PathingCommandType.REVALIDATE_GOAL_AND_PATH); } private void rescan(List already, CalculationContext context) { diff --git a/src/main/java/baritone/utils/ExampleBaritoneControl.java b/src/main/java/baritone/utils/ExampleBaritoneControl.java index e0423632d..3589800c2 100644 --- a/src/main/java/baritone/utils/ExampleBaritoneControl.java +++ b/src/main/java/baritone/utils/ExampleBaritoneControl.java @@ -104,7 +104,7 @@ public class ExampleBaritoneControl extends Behavior implements Helper { } } - public boolean runCommand(String msg0) { + public boolean runCommand(String msg0) { // you may think this can be private, but impcat calls it from .b =) String msg = msg0.toLowerCase(Locale.US).trim(); // don't reassign the argument LOL PathingBehavior pathingBehavior = baritone.getPathingBehavior(); CustomGoalProcess customGoalProcess = baritone.getCustomGoalProcess(); diff --git a/src/main/java/baritone/utils/ToolSet.java b/src/main/java/baritone/utils/ToolSet.java index fa71a6b0f..bfa4e2513 100644 --- a/src/main/java/baritone/utils/ToolSet.java +++ b/src/main/java/baritone/utils/ToolSet.java @@ -135,6 +135,7 @@ public class ToolSet { * Calculates how long would it take to mine the specified block given the best tool * in this toolset is used. A negative value is returned if the specified block is unbreakable. * + * @param item the item to mine it with * @param state the blockstate to be mined * @return how long it would take in ticks */ diff --git a/src/main/java/baritone/utils/pathing/PathBase.java b/src/main/java/baritone/utils/pathing/PathBase.java index 04fe9872c..3acf80b4e 100644 --- a/src/main/java/baritone/utils/pathing/PathBase.java +++ b/src/main/java/baritone/utils/pathing/PathBase.java @@ -17,6 +17,7 @@ package baritone.utils.pathing; +import baritone.Baritone; import baritone.api.BaritoneAPI; import baritone.api.pathing.calc.IPath; import baritone.api.pathing.goals.Goal; @@ -27,6 +28,9 @@ import net.minecraft.util.math.BlockPos; public abstract class PathBase implements IPath { @Override public PathBase cutoffAtLoadedChunks(Object bsi0) { // <-- cursed cursed cursed + if (!Baritone.settings().cutoffAtLoadBoundary.get()) { + return this; + } BlockStateInterface bsi = (BlockStateInterface) bsi0; for (int i = 0; i < positions().size(); i++) { BlockPos pos = positions().get(i);