mirror of https://github.com/cabaletta/baritone
less indentation
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@ -113,4 +113,6 @@ public interface IGameEventListener {
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* @see NetworkManager#dispatchPacket(Packet, GenericFutureListener[])
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*/
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void onReceivePacket(PacketEvent event);
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}
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@ -21,8 +21,6 @@ import baritone.bot.pathing.goals.Goal;
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import baritone.bot.pathing.movement.Movement;
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import net.minecraft.util.math.BlockPos;
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import java.util.Objects;
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/**
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* A node in the path, containing the cost and steps to get to it.
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*
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@ -80,6 +78,8 @@ public class PathNode {
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*/
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public int heapPosition;
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public final int hashCode;
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public PathNode(BlockPos pos, Goal goal) {
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this.pos = pos;
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this.previous = null;
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@ -88,6 +88,7 @@ public class PathNode {
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this.estimatedCostToGoal = goal.heuristic(pos);
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this.previousMovement = null;
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this.isOpen = false;
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this.hashCode = calcHashCode();
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}
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/**
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@ -97,12 +98,25 @@ public class PathNode {
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*/
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@Override
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public int hashCode() {
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throw new IllegalStateException();
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}
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private final int calcHashCode() {
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/*
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* This is the hashcode implementation of Vec3i, the superclass of BlockPos
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*
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* public int hashCode() {
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* return (this.getY() + this.getZ() * 31) * 31 + this.getX();
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* }
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*
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* That is terrible and has tons of collisions and makes the HashMap terribly inefficient.
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*
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* That's why we grab out the X, Y, Z and calculate our own hashcode
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*/
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int hash = 3241;
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hash = 3457689 * hash + this.pos.getX();
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hash = 8734625 * hash + this.pos.getY();
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hash = 2873465 * hash + this.pos.getZ();
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// Don't call goal.hashCode(). this calls objects hashcode to verify that the actual goal objects are == identical, which is important for node caching
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hash = 3241543 * hash + Objects.hashCode(this.goal);
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return hash;
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}
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@ -66,8 +66,11 @@ public class MovementDescend extends Movement {
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case WAITING:
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state.setStatus(MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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return state;
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}
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BlockPos playerFeet = playerFeet();
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if (playerFeet.equals(dest)) {
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if (BlockStateInterface.isLiquid(dest) || player().posY - playerFeet.getY() < 0.01) {
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// Wait until we're actually on the ground before saying we're done because sometimes we continue to fall if the next action starts immediately
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@ -99,9 +102,5 @@ public class MovementDescend extends Movement {
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}
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}
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return state;
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default:
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return state;
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}
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}
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}
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@ -59,6 +59,10 @@ public class MovementDownward extends Movement {
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return state;
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case WAITING:
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case RUNNING:
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break;
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default:
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return state;
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}
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if (playerFeet().equals(dest)) {
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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return state;
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@ -72,8 +76,5 @@ public class MovementDownward extends Movement {
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}
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MovementHelper.moveTowards(state, positionsToBreak[0]);
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return state;
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default:
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return state;
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}
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}
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}
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@ -74,6 +74,10 @@ public class MovementFall extends Movement {
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case WAITING:
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state.setStatus(MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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return state;
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}
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BlockPos playerFeet = playerFeet();
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Optional<Rotation> targetRotation = Optional.empty();
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > 3 && !playerFeet.equals(dest)) {
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@ -109,9 +113,6 @@ public class MovementFall extends Movement {
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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}
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return state;
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default:
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return state;
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}
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}
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private static BlockPos[] buildPositionsToBreak(BlockPos src, BlockPos dest) {
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