mirror of https://github.com/cabaletta/baritone
cursed flowing
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@ -19,10 +19,7 @@ package baritone.cache;
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import baritone.pathing.movement.MovementHelper;
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import baritone.utils.pathing.PathingBlockType;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockDoublePlant;
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import net.minecraft.block.BlockFlower;
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import net.minecraft.block.BlockTallGrass;
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import net.minecraft.block.*;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.ResourceLocation;
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@ -73,7 +70,7 @@ public final class ChunkPacker {
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for (int x = 0; x < 16; x++) {
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int index = CachedChunk.getPositionIndex(x, y, z);
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IBlockState state = bsc.get(x, y1, z);
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boolean[] bits = getPathingBlockType(state).getBits();
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boolean[] bits = getPathingBlockType(state, chunk, x, y, z).getBits();
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bitSet.set(index, bits[0]);
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bitSet.set(index + 1, bits[1]);
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Block block = state.getBlock();
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@ -122,11 +119,17 @@ public final class ChunkPacker {
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return resourceCache.computeIfAbsent(name, n -> Block.getBlockFromName(n.contains(":") ? n : "minecraft:" + n));
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}
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private static PathingBlockType getPathingBlockType(IBlockState state) {
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private static PathingBlockType getPathingBlockType(IBlockState state, Chunk chunk, int x, int y, int z) {
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Block block = state.getBlock();
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if ((block == Blocks.WATER || block == Blocks.FLOWING_WATER) && !MovementHelper.isFlowing(state)) {
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if (block == Blocks.WATER || block == Blocks.FLOWING_WATER) {
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// only water source blocks are plausibly usable, flowing water should be avoid
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// FLOWING_WATER is a waterfall, it doesn't really matter and caching it as AVOID just makes it look wrong
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if (!MovementHelper.possiblyFlowing(state)) {
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return PathingBlockType.WATER;
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}
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if (BlockLiquid.getSlopeAngle(chunk.getWorld(), new BlockPos(x + chunk.x << 4, y, z + chunk.z << 4), state.getMaterial(), state) != -1000.0F) {
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return PathingBlockType.AVOID;
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}
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return PathingBlockType.WATER;
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}
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@ -109,7 +109,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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}
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throw new IllegalStateException();
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}
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if (isFlowing(state)) {
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if (isFlowing(x, y, z, state, bsi)) {
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return false; // Don't walk through flowing liquids
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}
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if (block instanceof BlockLiquid) {
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@ -288,10 +288,10 @@ public interface MovementHelper extends ActionCosts, Helper {
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// since this is called literally millions of times per second, the benefit of not allocating millions of useless "pos.up()"
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// BlockPos s that we'd just garbage collect immediately is actually noticeable. I don't even think its a decrease in readability
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Block up = bsi.get0(x, y + 1, z).getBlock();
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if (up == Blocks.WATERLILY) {
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if (up == Blocks.WATERLILY || up == Blocks.CARPET) {
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return true;
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}
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if (isFlowing(state) || block == Blocks.FLOWING_WATER) {
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if (isFlowing(x, y, z, state, bsi) || block == Blocks.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
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return isWater(up) && !Baritone.settings().assumeWalkOnWater.get();
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}
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@ -488,12 +488,26 @@ public interface MovementHelper extends ActionCosts, Helper {
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return BlockStateInterface.getBlock(ctx, p) instanceof BlockLiquid;
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}
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static boolean isFlowing(IBlockState state) {
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static boolean possiblyFlowing(IBlockState state) {
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// Will be IFluidState in 1.13
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return state.getBlock() instanceof BlockLiquid
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&& state.getValue(BlockLiquid.LEVEL) != 0;
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}
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static boolean isFlowing(int x, int y, int z, IBlockState state, BlockStateInterface bsi) {
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if (!(state.getBlock() instanceof BlockLiquid)) {
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return false;
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}
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if (state.getValue(BlockLiquid.LEVEL) != 0) {
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return true;
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}
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return possiblyFlowing(bsi.get0(x + 1, y, z))
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|| possiblyFlowing(bsi.get0(x - 1, y, z))
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|| possiblyFlowing(bsi.get0(x, y, z + 1))
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|| possiblyFlowing(bsi.get0(x, y, z - 1));
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}
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static PlaceResult attemptToPlaceABlock(MovementState state, IBaritone baritone, BlockPos placeAt, boolean preferDown) {
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IPlayerContext ctx = baritone.getPlayerContext();
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Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt); // we assume that if there is a block there, it must be replacable
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@ -143,7 +143,7 @@ public class MovementDescend extends Movement {
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if (context.assumeWalkOnWater) {
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return false; // TODO fix
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}
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if (MovementHelper.isFlowing(ontoBlock)) {
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if (MovementHelper.isFlowing(destX, newY, destZ, ontoBlock, context.bsi)) {
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return false; // TODO flowing check required here?
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}
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if (!MovementHelper.canWalkOn(context.bsi, destX, newY - 1, destZ)) {
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