Interpolate path positions

- Update `nether-pathfinder` to 0.17
- Utilize new batched visibility raytracing to efficiently trace bounding box paths
This commit is contained in:
Brady 2023-06-19 21:36:09 -05:00
parent cd1c07deef
commit 753b1cf1c3
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GPG Key ID: 73A788379A197567
3 changed files with 65 additions and 41 deletions

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@ -175,9 +175,9 @@ dependencies {
transitive = false
}
launchAnnotationProcessor 'org.spongepowered:mixin:0.8.4-SNAPSHOT:processor'
launchImplementation('dev.babbaj:nether-pathfinder:0.16')
launchImplementation('dev.babbaj:nether-pathfinder:0.17')
testImplementation 'junit:junit:4.12'
implementation 'dev.babbaj:nether-pathfinder:0.16'
implementation 'dev.babbaj:nether-pathfinder:0.17'
}
mixin {

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@ -379,47 +379,59 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
outermost:
for (int relaxation = 0; relaxation < 3; relaxation++) { // try for a strict solution first, then relax more and more (if we're in a corner or near some blocks, it will have to relax its constraints a bit)
int[] heights = firework ? new int[]{20, 10, 5, 0} : new int[]{0}; // attempt to gain height, if we can, so as not to waste the boost
float[] interps = new float[] {1.0f, 0.75f, 0.5f, 0.25f};
int steps = relaxation < 2 ? firework ? 5 : Baritone.settings().elytraSimulationTicks.value : 3;
int lookahead = relaxation == 0 ? 2 : 3; // ideally this would be expressed as a distance in blocks, rather than a number of voxel steps
//int minStep = Math.max(0, playerNear - relaxation);
int minStep = playerNear;
for (int i = Math.min(playerNear + 20, path.size() - 1); i >= minStep; i--) {
for (int dy : heights) {
Vec3d dest = this.pathManager.pathAt(i).add(0, dy, 0);
if (dy != 0) {
if (i + lookahead >= path.size()) {
continue;
}
if (start.distanceTo(dest) < 40) {
if (!clearView(dest, this.pathManager.pathAt(i + lookahead).add(0, dy, 0), false) || !clearView(dest, this.pathManager.pathAt(i + lookahead), false)) {
// aka: don't go upwards if doing so would prevent us from being able to see the next position **OR** the modified next position
continue;
}
for (float interp : interps) {
Vec3d dest;
if (interp == 1 || i == minStep) {
dest = this.pathManager.pathAt(i);
} else {
// but if it's far away, allow gaining altitude if we could lose it again by the time we get there
if (!clearView(dest, this.pathManager.pathAt(i), false)) {
dest = this.pathManager.pathAt(i).scale(interp)
.add(this.pathManager.pathAt(i - 1).scale(1.0d - interp));
}
dest = dest.add(0, dy, 0);
if (dy != 0) {
if (i + lookahead >= path.size()) {
continue;
}
if (start.distanceTo(dest) < 40) {
if (!clearView(dest, this.pathManager.pathAt(i + lookahead).add(0, dy, 0), false)
|| !clearView(dest, this.pathManager.pathAt(i + lookahead), false)) {
// aka: don't go upwards if doing so would prevent us from being able to see the next position **OR** the modified next position
continue;
}
} else {
// but if it's far away, allow gaining altitude if we could lose it again by the time we get there
if (!clearView(dest, this.pathManager.pathAt(i), false)) {
continue;
}
}
}
}
// 1.0 -> 0.25 -> none
final Double grow = relaxation == 2 ? null
: relaxation == 0 ? 1.0d : 0.25d;
// 1.0 -> 0.25 -> none
final Double grow = relaxation == 2 ? null
: relaxation == 0 ? 1.0d : 0.25d;
if (isClear(start, dest, grow, isInLava)) {
final float yaw = RotationUtils.calcRotationFromVec3d(start, dest, ctx.playerRotations()).getYaw();
if (isClear(start, dest, grow, isInLava)) {
final float yaw = RotationUtils.calcRotationFromVec3d(start, dest, ctx.playerRotations()).getYaw();
final Pair<Float, Boolean> pitch = this.solvePitch(dest.subtract(start), steps, relaxation, firework, isInLava);
if (pitch.first() == null) {
baritone.getLookBehavior().updateTarget(new Rotation(yaw, ctx.playerRotations().getPitch()), false);
continue;
final Pair<Float, Boolean> pitch = this.solvePitch(dest.subtract(start), steps, relaxation, firework, isInLava);
if (pitch.first() == null) {
baritone.getLookBehavior().updateTarget(new Rotation(yaw, ctx.playerRotations().getPitch()), false);
continue;
}
forceUseFirework = pitch.second();
goingTo = new BetterBlockPos(dest.x, dest.y, dest.z);
this.aimPos = goingTo;
baritone.getLookBehavior().updateTarget(new Rotation(yaw, pitch.first()), false);
break outermost;
}
forceUseFirework = pitch.second();
goingTo = path.get(i);
this.aimPos = path.get(i).add(0, dy, 0);
baritone.getLookBehavior().updateTarget(new Rotation(yaw, pitch.first()), false);
break outermost;
}
}
}
@ -520,22 +532,14 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
bb.maxX + ox, bb.maxY + oy, bb.minZ + oz,
bb.maxX + ox, bb.maxY + oy, bb.maxZ + oz,
};
// Batch together all 8 traces
final boolean[] hitOut = new boolean[8];
this.context.raytrace(src, dst, hitOut);
for (boolean hit : hitOut) {
if (hit) {
return false;
}
}
return true;
return this.context.raytrace(8, src, dst, NetherPathfinderContext.Visibility.ALL);
}
private boolean clearView(Vec3d start, Vec3d dest, boolean ignoreLava) {
final boolean clear;
if (!ignoreLava) {
clear = !this.context.raytrace(start.x, start.y, start.z, dest.x, dest.y, dest.z);
// if start == dest then the cpp raytracer dies
clear = start.equals(dest) || !this.context.raytrace(start.x, start.y, start.z, dest.x, dest.y, dest.z);
} else {
clear = ctx.world().rayTraceBlocks(start, dest, false, false, false) == null;
}

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@ -21,7 +21,6 @@ import dev.babbaj.pathfinder.NetherPathfinder;
import dev.babbaj.pathfinder.PathSegment;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.chunk.BlockStateContainer;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
@ -82,6 +81,18 @@ public final class NetherPathfinderContext {
NetherPathfinder.raytrace(this.context, true, hitOut.length, src, dst, hitOut, null);
}
public boolean raytrace(final int count, final double[] src, final double[] dst, int visibility) {
switch (visibility) {
case Visibility.ALL:
return NetherPathfinder.isVisibleMulti(this.context, true, count, src, dst, false);
case Visibility.NONE:
return !NetherPathfinder.isVisibleMulti(this.context, true, count, src, dst, true);
case Visibility.ANY:
return NetherPathfinder.isVisibleMulti(this.context, true, count, src, dst, true);
}
throw new IllegalArgumentException("lol");
}
public void cancel() {
NetherPathfinder.cancel(this.context);
}
@ -133,4 +144,13 @@ public final class NetherPathfinderContext {
throw new RuntimeException(e);
}
}
public static final class Visibility {
private Visibility() {}
public static final int ALL = 0;
public static final int NONE = 1;
public static final int ANY = 2;
}
}