mirror of https://github.com/cabaletta/baritone
AimProcessor API
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parent
367ce5fa17
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7e426bd2e8
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@ -17,6 +17,8 @@
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package baritone.api.behavior;
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import baritone.api.Settings;
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import baritone.api.behavior.look.IAimProcessor;
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import baritone.api.utils.Rotation;
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/**
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@ -27,10 +29,25 @@ public interface ILookBehavior extends IBehavior {
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/**
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* Updates the current {@link ILookBehavior} target to target the specified rotations on the next tick. If any sort
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* of block interaction is required, {@code blockInteract} should be {@code true}.
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* of block interaction is required, {@code blockInteract} should be {@code true}. It is not guaranteed that the
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* rotations set by the caller will be the exact rotations expressed by the client (This is due to settings like
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* {@link Settings#randomLooking}). If the rotations produced by this behavior are required, then the
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* {@link #getAimProcessor() aim processor} should be used.
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*
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* @param rotation The target rotations
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* @param blockInteract Whether the target rotations are needed for a block interaction
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*/
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void updateTarget(Rotation rotation, boolean blockInteract);
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/**
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* The aim processor instance for this {@link ILookBehavior}, which is responsible for applying additional, deterministic
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* transformations to the target rotation set by {@link #updateTarget}. Whenever {@link IAimProcessor#nextRotation(Rotation)}
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* is called on the instance returned by this method, the returned value always reflects what would happen in the
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* upcoming tick. In other words, it is a pure function, and no internal state changes. If simulation of the
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* rotation states beyond the next tick is required, then a {@link IAimProcessor#fork(int) fork} should be created.
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*
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* @return The aim processor
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* @see IAimProcessor#fork(int)
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*/
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IAimProcessor getAimProcessor();
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}
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@ -0,0 +1,44 @@
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/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.api.behavior.look;
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import baritone.api.utils.Rotation;
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/**
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* @author Brady
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*/
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public interface IAimProcessor {
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/**
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* Returns the actual rotation that will be used when the desired rotation is requested. This is not guaranteed to
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* return the same value for a given input.
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*
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* @param desired The desired rotation to set
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* @return The actual rotation
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*/
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Rotation nextRotation(Rotation desired);
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/**
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* Returns a copy of this {@link IAimProcessor} which has its own internal state and updates on each call to
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* {@link #nextRotation(Rotation)}.
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*
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* @param ticksAdvanced The number of ticks to advance ahead of time
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* @return The forked processor
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*/
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IAimProcessor fork(int ticksAdvanced);
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}
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@ -20,13 +20,11 @@ package baritone.behavior;
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import baritone.Baritone;
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import baritone.api.Settings;
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import baritone.api.behavior.ILookBehavior;
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import baritone.api.event.events.PacketEvent;
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import baritone.api.event.events.PlayerUpdateEvent;
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import baritone.api.event.events.RotationMoveEvent;
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import baritone.api.event.events.WorldEvent;
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import baritone.api.utils.Helper;
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import baritone.api.behavior.look.IAimProcessor;
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import baritone.api.event.events.*;
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import baritone.api.utils.IPlayerContext;
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import baritone.api.utils.Rotation;
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import baritone.behavior.look.ForkableRandom;
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import net.minecraft.network.play.client.CPacketPlayer;
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import java.util.Optional;
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@ -44,14 +42,17 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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private Rotation serverRotation;
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/**
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* The last player rotation. Used when free looking
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* The last player rotation. Used to restore the player's angle when using free look.
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*
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* @see Settings#freeLook
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*/
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private Rotation prevRotation;
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private final AimProcessor processor;
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public LookBehavior(Baritone baritone) {
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super(baritone);
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this.processor = new AimProcessor(baritone.getPlayerContext());
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}
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@Override
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@ -59,6 +60,19 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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this.target = new Target(rotation, blockInteract);
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}
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@Override
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public IAimProcessor getAimProcessor() {
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return this.processor;
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}
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@Override
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public void onTick(TickEvent event) {
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if (event.getType() == TickEvent.Type.IN) {
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// Unlike forked AimProcessors, the root one needs to be manually updated each game tick
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this.processor.tick();
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}
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}
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@Override
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public void onPlayerUpdate(PlayerUpdateEvent event) {
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if (this.target == null) {
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@ -67,34 +81,16 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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switch (event.getState()) {
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case PRE: {
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if (this.target.mode == Target.Mode.NONE) {
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// Just return for PRE, we still want to set target to null on POST
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return;
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}
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if (this.target.mode == Target.Mode.SERVER) {
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this.prevRotation = new Rotation(ctx.player().rotationYaw, ctx.player().rotationPitch);
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}
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final float oldYaw = ctx.playerRotations().getYaw();
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final float oldPitch = ctx.playerRotations().getPitch();
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float desiredYaw = this.target.rotation.getYaw();
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float desiredPitch = this.target.rotation.getPitch();
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// In other words, the target doesn't care about the pitch, so it used playerRotations().getPitch()
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// and it's safe to adjust it to a normal level
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if (desiredPitch == oldPitch) {
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desiredPitch = nudgeToLevel(desiredPitch);
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}
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desiredYaw += (Math.random() - 0.5) * Baritone.settings().randomLooking.value;
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desiredPitch += (Math.random() - 0.5) * Baritone.settings().randomLooking.value;
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ctx.player().rotationYaw = calculateMouseMove(oldYaw, desiredYaw);
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ctx.player().rotationPitch = calculateMouseMove(oldPitch, desiredPitch);
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if (this.target.mode == Target.Mode.CLIENT) {
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// The target can be invalidated now since it won't be needed for RotationMoveEvent
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this.target = null;
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}
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final Rotation actual = this.processor.nextRotation(this.target.rotation);
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ctx.player().rotationYaw = actual.getYaw();
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ctx.player().rotationPitch = actual.getPitch();
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break;
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}
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case POST: {
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@ -133,7 +129,8 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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public void pig() {
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if (this.target != null) {
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ctx.player().rotationYaw = this.target.rotation.getYaw();
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final Rotation actual = this.processor.nextRotation(this.target.rotation);
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ctx.player().rotationYaw = actual.getYaw();
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}
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}
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@ -148,37 +145,124 @@ public final class LookBehavior extends Behavior implements ILookBehavior {
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@Override
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public void onPlayerRotationMove(RotationMoveEvent event) {
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if (this.target != null) {
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event.setYaw(this.target.rotation.getYaw());
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event.setPitch(this.target.rotation.getPitch());
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final Rotation actual = this.target.rotation;
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event.setYaw(actual.getYaw());
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event.setPitch(actual.getPitch());
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}
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}
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/**
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* Nudges the player's pitch to a regular level. (Between {@code -20} and {@code 10}, increments are by {@code 1})
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*/
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private static float nudgeToLevel(float pitch) {
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if (pitch < -20) {
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return pitch + 1;
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} else if (pitch > 10) {
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return pitch - 1;
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private static final class AimProcessor extends AbstractAimProcessor {
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public AimProcessor(final IPlayerContext ctx) {
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super(ctx);
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}
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@Override
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protected Rotation getPrevRotation() {
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// Implementation will use LookBehavior.serverRotation
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return ctx.playerRotations();
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}
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return pitch;
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}
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private float calculateMouseMove(float current, float target) {
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final float delta = target - current;
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final int deltaPx = angleToMouse(delta);
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return current + mouseToAngle(deltaPx);
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}
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private static abstract class AbstractAimProcessor implements IAimProcessor {
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private int angleToMouse(float angleDelta) {
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final float minAngleChange = mouseToAngle(1);
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return Math.round(angleDelta / minAngleChange);
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}
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protected final IPlayerContext ctx;
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private final ForkableRandom rand;
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private double randomYawOffset;
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private double randomPitchOffset;
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private float mouseToAngle(int mouseDelta) {
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final float f = ctx.minecraft().gameSettings.mouseSensitivity * 0.6f + 0.2f;
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return mouseDelta * f * f * f * 8.0f * 0.15f;
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public AbstractAimProcessor(IPlayerContext ctx) {
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this.ctx = ctx;
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this.rand = new ForkableRandom();
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}
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private AbstractAimProcessor(final AbstractAimProcessor source) {
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this.ctx = source.ctx;
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this.rand = source.rand.fork();
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this.randomYawOffset = source.randomYawOffset;
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this.randomPitchOffset = source.randomPitchOffset;
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}
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public void tick() {
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this.randomYawOffset = (this.rand.nextDouble() - 0.5) * Baritone.settings().randomLooking.value;
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this.randomPitchOffset = (this.rand.nextDouble() - 0.5) * Baritone.settings().randomLooking.value;
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}
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@Override
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public Rotation nextRotation(final Rotation rotation) {
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final Rotation prev = this.getPrevRotation();
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float desiredYaw = rotation.getYaw();
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float desiredPitch = rotation.getPitch();
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// In other words, the target doesn't care about the pitch, so it used playerRotations().getPitch()
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// and it's safe to adjust it to a normal level
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if (desiredPitch == prev.getPitch()) {
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desiredPitch = nudgeToLevel(desiredPitch);
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}
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desiredYaw += this.randomYawOffset;
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desiredPitch += this.randomPitchOffset;
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return new Rotation(
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this.calculateMouseMove(prev.getYaw(), desiredYaw),
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this.calculateMouseMove(prev.getPitch(), desiredPitch)
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);
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}
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@Override
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public final IAimProcessor fork(final int ticksAdvanced) {
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final AbstractAimProcessor fork = new AbstractAimProcessor(this) {
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private Rotation prev = AbstractAimProcessor.this.getPrevRotation();
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@Override
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public Rotation nextRotation(Rotation rotation) {
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final Rotation actual = super.nextRotation(rotation);
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this.tick();
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return (this.prev = actual);
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}
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@Override
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protected Rotation getPrevRotation() {
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return this.prev;
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}
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};
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for (int i = 0; i < ticksAdvanced; i++) {
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fork.tick();
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}
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return fork;
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}
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protected abstract Rotation getPrevRotation();
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/**
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* Nudges the player's pitch to a regular level. (Between {@code -20} and {@code 10}, increments are by {@code 1})
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*/
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private float nudgeToLevel(float pitch) {
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if (pitch < -20) {
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return pitch + 1;
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} else if (pitch > 10) {
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return pitch - 1;
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}
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return pitch;
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}
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private float calculateMouseMove(float current, float target) {
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final float delta = target - current;
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final int deltaPx = angleToMouse(delta);
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return current + mouseToAngle(deltaPx);
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}
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private int angleToMouse(float angleDelta) {
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final float minAngleChange = mouseToAngle(1);
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return Math.round(angleDelta / minAngleChange);
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}
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private float mouseToAngle(int mouseDelta) {
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final float f = ctx.minecraft().gameSettings.mouseSensitivity * 0.6f + 0.2f;
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return mouseDelta * f * f * f * 8.0f * 0.15f;
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}
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}
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private static class Target {
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@ -0,0 +1,85 @@
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/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.behavior.look;
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import java.util.Arrays;
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import java.util.concurrent.atomic.AtomicLong;
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import java.util.function.LongSupplier;
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/**
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* Implementation of Xoroshiro256++
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* <p>
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* Extended to produce random double-precision floating point numbers, and allow copies to be spawned via {@link #fork},
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* which share the same internal state as the source object.
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*
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* @author Brady
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*/
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public final class ForkableRandom {
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private static final double DOUBLE_UNIT = 0x1.0p-53;
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private final long[] s;
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public ForkableRandom() {
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this(System.nanoTime() ^ System.currentTimeMillis());
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}
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public ForkableRandom(long seedIn) {
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final AtomicLong seed = new AtomicLong(seedIn);
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final LongSupplier splitmix64 = () -> {
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long z = seed.addAndGet(0x9e3779b97f4a7c15L);
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z = (z ^ (z >>> 30)) * 0xbf58476d1ce4e5b9L;
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z = (z ^ (z >>> 27)) * 0x94d049bb133111ebL;
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return z ^ (z >>> 31);
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};
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this.s = new long[] {
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splitmix64.getAsLong(),
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splitmix64.getAsLong(),
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splitmix64.getAsLong(),
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splitmix64.getAsLong()
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};
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}
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private ForkableRandom(long[] s) {
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this.s = s;
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}
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public double nextDouble() {
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return (this.next() >>> 11) * DOUBLE_UNIT;
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}
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public long next() {
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final long result = rotl(this.s[0] + this.s[3], 23) + this.s[0];
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final long t = this.s[1] << 17;
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this.s[2] ^= this.s[0];
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this.s[3] ^= this.s[1];
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this.s[1] ^= this.s[2];
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this.s[0] ^= this.s[3];
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this.s[2] ^= t;
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this.s[3] = rotl(this.s[3], 45);
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return result;
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}
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public ForkableRandom fork() {
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return new ForkableRandom(Arrays.copyOf(this.s, 4));
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}
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private static long rotl(long x, int k) {
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return (x << k) | (x >>> (64 - k));
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}
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}
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