finally fixed MovementAscend

This commit is contained in:
leijurv 2018-08-23 19:57:49 -07:00
parent 830c90dd97
commit a18ff092d8
1 changed files with 31 additions and 7 deletions

View File

@ -164,17 +164,41 @@ public class MovementAscend extends Movement {
return state.setStatus(MovementStatus.UNREACHABLE);
}
MovementHelper.moveTowards(state, dest);
state.setInput(InputOverrideHandler.Input.JUMP, true);
// TODO check if the below actually helps or hurts, it's weird
//double flatDistToNext = Math.abs(to.getX() - from.getX()) * Math.abs((to.getX() + 0.5D) - thePlayer.posX) + Math.abs(to.getZ() - from.getZ()) * Math.abs((to.getZ() + 0.5D) - thePlayer.posZ);
//boolean pointingInCorrectDirection = MovementManager.moveTowardsBlock(to);
//MovementManager.jumping = flatDistToNext < 1.2 && pointingInCorrectDirection;
if (headBonkClear()) {
state.setInput(InputOverrideHandler.Input.JUMP, true);
return state;
}
int xAxis = Math.abs(src.getX() - dest.getX()); // either 0 or 1
int zAxis = Math.abs(src.getZ() - dest.getZ()); // either 0 or 1
double flatDistToNext = xAxis * Math.abs((dest.getX() + 0.5D) - player().posX) + zAxis * Math.abs((dest.getZ() + 0.5D) - player().posZ);
double sideDist = zAxis * Math.abs((dest.getX()+0.5D) - player().posX) + xAxis * Math.abs((dest.getZ()+0.5D) - player().posZ);
System.out.println(flatDistToNext+" "+sideDist);
if (flatDistToNext > 1.2) {
return state;
}
if (sideDist > 0.2) {
return state;
}
//once we are pointing the right way and moving, start jumping
//this is slightly more efficient because otherwise we might start jumping before moving, and fall down without moving onto the block we want to jump onto
//also wait until we are close enough, because we might jump and hit our head on an adjacent block
//return Baritone.playerFeet.equals(to);
state.setInput(InputOverrideHandler.Input.JUMP, true);
return state;
}
private boolean headBonkClear() {
BlockPos startUp = src.up(2);
for (int i = 0; i < 4; i++) {
BlockPos check = startUp.offset(EnumFacing.byHorizontalIndex(i));
if (!MovementHelper.canWalkThrough(check)) {
// we might bonk our head
return false;
}
}
return true;
}
}