Fix issue opening fence gates in some scenarios

If there are 2 fence gates at the player height, and they are approached
diagonally, there is a slight chance that Baritone will be caught in an
infinite loop of opening and closing the upper fence gate, being unable
to interact with the bottom one.
This commit is contained in:
Brady 2019-07-18 21:18:02 -05:00
parent 8151444671
commit af943a8253
No known key found for this signature in database
GPG Key ID: 73A788379A197567
1 changed files with 14 additions and 8 deletions

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@ -37,6 +37,7 @@ import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import java.util.Optional;
import java.util.Set;
public class MovementTraverse extends Movement {
@ -202,12 +203,15 @@ public class MovementTraverse extends Movement {
Block fd = BlockStateInterface.get(ctx, src.down()).getBlock();
boolean ladder = fd == Blocks.LADDER || fd == Blocks.VINE;
if ((pb0.getBlock() instanceof BlockDoor || pb1.getBlock() instanceof BlockDoor)
&& (pb0.getBlock() instanceof BlockDoor && !MovementHelper.isDoorPassable(ctx, src, dest)
|| pb1.getBlock() instanceof BlockDoor && !MovementHelper.isDoorPassable(ctx, dest, src))
&& !(Blocks.IRON_DOOR.equals(pb0.getBlock()) || Blocks.IRON_DOOR.equals(pb1.getBlock()))) {
return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0]), ctx.playerRotations()), true))
.setInput(Input.CLICK_RIGHT, true);
if (pb0.getBlock() instanceof BlockDoor || pb1.getBlock() instanceof BlockDoor) {
boolean notPassable = pb0.getBlock() instanceof BlockDoor && !MovementHelper.isDoorPassable(ctx, src, dest) || pb1.getBlock() instanceof BlockDoor && !MovementHelper.isDoorPassable(ctx, dest, src);
boolean canOpen = !(Blocks.IRON_DOOR.equals(pb0.getBlock()) || Blocks.IRON_DOOR.equals(pb1.getBlock()));
if (notPassable && canOpen) {
return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0]), ctx.playerRotations()), true))
.setInput(Input.CLICK_RIGHT, true);
}
}
if (pb0.getBlock() instanceof BlockFenceGate || pb1.getBlock() instanceof BlockFenceGate) {
@ -215,8 +219,10 @@ public class MovementTraverse extends Movement {
: !MovementHelper.isGatePassable(ctx, positionsToBreak[1], src) ? positionsToBreak[1]
: null;
if (blocked != null) {
return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), blocked), ctx.playerRotations()), true))
.setInput(Input.CLICK_RIGHT, true);
Optional<Rotation> rotation = RotationUtils.reachable(ctx, blocked);
if (rotation.isPresent()) {
return state.setTarget(new MovementState.MovementTarget(rotation.get(), true)).setInput(Input.CLICK_RIGHT, true);
}
}
}