mirror of https://github.com/cabaletta/baritone
crucial performance optimization (pt. 2)
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@ -214,17 +214,16 @@ public class MovementTraverse extends Movement {
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}
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boolean isTheBridgeBlockThere = MovementHelper.canWalkOn(ctx, positionToPlace) || ladder;
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BlockPos whereAmI = ctx.playerFeet();
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if (whereAmI.getY() != dest.getY() && !ladder) {
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BlockPos feet = ctx.playerFeet();
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if (feet.getY() != dest.getY() && !ladder) {
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logDebug("Wrong Y coordinate");
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if (whereAmI.getY() < dest.getY()) {
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if (feet.getY() < dest.getY()) {
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return state.setInput(Input.JUMP, true);
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}
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return state;
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}
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if (isTheBridgeBlockThere) {
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BetterBlockPos feet = ctx.playerFeet();
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if (feet.equals(dest)) {
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return state.setStatus(MovementStatus.SUCCESS);
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}
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@ -241,20 +240,20 @@ public class MovementTraverse extends Movement {
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BlockPos into = dest.subtract(src).add(dest);
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Block intoBelow = BlockStateInterface.get(ctx, into).getBlock();
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Block intoAbove = BlockStateInterface.get(ctx, into.up()).getBlock();
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if (wasTheBridgeBlockAlwaysThere && (!MovementHelper.isLiquid(ctx, ctx.playerFeet()) || Baritone.settings().sprintInWater.value) && (!MovementHelper.avoidWalkingInto(intoBelow) || MovementHelper.isWater(intoBelow)) && !MovementHelper.avoidWalkingInto(intoAbove)) {
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if (wasTheBridgeBlockAlwaysThere && (!MovementHelper.isLiquid(ctx, feet) || Baritone.settings().sprintInWater.value) && (!MovementHelper.avoidWalkingInto(intoBelow) || MovementHelper.isWater(intoBelow)) && !MovementHelper.avoidWalkingInto(intoAbove)) {
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state.setInput(Input.SPRINT, true);
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}
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IBlockState destDown = BlockStateInterface.get(ctx, dest.down());
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BlockPos against = positionsToBreak[0];
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if (whereAmI.getY() != dest.getY() && ladder && (destDown.getBlock() == Blocks.VINE || destDown.getBlock() == Blocks.LADDER)) {
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if (feet.getY() != dest.getY() && ladder && (destDown.getBlock() == Blocks.VINE || destDown.getBlock() == Blocks.LADDER)) {
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against = destDown.getBlock() == Blocks.VINE ? MovementPillar.getAgainst(new CalculationContext(baritone), dest.down()) : dest.offset(destDown.getValue(BlockLadder.FACING).getOpposite());
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}
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MovementHelper.moveTowards(ctx, state, against);
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return state;
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} else {
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wasTheBridgeBlockAlwaysThere = false;
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Block standingOn = BlockStateInterface.get(ctx, ctx.playerFeet().down()).getBlock();
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Block standingOn = BlockStateInterface.get(ctx, feet.down()).getBlock();
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if (standingOn.equals(Blocks.SOUL_SAND) || standingOn instanceof BlockSlab) { // see issue #118
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double dist = Math.max(Math.abs(dest.getX() + 0.5 - ctx.player().posX), Math.abs(dest.getZ() + 0.5 - ctx.player().posZ));
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if (dist < 0.85) { // 0.5 + 0.3 + epsilon
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@ -292,7 +291,7 @@ public class MovementTraverse extends Movement {
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default:
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break;
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}
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if (whereAmI.equals(dest)) {
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if (feet.equals(dest)) {
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// If we are in the block that we are trying to get to, we are sneaking over air and we need to place a block beneath us against the one we just walked off of
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// Out.log(from + " " + to + " " + faceX + "," + faceY + "," + faceZ + " " + whereAmI);
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double faceX = (dest.getX() + src.getX() + 1.0D) * 0.5D;
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