/* * This file is part of Baritone. * * Baritone is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Baritone is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Baritone. If not, see . */ package baritone.pathing.movement.movements; import baritone.api.IBaritone; import baritone.api.pathing.movement.MovementStatus; import baritone.api.utils.BetterBlockPos; import baritone.api.utils.input.Input; import baritone.pathing.movement.CalculationContext; import baritone.pathing.movement.Movement; import baritone.pathing.movement.MovementHelper; import baritone.pathing.movement.MovementState; import baritone.utils.BlockStateInterface; import baritone.utils.pathing.MutableMoveResult; import net.minecraft.block.Block; import net.minecraft.block.BlockLiquid; import net.minecraft.block.BlockStairs; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.util.EnumFacing; import java.util.HashSet; import java.util.Set; public class MovementParkour extends Movement { private static final BetterBlockPos[] EMPTY = new BetterBlockPos[]{}; private final EnumFacing direction; private final int dist; private final boolean ascend; private MovementParkour(IBaritone baritone, BetterBlockPos src, int dist, EnumFacing dir, boolean ascend) { super(baritone, src, src.offset(dir, dist).up(ascend ? 1 : 0), EMPTY, src.offset(dir, dist).down(ascend ? 0 : 1)); this.direction = dir; this.dist = dist; this.ascend = ascend; } public static MovementParkour cost(CalculationContext context, BetterBlockPos src, EnumFacing direction) { MutableMoveResult res = new MutableMoveResult(); cost(context, src.x, src.y, src.z, direction, res); int dist = Math.abs(res.x - src.x) + Math.abs(res.z - src.z); return new MovementParkour(context.getBaritone(), src, dist, direction, res.y > src.y); } public static void cost(CalculationContext context, int x, int y, int z, EnumFacing dir, MutableMoveResult res) { if (!context.allowParkour) { return; } if (y == 256 && !context.allowJumpAt256) { return; } int xDiff = dir.getXOffset(); int zDiff = dir.getZOffset(); if (!MovementHelper.fullyPassable(context, x + xDiff, y, z + zDiff)) { // most common case at the top -- the adjacent block isn't air return; } IBlockState adj = context.get(x + xDiff, y - 1, z + zDiff); if (MovementHelper.canWalkOn(context.bsi, x + xDiff, y - 1, z + zDiff, adj)) { // don't parkour if we could just traverse (for now) // second most common case -- we could just traverse not parkour return; } if (MovementHelper.avoidWalkingInto(adj.getBlock()) && adj.getBlock() != Blocks.WATER && adj.getBlock() != Blocks.FLOWING_WATER) { // magma sucks return; } if (!MovementHelper.fullyPassable(context, x + xDiff, y + 1, z + zDiff)) { return; } if (!MovementHelper.fullyPassable(context, x + xDiff, y + 2, z + zDiff)) { return; } if (!MovementHelper.fullyPassable(context, x, y + 2, z)) { return; } IBlockState standingOn = context.get(x, y - 1, z); if (standingOn.getBlock() == Blocks.VINE || standingOn.getBlock() == Blocks.LADDER || standingOn.getBlock() instanceof BlockStairs || MovementHelper.isBottomSlab(standingOn) || standingOn.getBlock() instanceof BlockLiquid) { return; } int maxJump; if (standingOn.getBlock() == Blocks.SOUL_SAND) { maxJump = 2; // 1 block gap } else { if (context.canSprint) { maxJump = 4; } else { maxJump = 3; } } for (int i = 2; i <= maxJump; i++) { int destX = x + xDiff * i; int destZ = z + zDiff * i; if (!MovementHelper.fullyPassable(context, destX, y + 1, destZ)) { return; } if (!MovementHelper.fullyPassable(context, destX, y + 2, destZ)) { return; } IBlockState destInto = context.bsi.get0(destX, y, destZ); if (!MovementHelper.fullyPassable(context.bsi.access, context.bsi.isPassableBlockPos.setPos(destX, y, destZ), destInto)) { if (i <= 3 && context.allowParkourAscend && context.canSprint && MovementHelper.canWalkOn(context.bsi, destX, y, destZ, destInto) && checkOvershootSafety(context.bsi, destX + xDiff, y + 1, destZ + zDiff)) { res.x = destX; res.y = y + 1; res.z = destZ; res.cost = i * SPRINT_ONE_BLOCK_COST + context.jumpPenalty; } return; } IBlockState landingOn = context.bsi.get0(destX, y - 1, destZ); // farmland needs to be canwalkon otherwise farm can never work at all, but we want to specifically disallow ending a jumy on farmland haha if (landingOn.getBlock() != Blocks.FARMLAND && MovementHelper.canWalkOn(context.bsi, destX, y - 1, destZ, landingOn)) { if (checkOvershootSafety(context.bsi, destX + xDiff, y, destZ + zDiff)) { res.x = destX; res.y = y; res.z = destZ; res.cost = costFromJumpDistance(i) + context.jumpPenalty; } return; } if (!MovementHelper.fullyPassable(context, destX, y + 3, destZ)) { return; } } if (maxJump != 4) { return; } if (!context.allowParkourPlace) { return; } // time 2 pop off with that dank skynet parkour place int destX = x + 4 * xDiff; int destZ = z + 4 * zDiff; IBlockState toReplace = context.get(destX, y - 1, destZ); double placeCost = context.costOfPlacingAt(destX, y - 1, destZ, toReplace); if (placeCost >= COST_INF) { return; } if (!MovementHelper.isReplaceable(destX, y - 1, destZ, toReplace, context.bsi)) { return; } if (!checkOvershootSafety(context.bsi, destX + xDiff, y, destZ + zDiff)) { return; } for (int i = 0; i < 5; i++) { int againstX = destX + HORIZONTALS_BUT_ALSO_DOWN_____SO_EVERY_DIRECTION_EXCEPT_UP[i].getXOffset(); int againstY = y - 1 + HORIZONTALS_BUT_ALSO_DOWN_____SO_EVERY_DIRECTION_EXCEPT_UP[i].getYOffset(); int againstZ = destZ + HORIZONTALS_BUT_ALSO_DOWN_____SO_EVERY_DIRECTION_EXCEPT_UP[i].getZOffset(); if (againstX == x + xDiff * 3 && againstZ == z + zDiff * 3) { // we can't turn around that fast continue; } if (MovementHelper.canPlaceAgainst(context.bsi, againstX, againstY, againstZ)) { res.x = destX; res.y = y; res.z = destZ; res.cost = costFromJumpDistance(4) + placeCost + context.jumpPenalty; return; } } } private static boolean checkOvershootSafety(BlockStateInterface bsi, int x, int y, int z) { // we're going to walk into these two blocks after the landing of the parkour anyway, so make sure they aren't avoidWalkingInto return !MovementHelper.avoidWalkingInto(bsi.get0(x, y, z).getBlock()) && !MovementHelper.avoidWalkingInto(bsi.get0(x, y + 1, z).getBlock()); } private static double costFromJumpDistance(int dist) { switch (dist) { case 2: return WALK_ONE_BLOCK_COST * 2; // IDK LOL case 3: return WALK_ONE_BLOCK_COST * 3; case 4: return SPRINT_ONE_BLOCK_COST * 4; default: throw new IllegalStateException("LOL " + dist); } } @Override public double calculateCost(CalculationContext context) { MutableMoveResult res = new MutableMoveResult(); cost(context, src.x, src.y, src.z, direction, res); if (res.x != dest.x || res.y != dest.y || res.z != dest.z) { return COST_INF; } return res.cost; } @Override protected Set calculateValidPositions() { Set set = new HashSet<>(); for (int i = 0; i <= dist; i++) { for (int y = 0; y < 2; y++) { set.add(src.offset(direction, i).up(y)); } } return set; } @Override public boolean safeToCancel(MovementState state) { // once this movement is instantiated, the state is default to PREPPING // but once it's ticked for the first time it changes to RUNNING // since we don't really know anything about momentum, it suffices to say Parkour can only be canceled on the 0th tick return state.getStatus() != MovementStatus.RUNNING; } @Override public MovementState updateState(MovementState state) { super.updateState(state); if (state.getStatus() != MovementStatus.RUNNING) { return state; } if (ctx.playerFeet().y < src.y) { // we have fallen logDebug("sorry"); return state.setStatus(MovementStatus.UNREACHABLE); } if (dist >= 4 || ascend) { state.setInput(Input.SPRINT, true); } MovementHelper.moveTowards(ctx, state, dest); if (ctx.playerFeet().equals(dest)) { Block d = BlockStateInterface.getBlock(ctx, dest); if (d == Blocks.VINE || d == Blocks.LADDER) { // it physically hurt me to add support for parkour jumping onto a vine // but i did it anyway return state.setStatus(MovementStatus.SUCCESS); } if (ctx.player().posY - ctx.playerFeet().getY() < 0.094) { // lilypads state.setStatus(MovementStatus.SUCCESS); } } else if (!ctx.playerFeet().equals(src)) { if (ctx.playerFeet().equals(src.offset(direction)) || ctx.player().posY - src.y > 0.0001) { if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround && MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true) == PlaceResult.READY_TO_PLACE) { // go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory state.setInput(Input.CLICK_RIGHT, true); } // prevent jumping too late by checking for ascend if (dist == 3 && !ascend) { // this is a 2 block gap, dest = src + direction * 3 double xDiff = (src.x + 0.5) - ctx.player().posX; double zDiff = (src.z + 0.5) - ctx.player().posZ; double distFromStart = Math.max(Math.abs(xDiff), Math.abs(zDiff)); if (distFromStart < 0.7) { return state; } } state.setInput(Input.JUMP, true); } else if (!ctx.playerFeet().equals(dest.offset(direction, -1))) { state.setInput(Input.SPRINT, false); if (ctx.playerFeet().equals(src.offset(direction, -1))) { MovementHelper.moveTowards(ctx, state, src); } else { MovementHelper.moveTowards(ctx, state, src.offset(direction, -1)); } } } return state; } }