/* * 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; import baritone.utils.InputOverrideHandler.Input; import baritone.utils.Rotation; import net.minecraft.util.math.Vec3d; import java.util.HashMap; import java.util.Map; import java.util.Optional; public class MovementState { private MovementStatus status; private MovementTarget goal = new MovementTarget(); private MovementTarget target = new MovementTarget(); private final Map inputState = new HashMap<>(); public MovementState setStatus(MovementStatus status) { this.status = status; return this; } public MovementStatus getStatus() { return status; } public MovementTarget getGoal() { return this.goal; } public MovementState setGoal(MovementTarget goal) { this.goal = goal; return this; } public MovementTarget getTarget() { return this.target; } public MovementState setTarget(MovementTarget target) { this.target = target; return this; } public MovementState setInput(Input input, boolean forced) { this.inputState.put(input, forced); return this; } public boolean getInput(Input input) { return this.inputState.getOrDefault(input, false); } public Map getInputStates() { return this.inputState; } public enum MovementStatus { PREPPING, WAITING, RUNNING, SUCCESS, UNREACHABLE, FAILED, CANCELED } public static class MovementTarget { /** * Necessary movement to achieve *

* TODO: Decide desiredMovement type */ public Vec3d position; /** * Yaw and pitch angles that must be matched *

* getFirst() -> YAW * getSecond() -> PITCH */ public Rotation rotation; /** * Whether or not this target must force rotations. *

* {@code true} if we're trying to place or break blocks, {@code false} if we're trying to look at the movement location */ private boolean forceRotations; public MovementTarget() { this(null, null, false); } public MovementTarget(Vec3d position) { this(position, null, false); } public MovementTarget(Rotation rotation, boolean forceRotations) { this(null, rotation, forceRotations); } public MovementTarget(Vec3d position, Rotation rotation, boolean forceRotations) { this.position = position; this.rotation = rotation; this.forceRotations = forceRotations; } public final Optional getPosition() { return Optional.ofNullable(this.position); } public final Optional getRotation() { return Optional.ofNullable(this.rotation); } public boolean hasToForceRotations() { return this.forceRotations; } } }