baritone/src/main/java/baritone/Elytra.java

538 lines
24 KiB
Java

/*
* 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 <https://www.gnu.org/licenses/>.
*/
package baritone;
import baritone.api.event.events.TickEvent;
import baritone.api.utils.BetterBlockPos;
import baritone.api.utils.Helper;
import baritone.api.utils.Rotation;
import baritone.api.utils.RotationUtils;
import baritone.behavior.Behavior;
import baritone.utils.BlockStateInterface;
import com.mojang.realmsclient.util.Pair;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.item.EntityFireworkRocket;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import java.io.DataInputStream;
import java.io.File;
import java.io.FileInputStream;
import java.util.*;
public class Elytra extends Behavior implements Helper {
public static List<BetterBlockPos> path = new ArrayList<>();
static {
try {
DataInputStream in = new DataInputStream(new FileInputStream(new File("/Users/leijurv/Dropbox/nether-pathfinder/build/test")));
int count = in.readInt();
System.out.println("Count: " + count);
for (int i = 0; i < count; i++) {
path.add(new BetterBlockPos((int) in.readDouble(), (int) in.readDouble(), (int) in.readDouble()));
}
removeBacktracks();
} catch (Exception e) {
throw new RuntimeException(e);
}
}
public int playerNear;
public int goingTo;
public int sinceFirework;
public BlockPos goal;
private void pathfindAroundObstacles() {
outer:
while (true) {
int rangeStartIncl = playerNear;
int rangeEndExcl = playerNear;
while (rangeEndExcl < path.size() && ctx.world().isBlockLoaded(path.get(rangeEndExcl), false)) {
rangeEndExcl++;
}
if (rangeStartIncl >= rangeEndExcl) {
// not loaded yet?
return;
}
if (!passable(ctx.world().getBlockState(path.get(rangeStartIncl)))) {
// we're in a wall
return; // previous iterations of this function SHOULD have fixed this by now :rage_cat:
}
for (int i = rangeStartIncl; i < rangeEndExcl - 1; i++) {
if (!clearView(pathAt(i), pathAt(i + 1))) {
// obstacle. where do we return to pathing?
// find the next valid segment
for (int j = i + 1; j < rangeEndExcl - 1; j++) {
if (clearView(pathAt(j), pathAt(j + 1))) {
// found it
// path from i to j
List<BetterBlockPos> newPath = simplePathfind(path.get(i), path.get(j));
if (newPath == null) {
logDirect("no path");
return;
}
path.subList(i + 1, j).clear();
for (int k = newPath.size() - 1; k >= 0; k--) {
path.add(i + 1, newPath.get(k));
}
logDirect("replaced path starting at " + path.get(i));
removeBacktracks();
break outer; // eventually "continue outer"
}
}
}
}
break;
}
}
private int manhattanDist(BlockPos start, BlockPos dest) {
return Math.abs(start.getX() - dest.getX()) + Math.abs(start.getY() - dest.getY()) + Math.abs(start.getZ() - dest.getZ());
}
private class SearchNode {
BetterBlockPos pos;
int dist;
int heuristic;
SearchNode prev;
boolean canceled;
public SearchNode(BetterBlockPos pos, int dist, int heuristic, SearchNode prev) {
this.pos = pos;
this.dist = dist;
this.heuristic = heuristic;
this.prev = prev;
}
}
private List<BetterBlockPos> simplePathfind(BetterBlockPos start, BetterBlockPos dest) {
Map<BetterBlockPos, SearchNode> map = new HashMap<>();
PriorityQueue<SearchNode> queue = new PriorityQueue<>(Comparator.comparingInt(node -> node.dist + node.heuristic));
SearchNode origin = new SearchNode(start, 0, manhattanDist(start, dest) * 10, null);
map.put(start, origin);
queue.add(origin);
int count = 0;
while (!queue.isEmpty()) {
if (count++ > 10000) {
logDirect("oopsie");
return null;
}
SearchNode node = queue.poll();
if (node.canceled) {
continue;
}
if (node.pos.equals(dest)) {
List<BetterBlockPos> path = new ArrayList<>();
while (node != null) {
path.add(node.pos);
node = node.prev;
}
Collections.reverse(path);
return simplify(path);
}
BetterBlockPos[] adjs = new BetterBlockPos[]{node.pos.up(), node.pos.down(), node.pos.north(), node.pos.south(), node.pos.east(), node.pos.west()};
boolean nearAWall = false;
for (BetterBlockPos adj : adjs) {
if (!passable(ctx.world().getBlockState(adj))) {
nearAWall = true;
break;
}
}
for (BetterBlockPos adj : adjs) {
if (!passable(ctx.world().getBlockState(adj))) {
continue;
}
int cost = node.dist + (nearAWall ? 11 : 10);
if (map.containsKey(adj)) {
if (map.get(adj).dist <= cost) {
continue;
}
map.get(adj).canceled = true;
}
map.put(adj, new SearchNode(adj, cost, manhattanDist(adj, dest) * 10, node));
queue.add(map.get(adj));
}
}
return null;
}
private List<BetterBlockPos> simplify(List<BetterBlockPos> path) {
List<BetterBlockPos> simplified = new ArrayList<>(path);
for (int i = 0; i < simplified.size() - 2; i++) {
BlockPos dir = simplified.get(i + 1).subtract(simplified.get(i));
while (i + 2 < simplified.size()) {
if (simplified.get(i + 2).subtract(simplified.get(i + 1)).equals(dir)) {
simplified.remove(i + 1);
} else {
break;
}
}
}
return simplified;
}
private Vec3d pathAt(int i) {
return new Vec3d(path.get(i).x + 0.5, path.get(i).y + 0.5, path.get(i).z + 0.5);
}
public List<Pair<Vec3d, Vec3d>> lines = new ArrayList<>();
protected Elytra(Baritone baritone) {
super(baritone);
}
@Override
public void onTick(TickEvent event) {
if (event.getType() == TickEvent.Type.OUT) {
return;
}
fixNearPlayer();
baritone.getInputOverrideHandler().clearAllKeys();
lines.clear();
pathfindAroundObstacles();
if (ctx.player().isElytraFlying()) {
if (ctx.player().collidedHorizontally) {
logDirect("hbonk");
}
if (ctx.player().collidedVertically) {
logDirect("vbonk");
}
Vec3d start = ctx.playerFeetAsVec();
boolean firework = firework();
sinceFirework++;
if (!firework
&& sinceFirework > 10
&& (Baritone.settings().wasteFireworks.value || ctx.player().posY < path.get(goingTo).y + 5) // don't firework if trying to descend
&& (ctx.player().posY < path.get(goingTo).y - 5 || ctx.playerFeetAsVec().distanceTo(new Vec3d(path.get(goingTo).x + 0.5, ctx.player().posY, path.get(goingTo).z + 0.5)) > 5) // UGH!!!!!!!
&& new Vec3d(ctx.player().motionX, ctx.player().posY < path.get(goingTo).y ? Math.max(0, ctx.player().motionY) : ctx.player().motionY, ctx.player().motionZ).length() < Baritone.settings().elytraFireworkSpeed.value // ignore y component if we are BOTH below where we want to be AND descending
) {
logDirect("firework");
ctx.playerController().processRightClick(ctx.player(), ctx.world(), EnumHand.MAIN_HAND);
sinceFirework = 0;
}
long t = System.currentTimeMillis();
for (int relaxation = 0; relaxation < 3; relaxation++) { // try for a strict solution first, then relax more and more (if we're in a corner or near some blocks, it will have to relax its constraints a bit)
int[] heights = firework ? new int[]{20, 10, 5, 0} : new int[]{0}; // attempt to gain height, if we can, so as not to waste the boost
boolean requireClear = relaxation == 0;
int steps = relaxation < 2 ? firework ? 5 : Baritone.settings().elytraSimulationTicks.value : 3;
int lookahead = relaxation == 0 ? 2 : 3; // ideally this would be expressed as a distance in blocks, rather than a number of voxel steps
//int minStep = Math.max(0, playerNear - relaxation);
int minStep = playerNear;
for (int i = Math.min(playerNear + 20, path.size() - 1); i >= minStep; i--) {
for (int dy : heights) {
Vec3d dest = pathAt(i).add(0, dy, 0);
if (dy != 0) {
if (i + lookahead >= path.size()) {
continue;
}
if (start.distanceTo(dest) < 40) {
if (!clearView(dest, pathAt(i + lookahead).add(0, dy, 0)) || !clearView(dest, pathAt(i + lookahead))) {
// aka: don't go upwards if doing so would prevent us from being able to see the next position **OR** the modified next position
continue;
}
} else {
// but if it's far away, allow gaining altitude if we could lose it again by the time we get there
if (!clearView(dest, pathAt(i))) {
continue;
}
}
}
if (requireClear ? isClear(start, dest) : clearView(start, dest)) {
Rotation rot = RotationUtils.calcRotationFromVec3d(start, dest, ctx.playerRotations());
long a = System.currentTimeMillis();
Float pitch = solvePitch(dest.subtract(start), steps, relaxation == 2);
if (pitch == null) {
baritone.getLookBehavior().updateTarget(new Rotation(rot.getYaw(), ctx.playerRotations().getPitch()), false);
continue;
}
long b = System.currentTimeMillis();
System.out.println("Solved pitch in " + (b - a) + " total time " + (b - t));
goingTo = i;
goal = path.get(i).add(0, dy, 0);
baritone.getLookBehavior().updateTarget(new Rotation(rot.getYaw(), pitch), false);
return;
}
}
}
}
logDirect("no pitch solution, probably gonna crash in a few ticks LOL!!!");
}
}
private boolean firework() {
return ctx.world().loadedEntityList.stream().anyMatch(x -> (x instanceof EntityFireworkRocket) && ((EntityFireworkRocket) x).isAttachedToEntity());
}
private boolean isClear(Vec3d start, Vec3d dest) {
Vec3d perpendicular = dest.subtract(start).crossProduct(new Vec3d(0, 1, 0)).normalize();
return clearView(start, dest)
&& clearView(start.add(0, 2, 0), dest.add(0, 2, 0))
&& clearView(start.add(0, -2, 0), dest.add(0, -2, 0))
&& clearView(start.add(perpendicular), dest.add(perpendicular))
&& clearView(start.subtract(perpendicular), dest.subtract(perpendicular));
}
private boolean clearView(Vec3d start, Vec3d dest) {
lines.add(Pair.of(start, dest));
RayTraceResult result = rayTraceBlocks(start, dest);
return result == null || result.typeOfHit == RayTraceResult.Type.MISS;
}
private Float solvePitch(Vec3d goalDirection, int steps, boolean desperate) {
// we are at a certain velocity, but we have a target velocity
// what pitch would get us closest to our target velocity?
// yaw is easy so we only care about pitch
goalDirection = goalDirection.normalize();
Rotation good = RotationUtils.calcRotationFromVec3d(new Vec3d(0, 0, 0), goalDirection, ctx.playerRotations()); // lazy lol
boolean firework = firework();
Float bestPitch = null;
double bestDot = Double.NEGATIVE_INFINITY;
Vec3d motion = new Vec3d(ctx.player().motionX, ctx.player().motionY, ctx.player().motionZ);
BlockStateInterface bsi = new BlockStateInterface(ctx);
float minPitch = desperate ? -90 : Math.max(good.getPitch() - Baritone.settings().elytraPitchRange.value, -89);
float maxPitch = desperate ? 90 : Math.min(good.getPitch() + Baritone.settings().elytraPitchRange.value, 89);
outer:
for (float pitch = minPitch; pitch <= maxPitch; pitch++) {
Vec3d stepped = motion;
Vec3d totalMotion = new Vec3d(0, 0, 0);
for (int i = 0; i < steps; i++) {
stepped = step(stepped, pitch, good.getYaw(), firework);
Vec3d actualPositionPrevTick = ctx.playerFeetAsVec().add(totalMotion);
totalMotion = totalMotion.add(stepped);
Vec3d actualPosition = ctx.playerFeetAsVec().add(totalMotion);
for (int x = MathHelper.floor(Math.min(actualPosition.x, actualPositionPrevTick.x) - 0.31); x <= Math.max(actualPosition.x, actualPositionPrevTick.x) + 0.31; x++) {
for (int y = MathHelper.floor(Math.min(actualPosition.y, actualPositionPrevTick.y) - 0.2); y <= Math.max(actualPosition.y, actualPositionPrevTick.y) + 0.8; y++) {
for (int z = MathHelper.floor(Math.min(actualPosition.z, actualPositionPrevTick.z) - 0.31); z <= Math.max(actualPosition.z, actualPositionPrevTick.z) + 0.31; z++) {
if (!passable(bsi.get0(x, y, z))) {
continue outer;
}
}
}
}
}
double directionalGoodness = goalDirection.dotProduct(totalMotion.normalize());
// tried to incorporate a "speedGoodness" but it kept making it do stupid stuff (aka always losing altitude)
double goodness = directionalGoodness;
if (goodness > bestDot) {
bestDot = goodness;
bestPitch = pitch;
}
}
return bestPitch;
}
private static boolean passable(IBlockState state) {
return state.getMaterial() == Material.AIR;
}
public static Vec3d step(Vec3d motion, float rotationPitch, float rotationYaw, boolean firework) {
double motionX = motion.x;
double motionY = motion.y;
double motionZ = motion.z;
float flatZ = MathHelper.cos(-rotationYaw * 0.017453292F - (float) Math.PI); // 0.174... is Math.PI / 180
float flatX = MathHelper.sin(-rotationYaw * 0.017453292F - (float) Math.PI);
float pitchBase = -MathHelper.cos(-rotationPitch * 0.017453292F);
float pitchHeight = MathHelper.sin(-rotationPitch * 0.017453292F);
Vec3d lookDirection = new Vec3d(flatX * pitchBase, pitchHeight, flatZ * pitchBase);
if (firework) {
motionX += lookDirection.x * 0.1 + (lookDirection.x * 1.5 - motionX) * 0.5;
motionY += lookDirection.y * 0.1 + (lookDirection.y * 1.5 - motionY) * 0.5;
motionZ += lookDirection.z * 0.1 + (lookDirection.z * 1.5 - motionZ) * 0.5;
}
float pitchRadians = rotationPitch * 0.017453292F;
double pitchBase2 = Math.sqrt(lookDirection.x * lookDirection.x + lookDirection.z * lookDirection.z);
double flatMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
double thisIsAlwaysOne = lookDirection.length();
float pitchBase3 = MathHelper.cos(pitchRadians);
//System.out.println("always the same lol " + -pitchBase + " " + pitchBase3);
//System.out.println("always the same lol " + Math.abs(pitchBase3) + " " + pitchBase2);
//System.out.println("always 1 lol " + thisIsAlwaysOne);
pitchBase3 = (float) ((double) pitchBase3 * (double) pitchBase3 * Math.min(1, thisIsAlwaysOne / 0.4));
motionY += -0.08 + (double) pitchBase3 * 0.06;
if (motionY < 0 && pitchBase2 > 0) {
double speedModifier = motionY * -0.1 * (double) pitchBase3;
motionY += speedModifier;
motionX += lookDirection.x * speedModifier / pitchBase2;
motionZ += lookDirection.z * speedModifier / pitchBase2;
}
if (pitchRadians < 0) { // if you are looking down (below level)
double anotherSpeedModifier = flatMotion * (double) (-MathHelper.sin(pitchRadians)) * 0.04;
motionY += anotherSpeedModifier * 3.2;
motionX -= lookDirection.x * anotherSpeedModifier / pitchBase2;
motionZ -= lookDirection.z * anotherSpeedModifier / pitchBase2;
}
if (pitchBase2 > 0) { // this is always true unless you are looking literally straight up (let's just say the bot will never do that)
motionX += (lookDirection.x / pitchBase2 * flatMotion - motionX) * 0.1;
motionZ += (lookDirection.z / pitchBase2 * flatMotion - motionZ) * 0.1;
}
motionX *= 0.99;
motionY *= 0.98;
motionZ *= 0.99;
//System.out.println(motionX + " " + motionY + " " + motionZ);
return new Vec3d(motionX, motionY, motionZ);
}
public void fixNearPlayer() {
BetterBlockPos pos = ctx.playerFeet();
for (int i = playerNear; i >= Math.max(playerNear - 1000, 0); i -= 10) {
if (path.get(i).distanceSq(pos) < path.get(playerNear).distanceSq(pos)) {
playerNear = i; // intentional: this changes the bound of the loop
}
}
for (int i = playerNear; i < Math.min(playerNear + 1000, path.size()); i += 10) {
if (path.get(i).distanceSq(pos) < path.get(playerNear).distanceSq(pos)) {
playerNear = i; // intentional: this changes the bound of the loop
}
}
for (int i = playerNear; i >= Math.max(playerNear - 50, 0); i--) {
if (path.get(i).distanceSq(pos) < path.get(playerNear).distanceSq(pos)) {
playerNear = i; // intentional: this changes the bound of the loop
}
}
for (int i = playerNear; i < Math.min(playerNear + 50, path.size()); i++) {
if (path.get(i).distanceSq(pos) < path.get(playerNear).distanceSq(pos)) {
playerNear = i; // intentional: this changes the bound of the loop
}
}
//System.out.println(playerNear);
}
public static void removeBacktracks() {
Map<BetterBlockPos, Integer> positionFirstSeen = new HashMap<>();
for (int i = 0; i < path.size(); i++) {
BetterBlockPos pos = path.get(i);
if (positionFirstSeen.containsKey(pos)) {
int j = positionFirstSeen.get(pos);
while (i > j) {
path.remove(i);
i--;
}
} else {
positionFirstSeen.put(pos, i);
}
}
}
public RayTraceResult rayTraceBlocks(Vec3d start, Vec3d end) {
int x1 = MathHelper.floor(end.x);
int y1 = MathHelper.floor(end.y);
int z1 = MathHelper.floor(end.z);
int x2 = MathHelper.floor(start.x);
int y2 = MathHelper.floor(start.y);
int z2 = MathHelper.floor(start.z);
BlockPos blockpos = new BlockPos(x2, y2, z2);
IBlockState iblockstate = ctx.world().getBlockState(blockpos);
if (!passable(iblockstate)) {
return Blocks.DIRT.getDefaultState().collisionRayTrace(ctx.world(), blockpos, start, end);
}
int steps = 200;
while (steps-- >= 0) {
if (Double.isNaN(start.x) || Double.isNaN(start.y) || Double.isNaN(start.z)) {
return null;
}
if (x2 == x1 && y2 == y1 && z2 == z1) {
return null;
}
boolean hitX = true;
boolean hitY = true;
boolean hitZ = true;
double nextX = 999.0D;
double nextY = 999.0D;
double nextZ = 999.0D;
if (x1 > x2) {
nextX = (double) x2 + 1.0D;
} else if (x1 < x2) {
nextX = (double) x2 + 0.0D;
} else {
hitX = false;
}
if (y1 > y2) {
nextY = (double) y2 + 1.0D;
} else if (y1 < y2) {
nextY = (double) y2 + 0.0D;
} else {
hitY = false;
}
if (z1 > z2) {
nextZ = (double) z2 + 1.0D;
} else if (z1 < z2) {
nextZ = (double) z2 + 0.0D;
} else {
hitZ = false;
}
double stepX = 999.0D;
double stepY = 999.0D;
double stepZ = 999.0D;
double dirX = end.x - start.x;
double dirY = end.y - start.y;
double dirZ = end.z - start.z;
if (hitX) {
stepX = (nextX - start.x) / dirX;
}
if (hitY) {
stepY = (nextY - start.y) / dirY;
}
if (hitZ) {
stepZ = (nextZ - start.z) / dirZ;
}
if (stepX == -0.0D) {
stepX = -1.0E-4D;
}
if (stepY == -0.0D) {
stepY = -1.0E-4D;
}
if (stepZ == -0.0D) {
stepZ = -1.0E-4D;
}
EnumFacing dir;
if (stepX < stepY && stepX < stepZ) {
dir = x1 > x2 ? EnumFacing.WEST : EnumFacing.EAST;
start = new Vec3d(nextX, start.y + dirY * stepX, start.z + dirZ * stepX);
} else if (stepY < stepZ) {
dir = y1 > y2 ? EnumFacing.DOWN : EnumFacing.UP;
start = new Vec3d(start.x + dirX * stepY, nextY, start.z + dirZ * stepY);
} else {
dir = z1 > z2 ? EnumFacing.NORTH : EnumFacing.SOUTH;
start = new Vec3d(start.x + dirX * stepZ, start.y + dirY * stepZ, nextZ);
}
x2 = MathHelper.floor(start.x) - (dir == EnumFacing.EAST ? 1 : 0);
y2 = MathHelper.floor(start.y) - (dir == EnumFacing.UP ? 1 : 0);
z2 = MathHelper.floor(start.z) - (dir == EnumFacing.SOUTH ? 1 : 0);
blockpos = new BlockPos(x2, y2, z2);
IBlockState iblockstate1 = ctx.world().getBlockState(blockpos);
if (!passable(iblockstate1)) {
return Blocks.DIRT.getDefaultState().collisionRayTrace(ctx.world(), blockpos, start, end);
}
}
return null;
}
}