baritone/src/main/java/baritone/pathing/path/PathExecutor.java

639 lines
28 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.pathing.path;
import baritone.Baritone;
import baritone.api.pathing.calc.IPath;
import baritone.api.pathing.movement.ActionCosts;
import baritone.api.pathing.movement.IMovement;
import baritone.api.pathing.movement.MovementStatus;
import baritone.api.pathing.path.IPathExecutor;
import baritone.api.utils.*;
import baritone.api.utils.input.Input;
import baritone.behavior.PathingBehavior;
import baritone.pathing.calc.AbstractNodeCostSearch;
import baritone.pathing.movement.CalculationContext;
import baritone.pathing.movement.Movement;
import baritone.pathing.movement.MovementHelper;
import baritone.pathing.movement.movements.*;
import baritone.utils.BlockStateInterface;
import net.minecraft.block.BlockLiquid;
import net.minecraft.util.Tuple;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.math.Vec3i;
import java.util.*;
import static baritone.api.pathing.movement.MovementStatus.*;
/**
* Behavior to execute a precomputed path
*
* @author leijurv
*/
public class PathExecutor implements IPathExecutor, Helper {
private static final double MAX_MAX_DIST_FROM_PATH = 3;
private static final double MAX_DIST_FROM_PATH = 2;
/**
* Default value is equal to 10 seconds. It's find to decrease it, but it must be at least 5.5s (110 ticks).
* For more information, see issue #102.
*
* @see <a href="https://github.com/cabaletta/baritone/issues/102">Issue #102</a>
* @see <a href="https://i.imgur.com/5s5GLnI.png">Anime</a>
*/
private static final double MAX_TICKS_AWAY = 200;
private final IPath path;
private int pathPosition;
private int ticksAway;
private int ticksOnCurrent;
private Double currentMovementOriginalCostEstimate;
private Integer costEstimateIndex;
private boolean failed;
private boolean recalcBP = true;
private HashSet<BlockPos> toBreak = new HashSet<>();
private HashSet<BlockPos> toPlace = new HashSet<>();
private HashSet<BlockPos> toWalkInto = new HashSet<>();
private PathingBehavior behavior;
private IPlayerContext ctx;
private boolean sprintNextTick;
public PathExecutor(PathingBehavior behavior, IPath path) {
this.behavior = behavior;
this.ctx = behavior.ctx;
this.path = path;
this.pathPosition = 0;
}
/**
* Tick this executor
*
* @return True if a movement just finished (and the player is therefore in a "stable" state, like,
* not sneaking out over lava), false otherwise
*/
public boolean onTick() {
if (pathPosition == path.length() - 1) {
pathPosition++;
}
if (pathPosition >= path.length()) {
return true; // stop bugging me, I'm done
}
Movement movement = (Movement) path.movements().get(pathPosition);
BetterBlockPos whereAmI = ctx.playerFeet();
if (!movement.getValidPositions().contains(whereAmI)) {
for (int i = 0; i < pathPosition && i < path.length(); i++) {//this happens for example when you lag out and get teleported back a couple blocks
if (((Movement) path.movements().get(i)).getValidPositions().contains(whereAmI)) {
int previousPos = pathPosition;
pathPosition = i;
for (int j = pathPosition; j <= previousPos; j++) {
path.movements().get(j).reset();
}
onChangeInPathPosition();
onTick();
return false;
}
}
for (int i = pathPosition + 3; i < path.length() - 1; i++) { //dont check pathPosition+1. the movement tells us when it's done (e.g. sneak placing)
// also don't check pathPosition+2 because reasons
if (((Movement) path.movements().get(i)).getValidPositions().contains(whereAmI)) {
if (i - pathPosition > 2) {
logDebug("Skipping forward " + (i - pathPosition) + " steps, to " + i);
}
//System.out.println("Double skip sundae");
pathPosition = i - 1;
onChangeInPathPosition();
onTick();
return false;
}
}
}
Tuple<Double, BlockPos> status = closestPathPos(path);
if (possiblyOffPath(status, MAX_DIST_FROM_PATH)) {
ticksAway++;
System.out.println("FAR AWAY FROM PATH FOR " + ticksAway + " TICKS. Current distance: " + status.getFirst() + ". Threshold: " + MAX_DIST_FROM_PATH);
if (ticksAway > MAX_TICKS_AWAY) {
logDebug("Too far away from path for too long, cancelling path");
cancel();
return false;
}
} else {
ticksAway = 0;
}
if (possiblyOffPath(status, MAX_MAX_DIST_FROM_PATH)) { // ok, stop right away, we're way too far.
logDebug("too far from path");
cancel();
return false;
}
//long start = System.nanoTime() / 1000000L;
BlockStateInterface bsi = new BlockStateInterface(ctx);
for (int i = pathPosition - 10; i < pathPosition + 10; i++) {
if (i < 0 || i >= path.movements().size()) {
continue;
}
Movement m = (Movement) path.movements().get(i);
List<BlockPos> prevBreak = m.toBreak(bsi);
List<BlockPos> prevPlace = m.toPlace(bsi);
List<BlockPos> prevWalkInto = m.toWalkInto(bsi);
m.resetBlockCache();
if (!prevBreak.equals(m.toBreak(bsi))) {
recalcBP = true;
}
if (!prevPlace.equals(m.toPlace(bsi))) {
recalcBP = true;
}
if (!prevWalkInto.equals(m.toWalkInto(bsi))) {
recalcBP = true;
}
}
if (recalcBP) {
HashSet<BlockPos> newBreak = new HashSet<>();
HashSet<BlockPos> newPlace = new HashSet<>();
HashSet<BlockPos> newWalkInto = new HashSet<>();
for (int i = pathPosition; i < path.movements().size(); i++) {
Movement m = (Movement) path.movements().get(i);
newBreak.addAll(m.toBreak(bsi));
newPlace.addAll(m.toPlace(bsi));
newWalkInto.addAll(m.toWalkInto(bsi));
}
toBreak = newBreak;
toPlace = newPlace;
toWalkInto = newWalkInto;
recalcBP = false;
}
/*long end = System.nanoTime() / 1000000L;
if (end - start > 0) {
System.out.println("Recalculating break and place took " + (end - start) + "ms");
}*/
if (pathPosition < path.movements().size() - 1) {
IMovement next = path.movements().get(pathPosition + 1);
if (!behavior.baritone.bsi.worldContainsLoadedChunk(next.getDest().x, next.getDest().z)) {
logDebug("Pausing since destination is at edge of loaded chunks");
clearKeys();
return true;
}
}
boolean canCancel = movement.safeToCancel();
if (costEstimateIndex == null || costEstimateIndex != pathPosition) {
costEstimateIndex = pathPosition;
// do this only once, when the movement starts, and deliberately get the cost as cached when this path was calculated, not the cost as it is right now
currentMovementOriginalCostEstimate = movement.getCost();
for (int i = 1; i < Baritone.settings().costVerificationLookahead.value && pathPosition + i < path.length() - 1; i++) {
if (((Movement) path.movements().get(pathPosition + i)).calculateCost(behavior.secretInternalGetCalculationContext()) >= ActionCosts.COST_INF && canCancel) {
logDebug("Something has changed in the world and a future movement has become impossible. Cancelling.");
cancel();
return true;
}
}
}
double currentCost = movement.recalculateCost(behavior.secretInternalGetCalculationContext());
if (currentCost >= ActionCosts.COST_INF && canCancel) {
logDebug("Something has changed in the world and this movement has become impossible. Cancelling.");
cancel();
return true;
}
if (!movement.calculatedWhileLoaded() && currentCost - currentMovementOriginalCostEstimate > Baritone.settings().maxCostIncrease.value && canCancel) {
// don't do this if the movement was calculated while loaded
// that means that this isn't a cache error, it's just part of the path interfering with a later part
logDebug("Original cost " + currentMovementOriginalCostEstimate + " current cost " + currentCost + ". Cancelling.");
cancel();
return true;
}
if (shouldPause()) {
logDebug("Pausing since current best path is a backtrack");
clearKeys();
return true;
}
MovementStatus movementStatus = movement.update();
if (movementStatus == UNREACHABLE || movementStatus == FAILED) {
logDebug("Movement returns status " + movementStatus);
cancel();
return true;
}
if (movementStatus == SUCCESS) {
//System.out.println("Movement done, next path");
pathPosition++;
onChangeInPathPosition();
onTick();
return true;
} else {
sprintNextTick = shouldSprintNextTick();
if (!sprintNextTick) {
ctx.player().setSprinting(false); // letting go of control doesn't make you stop sprinting actually
}
ticksOnCurrent++;
if (ticksOnCurrent > currentMovementOriginalCostEstimate + Baritone.settings().movementTimeoutTicks.value) {
// only cancel if the total time has exceeded the initial estimate
// as you break the blocks required, the remaining cost goes down, to the point where
// ticksOnCurrent is greater than recalculateCost + 100
// this is why we cache cost at the beginning, and don't recalculate for this comparison every tick
logDebug("This movement has taken too long (" + ticksOnCurrent + " ticks, expected " + currentMovementOriginalCostEstimate + "). Cancelling.");
cancel();
return true;
}
}
return canCancel; // movement is in progress, but if it reports cancellable, PathingBehavior is good to cut onto the next path
}
private Tuple<Double, BlockPos> closestPathPos(IPath path) {
double best = -1;
BlockPos bestPos = null;
for (IMovement movement : path.movements()) {
for (BlockPos pos : ((Movement) movement).getValidPositions()) {
double dist = VecUtils.entityDistanceToCenter(ctx.player(), pos);
if (dist < best || best == -1) {
best = dist;
bestPos = pos;
}
}
}
return new Tuple<>(best, bestPos);
}
private boolean shouldPause() {
Optional<AbstractNodeCostSearch> current = behavior.getInProgress();
if (!current.isPresent()) {
return false;
}
if (!ctx.player().onGround) {
return false;
}
if (!MovementHelper.canWalkOn(ctx, ctx.playerFeet().down())) {
// we're in some kind of sketchy situation, maybe parkouring
return false;
}
if (!MovementHelper.canWalkThrough(ctx, ctx.playerFeet()) || !MovementHelper.canWalkThrough(ctx, ctx.playerFeet().up())) {
// suffocating?
return false;
}
if (!path.movements().get(pathPosition).safeToCancel()) {
return false;
}
Optional<IPath> currentBest = current.get().bestPathSoFar();
if (!currentBest.isPresent()) {
return false;
}
List<BetterBlockPos> positions = currentBest.get().positions();
if (positions.size() < 3) {
return false; // not long enough yet to justify pausing, its far from certain we'll actually take this route
}
// the first block of the next path will always overlap
// no need to pause our very last movement when it would have otherwise cleanly exited with MovementStatus SUCCESS
positions = positions.subList(1, positions.size());
return positions.contains(ctx.playerFeet());
}
private boolean possiblyOffPath(Tuple<Double, BlockPos> status, double leniency) {
double distanceFromPath = status.getFirst();
if (distanceFromPath > leniency) {
// when we're midair in the middle of a fall, we're very far from both the beginning and the end, but we aren't actually off path
if (path.movements().get(pathPosition) instanceof MovementFall) {
BlockPos fallDest = path.positions().get(pathPosition + 1); // .get(pathPosition) is the block we fell off of
return VecUtils.entityFlatDistanceToCenter(ctx.player(), fallDest) >= leniency; // ignore Y by using flat distance
} else {
return true;
}
} else {
return false;
}
}
/**
* Regardless of current path position, snap to the current player feet if possible
*
* @return Whether or not it was possible to snap to the current player feet
*/
public boolean snipsnapifpossible() {
if (!ctx.player().onGround && !(ctx.world().getBlockState(ctx.playerFeet()).getBlock() instanceof BlockLiquid)) {
// if we're falling in the air, and not in water, don't splice
return false;
} else {
// we are either onGround or in liquid
if (ctx.player().motionY < -0.1) {
// if we are strictly moving downwards (not stationary)
// we could be falling through water, which could be unsafe to splice
return false; // so don't
}
}
int index = path.positions().indexOf(ctx.playerFeet());
if (index == -1) {
return false;
}
pathPosition = index; // jump directly to current position
clearKeys();
return true;
}
private boolean shouldSprintNextTick() {
boolean requested = behavior.baritone.getInputOverrideHandler().isInputForcedDown(Input.SPRINT);
// we'll take it from here, no need for minecraft to see we're holding down control and sprint for us
behavior.baritone.getInputOverrideHandler().setInputForceState(Input.SPRINT, false);
// first and foremost, if allowSprint is off, or if we don't have enough hunger, don't try and sprint
if (!new CalculationContext(behavior.baritone).canSprint) {
return false;
}
IMovement current = path.movements().get(pathPosition);
// traverse requests sprinting, so we need to do this check first
if (current instanceof MovementTraverse && pathPosition < path.length() - 3) {
IMovement next = path.movements().get(pathPosition + 1);
if (next instanceof MovementAscend && sprintableAscend(ctx, (MovementTraverse) current, (MovementAscend) next, path.movements().get(pathPosition + 2))) {
if (skipNow(ctx, current)) {
logDebug("Skipping traverse to straight ascend");
pathPosition++;
onChangeInPathPosition();
onTick();
behavior.baritone.getInputOverrideHandler().setInputForceState(Input.JUMP, true);
return true;
} else {
logDebug("Too far to the side to safely sprint ascend");
}
}
}
// if the movement requested sprinting, then we're done
if (requested) {
return true;
}
// however, descend and ascend don't request sprinting, because they don't know the context of what movement comes after it
if (current instanceof MovementDescend) {
if (((MovementDescend) current).safeMode() && !((MovementDescend) current).skipToAscend()) {
logDebug("Sprinting would be unsafe");
return false;
}
if (pathPosition < path.length() - 2) {
IMovement next = path.movements().get(pathPosition + 1);
if (next instanceof MovementAscend && current.getDirection().up().equals(next.getDirection().down())) {
// a descend then an ascend in the same direction
pathPosition++;
onChangeInPathPosition();
onTick();
// okay to skip clearKeys and / or onChangeInPathPosition here since this isn't possible to repeat, since it's asymmetric
logDebug("Skipping descend to straight ascend");
return true;
}
if (canSprintFromDescendInto(ctx, current, next)) {
if (ctx.playerFeet().equals(current.getDest())) {
pathPosition++;
onChangeInPathPosition();
onTick();
}
return true;
}
//logDebug("Turning off sprinting " + movement + " " + next + " " + movement.getDirection() + " " + next.getDirection().down() + " " + next.getDirection().down().equals(movement.getDirection()));
}
}
if (current instanceof MovementAscend && pathPosition != 0) {
IMovement prev = path.movements().get(pathPosition - 1);
if (prev instanceof MovementDescend && prev.getDirection().up().equals(current.getDirection().down())) {
BlockPos center = current.getSrc().up();
// playerFeet adds 0.1251 to account for soul sand
// farmland is 0.9375
// 0.07 is to account for farmland
if (ctx.player().posY >= center.getY() - 0.07) {
behavior.baritone.getInputOverrideHandler().setInputForceState(Input.JUMP, false);
return true;
}
}
if (pathPosition < path.length() - 2 && prev instanceof MovementTraverse && sprintableAscend(ctx, (MovementTraverse) prev, (MovementAscend) current, path.movements().get(pathPosition + 1))) {
return true;
}
}
if (current instanceof MovementFall) {
Tuple<Vec3d, BlockPos> data = overrideFall((MovementFall) current);
if (data != null) {
BetterBlockPos fallDest = new BetterBlockPos(data.getSecond());
if (!path.positions().contains(fallDest)) {
throw new IllegalStateException();
}
if (ctx.playerFeet().equals(fallDest)) {
pathPosition = path.positions().indexOf(fallDest);
onChangeInPathPosition();
onTick();
return true;
}
clearKeys();
behavior.baritone.getLookBehavior().updateTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), data.getFirst(), ctx.playerRotations()), false);
behavior.baritone.getInputOverrideHandler().setInputForceState(Input.MOVE_FORWARD, true);
return true;
}
}
return false;
}
private Tuple<Vec3d, BlockPos> overrideFall(MovementFall movement) {
Vec3i dir = movement.getDirection();
if (dir.getY() < -3) {
return null;
}
if (!movement.toBreakCached.isEmpty()) {
return null; // it's breaking
}
Vec3i flatDir = new Vec3i(dir.getX(), 0, dir.getZ());
int i;
outer:
for (i = pathPosition + 1; i < path.length() - 1 && i < pathPosition + 3; i++) {
IMovement next = path.movements().get(i);
if (!(next instanceof MovementTraverse)) {
break;
}
if (!flatDir.equals(next.getDirection())) {
break;
}
for (int y = next.getDest().y; y <= movement.getSrc().y + 1; y++) {
BlockPos chk = new BlockPos(next.getDest().x, y, next.getDest().z);
if (!MovementHelper.fullyPassable(ctx.world().getBlockState(chk))) {
break outer;
}
}
if (!MovementHelper.canWalkOn(ctx, next.getDest().down())) {
break;
}
}
i--;
if (i == pathPosition) {
return null; // no valid extension exists
}
double len = i - pathPosition - 0.4;
return new Tuple<>(
new Vec3d(flatDir.getX() * len + movement.getDest().x + 0.5, movement.getDest().y, flatDir.getZ() * len + movement.getDest().z + 0.5),
movement.getDest().add(flatDir.getX() * (i - pathPosition), 0, flatDir.getZ() * (i - pathPosition)));
}
private static boolean skipNow(IPlayerContext ctx, IMovement current) {
double offTarget = Math.abs(current.getDirection().getX() * (current.getSrc().z + 0.5D - ctx.player().posZ)) + Math.abs(current.getDirection().getZ() * (current.getSrc().x + 0.5D - ctx.player().posX));
if (offTarget > 0.1) {
return false;
}
// we are centered
BlockPos headBonk = current.getSrc().subtract(current.getDirection()).up(2);
if (MovementHelper.fullyPassable(ctx.world().getBlockState(headBonk))) {
return true;
}
// wait 0.3
double flatDist = Math.abs(current.getDirection().getX() * (headBonk.getX() + 0.5D - ctx.player().posX)) + Math.abs(current.getDirection().getZ() * (headBonk.getZ() + 0.5 - ctx.player().posZ));
return flatDist > 0.8;
}
private static boolean sprintableAscend(IPlayerContext ctx, MovementTraverse current, MovementAscend next, IMovement nextnext) {
if (!Baritone.settings().sprintAscends.value) {
return false;
}
if (!current.getDirection().equals(next.getDirection().down())) {
return false;
}
if (nextnext.getDirection().getX() != next.getDirection().getX() || nextnext.getDirection().getZ() != next.getDirection().getZ()) {
return false;
}
if (!MovementHelper.canWalkOn(ctx, current.getDest().down())) {
return false;
}
if (!MovementHelper.canWalkOn(ctx, next.getDest().down())) {
return false;
}
if (!next.toBreakCached.isEmpty()) {
return false; // it's breaking
}
for (int x = 0; x < 2; x++) {
for (int y = 0; y < 3; y++) {
BlockPos chk = current.getSrc().up(y);
if (x == 1) {
chk = chk.add(current.getDirection());
}
if (!MovementHelper.fullyPassable(ctx.world().getBlockState(chk))) {
return false;
}
}
}
if (MovementHelper.avoidWalkingInto(ctx.world().getBlockState(current.getSrc().up(3)).getBlock())) {
return false;
}
return !MovementHelper.avoidWalkingInto(ctx.world().getBlockState(next.getDest().up(2)).getBlock()); // codacy smh my head
}
private static boolean canSprintFromDescendInto(IPlayerContext ctx, IMovement current, IMovement next) {
if (next instanceof MovementDescend && next.getDirection().equals(current.getDirection())) {
return true;
}
if (!MovementHelper.canWalkOn(ctx, current.getDest().add(current.getDirection()))) {
return false;
}
if (next instanceof MovementTraverse && next.getDirection().down().equals(current.getDirection())) {
return true;
}
return next instanceof MovementDiagonal && Baritone.settings().allowOvershootDiagonalDescend.value;
}
private void onChangeInPathPosition() {
clearKeys();
ticksOnCurrent = 0;
}
private void clearKeys() {
// i'm just sick and tired of this snippet being everywhere lol
behavior.baritone.getInputOverrideHandler().clearAllKeys();
}
private void cancel() {
clearKeys();
behavior.baritone.getInputOverrideHandler().getBlockBreakHelper().stopBreakingBlock();
pathPosition = path.length() + 3;
failed = true;
}
@Override
public int getPosition() {
return pathPosition;
}
public PathExecutor trySplice(PathExecutor next) {
if (next == null) {
return cutIfTooLong();
}
return SplicedPath.trySplice(path, next.path, false).map(path -> {
if (!path.getDest().equals(next.getPath().getDest())) {
throw new IllegalStateException();
}
PathExecutor ret = new PathExecutor(behavior, path);
ret.pathPosition = pathPosition;
ret.currentMovementOriginalCostEstimate = currentMovementOriginalCostEstimate;
ret.costEstimateIndex = costEstimateIndex;
ret.ticksOnCurrent = ticksOnCurrent;
return ret;
}).orElseGet(this::cutIfTooLong); // dont actually call cutIfTooLong every tick if we won't actually use it, use a method reference
}
private PathExecutor cutIfTooLong() {
if (pathPosition > Baritone.settings().maxPathHistoryLength.value) {
int cutoffAmt = Baritone.settings().pathHistoryCutoffAmount.value;
CutoffPath newPath = new CutoffPath(path, cutoffAmt, path.length() - 1);
if (!newPath.getDest().equals(path.getDest())) {
throw new IllegalStateException();
}
logDebug("Discarding earliest segment movements, length cut from " + path.length() + " to " + newPath.length());
PathExecutor ret = new PathExecutor(behavior, newPath);
ret.pathPosition = pathPosition - cutoffAmt;
ret.currentMovementOriginalCostEstimate = currentMovementOriginalCostEstimate;
if (costEstimateIndex != null) {
ret.costEstimateIndex = costEstimateIndex - cutoffAmt;
}
ret.ticksOnCurrent = ticksOnCurrent;
return ret;
}
return this;
}
@Override
public IPath getPath() {
return path;
}
public boolean failed() {
return failed;
}
public boolean finished() {
return pathPosition >= path.length();
}
public Set<BlockPos> toBreak() {
return Collections.unmodifiableSet(toBreak);
}
public Set<BlockPos> toPlace() {
return Collections.unmodifiableSet(toPlace);
}
public Set<BlockPos> toWalkInto() {
return Collections.unmodifiableSet(toWalkInto);
}
public boolean isSprinting() {
return sprintNextTick;
}
}