mirror of https://github.com/cabaletta/baritone
148 lines
5.4 KiB
Java
148 lines
5.4 KiB
Java
package baritone.bot.pathing.movement;
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import baritone.bot.behavior.impl.LookBehaviorUtils;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Helper;
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import baritone.bot.utils.ToolSet;
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import net.minecraft.block.*;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.Minecraft;
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import net.minecraft.entity.Entity;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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import java.util.Optional;
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/**
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* Static helpers for cost calculation
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*
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* @author leijurv
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*/
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public interface MovementHelper extends ActionCosts, Helper {
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static boolean avoidBreaking(BlockPos pos) {
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Block b = BlockStateInterface.getBlock(pos);
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Block below = BlockStateInterface.get(new BlockPos(pos.getX(), pos.getY() - 1, pos.getZ())).getBlock();
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return Blocks.ICE.equals(b) // ice becomes water, and water can mess up the path
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|| b instanceof BlockSilverfish
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|| BlockStateInterface.isLiquid(new BlockPos(pos.getX(), pos.getY() + 1, pos.getZ()))//don't break anything touching liquid on any side
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|| BlockStateInterface.isLiquid(new BlockPos(pos.getX() + 1, pos.getY(), pos.getZ()))
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|| BlockStateInterface.isLiquid(new BlockPos(pos.getX() - 1, pos.getY(), pos.getZ()))
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|| BlockStateInterface.isLiquid(new BlockPos(pos.getX(), pos.getY(), pos.getZ() + 1))
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|| BlockStateInterface.isLiquid(new BlockPos(pos.getX(), pos.getY(), pos.getZ() - 1))
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|| (!(b instanceof BlockLilyPad && BlockStateInterface.isWater(below)) && BlockStateInterface.isLiquid(below));//if it's a lilypad above water, it's ok to break, otherwise don't break if its liquid
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}
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/**
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* Can I walk through this block? e.g. air, saplings, torches, etc
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*
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* @param pos
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* @return
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*/
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static boolean canWalkThrough(BlockPos pos, IBlockState state) {
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Block block = state.getBlock();
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if (block instanceof BlockLilyPad
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|| block instanceof BlockFire
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|| block instanceof BlockTripWire) {//you can't actually walk through a lilypad from the side, and you shouldn't walk through fire
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return false;
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}
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if (BlockStateInterface.isFlowing(state) || BlockStateInterface.isLiquid(pos.up())) {
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return false; // Don't walk through flowing liquids
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}
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return block.isPassable(mc.world, pos);
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}
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static boolean avoidWalkingInto(Block block) {
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return BlockStateInterface.isLava(block)
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|| block instanceof BlockCactus
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|| block instanceof BlockFire
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|| block instanceof BlockEndPortal
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|| block instanceof BlockWeb;
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}
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/**
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* Can I walk on this block without anything weird happening like me falling
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* through? Includes water because we know that we automatically jump on
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* lava
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*
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* @return
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*/
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static boolean canWalkOn(BlockPos pos, IBlockState state) {
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Block block = state.getBlock();
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if (block instanceof BlockLadder || block instanceof BlockVine) {
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return true;
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}
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if (block instanceof BlockAir) {
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return false;
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}
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if (BlockStateInterface.isWater(block)) {
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return BlockStateInterface.isWater(pos.up()); // You can only walk on water if there is water above it
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}
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return state.isBlockNormalCube() && !BlockStateInterface.isLava(block);
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}
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static boolean canFall(BlockPos pos) {
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return BlockStateInterface.get(pos).getBlock() instanceof BlockFalling;
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}
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static double getMiningDurationTicks(ToolSet ts, IBlockState block, BlockPos position) {
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if (!block.equals(Blocks.AIR) && !canWalkThrough(position, block)) {
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if (avoidBreaking(position)) {
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return COST_INF;
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}
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//if (!Baritone.allowBreakOrPlace) {
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// return COST_INF;
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//}
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double m = Blocks.CRAFTING_TABLE.equals(block) ? 10 : 1;
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return m / ts.getStrVsBlock(block, position) + BREAK_ONE_BLOCK_ADD;
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}
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return 0;
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}
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/**
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* The entity the player is currently looking at
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*
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* @return the entity object
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*/
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static Optional<Entity> whatEntityAmILookingAt() {
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if (mc.objectMouseOver != null && mc.objectMouseOver.typeOfHit == RayTraceResult.Type.ENTITY) {
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return Optional.of(mc.objectMouseOver.entityHit);
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}
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return Optional.empty();
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}
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/**
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* AutoTool
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*/
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static void switchToBestTool() {
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LookBehaviorUtils.getSelectedBlock().ifPresent(pos -> {
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IBlockState state = BlockStateInterface.get(pos);
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if (state.getBlock().equals(Blocks.AIR)) {
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return;
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}
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switchToBestToolFor(state);
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});
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}
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/**
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* AutoTool for a specific block
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*
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* @param b the blockstate to mine
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*/
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static void switchToBestToolFor(IBlockState b) {
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switchToBestToolFor(b, new ToolSet());
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}
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/**
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* AutoTool for a specific block with precomputed ToolSet data
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*
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* @param b the blockstate to mine
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* @param ts previously calculated ToolSet
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*/
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static void switchToBestToolFor(IBlockState b, ToolSet ts) {
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mc.player.inventory.currentItem = ts.getBestSlot(b);
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}
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}
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