baritone/src/api/java/baritone/api/pathing/movement/ActionCosts.java

99 lines
3.9 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.api.pathing.movement;
public interface ActionCosts {
/**
* These costs are measured roughly in ticks btw
*/
double WALK_ONE_BLOCK_COST = 20 / 4.317; // 4.633
double WALK_ONE_IN_WATER_COST = 20 / 2.2; // 9.091
double WALK_ONE_OVER_SOUL_SAND_COST = WALK_ONE_BLOCK_COST * 2; // 0.4 in BlockSoulSand but effectively about half
double LADDER_UP_ONE_COST = 20 / 2.35; // 8.511
double LADDER_DOWN_ONE_COST = 20 / 3.0; // 6.667
double SNEAK_ONE_BLOCK_COST = 20 / 1.3; // 15.385
double SPRINT_ONE_BLOCK_COST = 20 / 5.612; // 3.564
double SPRINT_MULTIPLIER = SPRINT_ONE_BLOCK_COST / WALK_ONE_BLOCK_COST; // 0.769
/**
* To walk off an edge you need to walk 0.5 to the edge then 0.3 to start falling off
*/
double WALK_OFF_BLOCK_COST = WALK_ONE_BLOCK_COST * 0.8; // 3.706
/**
* To walk the rest of the way to be centered on the new block
*/
double CENTER_AFTER_FALL_COST = WALK_ONE_BLOCK_COST - WALK_OFF_BLOCK_COST; // 0.927
/**
* don't make this Double.MAX_VALUE because it's added to other things, maybe other COST_INFs,
* and that would make it overflow to negative
*/
double COST_INF = 1000000;
double[] FALL_N_BLOCKS_COST = generateFallNBlocksCost();
double FALL_1_25_BLOCKS_COST = distanceToTicks(1.25);
double FALL_0_25_BLOCKS_COST = distanceToTicks(0.25);
/**
* When you hit space, you get enough upward velocity to go 1.25 blocks
* Then, you fall the remaining 0.25 to get on the surface, on block higher.
* Since parabolas are symmetric, the amount of time it takes to ascend up from 1 to 1.25
* will be the same amount of time that it takes to fall back down from 1.25 to 1.
* And the same applies to the overall shape, if it takes X ticks to fall back down 1.25 blocks,
* it will take X ticks to reach the peak of your 1.25 block leap.
* Therefore, the part of your jump from y=0 to y=1.25 takes distanceToTicks(1.25) ticks,
* and the sub-part from y=1 to y=1.25 takes distanceToTicks(0.25) ticks.
* Therefore, the other sub-part, from y=0 to y-1, takes distanceToTicks(1.25)-distanceToTicks(0.25) ticks.
* That's why JUMP_ONE_BLOCK_COST = FALL_1_25_BLOCKS_COST - FALL_0_25_BLOCKS_COST
*/
double JUMP_ONE_BLOCK_COST = FALL_1_25_BLOCKS_COST - FALL_0_25_BLOCKS_COST;
static double[] generateFallNBlocksCost() {
double[] costs = new double[4097];
for (int i = 0; i < 4097; i++) {
costs[i] = distanceToTicks(i);
}
return costs;
}
static double velocity(int ticks) {
return (Math.pow(0.98, ticks) - 1) * -3.92;
}
static double oldFormula(double ticks) {
return -3.92 * (99 - 49.5 * (Math.pow(0.98, ticks) + 1) - ticks);
}
static double distanceToTicks(double distance) {
if (distance == 0) {
return 0; // Avoid 0/0 NaN
}
double tmpDistance = distance;
int tickCount = 0;
while (true) {
double fallDistance = velocity(tickCount);
if (tmpDistance <= fallDistance) {
return tickCount + tmpDistance / fallDistance;
}
tmpDistance -= fallDistance;
tickCount++;
}
}
}