baritone/src/main/java/baritone/pathing/movement/MovementHelper.java

454 lines
18 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.movement;
import baritone.Baritone;
import baritone.behavior.LookBehaviorUtils;
import baritone.pathing.movement.MovementState.MovementTarget;
import baritone.pathing.movement.movements.MovementDescend;
import baritone.pathing.movement.movements.MovementFall;
import baritone.utils.*;
import baritone.utils.pathing.BetterBlockPos;
import net.minecraft.block.*;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.entity.Entity;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.NonNullList;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.chunk.EmptyChunk;
import java.util.Optional;
/**
* Static helpers for cost calculation
*
* @author leijurv
*/
public interface MovementHelper extends ActionCosts, Helper {
static boolean avoidBreaking(BlockPos pos, IBlockState state) {
Block b = state.getBlock();
int x = pos.getX();
int y = pos.getY();
int z = pos.getZ();
return b == Blocks.ICE // ice becomes water, and water can mess up the path
|| b instanceof BlockSilverfish // obvious reasons
// call BlockStateInterface.get directly with x,y,z. no need to make 5 new BlockPos for no reason
|| BlockStateInterface.get(x, y + 1, z).getBlock() instanceof BlockLiquid//don't break anything touching liquid on any side
|| BlockStateInterface.get(x + 1, y, z).getBlock() instanceof BlockLiquid
|| BlockStateInterface.get(x - 1, y, z).getBlock() instanceof BlockLiquid
|| BlockStateInterface.get(x, y, z + 1).getBlock() instanceof BlockLiquid
|| BlockStateInterface.get(x, y, z - 1).getBlock() instanceof BlockLiquid;
}
/**
* Can I walk through this block? e.g. air, saplings, torches, etc
*
* @param pos
* @return
*/
static boolean canWalkThrough(BlockPos pos) {
return canWalkThrough(pos, BlockStateInterface.get(pos));
}
static boolean canWalkThrough(BlockPos pos, IBlockState state) {
Block block = state.getBlock();
if (block == Blocks.AIR) {
return true;
}
if (block == Blocks.FIRE || block == Blocks.TRIPWIRE || block == Blocks.WEB || block == Blocks.END_PORTAL) {
return false;
}
if (block instanceof BlockDoor || block instanceof BlockFenceGate) {
if (block == Blocks.IRON_DOOR) {
return false;
}
return true; // we can just open the door
}
if (block instanceof BlockSnow || block instanceof BlockTrapDoor) {
// we've already checked doors
// so the only remaining dynamic isPassables are snow, fence gate, and trapdoor
// if they're cached as a top block, we don't know their metadata
// default to true (mostly because it would otherwise make long distance pathing through snowy biomes impossible)
if (mc.world.getChunk(pos) instanceof EmptyChunk) {
return true;
}
}
if (BlockStateInterface.isFlowing(state)) {
return false; // Don't walk through flowing liquids
}
if (block instanceof BlockLiquid) {
if (Baritone.settings().assumeWalkOnWater.get()) {
return false;
}
IBlockState up = BlockStateInterface.get(pos.up());
if (up.getBlock() instanceof BlockLiquid || up.getBlock() instanceof BlockLilyPad) {
return false;
}
}
return block.isPassable(mc.world, pos);
}
/**
* canWalkThrough but also won't impede movement at all. so not including doors or fence gates (we'd have to right click),
* not including water, and not including ladders or vines or cobwebs (they slow us down)
*
* @return
*/
static boolean fullyPassable(BlockPos pos) {
return fullyPassable(pos, BlockStateInterface.get(pos));
}
static boolean fullyPassable(BlockPos pos, IBlockState state) {
Block block = state.getBlock();
if (block == Blocks.AIR) {
return true;
}
// exceptions - blocks that are isPassable true, but we can't actually jump through
if (block == Blocks.FIRE
|| block == Blocks.TRIPWIRE
|| block == Blocks.WEB
|| block == Blocks.VINE
|| block == Blocks.LADDER
|| block instanceof BlockDoor
|| block instanceof BlockFenceGate
|| block instanceof BlockSnow
|| block instanceof BlockLiquid
|| block instanceof BlockTrapDoor
|| block instanceof BlockEndPortal) {
return false;
}
return block.isPassable(mc.world, pos);
}
static boolean isReplacable(BlockPos pos, IBlockState state) {
// for MovementTraverse and MovementAscend
// block double plant defaults to true when the block doesn't match, so don't need to check that case
// all other overrides just return true or false
// the only case to deal with is snow
/*
* public boolean isReplaceable(IBlockAccess worldIn, BlockPos pos)
* {
* return ((Integer)worldIn.getBlockState(pos).getValue(LAYERS)).intValue() == 1;
* }
*/
if (state.getBlock() instanceof BlockSnow) {
// as before, default to true (mostly because it would otherwise make long distance pathing through snowy biomes impossible)
if (mc.world.getChunk(pos) instanceof EmptyChunk) {
return true;
}
}
return state.getBlock().isReplaceable(mc.world, pos);
}
static boolean isDoorPassable(BlockPos doorPos, BlockPos playerPos) {
if (playerPos.equals(doorPos)) {
return false;
}
IBlockState state = BlockStateInterface.get(doorPos);
if (!(state.getBlock() instanceof BlockDoor)) {
return true;
}
return isHorizontalBlockPassable(doorPos, state, playerPos, BlockDoor.OPEN);
}
static boolean isGatePassable(BlockPos gatePos, BlockPos playerPos) {
if (playerPos.equals(gatePos)) {
return false;
}
IBlockState state = BlockStateInterface.get(gatePos);
if (!(state.getBlock() instanceof BlockFenceGate)) {
return true;
}
return isHorizontalBlockPassable(gatePos, state, playerPos, BlockFenceGate.OPEN);
}
static boolean isHorizontalBlockPassable(BlockPos blockPos, IBlockState blockState, BlockPos playerPos, PropertyBool propertyOpen) {
if (playerPos.equals(blockPos)) {
return false;
}
EnumFacing.Axis facing = blockState.getValue(BlockHorizontal.FACING).getAxis();
boolean open = blockState.getValue(propertyOpen);
EnumFacing.Axis playerFacing;
if (playerPos.north().equals(blockPos) || playerPos.south().equals(blockPos)) {
playerFacing = EnumFacing.Axis.Z;
} else if (playerPos.east().equals(blockPos) || playerPos.west().equals(blockPos)) {
playerFacing = EnumFacing.Axis.X;
} else {
return true;
}
return facing == playerFacing == open;
}
static boolean avoidWalkingInto(Block block) {
return block instanceof BlockLiquid
|| block instanceof BlockDynamicLiquid
|| block == Blocks.MAGMA
|| block == Blocks.CACTUS
|| block == Blocks.FIRE
|| block == Blocks.END_PORTAL
|| block == Blocks.WEB;
}
/**
* Can I walk on this block without anything weird happening like me falling
* through? Includes water because we know that we automatically jump on
* water
*
* @return
*/
static boolean canWalkOn(BlockPos pos, IBlockState state) {
Block block = state.getBlock();
if (block == Blocks.AIR || block == Blocks.MAGMA) {
return false;
}
if (state.isBlockNormalCube()) {
if (BlockStateInterface.isLava(block) || BlockStateInterface.isWater(block)) {
throw new IllegalStateException();
}
return true;
}
if (block == Blocks.LADDER || (block == Blocks.VINE && Baritone.settings().allowVines.get())) { // TODO reconsider this
return true;
}
if (block == Blocks.FARMLAND || block == Blocks.GRASS_PATH) {
return true;
}
if (block == Blocks.ENDER_CHEST || block == Blocks.CHEST) {
return true;
}
if (BlockStateInterface.isWater(block)) {
Block up = BlockStateInterface.get(pos.up()).getBlock();
if (up instanceof BlockLilyPad) {
return true;
}
if (BlockStateInterface.isFlowing(state) || block == Blocks.FLOWING_WATER) {
// the only scenario in which we can walk on flowing water is if it's under still water with jesus off
return BlockStateInterface.isWater(up) && !Baritone.settings().assumeWalkOnWater.get();
}
// if assumeWalkOnWater is on, we can only walk on water if there isn't water above it
// if assumeWalkOnWater is off, we can only walk on water if there is water above it
return BlockStateInterface.isWater(up) ^ Baritone.settings().assumeWalkOnWater.get();
}
if (block instanceof BlockGlass || block instanceof BlockStainedGlass) {
return true;
}
if (block instanceof BlockSlab) {
if (!Baritone.settings().allowWalkOnBottomSlab.get()) {
if (((BlockSlab) block).isDouble()) {
return true;
}
return state.getValue(BlockSlab.HALF) != BlockSlab.EnumBlockHalf.BOTTOM;
}
return true;
}
if (block instanceof BlockStairs) {
return true;
}
return false;
}
static boolean canWalkOn(BlockPos pos) {
return canWalkOn(pos, BlockStateInterface.get(pos));
}
static boolean canPlaceAgainst(BlockPos pos) {
IBlockState state = BlockStateInterface.get(pos);
// TODO isBlockNormalCube isn't the best check for whether or not we can place a block against it. e.g. glass isn't normalCube but we can place against it
return state.isBlockNormalCube();
}
static double getMiningDurationTicks(CalculationContext context, BlockPos position, boolean includeFalling) {
IBlockState state = BlockStateInterface.get(position);
return getMiningDurationTicks(context, position, state, includeFalling);
}
static double getMiningDurationTicks(CalculationContext context, BlockPos position, IBlockState state, boolean includeFalling) {
Block block = state.getBlock();
if (!canWalkThrough(position, state)) {
if (!context.allowBreak()) {
return COST_INF;
}
if (avoidBreaking(position, state)) {
return COST_INF;
}
double m = Blocks.CRAFTING_TABLE.equals(block) ? 10 : 1; // TODO see if this is still necessary. it's from MineBot when we wanted to penalize breaking its crafting table
double strVsBlock = context.getToolSet().getStrVsBlock(state);
if (strVsBlock < 0) {
return COST_INF;
}
double result = m / strVsBlock;
if (includeFalling) {
BlockPos up = position.up();
IBlockState above = BlockStateInterface.get(up);
if (above.getBlock() instanceof BlockFalling) {
result += getMiningDurationTicks(context, up, above, true);
}
}
return result;
}
return 0; // we won't actually mine it, so don't check fallings above
}
static boolean isBottomSlab(IBlockState state) {
return state.getBlock() instanceof BlockSlab
&& !((BlockSlab) state.getBlock()).isDouble()
&& state.getValue(BlockSlab.HALF) == BlockSlab.EnumBlockHalf.BOTTOM;
}
static boolean isBottomSlab(BlockPos pos) {
return isBottomSlab(BlockStateInterface.get(pos));
}
/**
* The entity the player is currently looking at
*
* @return the entity object
*/
static Optional<Entity> whatEntityAmILookingAt() {
if (mc.objectMouseOver != null && mc.objectMouseOver.typeOfHit == RayTraceResult.Type.ENTITY) {
return Optional.of(mc.objectMouseOver.entityHit);
}
return Optional.empty();
}
/**
* AutoTool
*/
static void switchToBestTool() {
LookBehaviorUtils.getSelectedBlock().ifPresent(pos -> {
IBlockState state = BlockStateInterface.get(pos);
if (state.getBlock().equals(Blocks.AIR)) {
return;
}
switchToBestToolFor(state);
});
}
/**
* AutoTool for a specific block
*
* @param b the blockstate to mine
*/
static void switchToBestToolFor(IBlockState b) {
switchToBestToolFor(b, new ToolSet());
}
/**
* AutoTool for a specific block with precomputed ToolSet data
*
* @param b the blockstate to mine
* @param ts previously calculated ToolSet
*/
static void switchToBestToolFor(IBlockState b, ToolSet ts) {
mc.player.inventory.currentItem = ts.getBestSlot(b);
}
static boolean throwaway(boolean select) {
EntityPlayerSP p = Minecraft.getMinecraft().player;
NonNullList<ItemStack> inv = p.inventory.mainInventory;
for (byte i = 0; i < 9; i++) {
ItemStack item = inv.get(i);
// this usage of settings() is okay because it's only called once during pathing
// (while creating the CalculationContext at the very beginning)
// and then it's called during execution
// since this function is never called during cost calculation, we don't need to migrate
// acceptableThrowawayItems to the CalculationContext
if (Baritone.settings().acceptableThrowawayItems.get().contains(item.getItem())) {
if (select) {
p.inventory.currentItem = i;
}
return true;
}
}
return false;
}
static void moveTowards(MovementState state, BlockPos pos) {
state.setTarget(new MovementTarget(
new Rotation(Utils.calcRotationFromVec3d(mc.player.getPositionEyes(1.0F),
Utils.getBlockPosCenter(pos),
new Rotation(mc.player.rotationYaw, mc.player.rotationPitch)).getFirst(), mc.player.rotationPitch),
false
)).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
}
static Movement generateMovementFallOrDescend(BetterBlockPos pos, BetterBlockPos dest, CalculationContext calcContext) {
// A
//SA
// A
// B
// C
// D
//if S is where you start, B needs to be air for a movementfall
//A is plausibly breakable by either descend or fall
//C, D, etc determine the length of the fall
if (!canWalkThrough(dest.down(2))) {
//if B in the diagram aren't air
//have to do a descend, because fall is impossible
//this doesn't guarantee descend is possible, it just guarantees fall is impossible
return new MovementDescend(pos, dest.down()); // standard move out by 1 and descend by 1
// we can't cost shortcut descend because !canWalkThrough doesn't mean canWalkOn
}
// we're clear for a fall 2
// let's see how far we can fall
for (int fallHeight = 3; true; fallHeight++) {
BetterBlockPos onto = dest.down(fallHeight);
if (onto.getY() < 0) {
// when pathing in the end, where you could plausibly fall into the void
// this check prevents it from getting the block at y=-1 and crashing
break;
}
IBlockState ontoBlock = BlockStateInterface.get(onto);
if (BlockStateInterface.isWater(ontoBlock.getBlock())) {
return new MovementFall(pos, onto);
}
if (canWalkThrough(onto, ontoBlock)) {
continue;
}
if (!canWalkOn(onto, ontoBlock)) {
break;
}
if ((calcContext.hasWaterBucket() && fallHeight <= calcContext.maxFallHeightBucket() + 1) || fallHeight <= calcContext.maxFallHeightNoWater() + 1) {
// fallHeight = 4 means onto.up() is 3 blocks down, which is the max
return new MovementFall(pos, onto.up());
} else {
return null;
}
}
return null;
}
}