mirror of https://github.com/cabaletta/baritone
134 lines
3.7 KiB
Java
134 lines
3.7 KiB
Java
/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.pathing.movement;
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import baritone.utils.InputOverrideHandler.Input;
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import baritone.utils.Rotation;
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import net.minecraft.util.math.Vec3d;
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import java.util.HashMap;
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import java.util.Map;
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import java.util.Optional;
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public class MovementState {
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private MovementStatus status;
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private MovementTarget goal = new MovementTarget();
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private MovementTarget target = new MovementTarget();
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private final Map<Input, Boolean> inputState = new HashMap<>();
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public MovementState setStatus(MovementStatus status) {
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this.status = status;
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return this;
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}
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public MovementStatus getStatus() {
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return status;
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}
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public MovementTarget getGoal() {
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return this.goal;
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}
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public MovementState setGoal(MovementTarget goal) {
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this.goal = goal;
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return this;
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}
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public MovementTarget getTarget() {
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return this.target;
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}
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public MovementState setTarget(MovementTarget target) {
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this.target = target;
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return this;
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}
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public MovementState setInput(Input input, boolean forced) {
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this.inputState.put(input, forced);
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return this;
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}
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public boolean getInput(Input input) {
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return this.inputState.getOrDefault(input, false);
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}
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public Map<Input, Boolean> getInputStates() {
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return this.inputState;
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}
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public enum MovementStatus {
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PREPPING, WAITING, RUNNING, SUCCESS, UNREACHABLE, FAILED, CANCELED
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}
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public static class MovementTarget {
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/**
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* Necessary movement to achieve
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* <p>
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* TODO: Decide desiredMovement type
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*/
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public Vec3d position;
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/**
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* Yaw and pitch angles that must be matched
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* <p>
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* getFirst() -> YAW
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* getSecond() -> PITCH
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*/
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public Rotation rotation;
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/**
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* Whether or not this target must force rotations.
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* <p>
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* {@code true} if we're trying to place or break blocks, {@code false} if we're trying to look at the movement location
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*/
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private boolean forceRotations;
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public MovementTarget() {
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this(null, null, false);
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}
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public MovementTarget(Vec3d position) {
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this(position, null, false);
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}
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public MovementTarget(Rotation rotation, boolean forceRotations) {
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this(null, rotation, forceRotations);
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}
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public MovementTarget(Vec3d position, Rotation rotation, boolean forceRotations) {
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this.position = position;
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this.rotation = rotation;
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this.forceRotations = forceRotations;
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}
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public final Optional<Vec3d> getPosition() {
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return Optional.ofNullable(this.position);
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}
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public final Optional<Rotation> getRotation() {
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return Optional.ofNullable(this.rotation);
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}
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public boolean hasToForceRotations() {
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return this.forceRotations;
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}
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}
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}
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