mirror of https://github.com/cabaletta/baritone
187 lines
8.4 KiB
Java
187 lines
8.4 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.movements;
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import baritone.Baritone;
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import baritone.pathing.movement.CalculationContext;
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import baritone.pathing.movement.Movement;
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import baritone.pathing.movement.MovementHelper;
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import baritone.pathing.movement.MovementState;
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import baritone.pathing.movement.MovementState.MovementStatus;
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import baritone.pathing.movement.MovementState.MovementTarget;
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import baritone.utils.*;
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import baritone.utils.pathing.BetterBlockPos;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockFalling;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.player.InventoryPlayer;
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import net.minecraft.init.Blocks;
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import net.minecraft.init.Items;
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import net.minecraft.item.ItemStack;
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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 net.minecraft.util.math.Vec3d;
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public class MovementFall extends Movement {
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private static final ItemStack STACK_BUCKET_WATER = new ItemStack(Items.WATER_BUCKET);
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private static final ItemStack STACK_BUCKET_EMPTY = new ItemStack(Items.BUCKET);
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public MovementFall(BetterBlockPos src, BetterBlockPos dest) {
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super(src, dest, MovementFall.buildPositionsToBreak(src, dest));
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}
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@Override
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protected double calculateCost(CalculationContext context) {
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Block fromDown = BlockStateInterface.get(src.down()).getBlock();
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if (fromDown == Blocks.LADDER || fromDown == Blocks.VINE) {
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return COST_INF;
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}
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IBlockState fallOnto = BlockStateInterface.get(dest.down());
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if (!MovementHelper.canWalkOn(dest.down(), fallOnto)) {
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return COST_INF;
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}
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if (MovementHelper.isBottomSlab(fallOnto)) {
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return COST_INF; // falling onto a half slab is really glitchy, and can cause more fall damage than we'd expect
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}
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double placeBucketCost = 0.0;
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boolean destIsWater = BlockStateInterface.isWater(dest);
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if (!destIsWater && src.getY() - dest.getY() > context.maxFallHeightNoWater()) {
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if (!context.hasWaterBucket()) {
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return COST_INF;
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}
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if (src.getY() - dest.getY() > context.maxFallHeightBucket()) {
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return COST_INF;
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}
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placeBucketCost = context.placeBlockCost();
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}
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double frontThree = 0;
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for (int i = 0; i < 3; i++) {
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frontThree += MovementHelper.getMiningDurationTicks(context, positionsToBreak[i], false);
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// don't include falling because we will check falling right after this, and if it's there it's COST_INF
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if (frontThree >= COST_INF) {
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return COST_INF;
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}
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}
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if (BlockStateInterface.get(positionsToBreak[0].up()).getBlock() instanceof BlockFalling) {
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return COST_INF;
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}
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for (int i = 3; i < positionsToBreak.length; i++) {
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// TODO is this the right check here?
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// MiningDurationTicks is all right, but shouldn't it be canWalkThrough instead?
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// Lilypads (i think?) are 0 ticks to mine, but they definitely cause fall damage
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// Same thing for falling through water... we can't actually do that
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// And falling through signs is possible, but they do have a mining duration, right?
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if (MovementHelper.getMiningDurationTicks(context, positionsToBreak[i], false) > 0) {
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//can't break while falling
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if (i != positionsToBreak.length - 1 || !destIsWater) {
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// if we're checking the very last block to mine
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// and it's water (so this is a water fall)
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// don't consider the cost of "mining" it
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// (if assumeWalkOnWater is true, water isn't canWalkThrough)
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return COST_INF;
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}
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}
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}
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return WALK_OFF_BLOCK_COST + FALL_N_BLOCKS_COST[positionsToBreak.length - 1] + placeBucketCost + frontThree;
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}
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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if (state.getStatus() != MovementStatus.RUNNING) {
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return state;
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}
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BlockPos playerFeet = playerFeet();
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Rotation targetRotation = null;
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if (!BlockStateInterface.isWater(dest) && src.getY() - dest.getY() > Baritone.settings().maxFallHeightNoWater.get() && !playerFeet.equals(dest)) {
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if (!InventoryPlayer.isHotbar(player().inventory.getSlotFor(STACK_BUCKET_WATER)) || world().provider.isNether()) {
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return state.setStatus(MovementStatus.UNREACHABLE);
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}
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if (player().posY - dest.getY() < mc.playerController.getBlockReachDistance()) {
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player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_WATER);
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targetRotation = new Rotation(player().rotationYaw, 90.0F);
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RayTraceResult trace = RayTraceUtils.simulateRayTrace(player().rotationYaw, 90.0F);
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if (trace != null && trace.typeOfHit == RayTraceResult.Type.BLOCK) {
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state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true);
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}
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}
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}
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if (targetRotation != null) {
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state.setTarget(new MovementTarget(targetRotation, true));
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} else {
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state.setTarget(new MovementTarget(Utils.calcRotationFromVec3d(playerHead(), Utils.getBlockPosCenter(dest)), false));
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}
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if (playerFeet.equals(dest) && (player().posY - playerFeet.getY() < 0.094 || BlockStateInterface.isWater(dest))) { // 0.094 because lilypads
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if (BlockStateInterface.isWater(dest)) {
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if (InventoryPlayer.isHotbar(player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) {
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player().inventory.currentItem = player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
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if (player().motionY >= 0) {
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return state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true);
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} else {
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return state;
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}
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} else {
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if (player().motionY >= 0) {
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return state.setStatus(MovementStatus.SUCCESS);
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} // don't else return state; we need to stay centered because this water might be flowing under the surface
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}
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} else {
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return state.setStatus(MovementStatus.SUCCESS);
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}
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}
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Vec3d destCenter = Utils.getBlockPosCenter(dest); // we are moving to the 0.5 center not the edge (like if we were falling on a ladder)
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if (Math.abs(player().posX - destCenter.x) > 0.2 || Math.abs(player().posZ - destCenter.z) > 0.2) {
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state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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}
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return state;
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}
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private static BlockPos[] buildPositionsToBreak(BlockPos src, BlockPos dest) {
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BlockPos[] toBreak;
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int diffX = src.getX() - dest.getX();
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int diffZ = src.getZ() - dest.getZ();
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int diffY = src.getY() - dest.getY();
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toBreak = new BlockPos[diffY + 2];
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for (int i = 0; i < toBreak.length; i++) {
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toBreak[i] = new BlockPos(src.getX() - diffX, src.getY() + 1 - i, src.getZ() - diffZ);
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}
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return toBreak;
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}
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@Override
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protected boolean prepared(MovementState state) {
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if (state.getStatus() == MovementStatus.WAITING) {
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return true;
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}
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// only break if one of the first three needs to be broken
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// specifically ignore the last one which might be water
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for (int i = 0; i < 4 && i < positionsToBreak.length; i++) {
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if (!MovementHelper.canWalkThrough(positionsToBreak[i])) {
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return super.prepared(state);
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}
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}
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return true;
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}
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}
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