mirror of https://github.com/cabaletta/baritone
141 lines
6.1 KiB
Java
141 lines
6.1 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.api.utils.Rotation;
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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.BlockStateInterface;
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import baritone.utils.InputOverrideHandler;
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import baritone.utils.RayTraceUtils;
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import baritone.utils.Utils;
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import baritone.utils.pathing.BetterBlockPos;
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import baritone.utils.pathing.MoveResult;
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import net.minecraft.entity.player.InventoryPlayer;
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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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MoveResult result = MovementDescend.cost(context, src.x, src.y, src.z, dest.x, dest.z);
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if (result.destY != dest.y) {
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return COST_INF; // doesn't apply to us, this position is a descend not a fall
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}
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return result.cost;
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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 BetterBlockPos[] buildPositionsToBreak(BetterBlockPos src, BetterBlockPos dest) {
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BetterBlockPos[] 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 BetterBlockPos[diffY + 2];
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for (int i = 0; i < toBreak.length; i++) {
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toBreak[i] = new BetterBlockPos(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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