mirror of https://github.com/cabaletta/baritone
703 lines
26 KiB
Java
703 lines
26 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.api;
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import net.minecraft.client.Minecraft;
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import net.minecraft.init.Blocks;
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import net.minecraft.item.Item;
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import net.minecraft.util.text.ITextComponent;
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import java.awt.*;
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import java.lang.reflect.Field;
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import java.util.*;
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import java.util.List;
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import java.util.function.Consumer;
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/**
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* Baritone's settings
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*
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* @author leijurv
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*/
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public class Settings {
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/**
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* Allow Baritone to break blocks
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*/
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public Setting<Boolean> allowBreak = new Setting<>(true);
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/**
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* Allow Baritone to sprint
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*/
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public Setting<Boolean> allowSprint = new Setting<>(true);
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/**
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* Allow Baritone to place blocks
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*/
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public Setting<Boolean> allowPlace = new Setting<>(true);
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/**
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* Allow Baritone to move items in your inventory to your hotbar
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*/
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public Setting<Boolean> allowInventory = new Setting<>(false);
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/**
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* It doesn't actually take twenty ticks to place a block, this cost is so high
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* because we want to generally conserve blocks which might be limited
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*/
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public Setting<Double> blockPlacementPenalty = new Setting<>(20D);
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/**
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* This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
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* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
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* it will take an otherwise equivalent route that doesn't require it to put out fire.
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*/
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public Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
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/**
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* Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger
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*/
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public Setting<Double> jumpPenalty = new Setting<>(2D);
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/**
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* Walking on water uses up hunger really quick, so penalize it
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*/
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public Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
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/**
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* Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
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* Reliability: questionable.
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*/
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public Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
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/**
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* Allow Baritone to assume it can walk on still water just like any other block.
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* This functionality is assumed to be provided by a separate library that might have imported Baritone.
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*/
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public Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
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/**
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* Assume step functionality; don't jump on an Ascend.
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*/
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public Setting<Boolean> assumeStep = new Setting<>(false);
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/**
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* Assume safe walk functionality; don't sneak on a backplace traverse.
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* <p>
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* Warning: if you do something janky like sneak-backplace from an ender chest, if this is true
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* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
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* against it. That's why this defaults to off.
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*/
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public Setting<Boolean> assumeSafeWalk = new Setting<>(false);
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/**
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* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
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* <p>
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* Defaults to false because this fails on NCP
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*/
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public Setting<Boolean> allowJumpAt256 = new Setting<>(false);
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/**
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* Allow descending diagonally
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* <p>
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* Safer than allowParkour yet still slightly unsafe, can make contact with unchecked adjacent blocks, so it's unsafe in the nether.
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* <p>
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* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
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*/
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public Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
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/**
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* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
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*/
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public Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
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Item.getItemFromBlock(Blocks.DIRT),
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Item.getItemFromBlock(Blocks.COBBLESTONE),
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Item.getItemFromBlock(Blocks.NETHERRACK)
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)));
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/**
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* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
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* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
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*/
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public Setting<Boolean> allowVines = new Setting<>(false);
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/**
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* Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs
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* everywhere in your base.
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*/
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public Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
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/**
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* You know what it is
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* <p>
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* But it's very unreliable and falls off when cornering like all the time so.
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*/
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public Setting<Boolean> allowParkour = new Setting<>(false);
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/**
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* Like parkour, but even more unreliable!
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*/
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public Setting<Boolean> allowParkourPlace = new Setting<>(false);
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/**
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* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
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*/
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public Setting<Boolean> considerPotionEffects = new Setting<>(true);
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/**
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* This is the big A* setting.
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* As long as your cost heuristic is an *underestimate*, it's guaranteed to find you the best path.
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* 3.5 is always an underestimate, even if you are sprinting.
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* If you're walking only (with allowSprint off) 4.6 is safe.
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* Any value below 3.5 is never worth it. It's just more computation to find the same path, guaranteed.
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* (specifically, it needs to be strictly slightly less than ActionCosts.WALK_ONE_BLOCK_COST, which is about 3.56)
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* <p>
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* Setting it at 3.57 or above with sprinting, or to 4.64 or above without sprinting, will result in
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* faster computation, at the cost of a suboptimal path. Any value above the walk / sprint cost will result
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* in it going straight at its goal, and not investigating alternatives, because the combined cost / heuristic
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* metric gets better and better with each block, instead of slightly worse.
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* <p>
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* Finding the optimal path is worth it, so it's the default.
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*/
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public Setting<Double> costHeuristic = new Setting<>(3.563);
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// a bunch of obscure internal A* settings that you probably don't want to change
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/**
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* The maximum number of times it will fetch outside loaded or cached chunks before assuming that
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* pathing has reached the end of the known area, and should therefore stop.
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*/
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public Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
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/**
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* Set to 1.0 to effectively disable this feature
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*
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* @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a>
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*/
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public Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
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/**
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* Toggle the following 4 settings
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* <p>
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* They have a noticable performance impact, so they default off
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*/
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public Setting<Boolean> avoidance = new Setting<>(false);
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/**
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* Set to 1.0 to effectively disable this feature
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* <p>
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* Set below 1.0 to go out of your way to walk near mob spawners
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*/
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public Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
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public Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
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/**
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* Set to 1.0 to effectively disable this feature
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* <p>
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* Set below 1.0 to go out of your way to walk near mobs
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*/
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public Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
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public Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
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/**
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* When running a goto towards a container block (chest, ender chest, furnace, etc),
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* right click and open it once you arrive.
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*/
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public Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
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/**
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* When running a goto towards a nether portal block, walk all the way into the portal
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* instead of stopping one block before.
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*/
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public Setting<Boolean> enterPortal = new Setting<>(true);
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/**
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* Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies,
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* and there's no point.
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*/
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public Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
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/**
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* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
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* entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified.
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*
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* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a>
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*/
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public Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
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/**
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* If a movement's cost increases by more than this amount between calculation and execution (due to changes
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* in the environment / world), cancel and recalculate
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*/
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public Setting<Double> maxCostIncrease = new Setting<>(10D);
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/**
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* Stop 5 movements before anything that made the path COST_INF.
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* For example, if lava has spread across the path, don't walk right up to it then recalculate, it might
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* still be spreading lol
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*/
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public Setting<Integer> costVerificationLookahead = new Setting<>(5);
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/**
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* Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state
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*/
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public Setting<Double> pathCutoffFactor = new Setting<>(0.9);
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/**
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* Only apply static cutoff for paths of at least this length (in terms of number of movements)
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*/
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public Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
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/**
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* Start planning the next path once the remaining movements tick estimates sum up to less than this value
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*/
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public Setting<Integer> planningTickLookAhead = new Setting<>(150);
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/**
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* Default size of the Long2ObjectOpenHashMap used in pathing
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*/
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public Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
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/**
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* Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
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* <p>
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* Decrease for faster map operations, but higher memory usage
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*/
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public Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
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/**
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* How far are you allowed to fall onto solid ground (without a water bucket)?
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* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
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* Feather Falling IV, you might set it a bit higher, like 4 or 5.
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*/
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public Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
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/**
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* How far are you allowed to fall onto solid ground (with a water bucket)?
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* It's not that reliable, so I've set it below what would kill an unarmored player (23)
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*/
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public Setting<Integer> maxFallHeightBucket = new Setting<>(20);
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/**
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* Is it okay to sprint through a descend followed by a diagonal?
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* The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't
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* lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy.
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*/
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public Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
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/**
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* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
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* doesn't matter yet, and replace it with a GoalXZ to the same place before calculating a path.
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* Once a segment ends within chunk load range of the GoalBlock, it will go back to normal behavior
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* of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away,
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* your Y coordinate's accuracy doesn't matter at all until you get much much closer.
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*/
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public Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
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/**
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* If a movement takes this many ticks more than its initial cost estimate, cancel it
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*/
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public Setting<Integer> movementTimeoutTicks = new Setting<>(100);
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/**
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* Pathing ends after this amount of time, but only if a path has been found
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* <p>
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* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
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*/
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public Setting<Long> primaryTimeoutMS = new Setting<>(500L);
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/**
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* Pathing can never take longer than this, even if that means failing to find any path at all
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*/
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public Setting<Long> failureTimeoutMS = new Setting<>(2000L);
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/**
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* Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
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* <p>
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* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
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*/
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public Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
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/**
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* Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
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*/
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public Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
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/**
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* For debugging, consider nodes much much slower
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*/
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public Setting<Boolean> slowPath = new Setting<>(false);
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/**
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* Milliseconds between each node
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*/
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public Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
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/**
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* The alternative timeout number when slowPath is on
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*/
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public Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
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/**
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* The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing.
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*/
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public Setting<Boolean> chunkCaching = new Setting<>(true);
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/**
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* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
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* <p>
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* Temporarily disabled, see issue #248
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*/
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public Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
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/**
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* Print all the debug messages to chat
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*/
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public Setting<Boolean> chatDebug = new Setting<>(true);
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/**
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* Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in
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* something else
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*/
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public Setting<Boolean> chatControl = new Setting<>(true);
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/**
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* A second override over chatControl to force it on
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*/
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public Setting<Boolean> removePrefix = new Setting<>(false);
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/**
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* Render the path
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*/
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public Setting<Boolean> renderPath = new Setting<>(true);
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/**
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* Render the goal
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*/
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public Setting<Boolean> renderGoal = new Setting<>(true);
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/**
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* Ignore depth when rendering the goal
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*/
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public Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
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/**
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* Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with
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* {@link #renderGoalIgnoreDepth} will cause strange render clipping.
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*/
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public Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
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/**
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* Ignore depth when rendering the selection boxes (to break, to place, to walk into)
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*/
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public Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
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/**
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* Ignore depth when rendering the path
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*/
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public Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
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/**
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* Line width of the path when rendered, in pixels
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*/
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public Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
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/**
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* Line width of the goal when rendered, in pixels
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*/
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public Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
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/**
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* Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
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* Improves FPS.
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*/
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public Setting<Boolean> fadePath = new Setting<>(false);
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/**
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* Move without having to force the client-sided rotations
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*/
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public Setting<Boolean> freeLook = new Setting<>(true);
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/**
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* Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
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* <p>
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* At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in
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* directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
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*/
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public Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
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/**
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* Exclusively use cached chunks for pathing
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*/
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public Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
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/**
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* Whether or not to use the "#" command prefix
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*/
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public Setting<Boolean> prefix = new Setting<>(false);
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/**
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* {@code true}: can mine blocks when in inventory, chat, or tabbed away in ESC menu
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*/
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public Setting<Boolean> leftClickWorkaround = new Setting<>(true);
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/**
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* Don't stop walking forward when you need to break blocks in your way
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*/
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public Setting<Boolean> walkWhileBreaking = new Setting<>(true);
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/**
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* If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful
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*/
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public Setting<Integer> maxPathHistoryLength = new Setting<>(300);
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/**
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* If the current path is too long, cut off this many movements from the beginning.
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*/
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public Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
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/**
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* Rescan for the goal once every 5 ticks.
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* Set to 0 to disable.
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*/
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public Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
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/**
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* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
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*/
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public Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
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/**
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* Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
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* <p>
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* Currently only runs when either MineBehavior or FollowBehavior is active.
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* <p>
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* For example, if Baritone is doing "mine iron_ore", the instant it breaks the ore (and it becomes air), that location
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* is no longer a goal. This means that if this setting is true, it will stop there. If this setting were off, it would
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* continue with its path, and walk into that location. The tradeoff is if this setting is true, it mines ores much faster
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* since it doesn't waste any time getting into locations that no longer contain ores, but on the other hand, it misses
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* some drops, and continues on without ever picking them up.
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* <p>
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* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
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*/
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public Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
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/**
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* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
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*/
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public Setting<Integer> axisHeight = new Setting<>(120);
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/**
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* Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit"
|
|
* where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player
|
|
* couldn't. If you don't want it to look like you're X-Raying, turn this off
|
|
*/
|
|
public Setting<Boolean> legitMine = new Setting<>(false);
|
|
|
|
/**
|
|
* What Y level to go to for legit strip mining
|
|
*/
|
|
public Setting<Integer> legitMineYLevel = new Setting<>(11);
|
|
|
|
/**
|
|
* When mining block of a certain type, try to mine two at once instead of one.
|
|
* If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks
|
|
* If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks
|
|
*/
|
|
public Setting<Boolean> forceInternalMining = new Setting<>(true);
|
|
|
|
/**
|
|
* Modification to the previous setting, only has effect if forceInternalMining is true
|
|
* If true, only apply the previous setting if the block adjacent to the goal isn't air.
|
|
*/
|
|
public Setting<Boolean> internalMiningAirException = new Setting<>(true);
|
|
|
|
/**
|
|
* The actual GoalNear is set this distance away from the entity you're following
|
|
* <p>
|
|
* For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target.
|
|
*/
|
|
public Setting<Double> followOffsetDistance = new Setting<>(0D);
|
|
|
|
/**
|
|
* The actual GoalNear is set in this direction from the entity you're following
|
|
*/
|
|
public Setting<Float> followOffsetDirection = new Setting<>(0F);
|
|
|
|
/**
|
|
* The radius (for the GoalNear) of how close to your target position you actually have to be
|
|
*/
|
|
public Setting<Integer> followRadius = new Setting<>(3);
|
|
|
|
/**
|
|
* Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds
|
|
* -1 to disable
|
|
* <p>
|
|
* I would highly suggest leaving this setting disabled (-1).
|
|
* <p>
|
|
* The only valid reason I can think of enable this setting is if you are extremely low on disk space and you play on multiplayer,
|
|
* and can't take (average) 300kb saved for every 512x512 area. (note that more complicated terrain is less compressible and will take more space)
|
|
* <p>
|
|
* However, simply discarding old chunks because they are old is inadvisable. Baritone is extremely good at correcting
|
|
* itself and its paths as it learns new information, as new chunks load. There is no scenario in which having an
|
|
* incorrect cache can cause Baritone to get stuck, take damage, or perform any action it wouldn't otherwise, everything
|
|
* is rechecked once the real chunk is in range.
|
|
* <p>
|
|
* Having a robust cache greatly improves long distance pathfinding, as it's able to go around large scale obstacles
|
|
* before they're in render distance. In fact, when the chunkCaching setting is disabled and Baritone starts anew
|
|
* every time, or when you enter a completely new and very complicated area, it backtracks far more often because it
|
|
* has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero
|
|
* backtracking, since the entire area is now known and cached.
|
|
*/
|
|
public Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
|
|
|
|
/**
|
|
* The function that is called when Baritone will log to chat. This function can be added to
|
|
* via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting
|
|
* {@link Setting#value};
|
|
*/
|
|
public Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
|
|
|
|
/**
|
|
* The color of the current path
|
|
*/
|
|
public Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
|
|
|
|
/**
|
|
* The color of the next path
|
|
*/
|
|
public Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
|
|
|
|
/**
|
|
* The color of the blocks to break
|
|
*/
|
|
public Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
|
|
|
|
/**
|
|
* The color of the blocks to place
|
|
*/
|
|
public Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
|
|
|
|
/**
|
|
* The color of the blocks to walk into
|
|
*/
|
|
public Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
|
|
|
|
/**
|
|
* The color of the best path so far
|
|
*/
|
|
public Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
|
|
|
|
/**
|
|
* The color of the path to the most recent considered node
|
|
*/
|
|
public Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
|
|
|
|
/**
|
|
* The color of the goal box
|
|
*/
|
|
public Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
|
|
|
|
/**
|
|
* A map of lowercase setting field names to their respective setting
|
|
*/
|
|
public final Map<String, Setting<?>> byLowerName;
|
|
|
|
/**
|
|
* A list of all settings
|
|
*/
|
|
public final List<Setting<?>> allSettings;
|
|
|
|
public void reset() {
|
|
for (Setting setting : allSettings) {
|
|
setting.value = setting.defaultValue;
|
|
}
|
|
}
|
|
|
|
public class Setting<T> {
|
|
public T value;
|
|
public final T defaultValue;
|
|
private String name;
|
|
private final Class<T> klass;
|
|
|
|
@SuppressWarnings("unchecked")
|
|
private Setting(T value) {
|
|
if (value == null) {
|
|
throw new IllegalArgumentException("Cannot determine value type class from null");
|
|
}
|
|
this.value = value;
|
|
this.defaultValue = value;
|
|
this.klass = (Class<T>) value.getClass();
|
|
}
|
|
|
|
@SuppressWarnings("unchecked")
|
|
public final <K extends T> K get() {
|
|
return (K) value;
|
|
}
|
|
|
|
public final String getName() {
|
|
return name;
|
|
}
|
|
|
|
public Class<T> getValueClass() {
|
|
return klass;
|
|
}
|
|
|
|
public String toString() {
|
|
return name + ": " + value;
|
|
}
|
|
}
|
|
|
|
// here be dragons
|
|
|
|
Settings() {
|
|
Field[] temp = getClass().getFields();
|
|
HashMap<String, Setting<?>> tmpByName = new HashMap<>();
|
|
List<Setting<?>> tmpAll = new ArrayList<>();
|
|
try {
|
|
for (Field field : temp) {
|
|
if (field.getType().equals(Setting.class)) {
|
|
Setting<?> setting = (Setting<?>) field.get(this);
|
|
String name = field.getName();
|
|
setting.name = name;
|
|
name = name.toLowerCase();
|
|
if (tmpByName.containsKey(name)) {
|
|
throw new IllegalStateException("Duplicate setting name");
|
|
}
|
|
tmpByName.put(name, setting);
|
|
tmpAll.add(setting);
|
|
}
|
|
}
|
|
} catch (IllegalAccessException e) {
|
|
throw new IllegalStateException(e);
|
|
}
|
|
byLowerName = Collections.unmodifiableMap(tmpByName);
|
|
allSettings = Collections.unmodifiableList(tmpAll);
|
|
}
|
|
|
|
@SuppressWarnings("unchecked")
|
|
public <T> List<Setting<T>> getAllValuesByType(Class<T> klass) {
|
|
List<Setting<T>> result = new ArrayList<>();
|
|
for (Setting<?> setting : allSettings) {
|
|
if (setting.getValueClass().equals(klass)) {
|
|
result.add((Setting<T>) setting);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
}
|