mirror of https://github.com/cabaletta/baritone
190 lines
8.5 KiB
Java
190 lines
8.5 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.api.IBaritone;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.utils.BetterBlockPos;
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import baritone.api.utils.Rotation;
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import baritone.api.utils.RotationUtils;
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import baritone.api.utils.VecUtils;
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import baritone.api.utils.input.Input;
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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.MovementTarget;
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import baritone.utils.pathing.MutableMoveResult;
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import net.minecraft.block.BlockLadder;
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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.EnumFacing;
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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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import net.minecraft.util.math.Vec3i;
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import java.util.Optional;
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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(IBaritone baritone, BetterBlockPos src, BetterBlockPos dest) {
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super(baritone, src, dest, MovementFall.buildPositionsToBreak(src, dest));
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}
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@Override
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public double calculateCost(CalculationContext context) {
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MutableMoveResult result = new MutableMoveResult();
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MovementDescend.cost(context, src.x, src.y, src.z, dest.x, dest.z, result);
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if (result.y != 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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private boolean willPlaceBucket() {
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CalculationContext context = new CalculationContext(baritone);
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MutableMoveResult result = new MutableMoveResult();
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return MovementDescend.dynamicFallCost(context, src.x, src.y, src.z, dest.x, dest.z, 0, context.get(dest.x, src.y - 2, dest.z), result);
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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 = ctx.playerFeet();
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Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest));
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Rotation targetRotation = null;
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if (!MovementHelper.isWater(ctx, dest) && willPlaceBucket() && !playerFeet.equals(dest)) {
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if (!InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER)) || ctx.world().provider.isNether()) {
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return state.setStatus(MovementStatus.UNREACHABLE);
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}
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if (ctx.player().posY - dest.getY() < ctx.playerController().getBlockReachDistance() && !ctx.player().onGround) {
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ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_WATER);
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targetRotation = new Rotation(toDest.getYaw(), 90.0F);
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RayTraceResult trace = ctx.objectMouseOver();
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if (trace != null && trace.typeOfHit == RayTraceResult.Type.BLOCK && (trace.getBlockPos().equals(dest) || trace.getBlockPos().equals(dest.down()))) {
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state.setInput(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(toDest, false));
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}
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if (playerFeet.equals(dest) && (ctx.player().posY - playerFeet.getY() < 0.094 || MovementHelper.isWater(ctx, dest))) { // 0.094 because lilypads
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if (MovementHelper.isWater(ctx, dest)) {
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if (InventoryPlayer.isHotbar(ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY))) {
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ctx.player().inventory.currentItem = ctx.player().inventory.getSlotFor(STACK_BUCKET_EMPTY);
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if (ctx.player().motionY >= 0) {
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return state.setInput(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 (ctx.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 = VecUtils.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(ctx.player().posX + ctx.player().motionX - destCenter.x) > 0.1 || Math.abs(ctx.player().posZ + ctx.player().motionZ - destCenter.z) > 0.1) {
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if (!ctx.player().onGround && Math.abs(ctx.player().motionY) > 0.4) {
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state.setInput(Input.SNEAK, true);
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}
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state.setInput(Input.MOVE_FORWARD, true);
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}
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Vec3i avoid = Optional.ofNullable(avoid()).map(EnumFacing::getDirectionVec).orElse(null);
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if (avoid == null) {
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avoid = src.subtract(dest);
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} else {
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double dist = Math.abs(avoid.getX() * (destCenter.x - avoid.getX() / 2.0 - ctx.player().posX)) + Math.abs(avoid.getZ() * (destCenter.z - avoid.getZ() / 2.0 - ctx.player().posZ));
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if (dist < 0.6) {
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state.setInput(Input.MOVE_FORWARD, true);
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} else {
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state.setInput(Input.SNEAK, false);
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}
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}
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if (targetRotation == null) {
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Vec3d destCenterOffset = new Vec3d(destCenter.x + 0.125 * avoid.getX(), destCenter.y, destCenter.z + 0.125 * avoid.getZ());
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state.setTarget(new MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), destCenterOffset), false));
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}
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return state;
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}
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private EnumFacing avoid() {
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for (int i = 0; i < 15; i++) {
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IBlockState state = ctx.world().getBlockState(ctx.playerFeet().down(i));
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if (state.getBlock() == Blocks.LADDER) {
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return state.getValue(BlockLadder.FACING);
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}
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}
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return null;
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}
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@Override
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public boolean safeToCancel(MovementState state) {
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// if we haven't started walking off the edge yet, or if we're in the process of breaking blocks before doing the fall
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// then it's safe to cancel this
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return ctx.playerFeet().equals(src) || state.getStatus() != MovementStatus.RUNNING;
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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(ctx, 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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