baritone/src/main/java/baritone/pathing/movement/movements/MovementTraverse.java

346 lines
18 KiB
Java

/*
* This file is part of Baritone.
*
* Baritone is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Baritone is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.pathing.movement.movements;
import baritone.Baritone;
import baritone.api.IBaritone;
import baritone.api.pathing.movement.MovementStatus;
import baritone.api.utils.BetterBlockPos;
import baritone.api.utils.Rotation;
import baritone.api.utils.RotationUtils;
import baritone.api.utils.VecUtils;
import baritone.api.utils.input.Input;
import baritone.pathing.movement.CalculationContext;
import baritone.pathing.movement.Movement;
import baritone.pathing.movement.MovementHelper;
import baritone.pathing.movement.MovementState;
import baritone.utils.BlockStateInterface;
import net.minecraft.block.Block;
import net.minecraft.block.BlockDoor;
import net.minecraft.block.BlockFenceGate;
import net.minecraft.block.BlockSlab;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import java.util.Objects;
public class MovementTraverse extends Movement {
/**
* Did we have to place a bridge block or was it always there
*/
private boolean wasTheBridgeBlockAlwaysThere = true;
public MovementTraverse(IBaritone baritone, BetterBlockPos from, BetterBlockPos to) {
super(baritone, from, to, new BetterBlockPos[]{to.up(), to}, to.down());
}
@Override
public void reset() {
super.reset();
wasTheBridgeBlockAlwaysThere = true;
}
@Override
public double calculateCost(CalculationContext context) {
return cost(context, src.x, src.y, src.z, dest.x, dest.z);
}
public static double cost(CalculationContext context, int x, int y, int z, int destX, int destZ) {
IBlockState pb0 = context.get(destX, y + 1, destZ);
IBlockState pb1 = context.get(destX, y, destZ);
IBlockState destOn = context.get(destX, y - 1, destZ);
Block srcDown = context.getBlock(x, y - 1, z);
if (MovementHelper.canWalkOn(context.bsi, destX, y - 1, destZ, destOn)) {//this is a walk, not a bridge
double WC = WALK_ONE_BLOCK_COST;
boolean water = false;
if (MovementHelper.isWater(pb0.getBlock()) || MovementHelper.isWater(pb1.getBlock())) {
WC = context.waterWalkSpeed;
water = true;
} else {
if (destOn.getBlock() == Blocks.SOUL_SAND) {
WC += (WALK_ONE_OVER_SOUL_SAND_COST - WALK_ONE_BLOCK_COST) / 2;
} else if (destOn.getBlock() == Blocks.WATER) {
WC += context.walkOnWaterOnePenalty;
}
if (srcDown == Blocks.SOUL_SAND) {
WC += (WALK_ONE_OVER_SOUL_SAND_COST - WALK_ONE_BLOCK_COST) / 2;
}
}
double hardness1 = MovementHelper.getMiningDurationTicks(context, destX, y, destZ, pb1, false);
if (hardness1 >= COST_INF) {
return COST_INF;
}
double hardness2 = MovementHelper.getMiningDurationTicks(context, destX, y + 1, destZ, pb0, true); // only include falling on the upper block to break
if (hardness1 == 0 && hardness2 == 0) {
if (!water && context.canSprint) {
// If there's nothing in the way, and this isn't water, and we aren't sneak placing
// We can sprint =D
// Don't check for soul sand, since we can sprint on that too
WC *= SPRINT_MULTIPLIER;
}
return WC;
}
if (srcDown == Blocks.LADDER || srcDown == Blocks.VINE) {
hardness1 *= 5;
hardness2 *= 5;
}
return WC + hardness1 + hardness2;
} else {//this is a bridge, so we need to place a block
if (srcDown == Blocks.LADDER || srcDown == Blocks.VINE) {
return COST_INF;
}
if (MovementHelper.isReplacable(destX, y - 1, destZ, destOn, context.bsi)) {
boolean throughWater = MovementHelper.isWater(pb0.getBlock()) || MovementHelper.isWater(pb1.getBlock());
if (MovementHelper.isWater(destOn.getBlock()) && throughWater) {
// this happens when assume walk on water is true and this is a traverse in water, which isn't allowed
return COST_INF;
}
if (!context.canPlaceThrowawayAt(destX, y - 1, destZ)) {
return COST_INF;
}
double hardness1 = MovementHelper.getMiningDurationTicks(context, destX, y, destZ, pb1, false);
if (hardness1 >= COST_INF) {
return COST_INF;
}
double hardness2 = MovementHelper.getMiningDurationTicks(context, destX, y + 1, destZ, pb0, true); // only include falling on the upper block to break
double WC = throughWater ? context.waterWalkSpeed : WALK_ONE_BLOCK_COST;
for (int i = 0; i < 5; i++) {
int againstX = destX + HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i].getXOffset();
int againstY = y - 1 + HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i].getYOffset();
int againstZ = destZ + HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i].getZOffset();
if (againstX == x && againstZ == z) { // this would be a backplace
continue;
}
if (MovementHelper.canPlaceAgainst(context.bsi, againstX, againstY, againstZ)) { // found a side place option
return WC + context.placeBlockCost + hardness1 + hardness2;
}
}
// now that we've checked all possible directions to side place, we actually need to backplace
if (srcDown == Blocks.SOUL_SAND || (srcDown instanceof BlockSlab && !((BlockSlab) srcDown).isDouble())) {
return COST_INF; // can't sneak and backplace against soul sand or half slabs =/
}
if (srcDown == Blocks.FLOWING_WATER || srcDown == Blocks.WATER) {
return COST_INF; // this is obviously impossible
}
WC = WC * (SNEAK_ONE_BLOCK_COST / WALK_ONE_BLOCK_COST);//since we are sneak backplacing, we are sneaking lol
return WC + context.placeBlockCost + hardness1 + hardness2;
}
return COST_INF;
}
}
@Override
public MovementState updateState(MovementState state) {
super.updateState(state);
if (state.getStatus() != MovementStatus.RUNNING) {
// if the setting is enabled
if (!Baritone.settings().walkWhileBreaking.get()) {
return state;
}
// and if we're prepping (aka mining the block in front)
if (state.getStatus() != MovementStatus.PREPPING) {
return state;
}
// and if it's fine to walk into the blocks in front
if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(ctx, positionsToBreak[0]).getBlock())) {
return state;
}
if (MovementHelper.avoidWalkingInto(BlockStateInterface.get(ctx, positionsToBreak[1]).getBlock())) {
return state;
}
// and we aren't already pressed up against the block
double dist = Math.max(Math.abs(ctx.player().posX - (dest.getX() + 0.5D)), Math.abs(ctx.player().posZ - (dest.getZ() + 0.5D)));
if (dist < 0.83) {
return state;
}
// combine the yaw to the center of the destination, and the pitch to the specific block we're trying to break
// it's safe to do this since the two blocks we break (in a traverse) are right on top of each other and so will have the same yaw
float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), dest)).getYaw();
float pitchToBreak = state.getTarget().getRotation().get().getPitch();
state.setTarget(new MovementState.MovementTarget(new Rotation(yawToDest, pitchToBreak), true));
return state.setInput(Input.MOVE_FORWARD, true);
}
//sneak may have been set to true in the PREPPING state while mining an adjacent block
state.setInput(Input.SNEAK, false);
Block fd = BlockStateInterface.get(ctx, src.down()).getBlock();
boolean ladder = fd == Blocks.LADDER || fd == Blocks.VINE;
IBlockState pb0 = BlockStateInterface.get(ctx, positionsToBreak[0]);
IBlockState pb1 = BlockStateInterface.get(ctx, positionsToBreak[1]);
boolean door = pb0.getBlock() instanceof BlockDoor || pb1.getBlock() instanceof BlockDoor;
if (door) {
boolean isDoorActuallyBlockingUs = false;
if (pb0.getBlock() instanceof BlockDoor && !MovementHelper.isDoorPassable(ctx, src, dest)) {
isDoorActuallyBlockingUs = true;
} else if (pb1.getBlock() instanceof BlockDoor && !MovementHelper.isDoorPassable(ctx, dest, src)) {
isDoorActuallyBlockingUs = true;
}
if (isDoorActuallyBlockingUs && !(Blocks.IRON_DOOR.equals(pb0.getBlock()) || Blocks.IRON_DOOR.equals(pb1.getBlock()))) {
return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0])), true))
.setInput(Input.CLICK_RIGHT, true);
}
}
if (pb0.getBlock() instanceof BlockFenceGate || pb1.getBlock() instanceof BlockFenceGate) {
BlockPos blocked = null;
if (!MovementHelper.isGatePassable(ctx, positionsToBreak[0], src.up())) {
blocked = positionsToBreak[0];
} else if (!MovementHelper.isGatePassable(ctx, positionsToBreak[1], src)) {
blocked = positionsToBreak[1];
}
if (blocked != null) {
return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), blocked)), true))
.setInput(Input.CLICK_RIGHT, true);
}
}
boolean isTheBridgeBlockThere = MovementHelper.canWalkOn(ctx, positionToPlace) || ladder;
BlockPos whereAmI = ctx.playerFeet();
if (whereAmI.getY() != dest.getY() && !ladder) {
logDebug("Wrong Y coordinate");
if (whereAmI.getY() < dest.getY()) {
state.setInput(Input.JUMP, true);
}
return state;
}
if (isTheBridgeBlockThere) {
if (ctx.playerFeet().equals(dest)) {
return state.setStatus(MovementStatus.SUCCESS);
}
BlockPos into = dest.subtract(src).add(dest);
Block intoBelow = BlockStateInterface.get(ctx, into).getBlock();
Block intoAbove = BlockStateInterface.get(ctx, into.up()).getBlock();
if (wasTheBridgeBlockAlwaysThere && !MovementHelper.isLiquid(ctx, ctx.playerFeet()) && !MovementHelper.avoidWalkingInto(intoBelow) && !MovementHelper.avoidWalkingInto(intoAbove)) {
state.setInput(Input.SPRINT, true);
}
Block destDown = BlockStateInterface.get(ctx, dest.down()).getBlock();
if (whereAmI.getY() != dest.getY() && ladder && (destDown == Blocks.VINE || destDown == Blocks.LADDER)) {
new MovementPillar(baritone, dest.down(), dest).updateState(state); // i'm sorry
return state;
}
MovementHelper.moveTowards(ctx, state, positionsToBreak[0]);
return state;
} else {
wasTheBridgeBlockAlwaysThere = false;
for (int i = 0; i < 5; i++) {
BlockPos against1 = dest.offset(HORIZONTALS_BUT_ALSO_DOWN____SO_EVERY_DIRECTION_EXCEPT_UP[i]);
if (against1.equals(src)) {
continue;
}
against1 = against1.down();
if (MovementHelper.canPlaceAgainst(ctx, against1)) {
if (!MovementHelper.throwaway(ctx, true)) { // get ready to place a throwaway block
logDebug("bb pls get me some blocks. dirt or cobble");
return state.setStatus(MovementStatus.UNREACHABLE);
}
if (!Baritone.settings().assumeSafeWalk.get()) {
state.setInput(Input.SNEAK, true);
}
Block standingOn = BlockStateInterface.get(ctx, ctx.playerFeet().down()).getBlock();
if (standingOn.equals(Blocks.SOUL_SAND) || standingOn instanceof BlockSlab) { // see issue #118
double dist = Math.max(Math.abs(dest.getX() + 0.5 - ctx.player().posX), Math.abs(dest.getZ() + 0.5 - ctx.player().posZ));
if (dist < 0.85) { // 0.5 + 0.3 + epsilon
MovementHelper.moveTowards(ctx, state, dest);
return state.setInput(Input.MOVE_FORWARD, false)
.setInput(Input.MOVE_BACK, true);
}
}
state.setInput(Input.MOVE_BACK, false);
double faceX = (dest.getX() + against1.getX() + 1.0D) * 0.5D;
double faceY = (dest.getY() + against1.getY()) * 0.5D;
double faceZ = (dest.getZ() + against1.getZ() + 1.0D) * 0.5D;
state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), new Vec3d(faceX, faceY, faceZ), ctx.playerRotations()), true));
EnumFacing side = ctx.objectMouseOver().sideHit;
if (Objects.equals(ctx.getSelectedBlock().orElse(null), against1) && (ctx.player().isSneaking() || Baritone.settings().assumeSafeWalk.get()) && ctx.getSelectedBlock().get().offset(side).equals(positionToPlace)) {
return state.setInput(Input.CLICK_RIGHT, true);
}
//System.out.println("Trying to look at " + against1 + ", actually looking at" + RayTraceUtils.getSelectedBlock());
return state.setInput(Input.CLICK_LEFT, true);
}
}
if (!Baritone.settings().assumeSafeWalk.get()) {
state.setInput(Input.SNEAK, true);
}
if (whereAmI.equals(dest)) {
// If we are in the block that we are trying to get to, we are sneaking over air and we need to place a block beneath us against the one we just walked off of
// Out.log(from + " " + to + " " + faceX + "," + faceY + "," + faceZ + " " + whereAmI);
if (!MovementHelper.throwaway(ctx, true)) {// get ready to place a throwaway block
logDebug("bb pls get me some blocks. dirt or cobble");
return state.setStatus(MovementStatus.UNREACHABLE);
}
double faceX = (dest.getX() + src.getX() + 1.0D) * 0.5D;
double faceY = (dest.getY() + src.getY() - 1.0D) * 0.5D;
double faceZ = (dest.getZ() + src.getZ() + 1.0D) * 0.5D;
// faceX, faceY, faceZ is the middle of the face between from and to
BlockPos goalLook = src.down(); // this is the block we were just standing on, and the one we want to place against
Rotation backToFace = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), new Vec3d(faceX, faceY, faceZ), ctx.playerRotations());
float pitch = backToFace.getPitch();
double dist = Math.max(Math.abs(ctx.player().posX - faceX), Math.abs(ctx.player().posZ - faceZ));
if (dist < 0.29) {
float yaw = RotationUtils.calcRotationFromVec3d(VecUtils.getBlockPosCenter(dest), ctx.playerHead(), ctx.playerRotations()).getYaw();
state.setTarget(new MovementState.MovementTarget(new Rotation(yaw, pitch), true));
state.setInput(Input.MOVE_BACK, true);
} else {
state.setTarget(new MovementState.MovementTarget(backToFace, true));
}
state.setInput(Input.SNEAK, true);
if (Objects.equals(ctx.getSelectedBlock().orElse(null), goalLook)) {
return state.setInput(Input.CLICK_RIGHT, true); // wait to right click until we are able to place
}
// Out.log("Trying to look at " + goalLook + ", actually looking at" + Baritone.whatAreYouLookingAt());
return state.setInput(Input.CLICK_LEFT, true);
} else {
MovementHelper.moveTowards(ctx, state, positionsToBreak[0]);
return state;
// TODO MovementManager.moveTowardsBlock(to); // move towards not look at because if we are bridging for a couple blocks in a row, it is faster if we dont spin around and walk forwards then spin around and place backwards for every block
}
}
}
@Override
public boolean safeToCancel(MovementState state) {
// if we're in the process of breaking blocks before walking forwards
// or if this isn't a sneak place (the block is already there)
// then it's safe to cancel this
return state.getStatus() != MovementStatus.RUNNING || MovementHelper.canWalkOn(ctx, dest.down());
}
@Override
protected boolean prepared(MovementState state) {
if (ctx.playerFeet().equals(src) || ctx.playerFeet().equals(src.down())) {
Block block = BlockStateInterface.getBlock(ctx, src.down());
if (block == Blocks.LADDER || block == Blocks.VINE) {
state.setInput(Input.SNEAK, true);
}
}
return super.prepared(state);
}
}