baritone/src/main/java/baritone/bot/pathing/movement/Movement.java

275 lines
9.6 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 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
*/
package baritone.bot.pathing.movement;
import baritone.bot.Baritone;
import baritone.bot.behavior.impl.LookBehavior;
import baritone.bot.behavior.impl.LookBehaviorUtils;
import baritone.bot.pathing.movement.MovementState.MovementStatus;
import baritone.bot.pathing.movement.movements.MovementDownward;
import baritone.bot.pathing.movement.movements.MovementPillar;
import baritone.bot.pathing.movement.movements.MovementTraverse;
import baritone.bot.utils.BlockStateInterface;
import baritone.bot.utils.Helper;
import baritone.bot.utils.Rotation;
import baritone.bot.utils.ToolSet;
import net.minecraft.block.Block;
import net.minecraft.block.BlockLadder;
import net.minecraft.block.BlockVine;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import java.util.ArrayList;
import java.util.Optional;
import static baritone.bot.utils.InputOverrideHandler.Input;
public abstract class Movement implements Helper, MovementHelper {
private MovementState currentState = new MovementState().setStatus(MovementStatus.PREPPING);
protected final BlockPos src;
protected final BlockPos dest;
/**
* The positions that need to be broken before this movement can ensue
*/
protected final BlockPos[] positionsToBreak;
/**
* The positions where we need to place a block before this movement can ensue
*/
protected final BlockPos[] positionsToPlace;
private Double cost;
protected Movement(BlockPos src, BlockPos dest, BlockPos[] toBreak, BlockPos[] toPlace) {
this.src = src;
this.dest = dest;
this.positionsToBreak = toBreak;
this.positionsToPlace = toPlace;
}
protected Movement(BlockPos src, BlockPos dest, BlockPos[] toBreak, BlockPos[] toPlace, Vec3d rotationTarget) {
this(src, dest, toBreak, toPlace);
}
public double getCost(CalculationContext context) {
if (cost == null) {
if (context == null)
context = new CalculationContext();
cost = calculateCost0(context);
}
return cost;
}
private double calculateCost0(CalculationContext context) {
if (!(this instanceof MovementPillar) && !(this instanceof MovementTraverse) && !(this instanceof MovementDownward)) {
Block fromDown = BlockStateInterface.get(src.down()).getBlock();
if (fromDown instanceof BlockLadder || fromDown instanceof BlockVine) {
return COST_INF;
}
}
return calculateCost(context);
}
protected abstract double calculateCost(CalculationContext context);
public double recalculateCost() {
cost = null;
return getCost(null);
}
/**
* Handles the execution of the latest Movement
* State, and offers a Status to the calling class.
*
* @return Status
*/
public MovementStatus update() {
player().setSprinting(false);
MovementState latestState = updateState(currentState);
if (BlockStateInterface.isLiquid(playerFeet())) {
latestState.setInput(Input.JUMP, true);
}
latestState.getTarget().getRotation().ifPresent(LookBehavior.INSTANCE::updateTarget);
// TODO: calculate movement inputs from latestState.getGoal().position
// latestState.getTarget().position.ifPresent(null); NULL CONSUMER REALLY SHOULDN'T BE THE FINAL THING YOU SHOULD REALLY REPLACE THIS WITH ALMOST ACTUALLY ANYTHING ELSE JUST PLEASE DON'T LEAVE IT AS IT IS THANK YOU KANYE
latestState.getInputStates().forEach((input, forced) -> {
Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(input, forced);
});
latestState.getInputStates().replaceAll((input, forced) -> false);
currentState = latestState;
if (isFinished())
onFinish(latestState);
return currentState.getStatus();
}
protected boolean prepared(MovementState state) {
if (state.getStatus() == MovementStatus.WAITING)
return true;
boolean somethingInTheWay = false;
for (BlockPos blockPos : positionsToBreak) {
if (!MovementHelper.canWalkThrough(blockPos)) {
somethingInTheWay = true;
Optional<Rotation> reachable = LookBehaviorUtils.reachable(blockPos);
if (reachable.isPresent()) {
player().inventory.currentItem = new ToolSet().getBestSlot(BlockStateInterface.get(blockPos));
state.setTarget(new MovementState.MovementTarget(reachable.get())).setInput(Input.CLICK_LEFT, true);
return false;
}
}
}
if (somethingInTheWay) {
// There's a block or blocks that we can't walk through, but we have no target rotation to reach any
// So don't return true, actually set state to unreachable
state.setStatus(MovementStatus.UNREACHABLE);
return true;
}
return true;
}
public boolean isFinished() {
return (currentState.getStatus() != MovementStatus.RUNNING
&& currentState.getStatus() != MovementStatus.PREPPING
&& currentState.getStatus() != MovementStatus.WAITING);
}
public BlockPos getSrc() {
return src;
}
public BlockPos getDest() {
return dest;
}
/**
* Run cleanup on state finish and declare success.
*/
public void onFinish(MovementState state) {
state.getInputStates().replaceAll((input, forced) -> false);
state.getInputStates().forEach((input, forced) -> Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(input, forced));
state.setStatus(MovementStatus.SUCCESS);
}
public void cancel() {
currentState.getInputStates().replaceAll((input, forced) -> false);
currentState.getInputStates().forEach((input, forced) -> Baritone.INSTANCE.getInputOverrideHandler().setInputForceState(input, forced));
currentState.setStatus(MovementStatus.CANCELED);
}
public double getTotalHardnessOfBlocksToBreak(ToolSet ts) {
/*
double sum = 0;
HashSet<BlockPos> toBreak = new HashSet();
for (BlockPos positionsToBreak1 : positionsToBreak) {
toBreak.add(positionsToBreak1);
if (this instanceof ActionFall) {//if we are digging straight down, assume we have already broken the sand above us
continue;
}
BlockPos tmp = positionsToBreak1.up();
while (canFall(tmp)) {
toBreak.add(tmp);
tmp = tmp.up();
}
}
for (BlockPos pos : toBreak) {
sum += getHardness(ts, Baritone.get(pos), pos);
if (sum >= COST_INF) {
return COST_INF;
}
}
if (!Baritone.allowBreakOrPlace || !Baritone.hasThrowaway) {
for (int i = 0; i < blocksToPlace.length; i++) {
if (!canWalkOn(positionsToPlace[i])) {
return COST_INF;
}
}
}*/
//^ the above implementation properly deals with falling blocks, TODO integrate
double sum = 0;
for (BlockPos pos : positionsToBreak) {
sum += MovementHelper.getMiningDurationTicks(ts, pos);
if (sum >= COST_INF) {
return COST_INF;
}
}
return sum;
}
/**
* Calculate latest movement state.
* Gets called once a tick.
*
* @return
*/
public MovementState updateState(MovementState state) {
if (!prepared(state))
return state.setStatus(MovementStatus.PREPPING);
else if (state.getStatus() == MovementStatus.PREPPING) {
state.setStatus(MovementStatus.WAITING);
}
return state;
}
public ArrayList<BlockPos> toBreakCached = null;
public ArrayList<BlockPos> toPlaceCached = null;
public ArrayList<BlockPos> toWalkIntoCached = null;
public ArrayList<BlockPos> toBreak() {
if (toBreakCached != null) {
return toBreakCached;
}
ArrayList<BlockPos> result = new ArrayList<>();
for (BlockPos positionToBreak : positionsToBreak) {
if (!MovementHelper.canWalkThrough(positionToBreak)) {
result.add(positionToBreak);
}
}
toBreakCached = result;
return result;
}
public ArrayList<BlockPos> toPlace() {
if (toPlaceCached != null) {
return toPlaceCached;
}
ArrayList<BlockPos> result = new ArrayList<>();
for (BlockPos positionToBreak : positionsToPlace) {
if (!MovementHelper.canWalkOn(positionToBreak)) {
result.add(positionToBreak);
}
}
toPlaceCached = result;
return result;
}
public ArrayList<BlockPos> toWalkInto() { // overridden by movementdiagonal
if (toWalkIntoCached == null) {
toWalkIntoCached = new ArrayList<>();
}
return toWalkIntoCached;
}
}