finalize all settings

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Leijurv 2019-01-28 10:41:28 -08:00
parent bf78a4dfad
commit b0c4752397
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1 changed files with 94 additions and 94 deletions

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@ -33,67 +33,67 @@ import java.util.function.Consumer;
*
* @author leijurv
*/
public class Settings {
public final class Settings {
/**
* Allow Baritone to break blocks
*/
public Setting<Boolean> allowBreak = new Setting<>(true);
public final Setting<Boolean> allowBreak = new Setting<>(true);
/**
* Allow Baritone to sprint
*/
public Setting<Boolean> allowSprint = new Setting<>(true);
public final Setting<Boolean> allowSprint = new Setting<>(true);
/**
* Allow Baritone to place blocks
*/
public Setting<Boolean> allowPlace = new Setting<>(true);
public final Setting<Boolean> allowPlace = new Setting<>(true);
/**
* Allow Baritone to move items in your inventory to your hotbar
*/
public Setting<Boolean> allowInventory = new Setting<>(false);
public final Setting<Boolean> allowInventory = new Setting<>(false);
/**
* It doesn't actually take twenty ticks to place a block, this cost is so high
* because we want to generally conserve blocks which might be limited
*/
public Setting<Double> blockPlacementPenalty = new Setting<>(20D);
public final Setting<Double> blockPlacementPenalty = new Setting<>(20D);
/**
* This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
* it will take an otherwise equivalent route that doesn't require it to put out fire.
*/
public Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
/**
* Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger
*/
public Setting<Double> jumpPenalty = new Setting<>(2D);
public final Setting<Double> jumpPenalty = new Setting<>(2D);
/**
* Walking on water uses up hunger really quick, so penalize it
*/
public Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
/**
* Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
* Reliability: questionable.
*/
public Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
public final Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
/**
* Allow Baritone to assume it can walk on still water just like any other block.
* This functionality is assumed to be provided by a separate library that might have imported Baritone.
*/
public Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
public final Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
/**
* Assume step functionality; don't jump on an Ascend.
*/
public Setting<Boolean> assumeStep = new Setting<>(false);
public final Setting<Boolean> assumeStep = new Setting<>(false);
/**
* Assume safe walk functionality; don't sneak on a backplace traverse.
@ -102,14 +102,14 @@ public class Settings {
* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
* against it. That's why this defaults to off.
*/
public Setting<Boolean> assumeSafeWalk = new Setting<>(false);
public final Setting<Boolean> assumeSafeWalk = new Setting<>(false);
/**
* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
* <p>
* Defaults to false because this fails on NCP
*/
public Setting<Boolean> allowJumpAt256 = new Setting<>(false);
public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
/**
* Allow descending diagonally
@ -118,12 +118,12 @@ public class Settings {
* <p>
* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
*/
public Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
public final Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
/**
* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
*/
public Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
public final Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
Item.getItemFromBlock(Blocks.DIRT),
Item.getItemFromBlock(Blocks.COBBLESTONE),
Item.getItemFromBlock(Blocks.NETHERRACK)
@ -133,30 +133,30 @@ public class Settings {
* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
*/
public Setting<Boolean> allowVines = new Setting<>(false);
public final Setting<Boolean> allowVines = new Setting<>(false);
/**
* Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs
* everywhere in your base.
*/
public Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
public final Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
/**
* You know what it is
* <p>
* But it's very unreliable and falls off when cornering like all the time so.
*/
public Setting<Boolean> allowParkour = new Setting<>(false);
public final Setting<Boolean> allowParkour = new Setting<>(false);
/**
* Like parkour, but even more unreliable!
*/
public Setting<Boolean> allowParkourPlace = new Setting<>(false);
public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
/**
* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
*/
public Setting<Boolean> considerPotionEffects = new Setting<>(true);
public final Setting<Boolean> considerPotionEffects = new Setting<>(true);
/**
* This is the big A* setting.
@ -173,63 +173,63 @@ public class Settings {
* <p>
* Finding the optimal path is worth it, so it's the default.
*/
public Setting<Double> costHeuristic = new Setting<>(3.563);
public final Setting<Double> costHeuristic = new Setting<>(3.563);
// a bunch of obscure internal A* settings that you probably don't want to change
/**
* The maximum number of times it will fetch outside loaded or cached chunks before assuming that
* pathing has reached the end of the known area, and should therefore stop.
*/
public Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
public final Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
/**
* Set to 1.0 to effectively disable this feature
*
* @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a>
*/
public Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
public final Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
/**
* Toggle the following 4 settings
* <p>
* They have a noticable performance impact, so they default off
*/
public Setting<Boolean> avoidance = new Setting<>(false);
public final Setting<Boolean> avoidance = new Setting<>(false);
/**
* Set to 1.0 to effectively disable this feature
* <p>
* Set below 1.0 to go out of your way to walk near mob spawners
*/
public Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
public final Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
public Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
public final Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
/**
* Set to 1.0 to effectively disable this feature
* <p>
* Set below 1.0 to go out of your way to walk near mobs
*/
public Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
public final Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
public Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
public final Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
/**
* When running a goto towards a container block (chest, ender chest, furnace, etc),
* right click and open it once you arrive.
*/
public Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
public final Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
/**
* When running a goto towards a nether portal block, walk all the way into the portal
* instead of stopping one block before.
*/
public Setting<Boolean> enterPortal = new Setting<>(true);
public final Setting<Boolean> enterPortal = new Setting<>(true);
/**
* Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies,
* and there's no point.
*/
public Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
public final Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
/**
* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
@ -237,67 +237,67 @@ public class Settings {
*
* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a>
*/
public Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
/**
* If a movement's cost increases by more than this amount between calculation and execution (due to changes
* in the environment / world), cancel and recalculate
*/
public Setting<Double> maxCostIncrease = new Setting<>(10D);
public final Setting<Double> maxCostIncrease = new Setting<>(10D);
/**
* Stop 5 movements before anything that made the path COST_INF.
* For example, if lava has spread across the path, don't walk right up to it then recalculate, it might
* still be spreading lol
*/
public Setting<Integer> costVerificationLookahead = new Setting<>(5);
public final Setting<Integer> costVerificationLookahead = new Setting<>(5);
/**
* Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state
*/
public Setting<Double> pathCutoffFactor = new Setting<>(0.9);
public final Setting<Double> pathCutoffFactor = new Setting<>(0.9);
/**
* Only apply static cutoff for paths of at least this length (in terms of number of movements)
*/
public Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
public final Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
/**
* Start planning the next path once the remaining movements tick estimates sum up to less than this value
*/
public Setting<Integer> planningTickLookAhead = new Setting<>(150);
public final Setting<Integer> planningTickLookAhead = new Setting<>(150);
/**
* Default size of the Long2ObjectOpenHashMap used in pathing
*/
public Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
public final Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
/**
* Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
* <p>
* Decrease for faster map operations, but higher memory usage
*/
public Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
public final Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
/**
* How far are you allowed to fall onto solid ground (without a water bucket)?
* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
* Feather Falling IV, you might set it a bit higher, like 4 or 5.
*/
public Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
public final Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
/**
* How far are you allowed to fall onto solid ground (with a water bucket)?
* It's not that reliable, so I've set it below what would kill an unarmored player (23)
*/
public Setting<Integer> maxFallHeightBucket = new Setting<>(20);
public final Setting<Integer> maxFallHeightBucket = new Setting<>(20);
/**
* Is it okay to sprint through a descend followed by a diagonal?
* The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't
* lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy.
*/
public Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
public final Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
/**
* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
@ -306,131 +306,131 @@ public class Settings {
* of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away,
* your Y coordinate's accuracy doesn't matter at all until you get much much closer.
*/
public Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
public final Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
/**
* If a movement takes this many ticks more than its initial cost estimate, cancel it
*/
public Setting<Integer> movementTimeoutTicks = new Setting<>(100);
public final Setting<Integer> movementTimeoutTicks = new Setting<>(100);
/**
* Pathing ends after this amount of time, but only if a path has been found
* <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/
public Setting<Long> primaryTimeoutMS = new Setting<>(500L);
public final Setting<Long> primaryTimeoutMS = new Setting<>(500L);
/**
* Pathing can never take longer than this, even if that means failing to find any path at all
*/
public Setting<Long> failureTimeoutMS = new Setting<>(2000L);
public final Setting<Long> failureTimeoutMS = new Setting<>(2000L);
/**
* Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
* <p>
* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
*/
public Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
public final Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
/**
* Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
*/
public Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
public final Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
/**
* For debugging, consider nodes much much slower
*/
public Setting<Boolean> slowPath = new Setting<>(false);
public final Setting<Boolean> slowPath = new Setting<>(false);
/**
* Milliseconds between each node
*/
public Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
public final Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
/**
* The alternative timeout number when slowPath is on
*/
public Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
public final Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
/**
* The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing.
*/
public Setting<Boolean> chunkCaching = new Setting<>(true);
public final Setting<Boolean> chunkCaching = new Setting<>(true);
/**
* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
* <p>
* Temporarily disabled, see issue #248
*/
public Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
/**
* Print all the debug messages to chat
*/
public Setting<Boolean> chatDebug = new Setting<>(true);
public final Setting<Boolean> chatDebug = new Setting<>(true);
/**
* Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in
* something else
*/
public Setting<Boolean> chatControl = new Setting<>(true);
public final Setting<Boolean> chatControl = new Setting<>(true);
/**
* A second override over chatControl to force it on
*/
public Setting<Boolean> removePrefix = new Setting<>(false);
public final Setting<Boolean> removePrefix = new Setting<>(false);
/**
* Render the path
*/
public Setting<Boolean> renderPath = new Setting<>(true);
public final Setting<Boolean> renderPath = new Setting<>(true);
/**
* Render the goal
*/
public Setting<Boolean> renderGoal = new Setting<>(true);
public final Setting<Boolean> renderGoal = new Setting<>(true);
/**
* Ignore depth when rendering the goal
*/
public Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
public final Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
/**
* Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with
* {@link #renderGoalIgnoreDepth} will cause strange render clipping.
*/
public Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
public final Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
/**
* Ignore depth when rendering the selection boxes (to break, to place, to walk into)
*/
public Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
public final Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
/**
* Ignore depth when rendering the path
*/
public Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
public final Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
/**
* Line width of the path when rendered, in pixels
*/
public Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
public final Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
/**
* Line width of the goal when rendered, in pixels
*/
public Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
public final Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
/**
* Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
* Improves FPS.
*/
public Setting<Boolean> fadePath = new Setting<>(false);
public final Setting<Boolean> fadePath = new Setting<>(false);
/**
* Move without having to force the client-sided rotations
*/
public Setting<Boolean> freeLook = new Setting<>(true);
public final Setting<Boolean> freeLook = new Setting<>(true);
/**
* Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
@ -438,43 +438,43 @@ public class Settings {
* At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in
* directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
*/
public Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
public final Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
/**
* Exclusively use cached chunks for pathing
*/
public Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
public final Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
/**
* Whether or not to use the "#" command prefix
*/
public Setting<Boolean> prefix = new Setting<>(false);
public final Setting<Boolean> prefix = new Setting<>(false);
/**
* Don't stop walking forward when you need to break blocks in your way
*/
public Setting<Boolean> walkWhileBreaking = new Setting<>(true);
public final Setting<Boolean> walkWhileBreaking = new Setting<>(true);
/**
* If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful
*/
public Setting<Integer> maxPathHistoryLength = new Setting<>(300);
public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
/**
* If the current path is too long, cut off this many movements from the beginning.
*/
public Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
public final Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
/**
* Rescan for the goal once every 5 ticks.
* Set to 0 to disable.
*/
public Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
public final Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
/**
* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
*/
public Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
public final Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
/**
* Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
@ -489,54 +489,54 @@ public class Settings {
* <p>
* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
*/
public Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
public final Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
/**
* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
*/
public Setting<Integer> axisHeight = new Setting<>(120);
public final Setting<Integer> axisHeight = new Setting<>(120);
/**
* 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);
public final Setting<Boolean> legitMine = new Setting<>(false);
/**
* What Y level to go to for legit strip mining
*/
public Setting<Integer> legitMineYLevel = new Setting<>(11);
public final 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);
public final 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);
public final 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);
public final Setting<Double> followOffsetDistance = new Setting<>(0D);
/**
* The actual GoalNear is set in this direction from the entity you're following. This value is in degrees.
*/
public Setting<Float> followOffsetDirection = new Setting<>(0F);
public final 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);
public final 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
@ -558,54 +558,54 @@ public class Settings {
* 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);
public final 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);
public final 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);
public final Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
/**
* The color of the next path
*/
public Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
public final Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
/**
* The color of the blocks to break
*/
public Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
public final Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
/**
* The color of the blocks to place
*/
public Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
public final Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
/**
* The color of the blocks to walk into
*/
public Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
public final Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
/**
* The color of the best path so far
*/
public Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
public final 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);
public final Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
/**
* The color of the goal box
*/
public Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
public final Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
/**
* A map of lowercase setting field names to their respective setting