Better define Action scope and functionality

This commit is contained in:
Howard Stark 2018-08-02 03:12:51 -04:00
parent 3f1137b5a6
commit cda55b8ac7
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GPG Key ID: 9FA4E350B33067F3
8 changed files with 178 additions and 4 deletions

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@ -0,0 +1,6 @@
package baritone.bot.behavior.impl;
import baritone.bot.behavior.Behavior;
public class MovementBehavior extends Behavior {
}

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@ -1,5 +1,52 @@
package baritone.bot.pathing.actions;
public interface Action {
double cost();
import baritone.bot.behavior.Behavior;
import baritone.bot.utils.Utils;
import net.minecraft.block.state.BlockStateBase;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.BlockWorldState;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.Tuple;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
public abstract class Action extends Behavior {
protected ActionState currentState;
Action(BlockPos dest) {
BlockPos playerEyePos = new BlockPos(player.posX, player.posY+1.62, player.posZ);
Tuple<Float, Float> desiredRotation = Utils.calcRotationFromCoords(
Utils.calcCenterFromCoords(dest, world),
playerEyePos);
// There's honestly not a good reason for this (Builder Pattern), I just believed strongly in it
currentState = new ActionState().setDesiredMovement(dest)
.setDesiredLook(desiredRotation)
.setFinished(false);
}
/**
* Lowest denominator of the dynamic costs.
* TODO: Investigate performant ways to assign costs to actions
*
* @return Cost
*/
public double cost() { return 0; }
@Override
public void onTick() {
ActionState latestState = calcState();
currentState = latestState;
player.setPositionAndRotation(player.posX, player.posY, player.posZ,
latestState.desiredRotation.getFirst(), latestState.desiredRotation.getSecond());
}
/**
* Calculate latest action state.
* Gets called once a tick.
*
* @return
*/
public abstract ActionState calcState();
}

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@ -0,0 +1,18 @@
package baritone.bot.pathing.actions;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.util.math.BlockPos;
import java.util.Optional;
public class ActionAscend extends Action {
public ActionAscend(BlockPos destination) {
}
@Override
public ActionState calcState() {
return null;
}
}

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@ -1,8 +1,11 @@
package baritone.bot.pathing.actions;
public interface ActionCosts {
//These costs are measured roughly in ticks btw
/**
* These costs are measured roughly in ticks btw
* Blocks/Tick: 0.2806167m / tick
* Tick/Block: 3.563579787t
*/
double WALK_ONE_BLOCK_COST = 20 / 4.317;
double WALK_ONE_IN_WATER_COST = 20 / 2.2;
double JUMP_ONE_BLOCK_COST = 5.72854;//see below calculation for fall. 1.25 blocks
@ -10,6 +13,7 @@ public interface ActionCosts {
double LADDER_DOWN_ONE_COST = 20 / 3;
double SNEAK_ONE_BLOCK_COST = 20 / 1.3;
double SPRINT_ONE_BLOCK_COST = 20 / 5.612;
/**
* Doesn't include walking forwards, just the falling
*
@ -22,11 +26,13 @@ public interface ActionCosts {
double FALL_ONE_BLOCK_COST = 5.11354;
double FALL_TWO_BLOCK_COST = 7.28283;
double FALL_THREE_BLOCK_COST = 8.96862;
/**
* It doesn't actually take ten ticks to place a block, this cost is so high
* because we want to generally conserve blocks which might be limited
*/
double PLACE_ONE_BLOCK_COST = 20;
/**
* Add this to the cost of breaking any block. The cost of breaking any
* block is calculated as the number of ticks that block takes to break with

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@ -0,0 +1,54 @@
package baritone.bot.pathing.actions;
import net.minecraft.util.Tuple;
import net.minecraft.util.math.BlockPos;
public class ActionState {
/**
* Is Action finished?
*/
protected boolean finished;
public boolean isFinished() {
return finished;
}
public ActionState setFinished(boolean finished) {
this.finished = finished;
return this;
}
/**
* Necessary movement to achieve
*
* TODO: Decide desiredMovement type
*/
protected BlockPos desiredMovement;
public BlockPos getDesiredMovement() {
return desiredMovement;
}
public ActionState setDesiredMovement(BlockPos desiredMovement) {
this.desiredMovement = desiredMovement;
return this;
}
/**
* Yaw and pitch angles that must be matched
*
* getFirst() -> YAW
* getSecond() -> PITCH
*/
protected Tuple<Float, Float> desiredRotation;
public Tuple<Float, Float> getDesiredRotation() {
return desiredRotation;
}
public ActionState setDesiredLook(Tuple<Float, Float> desiredRotation) {
this.desiredRotation = desiredRotation;
return this;
}
}

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@ -7,6 +7,9 @@ import java.util.List;
public abstract class Movement {
/**
* Flat list of ordered actions
*/
protected List<Action> actions;
/**
@ -22,4 +25,11 @@ public abstract class Movement {
* @return Movement's final block position
*/
public abstract BlockPos getDest();
/**
* Calculate the movement's cost
*
* @return Cost
*/
public abstract double calcCost();
}

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@ -1,6 +1,8 @@
package baritone.bot.utils;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.client.multiplayer.WorldClient;
/**
* @author Brady
@ -9,4 +11,7 @@ import net.minecraft.client.Minecraft;
public interface Helper {
Minecraft mc = Minecraft.getMinecraft();
EntityPlayerSP player = mc.player;
WorldClient world = mc.world;
}

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@ -1,5 +1,12 @@
package baritone.bot.utils;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.multiplayer.WorldClient;
import net.minecraft.util.Tuple;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import java.util.function.Supplier;
/**
@ -13,4 +20,25 @@ public final class Utils {
runnable.run();
}
}
public static Tuple<Float, Float> calcRotationFromCoords(BlockPos orig, BlockPos dest) {
double yaw = Math.atan2(orig.getX() - dest.getX(), -orig.getZ() + dest.getZ());
double dist = Math.sqrt((orig.getX() - dest.getX()) * (orig.getX() - dest.getX()) + (-orig.getZ() + dest.getZ()) * (-orig.getZ() + dest.getZ()));
double pitch = Math.atan2(orig.getY() - dest.getY(), dist);
Tuple<Float, Float> rotation = new Tuple<>((float) (yaw * 180 / Math.PI),
(float) (pitch * 180 / Math.PI));
return rotation;
}
public static BlockPos calcCenterFromCoords(BlockPos orig, World world) {
IBlockState b = world.getBlockState(orig);
AxisAlignedBB bbox = b.getBoundingBox(world, orig);
double xDiff = (bbox.minX + bbox.maxX) / 2;
double yDiff = (bbox.minY + bbox.maxY) / 2;
double zDiff = (bbox.minZ + bbox.maxZ) / 2;
BlockPos centerPos = new BlockPos(orig.getX() + xDiff,
orig.getY() + yDiff,
orig.getZ() + zDiff);
return centerPos;
}
}