/* * 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 . */ package baritone.pathing.movement.movements; 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.pathing.movement.CalculationContext; import baritone.pathing.movement.Movement; import baritone.pathing.movement.MovementHelper; import baritone.pathing.movement.MovementState; import baritone.utils.BlockStateInterface; import baritone.utils.InputOverrideHandler; import net.minecraft.block.*; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Vec3d; public class MovementPillar extends Movement { public MovementPillar(BetterBlockPos start, BetterBlockPos end) { super(start, end, new BetterBlockPos[]{start.up(2)}, start); } @Override protected double calculateCost(CalculationContext context) { return cost(context, src.x, src.y, src.z); } public static double cost(CalculationContext context, int x, int y, int z) { Block fromDown = BlockStateInterface.get(x, y, z).getBlock(); boolean ladder = fromDown instanceof BlockLadder || fromDown instanceof BlockVine; IBlockState fromDownDown = BlockStateInterface.get(x, y - 1, z); if (!ladder) { if (fromDownDown.getBlock() instanceof BlockLadder || fromDownDown.getBlock() instanceof BlockVine) { return COST_INF; } if (fromDownDown.getBlock() instanceof BlockSlab && !((BlockSlab) fromDownDown.getBlock()).isDouble() && fromDownDown.getValue(BlockSlab.HALF) == BlockSlab.EnumBlockHalf.BOTTOM) { return COST_INF; // can't pillar up from a bottom slab onto a non ladder } } if (fromDown instanceof BlockVine && !hasAgainst(x, y, z)) { return COST_INF; } IBlockState toBreak = BlockStateInterface.get(x, y + 2, z); Block toBreakBlock = toBreak.getBlock(); if (toBreakBlock instanceof BlockFenceGate) { return COST_INF; } Block srcUp = null; if (BlockStateInterface.isWater(toBreakBlock) && BlockStateInterface.isWater(fromDown)) { srcUp = BlockStateInterface.get(x, y + 1, z).getBlock(); if (BlockStateInterface.isWater(srcUp)) { return LADDER_UP_ONE_COST; } } if (!ladder && !context.canPlaceThrowawayAt(x, y, z)) { return COST_INF; } double hardness = MovementHelper.getMiningDurationTicks(context, x, y + 2, z, toBreak, true); if (hardness >= COST_INF) { return COST_INF; } if (hardness != 0) { if (toBreakBlock instanceof BlockLadder || toBreakBlock instanceof BlockVine) { hardness = 0; // we won't actually need to break the ladder / vine because we're going to use it } else { IBlockState check = BlockStateInterface.get(x, y + 3, z); if (check.getBlock() instanceof BlockFalling) { // see MovementAscend's identical check for breaking a falling block above our head if (srcUp == null) { srcUp = BlockStateInterface.get(x, y + 1, z).getBlock(); } if (!(toBreakBlock instanceof BlockFalling) || !(srcUp instanceof BlockFalling)) { return COST_INF; } } // this is commented because it may have had a purpose, but it's very unclear what it was. it's from the minebot era. //if (!MovementHelper.canWalkOn(chkPos, check) || MovementHelper.canWalkThrough(chkPos, check)) {//if the block above where we want to break is not a full block, don't do it // TODO why does canWalkThrough mean this action is COST_INF? // BlockFalling makes sense, and !canWalkOn deals with weird cases like if it were lava // but I don't understand why canWalkThrough makes it impossible // return COST_INF; //} } } if (fromDown instanceof BlockLiquid || fromDownDown.getBlock() instanceof BlockLiquid) {//can't pillar on water or in water return COST_INF; } if (ladder) { return LADDER_UP_ONE_COST + hardness * 5; } else { return JUMP_ONE_BLOCK_COST + context.placeBlockCost() + hardness; } } public static boolean hasAgainst(int x, int y, int z) { return BlockStateInterface.get(x + 1, y, z).isBlockNormalCube() || BlockStateInterface.get(x - 1, y, z).isBlockNormalCube() || BlockStateInterface.get(x, y, z + 1).isBlockNormalCube() || BlockStateInterface.get(x, y, z - 1).isBlockNormalCube(); } public static BlockPos getAgainst(BlockPos vine) { if (BlockStateInterface.get(vine.north()).isBlockNormalCube()) { return vine.north(); } if (BlockStateInterface.get(vine.south()).isBlockNormalCube()) { return vine.south(); } if (BlockStateInterface.get(vine.east()).isBlockNormalCube()) { return vine.east(); } if (BlockStateInterface.get(vine.west()).isBlockNormalCube()) { return vine.west(); } return null; } @Override public MovementState updateState(MovementState state) { super.updateState(state); if (state.getStatus() != MovementStatus.RUNNING) { return state; } IBlockState fromDown = BlockStateInterface.get(src); if (BlockStateInterface.isWater(fromDown.getBlock()) && BlockStateInterface.isWater(dest)) { // stay centered while swimming up a water column state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(playerHead(), VecUtils.getBlockPosCenter(dest)), false)); Vec3d destCenter = VecUtils.getBlockPosCenter(dest); if (Math.abs(player().posX - destCenter.x) > 0.2 || Math.abs(player().posZ - destCenter.z) > 0.2) { state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true); } if (playerFeet().equals(dest)) { return state.setStatus(MovementStatus.SUCCESS); } return state; } boolean ladder = fromDown.getBlock() instanceof BlockLadder || fromDown.getBlock() instanceof BlockVine; boolean vine = fromDown.getBlock() instanceof BlockVine; Rotation rotation = RotationUtils.calcRotationFromVec3d(mc.player.getPositionEyes(1.0F), VecUtils.getBlockPosCenter(positionToPlace), new Rotation(mc.player.rotationYaw, mc.player.rotationPitch)); if (!ladder) { state.setTarget(new MovementState.MovementTarget(new Rotation(mc.player.rotationYaw, rotation.getPitch()), true)); } boolean blockIsThere = MovementHelper.canWalkOn(src) || ladder; if (ladder) { BlockPos against = vine ? getAgainst(src) : src.offset(fromDown.getValue(BlockLadder.FACING).getOpposite()); if (against == null) { logDebug("Unable to climb vines"); return state.setStatus(MovementStatus.UNREACHABLE); } if (playerFeet().equals(against.up()) || playerFeet().equals(dest)) { return state.setStatus(MovementStatus.SUCCESS); } if (MovementHelper.isBottomSlab(src.down())) { state.setInput(InputOverrideHandler.Input.JUMP, true); } /* if (thePlayer.getPosition0().getX() != from.getX() || thePlayer.getPosition0().getZ() != from.getZ()) { Baritone.moveTowardsBlock(from); } */ MovementHelper.moveTowards(state, against); return state; } else { // Get ready to place a throwaway block if (!MovementHelper.throwaway(true)) { return state.setStatus(MovementStatus.UNREACHABLE); } // If our Y coordinate is above our goal, stop jumping state.setInput(InputOverrideHandler.Input.JUMP, player().posY < dest.getY()); state.setInput(InputOverrideHandler.Input.SNEAK, player().posY > dest.getY()); // delay placement by 1 tick for ncp compatibility // since (lower down) we only right click once player.isSneaking, and that happens the tick after we request to sneak double diffX = player().posX - (dest.getX() + 0.5); double diffZ = player().posZ - (dest.getZ() + 0.5); double dist = Math.sqrt(diffX * diffX + diffZ * diffZ); if (dist > 0.17) {//why 0.17? because it seemed like a good number, that's why //[explanation added after baritone port lol] also because it needs to be less than 0.2 because of the 0.3 sneak limit //and 0.17 is reasonably less than 0.2 // If it's been more than forty ticks of trying to jump and we aren't done yet, go forward, maybe we are stuck state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true); // revise our target to both yaw and pitch if we're going to be moving forward state.setTarget(new MovementState.MovementTarget(rotation, true)); } if (!blockIsThere) { Block fr = BlockStateInterface.get(src).getBlock(); if (!(fr instanceof BlockAir || fr.isReplaceable(Minecraft.getMinecraft().world, src))) { state.setInput(InputOverrideHandler.Input.CLICK_LEFT, true); blockIsThere = false; } else if (Minecraft.getMinecraft().player.isSneaking()) { // 1 tick after we're able to place state.setInput(InputOverrideHandler.Input.CLICK_RIGHT, true); } } } // If we are at our goal and the block below us is placed if (playerFeet().equals(dest) && blockIsThere) { return state.setStatus(MovementStatus.SUCCESS); } return state; } @Override protected boolean prepared(MovementState state) { if (playerFeet().equals(src) || playerFeet().equals(src.down())) { Block block = BlockStateInterface.getBlock(src.down()); if (block == Blocks.LADDER || block == Blocks.VINE) { state.setInput(InputOverrideHandler.Input.SNEAK, true); } } if (BlockStateInterface.isWater(dest.up())) { return true; } return super.prepared(state); } }