Rename Movements
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@ -7,7 +7,7 @@ import baritone.bot.pathing.movement.ActionCosts;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.movements.MovementAscend;
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import baritone.bot.pathing.movement.movements.MovementAscend;
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import baritone.bot.pathing.movement.movements.MovementDescend;
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import baritone.bot.pathing.movement.movements.MovementDescend;
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import baritone.bot.pathing.movement.movements.MovementFall;
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import baritone.bot.pathing.movement.movements.MovementDownward;
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import baritone.bot.pathing.movement.movements.MovementTraverse;
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import baritone.bot.pathing.movement.movements.MovementTraverse;
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import baritone.bot.pathing.path.IPath;
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import baritone.bot.pathing.path.IPath;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.ToolSet;
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@ -163,7 +163,7 @@ public class AStarPathFinder extends AbstractNodeCostSearch {
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movements[9] = new MovementDescend(pos, new BlockPos(x - 1, y - 1, z));
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movements[9] = new MovementDescend(pos, new BlockPos(x - 1, y - 1, z));
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movements[10] = new MovementDescend(pos, new BlockPos(x, y - 1, z + 1));
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movements[10] = new MovementDescend(pos, new BlockPos(x, y - 1, z + 1));
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movements[11] = new MovementDescend(pos, new BlockPos(x, y - 1, z - 1));
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movements[11] = new MovementDescend(pos, new BlockPos(x, y - 1, z - 1));
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movements[12] = new MovementFall(pos);
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movements[12] = new MovementDownward(pos);
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/*Action[] actions = new Action[26];
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/*Action[] actions = new Action[26];
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actions[0] = new ActionPillar(pos);
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actions[0] = new ActionPillar(pos);
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actions[1] = new ActionBridge(pos, new BlockPos(x + 1, y, z));
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actions[1] = new ActionBridge(pos, new BlockPos(x + 1, y, z));
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@ -0,0 +1,61 @@
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package baritone.bot.pathing.movement.movements;
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import baritone.bot.InputOverrideHandler;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.MovementHelper;
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import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockLadder;
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import net.minecraft.block.BlockVine;
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import net.minecraft.util.math.BlockPos;
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public class MovementDownward extends Movement {
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public MovementDownward(BlockPos start) {
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super(start, start.down(), new BlockPos[]{start.down()}, new BlockPos[0]);
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}
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int numTicks = 0;
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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System.out.println("Ticking with state " + state.getStatus());
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switch (state.getStatus()) {
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case PREPPING:
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case UNREACHABLE:
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case FAILED:
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return state;
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case WAITING:
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case RUNNING:
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if (playerFeet().equals(dest)) {
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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return state;
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}
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if (numTicks++ < 10) {
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return state;
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}
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(positionsToBreak[0], world()));
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return state.setTarget(new MovementState.MovementTarget(rotationToBlock)).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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default:
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return state;
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}
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}
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@Override
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protected double calculateCost(ToolSet ts) {
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if (!MovementHelper.canWalkOn(dest.down(), BlockStateInterface.get(dest.down()))) {
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return COST_INF;
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}
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Block td = BlockStateInterface.get(dest).getBlock();
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boolean ladder = td instanceof BlockLadder || td instanceof BlockVine;
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if (ladder) {
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return LADDER_DOWN_ONE_COST;
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} else {
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return FALL_N_BLOCKS_COST[1] + getTotalHardnessOfBlocksToBreak(ts);
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}
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}
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}
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