Added AutoToolMovement bypass setting for special usage cases, should not be used it not actually necessary
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@ -66,6 +66,14 @@ public final class Settings {
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*/
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public final Setting<Boolean> autoTool = new Setting<>(true);
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/**
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* Should movement cost calculation ignore the cost of breaking blocks with current slot?
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* Only use this if actually necessary, make sure to put this back to original state (false), or it
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* will mess up pathing in some combinations with auto tool setting. (just fall back to original settings if any
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* problems occurs)
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*/
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public final Setting<Boolean> ignoreAutoToolMovementCost = new Setting<>(false);
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/**
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* It doesn't actually take twenty ticks to place a block, this cost is so high
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* because we want to generally conserve blocks which might be limited.
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@ -432,7 +432,9 @@ public interface MovementHelper extends ActionCosts, Helper {
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* @param ts previously calculated ToolSet
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*/
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static void switchToBestToolFor(IPlayerContext ctx, IBlockState b, ToolSet ts, boolean preferSilkTouch) {
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ctx.player().inventory.currentItem = ts.getBestSlot(b.getBlock(), preferSilkTouch);
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if (Baritone.settings().autoTool.value) {
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ctx.player().inventory.currentItem = ts.getBestSlot(b.getBlock(), preferSilkTouch);
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}
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}
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static void moveTowards(IPlayerContext ctx, MovementState state, BlockPos pos) {
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@ -103,7 +103,7 @@ public class ToolSet {
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*/
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public int getBestSlot(Block b, boolean preferSilkTouch) {
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// Make all depending calculation respect auto tool value without doing unecessary calculations...
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if (!Baritone.settings().autoTool.value) {
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if (!Baritone.settings().ignoreAutoToolMovementCost.value) {
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return player.inventory.currentItem;
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}
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