disable backtrack cost favoring while building
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b109fc7420
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1dca02517e
@ -517,7 +517,7 @@ public final class PathingBehavior extends Behavior implements IPathingBehavior,
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transformed = new GoalXZ(pos.getX(), pos.getZ());
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}
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}
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Favoring favoring = new Favoring(context.getBaritone().getPlayerContext(), previous);
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Favoring favoring = new Favoring(context.getBaritone().getPlayerContext(), previous, context);
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return new AStarPathFinder(start.getX(), start.getY(), start.getZ(), transformed, favoring, context);
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}
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@ -65,6 +65,7 @@ public class CalculationContext {
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public final int maxFallHeightBucket;
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public final double waterWalkSpeed;
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public final double breakBlockAdditionalCost;
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public double backtrackCostFavoringCoefficient;
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public double jumpPenalty;
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public final double walkOnWaterOnePenalty;
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public final BetterWorldBorder worldBorder;
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@ -100,6 +101,7 @@ public class CalculationContext {
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float mult = depth / 3.0F;
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this.waterWalkSpeed = ActionCosts.WALK_ONE_IN_WATER_COST * (1 - mult) + ActionCosts.WALK_ONE_BLOCK_COST * mult;
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this.breakBlockAdditionalCost = Baritone.settings().blockBreakAdditionalPenalty.get();
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this.backtrackCostFavoringCoefficient = Baritone.settings().backtrackCostFavoringCoefficient.get();
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this.jumpPenalty = Baritone.settings().jumpPenalty.get();
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this.walkOnWaterOnePenalty = Baritone.settings().walkOnWaterOnePenalty.get();
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// why cache these things here, why not let the movements just get directly from settings?
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@ -330,6 +330,7 @@ public class BuilderProcess extends BaritoneProcessHelper {
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this.originZ = schematicOrigin.getZ();
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this.jumpPenalty += 10;
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this.backtrackCostFavoringCoefficient = 1;
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}
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private IBlockState getSchematic(int x, int y, int z) {
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@ -17,27 +17,27 @@
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package baritone.utils.pathing;
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import baritone.Baritone;
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import baritone.api.pathing.calc.IPath;
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import baritone.api.utils.BetterBlockPos;
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import baritone.api.utils.IPlayerContext;
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import baritone.pathing.movement.CalculationContext;
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import it.unimi.dsi.fastutil.longs.Long2DoubleOpenHashMap;
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public final class Favoring {
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private final Long2DoubleOpenHashMap favorings;
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public Favoring(IPlayerContext ctx, IPath previous) {
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this(previous);
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public Favoring(IPlayerContext ctx, IPath previous, CalculationContext context) {
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this(previous, context);
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for (Avoidance avoid : Avoidance.create(ctx)) {
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avoid.applySpherical(favorings);
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}
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System.out.println("Favoring size: " + favorings.size());
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}
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public Favoring(IPath previous) { // create one just from previous path, no mob avoidances
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public Favoring(IPath previous, CalculationContext context) { // create one just from previous path, no mob avoidances
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favorings = new Long2DoubleOpenHashMap();
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favorings.defaultReturnValue(1.0D);
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double coeff = Baritone.settings().backtrackCostFavoringCoefficient.get();
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double coeff = context.backtrackCostFavoringCoefficient;
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if (coeff != 1D && previous != null) {
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previous.positions().forEach(pos -> favorings.put(BetterBlockPos.longHash(pos), coeff));
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}
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@ -87,7 +87,7 @@ public class SegmentedCalculator {
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private PathCalculationResult segment(Optional<IPath> previous) {
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BetterBlockPos segmentStart = previous.map(IPath::getDest).orElse(start); // <-- e p i c
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AbstractNodeCostSearch search = new AStarPathFinder(segmentStart.x, segmentStart.y, segmentStart.z, goal, new Favoring(previous.orElse(null)), context); // this is on another thread, so cannot include mob avoidances.
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AbstractNodeCostSearch search = new AStarPathFinder(segmentStart.x, segmentStart.y, segmentStart.z, goal, new Favoring(previous.orElse(null), context), context); // this is on another thread, so cannot include mob avoidances.
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return search.calculate(Baritone.settings().primaryTimeoutMS.get(), Baritone.settings().failureTimeoutMS.get()); // use normal time settings, not the plan ahead settings, so as to not overwhelm the computer
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}
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