pause mining for falling blocks, fixes #157
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@ -204,6 +204,11 @@ public final class Settings {
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*/
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*/
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public final Setting<Boolean> sprintAscends = new Setting<>(true);
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public final Setting<Boolean> sprintAscends = new Setting<>(true);
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/**
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* When breaking blocks for a movement, wait until all falling blocks have settled before continuing
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*/
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public final Setting<Boolean> pauseMiningForFallingBlocks = new Setting<>(true);
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/**
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/**
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* How many ticks between right clicks are allowed. Default in game is 4
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* How many ticks between right clicks are allowed. Default in game is 4
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*/
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*/
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@ -17,6 +17,7 @@
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package baritone.pathing.movement;
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package baritone.pathing.movement;
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import baritone.Baritone;
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import baritone.api.IBaritone;
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import baritone.api.IBaritone;
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import baritone.api.pathing.movement.IMovement;
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import baritone.api.pathing.movement.IMovement;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.pathing.movement.MovementStatus;
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@ -24,7 +25,9 @@ import baritone.api.utils.*;
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import baritone.api.utils.input.Input;
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import baritone.api.utils.input.Input;
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import baritone.utils.BlockStateInterface;
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import baritone.utils.BlockStateInterface;
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import net.minecraft.block.BlockLiquid;
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import net.minecraft.block.BlockLiquid;
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import net.minecraft.entity.item.EntityFallingBlock;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.BlockPos;
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import java.util.ArrayList;
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import java.util.ArrayList;
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@ -140,6 +143,9 @@ public abstract class Movement implements IMovement, MovementHelper {
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}
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}
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boolean somethingInTheWay = false;
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boolean somethingInTheWay = false;
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for (BetterBlockPos blockPos : positionsToBreak) {
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for (BetterBlockPos blockPos : positionsToBreak) {
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if (!ctx.world().getEntitiesWithinAABB(EntityFallingBlock.class, new AxisAlignedBB(0, 0, 0, 1, 1.1, 1).offset(blockPos)).isEmpty() && Baritone.settings().pauseMiningForFallingBlocks.value) {
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return false;
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}
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if (!MovementHelper.canWalkThrough(ctx, blockPos) && !(BlockStateInterface.getBlock(ctx, blockPos) instanceof BlockLiquid)) { // can't break liquid, so don't try
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if (!MovementHelper.canWalkThrough(ctx, blockPos) && !(BlockStateInterface.getBlock(ctx, blockPos) instanceof BlockLiquid)) { // can't break liquid, so don't try
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somethingInTheWay = true;
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somethingInTheWay = true;
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Optional<Rotation> reachable = RotationUtils.reachable(ctx.player(), blockPos, ctx.playerController().getBlockReachDistance());
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Optional<Rotation> reachable = RotationUtils.reachable(ctx.player(), blockPos, ctx.playerController().getBlockReachDistance());
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