dont mine blocks that update falling blocks, fixes #395
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@ -160,7 +160,7 @@ public final class Settings {
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/**
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* Blocks that Baritone is not allowed to break
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*/
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public final Setting<List<Block>> blocksToAvoidBreaking = new Setting<>(new ArrayList<>(Arrays.asList(
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public final Setting<List<Block>> blocksToAvoidBreaking = new Setting<>(new ArrayList<>(Arrays.asList( // TODO can this be a HashSet or ImmutableSet?
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Blocks.CRAFTING_TABLE,
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Blocks.FURNACE,
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Blocks.LIT_FURNACE,
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@ -168,6 +168,13 @@ public final class Settings {
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Blocks.TRAPPED_CHEST
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)));
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/**
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* If this setting is true, Baritone will never break a block that is adjacent to an unsupported falling block.
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* <p>
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* I.E. it will never trigger cascading sand / gravel falls
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*/
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public final Setting<Boolean> avoidUpdatingFallingBlocks = new Setting<>(true);
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/**
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* Enables some more advanced vine features. They're honestly just gimmicks and won't ever be needed in real
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* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
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@ -51,19 +51,27 @@ public interface MovementHelper extends ActionCosts, Helper {
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return b == Blocks.ICE // ice becomes water, and water can mess up the path
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|| b instanceof BlockSilverfish // obvious reasons
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// call context.get directly with x,y,z. no need to make 5 new BlockPos for no reason
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|| avoidAdjacentBreaking(bsi, x, y + 1, z)
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|| avoidAdjacentBreaking(bsi, x + 1, y, z)
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|| avoidAdjacentBreaking(bsi, x - 1, y, z)
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|| avoidAdjacentBreaking(bsi, x, y, z + 1)
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|| avoidAdjacentBreaking(bsi, x, y, z - 1);
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|| avoidAdjacentBreaking(bsi, x, y + 1, z, true)
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|| avoidAdjacentBreaking(bsi, x + 1, y, z, false)
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|| avoidAdjacentBreaking(bsi, x - 1, y, z, false)
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|| avoidAdjacentBreaking(bsi, x, y, z + 1, false)
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|| avoidAdjacentBreaking(bsi, x, y, z - 1, false);
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}
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static boolean avoidAdjacentBreaking(BlockStateInterface bsi, int x, int y, int z) {
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static boolean avoidAdjacentBreaking(BlockStateInterface bsi, int x, int y, int z, boolean directlyAbove) {
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// returns true if you should avoid breaking a block that's adjacent to this one (e.g. lava that will start flowing if you give it a path)
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// this is only called for north, south, east, west, and up. this is NOT called for down.
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// we assume that it's ALWAYS okay to break the block thats ABOVE liquid
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IBlockState state = bsi.get0(x, y, z);
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return state.getBlock() instanceof BlockLiquid;
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Block block = state.getBlock();
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if (!directlyAbove // it is fine to mine a block that has a falling block directly above, this (the cost of breaking the stacked fallings) is included in cost calculations
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// therefore if directlyAbove is true, we will actually ignore if this is falling
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&& block instanceof BlockFalling // obviously, this check is only valid for falling blocks
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&& Baritone.settings().avoidUpdatingFallingBlocks.value // and if the setting is enabled
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&& BlockFalling.canFallThrough(bsi.get0(x, y - 1, z))) { // and if it would fall (i.e. it's unsupported)
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return true; // dont break a block that is adjacent to unsupported gravel because it can cause really weird stuff
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}
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return block instanceof BlockLiquid;
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}
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static boolean canWalkThrough(IPlayerContext ctx, BetterBlockPos pos) {
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