Merge pull request #701 from c0nn3r/master

Add parkour ascend
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Leijurv 2019-07-30 21:55:30 -07:00
commit 57d4a79496
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5 changed files with 57 additions and 21 deletions

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@ -124,6 +124,13 @@ public final class Settings {
*/
public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
/**
* This should be monetized it's so good
* <p>
* Defaults to true, but only actually takes effect if allowParkour is also true
*/
public final Setting<Boolean> allowParkourAscend = new Setting<>(true);
/**
* Allow descending diagonally
* <p>

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@ -127,7 +127,7 @@ public abstract class AbstractNodeCostSearch implements IPathFinder, Helper {
return new PathCalculationResult(PathCalculationResult.Type.SUCCESS_SEGMENT, path);
}
} catch (Exception e) {
Helper.HELPER.logDebug("Pathing exception: " + e);
Helper.HELPER.logDirect("Pathing exception: " + e);
e.printStackTrace();
return new PathCalculationResult(PathCalculationResult.Type.EXCEPTION);
} finally {

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@ -58,6 +58,7 @@ public class CalculationContext {
public final boolean allowParkour;
public final boolean allowParkourPlace;
public final boolean allowJumpAt256;
public final boolean allowParkourAscend;
public final boolean assumeWalkOnWater;
public final boolean allowDiagonalDescend;
public final boolean allowDownward;
@ -90,6 +91,7 @@ public class CalculationContext {
this.allowParkour = Baritone.settings().allowParkour.value;
this.allowParkourPlace = Baritone.settings().allowParkourPlace.value;
this.allowJumpAt256 = Baritone.settings().allowJumpAt256.value;
this.allowParkourAscend = Baritone.settings().allowParkourAscend.value;
this.assumeWalkOnWater = Baritone.settings().assumeWalkOnWater.value;
this.allowDiagonalDescend = Baritone.settings().allowDiagonalDescend.value;
this.allowDownward = Baritone.settings().allowDownward.value;

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@ -276,7 +276,7 @@ public enum Moves {
}
},
PARKOUR_NORTH(0, 0, -4, true, false) {
PARKOUR_NORTH(0, 0, -4, true, true) {
@Override
public Movement apply0(CalculationContext context, BetterBlockPos src) {
return MovementParkour.cost(context, src, EnumFacing.NORTH);
@ -288,7 +288,7 @@ public enum Moves {
}
},
PARKOUR_SOUTH(0, 0, +4, true, false) {
PARKOUR_SOUTH(0, 0, +4, true, true) {
@Override
public Movement apply0(CalculationContext context, BetterBlockPos src) {
return MovementParkour.cost(context, src, EnumFacing.SOUTH);
@ -300,7 +300,7 @@ public enum Moves {
}
},
PARKOUR_EAST(+4, 0, 0, true, false) {
PARKOUR_EAST(+4, 0, 0, true, true) {
@Override
public Movement apply0(CalculationContext context, BetterBlockPos src) {
return MovementParkour.cost(context, src, EnumFacing.EAST);
@ -312,7 +312,7 @@ public enum Moves {
}
},
PARKOUR_WEST(-4, 0, 0, true, false) {
PARKOUR_WEST(-4, 0, 0, true, true) {
@Override
public Movement apply0(CalculationContext context, BetterBlockPos src) {
return MovementParkour.cost(context, src, EnumFacing.WEST);

View File

@ -43,18 +43,20 @@ public class MovementParkour extends Movement {
private final EnumFacing direction;
private final int dist;
private final boolean ascend;
private MovementParkour(IBaritone baritone, BetterBlockPos src, int dist, EnumFacing dir) {
super(baritone, src, src.offset(dir, dist), EMPTY, src.offset(dir, dist).down());
private MovementParkour(IBaritone baritone, BetterBlockPos src, int dist, EnumFacing dir, boolean ascend) {
super(baritone, src, src.offset(dir, dist).up(ascend ? 1 : 0), EMPTY, src.offset(dir, dist).down(ascend ? 0 : 1));
this.direction = dir;
this.dist = dist;
this.ascend = ascend;
}
public static MovementParkour cost(CalculationContext context, BetterBlockPos src, EnumFacing direction) {
MutableMoveResult res = new MutableMoveResult();
cost(context, src.x, src.y, src.z, direction, res);
int dist = Math.abs(res.x - src.x) + Math.abs(res.z - src.z);
return new MovementParkour(context.getBaritone(), src, dist, direction);
return new MovementParkour(context.getBaritone(), src, dist, direction, res.y > src.y);
}
public static void cost(CalculationContext context, int x, int y, int z, EnumFacing dir, MutableMoveResult res) {
@ -103,19 +105,35 @@ public class MovementParkour extends Movement {
}
}
for (int i = 2; i <= maxJump; i++) {
// TODO perhaps dest.up(3) doesn't need to be fullyPassable, just canWalkThrough, possibly?
for (int y2 = 0; y2 < 4; y2++) {
if (!MovementHelper.fullyPassable(context, x + xDiff * i, y + y2, z + zDiff * i)) {
return;
}
int destX = x + xDiff * i;
int destZ = z + zDiff * i;
if (!MovementHelper.fullyPassable(context, destX, y + 1, destZ)) {
return;
}
IBlockState landingOn = context.bsi.get0(x + xDiff * i, y - 1, z + zDiff * i);
if (!MovementHelper.fullyPassable(context, destX, y + 2, destZ)) {
return;
}
if (!MovementHelper.fullyPassable(context, destX, y, destZ)) {
if (i <= 3 && context.allowParkourAscend && context.canSprint && MovementHelper.canWalkOn(context.bsi, destX, y, destZ) && checkOvershootSafety(context.bsi, destX + xDiff, y + 1, destZ + zDiff)) {
res.x = destX;
res.y = y + 1;
res.z = destZ;
res.cost = i * SPRINT_ONE_BLOCK_COST + context.jumpPenalty;
}
return;
}
IBlockState landingOn = context.bsi.get0(destX, y - 1, destZ);
// farmland needs to be canwalkon otherwise farm can never work at all, but we want to specifically disallow ending a jumy on farmland haha
if (landingOn.getBlock() != Blocks.FARMLAND && MovementHelper.canWalkOn(context.bsi, x + xDiff * i, y - 1, z + zDiff * i, landingOn)) {
res.x = x + xDiff * i;
res.y = y;
res.z = z + zDiff * i;
res.cost = costFromJumpDistance(i) + context.jumpPenalty;
if (landingOn.getBlock() != Blocks.FARMLAND && MovementHelper.canWalkOn(context.bsi, destX, y - 1, destZ, landingOn)) {
if (checkOvershootSafety(context.bsi, destX + xDiff, y, destZ + zDiff)) {
res.x = destX;
res.y = y;
res.z = destZ;
res.cost = costFromJumpDistance(i) + context.jumpPenalty;
}
return;
}
if (!MovementHelper.fullyPassable(context, destX, y + 3, destZ)) {
return;
}
}
@ -136,6 +154,9 @@ public class MovementParkour extends Movement {
if (!MovementHelper.isReplacable(destX, y - 1, destZ, toReplace, context.bsi)) {
return;
}
if (!checkOvershootSafety(context.bsi, destX + xDiff, y, destZ + zDiff)) {
return;
}
for (int i = 0; i < 5; i++) {
int againstX = destX + HORIZONTALS_BUT_ALSO_DOWN_____SO_EVERY_DIRECTION_EXCEPT_UP[i].getXOffset();
int againstY = y - 1 + HORIZONTALS_BUT_ALSO_DOWN_____SO_EVERY_DIRECTION_EXCEPT_UP[i].getYOffset();
@ -153,6 +174,11 @@ public class MovementParkour extends Movement {
}
}
private static boolean checkOvershootSafety(BlockStateInterface bsi, int x, int y, int z) {
// we're going to walk into these two blocks after the landing of the parkour anyway, so make sure they aren't avoidWalkingInto
return !MovementHelper.avoidWalkingInto(bsi.get0(x, y, z).getBlock()) && !MovementHelper.avoidWalkingInto(bsi.get0(x, y + 1, z).getBlock());
}
private static double costFromJumpDistance(int dist) {
switch (dist) {
case 2:
@ -211,7 +237,7 @@ public class MovementParkour extends Movement {
logDebug("sorry");
return state.setStatus(MovementStatus.UNREACHABLE);
}
if (dist >= 4) {
if (dist >= 4 || ascend) {
state.setInput(Input.SPRINT, true);
}
MovementHelper.moveTowards(ctx, state, dest);
@ -231,7 +257,8 @@ public class MovementParkour extends Movement {
// go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory
state.setInput(Input.CLICK_RIGHT, true);
}
if (dist == 3) { // this is a 2 block gap, dest = src + direction * 3
// prevent jumping too late by checking for ascend
if (dist == 3 && !ascend) { // this is a 2 block gap, dest = src + direction * 3
double xDiff = (src.x + 0.5) - ctx.player().posX;
double zDiff = (src.z + 0.5) - ctx.player().posZ;
double distFromStart = Math.max(Math.abs(xDiff), Math.abs(zDiff));