add blocks to avoid breaking, fixes #368
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@ -157,6 +157,13 @@ public final class Settings {
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// Leave Empty by Default
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// Leave Empty by Default
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));
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));
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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<>(
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// e.g. crafting table, beds
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));
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/**
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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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* 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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* pathing scenarios. And they can cause Baritone to get trapped indefinitely in a strange scenario.
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@ -55,7 +55,8 @@ public interface MovementHelper extends ActionCosts, Helper {
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|| bsi.get0(x + 1, y, z).getBlock() instanceof BlockLiquid
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|| bsi.get0(x + 1, y, z).getBlock() instanceof BlockLiquid
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|| bsi.get0(x - 1, y, z).getBlock() instanceof BlockLiquid
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|| bsi.get0(x - 1, y, z).getBlock() instanceof BlockLiquid
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|| bsi.get0(x, y, z + 1).getBlock() instanceof BlockLiquid
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|| bsi.get0(x, y, z + 1).getBlock() instanceof BlockLiquid
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|| bsi.get0(x, y, z - 1).getBlock() instanceof BlockLiquid;
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|| bsi.get0(x, y, z - 1).getBlock() instanceof BlockLiquid
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|| Baritone.settings().blocksToAvoidBreaking.value.contains(b);
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}
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}
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static boolean canWalkThrough(IPlayerContext ctx, BetterBlockPos pos) {
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static boolean canWalkThrough(IPlayerContext ctx, BetterBlockPos pos) {
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