build repeat option
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@ -21,6 +21,7 @@ import baritone.api.utils.SettingsUtil;
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import net.minecraft.client.Minecraft;
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import net.minecraft.init.Blocks;
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import net.minecraft.item.Item;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.text.ITextComponent;
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import java.awt.*;
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@ -571,6 +572,16 @@ public final class Settings {
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*/
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public final Setting<Boolean> buildInLayers = new Setting<>(false);
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/**
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* How far to move before repeating the build. -1 for the size of the build in that axis. 0 to disable
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*/
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public final Setting<Integer> buildRepeatDistance=new Setting<>(0);
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/**
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* What direction te repeat the build in
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*/
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public final Setting<EnumFacing> buildRepeatDirection = new Setting<>(EnumFacing.NORTH);
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/**
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* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
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*/
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@ -18,6 +18,7 @@
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package baritone.api.utils;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.util.EnumFacing;
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/**
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* Basic representation of a schematic. Provides the dimensions and
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@ -44,6 +45,19 @@ public interface ISchematic {
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return x >= 0 && x < widthX() && y >= 0 && y < heightY() && z >= 0 && z < lengthZ();
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}
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default int size(EnumFacing.Axis axis) {
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switch (axis) {
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case X:
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return widthX();
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case Y:
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return heightY();
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case Z:
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return lengthZ();
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default:
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throw new UnsupportedOperationException(axis + "");
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}
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}
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/**
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* Returns the desired block state at a given (X, Y, Z) position relative to the origin (0, 0, 0).
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*
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@ -285,6 +285,11 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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@Override
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public PathingCommand onTick(boolean calcFailed, boolean isSafeToCancel) {
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if (baritone.getInputOverrideHandler().isInputForcedDown(Input.CLICK_LEFT)) {
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ticks = 5;
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} else {
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ticks--;
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}
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baritone.getInputOverrideHandler().clearAllKeys();
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if (paused) {
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return new PathingCommand(null, PathingCommandType.REQUEST_PAUSE);
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@ -322,18 +327,24 @@ public class BuilderProcess extends BaritoneProcessHelper implements IBuilderPro
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layer++;
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return onTick(calcFailed, isSafeToCancel);
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}
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int distance = Baritone.settings().buildRepeatDistance.value;
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EnumFacing direction = Baritone.settings().buildRepeatDirection.value;
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if (distance == 0) {
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logDirect("Done building");
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onLostControl();
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return null;
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}
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trim(bcc);
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if (baritone.getInputOverrideHandler().isInputForcedDown(Input.CLICK_LEFT)) {
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ticks = 5;
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} else {
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ticks--;
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// build repeat time
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if (distance == -1) {
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distance = schematic.size(direction.getAxis());
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}
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layer = 0;
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origin = new BlockPos(origin).offset(direction, distance);
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logDirect("Repeating build " + distance + " blocks to the " + direction + ", new origin is " + origin);
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}
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trim(bcc);
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Optional<Tuple<BetterBlockPos, Rotation>> toBreak = toBreakNearPlayer(bcc);
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baritone.getInputOverrideHandler().clearAllKeys();
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if (toBreak.isPresent() && isSafeToCancel && ctx.player().onGround) {
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// we'd like to pause to break this block
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// only change look direction if it's safe (don't want to fuck up an in progress parkour for example
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