Maybe dont have ignore cost calculation override auto tool?
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88e2fba447
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@ -69,7 +69,7 @@ public final class Settings {
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/**
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* Should movement cost calculation ignore the cost of breaking blocks with current slot?
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* Only use this if actually necessary, make sure to put this back to original state (false), or it
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* will mess up pathing in some combinations with auto tool setting. (just fall back to original settings if any
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* migth mess up pathing in some combinations with auto tool setting. (just fall back to original settings if any
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* problems occurs)
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*/
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public final Setting<Boolean> ignoreAutoToolMovementCost = new Setting<>(false);
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@ -101,9 +101,14 @@ public class ToolSet {
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* @param b the blockstate to be mined
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* @return An int containing the index in the tools array that worked best
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*/
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public int getBestSlot(Block b, boolean preferSilkTouch) {
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return getBestSlot(b, preferSilkTouch, false);
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}
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public int getBestSlot(Block b, boolean preferSilkTouch, boolean pathingCalculation) {
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// Make all depending calculation respect auto tool value without doing unecessary calculations...
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if (!Baritone.settings().ignoreAutoToolMovementCost.value) {
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if (!Baritone.settings().ignoreAutoToolMovementCost.value && pathingCalculation) {
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return player.inventory.currentItem;
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}
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@ -142,7 +147,7 @@ public class ToolSet {
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* @return A double containing the destruction ticks with the best tool
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*/
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private double getBestDestructionTime(Block b) {
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ItemStack stack = player.inventory.getStackInSlot(getBestSlot(b, false));
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ItemStack stack = player.inventory.getStackInSlot(getBestSlot(b, false, true));
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return calculateSpeedVsBlock(stack, b.getDefaultState()) * avoidanceMultiplier(b);
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}
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