finalize all settings
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@ -33,67 +33,67 @@ import java.util.function.Consumer;
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*
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* @author leijurv
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*/
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public class Settings {
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public final class Settings {
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/**
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* Allow Baritone to break blocks
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*/
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public Setting<Boolean> allowBreak = new Setting<>(true);
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public final Setting<Boolean> allowBreak = new Setting<>(true);
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/**
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* Allow Baritone to sprint
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*/
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public Setting<Boolean> allowSprint = new Setting<>(true);
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public final Setting<Boolean> allowSprint = new Setting<>(true);
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/**
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* Allow Baritone to place blocks
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*/
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public Setting<Boolean> allowPlace = new Setting<>(true);
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public final Setting<Boolean> allowPlace = new Setting<>(true);
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/**
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* Allow Baritone to move items in your inventory to your hotbar
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*/
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public Setting<Boolean> allowInventory = new Setting<>(false);
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public final Setting<Boolean> allowInventory = new Setting<>(false);
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/**
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* It doesn't actually take twenty ticks to place a block, this cost is so high
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* because we want to generally conserve blocks which might be limited
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*/
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public Setting<Double> blockPlacementPenalty = new Setting<>(20D);
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public final Setting<Double> blockPlacementPenalty = new Setting<>(20D);
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/**
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* This is just a tiebreaker to make it less likely to break blocks if it can avoid it.
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* For example, fire has a break cost of 0, this makes it nonzero, so all else being equal
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* it will take an otherwise equivalent route that doesn't require it to put out fire.
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*/
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public Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
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public final Setting<Double> blockBreakAdditionalPenalty = new Setting<>(2D);
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/**
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* Additional penalty for hitting the space bar (ascend, pillar, or parkour) beacuse it uses hunger
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*/
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public Setting<Double> jumpPenalty = new Setting<>(2D);
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public final Setting<Double> jumpPenalty = new Setting<>(2D);
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/**
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* Walking on water uses up hunger really quick, so penalize it
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*/
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public Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
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public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(5D);
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/**
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* Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
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* Reliability: questionable.
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*/
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public Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
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public final Setting<Boolean> allowWaterBucketFall = new Setting<>(true);
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/**
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* Allow Baritone to assume it can walk on still water just like any other block.
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* This functionality is assumed to be provided by a separate library that might have imported Baritone.
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*/
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public Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
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public final Setting<Boolean> assumeWalkOnWater = new Setting<>(false);
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/**
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* Assume step functionality; don't jump on an Ascend.
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*/
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public Setting<Boolean> assumeStep = new Setting<>(false);
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public final Setting<Boolean> assumeStep = new Setting<>(false);
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/**
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* Assume safe walk functionality; don't sneak on a backplace traverse.
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@ -102,14 +102,14 @@ public class Settings {
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* it won't sneak right click, it'll just right click, which means it'll open the chest instead of placing
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* against it. That's why this defaults to off.
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*/
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public Setting<Boolean> assumeSafeWalk = new Setting<>(false);
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public final Setting<Boolean> assumeSafeWalk = new Setting<>(false);
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/**
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* If true, parkour is allowed to make jumps when standing on blocks at the maximum height, so player feet is y=256
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* <p>
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* Defaults to false because this fails on NCP
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*/
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public Setting<Boolean> allowJumpAt256 = new Setting<>(false);
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public final Setting<Boolean> allowJumpAt256 = new Setting<>(false);
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/**
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* Allow descending diagonally
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@ -118,12 +118,12 @@ public class Settings {
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* <p>
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* For a generic "take some risks" mode I'd turn on this one, parkour, and parkour place.
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*/
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public Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
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public final Setting<Boolean> allowDiagonalDescend = new Setting<>(false);
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/**
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* Blocks that Baritone is allowed to place (as throwaway, for sneak bridging, pillaring, etc.)
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*/
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public Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
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public final Setting<List<Item>> acceptableThrowawayItems = new Setting<>(new ArrayList<>(Arrays.asList(
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Item.getItemFromBlock(Blocks.DIRT),
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Item.getItemFromBlock(Blocks.COBBLESTONE),
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Item.getItemFromBlock(Blocks.NETHERRACK)
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@ -133,30 +133,30 @@ public class Settings {
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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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*/
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public Setting<Boolean> allowVines = new Setting<>(false);
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public final Setting<Boolean> allowVines = new Setting<>(false);
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/**
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* Slab behavior is complicated, disable this for higher path reliability. Leave enabled if you have bottom slabs
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* everywhere in your base.
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*/
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public Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
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public final Setting<Boolean> allowWalkOnBottomSlab = new Setting<>(true);
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/**
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* You know what it is
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* <p>
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* But it's very unreliable and falls off when cornering like all the time so.
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*/
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public Setting<Boolean> allowParkour = new Setting<>(false);
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public final Setting<Boolean> allowParkour = new Setting<>(false);
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/**
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* Like parkour, but even more unreliable!
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*/
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public Setting<Boolean> allowParkourPlace = new Setting<>(false);
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public final Setting<Boolean> allowParkourPlace = new Setting<>(false);
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/**
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* For example, if you have Mining Fatigue or Haste, adjust the costs of breaking blocks accordingly.
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*/
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public Setting<Boolean> considerPotionEffects = new Setting<>(true);
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public final Setting<Boolean> considerPotionEffects = new Setting<>(true);
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/**
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* This is the big A* setting.
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@ -173,63 +173,63 @@ public class Settings {
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* <p>
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* Finding the optimal path is worth it, so it's the default.
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*/
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public Setting<Double> costHeuristic = new Setting<>(3.563);
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public final Setting<Double> costHeuristic = new Setting<>(3.563);
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// a bunch of obscure internal A* settings that you probably don't want to change
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/**
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* The maximum number of times it will fetch outside loaded or cached chunks before assuming that
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* pathing has reached the end of the known area, and should therefore stop.
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*/
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public Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
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public final Setting<Integer> pathingMaxChunkBorderFetch = new Setting<>(50);
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/**
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* Set to 1.0 to effectively disable this feature
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*
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* @see <a href="https://github.com/cabaletta/baritone/issues/18">Issue #18</a>
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*/
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public Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
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public final Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.5);
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/**
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* Toggle the following 4 settings
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* <p>
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* They have a noticable performance impact, so they default off
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*/
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public Setting<Boolean> avoidance = new Setting<>(false);
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public final Setting<Boolean> avoidance = new Setting<>(false);
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/**
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* Set to 1.0 to effectively disable this feature
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* <p>
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* Set below 1.0 to go out of your way to walk near mob spawners
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*/
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public Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
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public final Setting<Double> mobSpawnerAvoidanceCoefficient = new Setting<>(2.0);
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public Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
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public final Setting<Integer> mobSpawnerAvoidanceRadius = new Setting<>(16);
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/**
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* Set to 1.0 to effectively disable this feature
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* <p>
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* Set below 1.0 to go out of your way to walk near mobs
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*/
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public Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
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public final Setting<Double> mobAvoidanceCoefficient = new Setting<>(1.5);
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public Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
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public final Setting<Integer> mobAvoidanceRadius = new Setting<>(8);
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/**
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* When running a goto towards a container block (chest, ender chest, furnace, etc),
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* right click and open it once you arrive.
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*/
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public Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
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public final Setting<Boolean> rightClickContainerOnArrival = new Setting<>(true);
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/**
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* When running a goto towards a nether portal block, walk all the way into the portal
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* instead of stopping one block before.
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*/
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public Setting<Boolean> enterPortal = new Setting<>(true);
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public final Setting<Boolean> enterPortal = new Setting<>(true);
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/**
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* Don't repropagate cost improvements below 0.01 ticks. They're all just floating point inaccuracies,
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* and there's no point.
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*/
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public Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
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public final Setting<Boolean> minimumImprovementRepropagation = new Setting<>(true);
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/**
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* After calculating a path (potentially through cached chunks), artificially cut it off to just the part that is
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@ -237,67 +237,67 @@ public class Settings {
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*
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* @see <a href="https://github.com/cabaletta/baritone/issues/144">Issue #144</a>
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*/
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public Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
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public final Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(false);
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/**
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* If a movement's cost increases by more than this amount between calculation and execution (due to changes
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* in the environment / world), cancel and recalculate
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*/
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public Setting<Double> maxCostIncrease = new Setting<>(10D);
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public final Setting<Double> maxCostIncrease = new Setting<>(10D);
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/**
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* Stop 5 movements before anything that made the path COST_INF.
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* For example, if lava has spread across the path, don't walk right up to it then recalculate, it might
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* still be spreading lol
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*/
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public Setting<Integer> costVerificationLookahead = new Setting<>(5);
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public final Setting<Integer> costVerificationLookahead = new Setting<>(5);
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/**
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* Static cutoff factor. 0.9 means cut off the last 10% of all paths, regardless of chunk load state
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*/
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public Setting<Double> pathCutoffFactor = new Setting<>(0.9);
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public final Setting<Double> pathCutoffFactor = new Setting<>(0.9);
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/**
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* Only apply static cutoff for paths of at least this length (in terms of number of movements)
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*/
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public Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
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public final Setting<Integer> pathCutoffMinimumLength = new Setting<>(30);
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/**
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* Start planning the next path once the remaining movements tick estimates sum up to less than this value
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*/
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public Setting<Integer> planningTickLookAhead = new Setting<>(150);
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public final Setting<Integer> planningTickLookAhead = new Setting<>(150);
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/**
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* Default size of the Long2ObjectOpenHashMap used in pathing
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*/
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public Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
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public final Setting<Integer> pathingMapDefaultSize = new Setting<>(1024);
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/**
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* Load factor coefficient for the Long2ObjectOpenHashMap used in pathing
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* <p>
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* Decrease for faster map operations, but higher memory usage
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*/
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public Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
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public final Setting<Float> pathingMapLoadFactor = new Setting<>(0.75f);
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/**
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* How far are you allowed to fall onto solid ground (without a water bucket)?
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* 3 won't deal any damage. But if you just want to get down the mountain quickly and you have
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* Feather Falling IV, you might set it a bit higher, like 4 or 5.
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*/
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public Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
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public final Setting<Integer> maxFallHeightNoWater = new Setting<>(3);
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/**
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* How far are you allowed to fall onto solid ground (with a water bucket)?
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* It's not that reliable, so I've set it below what would kill an unarmored player (23)
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*/
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public Setting<Integer> maxFallHeightBucket = new Setting<>(20);
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public final Setting<Integer> maxFallHeightBucket = new Setting<>(20);
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/**
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* Is it okay to sprint through a descend followed by a diagonal?
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* The player overshoots the landing, but not enough to fall off. And the diagonal ensures that there isn't
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* lava or anything that's !canWalkInto in that space, so it's technically safe, just a little sketchy.
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*/
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public Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
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public final Setting<Boolean> allowOvershootDiagonalDescend = new Setting<>(true);
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/**
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* If your goal is a GoalBlock in an unloaded chunk, assume it's far enough away that the Y coord
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@ -306,131 +306,131 @@ public class Settings {
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* of considering the Y coord. The reasoning is that if your X and Z are 10,000 blocks away,
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* your Y coordinate's accuracy doesn't matter at all until you get much much closer.
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*/
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public Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
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public final Setting<Boolean> simplifyUnloadedYCoord = new Setting<>(true);
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/**
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* If a movement takes this many ticks more than its initial cost estimate, cancel it
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*/
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public Setting<Integer> movementTimeoutTicks = new Setting<>(100);
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public final Setting<Integer> movementTimeoutTicks = new Setting<>(100);
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/**
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* Pathing ends after this amount of time, but only if a path has been found
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* <p>
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* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
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*/
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public Setting<Long> primaryTimeoutMS = new Setting<>(500L);
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public final Setting<Long> primaryTimeoutMS = new Setting<>(500L);
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/**
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* Pathing can never take longer than this, even if that means failing to find any path at all
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*/
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public Setting<Long> failureTimeoutMS = new Setting<>(2000L);
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public final Setting<Long> failureTimeoutMS = new Setting<>(2000L);
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/**
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* Planning ahead while executing a segment ends after this amount of time, but only if a path has been found
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* <p>
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* If no valid path (length above the minimum) has been found, pathing continues up until the failure timeout
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*/
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public Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
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public final Setting<Long> planAheadPrimaryTimeoutMS = new Setting<>(4000L);
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/**
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* Planning ahead while executing a segment can never take longer than this, even if that means failing to find any path at all
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*/
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public Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
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public final Setting<Long> planAheadFailureTimeoutMS = new Setting<>(5000L);
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/**
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* For debugging, consider nodes much much slower
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*/
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public Setting<Boolean> slowPath = new Setting<>(false);
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public final Setting<Boolean> slowPath = new Setting<>(false);
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/**
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* Milliseconds between each node
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*/
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public Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
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public final Setting<Long> slowPathTimeDelayMS = new Setting<>(100L);
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/**
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* The alternative timeout number when slowPath is on
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*/
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public Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
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public final Setting<Long> slowPathTimeoutMS = new Setting<>(40000L);
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/**
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* The big one. Download all chunks in simplified 2-bit format and save them for better very-long-distance pathing.
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*/
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public Setting<Boolean> chunkCaching = new Setting<>(true);
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public final Setting<Boolean> chunkCaching = new Setting<>(true);
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/**
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* On save, delete from RAM any cached regions that are more than 1024 blocks away from the player
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* <p>
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* Temporarily disabled, see issue #248
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*/
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public Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
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public final Setting<Boolean> pruneRegionsFromRAM = new Setting<>(false);
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/**
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* Print all the debug messages to chat
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*/
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public Setting<Boolean> chatDebug = new Setting<>(true);
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public final Setting<Boolean> chatDebug = new Setting<>(true);
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/**
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* Allow chat based control of Baritone. Most likely should be disabled when Baritone is imported for use in
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* something else
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*/
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public Setting<Boolean> chatControl = new Setting<>(true);
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public final Setting<Boolean> chatControl = new Setting<>(true);
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/**
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* A second override over chatControl to force it on
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*/
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public Setting<Boolean> removePrefix = new Setting<>(false);
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public final Setting<Boolean> removePrefix = new Setting<>(false);
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/**
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* Render the path
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*/
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public Setting<Boolean> renderPath = new Setting<>(true);
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public final Setting<Boolean> renderPath = new Setting<>(true);
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/**
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* Render the goal
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*/
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public Setting<Boolean> renderGoal = new Setting<>(true);
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public final Setting<Boolean> renderGoal = new Setting<>(true);
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/**
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* Ignore depth when rendering the goal
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*/
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public Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
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public final Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(true);
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/**
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* Renders X/Z type Goals with the vanilla beacon beam effect. Combining this with
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* {@link #renderGoalIgnoreDepth} will cause strange render clipping.
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*/
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public Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
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public final Setting<Boolean> renderGoalXZBeacon = new Setting<>(false);
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/**
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* Ignore depth when rendering the selection boxes (to break, to place, to walk into)
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*/
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public Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
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public final Setting<Boolean> renderSelectionBoxesIgnoreDepth = new Setting<>(true);
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/**
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* Ignore depth when rendering the path
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*/
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public Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
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public final Setting<Boolean> renderPathIgnoreDepth = new Setting<>(true);
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/**
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* Line width of the path when rendered, in pixels
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*/
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public Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
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public final Setting<Float> pathRenderLineWidthPixels = new Setting<>(5F);
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/**
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* Line width of the goal when rendered, in pixels
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*/
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public Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
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public final Setting<Float> goalRenderLineWidthPixels = new Setting<>(3F);
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/**
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* Start fading out the path at 20 movements ahead, and stop rendering it entirely 30 movements ahead.
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* Improves FPS.
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*/
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public Setting<Boolean> fadePath = new Setting<>(false);
|
||||
public final Setting<Boolean> fadePath = new Setting<>(false);
|
||||
|
||||
/**
|
||||
* Move without having to force the client-sided rotations
|
||||
*/
|
||||
public Setting<Boolean> freeLook = new Setting<>(true);
|
||||
public final Setting<Boolean> freeLook = new Setting<>(true);
|
||||
|
||||
/**
|
||||
* Will cause some minor behavioral differences to ensure that Baritone works on anticheats.
|
||||
@ -438,43 +438,43 @@ public class Settings {
|
||||
* At the moment this will silently set the player's rotations when using freeLook so you're not sprinting in
|
||||
* directions other than forward, which is picken up by more "advanced" anticheats like AAC, but not NCP.
|
||||
*/
|
||||
public Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
|
||||
public final Setting<Boolean> antiCheatCompatibility = new Setting<>(true);
|
||||
|
||||
/**
|
||||
* Exclusively use cached chunks for pathing
|
||||
*/
|
||||
public Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
|
||||
public final Setting<Boolean> pathThroughCachedOnly = new Setting<>(false);
|
||||
|
||||
/**
|
||||
* Whether or not to use the "#" command prefix
|
||||
*/
|
||||
public Setting<Boolean> prefix = new Setting<>(false);
|
||||
public final Setting<Boolean> prefix = new Setting<>(false);
|
||||
|
||||
/**
|
||||
* Don't stop walking forward when you need to break blocks in your way
|
||||
*/
|
||||
public Setting<Boolean> walkWhileBreaking = new Setting<>(true);
|
||||
public final Setting<Boolean> walkWhileBreaking = new Setting<>(true);
|
||||
|
||||
/**
|
||||
* If we are more than 500 movements into the current path, discard the oldest segments, as they are no longer useful
|
||||
*/
|
||||
public Setting<Integer> maxPathHistoryLength = new Setting<>(300);
|
||||
public final Setting<Integer> maxPathHistoryLength = new Setting<>(300);
|
||||
|
||||
/**
|
||||
* If the current path is too long, cut off this many movements from the beginning.
|
||||
*/
|
||||
public Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
|
||||
public final Setting<Integer> pathHistoryCutoffAmount = new Setting<>(50);
|
||||
|
||||
/**
|
||||
* Rescan for the goal once every 5 ticks.
|
||||
* Set to 0 to disable.
|
||||
*/
|
||||
public Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
|
||||
public final Setting<Integer> mineGoalUpdateInterval = new Setting<>(5);
|
||||
|
||||
/**
|
||||
* While mining, should it also consider dropped items of the correct type as a pathing destination (as well as ore blocks)?
|
||||
*/
|
||||
public Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
|
||||
public final Setting<Boolean> mineScanDroppedItems = new Setting<>(true);
|
||||
|
||||
/**
|
||||
* Cancel the current path if the goal has changed, and the path originally ended in the goal but doesn't anymore.
|
||||
@ -489,54 +489,54 @@ public class Settings {
|
||||
* <p>
|
||||
* Also on cosmic prisons this should be set to true since you don't actually mine the ore it just gets replaced with stone.
|
||||
*/
|
||||
public Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
|
||||
public final Setting<Boolean> cancelOnGoalInvalidation = new Setting<>(true);
|
||||
|
||||
/**
|
||||
* The "axis" command (aka GoalAxis) will go to a axis, or diagonal axis, at this Y level.
|
||||
*/
|
||||
public Setting<Integer> axisHeight = new Setting<>(120);
|
||||
public final Setting<Integer> axisHeight = new Setting<>(120);
|
||||
|
||||
/**
|
||||
* Allow MineBehavior to use X-Ray to see where the ores are. Turn this option off to force it to mine "legit"
|
||||
* where it will only mine an ore once it can actually see it, so it won't do or know anything that a normal player
|
||||
* couldn't. If you don't want it to look like you're X-Raying, turn this off
|
||||
*/
|
||||
public Setting<Boolean> legitMine = new Setting<>(false);
|
||||
public final Setting<Boolean> legitMine = new Setting<>(false);
|
||||
|
||||
/**
|
||||
* What Y level to go to for legit strip mining
|
||||
*/
|
||||
public Setting<Integer> legitMineYLevel = new Setting<>(11);
|
||||
public final Setting<Integer> legitMineYLevel = new Setting<>(11);
|
||||
|
||||
/**
|
||||
* When mining block of a certain type, try to mine two at once instead of one.
|
||||
* If the block above is also a goal block, set GoalBlock instead of GoalTwoBlocks
|
||||
* If the block below is also a goal block, set GoalBlock to the position one down instead of GoalTwoBlocks
|
||||
*/
|
||||
public Setting<Boolean> forceInternalMining = new Setting<>(true);
|
||||
public final Setting<Boolean> forceInternalMining = new Setting<>(true);
|
||||
|
||||
/**
|
||||
* Modification to the previous setting, only has effect if forceInternalMining is true
|
||||
* If true, only apply the previous setting if the block adjacent to the goal isn't air.
|
||||
*/
|
||||
public Setting<Boolean> internalMiningAirException = new Setting<>(true);
|
||||
public final Setting<Boolean> internalMiningAirException = new Setting<>(true);
|
||||
|
||||
/**
|
||||
* The actual GoalNear is set this distance away from the entity you're following
|
||||
* <p>
|
||||
* For example, set followOffsetDistance to 5 and followRadius to 0 to always stay precisely 5 blocks north of your follow target.
|
||||
*/
|
||||
public Setting<Double> followOffsetDistance = new Setting<>(0D);
|
||||
public final Setting<Double> followOffsetDistance = new Setting<>(0D);
|
||||
|
||||
/**
|
||||
* The actual GoalNear is set in this direction from the entity you're following. This value is in degrees.
|
||||
*/
|
||||
public Setting<Float> followOffsetDirection = new Setting<>(0F);
|
||||
public final Setting<Float> followOffsetDirection = new Setting<>(0F);
|
||||
|
||||
/**
|
||||
* The radius (for the GoalNear) of how close to your target position you actually have to be
|
||||
*/
|
||||
public Setting<Integer> followRadius = new Setting<>(3);
|
||||
public final Setting<Integer> followRadius = new Setting<>(3);
|
||||
|
||||
/**
|
||||
* Cached chunks (regardless of if they're in RAM or saved to disk) expire and are deleted after this number of seconds
|
||||
@ -558,54 +558,54 @@ public class Settings {
|
||||
* has to build up that cache from scratch. But after it's gone through an area just once, the next time will have zero
|
||||
* backtracking, since the entire area is now known and cached.
|
||||
*/
|
||||
public Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
|
||||
public final Setting<Long> cachedChunksExpirySeconds = new Setting<>(-1L);
|
||||
|
||||
/**
|
||||
* The function that is called when Baritone will log to chat. This function can be added to
|
||||
* via {@link Consumer#andThen(Consumer)} or it can completely be overriden via setting
|
||||
* {@link Setting#value};
|
||||
*/
|
||||
public Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
|
||||
public final Setting<Consumer<ITextComponent>> logger = new Setting<>(Minecraft.getMinecraft().ingameGUI.getChatGUI()::printChatMessage);
|
||||
|
||||
/**
|
||||
* The color of the current path
|
||||
*/
|
||||
public Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
|
||||
public final Setting<Color> colorCurrentPath = new Setting<>(Color.RED);
|
||||
|
||||
/**
|
||||
* The color of the next path
|
||||
*/
|
||||
public Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
|
||||
public final Setting<Color> colorNextPath = new Setting<>(Color.MAGENTA);
|
||||
|
||||
/**
|
||||
* The color of the blocks to break
|
||||
*/
|
||||
public Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
|
||||
public final Setting<Color> colorBlocksToBreak = new Setting<>(Color.RED);
|
||||
|
||||
/**
|
||||
* The color of the blocks to place
|
||||
*/
|
||||
public Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
|
||||
public final Setting<Color> colorBlocksToPlace = new Setting<>(Color.GREEN);
|
||||
|
||||
/**
|
||||
* The color of the blocks to walk into
|
||||
*/
|
||||
public Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
|
||||
public final Setting<Color> colorBlocksToWalkInto = new Setting<>(Color.MAGENTA);
|
||||
|
||||
/**
|
||||
* The color of the best path so far
|
||||
*/
|
||||
public Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
|
||||
public final Setting<Color> colorBestPathSoFar = new Setting<>(Color.BLUE);
|
||||
|
||||
/**
|
||||
* The color of the path to the most recent considered node
|
||||
*/
|
||||
public Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
|
||||
public final Setting<Color> colorMostRecentConsidered = new Setting<>(Color.CYAN);
|
||||
|
||||
/**
|
||||
* The color of the goal box
|
||||
*/
|
||||
public Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
|
||||
public final Setting<Color> colorGoalBox = new Setting<>(Color.GREEN);
|
||||
|
||||
/**
|
||||
* A map of lowercase setting field names to their respective setting
|
||||
|
Loading…
Reference in New Issue
Block a user