even more mega smooth
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@ -1,13 +1,11 @@
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package baritone.bot.pathing.movement;
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import baritone.bot.Baritone;
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import baritone.bot.InputOverrideHandler;
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import baritone.bot.behavior.impl.LookBehavior;
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import baritone.bot.behavior.impl.LookBehaviorUtils;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Helper;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.*;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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@ -178,4 +176,8 @@ public abstract class Movement implements Helper, MovementHelper {
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toPlaceCached = result;
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return result;
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}
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protected void moveTowards(BlockPos pos) {
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currentState.setTarget(new MovementState.MovementTarget(new Rotation(Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(pos, world())).getFirst(), player().rotationPitch))).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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}
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}
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@ -6,9 +6,7 @@ import baritone.bot.pathing.movement.MovementHelper;
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import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.BlockFalling;
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import net.minecraft.util.math.BlockPos;
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@ -80,9 +78,8 @@ public class MovementAscend extends Movement {
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state.setStatus(MovementStatus.SUCCESS);
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return state;
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}
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(positionsToBreak[0], world()));
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return state.setTarget(new MovementState.MovementTarget(rotationToBlock))
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.setInput(InputOverrideHandler.Input.JUMP, true).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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moveTowards(positionsToBreak[0]);
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return state.setInput(InputOverrideHandler.Input.JUMP, true);
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default:
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return state;
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}
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@ -1,14 +1,11 @@
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package baritone.bot.pathing.movement.movements;
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import baritone.bot.InputOverrideHandler;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.MovementHelper;
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import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.pathing.movement.MovementState.MovementStatus;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockLadder;
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import net.minecraft.block.BlockVine;
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@ -50,8 +47,8 @@ public class MovementDescend extends Movement {
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state.setStatus(MovementStatus.SUCCESS);
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return state;
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}
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(positionsToBreak[1], world()));
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return state.setTarget(new MovementState.MovementTarget(rotationToBlock)).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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moveTowards(positionsToBreak[1]);
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return state;
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default:
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return state;
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}
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@ -1,13 +1,10 @@
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package baritone.bot.pathing.movement.movements;
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import baritone.bot.InputOverrideHandler;
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import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.MovementHelper;
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import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockLadder;
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import net.minecraft.block.BlockVine;
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@ -38,8 +35,8 @@ public class MovementDownward extends Movement {
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if (numTicks++ < 10) {
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return state;
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}
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(positionsToBreak[0], world()));
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return state.setTarget(new MovementState.MovementTarget(rotationToBlock)).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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moveTowards(positionsToBreak[0]);
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return state;
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default:
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return state;
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}
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@ -6,7 +6,6 @@ import baritone.bot.pathing.movement.Movement;
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import baritone.bot.pathing.movement.MovementHelper;
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import baritone.bot.pathing.movement.MovementState;
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import baritone.bot.utils.BlockStateInterface;
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import baritone.bot.utils.Rotation;
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import baritone.bot.utils.ToolSet;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.Block;
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@ -118,8 +117,8 @@ public class MovementTraverse extends Movement {
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if (wasTheBridgeBlockAlwaysThere) {
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player().setSprinting(true);
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}
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(positionsToBreak[0], world()));
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return state.setTarget(new MovementState.MovementTarget(rotationToBlock)).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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moveTowards(positionsToBreak[0]);
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return state;
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} else {
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wasTheBridgeBlockAlwaysThere = false;
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for (BlockPos against1 : against) {
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@ -170,8 +169,8 @@ public class MovementTraverse extends Movement {
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//Out.log("Trying to look at " + goalLook + ", actually looking at" + Baritone.whatAreYouLookingAt());
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return state;
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} else {
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Rotation rotationToBlock = Utils.calcRotationFromVec3d(playerHead(), Utils.calcCenterFromCoords(positionsToBreak[0], world()));
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return state.setTarget(new MovementState.MovementTarget(rotationToBlock)).setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
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moveTowards(positionsToBreak[0]);
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return state;
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//TODO MovementManager.moveTowardsBlock(to);//move towards not look at because if we are bridging for a couple blocks in a row, it is faster if we dont spin around and walk forwards then spin around and place backwards for every block
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}
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}
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