Better define Action scope and functionality
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package baritone.bot.behavior.impl;
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import baritone.bot.behavior.Behavior;
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public class MovementBehavior extends Behavior {
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}
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@ -1,5 +1,52 @@
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package baritone.bot.pathing.actions;
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public interface Action {
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double cost();
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import baritone.bot.behavior.Behavior;
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import baritone.bot.utils.Utils;
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import net.minecraft.block.state.BlockStateBase;
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import net.minecraft.block.state.BlockStateContainer;
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import net.minecraft.block.state.BlockWorldState;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.util.Tuple;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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public abstract class Action extends Behavior {
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protected ActionState currentState;
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Action(BlockPos dest) {
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BlockPos playerEyePos = new BlockPos(player.posX, player.posY+1.62, player.posZ);
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Tuple<Float, Float> desiredRotation = Utils.calcRotationFromCoords(
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Utils.calcCenterFromCoords(dest, world),
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playerEyePos);
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// There's honestly not a good reason for this (Builder Pattern), I just believed strongly in it
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currentState = new ActionState().setDesiredMovement(dest)
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.setDesiredLook(desiredRotation)
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.setFinished(false);
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}
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/**
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* Lowest denominator of the dynamic costs.
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* TODO: Investigate performant ways to assign costs to actions
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*
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* @return Cost
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*/
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public double cost() { return 0; }
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@Override
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public void onTick() {
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ActionState latestState = calcState();
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currentState = latestState;
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player.setPositionAndRotation(player.posX, player.posY, player.posZ,
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latestState.desiredRotation.getFirst(), latestState.desiredRotation.getSecond());
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}
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/**
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* Calculate latest action state.
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* Gets called once a tick.
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*
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* @return
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*/
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public abstract ActionState calcState();
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}
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18
src/main/java/baritone/bot/pathing/actions/ActionAscend.java
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18
src/main/java/baritone/bot/pathing/actions/ActionAscend.java
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package baritone.bot.pathing.actions;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.util.math.BlockPos;
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import java.util.Optional;
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public class ActionAscend extends Action {
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public ActionAscend(BlockPos destination) {
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}
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@Override
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public ActionState calcState() {
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return null;
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}
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}
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@ -1,8 +1,11 @@
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package baritone.bot.pathing.actions;
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public interface ActionCosts {
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//These costs are measured roughly in ticks btw
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/**
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* These costs are measured roughly in ticks btw
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* Blocks/Tick: 0.2806167m / tick
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* Tick/Block: 3.563579787t
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*/
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double WALK_ONE_BLOCK_COST = 20 / 4.317;
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double WALK_ONE_IN_WATER_COST = 20 / 2.2;
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double JUMP_ONE_BLOCK_COST = 5.72854;//see below calculation for fall. 1.25 blocks
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@ -10,6 +13,7 @@ public interface ActionCosts {
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double LADDER_DOWN_ONE_COST = 20 / 3;
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double SNEAK_ONE_BLOCK_COST = 20 / 1.3;
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double SPRINT_ONE_BLOCK_COST = 20 / 5.612;
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/**
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* Doesn't include walking forwards, just the falling
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*
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@ -22,11 +26,13 @@ public interface ActionCosts {
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double FALL_ONE_BLOCK_COST = 5.11354;
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double FALL_TWO_BLOCK_COST = 7.28283;
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double FALL_THREE_BLOCK_COST = 8.96862;
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/**
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* It doesn't actually take ten 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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double PLACE_ONE_BLOCK_COST = 20;
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/**
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* Add this to the cost of breaking any block. The cost of breaking any
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* block is calculated as the number of ticks that block takes to break with
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54
src/main/java/baritone/bot/pathing/actions/ActionState.java
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54
src/main/java/baritone/bot/pathing/actions/ActionState.java
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package baritone.bot.pathing.actions;
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import net.minecraft.util.Tuple;
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import net.minecraft.util.math.BlockPos;
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public class ActionState {
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/**
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* Is Action finished?
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*/
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protected boolean finished;
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public boolean isFinished() {
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return finished;
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}
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public ActionState setFinished(boolean finished) {
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this.finished = finished;
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return this;
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}
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/**
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* Necessary movement to achieve
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*
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* TODO: Decide desiredMovement type
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*/
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protected BlockPos desiredMovement;
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public BlockPos getDesiredMovement() {
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return desiredMovement;
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}
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public ActionState setDesiredMovement(BlockPos desiredMovement) {
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this.desiredMovement = desiredMovement;
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return this;
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}
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/**
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* Yaw and pitch angles that must be matched
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*
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* getFirst() -> YAW
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* getSecond() -> PITCH
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*/
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protected Tuple<Float, Float> desiredRotation;
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public Tuple<Float, Float> getDesiredRotation() {
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return desiredRotation;
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}
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public ActionState setDesiredLook(Tuple<Float, Float> desiredRotation) {
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this.desiredRotation = desiredRotation;
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return this;
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}
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}
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@ -7,6 +7,9 @@ import java.util.List;
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public abstract class Movement {
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/**
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* Flat list of ordered actions
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*/
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protected List<Action> actions;
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/**
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@ -22,4 +25,11 @@ public abstract class Movement {
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* @return Movement's final block position
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*/
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public abstract BlockPos getDest();
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/**
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* Calculate the movement's cost
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*
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* @return Cost
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*/
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public abstract double calcCost();
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}
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@ -1,6 +1,8 @@
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package baritone.bot.utils;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.client.multiplayer.WorldClient;
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/**
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* @author Brady
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@ -9,4 +11,7 @@ import net.minecraft.client.Minecraft;
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public interface Helper {
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Minecraft mc = Minecraft.getMinecraft();
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EntityPlayerSP player = mc.player;
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WorldClient world = mc.world;
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}
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package baritone.bot.utils;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.multiplayer.WorldClient;
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import net.minecraft.util.Tuple;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import java.util.function.Supplier;
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/**
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@ -13,4 +20,25 @@ public final class Utils {
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runnable.run();
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}
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}
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public static Tuple<Float, Float> calcRotationFromCoords(BlockPos orig, BlockPos dest) {
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double yaw = Math.atan2(orig.getX() - dest.getX(), -orig.getZ() + dest.getZ());
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double dist = Math.sqrt((orig.getX() - dest.getX()) * (orig.getX() - dest.getX()) + (-orig.getZ() + dest.getZ()) * (-orig.getZ() + dest.getZ()));
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double pitch = Math.atan2(orig.getY() - dest.getY(), dist);
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Tuple<Float, Float> rotation = new Tuple<>((float) (yaw * 180 / Math.PI),
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(float) (pitch * 180 / Math.PI));
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return rotation;
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}
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public static BlockPos calcCenterFromCoords(BlockPos orig, World world) {
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IBlockState b = world.getBlockState(orig);
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AxisAlignedBB bbox = b.getBoundingBox(world, orig);
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double xDiff = (bbox.minX + bbox.maxX) / 2;
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double yDiff = (bbox.minY + bbox.maxY) / 2;
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double zDiff = (bbox.minZ + bbox.maxZ) / 2;
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BlockPos centerPos = new BlockPos(orig.getX() + xDiff,
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orig.getY() + yDiff,
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orig.getZ() + zDiff);
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return centerPos;
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}
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}
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