some polish on ascend sprinting
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@ -164,6 +164,11 @@ public final class Settings {
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*/
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public final Setting<Boolean> considerPotionEffects = new Setting<>(true);
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/**
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* Sprint and jump a block early on ascends wherever possible
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*/
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public final Setting<Boolean> sprintAscends = new Setting<>(true);
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/**
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* This is the big A* setting.
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* As long as your cost heuristic is an *underestimate*, it's guaranteed to find you the best path.
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@ -386,11 +386,16 @@ public class PathExecutor implements IPathExecutor, Helper {
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if (current instanceof MovementTraverse && pathPosition < path.length() - 2) {
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IMovement next = path.movements().get(pathPosition + 1);
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if (next instanceof MovementAscend && sprintableAscend(ctx, (MovementTraverse) current, (MovementAscend) next)) {
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if (skipNow(ctx, current, next)) {
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logDebug("Skipping traverse to straight ascend");
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pathPosition++;
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onChangeInPathPosition();
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onTick();
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behavior.baritone.getInputOverrideHandler().setInputForceState(Input.JUMP, true);
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return true;
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} else {
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logDebug("Too far to the side to safely sprint ascend");
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}
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}
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}
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@ -445,16 +450,31 @@ public class PathExecutor implements IPathExecutor, Helper {
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return false;
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}
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private static boolean skipNow(IPlayerContext ctx, IMovement current, IMovement next) {
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double offTarget = Math.abs(current.getDirection().getX() * (current.getSrc().z + 0.5D - ctx.player().posZ)) + Math.abs(current.getDirection().getZ() * (current.getSrc().x + 0.5D - ctx.player().posX));
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if (offTarget > 0.1) {
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return false;
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}
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// we are centered
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BlockPos headBonk = current.getSrc().subtract(current.getDirection()).up(2);
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if (MovementHelper.fullyPassable(ctx.world().getBlockState(headBonk))) {
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return true;
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}
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// wait 0.3
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double flatDist = Math.abs(current.getDirection().getX() * (headBonk.getX() + 0.5D - ctx.player().posX)) + Math.abs(current.getDirection().getZ() * (headBonk.getZ() + 0.5 - ctx.player().posZ));
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return flatDist > 0.8;
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}
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private static boolean sprintableAscend(IPlayerContext ctx, MovementTraverse current, MovementAscend next) {
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if (!Baritone.settings().sprintAscends.get()) {
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return false;
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}
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if (!current.getDirection().equals(next.getDirection().down())) {
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return false;
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}
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if (!MovementHelper.canWalkOn(ctx, current.getDest().down())) {
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return false;
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}
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if (!next.headBonkClear()) {
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return false;
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}
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for (int x = 0; x < 2; x++) {
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for (int y = 0; y < 3; y++) {
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BlockPos chk = current.getSrc().up(y);
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