settings documentation
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@ -29,50 +29,160 @@ import java.util.*;
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* @author leijurv
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*/
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public 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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/**
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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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/**
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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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/**
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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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/**
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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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/**
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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<>(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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));
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public Setting<Double> costHeuristic = new <Double>Setting<Double>(3.5D);
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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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* 3.5 is always an underestimate, even if you are sprinting.
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* If you're walking only (with allowSprint off) 4.6 is safe.
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* Any value below 3.5 is never worth it. It's just more computation to find the same path, guaranteed.
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* (specifically, it needs to be strictly slightly less than ActionCosts.WALK_ONE_BLOCK_COST, which is about 3.56)
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* <p>
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* Setting it at 3.57 or above with sprinting, or to 4.64 or above without sprinting, will result in
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* faster computation, at the cost of a suboptimal path. Any value above the walk / sprint cost will result
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* in it going straight at its goal, and not investigating alternatives, because the combined cost / heuristic
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* metric gets better and better with each block, instead of slightly worse.
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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 = this.new <Double>Setting<Double>(3.5D);
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// obscure internal A* settings that you probably don't want to change
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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 Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.9); // see issue #18
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/**
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* See issue #18
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* Set to 1.0 to effectively disable this feature
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*/
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public Setting<Double> backtrackCostFavoringCoefficient = new Setting<>(0.9);
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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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/**
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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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* entirely within currently loaded chunks. Improves path safety because cached chunks are heavily simplified.
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*/
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public Setting<Boolean> cutoffAtLoadBoundary = new Setting<>(true);
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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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/**
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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 Setting<Number> pathTimeoutMS = new Setting<>(4000L);
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public Setting<Boolean> slowPath = new Setting<>(false);
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public Setting<Number> slowPathTimeDelayMS = new Setting<>(100L);
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public Setting<Number> slowPathTimeoutMS = new Setting<>(40000L);
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public Setting<Boolean> chuckCaching = new Setting<>(false);
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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<>(100);
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/**
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* Pathing can never take longer than this
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*/
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public Setting<Number> pathTimeoutMS = new Setting<>(4000L);
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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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/**
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* Milliseconds between each node
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*/
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public Setting<Number> 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<Number> 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> chuckCaching = 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 Setting<Boolean> chatControl = new Setting<>(true); // probably false in impact
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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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/**
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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 Setting<Boolean> renderGoal = new Setting<>(true);
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public Setting<Float> pathRenderLineWidth = new Setting<>(5F);
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public Setting<Float> goalRenderLineWidth = new Setting<>(3F);
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public Setting<Boolean> fadePath = new Setting<>(false); // give this a better name in the UI, like "better path fps" idk
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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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/**
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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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/**
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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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/**
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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);
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public final Map<String, Setting<?>> byLowerName;
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public final List<Setting<?>> allSettings;
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@ -57,7 +57,7 @@ public final class PathRenderer implements Helper {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
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GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.4F);
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GlStateManager.glLineWidth(Baritone.settings().pathRenderLineWidth.get());
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GlStateManager.glLineWidth(Baritone.settings().pathRenderLineWidthPixels.get());
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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List<BetterBlockPos> positions = path.positions();
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@ -120,7 +120,7 @@ public final class PathRenderer implements Helper {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.4F);
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GlStateManager.glLineWidth(Baritone.settings().pathRenderLineWidth.get());
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GlStateManager.glLineWidth(Baritone.settings().pathRenderLineWidthPixels.get());
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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float expand = 0.002F;
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@ -213,7 +213,7 @@ public final class PathRenderer implements Helper {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.6F);
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GlStateManager.glLineWidth(Baritone.settings().goalRenderLineWidth.get());
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GlStateManager.glLineWidth(Baritone.settings().goalRenderLineWidthPixels.get());
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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