fix sneaking based issues
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393a3a87b6
commit
e854bf59f8
@ -77,6 +77,10 @@ public interface IPlayerContext {
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return new Rotation(player().rotationYaw, player().rotationPitch);
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}
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static double eyeHeight(boolean ifSneaking) {
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return ifSneaking ? 1.54 : 1.62;
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}
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/**
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* Returns the block that the crosshair is currently placed over. Updated once per tick.
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*
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@ -40,7 +40,16 @@ public final class RayTraceUtils {
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* @return The calculated raytrace result
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*/
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public static RayTraceResult rayTraceTowards(Entity entity, Rotation rotation, double blockReachDistance) {
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Vec3d start = entity.getPositionEyes(1.0F);
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return rayTraceTowards(entity, rotation, blockReachDistance, false);
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}
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public static RayTraceResult rayTraceTowards(Entity entity, Rotation rotation, double blockReachDistance, boolean wouldSneak) {
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Vec3d start;
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if (wouldSneak) {
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start = inferSneakingEyePosition(entity);
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} else {
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start = entity.getPositionEyes(1.0F); // do whatever is correct
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}
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Vec3d direction = RotationUtils.calcVec3dFromRotation(rotation);
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Vec3d end = start.add(
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direction.x * blockReachDistance,
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@ -49,4 +58,8 @@ public final class RayTraceUtils {
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);
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return entity.world.rayTraceBlocks(start, end, false, false, true);
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}
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public static Vec3d inferSneakingEyePosition(Entity entity) {
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return new Vec3d(entity.posX, entity.posY + IPlayerContext.eyeHeight(true), entity.posZ);
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}
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}
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@ -140,6 +140,10 @@ public final class RotationUtils {
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return reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance());
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}
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public static Optional<Rotation> reachable(IPlayerContext ctx, BlockPos pos, boolean wouldSneak) {
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return reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance(), wouldSneak);
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}
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/**
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* Determines if the specified entity is able to reach the center of any of the sides
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* of the specified block. It first checks if the block center is reachable, and if so,
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@ -153,6 +157,10 @@ public final class RotationUtils {
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* @return The optional rotation
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*/
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public static Optional<Rotation> reachable(EntityPlayerSP entity, BlockPos pos, double blockReachDistance) {
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return reachable(entity, pos, blockReachDistance, false);
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}
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public static Optional<Rotation> reachable(EntityPlayerSP entity, BlockPos pos, double blockReachDistance, boolean wouldSneak) {
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IBaritone baritone = BaritoneAPI.getProvider().getBaritoneForPlayer(entity);
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if (baritone.getPlayerContext().isLookingAt(pos)) {
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/*
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@ -165,9 +173,18 @@ public final class RotationUtils {
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*
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* or if you're a normal person literally all this does it ensure that we don't nudge the pitch to a normal level
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*/
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return Optional.of(new Rotation(entity.rotationYaw, entity.rotationPitch + 0.0001F));
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Rotation hypothetical = new Rotation(entity.rotationYaw, entity.rotationPitch + 0.0001F);
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if (wouldSneak) {
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// the concern here is: what if we're looking at it now, but as soon as we start sneaking we no longer are
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RayTraceResult result = RayTraceUtils.rayTraceTowards(entity, hypothetical, blockReachDistance, true);
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if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK && result.getBlockPos().equals(pos)) {
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return Optional.of(hypothetical); // yes, if we sneaked we would still be looking at the block
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}
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} else {
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return Optional.of(hypothetical);
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}
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}
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Optional<Rotation> possibleRotation = reachableCenter(entity, pos, blockReachDistance);
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Optional<Rotation> possibleRotation = reachableCenter(entity, pos, blockReachDistance, wouldSneak);
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//System.out.println("center: " + possibleRotation);
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if (possibleRotation.isPresent()) {
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return possibleRotation;
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@ -179,7 +196,7 @@ public final class RotationUtils {
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double xDiff = aabb.minX * sideOffset.x + aabb.maxX * (1 - sideOffset.x);
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double yDiff = aabb.minY * sideOffset.y + aabb.maxY * (1 - sideOffset.y);
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double zDiff = aabb.minZ * sideOffset.z + aabb.maxZ * (1 - sideOffset.z);
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possibleRotation = reachableOffset(entity, pos, new Vec3d(pos).add(xDiff, yDiff, zDiff), blockReachDistance);
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possibleRotation = reachableOffset(entity, pos, new Vec3d(pos).add(xDiff, yDiff, zDiff), blockReachDistance, wouldSneak);
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if (possibleRotation.isPresent()) {
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return possibleRotation;
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}
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@ -198,9 +215,10 @@ public final class RotationUtils {
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* @param blockReachDistance The block reach distance of the entity
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* @return The optional rotation
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*/
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public static Optional<Rotation> reachableOffset(Entity entity, BlockPos pos, Vec3d offsetPos, double blockReachDistance) {
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Rotation rotation = calcRotationFromVec3d(entity.getPositionEyes(1.0F), offsetPos, new Rotation(entity.rotationYaw, entity.rotationPitch));
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RayTraceResult result = RayTraceUtils.rayTraceTowards(entity, rotation, blockReachDistance);
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public static Optional<Rotation> reachableOffset(Entity entity, BlockPos pos, Vec3d offsetPos, double blockReachDistance, boolean wouldSneak) {
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Vec3d eyes = wouldSneak ? RayTraceUtils.inferSneakingEyePosition(entity) : entity.getPositionEyes(1.0F);
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Rotation rotation = calcRotationFromVec3d(eyes, offsetPos, new Rotation(entity.rotationYaw, entity.rotationPitch));
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RayTraceResult result = RayTraceUtils.rayTraceTowards(entity, rotation, blockReachDistance, wouldSneak);
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//System.out.println(result);
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if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) {
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if (result.getBlockPos().equals(pos)) {
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@ -222,7 +240,7 @@ public final class RotationUtils {
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* @param blockReachDistance The block reach distance of the entity
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* @return The optional rotation
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*/
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public static Optional<Rotation> reachableCenter(Entity entity, BlockPos pos, double blockReachDistance) {
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return reachableOffset(entity, pos, VecUtils.calculateBlockCenter(entity.world, pos), blockReachDistance);
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public static Optional<Rotation> reachableCenter(Entity entity, BlockPos pos, double blockReachDistance, boolean wouldSneak) {
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return reachableOffset(entity, pos, VecUtils.calculateBlockCenter(entity.world, pos), blockReachDistance, wouldSneak);
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}
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}
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@ -177,7 +177,7 @@ public abstract class Movement implements IMovement, MovementHelper {
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//i'm doing it anyway
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//i dont care if theres snow in the way!!!!!!!
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//you dont own me!!!!
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.player().getPositionEyes(1.0F),
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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VecUtils.getBlockPosCenter(blockPos), ctx.playerRotations()), true)
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);
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// don't check selectedblock on this one, this is a fallback when we can't see any face directly, it's intended to be breaking the "incorrect" block
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@ -502,9 +502,9 @@ public interface MovementHelper extends ActionCosts, Helper {
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}
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static PlaceResult attemptToPlaceABlock(MovementState state, IBaritone baritone, BlockPos placeAt, boolean preferDown) {
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static PlaceResult attemptToPlaceABlock(MovementState state, IBaritone baritone, BlockPos placeAt, boolean preferDown, boolean wouldSneak) {
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IPlayerContext ctx = baritone.getPlayerContext();
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Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt); // we assume that if there is a block there, it must be replacable
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Optional<Rotation> direct = RotationUtils.reachable(ctx, placeAt, wouldSneak); // we assume that if there is a block there, it must be replacable
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boolean found = false;
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if (direct.isPresent()) {
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state.setTarget(new MovementState.MovementTarget(direct.get(), true));
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@ -522,7 +522,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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double faceY = (placeAt.getY() + against1.getY() + 0.5D) * 0.5D;
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double faceZ = (placeAt.getZ() + against1.getZ() + 1.0D) * 0.5D;
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Rotation place = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), new Vec3d(faceX, faceY, faceZ), ctx.playerRotations());
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RayTraceResult res = RayTraceUtils.rayTraceTowards(ctx.player(), place, ctx.playerController().getBlockReachDistance());
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RayTraceResult res = RayTraceUtils.rayTraceTowards(ctx.player(), place, ctx.playerController().getBlockReachDistance(), wouldSneak);
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if (res != null && res.typeOfHit == RayTraceResult.Type.BLOCK && res.getBlockPos().equals(against1) && res.getBlockPos().offset(res.sideHit).equals(placeAt)) {
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state.setTarget(new MovementState.MovementTarget(place, true));
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found = true;
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@ -540,11 +540,17 @@ public interface MovementHelper extends ActionCosts, Helper {
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EnumFacing side = ctx.objectMouseOver().sideHit;
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// only way for selectedBlock.equals(placeAt) to be true is if it's replacable
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if (selectedBlock.equals(placeAt) || (MovementHelper.canPlaceAgainst(ctx, selectedBlock) && selectedBlock.offset(side).equals(placeAt))) {
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if (wouldSneak) {
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state.setInput(Input.SNEAK, true);
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}
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((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(true, placeAt.getX(), placeAt.getY(), placeAt.getZ());
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return PlaceResult.READY_TO_PLACE;
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}
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}
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if (found) {
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if (wouldSneak) {
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state.setInput(Input.SNEAK, true);
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}
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((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(true, placeAt.getX(), placeAt.getY(), placeAt.getZ());
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return PlaceResult.ATTEMPTING;
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}
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@ -175,7 +175,7 @@ public class MovementAscend extends Movement {
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IBlockState jumpingOnto = BlockStateInterface.get(ctx, positionToPlace);
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if (!MovementHelper.canWalkOn(ctx, positionToPlace, jumpingOnto)) {
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ticksWithoutPlacement++;
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if (MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false) == PlaceResult.READY_TO_PLACE) {
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if (MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false, true) == PlaceResult.READY_TO_PLACE) {
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state.setInput(Input.SNEAK, true);
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if (ctx.player().isSneaking()) {
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state.setInput(Input.CLICK_RIGHT, true);
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@ -224,7 +224,7 @@ public class MovementDescend extends Movement {
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double destZ = (src.getZ() + 0.5) * 0.17 + (dest.getZ() + 0.5) * 0.83;
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EntityPlayerSP player = ctx.player();
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state.setTarget(new MovementState.MovementTarget(
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new Rotation(RotationUtils.calcRotationFromVec3d(player.getPositionEyes(1.0F),
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new Rotation(RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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new Vec3d(destX, dest.getY(), destZ),
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new Rotation(player.rotationYaw, player.rotationPitch)).getYaw(), player.rotationPitch),
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false
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@ -250,7 +250,7 @@ public class MovementParkour extends Movement {
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}
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} else if (!ctx.playerFeet().equals(src)) {
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if (ctx.playerFeet().equals(src.offset(direction)) || ctx.player().posY - src.y > 0.0001) {
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if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround && MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true) == PlaceResult.READY_TO_PLACE) {
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if (!MovementHelper.canWalkOn(ctx, dest.down()) && !ctx.player().onGround && MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), true, false) == PlaceResult.READY_TO_PLACE) {
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// go in the opposite order to check DOWN before all horizontals -- down is preferable because you don't have to look to the side while in midair, which could mess up the trajectory
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state.setInput(Input.CLICK_RIGHT, true);
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}
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@ -184,7 +184,7 @@ public class MovementPillar extends Movement {
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}
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boolean ladder = fromDown.getBlock() == Blocks.LADDER || fromDown.getBlock() == Blocks.VINE;
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boolean vine = fromDown.getBlock() == Blocks.VINE;
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Rotation rotation = RotationUtils.calcRotationFromVec3d(ctx.player().getPositionEyes(1.0F),
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Rotation rotation = RotationUtils.calcRotationFromVec3d(ctx.playerHead(),
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VecUtils.getBlockPosCenter(positionToPlace),
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new Rotation(ctx.player().rotationYaw, ctx.player().rotationPitch));
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if (!ladder) {
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@ -280,7 +280,7 @@ public class MovementTraverse extends Movement {
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}
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}
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double dist1 = Math.max(Math.abs(ctx.player().posX - (dest.getX() + 0.5D)), Math.abs(ctx.player().posZ - (dest.getZ() + 0.5D)));
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PlaceResult p = MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false);
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PlaceResult p = MovementHelper.attemptToPlaceABlock(state, baritone, dest.down(), false, true);
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if ((p == PlaceResult.READY_TO_PLACE || dist1 < 0.6) && !Baritone.settings().assumeSafeWalk.value) {
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state.setInput(Input.SNEAK, true);
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}
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@ -75,7 +75,7 @@ public final class BackfillProcess extends BaritoneProcessHelper {
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baritone.getInputOverrideHandler().clearAllKeys();
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for (BlockPos toPlace : toFillIn()) {
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MovementState fake = new MovementState();
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switch (MovementHelper.attemptToPlaceABlock(fake, baritone, toPlace, false)) {
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switch (MovementHelper.attemptToPlaceABlock(fake, baritone, toPlace, false, false)) {
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case NO_OPTION:
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continue;
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case READY_TO_PLACE:
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@ -232,7 +232,7 @@ public final class FarmProcess extends BaritoneProcessHelper implements IFarmPro
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both.addAll(openSoulsand);
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for (BlockPos pos : both) {
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boolean soulsand = openSoulsand.contains(pos);
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx.player(), pos, new Vec3d(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), ctx.playerController().getBlockReachDistance());
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Optional<Rotation> rot = RotationUtils.reachableOffset(ctx.player(), pos, new Vec3d(pos.getX() + 0.5, pos.getY() + 1, pos.getZ() + 0.5), ctx.playerController().getBlockReachDistance(), false);
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if (rot.isPresent() && isSafeToCancel && baritone.getInventoryBehavior().throwaway(true, soulsand ? this::isNetherWart : this::isPlantable)) {
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RayTraceResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot.get(), ctx.playerController().getBlockReachDistance());
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if (result.typeOfHit == RayTraceResult.Type.BLOCK && result.sideHit == EnumFacing.UP) {
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