Merge pull request #3735 from ZacSharp/pr/breakNextToLava
Allow breaking next to some liquids
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commit
fba3828479
@ -107,6 +107,13 @@ public final class Settings {
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*/
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*/
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public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(3D);
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public final Setting<Double> walkOnWaterOnePenalty = new Setting<>(3D);
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/**
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* Don't allow breaking blocks next to liquids.
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* <p>
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* Enable if you have mods adding custom fluid physics.
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*/
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public final Setting<Boolean> strictLiquidCheck = new Setting<>(false);
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/**
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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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* Allow Baritone to fall arbitrary distances and place a water bucket beneath it.
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* Reliability: questionable.
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* Reliability: questionable.
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@ -79,7 +79,18 @@ public interface MovementHelper extends ActionCosts, Helper {
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&& BlockFalling.canFallThrough(bsi.get0(x, y - 1, z))) { // and if it would fall (i.e. it's unsupported)
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&& BlockFalling.canFallThrough(bsi.get0(x, y - 1, z))) { // and if it would fall (i.e. it's unsupported)
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return true; // dont break a block that is adjacent to unsupported gravel because it can cause really weird stuff
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return true; // dont break a block that is adjacent to unsupported gravel because it can cause really weird stuff
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}
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}
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return block instanceof BlockLiquid;
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if (block instanceof BlockLiquid) {
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if (directlyAbove || Baritone.settings().strictLiquidCheck.value) {
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return true;
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}
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int level = state.getValue(BlockLiquid.LEVEL);
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if (level == 0) {
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return true; // source blocks like to flow horizontally
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}
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// everything else will prefer flowing down
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return !(bsi.get0(x, y - 1, z).getBlock() instanceof BlockLiquid); // assume everything is in a static state
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}
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return false;
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}
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}
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static boolean canWalkThrough(IPlayerContext ctx, BetterBlockPos pos) {
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static boolean canWalkThrough(IPlayerContext ctx, BetterBlockPos pos) {
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