baritone/pathfinding/Path.java
2018-08-01 11:34:35 -04:00

270 lines
12 KiB
Java

/*
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* and open the template in the editor.
*/
package baritone.pathfinding;
import baritone.pathfinding.goals.Goal;
import baritone.pathfinding.actions.ActionBridge;
import baritone.pathfinding.actions.Action;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.logging.Level;
import java.util.logging.Logger;
import baritone.ui.LookManager;
import baritone.Baritone;
import baritone.movement.MovementManager;
import baritone.pathfinding.actions.ActionPlaceOrBreak;
import baritone.util.Out;
import baritone.util.ToolSet;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
/**
*
* @author leijurv
*/
public class Path {
public final BlockPos start;
public final BlockPos end;
public final Goal goal;
/**
* The blocks on the path. Guaranteed that path.get(0) equals start and
* path.get(path.size()-1) equals end
*/
public final ArrayList<BlockPos> path;
final ArrayList<Action> actions;
/**
* note that this ISN'T the number of nodes in this path, it's actually the
* number of nodes used to calculate this path. this is here for idk why
*
*/
public final int numNodes;
Path(Node start, Node end, Goal goal, int numNodes) {
this.numNodes = numNodes;
this.start = start.pos;
this.end = end.pos;
this.goal = goal;
this.path = new ArrayList<BlockPos>();
this.actions = new ArrayList<Action>();
Node current = end;
while (!current.equals(start)) {//assemble the path
path.add(0, current.pos);
actions.add(0, current.previousAction);
current = current.previous;
}
path.add(0, start.pos);
/*Out.log("Final path: " + path);
Out.log("Final actions: " + actions);
for (int i = 0; i < path.size() - 1; i++) {//print it all out
int oldX = path.get(i).getX();
int oldY = path.get(i).getY();
int oldZ = path.get(i).getZ();
int newX = path.get(i + 1).getX();
int newY = path.get(i + 1).getY();
int newZ = path.get(i + 1).getZ();
int xDiff = newX - oldX;
int yDiff = newY - oldY;
int zDiff = newZ - oldZ;
Out.log(actions.get(i) + ": " + xDiff + "," + yDiff + "," + zDiff);//print it all out
}*/
}
/**
* We don't really use this any more
*/
public void showPathInStone() {
IBlockState[] originalStates = new IBlockState[path.size()];
for (int i = 0; i < path.size(); i++) {
originalStates[i] = Minecraft.getMinecraft().world.getBlockState(path.get(i));
Minecraft.getMinecraft().world.setBlockState(path.get(i), Block.getBlockById(1).getDefaultState());
try {
Thread.sleep(250);
} catch (InterruptedException ex) {
Logger.getLogger(Path.class.getName()).log(Level.SEVERE, null, ex);
}
}
try {
Thread.sleep(2500);
} catch (InterruptedException ex) {
Logger.getLogger(Path.class.getName()).log(Level.SEVERE, null, ex);
}
for (int i = 0; i < path.size(); i++) {
Minecraft.getMinecraft().world.setBlockState(path.get(i), originalStates[i]);
}
}
/**
* Where are we in the path? This is an index in the actions list
*/
int pathPosition = 0;
public double howFarAmIFromThePath(double x, double y, double z) {
double best = -1;
for (BlockPos pos : path) {
double dist = distance(x, y, z, pos);
if (dist < best || best == -1) {
best = dist;
}
}
return best;
}
public void calculatePathPosition() {
BlockPos playerFeet = Minecraft.getMinecraft().player.getPosition0();
for (int i = 0; i < path.size(); i++) {
if (playerFeet.equals(path.get(i))) {
pathPosition = i;
}
}
}
public static double distance(double x, double y, double z, BlockPos pos) {
double xdiff = x - (pos.getX() + 0.5D);
double ydiff = y - (pos.getY() + 0.5D);
double zdiff = z - (pos.getZ() + 0.5D);
return Math.sqrt(xdiff * xdiff + ydiff * ydiff + zdiff * zdiff);
}
/**
* How many ticks have I been more than MAX_DISTANCE_FROM_PATH away from the
* path
*/
int ticksAway = 0;
/**
* How far away from the path can I get and still be okay
*/
static final double MAX_DISTANCE_FROM_PATH = 2;
/**
* How many ticks can I be more than MAX_DISTANCE_FROM_PATH before we
* consider it a failure
*/
static final int MAX_TICKS_AWAY = 20 * 10;
/**
* How many ticks have elapsed on this action
*/
int ticksOnCurrent = 0;
/**
* Did I fail, either by being too far away for too long, or by having an
* action take too long
*/
public boolean failed = false;
public boolean tick() {
if (pathPosition >= path.size()) {
Baritone.clearPath();//stop bugging me, I'm done
return true;
}
BlockPos whereShouldIBe = path.get(pathPosition);
EntityPlayerSP thePlayer = Minecraft.getMinecraft().player;
BlockPos whereAmI = thePlayer.getPosition0();
if (pathPosition == path.size() - 1) {
Out.log("On last path position");
Baritone.clearPath();
return true;
}
if (!whereShouldIBe.equals(whereAmI)) {
Out.log("Should be at " + whereShouldIBe + " actually am at " + whereAmI);
if (!Blocks.air.equals(Minecraft.getMinecraft().world.getBlockState(thePlayer.getPosition0().down()))) {//do not skip if standing on air, because our position isn't stable to skip
for (int i = 0; i < pathPosition - 2 && i < path.size(); i++) {//this happens for example when you lag out and get teleported back a couple blocks
if (whereAmI.equals(path.get(i))) {
Out.gui("Skipping back " + (pathPosition - i) + " steps, to " + i, Out.Mode.Debug);
pathPosition = Math.max(i - 1, 0);
return false;
}
}
for (int i = pathPosition + 2; i < path.size(); i++) {//dont check pathPosition+1
if (whereAmI.equals(path.get(i))) {
Out.gui("Skipping forward " + (i - pathPosition) + " steps, to " + i, Out.Mode.Debug);
pathPosition = i - 1;
return false;
}
}
}
}
double distanceFromPath = howFarAmIFromThePath(thePlayer.posX, thePlayer.posY, thePlayer.posZ);
if (distanceFromPath > MAX_DISTANCE_FROM_PATH) {
ticksAway++;
Out.log("FAR AWAY FROM PATH FOR " + ticksAway + " TICKS. Current distance: " + distanceFromPath + ". Threshold: " + MAX_DISTANCE_FROM_PATH);
if (ticksAway > MAX_TICKS_AWAY) {
Out.gui("Too far away from path for too long, cancelling path", Out.Mode.Standard);
Out.log("Too many ticks");
pathPosition = path.size() + 3;
failed = true;
return true;
}
} else {
ticksAway = 0;
}
Out.log(actions.get(pathPosition));
if (pathPosition < actions.size() - 1) {//if there are two ActionBridges in a row and they are at right angles, walk diagonally. This makes it so you walk at 45 degrees along a zigzag path instead of doing inefficient zigging and zagging
if ((actions.get(pathPosition) instanceof ActionBridge) && (actions.get(pathPosition + 1) instanceof ActionBridge)) {
ActionBridge curr = (ActionBridge) actions.get(pathPosition);
ActionBridge next = (ActionBridge) actions.get(pathPosition + 1);
if (curr.dx() != next.dx() || curr.dz() != next.dz()) {//two actions are not parallel, so this is a right angle
if (curr.amIGood() && next.amIGood()) {//nothing in the way
BlockPos cornerToCut1 = new BlockPos(next.to.getX() - next.from.getX() + curr.from.getX(), next.to.getY(), next.to.getZ() - next.from.getZ() + curr.from.getZ());
BlockPos cornerToCut2 = cornerToCut1.up();
//Block corner1 = Minecraft.getMinecraft().world.getBlockState(cornerToCut1).getBlock();
//Block corner2 = Minecraft.getMinecraft().world.getBlockState(cornerToCut2).getBlock();
//Out.gui("Cutting conner " + cornerToCut1 + " " + corner1, Out.Mode.Debug);
if (!Action.avoidWalkingInto(cornerToCut1) && !Action.avoidWalkingInto(cornerToCut2)) {
double x = (next.from.getX() + next.to.getX() + 1.0D) * 0.5D;
double z = (next.from.getZ() + next.to.getZ() + 1.0D) * 0.5D;
MovementManager.clearMovement();
if (!MovementManager.forward && curr.oneInTen != null && curr.oneInTen) {
MovementManager.clearMovement();
MovementManager.forward = LookManager.lookAtCoords(x, 0, z, false);
} else {
MovementManager.moveTowardsCoords(x, 0, z);
}
if (MovementManager.forward && !MovementManager.backward) {
thePlayer.setSprinting(true);
}
return false;
}
}
}
}
}
MovementManager.clearMovement();
Action action = actions.get(pathPosition);
if (action.calculateCost0(new ToolSet()) >= Action.COST_INF) {
Out.gui("Something has changed in the world and this action has become impossible. Cancelling.", Out.Mode.Standard);
pathPosition = path.size() + 3;
failed = true;
return true;
}
if (action.tick()) {
Out.log("Action done, next path");
pathPosition++;
ticksOnCurrent = 0;
} else {
ticksOnCurrent++;
if (ticksOnCurrent > action.cost(null) + 100) {
Out.gui("This action has taken too long (" + ticksOnCurrent + " ticks, expected " + action.cost(null) + "). Cancelling.", Out.Mode.Standard);
pathPosition = path.size() + 3;
failed = true;
return true;
}
}
return false;
}
public HashSet<BlockPos> toMine() {
HashSet<BlockPos> tm = new HashSet<>();
for (int i = pathPosition; i < actions.size(); i++) {
if (actions.get(i) instanceof ActionPlaceOrBreak) {
tm.addAll(((ActionPlaceOrBreak) actions.get(i)).toMine());
}
}
return tm;
}
public HashSet<BlockPos> toPlace() {
HashSet<BlockPos> tp = new HashSet<>();
for (int i = pathPosition; i < actions.size(); i++) {
if (actions.get(i) instanceof ActionPlaceOrBreak) {
tp.addAll(((ActionPlaceOrBreak) actions.get(i)).toPlace());
}
}
return tp;
}
}