use of baritone.api.utils.Rotation in project Spark-Client by Spark-Client-Development.
the class BuilderProcess method onTick.
public PathingCommand onTick(boolean calcFailed, boolean isSafeToCancel, int recursions) {
if (recursions > 1000) {
// onTick calls itself, don't crash
return new PathingCommand(null, PathingCommandType.SET_GOAL_AND_PATH);
}
approxPlaceable = approxPlaceable(36);
if (baritone.getInputOverrideHandler().isInputForcedDown(Input.CLICK_LEFT)) {
ticks = 5;
} else {
ticks--;
}
baritone.getInputOverrideHandler().clearAllKeys();
if (paused) {
return new PathingCommand(null, PathingCommandType.CANCEL_AND_SET_GOAL);
}
if (Baritone.settings().buildInLayers.getValue()) {
if (realSchematic == null) {
realSchematic = schematic;
}
// wrap this properly, dont just have the inner class refer to the builderprocess.this
ISchematic realSchematic = this.realSchematic;
int minYInclusive;
int maxYInclusive;
// layer = realSchematic.heightY() should be everything
if (Baritone.settings().layerOrder.getValue()) {
// top to bottom
maxYInclusive = realSchematic.heightY() - 1;
minYInclusive = realSchematic.heightY() - layer;
} else {
maxYInclusive = layer - 1;
minYInclusive = 0;
}
schematic = new ISchematic() {
@Override
public IBlockState desiredState(int x, int y, int z, IBlockState current, List<IBlockState> approxPlaceable) {
return realSchematic.desiredState(x, y, z, current, BuilderProcess.this.approxPlaceable);
}
@Override
public boolean inSchematic(int x, int y, int z, IBlockState currentState) {
return ISchematic.super.inSchematic(x, y, z, currentState) && y >= minYInclusive && y <= maxYInclusive && realSchematic.inSchematic(x, y, z, currentState);
}
@Override
public void reset() {
realSchematic.reset();
}
@Override
public int widthX() {
return realSchematic.widthX();
}
@Override
public int heightY() {
return realSchematic.heightY();
}
@Override
public int lengthZ() {
return realSchematic.lengthZ();
}
};
}
BuilderCalculationContext bcc = new BuilderCalculationContext();
if (!recalc(bcc)) {
if (Baritone.settings().buildInLayers.getValue() && layer < realSchematic.heightY()) {
logDirect("Starting layer " + layer);
layer++;
return onTick(calcFailed, isSafeToCancel, recursions + 1);
}
Vec3i repeat = Baritone.settings().buildRepeat.getValue();
int max = Baritone.settings().buildRepeatCount.getValue();
numRepeats++;
if (repeat.equals(new Vec3i(0, 0, 0)) || (max != -1 && numRepeats >= max)) {
logDirect("Done building");
if (Baritone.settings().desktopNotifications.getValue() && Baritone.settings().notificationOnBuildFinished.getValue()) {
NotificationHelper.notify("Done building", false);
}
onLostControl();
return null;
}
// build repeat time
layer = 0;
origin = new BlockPos(origin).add(repeat);
if (!Baritone.settings().buildRepeatSneaky.getValue()) {
schematic.reset();
}
logDirect("Repeating build in vector " + repeat + ", new origin is " + origin);
return onTick(calcFailed, isSafeToCancel, recursions + 1);
}
if (Baritone.settings().distanceTrim.getValue()) {
trim();
}
Optional<Tuple<BetterBlockPos, Rotation>> toBreak = toBreakNearPlayer(bcc);
if (toBreak.isPresent() && isSafeToCancel && ctx.player().onGround) {
// we'd like to pause to break this block
// only change look direction if it's safe (don't want to fuck up an in progress parkour for example
Rotation rot = toBreak.get().getSecond();
BetterBlockPos pos = toBreak.get().getFirst();
baritone.getLookBehavior().updateTarget(rot, true);
MovementHelper.switchToBestToolFor(ctx, bcc.get(pos));
if (ctx.player().isSneaking()) {
// really horrible bug where a block is visible for breaking while sneaking but not otherwise
// so you can't see it, it goes to place something else, sneaks, then the next tick it tries to break
// and is unable since it's unsneaked in the intermediary tick
baritone.getInputOverrideHandler().setInputForceState(Input.SNEAK, true);
}
if (ctx.isLookingAt(pos) || ctx.playerRotations().isReallyCloseTo(rot)) {
baritone.getInputOverrideHandler().setInputForceState(Input.CLICK_LEFT, true);
}
return new PathingCommand(null, PathingCommandType.CANCEL_AND_SET_GOAL);
}
List<IBlockState> desirableOnHotbar = new ArrayList<>();
Optional<Placement> toPlace = searchForPlaceables(bcc, desirableOnHotbar);
if (toPlace.isPresent() && isSafeToCancel && ctx.player().onGround && ticks <= 0) {
Rotation rot = toPlace.get().rot;
baritone.getLookBehavior().updateTarget(rot, true);
ctx.player().inventory.currentItem = toPlace.get().hotbarSelection;
baritone.getInputOverrideHandler().setInputForceState(Input.SNEAK, true);
if ((ctx.isLookingAt(toPlace.get().placeAgainst) && ctx.objectMouseOver().sideHit.equals(toPlace.get().side)) || ctx.playerRotations().isReallyCloseTo(rot)) {
baritone.getInputOverrideHandler().setInputForceState(Input.CLICK_RIGHT, true);
}
return new PathingCommand(null, PathingCommandType.CANCEL_AND_SET_GOAL);
}
if (Baritone.settings().allowInventory.getValue()) {
ArrayList<Integer> usefulSlots = new ArrayList<>();
List<IBlockState> noValidHotbarOption = new ArrayList<>();
outer: for (IBlockState desired : desirableOnHotbar) {
for (int i = 0; i < 9; i++) {
if (valid(approxPlaceable.get(i), desired, true)) {
usefulSlots.add(i);
continue outer;
}
}
noValidHotbarOption.add(desired);
}
outer: for (int i = 9; i < 36; i++) {
for (IBlockState desired : noValidHotbarOption) {
if (valid(approxPlaceable.get(i), desired, true)) {
baritone.getInventoryBehavior().attemptToPutOnHotbar(i, usefulSlots::contains);
break outer;
}
}
}
}
Goal goal = assemble(bcc, approxPlaceable.subList(0, 9));
if (goal == null) {
// we're far away, so assume that we have our whole inventory to recalculate placeable properly
goal = assemble(bcc, approxPlaceable, true);
if (goal == null) {
if (Baritone.settings().skipFailedLayers.getValue() && Baritone.settings().buildInLayers.getValue() && layer < realSchematic.heightY()) {
logDirect("Skipping layer that I cannot construct! Layer #" + layer);
layer++;
return onTick(calcFailed, isSafeToCancel, recursions + 1);
}
logDirect("Unable to do it. Pausing. resume to resume, cancel to cancel");
paused = true;
return new PathingCommand(null, PathingCommandType.REQUEST_PAUSE);
}
}
return new PathingCommandContext(goal, PathingCommandType.FORCE_REVALIDATE_GOAL_AND_PATH, bcc);
}
use of baritone.api.utils.Rotation in project Spark-Client by Spark-Client-Development.
the class GetToBlockProcess method rightClick.
private boolean rightClick() {
for (BlockPos pos : knownLocations) {
Optional<Rotation> reachable = RotationUtils.reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance());
if (reachable.isPresent()) {
baritone.getLookBehavior().updateTarget(reachable.get(), true);
if (knownLocations.contains(ctx.getSelectedBlock().orElse(null))) {
// TODO find some way to right click even if we're in an ESC menu
baritone.getInputOverrideHandler().setInputForceState(Input.CLICK_RIGHT, true);
System.out.println(ctx.player().openContainer);
if (!(ctx.player().openContainer instanceof ContainerPlayer)) {
return true;
}
}
if (arrivalTickCount++ > 20) {
logDirect("Right click timed out");
return true;
}
// trying to right click, will do it next tick or so
return false;
}
}
logDirect("Arrived but failed to right click open");
return true;
}
use of baritone.api.utils.Rotation in project Spark-Client by Spark-Client-Development.
the class MovementPillar method updateState.
@Override
public MovementState updateState(MovementState state) {
super.updateState(state);
if (state.getStatus() != MovementStatus.RUNNING) {
return state;
}
if (ctx.playerFeet().y < src.y) {
return state.setStatus(MovementStatus.UNREACHABLE);
}
IBlockState fromDown = BlockStateInterface.get(ctx, src);
if (MovementHelper.isWater(fromDown.getBlock()) && MovementHelper.isWater(ctx, dest)) {
// stay centered while swimming up a water column
state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest), ctx.playerRotations()), false));
Vec3d destCenter = VecUtils.getBlockPosCenter(dest);
if (Math.abs(ctx.player().posX - destCenter.x) > 0.2 || Math.abs(ctx.player().posZ - destCenter.z) > 0.2) {
state.setInput(Input.MOVE_FORWARD, true);
}
if (ctx.playerFeet().equals(dest)) {
return state.setStatus(MovementStatus.SUCCESS);
}
return state;
}
boolean ladder = fromDown.getBlock() == Blocks.LADDER || fromDown.getBlock() == Blocks.VINE;
boolean vine = fromDown.getBlock() == Blocks.VINE;
Rotation rotation = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(positionToPlace), new Rotation(ctx.player().rotationYaw, ctx.player().rotationPitch));
if (!ladder) {
state.setTarget(new MovementState.MovementTarget(new Rotation(ctx.player().rotationYaw, rotation.getPitch()), true));
}
boolean blockIsThere = MovementHelper.canWalkOn(ctx, src) || ladder;
if (ladder) {
BlockPos against = vine ? getAgainst(new CalculationContext(baritone), src) : src.offset(fromDown.getValue(BlockLadder.FACING).getOpposite());
if (against == null) {
logDirect("Unable to climb vines. Consider disabling allowVines.");
return state.setStatus(MovementStatus.UNREACHABLE);
}
if (ctx.playerFeet().equals(against.up()) || ctx.playerFeet().equals(dest)) {
return state.setStatus(MovementStatus.SUCCESS);
}
if (MovementHelper.isBottomSlab(BlockStateInterface.get(ctx, src.down()))) {
state.setInput(Input.JUMP, true);
}
/*
if (thePlayer.getPosition0().getX() != from.getX() || thePlayer.getPosition0().getZ() != from.getZ()) {
Baritone.moveTowardsBlock(from);
}
*/
MovementHelper.moveTowards(ctx, state, against);
return state;
} else {
// Get ready to place a throwaway block
if (!((Baritone) baritone).getInventoryBehavior().selectThrowawayForLocation(true, src.x, src.y, src.z)) {
return state.setStatus(MovementStatus.UNREACHABLE);
}
// delay placement by 1 tick for ncp compatibility
state.setInput(Input.SNEAK, ctx.player().posY > dest.getY() || ctx.player().posY < src.getY() + 0.2D);
// since (lower down) we only right click once player.isSneaking, and that happens the tick after we request to sneak
double diffX = ctx.player().posX - (dest.getX() + 0.5);
double diffZ = ctx.player().posZ - (dest.getZ() + 0.5);
double dist = Math.sqrt(diffX * diffX + diffZ * diffZ);
double flatMotion = Math.sqrt(ctx.player().motionX * ctx.player().motionX + ctx.player().motionZ * ctx.player().motionZ);
if (dist > 0.17) {
// why 0.17? because it seemed like a good number, that's why
// [explanation added after baritone port lol] also because it needs to be less than 0.2 because of the 0.3 sneak limit
// and 0.17 is reasonably less than 0.2
// If it's been more than forty ticks of trying to jump and we aren't done yet, go forward, maybe we are stuck
state.setInput(Input.MOVE_FORWARD, true);
// revise our target to both yaw and pitch if we're going to be moving forward
state.setTarget(new MovementState.MovementTarget(rotation, true));
} else if (flatMotion < 0.05) {
// If our Y coordinate is above our goal, stop jumping
state.setInput(Input.JUMP, ctx.player().posY < dest.getY());
}
if (!blockIsThere) {
IBlockState frState = BlockStateInterface.get(ctx, src);
Block fr = frState.getBlock();
// TODO: Evaluate usage of getMaterial().isReplaceable()
if (!(fr instanceof BlockAir || frState.getMaterial().isReplaceable())) {
RotationUtils.reachable(ctx.player(), src, ctx.playerController().getBlockReachDistance()).map(rot -> new MovementState.MovementTarget(rot, true)).ifPresent(state::setTarget);
// breaking is like 5x slower when you're jumping
state.setInput(Input.JUMP, false);
state.setInput(Input.CLICK_LEFT, true);
blockIsThere = false;
} else if (ctx.player().isSneaking() && (Objects.equals(src.down(), ctx.objectMouseOver().getBlockPos()) || Objects.equals(src, ctx.objectMouseOver().getBlockPos())) && ctx.player().posY > dest.getY() + 0.1) {
state.setInput(Input.CLICK_RIGHT, true);
}
}
}
// If we are at our goal and the block below us is placed
if (ctx.playerFeet().equals(dest) && blockIsThere) {
return state.setStatus(MovementStatus.SUCCESS);
}
return state;
}
use of baritone.api.utils.Rotation in project Spark-Client by Spark-Client-Development.
the class BuilderProcess method toBreakNearPlayer.
private Optional<Tuple<BetterBlockPos, Rotation>> toBreakNearPlayer(BuilderCalculationContext bcc) {
BetterBlockPos center = ctx.playerFeet();
BetterBlockPos pathStart = baritone.getPathingBehavior().pathStart();
for (int dx = -5; dx <= 5; dx++) {
for (int dy = Baritone.settings().breakFromAbove.getValue() ? -1 : 0; dy <= 5; dy++) {
for (int dz = -5; dz <= 5; dz++) {
int x = center.x + dx;
int y = center.y + dy;
int z = center.z + dz;
if (dy == -1 && x == pathStart.x && z == pathStart.z) {
// dont mine what we're supported by, but not directly standing on
continue;
}
IBlockState desired = bcc.getSchematic(x, y, z, bcc.bsi.get0(x, y, z));
if (desired == null) {
// irrelevant
continue;
}
IBlockState curr = bcc.bsi.get0(x, y, z);
if (curr.getBlock() != Blocks.AIR && !(curr.getBlock() instanceof BlockLiquid) && !valid(curr, desired, false)) {
BetterBlockPos pos = new BetterBlockPos(x, y, z);
Optional<Rotation> rot = RotationUtils.reachable(ctx.player(), pos, ctx.playerController().getBlockReachDistance());
if (rot.isPresent()) {
return Optional.of(new Tuple<>(pos, rot.get()));
}
}
}
}
}
return Optional.empty();
}
use of baritone.api.utils.Rotation in project Spark-Client by Spark-Client-Development.
the class BuilderProcess method possibleToPlace.
private Optional<Placement> possibleToPlace(IBlockState toPlace, int x, int y, int z, BlockStateInterface bsi) {
for (EnumFacing against : EnumFacing.values()) {
BetterBlockPos placeAgainstPos = new BetterBlockPos(x, y, z).offset(against);
IBlockState placeAgainstState = bsi.get0(placeAgainstPos);
if (MovementHelper.isReplaceable(placeAgainstPos.x, placeAgainstPos.y, placeAgainstPos.z, placeAgainstState, bsi)) {
continue;
}
if (!ctx.world().mayPlace(toPlace.getBlock(), new BetterBlockPos(x, y, z), false, against, null)) {
continue;
}
AxisAlignedBB aabb = placeAgainstState.getBoundingBox(ctx.world(), placeAgainstPos);
for (Vec3d placementMultiplier : aabbSideMultipliers(against)) {
double placeX = placeAgainstPos.x + aabb.minX * placementMultiplier.x + aabb.maxX * (1 - placementMultiplier.x);
double placeY = placeAgainstPos.y + aabb.minY * placementMultiplier.y + aabb.maxY * (1 - placementMultiplier.y);
double placeZ = placeAgainstPos.z + aabb.minZ * placementMultiplier.z + aabb.maxZ * (1 - placementMultiplier.z);
Rotation rot = RotationUtils.calcRotationFromVec3d(RayTraceUtils.inferSneakingEyePosition(ctx.player()), new Vec3d(placeX, placeY, placeZ), ctx.playerRotations());
RayTraceResult result = RayTraceUtils.rayTraceTowards(ctx.player(), rot, ctx.playerController().getBlockReachDistance(), true);
if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK && result.getBlockPos().equals(placeAgainstPos) && result.sideHit == against.getOpposite()) {
OptionalInt hotbar = hasAnyItemThatWouldPlace(toPlace, result, rot);
if (hotbar.isPresent()) {
return Optional.of(new Placement(hotbar.getAsInt(), placeAgainstPos, against.getOpposite(), rot));
}
}
}
}
return Optional.empty();
}
Aggregations