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Example 1 with Movement

use of baritone.pathing.movement.Movement in project baritone by cabaletta.

the class PathExecutor method closestPathPos.

private Tuple<Double, BlockPos> closestPathPos(IPath path) {
    double best = -1;
    BlockPos bestPos = null;
    for (IMovement movement : path.movements()) {
        for (BlockPos pos : ((Movement) movement).getValidPositions()) {
            double dist = VecUtils.entityDistanceToCenter(ctx.player(), pos);
            if (dist < best || best == -1) {
                best = dist;
                bestPos = pos;
            }
        }
    }
    return new Tuple<>(best, bestPos);
}
Also used : IMovement(baritone.api.pathing.movement.IMovement) Movement(baritone.pathing.movement.Movement) IMovement(baritone.api.pathing.movement.IMovement) BlockPos(net.minecraft.util.math.BlockPos) Tuple(net.minecraft.util.Tuple)

Example 2 with Movement

use of baritone.pathing.movement.Movement in project baritone by cabaletta.

the class PathExecutor method onTick.

/**
 * Tick this executor
 *
 * @return True if a movement just finished (and the player is therefore in a "stable" state, like,
 * not sneaking out over lava), false otherwise
 */
public boolean onTick() {
    if (pathPosition == path.length() - 1) {
        pathPosition++;
    }
    if (pathPosition >= path.length()) {
        // stop bugging me, I'm done
        return true;
    }
    Movement movement = (Movement) path.movements().get(pathPosition);
    BetterBlockPos whereAmI = ctx.playerFeet();
    if (!movement.getValidPositions().contains(whereAmI)) {
        for (int i = 0; i < pathPosition && i < path.length(); i++) {
            // this happens for example when you lag out and get teleported back a couple blocks
            if (((Movement) path.movements().get(i)).getValidPositions().contains(whereAmI)) {
                int previousPos = pathPosition;
                pathPosition = i;
                for (int j = pathPosition; j <= previousPos; j++) {
                    path.movements().get(j).reset();
                }
                onChangeInPathPosition();
                onTick();
                return false;
            }
        }
        for (int i = pathPosition + 3; i < path.length() - 1; i++) {
            // also don't check pathPosition+2 because reasons
            if (((Movement) path.movements().get(i)).getValidPositions().contains(whereAmI)) {
                if (i - pathPosition > 2) {
                    logDebug("Skipping forward " + (i - pathPosition) + " steps, to " + i);
                }
                // System.out.println("Double skip sundae");
                pathPosition = i - 1;
                onChangeInPathPosition();
                onTick();
                return false;
            }
        }
    }
    Tuple<Double, BlockPos> status = closestPathPos(path);
    if (possiblyOffPath(status, MAX_DIST_FROM_PATH)) {
        ticksAway++;
        System.out.println("FAR AWAY FROM PATH FOR " + ticksAway + " TICKS. Current distance: " + status.getFirst() + ". Threshold: " + MAX_DIST_FROM_PATH);
        if (ticksAway > MAX_TICKS_AWAY) {
            logDebug("Too far away from path for too long, cancelling path");
            cancel();
            return false;
        }
    } else {
        ticksAway = 0;
    }
    if (possiblyOffPath(status, MAX_MAX_DIST_FROM_PATH)) {
        // ok, stop right away, we're way too far.
        logDebug("too far from path");
        cancel();
        return false;
    }
    // long start = System.nanoTime() / 1000000L;
    BlockStateInterface bsi = new BlockStateInterface(ctx);
    for (int i = pathPosition - 10; i < pathPosition + 10; i++) {
        if (i < 0 || i >= path.movements().size()) {
            continue;
        }
        Movement m = (Movement) path.movements().get(i);
        List<BlockPos> prevBreak = m.toBreak(bsi);
        List<BlockPos> prevPlace = m.toPlace(bsi);
        List<BlockPos> prevWalkInto = m.toWalkInto(bsi);
        m.resetBlockCache();
        if (!prevBreak.equals(m.toBreak(bsi))) {
            recalcBP = true;
        }
        if (!prevPlace.equals(m.toPlace(bsi))) {
            recalcBP = true;
        }
        if (!prevWalkInto.equals(m.toWalkInto(bsi))) {
            recalcBP = true;
        }
    }
    if (recalcBP) {
        HashSet<BlockPos> newBreak = new HashSet<>();
        HashSet<BlockPos> newPlace = new HashSet<>();
        HashSet<BlockPos> newWalkInto = new HashSet<>();
        for (int i = pathPosition; i < path.movements().size(); i++) {
            Movement m = (Movement) path.movements().get(i);
            newBreak.addAll(m.toBreak(bsi));
            newPlace.addAll(m.toPlace(bsi));
            newWalkInto.addAll(m.toWalkInto(bsi));
        }
        toBreak = newBreak;
        toPlace = newPlace;
        toWalkInto = newWalkInto;
        recalcBP = false;
    }
    /*long end = System.nanoTime() / 1000000L;
        if (end - start > 0) {
            System.out.println("Recalculating break and place took " + (end - start) + "ms");
        }*/
    if (pathPosition < path.movements().size() - 1) {
        IMovement next = path.movements().get(pathPosition + 1);
        if (!behavior.baritone.bsi.worldContainsLoadedChunk(next.getDest().x, next.getDest().z)) {
            logDebug("Pausing since destination is at edge of loaded chunks");
            clearKeys();
            return true;
        }
    }
    boolean canCancel = movement.safeToCancel();
    if (costEstimateIndex == null || costEstimateIndex != pathPosition) {
        costEstimateIndex = pathPosition;
        // do this only once, when the movement starts, and deliberately get the cost as cached when this path was calculated, not the cost as it is right now
        currentMovementOriginalCostEstimate = movement.getCost();
        for (int i = 1; i < Baritone.settings().costVerificationLookahead.value && pathPosition + i < path.length() - 1; i++) {
            if (((Movement) path.movements().get(pathPosition + i)).calculateCost(behavior.secretInternalGetCalculationContext()) >= ActionCosts.COST_INF && canCancel) {
                logDebug("Something has changed in the world and a future movement has become impossible. Cancelling.");
                cancel();
                return true;
            }
        }
    }
    double currentCost = movement.recalculateCost(behavior.secretInternalGetCalculationContext());
    if (currentCost >= ActionCosts.COST_INF && canCancel) {
        logDebug("Something has changed in the world and this movement has become impossible. Cancelling.");
        cancel();
        return true;
    }
    if (!movement.calculatedWhileLoaded() && currentCost - currentMovementOriginalCostEstimate > Baritone.settings().maxCostIncrease.value && canCancel) {
        // don't do this if the movement was calculated while loaded
        // that means that this isn't a cache error, it's just part of the path interfering with a later part
        logDebug("Original cost " + currentMovementOriginalCostEstimate + " current cost " + currentCost + ". Cancelling.");
        cancel();
        return true;
    }
    if (shouldPause()) {
        logDebug("Pausing since current best path is a backtrack");
        clearKeys();
        return true;
    }
    MovementStatus movementStatus = movement.update();
    if (movementStatus == UNREACHABLE || movementStatus == FAILED) {
        logDebug("Movement returns status " + movementStatus);
        cancel();
        return true;
    }
    if (movementStatus == SUCCESS) {
        // System.out.println("Movement done, next path");
        pathPosition++;
        onChangeInPathPosition();
        onTick();
        return true;
    } else {
        sprintNextTick = shouldSprintNextTick();
        if (!sprintNextTick) {
            // letting go of control doesn't make you stop sprinting actually
            ctx.player().setSprinting(false);
        }
        ticksOnCurrent++;
        if (ticksOnCurrent > currentMovementOriginalCostEstimate + Baritone.settings().movementTimeoutTicks.value) {
            // only cancel if the total time has exceeded the initial estimate
            // as you break the blocks required, the remaining cost goes down, to the point where
            // ticksOnCurrent is greater than recalculateCost + 100
            // this is why we cache cost at the beginning, and don't recalculate for this comparison every tick
            logDebug("This movement has taken too long (" + ticksOnCurrent + " ticks, expected " + currentMovementOriginalCostEstimate + "). Cancelling.");
            cancel();
            return true;
        }
    }
    // movement is in progress, but if it reports cancellable, PathingBehavior is good to cut onto the next path
    return canCancel;
}
Also used : BlockStateInterface(baritone.utils.BlockStateInterface) IMovement(baritone.api.pathing.movement.IMovement) Movement(baritone.pathing.movement.Movement) IMovement(baritone.api.pathing.movement.IMovement) MovementStatus(baritone.api.pathing.movement.MovementStatus) BlockPos(net.minecraft.util.math.BlockPos)

Example 3 with Movement

use of baritone.pathing.movement.Movement in project baritone by cabaletta.

the class BackfillProcess method partOfCurrentMovement.

private boolean partOfCurrentMovement(BlockPos pos) {
    PathExecutor exec = baritone.getPathingBehavior().getCurrent();
    if (exec == null || exec.finished() || exec.failed()) {
        return false;
    }
    Movement movement = (Movement) exec.getPath().movements().get(exec.getPosition());
    return Arrays.asList(movement.toBreakAll()).contains(pos);
}
Also used : Movement(baritone.pathing.movement.Movement) PathExecutor(baritone.pathing.path.PathExecutor)

Example 4 with Movement

use of baritone.pathing.movement.Movement in project Spark-Client by Spark-Client-Development.

the class PathExecutor method onTick.

/**
 * Tick this executor
 *
 * @return True if a movement just finished (and the player is therefore in a "stable" state, like,
 * not sneaking out over lava), false otherwise
 */
public boolean onTick() {
    if (pathPosition == path.length() - 1) {
        pathPosition++;
    }
    if (pathPosition >= path.length()) {
        // stop bugging me, I'm done
        return true;
    }
    Movement movement = (Movement) path.movements().get(pathPosition);
    BetterBlockPos whereAmI = ctx.playerFeet();
    if (!movement.getValidPositions().contains(whereAmI)) {
        for (int i = 0; i < pathPosition && i < path.length(); i++) {
            // this happens for example when you lag out and get teleported back a couple blocks
            if (((Movement) path.movements().get(i)).getValidPositions().contains(whereAmI)) {
                int previousPos = pathPosition;
                pathPosition = i;
                for (int j = pathPosition; j <= previousPos; j++) {
                    path.movements().get(j).reset();
                }
                onChangeInPathPosition();
                onTick();
                return false;
            }
        }
        for (int i = pathPosition + 3; i < path.length() - 1; i++) {
            // also don't check pathPosition+2 because reasons
            if (((Movement) path.movements().get(i)).getValidPositions().contains(whereAmI)) {
                if (i - pathPosition > 2) {
                    logDebug("Skipping forward " + (i - pathPosition) + " steps, to " + i);
                }
                // System.out.println("Double skip sundae");
                pathPosition = i - 1;
                onChangeInPathPosition();
                onTick();
                return false;
            }
        }
    }
    Tuple<Double, BlockPos> status = closestPathPos(path);
    if (possiblyOffPath(status, MAX_DIST_FROM_PATH)) {
        ticksAway++;
        System.out.println("FAR AWAY FROM PATH FOR " + ticksAway + " TICKS. Current distance: " + status.getFirst() + ". Threshold: " + MAX_DIST_FROM_PATH);
        if (ticksAway > MAX_TICKS_AWAY) {
            logDebug("Too far away from path for too long, cancelling path");
            cancel();
            return false;
        }
    } else {
        ticksAway = 0;
    }
    if (possiblyOffPath(status, MAX_MAX_DIST_FROM_PATH)) {
        // ok, stop right away, we're way too far.
        logDebug("too far from path");
        cancel();
        return false;
    }
    // long start = System.nanoTime() / 1000000L;
    BlockStateInterface bsi = new BlockStateInterface(ctx);
    for (int i = pathPosition - 10; i < pathPosition + 10; i++) {
        if (i < 0 || i >= path.movements().size()) {
            continue;
        }
        Movement m = (Movement) path.movements().get(i);
        List<BlockPos> prevBreak = m.toBreak(bsi);
        List<BlockPos> prevPlace = m.toPlace(bsi);
        List<BlockPos> prevWalkInto = m.toWalkInto(bsi);
        m.resetBlockCache();
        if (!prevBreak.equals(m.toBreak(bsi))) {
            recalcBP = true;
        }
        if (!prevPlace.equals(m.toPlace(bsi))) {
            recalcBP = true;
        }
        if (!prevWalkInto.equals(m.toWalkInto(bsi))) {
            recalcBP = true;
        }
    }
    if (recalcBP) {
        HashSet<BlockPos> newBreak = new HashSet<>();
        HashSet<BlockPos> newPlace = new HashSet<>();
        HashSet<BlockPos> newWalkInto = new HashSet<>();
        for (int i = pathPosition; i < path.movements().size(); i++) {
            Movement m = (Movement) path.movements().get(i);
            newBreak.addAll(m.toBreak(bsi));
            newPlace.addAll(m.toPlace(bsi));
            newWalkInto.addAll(m.toWalkInto(bsi));
        }
        toBreak = newBreak;
        toPlace = newPlace;
        toWalkInto = newWalkInto;
        recalcBP = false;
    }
    /*long end = System.nanoTime() / 1000000L;
        if (end - start > 0) {
            System.out.println("Recalculating break and place took " + (end - start) + "ms");
        }*/
    if (pathPosition < path.movements().size() - 1) {
        IMovement next = path.movements().get(pathPosition + 1);
        if (!behavior.baritone.bsi.worldContainsLoadedChunk(next.getDest().x, next.getDest().z)) {
            logDebug("Pausing since destination is at edge of loaded chunks");
            clearKeys();
            return true;
        }
    }
    boolean canCancel = movement.safeToCancel();
    if (costEstimateIndex == null || costEstimateIndex != pathPosition) {
        costEstimateIndex = pathPosition;
        // do this only once, when the movement starts, and deliberately get the cost as cached when this path was calculated, not the cost as it is right now
        currentMovementOriginalCostEstimate = movement.getCost();
        for (int i = 1; i < Baritone.settings().costVerificationLookahead.getValue() && pathPosition + i < path.length() - 1; i++) {
            if (((Movement) path.movements().get(pathPosition + i)).calculateCost(behavior.secretInternalGetCalculationContext()) >= ActionCosts.COST_INF && canCancel) {
                logDebug("Something has changed in the world and a future movement has become impossible. Cancelling.");
                cancel();
                return true;
            }
        }
    }
    double currentCost = movement.recalculateCost(behavior.secretInternalGetCalculationContext());
    if (currentCost >= ActionCosts.COST_INF && canCancel) {
        logDebug("Something has changed in the world and this movement has become impossible. Cancelling.");
        cancel();
        return true;
    }
    if (!movement.calculatedWhileLoaded() && currentCost - currentMovementOriginalCostEstimate > Baritone.settings().maxCostIncrease.getValue() && canCancel) {
        // don't do this if the movement was calculated while loaded
        // that means that this isn't a cache error, it's just part of the path interfering with a later part
        logDebug("Original cost " + currentMovementOriginalCostEstimate + " current cost " + currentCost + ". Cancelling.");
        cancel();
        return true;
    }
    if (shouldPause()) {
        logDebug("Pausing since current best path is a backtrack");
        clearKeys();
        return true;
    }
    MovementStatus movementStatus = movement.update();
    if (movementStatus == UNREACHABLE || movementStatus == FAILED) {
        logDebug("Movement returns status " + movementStatus);
        cancel();
        return true;
    }
    if (movementStatus == SUCCESS) {
        // System.out.println("Movement done, next path");
        pathPosition++;
        onChangeInPathPosition();
        onTick();
        return true;
    } else {
        sprintNextTick = shouldSprintNextTick();
        if (!sprintNextTick) {
            // letting go of control doesn't make you stop sprinting actually
            ctx.player().setSprinting(false);
        }
        ticksOnCurrent++;
        if (ticksOnCurrent > currentMovementOriginalCostEstimate + Baritone.settings().movementTimeoutTicks.getValue()) {
            // only cancel if the total time has exceeded the initial estimate
            // as you break the blocks required, the remaining cost goes down, to the point where
            // ticksOnCurrent is greater than recalculateCost + 100
            // this is why we cache cost at the beginning, and don't recalculate for this comparison every tick
            logDebug("This movement has taken too long (" + ticksOnCurrent + " ticks, expected " + currentMovementOriginalCostEstimate + "). Cancelling.");
            cancel();
            return true;
        }
    }
    // movement is in progress, but if it reports cancellable, PathingBehavior is good to cut onto the next path
    return canCancel;
}
Also used : BlockStateInterface(baritone.utils.BlockStateInterface) IMovement(baritone.api.pathing.movement.IMovement) Movement(baritone.pathing.movement.Movement) IMovement(baritone.api.pathing.movement.IMovement) MovementStatus(baritone.api.pathing.movement.MovementStatus) BlockPos(net.minecraft.util.math.BlockPos)

Example 5 with Movement

use of baritone.pathing.movement.Movement in project Spark-Client by Spark-Client-Development.

the class BackfillProcess method partOfCurrentMovement.

private boolean partOfCurrentMovement(BlockPos pos) {
    PathExecutor exec = baritone.getPathingBehavior().getCurrent();
    if (exec == null || exec.finished() || exec.failed()) {
        return false;
    }
    Movement movement = (Movement) exec.getPath().movements().get(exec.getPosition());
    return Arrays.asList(movement.toBreakAll()).contains(pos);
}
Also used : Movement(baritone.pathing.movement.Movement) PathExecutor(baritone.pathing.path.PathExecutor)

Aggregations

Movement (baritone.pathing.movement.Movement)8 IMovement (baritone.api.pathing.movement.IMovement)6 BlockPos (net.minecraft.util.math.BlockPos)4 MovementStatus (baritone.api.pathing.movement.MovementStatus)2 PathExecutor (baritone.pathing.path.PathExecutor)2 BlockStateInterface (baritone.utils.BlockStateInterface)2 Tuple (net.minecraft.util.Tuple)2