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fix sometimes being able to mine blocks through walls
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Original file line number | Diff line number | Diff line change |
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//! Random utility functions that are useful for bots. | ||
use azalea_core::position::{BlockPos, Vec3}; | ||
use azalea_entity::direction_looking_at; | ||
use azalea_world::ChunkStorage; | ||
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/// Get a vec of block positions that we can reach from this position. | ||
pub fn get_reachable_blocks_around_player( | ||
player_position: BlockPos, | ||
chunk_storage: &ChunkStorage, | ||
) -> Vec<BlockPos> { | ||
// check a 12x12x12 area around the player | ||
let mut blocks = Vec::new(); | ||
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for x in -6..=6 { | ||
// y is 1 up to somewhat offset for the eye height | ||
for y in -5..=7 { | ||
for z in -6..=6 { | ||
let block_pos = player_position + BlockPos::new(x, y, z); | ||
let block_state = chunk_storage | ||
.get_block_state(&block_pos) | ||
.unwrap_or_default(); | ||
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if block_state.is_air() { | ||
// fast path, skip if it's air | ||
continue; | ||
} | ||
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if can_reach_block(chunk_storage, player_position, block_pos) { | ||
blocks.push(block_pos); | ||
} | ||
} | ||
} | ||
} | ||
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blocks | ||
} | ||
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pub fn pick_closest_block(position: BlockPos, blocks: &[BlockPos]) -> Option<BlockPos> { | ||
// pick the closest one and mine it | ||
let mut closest_block_pos = None; | ||
let mut closest_distance = i32::MAX; | ||
for block_pos in &blocks[1..] { | ||
if block_pos.y < position.y { | ||
// skip blocks below us at first | ||
continue; | ||
} | ||
let distance = block_pos.distance_squared_to(&position); | ||
if distance < closest_distance { | ||
closest_block_pos = Some(*block_pos); | ||
closest_distance = distance; | ||
} | ||
} | ||
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if closest_block_pos.is_none() { | ||
// ok now check every block if the only ones around us are below | ||
for block_pos in blocks { | ||
let distance = block_pos.distance_squared_to(&position); | ||
if distance < closest_distance { | ||
closest_block_pos = Some(*block_pos); | ||
closest_distance = distance; | ||
} | ||
} | ||
} | ||
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closest_block_pos | ||
} | ||
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/// Return the block that we'd be looking at if we were at a given position and | ||
/// looking at a given block. | ||
/// | ||
/// This is useful for telling if we'd be able to reach a block from a certain | ||
/// position, like for the pathfinder's [`ReachBlockPosGoal`]. | ||
/// | ||
/// Also see [`get_hit_result_while_looking_at_with_eye_position`]. | ||
/// | ||
/// [`ReachBlockPosGoal`]: crate::pathfinder::goals::ReachBlockPosGoal | ||
pub fn get_hit_result_while_looking_at( | ||
chunk_storage: &ChunkStorage, | ||
player_position: BlockPos, | ||
look_target: BlockPos, | ||
) -> BlockPos { | ||
let eye_position = Vec3 { | ||
x: player_position.x as f64 + 0.5, | ||
y: player_position.y as f64 + 1.53, | ||
z: player_position.z as f64 + 0.5, | ||
}; | ||
get_hit_result_while_looking_at_with_eye_position(chunk_storage, eye_position, look_target) | ||
} | ||
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pub fn can_reach_block( | ||
chunk_storage: &ChunkStorage, | ||
player_position: BlockPos, | ||
look_target: BlockPos, | ||
) -> bool { | ||
let hit_result = get_hit_result_while_looking_at(chunk_storage, player_position, look_target); | ||
hit_result == look_target | ||
} | ||
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/// Return the block that we'd be looking at if our eyes are at a given position | ||
/// and looking at a given block. | ||
/// | ||
/// This is called by [`get_hit_result_while_looking_at`]. | ||
pub fn get_hit_result_while_looking_at_with_eye_position( | ||
chunk_storage: &azalea_world::ChunkStorage, | ||
eye_position: Vec3, | ||
look_target: BlockPos, | ||
) -> BlockPos { | ||
let look_direction = direction_looking_at(&eye_position, &look_target.center()); | ||
let block_hit_result = | ||
azalea_client::interact::pick(&look_direction, &eye_position, chunk_storage, 4.5); | ||
block_hit_result.block_pos | ||
} | ||
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#[cfg(test)] | ||
mod tests { | ||
use azalea_core::position::ChunkPos; | ||
use azalea_world::{Chunk, PartialInstance}; | ||
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use super::*; | ||
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#[test] | ||
fn test_cannot_reach_block_through_wall_when_y_is_negative() { | ||
let mut partial_world = PartialInstance::default(); | ||
let mut world = ChunkStorage::default(); | ||
partial_world | ||
.chunks | ||
.set(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()), &mut world); | ||
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let set_solid_block_at = |x, y, z| { | ||
partial_world.chunks.set_block_state( | ||
&BlockPos::new(x, y, z), | ||
azalea_registry::Block::Stone.into(), | ||
&world, | ||
); | ||
}; | ||
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let y_offset = -8; | ||
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// walls | ||
set_solid_block_at(1, y_offset, 0); | ||
set_solid_block_at(1, y_offset + 1, 0); | ||
set_solid_block_at(0, y_offset, 1); | ||
set_solid_block_at(0, y_offset + 1, 1); | ||
// target | ||
set_solid_block_at(1, y_offset, 1); | ||
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let player_position = BlockPos::new(0, y_offset, 0); | ||
let look_target = BlockPos::new(1, y_offset, 1); | ||
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assert!(!can_reach_block(&world, player_position, look_target)); | ||
} | ||
} |
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