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Bridging Improvements #4752
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Bridging Improvements #4752
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src/main/java/baritone/pathing/movement/movements/MovementTraverse.java
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I don't know how do adjust yaw to a 45 degree angle while bridging and honestly, it might actually be better not to. |
@leijurv Reminder to review. |
src/main/java/baritone/pathing/movement/movements/MovementTraverse.java
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@leijurv ping |
This doesn't make sense to me. How could it be less stable? If you compute an exact combination of yaw, and WASD input, to go in a certain direction, then you set your yaw to exactly that, won't it move in exactly the desired direction? whereas with the current code, it could move up to 22.5° off from the desired direction? |
That's really not the same at all. It doesn't matter which direction the player is already facing. The point is that you'd take the desired direction, and move in EXACTLY that direction, through some combination of WASD and moving the yaw up to 22.5 degrees. Your approach rounds the yaw to a multiple of 45, which would only make sense if the desired direction was also a multiple of 45, which it probably isn't exactly |
My thought process was that attemptToPlaceBlock should set the needed rotation and that all that would be left is rounding the yaw after that. |
The procedure should be
Call those yaw1 and yaw2. We want to look as close as we can to yaw1, while moving towards yaw2. We will go through all the possible MovementOptions. For each one, we will compute it in reverse. Instead of "if I looked at this yaw and did this movement, which direction would I go?", we need the opposite: "if I did this movement and I wanted to go in this direction, what yaw would I need?". We will pick the MovementOption that wants a yaw closest to yaw1. Call that yaw3. So, we have picked a MovementOption, where if we look in direction yaw3, the player will move EXACTLY towards yaw2. Of all movement options, this one was chosen because it's the closest to yaw1, but it probably doesn't exactly equal yaw1. We will then do that movement option while looking at yaw3. This means we will MOVE exactly towards the target block, but the direction we will look for placement will be slightly off. But that's really not a problem since the area where we can place a block is pretty big. |
could you also make a mode that just sprints while extend scafolding |
Like the scaffold hack? I don't really have much experience with scaffold but I doubt that change is going to happen now. Lets at least get some more legit bridging methods in before we focus on something not everyone uses. I'm doing this because I want to look around in 3rd person while bridging, I want to bridge faster with |
Ok, now it should be all good. Yaw distance is annoying |
@leijurv |
@leijurv sorry for asking so many times but review please. |
Yeah that looks like it could be right, it's a bit weirdly written so I can't quite tell from reading. If you send a screen recording of it working, that shows how it works (like, with freelook turned off), then I'll merge I think |
2025-09-11.15-52-04.mp4 |
Closes #4750.