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Feature: Auto Portal Builder #272
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| /* | ||
| * Copyright 2026 Lambda | ||
| * | ||
| * This program is free software: you can redistribute it and/or modify | ||
| * it under the terms of the GNU General Public License as published by | ||
| * the Free Software Foundation, either version 3 of the License, or | ||
| * (at your option) any later version. | ||
| * | ||
| * This program is distributed in the hope that it will be useful, | ||
| * but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
| * GNU General Public License for more details. | ||
| * | ||
| * You should have received a copy of the GNU General Public License | ||
| * along with this program. If not, see <http://www.gnu.org/licenses/>. | ||
| */ | ||
|
|
||
| package com.lambda.module.modules.player | ||
|
|
||
| import baritone.api.pathing.goals.GoalBlock | ||
| import com.lambda.config.AutomationConfig.Companion.setDefaultAutomationConfig | ||
| import com.lambda.config.applyEdits | ||
| import com.lambda.config.groups.WorldLineSettings | ||
| import com.lambda.config.settings.complex.Bind | ||
| import com.lambda.config.settings.complex.KeybindSetting.Companion.onPress | ||
| import com.lambda.config.settings.complex.KeybindSetting.Companion.onRelease | ||
| import com.lambda.context.SafeContext | ||
| import com.lambda.event.events.TickEvent | ||
| import com.lambda.event.listener.SafeListener.Companion.listen | ||
| import com.lambda.graphics.mc.renderer.ImmediateRenderer.Companion.immediateRenderer | ||
| import com.lambda.graphics.util.DirectionMask.buildSideMesh | ||
| import com.lambda.interaction.BaritoneManager | ||
| import com.lambda.interaction.construction.verify.TargetState | ||
| import com.lambda.interaction.managers.hotbar.HotbarRequest | ||
| import com.lambda.interaction.managers.inventory.InventoryRequest.Companion.inventoryRequest | ||
| import com.lambda.interaction.material.StackSelection.Companion.selectStack | ||
| import com.lambda.module.Module | ||
| import com.lambda.module.modules.player.AutoPortal.PosHandler.currAnchorPos | ||
| import com.lambda.module.modules.player.AutoPortal.PosHandler.obiPositions | ||
| import com.lambda.module.modules.player.AutoPortal.PosHandler.portalPositions | ||
| import com.lambda.module.modules.player.AutoPortal.PosHandler.prevAnchorPos | ||
| import com.lambda.module.tag.ModuleTag | ||
| import com.lambda.task.RootTask.run | ||
| import com.lambda.task.Task | ||
| import com.lambda.task.tasks.BuildTask.Companion.build | ||
| import com.lambda.util.BlockUtils.blockState | ||
| import com.lambda.util.BlockUtils.isEmpty | ||
| import com.lambda.util.BlockUtils.isNotEmpty | ||
| import com.lambda.util.InputUtils.isSatisfied | ||
| import com.lambda.util.NamedEnum | ||
| import com.lambda.util.extension.blockColor | ||
| import com.lambda.util.extension.tickDelta | ||
| import com.lambda.util.math.lerp | ||
| import com.lambda.util.math.setAlpha | ||
| import com.lambda.util.math.vec3d | ||
| import com.lambda.util.player.SlotUtils.hotbarAndInventorySlots | ||
| import com.lambda.util.player.SlotUtils.hotbarSlots | ||
| import net.minecraft.block.Blocks | ||
| import net.minecraft.item.FlintAndSteelItem | ||
| import net.minecraft.item.Items | ||
| import net.minecraft.network.packet.c2s.play.PlayerActionC2SPacket | ||
| import net.minecraft.network.packet.c2s.play.PlayerInteractBlockC2SPacket | ||
| import net.minecraft.util.Hand | ||
| import net.minecraft.util.hit.BlockHitResult | ||
| import net.minecraft.util.math.BlockPos | ||
| import net.minecraft.util.math.Box | ||
| import net.minecraft.util.math.Direction | ||
| import net.minecraft.util.math.Vec3d | ||
|
|
||
| object AutoPortal : Module( | ||
| name = "AutoPortal", | ||
| description = "Automatically places and lights a nether portal", | ||
| tag = ModuleTag.PLAYER | ||
| ) { | ||
| private enum class Group(override val displayName: String) : NamedEnum { | ||
| General("General"), | ||
| Render("Render") | ||
| } | ||
|
|
||
| private val previewPlace by setting("Preview Place", Bind.EMPTY, "The keybind to preview the portal placement and subsequentially place the portal").group(Group.General) | ||
| .onPress { preview = true } | ||
| .onRelease { | ||
| preview = false | ||
| buildTask?.cancel() | ||
| val posStateMap = | ||
| obiPositions.associateWith { | ||
| TargetState.Block(Blocks.OBSIDIAN) | ||
| } + portalPositions.associateWith { | ||
| TargetState.Air | ||
| } | ||
| //ToDo: implement non placement interactions like flint and steel in the build sim, in turn, simulating portal lighting too. | ||
| // + portalPositions.associateWith { | ||
| // TargetState.Block(Blocks.NETHER_PORTAL) | ||
| // } | ||
| buildTask = posStateMap | ||
| .build() | ||
| .thenOrNull { | ||
| if (light) LightTask(currAnchorPos.up(), walkIn) | ||
| else null | ||
| } | ||
| .finally { | ||
| buildTask = null | ||
| } | ||
| .run() | ||
| } | ||
| private val corners by setting("Corners", false).group(Group.General) | ||
| private val light by setting("Light", true, "Attempts to automatically light the portal after building").group(Group.General) | ||
| private val walkIn by setting("Walk In", true, "Automatically paths into the portal with baritone") { light }.group(Group.General) | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Why hide when light is off?
Member
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. because theres not much point walking into the portal when its not lit. Helps keep the setting bloat down by assuming what most people would want |
||
| private val inventory by setting("Inventory", true, "Allows access to the players inventory when retrieving a flint and steel for lighting the portal").group(Group.General) | ||
| private val forwardOffset by setting("Forward Offset", 3, 0..10).group(Group.General) | ||
| private val sidewaysOffset by setting("Sideways Offset", 0, -5..5).group(Group.General) | ||
| private val yOffset by setting("Y Offset", 0, -5..5).group(Group.General) | ||
| private val lockToGround by setting("Lock To Ground", true).group(Group.General) | ||
| private val allowUpwardShift by setting("Allow Upward Shift", true, "Allows shifting the portal up to find ground when it would be placed inside blocks") { lockToGround }.group(Group.General) | ||
|
|
||
| private val renders by setting("Renders", true).group(Group.Render) | ||
| private val interpolate by setting("Interpolate", true, "Interpolates the portal renders from position to position") { renders }.group(Group.Render) | ||
| private val fillAlpha by setting("Fill Alpha", 0.3, 0.0..1.0, 0.01) { renders }.group(Group.Render) | ||
| private val depthTest by setting("Depth Test", false) { renders }.group(Group.Render) | ||
| private val outlineConfig = WorldLineSettings(c = this, baseGroup = arrayOf(Group.Render)) { renders }.apply { | ||
| applyEdits { | ||
| hide(::startColor, ::endColor) | ||
| } | ||
| } | ||
|
|
||
| private var preview = false | ||
| private var buildTask: Task<*>? = null | ||
|
|
||
| init { | ||
| setDefaultAutomationConfig { | ||
| applyEdits { | ||
| hideGroup(eatConfig) | ||
| hotbarConfig::tickStageMask.edit { | ||
| defaultValue(mutableSetOf(TickEvent.Pre, TickEvent.Input.Post)) | ||
| } | ||
| } | ||
| } | ||
|
|
||
| listen<TickEvent.Pre> { | ||
| PosHandler.tick() | ||
| } | ||
|
|
||
| immediateRenderer("AutoPortal Immediate Renderer", { depthTest }) { safeContext -> | ||
| if (!renders || !preview) return@immediateRenderer | ||
| with (safeContext) { | ||
| val obiColor = blockColor(Blocks.OBSIDIAN.defaultState, BlockPos.ORIGIN) | ||
| obiPositions | ||
| .map { | ||
| val box = Box(it).let { box -> | ||
| if (interpolate) { | ||
| val offset = lerp( | ||
| 1.0 - mc.tickDelta, | ||
| Vec3d.ZERO, | ||
| prevAnchorPos.subtract(currAnchorPos).vec3d | ||
| ) | ||
| box.offset(offset) | ||
| } else box | ||
| } | ||
| Pair(it, box) | ||
| } | ||
| .forEach { posAndBox -> | ||
| box(posAndBox.second, outlineConfig) { | ||
| colors(obiColor.setAlpha(fillAlpha), obiColor) | ||
| hideSides(buildSideMesh(posAndBox.first) { it in obiPositions }.inv()) | ||
| } | ||
| } | ||
| } | ||
| } | ||
| } | ||
|
|
||
| private object PosHandler { | ||
| var currAnchorPos: BlockPos = BlockPos.ORIGIN | ||
| private set | ||
| var prevAnchorPos = currAnchorPos | ||
| private set | ||
|
|
||
| var obiPositions = emptyList<BlockPos>() | ||
| private set | ||
| var portalPositions = emptyList<BlockPos>() | ||
| private set | ||
|
|
||
| private val originObiPositions = getOriginObiPositions() | ||
| private val originObiPositionsWithCorners = getOriginObiPositions(true) | ||
| private val originPortalPositions = getOriginPortalPositions() | ||
|
|
||
| context(safeContext: SafeContext) | ||
| fun tick() = | ||
| with(safeContext) { | ||
| if (!previewPlace.isSatisfied()) return@with | ||
| val offsetDir = player.horizontalFacing | ||
|
|
||
| val baseAnchorPos = player.blockPos | ||
| .offset(offsetDir, forwardOffset) | ||
| .offset(offsetDir.rotateYClockwise(), sidewaysOffset) | ||
|
|
||
| val lockedAnchorPos = | ||
| if (lockToGround) lockToGround(baseAnchorPos) | ||
| else baseAnchorPos | ||
|
|
||
| val yOffsetAnchorPos = lockedAnchorPos?.offset(Direction.UP, yOffset) | ||
|
|
||
| if (yOffsetAnchorPos == currAnchorPos || yOffsetAnchorPos == null) { | ||
| prevAnchorPos = currAnchorPos | ||
| return@with | ||
| } | ||
|
|
||
| prevAnchorPos = currAnchorPos | ||
| currAnchorPos = yOffsetAnchorPos | ||
| val originObi = | ||
| if (corners) originObiPositionsWithCorners | ||
| else originObiPositions | ||
| obiPositions = originObi | ||
| .rotatedTo(offsetDir) | ||
| .map { it.add(yOffsetAnchorPos) } | ||
| portalPositions = originPortalPositions | ||
| .rotatedTo(offsetDir) | ||
| .map { it.add(yOffsetAnchorPos) } | ||
| } | ||
|
|
||
| private fun SafeContext.lockToGround(pos: BlockPos): BlockPos? { | ||
| var scanPos = pos | ||
| val upShifting = blockState(scanPos).isNotEmpty && allowUpwardShift | ||
| if (upShifting) { | ||
| while (blockState(scanPos).isNotEmpty && scanPos.y < 320) { | ||
| scanPos = scanPos.up() | ||
| } | ||
| } | ||
| if (!upShifting || scanPos.y >= 320) { | ||
| scanPos = pos | ||
| while (blockState(scanPos.down()).isEmpty && scanPos.y > -64) { | ||
| scanPos = scanPos.down() | ||
| } | ||
| if (scanPos.y <= -64) return null | ||
| } | ||
| return scanPos | ||
| } | ||
|
|
||
| private fun List<BlockPos>.rotatedTo(direction: Direction): List<BlockPos> = | ||
| map { pos -> | ||
| when (direction) { | ||
| Direction.EAST -> pos | ||
| Direction.SOUTH -> BlockPos(pos.z - 1, pos.y, -pos.x) | ||
| Direction.WEST -> BlockPos(-pos.x, pos.y, -pos.z) | ||
| else -> BlockPos(-pos.z + 1, pos.y, pos.x) | ||
| } | ||
| } | ||
|
|
||
| private fun getOriginObiPositions(corners: Boolean = false) = | ||
| buildList { | ||
| (-1..2).forEach { x -> | ||
| (0..4).forEach { y -> | ||
| if (x > -1 && x < 2 && y > 0 && y < 4) return@forEach | ||
| if (!corners && (x == -1 || x == 2) && (y == 0 || y == 4)) return@forEach | ||
| add(BlockPos(0, y, x)) | ||
| } | ||
| } | ||
| } | ||
|
|
||
| private fun getOriginPortalPositions() = | ||
| buildList { | ||
| (0..1).forEach { x -> | ||
| (1..3).forEach { y -> | ||
| add(BlockPos(0, y, x)) | ||
| } | ||
| } | ||
| } | ||
| } | ||
|
|
||
| private class LightTask( | ||
| private val pos: BlockPos, | ||
| private val walkIn: Boolean | ||
| ) : Task<Unit>() { | ||
| override val name = "Lighting portal at $pos" | ||
|
|
||
| init { | ||
| listen<TickEvent.Pre> { | ||
| withFlintAndSteel { | ||
| swapPacket() | ||
| interaction.sendSequencedPacket(world) { sequence -> | ||
| PlayerInteractBlockC2SPacket( | ||
| Hand.OFF_HAND, | ||
| BlockHitResult( | ||
| pos.down().toCenterPos(), | ||
| Direction.UP, | ||
| pos, | ||
| false, | ||
| false | ||
| ), | ||
| sequence | ||
| ) | ||
| } | ||
| swapPacket() | ||
| if (walkIn) { | ||
| BaritoneManager.setGoalAndPath(GoalBlock(currAnchorPos.up())) | ||
| } | ||
| success() | ||
| } | ||
| } | ||
| } | ||
|
|
||
| private fun SafeContext.swapPacket() = | ||
| connection.sendPacket( | ||
| PlayerActionC2SPacket( | ||
| PlayerActionC2SPacket.Action.SWAP_ITEM_WITH_OFFHAND, | ||
| BlockPos.ORIGIN, | ||
| Direction.DOWN | ||
| ) | ||
| ) | ||
|
|
||
| private fun SafeContext.withFlintAndSteel(block: SafeContext.() -> Unit) { | ||
| if (player.mainHandStack.item == Items.FLINT_AND_STEEL) { | ||
| block() | ||
| return | ||
| } | ||
|
|
||
| val sel = selectStack(1) { isItem<FlintAndSteelItem>() } | ||
|
|
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| val hotbarStack = sel.filterSlots(player.hotbarSlots).firstOrNull() | ||
| if (hotbarStack != null) { | ||
| val request = HotbarRequest( | ||
| hotbarStack.index, | ||
| this@AutoPortal, | ||
| keepTicks = 0 | ||
| ).submit(queueIfMismatchedStage = false) | ||
| if (request.done) block() | ||
| return | ||
| } | ||
|
|
||
| val invSlot = | ||
| if (inventory) sel.filterSlots(player.hotbarAndInventorySlots).firstOrNull() | ||
| else null | ||
| if (invSlot == null) { | ||
| failure("No Flint and Steel!") | ||
| return | ||
| } | ||
| val hotbarSlotToSwapWith = | ||
| player.hotbarSlots.find { slot -> | ||
| slot.stack.isEmpty | ||
| }?.index ?: 8 | ||
|
|
||
| inventoryRequest { | ||
| swap(invSlot.id, hotbarSlotToSwapWith) | ||
| action { | ||
| val request = HotbarRequest( | ||
| hotbarSlotToSwapWith, | ||
| this@AutoPortal, | ||
| keepTicks = 0, | ||
| nowOrNothing = true | ||
| ).submit(queueIfMismatchedStage = false) | ||
| if (request.done) { | ||
| block() | ||
| } | ||
| } | ||
| swap(invSlot.id, hotbarSlotToSwapWith) | ||
| }.submit() | ||
| } | ||
| } | ||
| } | ||
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Probably better to extra this logic into a method
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how so? Having it here makes it clear and concise what it does. Putting it in another function just makes it more confusing when navigating how the module works