cabaletta / baritone

google maps for block game
GNU Lesser General Public License v3.0
7.25k stars 1.45k forks source link

Add a way to queue goals #176

Open leijurv opened 6 years ago

leijurv commented 6 years ago

e.g. "baritone please don't be smart and try and go diagonal. please just go from 0,0 to 25000,0 to 25000,2000 to 24500,2000 to the portal there" btw those aren't my real base coords i promise

plootia commented 6 years ago

can confirm, don't bother going to those coords

ThaUnknown commented 6 years ago

please yes

ZeroMemes commented 5 years ago

I assume the next goal in the queue would only be set if the current one is successfully reached, and if the current one fails all succeeding ones are dropped?

ZeroMemes commented 5 years ago

Bumping this, it is something that I’m actually capable of doing

VolantTheFox commented 5 years ago

bump! any news on this? it would be hella useful to go to a certain set of coords, then #mine , and THEN go back to home base.

ghost commented 5 years ago

Would it take much more than a list tho?

5HT2 commented 4 years ago

don't comment useless shit for no reason, unless you have something to contribute to the conversation, as it sends a notification. this isn't a forum

laxerrrr commented 3 years ago

hopefully this is allowed because this info would have saved me days of research and testing (I just didn't see isActive lol):

for mod makers using the api researching how to do this, you can check if the player's BuilderProcess (or whatever process) is active ( IBaritoneProcess::isActive ) every tick or every X seconds. when it finally isn't you can execute another task. this can slow down the game if you do it every tick and is pretty scuffed so i would recommend modifying and building baritone to fire some kind of flag or event when it's done a task.

leijurv commented 3 years ago

this can slow down the game if you do it every tick

Completely incorrect.

    @Override
    public boolean isActive() {
        return schematic != null;
    }

That is the implementation. That's like one instruction, it'll take a nanosecond at most. It will not slow down your game.

More likely, some other apparently crappy slow code of yours gets ran depending on the outcome of the isActive check.

laxerrrr commented 3 years ago

you're right, I eat my words. currently working with an external database, didn't bother to check what was causing client-sided lag. turns out I was getting too much data every X ticks. didn't mean to insult your implementation, sorry about that.

SeasonalFerret commented 2 years ago

I found this issue personally resolved by using AltoClef.

More specifically, this fork of altoclef which allows running chain commands.

Just incase anyone from the mentioned issues would like a temporary solution / something to toy with.

walksanatora commented 1 year ago

yeah but we shouldn't have to use forks/addons to use a feature that should be in the base mod