001/*
002 * This file is part of Baritone.
003 *
004 * Baritone is free software: you can redistribute it and/or modify
005 * it under the terms of the GNU Lesser General Public License as published by
006 * the Free Software Foundation, either version 3 of the License, or
007 * (at your option) any later version.
008 *
009 * Baritone is distributed in the hope that it will be useful,
010 * but WITHOUT ANY WARRANTY; without even the implied warranty of
011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
012 * GNU Lesser General Public License for more details.
013 *
014 * You should have received a copy of the GNU Lesser General Public License
015 * along with Baritone.  If not, see <https://www.gnu.org/licenses/>.
016 */
017
018package baritone.api.pathing.movement;
019
020public interface ActionCosts {
021
022    /**
023     * These costs are measured roughly in ticks btw
024     */
025    double WALK_ONE_BLOCK_COST = 20 / 4.317; // 4.633
026    double WALK_ONE_IN_WATER_COST = 20 / 2.2; // 9.091
027    double WALK_ONE_OVER_SOUL_SAND_COST = WALK_ONE_BLOCK_COST * 2; // 0.4 in BlockSoulSand but effectively about half
028    double LADDER_UP_ONE_COST = 20 / 2.35; // 8.511
029    double LADDER_DOWN_ONE_COST = 20 / 3.0; // 6.667
030    double SNEAK_ONE_BLOCK_COST = 20 / 1.3; // 15.385
031    double SPRINT_ONE_BLOCK_COST = 20 / 5.612; // 3.564
032    double SPRINT_MULTIPLIER = SPRINT_ONE_BLOCK_COST / WALK_ONE_BLOCK_COST; // 0.769
033    /**
034     * To walk off an edge you need to walk 0.5 to the edge then 0.3 to start falling off
035     */
036    double WALK_OFF_BLOCK_COST = WALK_ONE_BLOCK_COST * 0.8; // 3.706
037    /**
038     * To walk the rest of the way to be centered on the new block
039     */
040    double CENTER_AFTER_FALL_COST = WALK_ONE_BLOCK_COST - WALK_OFF_BLOCK_COST; // 0.927
041
042    /**
043     * don't make this Double.MAX_VALUE because it's added to other things, maybe other COST_INFs,
044     * and that would make it overflow to negative
045     */
046    double COST_INF = 1000000;
047
048    double[] FALL_N_BLOCKS_COST = generateFallNBlocksCost();
049
050    double FALL_1_25_BLOCKS_COST = distanceToTicks(1.25);
051    double FALL_0_25_BLOCKS_COST = distanceToTicks(0.25);
052    /**
053     * When you hit space, you get enough upward velocity to go 1.25 blocks
054     * Then, you fall the remaining 0.25 to get on the surface, on block higher.
055     * Since parabolas are symmetric, the amount of time it takes to ascend up from 1 to 1.25
056     * will be the same amount of time that it takes to fall back down from 1.25 to 1.
057     * And the same applies to the overall shape, if it takes X ticks to fall back down 1.25 blocks,
058     * it will take X ticks to reach the peak of your 1.25 block leap.
059     * Therefore, the part of your jump from y=0 to y=1.25 takes distanceToTicks(1.25) ticks,
060     * and the sub-part from y=1 to y=1.25 takes distanceToTicks(0.25) ticks.
061     * Therefore, the other sub-part, from y=0 to y-1, takes distanceToTicks(1.25)-distanceToTicks(0.25) ticks.
062     * That's why JUMP_ONE_BLOCK_COST = FALL_1_25_BLOCKS_COST - FALL_0_25_BLOCKS_COST
063     */
064    double JUMP_ONE_BLOCK_COST = FALL_1_25_BLOCKS_COST - FALL_0_25_BLOCKS_COST;
065
066
067    static double[] generateFallNBlocksCost() {
068        double[] costs = new double[257];
069        for (int i = 0; i < 257; i++) {
070            costs[i] = distanceToTicks(i);
071        }
072        return costs;
073    }
074
075    static double velocity(int ticks) {
076        return (Math.pow(0.98, ticks) - 1) * -3.92;
077    }
078
079    static double oldFormula(double ticks) {
080        return -3.92 * (99 - 49.5 * (Math.pow(0.98, ticks) + 1) - ticks);
081    }
082
083    static double distanceToTicks(double distance) {
084        if (distance == 0) {
085            return 0; // Avoid 0/0 NaN
086        }
087        double tmpDistance = distance;
088        int tickCount = 0;
089        while (true) {
090            double fallDistance = velocity(tickCount);
091            if (tmpDistance <= fallDistance) {
092                return tickCount + tmpDistance / fallDistance;
093            }
094            tmpDistance -= fallDistance;
095            tickCount++;
096        }
097    }
098}