appease codacy
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@@ -106,33 +106,31 @@ public class PathExecutor implements IPathExecutor, Helper {
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}
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}
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BetterBlockPos whereShouldIBe = path.positions().get(pathPosition);
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BetterBlockPos whereShouldIBe = path.positions().get(pathPosition);
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BetterBlockPos whereAmI = ctx.playerFeet();
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BetterBlockPos whereAmI = ctx.playerFeet();
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if (!whereShouldIBe.equals(whereAmI)) {
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if (!whereShouldIBe.equals(whereAmI) && !Blocks.AIR.equals(BlockStateInterface.getBlock(ctx, whereAmI.down()))) {//do not skip if standing on air, because our position isn't stable to skip
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if (!Blocks.AIR.equals(BlockStateInterface.getBlock(ctx, whereAmI.down()))) {//do not skip if standing on air, because our position isn't stable to skip
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for (int i = 0; i < pathPosition - 1 && i < path.length(); i++) {//this happens for example when you lag out and get teleported back a couple blocks
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for (int i = 0; i < pathPosition - 1 && i < path.length(); i++) {//this happens for example when you lag out and get teleported back a couple blocks
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if (whereAmI.equals(path.positions().get(i))) {
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if (whereAmI.equals(path.positions().get(i))) {
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logDebug("Skipping back " + (pathPosition - i) + " steps, to " + i);
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logDebug("Skipping back " + (pathPosition - i) + " steps, to " + i);
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int previousPos = pathPosition;
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int previousPos = pathPosition;
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pathPosition = Math.max(i - 1, 0); // previous step might not actually be done
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pathPosition = Math.max(i - 1, 0); // previous step might not actually be done
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for (int j = pathPosition; j <= previousPos; j++) {
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for (int j = pathPosition; j <= previousPos; j++) {
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path.movements().get(j).reset();
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path.movements().get(j).reset();
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}
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onChangeInPathPosition();
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onTick();
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return false;
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}
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}
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onChangeInPathPosition();
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onTick();
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return false;
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}
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}
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for (int i = pathPosition + 3; i < path.length(); i++) { //dont check pathPosition+1. the movement tells us when it's done (e.g. sneak placing)
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}
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// also don't check pathPosition+2 because reasons
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for (int i = pathPosition + 3; i < path.length(); i++) { //dont check pathPosition+1. the movement tells us when it's done (e.g. sneak placing)
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if (whereAmI.equals(path.positions().get(i))) {
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// also don't check pathPosition+2 because reasons
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if (i - pathPosition > 2) {
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if (whereAmI.equals(path.positions().get(i))) {
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logDebug("Skipping forward " + (i - pathPosition) + " steps, to " + i);
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if (i - pathPosition > 2) {
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}
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logDebug("Skipping forward " + (i - pathPosition) + " steps, to " + i);
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//System.out.println("Double skip sundae");
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pathPosition = i - 1;
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onChangeInPathPosition();
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onTick();
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return false;
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}
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}
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//System.out.println("Double skip sundae");
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pathPosition = i - 1;
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onChangeInPathPosition();
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onTick();
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return false;
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}
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}
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}
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}
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}
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}
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@@ -561,10 +559,7 @@ public class PathExecutor implements IPathExecutor, Helper {
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if (MovementHelper.avoidWalkingInto(ctx.world().getBlockState(current.getSrc().up(3)).getBlock())) {
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if (MovementHelper.avoidWalkingInto(ctx.world().getBlockState(current.getSrc().up(3)).getBlock())) {
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return false;
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return false;
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}
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}
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if (MovementHelper.avoidWalkingInto(ctx.world().getBlockState(next.getDest().up(2)).getBlock())) {
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return !MovementHelper.avoidWalkingInto(ctx.world().getBlockState(next.getDest().up(2)).getBlock()); // codacy smh my head
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return false;
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}
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return true;
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}
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}
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private static boolean canSprintFromDescendInto(IPlayerContext ctx, IMovement current, IMovement next) {
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private static boolean canSprintFromDescendInto(IPlayerContext ctx, IMovement current, IMovement next) {
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@@ -131,8 +131,11 @@ public class GetToBlockProcess extends BaritoneProcessHelper implements IGetToBl
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}
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}
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}
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}
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}
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}
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if (true) {
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// i can't do break; (codacy gets mad), and i can't do if(true){break}; (codacy gets mad)
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break; // codacy gets mad if i just end on a break LOL
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// so i will do this
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switch (newBlacklist.size()) {
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default:
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break outer;
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}
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}
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}
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}
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logDebug("Blacklisting unreachable locations " + newBlacklist);
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logDebug("Blacklisting unreachable locations " + newBlacklist);
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