trapdoors cant be passed vertically in either state, thanks plutie
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@ -72,7 +72,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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if (block == Blocks.AIR) { // early return for most common case
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return true;
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}
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if (block == Blocks.FIRE || block == Blocks.TRIPWIRE || block == Blocks.WEB || block == Blocks.END_PORTAL || block == Blocks.COCOA || block instanceof BlockSkull) {
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if (block == Blocks.FIRE || block == Blocks.TRIPWIRE || block == Blocks.WEB || block == Blocks.END_PORTAL || block == Blocks.COCOA || block instanceof BlockSkull || block instanceof BlockTrapDoor) {
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return false;
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}
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if (block instanceof BlockDoor || block instanceof BlockFenceGate) {
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@ -84,9 +84,7 @@ public interface MovementHelper extends ActionCosts, Helper {
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if (block == Blocks.CARPET) {
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return canWalkOn(bsi, x, y - 1, z);
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}
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boolean snow = block instanceof BlockSnow;
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boolean trapdoor = block instanceof BlockTrapDoor;
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if (snow || trapdoor) {
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if (block instanceof BlockSnow) {
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// we've already checked doors and fence gates
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// so the only remaining dynamic isPassables are snow and trapdoor
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// if they're cached as a top block, we don't know their metadata
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@ -94,19 +92,13 @@ public interface MovementHelper extends ActionCosts, Helper {
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if (!bsi.worldContainsLoadedChunk(x, z)) {
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return true;
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}
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if (snow) {
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// the check in BlockSnow.isPassable is layers < 5
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// while actually, we want < 3 because 3 or greater makes it impassable in a 2 high ceiling
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if (state.getValue(BlockSnow.LAYERS) >= 3) {
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return false;
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}
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// ok, it's low enough we could walk through it, but is it supported?
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return canWalkOn(bsi, x, y - 1, z);
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// the check in BlockSnow.isPassable is layers < 5
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// while actually, we want < 3 because 3 or greater makes it impassable in a 2 high ceiling
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if (state.getValue(BlockSnow.LAYERS) >= 3) {
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return false;
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}
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if (trapdoor) {
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return !state.getValue(BlockTrapDoor.OPEN); // see BlockTrapDoor.isPassable
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}
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throw new IllegalStateException();
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// ok, it's low enough we could walk through it, but is it supported?
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return canWalkOn(bsi, x, y - 1, z);
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}
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if (isFlowing(x, y, z, state, bsi)) {
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return false; // Don't walk through flowing liquids
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