center pillar regardless of timing

This commit is contained in:
Leijurv 2018-10-10 21:07:59 -07:00
parent 089037663e
commit 9bd205f190
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GPG Key ID: 44A3EA646EADAC6A

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@ -35,18 +35,11 @@ import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
public class MovementPillar extends Movement {
private int numTicks = 0;
public MovementPillar(BetterBlockPos start, BetterBlockPos end) {
super(start, end, new BetterBlockPos[]{start.up(2)}, start);
}
@Override
public void reset() {
super.reset();
numTicks = 0;
}
@Override
protected double calculateCost(CalculationContext context) {
return cost(context, src.x, src.y, src.z);
@ -202,24 +195,21 @@ public class MovementPillar extends Movement {
return state.setStatus(MovementStatus.UNREACHABLE);
}
numTicks++;
// If our Y coordinate is above our goal, stop jumping
state.setInput(InputOverrideHandler.Input.JUMP, player().posY < dest.getY());
state.setInput(InputOverrideHandler.Input.SNEAK, true);
// Otherwise jump
if (numTicks > 20) {
double diffX = player().posX - (dest.getX() + 0.5);
double diffZ = player().posZ - (dest.getZ() + 0.5);
double dist = Math.sqrt(diffX * diffX + diffZ * diffZ);
if (dist > 0.17) {//why 0.17? because it seemed like a good number, that's why
//[explanation added after baritone port lol] also because it needs to be less than 0.2 because of the 0.3 sneak limit
//and 0.17 is reasonably less than 0.2
double diffX = player().posX - (dest.getX() + 0.5);
double diffZ = player().posZ - (dest.getZ() + 0.5);
double dist = Math.sqrt(diffX * diffX + diffZ * diffZ);
if (dist > 0.17) {//why 0.17? because it seemed like a good number, that's why
//[explanation added after baritone port lol] also because it needs to be less than 0.2 because of the 0.3 sneak limit
//and 0.17 is reasonably less than 0.2
// If it's been more than forty ticks of trying to jump and we aren't done yet, go forward, maybe we are stuck
state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
}
// If it's been more than forty ticks of trying to jump and we aren't done yet, go forward, maybe we are stuck
state.setInput(InputOverrideHandler.Input.MOVE_FORWARD, true);
}
if (!blockIsThere) {
Block fr = BlockStateInterface.get(src).getBlock();