Merge pull request #412 from EvilSourcerer/master
render dank lit boxes for goalYLevel
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commit
a6d4708ccf
@ -30,8 +30,8 @@ import java.awt.*;
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import java.lang.reflect.Field;
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import java.lang.reflect.ParameterizedType;
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import java.lang.reflect.Type;
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import java.util.*;
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import java.util.List;
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import java.util.*;
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import java.util.function.Consumer;
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/**
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@ -81,6 +81,8 @@ public final class Settings {
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*/
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public final Setting<Double> jumpPenalty = new Setting<>(2D);
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public final Setting<Double> yLevelBoxSize = new Setting<>(15D);
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/**
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* Walking on water uses up hunger really quick, so penalize it
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*/
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@ -29,7 +29,7 @@ public class GoalYLevel implements Goal, ActionCosts {
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/**
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* The target Y level
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*/
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private final int level;
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public final int level;
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public GoalYLevel(int level) {
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this.level = level;
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@ -276,13 +276,13 @@ public final class PathRenderer implements Helper {
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double maxY;
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double y1;
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double y2;
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double y = MathHelper.cos((float) (((float) ((System.nanoTime() / 100000L) % 20000L)) / 20000F * Math.PI * 2));
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if (goal instanceof IGoalRenderPos) {
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BlockPos goalPos = ((IGoalRenderPos) goal).getGoalPos();
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minX = goalPos.getX() + 0.002 - renderPosX;
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maxX = goalPos.getX() + 1 - 0.002 - renderPosX;
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minZ = goalPos.getZ() + 0.002 - renderPosZ;
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maxZ = goalPos.getZ() + 1 - 0.002 - renderPosZ;
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double y = MathHelper.cos((float) (((float) ((System.nanoTime() / 100000L) % 20000L)) / 20000F * Math.PI * 2));
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if (goal instanceof GoalGetToBlock || goal instanceof GoalTwoBlocks) {
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y /= 2;
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}
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@ -341,6 +341,16 @@ public final class PathRenderer implements Helper {
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drawDankLitGoalBox(player, g, partialTicks, color);
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}
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return;
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} else if (goal instanceof GoalYLevel) {
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GoalYLevel goalpos = (GoalYLevel) goal;
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minX = player.posX - Baritone.settings().yLevelBoxSize.value - renderPosX;
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minZ = player.posZ - Baritone.settings().yLevelBoxSize.value - renderPosZ;
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maxX = player.posX + Baritone.settings().yLevelBoxSize.value - renderPosX;
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maxZ = player.posZ + Baritone.settings().yLevelBoxSize.value - renderPosZ;
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minY = ((GoalYLevel) goal).level - renderPosY;
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maxY = minY + 2;
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y1 = 1 + y + goalpos.level - renderPosY;
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y2 = 1 - y + goalpos.level - renderPosY;
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} else {
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return;
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}
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