fewer blockpos

This commit is contained in:
Leijurv 2018-09-22 09:28:59 -07:00
parent c508fb2cb7
commit d471bfa948
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@ -76,6 +76,10 @@ public interface MovementHelper extends ActionCosts, Helper {
return canWalkThrough(pos.x, pos.y, pos.z, state);
}
static boolean canWalkThrough(int x, int y, int z) {
return canWalkThrough(x, y, z, BlockStateInterface.get(x, y, z));
}
static boolean canWalkThrough(int x, int y, int z, IBlockState state) {
Block block = state.getBlock();
if (block == Blocks.AIR) {
@ -243,7 +247,7 @@ public interface MovementHelper extends ActionCosts, Helper {
*
* @return
*/
static boolean canWalkOn(BetterBlockPos pos, IBlockState state) {
static boolean canWalkOn(int x, int y, int z, IBlockState state) {
Block block = state.getBlock();
if (block == Blocks.AIR || block == Blocks.MAGMA) {
return false;
@ -266,7 +270,7 @@ public interface MovementHelper extends ActionCosts, Helper {
if (BlockStateInterface.isWater(block)) {
// since this is called literally millions of times per second, the benefit of not allocating millions of useless "pos.up()"
// BlockPos s that we'd just garbage collect immediately is actually noticeable. I don't even think its a decrease in readability
Block up = BlockStateInterface.get(pos.x, pos.y + 1, pos.z).getBlock();
Block up = BlockStateInterface.get(x, y + 1, z).getBlock();
if (up == Blocks.WATERLILY) {
return true;
}
@ -296,8 +300,16 @@ public interface MovementHelper extends ActionCosts, Helper {
return false;
}
static boolean canWalkOn(BetterBlockPos pos, IBlockState state) {
return canWalkOn(pos.x, pos.y, pos.z, state);
}
static boolean canWalkOn(BetterBlockPos pos) {
return canWalkOn(pos, BlockStateInterface.get(pos));
return canWalkOn(pos.x, pos.y, pos.z, BlockStateInterface.get(pos));
}
static boolean canWalkOn(int x, int y, int z) {
return canWalkOn(x, y, z, BlockStateInterface.get(x, y, z));
}
static boolean canPlaceAgainst(BlockPos pos) {
@ -433,7 +445,10 @@ public interface MovementHelper extends ActionCosts, Helper {
//A is plausibly breakable by either descend or fall
//C, D, etc determine the length of the fall
if (!canWalkThrough(dest.down(2))) {
int x = dest.x;
int y = dest.y;
int z = dest.z;
if (!canWalkThrough(x, y - 2, z)) {
//if B in the diagram aren't air
//have to do a descend, because fall is impossible
@ -445,25 +460,25 @@ public interface MovementHelper extends ActionCosts, Helper {
// we're clear for a fall 2
// let's see how far we can fall
for (int fallHeight = 3; true; fallHeight++) {
BetterBlockPos onto = dest.down(fallHeight);
if (onto.getY() < 0) {
int newY = y - fallHeight;
if (newY < 0) {
// when pathing in the end, where you could plausibly fall into the void
// this check prevents it from getting the block at y=-1 and crashing
break;
}
IBlockState ontoBlock = BlockStateInterface.get(onto);
IBlockState ontoBlock = BlockStateInterface.get(x, newY, z);
if (ontoBlock.getBlock() == Blocks.WATER) {
return new MovementFall(pos, onto);
return new MovementFall(pos, new BetterBlockPos(x, newY, z));
}
if (canWalkThrough(onto, ontoBlock)) {
if (canWalkThrough(x, newY, z, ontoBlock)) {
continue;
}
if (!canWalkOn(onto, ontoBlock)) {
if (!canWalkOn(x, newY, z, ontoBlock)) {
break;
}
if ((calcContext.hasWaterBucket() && fallHeight <= calcContext.maxFallHeightBucket() + 1) || fallHeight <= calcContext.maxFallHeightNoWater() + 1) {
// fallHeight = 4 means onto.up() is 3 blocks down, which is the max
return new MovementFall(pos, onto.up());
return new MovementFall(pos, new BetterBlockPos(x, newY + 1, z));
} else {
return null;
}