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