shouldnt have been separated
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@@ -73,10 +73,10 @@ public class NavigableSurfaceBlipTest {
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}
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private static void fillColumnToHeight(CountingSurface surface, int x, int z, int yHeightBlips) {
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for (int i = 0; i < yHeightBlips / Blip.PER_BLOCK; i++) {
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for (int i = 0; i < yHeightBlips / Blip.FULL_BLOCK; i++) {
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surface.setBlock(x, i, z, FakeStates.SOLID);
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}
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surface.setBlock(x, yHeightBlips / Blip.PER_BLOCK, z, FakeStates.BY_HEIGHT[yHeightBlips % Blip.PER_BLOCK]);
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surface.setBlock(x, yHeightBlips / Blip.FULL_BLOCK, z, FakeStates.BY_HEIGHT[yHeightBlips % Blip.FULL_BLOCK]);
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}
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@Test
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@@ -90,7 +90,7 @@ public class NavigableSurfaceBlipTest {
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int y = startY;
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while (true) {
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fillColumnToHeight(surface, x, 0, y);
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if (!surface.connected(new BetterBlockPos(0, 1, 1), new BetterBlockPos(x, y / Blip.PER_BLOCK, 0))) {
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if (!surface.connected(new BetterBlockPos(0, 1, 1), new BetterBlockPos(x, y / Blip.FULL_BLOCK, 0))) {
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fillColumnToHeight(surface, x, 0, y - step);
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y -= step;
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break;
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@@ -112,7 +112,7 @@ public class NavigableSurfaceBlipTest {
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int y = startY;
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while (true) {
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fillColumnToHeight(surface, x, 0, y);
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if (!surface.connected(new BetterBlockPos(0, 1, 1), new BetterBlockPos(x, y / Blip.PER_BLOCK, 0))) {
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if (!surface.connected(new BetterBlockPos(0, 1, 1), new BetterBlockPos(x, y / Blip.FULL_BLOCK, 0))) {
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fillColumnToHeight(surface, x, 0, y - 1);
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y--;
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break;
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@@ -118,7 +118,7 @@ public class PlayerPhysicsTest {
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continue;
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}
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for (int endHeight = startHeight - 3 * Blip.PER_BLOCK; endHeight <= startHeight + 3 * Blip.PER_BLOCK; endHeight++) {
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for (int endHeight = startHeight - 3 * Blip.FULL_BLOCK; endHeight <= startHeight + 3 * Blip.FULL_BLOCK; endHeight++) {
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for (int endCeil = 5; endCeil <= 7; endCeil++) {
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BlockStateCachedData[] toCol = makeColToHeight(endHeight);
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if (endCeil < toCol.length) {
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@@ -133,7 +133,7 @@ public class PlayerPhysicsTest {
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int minCeilRelative = Math.min(startCeil, endCeil) - 3;
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int maxBlip = Math.max(startHeight, endHeight);
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if (maxBlip + Blip.PLAYER_HEIGHT_SLIGHT_OVERESTIMATE > minCeilRelative * Blip.PER_BLOCK) {
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if (maxBlip + Blip.PLAYER_HEIGHT_SLIGHT_OVERESTIMATE > minCeilRelative * Blip.FULL_BLOCK) {
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assertEquals(PlayerPhysics.Collision.BLOCKED, col);
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continue;
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}
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