horrifying placement
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@@ -80,6 +80,9 @@ public interface MovementHelper extends ActionCosts, Helper {
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// be opened by just interacting.
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return block != Blocks.IRON_DOOR;
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}
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if (block == Blocks.CARPET) {
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return canWalkOn(bsi, x, y - 1, z);
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}
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boolean snow = block instanceof BlockSnow;
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boolean trapdoor = block instanceof BlockTrapDoor;
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if (snow || trapdoor) {
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@@ -321,20 +324,22 @@ public interface MovementHelper extends ActionCosts, Helper {
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}
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static boolean canPlaceAgainst(BlockStateInterface bsi, int x, int y, int z) {
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return canPlaceAgainst(bsi.get0(x, y, z));
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return canPlaceAgainst(bsi, x, y, z, bsi.get0(x, y, z));
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}
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static boolean canPlaceAgainst(BlockStateInterface bsi, BlockPos pos) {
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return canPlaceAgainst(bsi.get0(pos.getX(), pos.getY(), pos.getZ()));
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return canPlaceAgainst(bsi, pos.getX(), pos.getY(), pos.getZ());
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}
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static boolean canPlaceAgainst(IPlayerContext ctx, BlockPos pos) {
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return canPlaceAgainst(new BlockStateInterface(ctx), pos);
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}
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static boolean canPlaceAgainst(IBlockState state) {
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// TODO isBlockNormalCube isn't the best check for whether or not we can place a block against it. e.g. glass isn't normalCube but we can place against it
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return state.isBlockNormalCube();
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static boolean canPlaceAgainst(BlockStateInterface bsi, int x, int y, int z, IBlockState state) {
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// can we look at the center of a side face of this block and likely be able to place?
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// (thats how this check is used)
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// therefore dont include weird things that we technically could place against (like carpet) but practically can't
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return state.isBlockNormalCube() || state.isFullBlock() || state.getBlock() == Blocks.GLASS || state.getBlock() == Blocks.STAINED_GLASS;
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}
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static double getMiningDurationTicks(CalculationContext context, int x, int y, int z, boolean includeFalling) {
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