get rid of the remaining references to mc.world
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@@ -101,7 +101,7 @@ public class MovementTraverse extends Movement {
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if (srcDown == Blocks.LADDER || srcDown == Blocks.VINE) {
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return COST_INF;
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}
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if (destOn.getBlock().equals(Blocks.AIR) || MovementHelper.isReplacable(destX, y - 1, destZ, destOn)) {
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if (destOn.getBlock().equals(Blocks.AIR) || MovementHelper.isReplacable(destX, y - 1, destZ, destOn, context.world())) {
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boolean throughWater = MovementHelper.isWater(pb0.getBlock()) || MovementHelper.isWater(pb1.getBlock());
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if (MovementHelper.isWater(destOn.getBlock()) && throughWater) {
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return COST_INF;
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@@ -167,7 +167,7 @@ public class MovementTraverse extends Movement {
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// combine the yaw to the center of the destination, and the pitch to the specific block we're trying to break
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// it's safe to do this since the two blocks we break (in a traverse) are right on top of each other and so will have the same yaw
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float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(dest)).getYaw();
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float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), dest)).getYaw();
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float pitchToBreak = state.getTarget().getRotation().get().getPitch();
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state.setTarget(new MovementState.MovementTarget(new Rotation(yawToDest, pitchToBreak), true));
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@@ -191,7 +191,7 @@ public class MovementTraverse extends Movement {
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isDoorActuallyBlockingUs = true;
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}
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if (isDoorActuallyBlockingUs && !(Blocks.IRON_DOOR.equals(pb0.getBlock()) || Blocks.IRON_DOOR.equals(pb1.getBlock()))) {
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(positionsToBreak[0])), true))
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0])), true))
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.setInput(Input.CLICK_RIGHT, true);
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}
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}
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@@ -205,7 +205,7 @@ public class MovementTraverse extends Movement {
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}
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if (blocked != null) {
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(blocked)), true))
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), blocked)), true))
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.setInput(Input.CLICK_RIGHT, true);
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}
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}
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