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authormat <27899617+mat-1@users.noreply.github.com>2022-11-12 23:54:05 -0600
committerGitHub <noreply@github.com>2022-11-12 23:54:05 -0600
commit6eee543a3367d38a6f0e9bffb457a2bd76a8f9cc (patch)
treea5e493ccd7ec24293b8d866242c3836146517122 /azalea-physics/src/collision/dimension_collisions.rs
parentfa57d03627aa20b1df44caed7cb025b6db1d9b53 (diff)
downloadazalea-drasl-6eee543a3367d38a6f0e9bffb457a2bd76a8f9cc.tar.xz
Pathfinder (#25)
Pathfinding is very much not done, but it works enough and I want to get this merged. TODO: fast replanning, goals that aren't a single node, falling moves (it should be able to play the dropper), parkour moves
Diffstat (limited to 'azalea-physics/src/collision/dimension_collisions.rs')
-rwxr-xr-x[-rw-r--r--]azalea-physics/src/collision/dimension_collisions.rs7
1 files changed, 4 insertions, 3 deletions
diff --git a/azalea-physics/src/collision/dimension_collisions.rs b/azalea-physics/src/collision/dimension_collisions.rs
index 35eb9f5b..fd4e5141 100644..100755
--- a/azalea-physics/src/collision/dimension_collisions.rs
+++ b/azalea-physics/src/collision/dimension_collisions.rs
@@ -3,7 +3,8 @@ use azalea_block::BlockState;
use azalea_core::{ChunkPos, ChunkSectionPos, Cursor3d, CursorIterationType, EPSILON};
use azalea_world::entity::EntityData;
use azalea_world::{Chunk, Dimension};
-use std::sync::{Arc, Mutex};
+use parking_lot::Mutex;
+use std::sync::Arc;
use super::Shapes;
@@ -92,10 +93,10 @@ impl<'a> Iterator for BlockCollisions<'a> {
Some(chunk) => chunk,
None => continue,
};
- let chunk_lock = chunk.lock().unwrap();
let pos = item.pos;
- let block_state: BlockState = chunk_lock
+ let block_state: BlockState = chunk
+ .lock()
.get(&(&pos).into(), self.dimension.min_y())
.unwrap_or(BlockState::Air);