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authormat <27899617+mat-1@users.noreply.github.com>2024-12-11 19:51:12 -0600
committerGitHub <noreply@github.com>2024-12-11 19:51:12 -0600
commite9136c9cbbf9010b8352127e129c1cd290f377bd (patch)
treedb83316a273153106dd3b343c9d6d4fce234d132 /azalea/src
parent23932003d98db0f5f976146aa9a11e5d04a74695 (diff)
downloadazalea-drasl-e9136c9cbbf9010b8352127e129c1cd290f377bd.tar.xz
Implement EntityPositionSync (#196)
* implement EntityPositionSync * fix EntityPositionSync setting the wrong vec_delta_codec and also move into a RelativeEntityUpdate
Diffstat (limited to 'azalea/src')
-rw-r--r--azalea/src/auto_tool.rs22
-rw-r--r--azalea/src/pathfinder/mod.rs2
-rw-r--r--azalea/src/pathfinder/simulation.rs2
3 files changed, 6 insertions, 20 deletions
diff --git a/azalea/src/auto_tool.rs b/azalea/src/auto_tool.rs
index 5fcb8037..768d3089 100644
--- a/azalea/src/auto_tool.rs
+++ b/azalea/src/auto_tool.rs
@@ -31,24 +31,10 @@ impl AutoToolClientExt for Client {
/// or in water, use [`accurate_best_tool_in_hotbar_for_block`] instead if you
/// care about those things.
pub fn best_tool_in_hotbar_for_block(block: BlockState, menu: &Menu) -> BestToolResult {
- accurate_best_tool_in_hotbar_for_block(
- block,
- menu,
- &Physics {
- on_ground: true,
- velocity: Default::default(),
- xxa: Default::default(),
- yya: Default::default(),
- zza: Default::default(),
- last_on_ground: Default::default(),
- dimensions: Default::default(),
- bounding_box: Default::default(),
- has_impulse: Default::default(),
- horizontal_collision: Default::default(),
- vertical_collision: Default::default(),
- },
- &FluidOnEyes::new(Fluid::Empty),
- )
+ let mut physics = Physics::default();
+ physics.set_on_ground(true);
+
+ accurate_best_tool_in_hotbar_for_block(block, menu, &physics, &FluidOnEyes::new(Fluid::Empty))
}
pub fn accurate_best_tool_in_hotbar_for_block(
diff --git a/azalea/src/pathfinder/mod.rs b/azalea/src/pathfinder/mod.rs
index eab07348..78aafc2f 100644
--- a/azalea/src/pathfinder/mod.rs
+++ b/azalea/src/pathfinder/mod.rs
@@ -516,7 +516,7 @@ pub fn check_node_reached(
let x_difference_from_center = position.x - (movement.target.x as f64 + 0.5);
let z_difference_from_center = position.z - (movement.target.z as f64 + 0.5);
// this is to make sure we don't fall off immediately after finishing the path
- physics.on_ground
+ physics.on_ground()
&& BlockPos::from(position) == movement.target
// adding the delta like this isn't a perfect solution but it helps to make
// sure we don't keep going if our delta is high
diff --git a/azalea/src/pathfinder/simulation.rs b/azalea/src/pathfinder/simulation.rs
index ca15fb7a..630dd591 100644
--- a/azalea/src/pathfinder/simulation.rs
+++ b/azalea/src/pathfinder/simulation.rs
@@ -32,7 +32,7 @@ impl SimulatedPlayerBundle {
SimulatedPlayerBundle {
position: Position::new(position),
- physics: Physics::new(dimensions, &position),
+ physics: Physics::new(dimensions, position),
physics_state: PhysicsState::default(),
look_direction: LookDirection::new(0.0, 0.0),
attributes: Attributes {