From 08958c2278b15ebeac8a964f392ebb792e479b61 Mon Sep 17 00:00:00 2001 From: mat <27899617+mat-1@users.noreply.github.com> Date: Wed, 27 Nov 2024 19:31:40 -0600 Subject: Refactor azalea-protocol (#190) * start updating to 1.21.4 * fix block codegen and stop using block data from burger * rename packet related modules and structs to be simpler * ItemSlot -> ItemStack for more consistency with mojmap * .get() -> .into_packet() * simplify declare_state_packets by removing packet ids * rename read_from and write_into to azalea_read and azalea_write * rename McBufReadable and McBufWritable to AzaleaRead and AzaleaWrite * McBuf -> AzBuf * remove most uses of into_variant * update codegen and use resourcelocation names for packets * implement #[limit(i)] attribute for AzBuf derive macro * fixes for 1.21.4 * fix examples * update some physics code and fix ChatType * remove unused imports in codegen * re-add some things to migrate.py and update +mc version numbers automatically * downgrade to 1.21.3 lol --- azalea-physics/src/collision/mod.rs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'azalea-physics/src/collision/mod.rs') diff --git a/azalea-physics/src/collision/mod.rs b/azalea-physics/src/collision/mod.rs index 3986dc47..7d7ddc5e 100644 --- a/azalea-physics/src/collision/mod.rs +++ b/azalea-physics/src/collision/mod.rs @@ -58,7 +58,7 @@ fn collide(movement: &Vec3, world: &Instance, physics: &azalea_entity::Physics) // let entity_collisions = world.get_entity_collisions(self, // entity_bounding_box.expand_towards(movement)); let entity_collisions = Vec::new(); - let collided_delta = if movement.length_sqr() == 0.0 { + let collided_delta = if movement.length_squared() == 0.0 { *movement } else { collide_bounding_box( @@ -109,12 +109,16 @@ fn collide(movement: &Vec3, world: &Instance, physics: &azalea_entity::Physics) entity_collisions.clone(), ) .add(directly_up_delta); - if target_movement.horizontal_distance_sqr() > step_to_delta.horizontal_distance_sqr() { + if target_movement.horizontal_distance_squared() + > step_to_delta.horizontal_distance_squared() + { step_to_delta = target_movement; } } - if step_to_delta.horizontal_distance_sqr() > collided_delta.horizontal_distance_sqr() { + if step_to_delta.horizontal_distance_squared() + > collided_delta.horizontal_distance_squared() + { return step_to_delta.add(collide_bounding_box( &Vec3 { x: 0., @@ -162,7 +166,7 @@ pub fn move_colliding( let collide_result = collide(movement, world, physics); - let move_distance = collide_result.length_sqr(); + let move_distance = collide_result.length_squared(); if move_distance > EPSILON { // TODO: fall damage -- cgit v1.2.3