lower walk into can be water, but not upper
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5382d265f2
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04e7da9b73
@ -114,7 +114,7 @@ public class MovementDiagonal extends Movement {
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return;
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}
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IBlockState pb3 = context.get(destX, y + 1, z);
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if (optionA == 0 && ((MovementHelper.avoidWalkingInto(pb2.getBlock()) && pb2.getBlock() != Blocks.WATER) || (MovementHelper.avoidWalkingInto(pb3.getBlock()) && pb3.getBlock() != Blocks.WATER))) {
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if (optionA == 0 && ((MovementHelper.avoidWalkingInto(pb2.getBlock()) && pb2.getBlock() != Blocks.WATER) || MovementHelper.avoidWalkingInto(pb3.getBlock()))) {
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// at this point we're done calculating optionA, so we can check if it's actually possible to edge around in that direction
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return;
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}
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@ -123,7 +123,7 @@ public class MovementDiagonal extends Movement {
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// and finally, if the cost is nonzero for both ways to approach this diagonal, it's not possible
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return;
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}
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if (optionB == 0 && ((MovementHelper.avoidWalkingInto(pb0.getBlock()) && pb0.getBlock() != Blocks.WATER) || (MovementHelper.avoidWalkingInto(pb1.getBlock()) && pb1.getBlock() != Blocks.WATER))) {
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if (optionB == 0 && ((MovementHelper.avoidWalkingInto(pb0.getBlock()) && pb0.getBlock() != Blocks.WATER) || MovementHelper.avoidWalkingInto(pb1.getBlock()))) {
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// and now that option B is fully calculated, see if we can edge around that way
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return;
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}
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