rearrange blockstate lookups
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@ -85,9 +85,7 @@ public class MovementDiagonal extends Movement {
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return COST_INF;
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}
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IBlockState pb0 = BlockStateInterface.get(x, y, destZ);
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IBlockState pb1 = BlockStateInterface.get(x, y + 1, destZ);
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IBlockState pb2 = BlockStateInterface.get(destX, y, z);
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IBlockState pb3 = BlockStateInterface.get(destX, y + 1, z);
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double optionA = MovementHelper.getMiningDurationTicks(context, x, y, destZ, pb0, false);
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double optionB = MovementHelper.getMiningDurationTicks(context, destX, y, z, pb2, false);
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if (optionA != 0 && optionB != 0) {
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@ -95,11 +93,13 @@ public class MovementDiagonal extends Movement {
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// so no need to check pb1 as well, might as well return early here
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return COST_INF;
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}
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IBlockState pb1 = BlockStateInterface.get(x, y + 1, destZ);
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optionA += MovementHelper.getMiningDurationTicks(context, x, y + 1, destZ, pb1, true);
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if (optionA != 0 && optionB != 0) {
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// same deal, if pb1 makes optionA nonzero and option B already was nonzero, pb3 can't affect the result
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return COST_INF;
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}
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IBlockState pb3 = BlockStateInterface.get(destX, y + 1, z);
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if (optionA == 0) {
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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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if (MovementHelper.avoidWalkingInto(pb2.getBlock()) || MovementHelper.avoidWalkingInto(pb3.getBlock())) {
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