avery byte scuff btfo
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42306055ee
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@ -151,7 +151,7 @@ public final class InventoryBehavior extends Behavior {
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public boolean throwaway(boolean select, Predicate<? super ItemStack> desired) {
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EntityPlayerSP p = ctx.player();
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NonNullList<ItemStack> inv = p.inventory.mainInventory;
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for (byte i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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ItemStack item = inv.get(i);
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// this usage of settings() is okay because it's only called once during pathing
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// (while creating the CalculationContext at the very beginning)
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@ -171,7 +171,7 @@ public final class InventoryBehavior extends Behavior {
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// we've already checked above ^ and the main hand can't possible have an acceptablethrowawayitem
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// so we need to select in the main hand something that doesn't right click
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// so not a shovel, not a hoe, not a block, etc
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for (byte i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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ItemStack item = inv.get(i);
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if (item.isEmpty() || item.getItem() instanceof ItemPickaxe) {
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if (select) {
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@ -99,15 +99,15 @@ public class ToolSet {
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* Calculate which tool on the hotbar is best for mining
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*
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* @param b the blockstate to be mined
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* @return A byte containing the index in the tools array that worked best
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* @return An int containing the index in the tools array that worked best
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*/
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public byte getBestSlot(Block b, boolean preferSilkTouch) {
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byte best = 0;
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public int getBestSlot(Block b, boolean preferSilkTouch) {
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int best = 0;
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double highestSpeed = Double.NEGATIVE_INFINITY;
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int lowestCost = Integer.MIN_VALUE;
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boolean bestSilkTouch = false;
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IBlockState blockState = b.getDefaultState();
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for (byte i = 0; i < 9; i++) {
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for (int i = 0; i < 9; i++) {
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ItemStack itemStack = player.inventory.getStackInSlot(i);
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double speed = calculateSpeedVsBlock(itemStack, blockState);
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boolean silkTouch = hasSilkTouch(itemStack);
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