sprint on soul sand, fixes #120
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@ -23,21 +23,21 @@ public interface ActionCosts {
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* These costs are measured roughly in ticks btw
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*/
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double WALK_ONE_BLOCK_COST = 20 / 4.317; // 4.633
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double WALK_ONE_IN_WATER_COST = 20 / 2.2;
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double WALK_ONE_IN_WATER_COST = 20 / 2.2; // 9.091
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double WALK_ONE_OVER_SOUL_SAND_COST = WALK_ONE_BLOCK_COST * 2; // 0.4 in BlockSoulSand but effectively about half
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double SPRINT_ONE_OVER_SOUL_SAND_COST = WALK_ONE_OVER_SOUL_SAND_COST * 0.75;
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double LADDER_UP_ONE_COST = 20 / 2.35;
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double LADDER_DOWN_ONE_COST = 20 / 3.0;
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double SNEAK_ONE_BLOCK_COST = 20 / 1.3;
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double LADDER_UP_ONE_COST = 20 / 2.35; // 8.511
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double LADDER_DOWN_ONE_COST = 20 / 3.0; // 6.667
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double SNEAK_ONE_BLOCK_COST = 20 / 1.3; // 15.385
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double SPRINT_ONE_BLOCK_COST = 20 / 5.612; // 3.564
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double SPRINT_MULTIPLIER = SPRINT_ONE_BLOCK_COST / WALK_ONE_BLOCK_COST; // 0.769
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/**
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* To walk off an edge you need to walk 0.5 to the edge then 0.3 to start falling off
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*/
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double WALK_OFF_BLOCK_COST = WALK_ONE_BLOCK_COST * 0.8;
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double WALK_OFF_BLOCK_COST = WALK_ONE_BLOCK_COST * 0.8; // 3.706
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/**
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* To walk the rest of the way to be centered on the new block
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*/
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double CENTER_AFTER_FALL_COST = WALK_ONE_BLOCK_COST - WALK_OFF_BLOCK_COST;
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double CENTER_AFTER_FALL_COST = WALK_ONE_BLOCK_COST - WALK_OFF_BLOCK_COST; // 0.927
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/**
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* don't make this Double.MAX_VALUE because it's added to other things, maybe other COST_INFs,
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@ -117,19 +117,22 @@ public class MovementDiagonal extends Movement {
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return COST_INF;
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}
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}
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boolean water = false;
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if (BlockStateInterface.isWater(BlockStateInterface.getBlock(x, y, z)) || BlockStateInterface.isWater(destInto.getBlock())) {
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// Ignore previous multiplier
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// Whatever we were walking on (possibly soul sand) doesn't matter as we're actually floating on water
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// Not even touching the blocks below
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multiplier = WALK_ONE_IN_WATER_COST;
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water = true;
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}
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if (optionA != 0 || optionB != 0) {
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multiplier *= SQRT_2 - 0.001; // TODO tune
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}
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if (multiplier == WALK_ONE_BLOCK_COST && context.canSprint()) {
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// If we aren't edging around anything, and we aren't in water or soul sand
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if (context.canSprint() && !water) {
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// If we aren't edging around anything, and we aren't in water
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// We can sprint =D
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multiplier = SPRINT_ONE_BLOCK_COST;
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// Don't check for soul sand, since we can sprint on that too
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multiplier *= SPRINT_MULTIPLIER;
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}
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return multiplier * SQRT_2;
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}
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@ -67,8 +67,10 @@ public class MovementTraverse extends Movement {
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Block srcDown = BlockStateInterface.getBlock(x, y - 1, z);
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if (MovementHelper.canWalkOn(destX, y - 1, destZ, destOn)) {//this is a walk, not a bridge
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double WC = WALK_ONE_BLOCK_COST;
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boolean water = false;
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if (BlockStateInterface.isWater(pb0.getBlock()) || BlockStateInterface.isWater(pb1.getBlock())) {
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WC = WALK_ONE_IN_WATER_COST;
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water = true;
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} else {
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if (destOn.getBlock() == Blocks.SOUL_SAND) {
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WC += (WALK_ONE_OVER_SOUL_SAND_COST - WALK_ONE_BLOCK_COST) / 2;
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@ -83,10 +85,11 @@ public class MovementTraverse extends Movement {
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}
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double hardness2 = MovementHelper.getMiningDurationTicks(context, destX, y, destZ, pb1, false);
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if (hardness1 == 0 && hardness2 == 0) {
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if (WC == WALK_ONE_BLOCK_COST && context.canSprint()) {
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// If there's nothing in the way, and this isn't water or soul sand, and we aren't sneak placing
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if (!water && context.canSprint()) {
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// If there's nothing in the way, and this isn't water, and we aren't sneak placing
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// We can sprint =D
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WC = SPRINT_ONE_BLOCK_COST;
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// Don't check for soul sand, since we can sprint on that too
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WC *= SPRINT_MULTIPLIER;
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}
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return WC;
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}
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