Cleaned up 7 duplicate switch statements
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5c7ffe6ed1
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@ -266,6 +266,11 @@ public abstract class Movement implements Helper, MovementHelper {
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} else if (state.getStatus() == MovementStatus.PREPPING) {
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state.setStatus(MovementStatus.WAITING);
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}
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if (state.getStatus() == MovementStatus.WAITING) {
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state.setStatus(MovementStatus.RUNNING);
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}
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return state;
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}
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@ -122,14 +122,8 @@ public class MovementAscend extends Movement {
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super.updateState(state);
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// TODO incorporate some behavior from ActionClimb (specifically how it waited until it was at most 1.2 blocks away before starting to jump
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// for efficiency in ascending minimal height staircases, which is just repeated MovementAscend, so that it doesn't bonk its head on the ceiling repeatedly)
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switch (state.getStatus()) {
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case WAITING:
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state.setStatus(MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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if (state.getStatus() != MovementStatus.RUNNING)
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return state;
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}
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if (playerFeet().equals(dest)) {
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return state.setStatus(MovementStatus.SUCCESS);
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@ -65,14 +65,8 @@ public class MovementDescend extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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switch (state.getStatus()) {
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case WAITING:
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state.setStatus(MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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if (state.getStatus() != MovementStatus.RUNNING)
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return state;
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}
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BlockPos playerFeet = playerFeet();
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if (playerFeet.equals(dest)) {
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@ -52,14 +52,8 @@ public class MovementDiagonal extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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switch (state.getStatus()) {
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case WAITING:
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state.setStatus(MovementState.MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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if (state.getStatus() != MovementState.MovementStatus.RUNNING)
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return state;
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}
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if (playerFeet().equals(dest)) {
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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@ -60,14 +60,8 @@ public class MovementDownward extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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switch (state.getStatus()) {
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case WAITING:
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state.setStatus(MovementState.MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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if (state.getStatus() != MovementState.MovementStatus.RUNNING)
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return state;
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}
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if (playerFeet().equals(dest)) {
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state.setStatus(MovementState.MovementStatus.SUCCESS);
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@ -80,14 +80,8 @@ public class MovementFall extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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switch (state.getStatus()) {
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case WAITING:
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state.setStatus(MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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if (state.getStatus() != MovementStatus.RUNNING)
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return state;
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}
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BlockPos playerFeet = playerFeet();
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Rotation targetRotation = null;
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@ -107,14 +107,8 @@ public class MovementPillar extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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switch (state.getStatus()) {
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case WAITING:
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state.setStatus(MovementState.MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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if (state.getStatus() != MovementState.MovementStatus.RUNNING)
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return state;
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}
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IBlockState fromDown = BlockStateInterface.get(src);
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boolean ladder = fromDown.getBlock() instanceof BlockLadder || fromDown.getBlock() instanceof BlockVine;
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@ -129,14 +129,8 @@ public class MovementTraverse extends Movement {
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@Override
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public MovementState updateState(MovementState state) {
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super.updateState(state);
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switch (state.getStatus()) {
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case WAITING:
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state.setStatus(MovementState.MovementStatus.RUNNING);
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case RUNNING:
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break;
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default:
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if (state.getStatus() != MovementState.MovementStatus.RUNNING)
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return state;
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}
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Block fd = BlockStateInterface.get(src.down()).getBlock();
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boolean ladder = fd instanceof BlockLadder || fd instanceof BlockVine;
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