fix flashing backwards, fixes #265
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90a1fa8337
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c473914d05
@ -117,8 +117,12 @@ public class Rotation {
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* @return are they really close
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*/
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public boolean isReallyCloseTo(Rotation other) {
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float yawDiff = Math.abs(this.yaw - other.yaw); // you cant fool me
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return (yawDiff < 0.01 || yawDiff > 359.9) && Math.abs(this.pitch - other.pitch) < 0.01;
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return yawIsReallyClose(other) && Math.abs(this.pitch - other.pitch) < 0.01;
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}
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public boolean yawIsReallyClose(Rotation other) {
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float yawDiff = Math.abs(normalizeYaw(yaw) - normalizeYaw(other.yaw)); // you cant fool me
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return (yawDiff < 0.01 || yawDiff > 359.99);
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}
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/**
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@ -147,4 +151,9 @@ public class Rotation {
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}
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return newYaw;
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}
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@Override
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public String toString() {
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return "Yaw: " + yaw + ", Pitch: " + pitch;
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}
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}
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@ -78,6 +78,9 @@ public final class RotationUtils {
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* @return The wrapped angles
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*/
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public static Rotation wrapAnglesToRelative(Rotation current, Rotation target) {
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if (current.yawIsReallyClose(target)) {
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return new Rotation(current.getYaw(), target.getPitch());
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}
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return target.subtract(current).normalize().add(current);
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}
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@ -102,7 +105,7 @@ public final class RotationUtils {
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* @param dest The destination position
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* @return The rotation from the origin to the destination
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*/
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public static Rotation calcRotationFromVec3d(Vec3d orig, Vec3d dest) {
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private static Rotation calcRotationFromVec3d(Vec3d orig, Vec3d dest) {
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double[] delta = {orig.x - dest.x, orig.y - dest.y, orig.z - dest.z};
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double yaw = MathHelper.atan2(delta[0], -delta[2]);
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double dist = Math.sqrt(delta[0] * delta[0] + delta[2] * delta[2]);
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@ -196,7 +199,7 @@ public final class RotationUtils {
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* @return The optional rotation
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*/
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public static Optional<Rotation> reachableOffset(Entity entity, BlockPos pos, Vec3d offsetPos, double blockReachDistance) {
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Rotation rotation = calcRotationFromVec3d(entity.getPositionEyes(1.0F), offsetPos);
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Rotation rotation = calcRotationFromVec3d(entity.getPositionEyes(1.0F), offsetPos, new Rotation(entity.rotationYaw, entity.rotationPitch));
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RayTraceResult result = RayTraceUtils.rayTraceTowards(entity, rotation, blockReachDistance);
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//System.out.println(result);
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if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) {
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@ -160,7 +160,7 @@ public abstract class Movement implements IMovement, MovementHelper {
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//i dont care if theres snow in the way!!!!!!!
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//you dont own me!!!!
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.player().getPositionEyes(1.0F),
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VecUtils.getBlockPosCenter(blockPos)), true)
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VecUtils.getBlockPosCenter(blockPos), ctx.playerRotations()), true)
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);
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// don't check selectedblock on this one, this is a fallback when we can't see any face directly, it's intended to be breaking the "incorrect" block
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state.setInput(Input.CLICK_LEFT, true);
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@ -78,7 +78,7 @@ public class MovementFall extends Movement {
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}
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BlockPos playerFeet = ctx.playerFeet();
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Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest));
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Rotation toDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest),ctx.playerRotations());
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Rotation targetRotation = null;
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Block destBlock = ctx.world().getBlockState(dest).getBlock();
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boolean isWater = destBlock == Blocks.WATER || destBlock == Blocks.FLOWING_WATER;
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@ -141,7 +141,7 @@ public class MovementFall extends Movement {
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}
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if (targetRotation == null) {
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Vec3d destCenterOffset = new Vec3d(destCenter.x + 0.125 * avoid.getX(), destCenter.y, destCenter.z + 0.125 * avoid.getZ());
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state.setTarget(new MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), destCenterOffset), false));
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state.setTarget(new MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), destCenterOffset,ctx.playerRotations()), false));
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}
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return state;
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}
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@ -151,7 +151,7 @@ public class MovementPillar extends Movement {
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IBlockState fromDown = BlockStateInterface.get(ctx, src);
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if (MovementHelper.isWater(fromDown.getBlock()) && MovementHelper.isWater(ctx, dest)) {
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// stay centered while swimming up a water column
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest)), false));
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.getBlockPosCenter(dest),ctx.playerRotations()), false));
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Vec3d destCenter = VecUtils.getBlockPosCenter(dest);
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if (Math.abs(ctx.player().posX - destCenter.x) > 0.2 || Math.abs(ctx.player().posZ - destCenter.z) > 0.2) {
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state.setInput(Input.MOVE_FORWARD, true);
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@ -174,7 +174,7 @@ public class MovementTraverse extends Movement {
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// combine the yaw to the center of the destination, and the pitch to the specific block we're trying to break
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// it's safe to do this since the two blocks we break (in a traverse) are right on top of each other and so will have the same yaw
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float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), dest)).getYaw();
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float yawToDest = RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), dest), ctx.playerRotations()).getYaw();
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float pitchToBreak = state.getTarget().getRotation().get().getPitch();
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state.setTarget(new MovementState.MovementTarget(new Rotation(yawToDest, pitchToBreak), true));
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@ -198,7 +198,7 @@ public class MovementTraverse extends Movement {
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isDoorActuallyBlockingUs = true;
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}
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if (isDoorActuallyBlockingUs && !(Blocks.IRON_DOOR.equals(pb0.getBlock()) || Blocks.IRON_DOOR.equals(pb1.getBlock()))) {
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0])), true))
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), positionsToBreak[0]), ctx.playerRotations()), true))
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.setInput(Input.CLICK_RIGHT, true);
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}
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}
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@ -212,7 +212,7 @@ public class MovementTraverse extends Movement {
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}
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if (blocked != null) {
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), blocked)), true))
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return state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(ctx.playerHead(), VecUtils.calculateBlockCenter(ctx.world(), blocked), ctx.playerRotations()), true))
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.setInput(Input.CLICK_RIGHT, true);
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}
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}
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