literally no reason to have this
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@ -147,38 +147,6 @@ public class PathExecutor implements IPathExecutor, Helper {
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cancel();
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cancel();
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return false;
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return false;
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}
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}
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//this commented block is literally cursed.
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/*Out.log(actions.get(pathPosition));
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if (pathPosition < actions.size() - 1) {//if there are two ActionBridges in a row and they are at right angles, walk diagonally. This makes it so you walk at 45 degrees along a zigzag path instead of doing inefficient zigging and zagging
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if ((actions.get(pathPosition) instanceof ActionBridge) && (actions.get(pathPosition + 1) instanceof ActionBridge)) {
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ActionBridge curr = (ActionBridge) actions.get(pathPosition);
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ActionBridge next = (ActionBridge) actions.get(pathPosition + 1);
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if (curr.dx() != next.dx() || curr.dz() != next.dz()) {//two movement are not parallel, so this is a right angle
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if (curr.amIGood() && next.amIGood()) {//nothing in the way
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BlockPos cornerToCut1 = new BlockPos(next.to.getX() - next.from.getX() + curr.from.getX(), next.to.getY(), next.to.getZ() - next.from.getZ() + curr.from.getZ());
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BlockPos cornerToCut2 = cornerToCut1.up();
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//Block corner1 = Baritone.get(cornerToCut1).getBlock();
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//Block corner2 = Baritone.get(cornerToCut2).getBlock();
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//Out.gui("Cutting conner " + cornerToCut1 + " " + corner1, Out.Mode.Debug);
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if (!Action.avoidWalkingInto(cornerToCut1) && !Action.avoidWalkingInto(cornerToCut2)) {
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double x = (next.from.getX() + next.to.getX() + 1.0D) * 0.5D;
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double z = (next.from.getZ() + next.to.getZ() + 1.0D) * 0.5D;
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MovementManager.clearMovement();
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if (!MovementManager.forward && curr.oneInTen != null && curr.oneInTen) {
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MovementManager.clearMovement();
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MovementManager.forward = LookManager.lookAtCoords(x, 0, z, false);
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} else {
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MovementManager.moveTowardsCoords(x, 0, z);
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}
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if (MovementManager.forward && !MovementManager.backward) {
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thePlayer.setSprinting(true);
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}
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return false;
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}
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}
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}
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}
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}*/
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//long start = System.nanoTime() / 1000000L;
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//long start = System.nanoTime() / 1000000L;
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BlockStateInterface bsi = new BlockStateInterface(ctx);
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BlockStateInterface bsi = new BlockStateInterface(ctx);
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for (int i = pathPosition - 10; i < pathPosition + 10; i++) {
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for (int i = pathPosition - 10; i < pathPosition + 10; i++) {
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