small optimization
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@ -86,7 +86,12 @@ public class MovementTraverse extends Movement {
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WC += (WALK_ONE_OVER_SOUL_SAND_COST - WALK_ONE_BLOCK_COST) / 2;
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}
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}
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if (MovementHelper.canWalkThrough(positionsToBreak[0], pb0) && MovementHelper.canWalkThrough(positionsToBreak[1], pb1)) {
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double hardness1 = MovementHelper.getMiningDurationTicks(context, positionsToBreak[0], pb0, true);
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if (hardness1 >= COST_INF) {
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return COST_INF;
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}
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double hardness2 = MovementHelper.getMiningDurationTicks(context, positionsToBreak[1], 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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// We can sprint =D
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@ -94,10 +99,7 @@ public class MovementTraverse extends Movement {
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}
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return WC;
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}
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// double hardness1 = blocksToBreak[0].getBlockHardness(Minecraft.getMinecraft().world, positionsToBreak[0]);
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// double hardness2 = blocksToBreak[1].getBlockHardness(Minecraft.getMinecraft().world, positionsToBreak[1]);
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// Out.log("Can't walk through " + blocksToBreak[0] + " (hardness" + hardness1 + ") or " + blocksToBreak[1] + " (hardness " + hardness2 + ")");
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return WC + getTotalHardnessOfBlocksToBreak(context);
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return WC + hardness1 + hardness2;
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} else {//this is a bridge, so we need to place a block
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Block srcDown = BlockStateInterface.get(src.down()).getBlock();
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if (srcDown instanceof BlockLadder || srcDown instanceof BlockVine) {
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