@nxg-org/mineflayer-physics-util 1.3.4 → 1.3.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -70,27 +70,10 @@ class EntityState {
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return new EntityState(ctx, raw.height, raw.halfWidth, raw.position, raw.velocity, raw.onGround, raw.controlState, raw.yaw, raw.pitch);
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}
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updateFromBot(bot) {
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73
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-
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73
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+
this.updateFromEntity(bot.entity);
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this.controlState = playerControls_1.ControlStateHandler.COPY_BOT(bot);
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75
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this.
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this.
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this.attributes = bot.entity.attributes;
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78
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this.effects = bot.entity.effects;
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79
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this.jumpBoost = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.JUMP_BOOST, this.effects);
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80
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this.speed = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.SPEED, this.effects);
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81
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this.slowness = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.SLOWNESS, this.effects);
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82
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this.dolphinsGrace = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.DOLPHINS_GRACE, this.effects);
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83
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-
this.slowFalling = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.SLOW_FALLING, this.effects);
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84
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-
this.levitation = this.ctx.getEffectLevel(physicsUtils_1.CheapEffects.LEVITATION, this.effects);
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85
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const boots = bot.entity.equipment[5];
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86
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if (boots && boots.nbt) {
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const simplifiedNbt = prismarine_nbt_1.default.simplify(boots.nbt);
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const enchantments = (_b = (_a = simplifiedNbt.Enchantments) !== null && _a !== void 0 ? _a : simplifiedNbt.ench) !== null && _b !== void 0 ? _b : [];
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-
this.depthStrider = this.ctx.getEnchantmentLevel(physicsUtils_1.CheapEnchantments.DEPTH_STRIDER, enchantments);
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}
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else {
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this.depthStrider = 0;
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-
}
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this.jumpTicks = bot.jumpTicks;
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this.jumpQueued = bot.jumpQueued;
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return this;
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}
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updateFromEntity(entity) {
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@@ -12,6 +12,7 @@ export declare abstract class BaseSimulator {
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constructor(ctx: IPhysics);
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predictGenerator(simCtx: EPhysicsCtx, world: any, ticks?: number, controls?: ControlStateHandler): Generator<EntityState, EPhysicsCtx, unknown>;
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predictForward(target: Entity, world: any, ticks?: number, controls?: ControlStateHandler): EntityState;
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predictForwardRaw(simCtx: EPhysicsCtx, world: any, ticks?: number, controls?: ControlStateHandler): EntityState;
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simulateUntil(goal: SimulationGoal, onGoalReach: OnGoalReachFunction, controller: Controller, simCtx: EPhysicsCtx, world: any, ticks?: number): EntityState;
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static getReached(...path: Vec3[]): SimulationGoal;
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static getCleanupPosition(...path: Vec3[]): OnGoalReachFunction;
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@@ -21,6 +21,13 @@ class BaseSimulator {
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}
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return simCtx.state;
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}
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predictForwardRaw(simCtx, world, ticks = 1, controls) {
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simCtx.state.controlState = controls !== null && controls !== void 0 ? controls : simCtx.state.controlState;
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for (let current = 0; current < ticks; current++) {
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this.ctx.simulate(simCtx, world);
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}
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return simCtx.state;
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}
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simulateUntil(goal, onGoalReach, controller, simCtx, world, ticks = 1) {
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for (let i = 0; i < ticks; i++) {
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if (goal(simCtx.state, i)) {
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