@nxg-org/mineflayer-physics-util 1.4.5 → 1.4.7
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@@ -673,7 +673,7 @@ class EntityPhysics {
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673
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}
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674
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entity.state.jumpQueued = false;
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675
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strafe =
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676
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-
(entity.state.controlState.
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676
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+
(entity.state.controlState.left - entity.state.controlState.right) * 0.98;
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forward =
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678
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(entity.state.controlState.forward - entity.state.controlState.back) * 0.98;
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if (entity.state.controlState.sneak) {
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@@ -75,7 +75,7 @@ export declare class EntityState implements EntityStateBuilder {
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*/
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static CREATE_RAW(ctx: IPhysics, raw: EntityStateBuilder): EntityState;
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updateFromBot(bot: Bot): EntityState;
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78
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-
updateFromEntity(entity: Entity): this;
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+
updateFromEntity(entity: Entity, all?: boolean): this;
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updateFromRaw(other: EntityStateBuilder): this;
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applyToBot(bot: Bot): this;
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/**
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@@ -70,28 +70,31 @@ 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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-
this.updateFromEntity(bot.entity);
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73
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+
this.updateFromEntity(bot.entity, true);
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this.controlState = playerControls_1.ControlStateHandler.COPY_BOT(bot);
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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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79
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+
updateFromEntity(entity, all = false) {
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var _a, _b;
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81
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+
if (all) {
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82
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+
// most mobs don't have this defined, so ignore it (only self does).
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83
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+
this.velocity = entity.velocity.clone();
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84
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+
this.onGround = entity.onGround;
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85
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+
this.isInWater = entity.isInWater;
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86
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+
this.isInLava = entity.isInLava;
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87
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+
this.isInWeb = entity.isInWeb;
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+
this.isCollidedHorizontally = entity.isCollidedHorizontally;
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+
this.isCollidedVertically = entity.isCollidedVertically;
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90
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+
this.sneakCollision = false; //TODO
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this.attributes || (this.attributes = entity.attributes);
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}
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this.position = entity.position.clone();
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82
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-
this.velocity = entity.velocity.clone();
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83
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-
this.onGround = entity.onGround;
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84
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-
this.isInWater = entity.isInWater;
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85
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-
this.isInLava = entity.isInLava;
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-
this.isInWeb = entity.isInWeb;
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-
this.isCollidedHorizontally = entity.isCollidedHorizontally;
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-
this.isCollidedVertically = entity.isCollidedVertically;
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-
this.sneakCollision = false; //TODO
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//not sure what to do here, ngl.
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this.jumpTicks || (this.jumpTicks = 0);
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this.jumpQueued || (this.jumpQueued = false);
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// Input only (not modified)
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-
this.attributes = entity.attributes;
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this.yaw = entity.yaw;
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this.pitch = entity.pitch;
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this.controlState || (this.controlState = playerControls_1.ControlStateHandler.DEFAULT());
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@@ -117,7 +120,7 @@ class EntityState {
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else {
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this.depthStrider = 0;
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}
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120
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-
this.pose = poses_1.PlayerPoses.STANDING;
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+
this.pose || (this.pose = poses_1.PlayerPoses.STANDING);
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return this;
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}
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updateFromRaw(other) {
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