@nxg-org/mineflayer-util-plugin 1.8.4 → 1.9.0

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@@ -1,81 +1,81 @@
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- import { Vec3 } from "vec3";
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- type FakeVec3 = {
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- x: number;
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- y: number;
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- z: number;
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- };
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- type AABBPoints = [minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number];
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- type MinAndMaxPoints = [min: [x: number, y: number, z: number], max: [x: number, y: number, z: number]];
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- type Vec3AABB = [min: Vec3, max: Vec3];
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- export declare class AABB {
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- minX: number;
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- minY: number;
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- minZ: number;
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- maxX: number;
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- maxY: number;
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- maxZ: number;
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- constructor(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number);
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- static fromVecs(min: FakeVec3, max: FakeVec3): AABB;
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- static fromBlock(min: FakeVec3): AABB;
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- static fromBlockPos(min: FakeVec3): AABB;
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- static fromShape(pts: AABBPoints, offset?: Vec3): AABB;
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- set(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number): void;
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- clone(): AABB;
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- minPoint(): Vec3;
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- maxPoint(): Vec3;
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- bottomMiddlePoint(): Vec3;
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- heightAndWidths(): Vec3;
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- toArray(): AABBPoints;
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- minAndMaxArrays(): MinAndMaxPoints;
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- toVecs(): Vec3AABB;
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- /**
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- * Compatible with Iterators from prismarine-world.
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- * Used like a block for prismarine-world.
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- * @returns {number[][]} single element long array of shapes.
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- */
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- toShapeFromMin(): AABBPoints[];
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- /**
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- * Compatible with Iterators from prismarine-world.
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- * Used with the entity's actual position for prismarine-world.
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- * @returns {number[][]} single element long array of shapes.
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- */
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- toShapeFromBottomMiddle(): AABBPoints[];
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- toVertices(): Vec3[];
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- floor(): this;
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- extend(dx: number, dy: number, dz: number): this;
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- contract(x: number, y: number, z: number): this;
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- expand(x: number, y: number, z: number): this;
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- translate(x: number, y: number, z: number): this;
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- translateVec(vec: FakeVec3): this;
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- computeOffsetX(other: AABB, offsetX: number): number;
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- computeOffsetY(other: AABB, offsetY: number): number;
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- computeOffsetZ(other: AABB, offsetZ: number): number;
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- intersects(other: AABB): boolean;
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- xzIntersectsRay(org: Vec3, dir: Vec3): {
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- x: number;
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- z: number;
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- } | null;
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- intersectsRay(org: Vec3, dir: Vec3): Vec3 | null;
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- xzIntersectsSegment(org: Vec3, dest: Vec3): {
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- x: number;
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- z: number;
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- } | null;
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- intersectsSegment(org: Vec3, dest: Vec3): Vec3 | null;
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- distanceFromRay(origin: Vec3, direction: Vec3, xz?: boolean): number;
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- intersect(aABB: AABB): AABB;
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- equals(other: AABB): boolean;
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- xzDistanceToVec(pos: FakeVec3): number;
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- distanceToVec(pos: FakeVec3): number;
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- expandTowards(vec3: FakeVec3): AABB;
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- expandTowardsCoords(d: number, d2: number, d3: number): AABB;
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- moveCoords(d: number, d2: number, d3: number): AABB;
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- move(vec3: FakeVec3): AABB;
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- intersectsCoords(d: number, d2: number, d3: number, d4: number, d5: number, d6: number): boolean;
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- collides(aABB: AABB): boolean;
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- collidesCoords(d: number, d2: number, d3: number, d4: number, d5: number, d6: number): boolean;
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- contains(aABB: AABB): boolean;
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- containsVec(vec: FakeVec3): boolean;
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- containsCoords(x: number, y: number, z: number): boolean;
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- getCenter(): Vec3;
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- }
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- export default AABB;
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+ import { Vec3 } from "vec3";
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+ type FakeVec3 = {
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+ x: number;
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+ y: number;
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+ z: number;
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+ };
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+ type AABBPoints = [minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number];
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+ type MinAndMaxPoints = [min: [x: number, y: number, z: number], max: [x: number, y: number, z: number]];
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+ type Vec3AABB = [min: Vec3, max: Vec3];
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+ export declare class AABB {
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+ minX: number;
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+ minY: number;
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+ minZ: number;
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+ maxX: number;
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+ maxY: number;
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+ maxZ: number;
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+ constructor(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number);
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+ static fromVecs(min: FakeVec3, max: FakeVec3): AABB;
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+ static fromBlock(min: FakeVec3): AABB;
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+ static fromBlockPos(min: FakeVec3): AABB;
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+ static fromShape(pts: AABBPoints, offset?: Vec3): AABB;
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+ set(x0: number, y0: number, z0: number, x1: number, y1: number, z1: number): void;
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+ clone(): AABB;
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+ minPoint(): Vec3;
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+ maxPoint(): Vec3;
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+ bottomMiddlePoint(): Vec3;
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+ heightAndWidths(): Vec3;
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+ toArray(): AABBPoints;
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+ minAndMaxArrays(): MinAndMaxPoints;
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+ toVecs(): Vec3AABB;
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+ /**
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+ * Compatible with Iterators from prismarine-world.
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+ * Used like a block for prismarine-world.
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+ * @returns {number[][]} single element long array of shapes.
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+ */
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+ toShapeFromMin(): AABBPoints[];
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+ /**
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+ * Compatible with Iterators from prismarine-world.
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+ * Used with the entity's actual position for prismarine-world.
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+ * @returns {number[][]} single element long array of shapes.
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+ */
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+ toShapeFromBottomMiddle(): AABBPoints[];
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+ toVertices(): Vec3[];
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+ floor(): this;
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+ extend(dx: number, dy: number, dz: number): this;
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+ contract(x: number, y: number, z: number): this;
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+ expand(x: number, y: number, z: number): this;
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+ translate(x: number, y: number, z: number): this;
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+ translateVec(vec: FakeVec3): this;
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+ computeOffsetX(other: AABB, offsetX: number): number;
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+ computeOffsetY(other: AABB, offsetY: number): number;
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+ computeOffsetZ(other: AABB, offsetZ: number): number;
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+ intersects(other: AABB): boolean;
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+ xzIntersectsRay(org: Vec3, dir: Vec3): {
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+ x: number;
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+ z: number;
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+ } | null;
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+ intersectsRay(org: Vec3, dir: Vec3): Vec3 | null;
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+ xzIntersectsSegment(org: Vec3, dest: Vec3): {
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+ x: number;
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+ z: number;
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+ } | null;
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+ intersectsSegment(org: Vec3, dest: Vec3): Vec3 | null;
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+ distanceFromRay(origin: Vec3, direction: Vec3, xz?: boolean): number;
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+ intersect(aABB: AABB): AABB;
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+ equals(other: AABB): boolean;
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+ xzDistanceToVec(pos: FakeVec3): number;
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+ distanceToVec(pos: FakeVec3): number;
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+ expandTowards(vec3: FakeVec3): AABB;
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+ expandTowardsCoords(d: number, d2: number, d3: number): AABB;
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+ moveCoords(d: number, d2: number, d3: number): AABB;
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+ move(vec3: FakeVec3): AABB;
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+ intersectsCoords(d: number, d2: number, d3: number, d4: number, d5: number, d6: number): boolean;
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+ collides(aABB: AABB): boolean;
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+ collidesCoords(d: number, d2: number, d3: number, d4: number, d5: number, d6: number): boolean;
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+ contains(aABB: AABB): boolean;
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+ containsVec(vec: FakeVec3): boolean;
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+ containsCoords(x: number, y: number, z: number): boolean;
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+ getCenter(): Vec3;
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+ }
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+ export default AABB;