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make sure pathfinder is always centered on the destination block (fixes tests)

This commit is contained in:
mat 2023-10-06 16:08:19 -05:00
parent 30702d94f6
commit 94ef48d9f2
4 changed files with 33 additions and 10 deletions

View file

@ -53,7 +53,13 @@ impl Client {
/// Whether the player has an attack cooldown.
pub fn has_attack_cooldown(&self) -> bool {
let ticks_since_last_attack = *self.component::<AttackStrengthScale>();
let Some(AttackStrengthScale(ticks_since_last_attack)) =
self.get_component::<AttackStrengthScale>()
else {
// they don't even have an AttackStrengthScale so they probably can't attack
// lmao, just return false
return false;
};
ticks_since_last_attack < 1.0
}
}

View file

@ -23,10 +23,14 @@ impl Client {
/// # }
/// ```
pub fn query<'w, Q: WorldQuery>(&self, ecs: &'w mut World) -> <Q as WorldQuery>::Item<'w> {
ecs.query::<Q>().get_mut(ecs, self.entity).expect(&format!(
"Our client is missing a required component {:?}",
std::any::type_name::<Q>()
))
ecs.query::<Q>()
.get_mut(ecs, self.entity)
.unwrap_or_else(|_| {
panic!(
"Our client is missing a required component {:?}",
std::any::type_name::<Q>()
)
})
}
/// Return a lightweight [`Entity`] for the entity that matches the given
@ -67,10 +71,12 @@ impl Client {
pub fn entity_component<Q: Component + Clone>(&mut self, entity: Entity) -> Q {
let mut ecs = self.ecs.lock();
let mut q = ecs.query::<&Q>();
let components = q.get(&ecs, entity).expect(&format!(
"Entity is missing a required component {:?}",
std::any::type_name::<Q>()
));
let components = q.get(&ecs, entity).unwrap_or_else(|_| {
panic!(
"Entity is missing a required component {:?}",
std::any::type_name::<Q>()
)
});
components.clone()
}

View file

@ -39,6 +39,11 @@ macro_rules! vec3_impl {
self.x * self.x + self.z * self.z
}
#[inline]
pub fn horizontal_distance_to_sqr(&self, other: &Self) -> $type {
(self - other).horizontal_distance_sqr()
}
/// Return a new instance of this position with the y coordinate
/// decreased by the given number.
#[inline]

View file

@ -381,7 +381,13 @@ fn tick_execute_path(
physics,
};
let extra_strict_if_last = if i == pathfinder.path.len() - 1 {
physics.on_ground && BlockPos::from(position) == movement.target
let x_difference_from_center = position.x - (movement.target.x as f64 + 0.5);
let z_difference_from_center = position.z - (movement.target.z as f64 + 0.5);
// this is to make sure we don't fall off immediately after finishing the path
physics.on_ground
&& BlockPos::from(position) == movement.target
&& x_difference_from_center.abs() < 0.2
&& z_difference_from_center.abs() < 0.2
} else {
true
};