Move a lot of utils to api
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@@ -22,8 +22,9 @@ import baritone.api.pathing.movement.IMovement;
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import baritone.api.pathing.movement.MovementStatus;
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import baritone.api.utils.BetterBlockPos;
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import baritone.api.utils.Rotation;
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import baritone.api.utils.RotationUtils;
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import baritone.api.utils.VecUtils;
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import baritone.behavior.LookBehavior;
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import baritone.behavior.LookBehaviorUtils;
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import baritone.utils.*;
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import net.minecraft.block.BlockLiquid;
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import net.minecraft.util.EnumFacing;
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@@ -171,7 +172,7 @@ public abstract class Movement implements IMovement, Helper, MovementHelper {
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for (BetterBlockPos blockPos : positionsToBreak) {
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if (!MovementHelper.canWalkThrough(blockPos) && !(BlockStateInterface.getBlock(blockPos) instanceof BlockLiquid)) { // can't break liquid, so don't try
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somethingInTheWay = true;
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Optional<Rotation> reachable = LookBehaviorUtils.reachable(blockPos);
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Optional<Rotation> reachable = RotationUtils.reachable(player(), blockPos);
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if (reachable.isPresent()) {
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MovementHelper.switchToBestToolFor(BlockStateInterface.get(blockPos));
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state.setTarget(new MovementState.MovementTarget(reachable.get(), true)).setInput(Input.CLICK_LEFT, true);
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@@ -181,8 +182,8 @@ public abstract class Movement implements IMovement, Helper, MovementHelper {
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//i'm doing it anyway
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//i dont care if theres snow in the way!!!!!!!
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//you dont own me!!!!
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state.setTarget(new MovementState.MovementTarget(Utils.calcRotationFromVec3d(mc.player.getPositionEyes(1.0F),
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Utils.getBlockPosCenter(blockPos)), true)
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state.setTarget(new MovementState.MovementTarget(RotationUtils.calcRotationFromVec3d(player().getPositionEyes(1.0F),
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VecUtils.getBlockPosCenter(blockPos)), true)
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).setInput(InputOverrideHandler.Input.CLICK_LEFT, true);
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return false;
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}
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