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@nxg-org/mineflayer-physics-util

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Provides functionality for more accurate entity and projectile tracking.

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import { Entity } from "prismarine-entity"; import { IPhysics } from "../physics/engines"; import { EPhysicsCtx } from "../physics/settings"; import { Vec3 } from "vec3"; import { BaseSimulator } from "./baseSimulator"; import md from "minecraft-data"; export declare class BasicSim extends BaseSimulator { readonly ctx: IPhysics; constructor(ctx: IPhysics); simXTicksRaw(mdEntity: md.Entity, world: any, ticks?: number, options?: Partial<Entity>): import("../physics/states").IEntityState; simXTicks(entity: Entity, world: any, ticks: number): import("../physics/states").IEntityState; simXTicksPrebuilt(ctx: EPhysicsCtx, world: any, ticks: number): import("../physics/states").IEntityState; simUntilOnGroundRaw(mdEntity: md.Entity, world: any, ticks?: number, options?: Partial<Entity>): import("../physics/states").IEntityState; simUntilOnGround(entity: Entity, world: any, ticks?: number): import("../physics/states").IEntityState; simUntilOnGroundPrebuilt(ctx: EPhysicsCtx, world: any, ticks?: number): import("../physics/states").IEntityState; simUntilDestinationRaw(mdEntity: md.Entity, destination: Vec3, world: any, ticks?: number, options?: Partial<Entity>): import("../physics/states").IEntityState; simUntilDestination(entity: Entity, destination: Vec3, world: any, ticks?: number): import("../physics/states").IEntityState; simUntilDestinationPrebuilt(ctx: EPhysicsCtx, destination: Vec3, world: any, ticks?: number): import("../physics/states").IEntityState; }