@nxg-org/mineflayer-physics-util
Version:
Provides functionality for more accurate entity and projectile tracking.
41 lines (40 loc) • 2.2 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", { value: true });
exports.BasicSim = void 0;
const physicsUtils_1 = require("../util/physicsUtils");
const settings_1 = require("../physics/settings");
const baseSimulator_1 = require("./baseSimulator");
class BasicSim extends baseSimulator_1.BaseSimulator {
constructor(ctx) {
super(ctx);
this.ctx = ctx;
}
simXTicksRaw(mdEntity, world, ticks = 5, options = {}) {
return this.simXTicks((0, physicsUtils_1.applyMdToNewEntity)(settings_1.EPhysicsCtx, mdEntity, options), world, ticks);
}
simXTicks(entity, world, ticks) {
return this.simulateUntil((state) => false, () => { }, () => { }, settings_1.EPhysicsCtx.FROM_ENTITY(this.ctx, entity), world, ticks);
}
simXTicksPrebuilt(ctx, world, ticks) {
return this.simulateUntil((state) => false, () => { }, () => { }, ctx, world, ticks);
}
simUntilOnGroundRaw(mdEntity, world, ticks = 5, options = {}) {
return this.simUntilOnGround((0, physicsUtils_1.applyMdToNewEntity)(settings_1.EPhysicsCtx, mdEntity, options), world, ticks);
}
simUntilOnGround(entity, world, ticks = 5) {
return this.simulateUntil((state) => state.onGround === true, () => { }, () => { }, settings_1.EPhysicsCtx.FROM_ENTITY(this.ctx, entity), world, ticks);
}
simUntilOnGroundPrebuilt(ctx, world, ticks = 5) {
return this.simulateUntil((state) => state.onGround === true, () => { }, () => { }, ctx, world, ticks);
}
simUntilDestinationRaw(mdEntity, destination, world, ticks = 5, options = {}) {
return this.simUntilDestination((0, physicsUtils_1.applyMdToNewEntity)(settings_1.EPhysicsCtx, mdEntity, options), destination, world, ticks);
}
simUntilDestination(entity, destination, world, ticks = 10) {
return this.simulateUntil(BasicSim.getReached(destination), () => { }, () => { }, settings_1.EPhysicsCtx.FROM_ENTITY(this.ctx, entity), world, ticks);
}
simUntilDestinationPrebuilt(ctx, destination, world, ticks = 10) {
return this.simulateUntil(BasicSim.getReached(destination), () => { }, () => { }, ctx, world, ticks);
}
}
exports.BasicSim = BasicSim;