@nxg-org/mineflayer-physics-util
Version:
Provides functionality for more accurate entity and projectile tracking.
28 lines (27 loc) • 1.17 kB
TypeScript
import { EntityPhysics, IPhysics } from "./physics/engines";
import { EPhysicsCtx } from "./physics/settings";
import { Vec3 } from "vec3";
import md from "minecraft-data";
import type { Entity } from "prismarine-entity";
import type { Bot } from "mineflayer";
/**
* Just a convenience thing.
*/
export declare enum SimulationTypes {
UNTIL_GROUND = 0,
FOR_X_TICKS = 1,
TO_DESTINATION = 2
}
export declare class PhysicsUtilWrapper {
private bot;
engine: IPhysics;
readonly ePhysicsCtx: typeof EPhysicsCtx;
readonly data: md.IndexedData;
constructor(bot: Bot);
getPhysicsSim(): EntityPhysics;
getPhysicsCtx(ctx: IPhysics, entity: Entity): EPhysicsCtx;
getPhysicsCtxRaw(ctx: IPhysics, entity: md.Entity, options?: Partial<Entity>): EPhysicsCtx;
simulate(simulator: IPhysics, simCtx: EPhysicsCtx, world: any): import("./physics/states").IEntityState;
exampleSim(entity: Entity, type: SimulationTypes, ticks?: number, destination?: Vec3): import("./physics/states").IEntityState;
advancedExample(simCtx: EPhysicsCtx, type: SimulationTypes, ticks?: number, destination?: Vec3): import("./physics/states").IEntityState;
}