@nxg-org/mineflayer-physics-util
Version:
Provides functionality for more accurate entity and projectile tracking.
60 lines (59 loc) • 2.57 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", { value: true });
exports.BasicSim = void 0;
const baseSimulator_1 = require("./baseSimulator");
class BasicSim extends baseSimulator_1.BaseSimulator {
constructor(ctx) {
super(ctx);
this.ctx = ctx;
}
// public simXTicksRaw(mdEntity: md.Entity, world: any, ticks: number = 5, options: Partial<Entity> = {}) {
// return this.simXTicks(applyMdToNewEntity(EPhysicsCtx, mdEntity, options), world, ticks);
// }
// public simXTicks(entity: Entity, world: any, ticks: number) {
// return this.simulateUntil(
// (state) => false,
// () => {},
// () => {},
// EPhysicsCtx.FROM_ENTITY(this.ctx, entity),
// world,
// ticks
// );
// }
simXTicksPrebuilt(ctx, world, ticks) {
return this.simulateUntil((state) => false, () => { }, () => { }, ctx, world, ticks);
}
// public simUntilOnGroundRaw(mdEntity: md.Entity, world: any, ticks: number = 5, options: Partial<Entity> = {}) {
// return this.simUntilOnGround(applyMdToNewEntity(EPhysicsCtx, mdEntity, options), world, ticks);
// }
// public simUntilOnGround(entity: Entity, world: any, ticks: number = 5) {
// return this.simulateUntil(
// (state) => state.onGround === true,
// () => {},
// () => {},
// EPhysicsCtx.FROM_ENTITY(this.ctx, entity),
// world,
// ticks
// );
// }
simUntilOnGroundPrebuilt(ctx, world, ticks = 5) {
return this.simulateUntil((state) => state.onGround === true, () => { }, () => { }, ctx, world, ticks);
}
// public simUntilDestinationRaw(mdEntity: md.Entity, destination: Vec3, world: any, ticks: number = 5, options: Partial<Entity> = {}) {
// return this.simUntilDestination(applyMdToNewEntity(EPhysicsCtx, mdEntity, options), destination, world, ticks);
// }
// public simUntilDestination(entity: Entity, destination: Vec3, world: any, ticks: number = 10) {
// return this.simulateUntil(
// BasicSim.getReached(destination),
// () => {},
// () => {},
// 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;