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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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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.PhysicsUtilWrapper = void 0; const engines_1 = require("./physics/engines"); const settings_1 = require("./physics/settings"); // /** // * Just a convenience thing. // */ // export enum SimulationTypes { // UNTIL_GROUND, // FOR_X_TICKS, // TO_DESTINATION, // } class PhysicsUtilWrapper { constructor(bot) { this.bot = bot; this.ePhysicsCtx = settings_1.EPhysicsCtx; this.data = bot.registry; settings_1.EPhysicsCtx.loadData(this.data); this.engine = new engines_1.EntityPhysics(this.data); } getPhysicsSim() { return new engines_1.EntityPhysics(this.data); } getPhysicsCtx(ctx, entity) { return settings_1.EPhysicsCtx.FROM_ENTITY(ctx, entity); } getPhysicsCtxRaw(ctx, entity, options = {}) { return settings_1.EPhysicsCtx.FROM_ENTITY_TYPE(ctx, entity, options); } } exports.PhysicsUtilWrapper = PhysicsUtilWrapper;