fix reach calculation in Fill module
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/ Build BaseBand DSM & Broadway (push) Successful in 2m16s
All checks were successful
/ Build BaseBand DSM & Broadway (push) Successful in 2m16s
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1 changed files with 8 additions and 6 deletions
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@ -35,10 +35,10 @@ public class Fill extends Feature {
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@Range("1..5")
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@Range("1..5")
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public int iterations = 1;
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public int iterations = 1;
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@Config("Range")
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@Config("Range offset")
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@Description("How far a block can be to be until it will be considered unreachable")
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@Description("§l!! ADVANCED§rHow far out of minecraft's normal reach a block can be to be until it will be considered actually unreachable")
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@Range("1..6@0.25")
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@Range("-4..4@0.25")
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public float range = 3;
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public float range = 0;
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@Config("Rotate")
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@Config("Rotate")
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@Description("Faces the block that is being acted on.")
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@Description("Faces the block that is being acted on.")
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@ -75,8 +75,8 @@ public class Fill extends Feature {
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// loop through intersection of box around player and the selection
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// loop through intersection of box around player and the selection
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Vec3d eyePos = mc.player.getPositionEyes(1);
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Vec3d eyePos = mc.player.getPositionEyes(1);
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BlockPos pBoxMin = new BlockPos(eyePos.add(-range, -range, -range));
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BlockPos pBoxMin = new BlockPos(eyePos.add(-5 - range, -5 - range, -5 - range));
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BlockPos pBoxMax = new BlockPos(eyePos.add(range, range, range));
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BlockPos pBoxMax = new BlockPos(eyePos.add(5 + range, 5 + range, 5 + range));
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BlockPos selectMin = Select.selection.pos1;
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BlockPos selectMin = Select.selection.pos1;
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BlockPos selectMax = Select.selection.pos2;
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BlockPos selectMax = Select.selection.pos2;
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int minX = Math.max(pBoxMin.getX(), selectMin.getX()), maxX = Math.min(pBoxMax.getX(), selectMax.getX());
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int minX = Math.max(pBoxMin.getX(), selectMin.getX()), maxX = Math.min(pBoxMax.getX(), selectMax.getX());
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@ -86,6 +86,8 @@ public class Fill extends Feature {
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for (int y = minY; y <= maxY; y++) {
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for (int y = minY; y <= maxY; y++) {
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for (int x = minX; x <= maxX; x++) {
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for (int x = minX; x <= maxX; x++) {
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for (int z = minZ; z <= maxZ; z++) {
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for (int z = minZ; z <= maxZ; z++) {
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if(eyePos.distanceTo(new Vec3d(x + 0.5, y + 0.5, z + 0.5)) > mc.playerController.getBlockReachDistance() + range)
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continue;
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if (doBlock(x, y, z))
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if (doBlock(x, y, z))
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return;
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return;
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}
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}
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