Modify isInWall to use same block retrieval as CollisionUtil
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@@ -202,64 +202,102 @@ abstract class EntityMixin {
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return false;
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}
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final float reducedWith = this.dimensions.width() * 0.8F;
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final AABB box = AABB.ofSize(this.getEyePosition(), reducedWith, 1.0E-6D, reducedWith);
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final double reducedWith = (double)(this.dimensions.width() * 0.8F);
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final AABB boundingBox = AABB.ofSize(this.getEyePosition(), reducedWith, 1.0E-6D, reducedWith);
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final Level world = this.level;
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if (CollisionUtil.isEmpty(box)) {
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if (CollisionUtil.isEmpty(boundingBox)) {
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return false;
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}
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final BlockPos.MutableBlockPos tempPos = new BlockPos.MutableBlockPos();
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final int minBlockX = Mth.floor(boundingBox.minX);
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final int minBlockY = Mth.floor(boundingBox.minY);
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final int minBlockZ = Mth.floor(boundingBox.minZ);
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final int minX = Mth.floor(box.minX);
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final int minY = Mth.floor(box.minY);
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final int minZ = Mth.floor(box.minZ);
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final int maxX = Mth.floor(box.maxX);
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final int maxY = Mth.floor(box.maxY);
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final int maxZ = Mth.floor(box.maxZ);
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final int maxBlockX = Mth.floor(boundingBox.maxX);
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final int maxBlockY = Mth.floor(boundingBox.maxY);
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final int maxBlockZ = Mth.floor(boundingBox.maxZ);
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final ChunkSource chunkProvider = this.level.getChunkSource();
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final int minChunkX = minBlockX >> 4;
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final int minChunkY = minBlockY >> 4;
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final int minChunkZ = minBlockZ >> 4;
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long lastChunkKey = ChunkPos.INVALID_CHUNK_POS;
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LevelChunk lastChunk = null;
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for (int fz = minZ; fz <= maxZ; ++fz) {
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tempPos.setZ(fz);
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for (int fx = minX; fx <= maxX; ++fx) {
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final int newChunkX = fx >> 4;
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final int newChunkZ = fz >> 4;
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final LevelChunk chunk = lastChunkKey == (lastChunkKey = CoordinateUtils.getChunkKey(newChunkX, newChunkZ)) ?
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lastChunk : (lastChunk = (LevelChunk)chunkProvider.getChunk(newChunkX, newChunkZ, ChunkStatus.FULL, true));
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tempPos.setX(fx);
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for (int fy = minY; fy <= maxY; ++fy) {
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tempPos.setY(fy);
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final int maxChunkX = maxBlockX >> 4;
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final int maxChunkY = maxBlockY >> 4;
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final int maxChunkZ = maxBlockZ >> 4;
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final BlockState state = chunk.getBlockState(tempPos);
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final int minSection = ((CollisionLevel)world).moonrise$getMinSection();
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final ChunkSource chunkSource = world.getChunkSource();
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final BlockPos.MutableBlockPos mutablePos = new BlockPos.MutableBlockPos();
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if (((CollisionBlockState)state).moonrise$emptyCollisionShape() || !state.isSuffocating(this.level, tempPos)) {
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for (int currChunkZ = minChunkZ; currChunkZ <= maxChunkZ; ++currChunkZ) {
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for (int currChunkX = minChunkX; currChunkX <= maxChunkX; ++currChunkX) {
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final ChunkAccess chunk = chunkSource.getChunk(currChunkX, currChunkZ, ChunkStatus.FULL, true);
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final LevelChunkSection[] sections = chunk.getSections();
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for (int currChunkY = minChunkY; currChunkY <= maxChunkY; ++currChunkY) {
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final int sectionIdx = currChunkY - minSection;
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if (sectionIdx < 0 || sectionIdx >= sections.length) {
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continue;
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}
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final LevelChunkSection section = sections[sectionIdx];
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if (section.hasOnlyAir()) {
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// empty
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continue;
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}
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// Yes, it does not use the Entity context stuff.
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final VoxelShape collisionShape = state.getCollisionShape(this.level, tempPos);
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final PalettedContainer<BlockState> blocks = section.states;
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if (collisionShape.isEmpty()) {
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continue;
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}
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final int minXIterate = currChunkX == minChunkX ? (minBlockX & 15) : 0;
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final int maxXIterate = currChunkX == maxChunkX ? (maxBlockX & 15) : 15;
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final int minZIterate = currChunkZ == minChunkZ ? (minBlockZ & 15) : 0;
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final int maxZIterate = currChunkZ == maxChunkZ ? (maxBlockZ & 15) : 15;
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final int minYIterate = currChunkY == minChunkY ? (minBlockY & 15) : 0;
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final int maxYIterate = currChunkY == maxChunkY ? (maxBlockY & 15) : 15;
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final AABB toCollide = box.move(-(double)fx, -(double)fy, -(double)fz);
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for (int currY = minYIterate; currY <= maxYIterate; ++currY) {
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final int blockY = currY | (currChunkY << 4);
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mutablePos.setY(blockY);
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for (int currZ = minZIterate; currZ <= maxZIterate; ++currZ) {
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final int blockZ = currZ | (currChunkZ << 4);
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mutablePos.setZ(blockZ);
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for (int currX = minXIterate; currX <= maxXIterate; ++currX) {
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final int localBlockIndex = (currX) | (currZ << 4) | ((currY) << 8);
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final int blockX = currX | (currChunkX << 4);
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mutablePos.setX(blockX);
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final AABB singleAABB = ((CollisionVoxelShape)collisionShape).moonrise$getSingleAABBRepresentation();
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if (singleAABB != null) {
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if (CollisionUtil.voxelShapeIntersect(singleAABB, toCollide)) {
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return true;
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final BlockState blockState = blocks.get(localBlockIndex);
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if (((CollisionBlockState)blockState).moonrise$emptyCollisionShape()
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|| !blockState.isSuffocating(world, mutablePos)) {
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continue;
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}
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// Yes, it does not use the Entity context stuff.
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final VoxelShape collisionShape = blockState.getCollisionShape(world, mutablePos);
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if (collisionShape.isEmpty()) {
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continue;
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}
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final AABB toCollide = boundingBox.move(-(double)blockX, -(double)blockY, -(double)blockZ);
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final AABB singleAABB = ((CollisionVoxelShape)collisionShape).moonrise$getSingleAABBRepresentation();
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if (singleAABB != null) {
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if (CollisionUtil.voxelShapeIntersect(singleAABB, toCollide)) {
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return true;
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}
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continue;
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}
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if (CollisionUtil.voxelShapeIntersectNoEmpty(collisionShape, toCollide)) {
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return true;
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}
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continue;
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}
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}
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continue;
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}
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if (CollisionUtil.voxelShapeIntersectNoEmpty(collisionShape, toCollide)) {
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return true;
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}
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continue;
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}
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}
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}
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