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Rewind EntityCreature#moveTowards
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@ -11,7 +11,6 @@ import net.minestom.server.instance.Instance;
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import net.minestom.server.item.ItemStack;
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import net.minestom.server.network.packet.server.play.*;
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import net.minestom.server.network.player.PlayerConnection;
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import net.minestom.server.utils.MathUtils;
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import net.minestom.server.utils.Position;
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import net.minestom.server.utils.Vector;
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import net.minestom.server.utils.chunk.ChunkUtils;
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@ -62,7 +61,9 @@ public abstract class EntityCreature extends LivingEntity {
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} else {
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final float speed = getAttributeValue(Attribute.MOVEMENT_SPEED);
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Position targetPosition = pathingEntity.getTargetPosition();
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//targetPosition = new Position(-5, 40, -5);
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//targetPosition = new Position(-5.5f, 40f, -5.5f);
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//System.out.println("target: " + targetPosition);
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//System.out.println("current: " + getPosition());
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moveTowards(targetPosition, speed);
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}
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}
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@ -90,7 +91,7 @@ public abstract class EntityCreature extends LivingEntity {
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final float newY = newPosition.getY();
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final float newZ = newPosition.getZ();
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// Creatures cannot move in unload chunk
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// Creatures cannot move in unloaded chunk
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if (ChunkUtils.isChunkUnloaded(getInstance(), newX, newZ))
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return;
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@ -301,19 +302,16 @@ public abstract class EntityCreature extends LivingEntity {
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*/
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public void moveTowards(Position direction, float speed) {
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Check.notNull(direction, "The direction cannot be null");
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final float x = getPosition().getX();
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final float y = getPosition().getY();
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final float z = getPosition().getZ();
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final float currentX = position.getX();
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final float currentZ = position.getZ();
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final float targetX = direction.getX();
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final float targetZ = direction.getZ();
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float dx = (direction.getX() - x);
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float dy = (direction.getY() - y);
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float dz = (direction.getZ() - z);
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final float radians = (float) Math.atan2(targetZ - currentZ, targetX - currentX);
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final float speedX = (float) (Math.cos(radians) * speed);
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final float speedZ = (float) (Math.sin(radians) * speed);
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dx = MathUtils.clampFloat(dx, -speed, speed);
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dy = MathUtils.clampFloat(dy, -speed, speed);
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dz = MathUtils.clampFloat(dz, -speed, speed);
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move(dx, dy, dz, true);
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move(speedX, 0, speedZ, true);
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}
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private ItemStack getEquipmentItem(ItemStack itemStack, ArmorEquipEvent.ArmorSlot armorSlot) {
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