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Demand moving up first for lowjump detection. Refine tag use.
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@ -765,6 +765,10 @@ public class SurvivalFly extends Check {
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private double inAirChecks(final long now, final PlayerLocation from, final PlayerLocation to, final double hDistance, final double yDistance, final MovingData data, final MovingConfig cc) {
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double vDistanceAboveLimit = 0;
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if (data.sfLowJump) {
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tags.add("lowjump");
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}
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// y direction change detection.
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// TODO: Consider using accounting for y-change detection. <- Nope :).
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final boolean yDirChange = data.sfLastYDist != Double.MAX_VALUE && data.sfLastYDist != yDistance && (yDistance <= 0 && data.sfLastYDist >= 0 || yDistance >= 0 && data.sfLastYDist <= 0 );
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@ -889,7 +893,8 @@ public class SurvivalFly extends Check {
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tags.add("ychdec");
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// Detect low jumping.
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// TODO: sfDirty: Account for actual velocity (demands consuming queued for dir-change(!))!
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if (!data.sfNoLowJump && data.mediumLiftOff == MediumLiftOff.GROUND && !data.isVelocityJumpPhase()) {
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if (!data.sfLowJump && !data.sfNoLowJump && data.mediumLiftOff == MediumLiftOff.GROUND &&
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data.sfLastYDist != Double.MAX_VALUE && data.sfLastYDist > 0.0 && !data.isVelocityJumpPhase()) {
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final double setBackYDistance = from.getY() - data.getSetBackY();
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if (setBackYDistance > 0.0) {
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// Only count it if the player has actually been jumping (higher than setback).
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@ -904,7 +909,7 @@ public class SurvivalFly extends Check {
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// Low jump, further check if there might have been a reason for low jumping.
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final double headBumpMargin = Math.max(0.0, 2.0 - from.getEyeHeight()) + from.getyOnGround();
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if (!from.isHeadObstructed(headBumpMargin) && !to.isHeadObstructed(headBumpMargin)) {
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tags.add("lowjump");
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tags.add("lowjump_set");
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data.sfLowJump = true;
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}
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}
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