SurvivalFly: adjust "swimup" workarounds.

1. After-failure workarounds checking (performance).
2. Hopefully fixes issues with flowing water and stairs.
This commit is contained in:
asofold 2013-03-11 18:42:45 +01:00
parent 3f2780fe7d
commit ea0b26ad19

View File

@ -310,17 +310,24 @@ public class SurvivalFly extends Check {
else if (data.verticalFreedom <= 0.001 && from.isInLiquid() && (Math.abs(yDistance) > 0.2 || to.isInLiquid())){
// Swimming...
if (yDistance >= 0){
// TODO: This is more simple to test.
// TODO: mediumLiftOff: refine conditions (general) , to should be near water level.
if (data.mediumLiftOff == MediumLiftOff.GROUND && !BlockProperties.isLiquid(from.getTypeIdAbove()) && yDistance < 0.5 || !to.isInLiquid() || yDistance <= 0.5 && (toOnGround || data.sfLastYDist - yDistance >= 0.010)){
// This is more simple to test.
// TODO: Friction in water...
vAllowedDistance = swimmingSpeed + 0.5;
}
else{
vAllowedDistance = swimmingSpeed + 0.02;
}
vDistanceAboveLimit = yDistance - vAllowedDistance;
if (vDistanceAboveLimit > 0) tags.add("swimup");
if (vDistanceAboveLimit > 0){
// Check workarounds.
if (yDistance <= 0.5){
// TODO: mediumLiftOff: refine conditions (general) , to should be near water level.
if (data.mediumLiftOff == MediumLiftOff.GROUND && !BlockProperties.isLiquid(from.getTypeIdAbove()) || !to.isInLiquid() || (toOnGround || data.sfLastYDist - yDistance >= 0.010 || to.isAboveStairs())){
vAllowedDistance = swimmingSpeed + 0.5;
vDistanceAboveLimit = yDistance - vAllowedDistance;
}
}
if (vDistanceAboveLimit > 0){
tags.add("swimup");
}
}
}
// TODO: This is more complex, depends on speed of diving into it.
// else{
@ -383,6 +390,8 @@ public class SurvivalFly extends Check {
}
}
// TODO: Velocity handling here [concept: set vdistAbove.. almost always]?
// TODO: This might need max(0, for ydiff)
vDistanceAboveLimit = Math.max(vDistanceAboveLimit, to.getY() - data.getSetBackY() - vAllowedDistance);