fix backtracking bad behavior when render distance is tiny

This commit is contained in:
Leijurv 2023-08-18 15:02:13 -07:00
parent c2308c650a
commit 4efa2b1272
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GPG Key ID: 44A3EA646EADAC6A
1 changed files with 10 additions and 3 deletions

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@ -330,12 +330,19 @@ public final class ElytraBehavior implements Helper {
}
if (!ElytraBehavior.this.clearView(this.path.getVec(i), this.path.getVec(i + 1), false)) {
// obstacle. where do we return to pathing?
// find the next valid segment
// if the end of render distance is closer to goal, then that's fine, otherwise we'd be "digging our hole deeper" and making an already bad backtrack worse
int rejoinMainPathAt;
if (this.path.get(rangeEndExcl - 1).distanceSq(this.path.get(path.size() - 1)) < ctx.playerFeet().distanceSq(this.path.get(path.size() - 1))) {
rejoinMainPathAt = rangeEndExcl - 1; // rejoin after current render distance
} else {
rejoinMainPathAt = path.size() - 1; // large backtrack detected. ignore render distance, rejoin later on
}
final BetterBlockPos blockage = this.path.get(i);
final double distance = ctx.playerFeet().distanceTo(this.path.get(rangeEndExcl - 1));
final double distance = ctx.playerFeet().distanceTo(this.path.get(rejoinMainPathAt));
final long start = System.nanoTime();
this.pathRecalcSegment(rangeEndExcl - 1)
this.pathRecalcSegment(rejoinMainPathAt)
.thenRun(() -> {
logDirect(String.format("Recalculated segment around path blockage near %s %s %s (next %.1f blocks in %.4f seconds)",
SettingsUtil.maybeCensor(blockage.x),