mirror of https://github.com/cabaletta/baritone
Considerations
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@ -459,6 +459,10 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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* Called by {@link ElytraProcess#onTick(boolean, boolean)} when the process is in control and the player is flying
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* Called by {@link ElytraProcess#onTick(boolean, boolean)} when the process is in control and the player is flying
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*/
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*/
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private void tick() {
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private void tick() {
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if (this.pathManager.getPath().isEmpty()) {
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return;
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}
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if (ctx.player().collidedHorizontally) {
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if (ctx.player().collidedHorizontally) {
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logDirect("hbonk");
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logDirect("hbonk");
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}
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}
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@ -506,6 +510,9 @@ public final class ElytraBehavior extends Behavior implements IElytraBehavior, H
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// changed. Updating it now will avoid unnecessary recalculation on the main thread.
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// changed. Updating it now will avoid unnecessary recalculation on the main thread.
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this.pathManager.updatePlayerNear();
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this.pathManager.updatePlayerNear();
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// TODO: If we used a firework at the end of the last tick, then it's worth it to solve with the assumption
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// that we'll be boosted next tick (if our ping to the server is less than 50ms) since a recalc won't
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// be needed on the main thread.
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final SolverContext context = this.new SolverContext(true);
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final SolverContext context = this.new SolverContext(true);
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this.solver = CompletableFuture.supplyAsync(() -> this.solveAngles(context));
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this.solver = CompletableFuture.supplyAsync(() -> this.solveAngles(context));
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this.solveNextTick = false;
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this.solveNextTick = false;
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