block pathing work
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@ -1676,6 +1676,7 @@ Digging produces terrain item form
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Terrain items can be placed to place terrain
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Recipe adjustment + voxel work
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Recursive recipe item sourcing solver that keeps searching if a recipe fails to source
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Block pathing work
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@ -32,6 +32,11 @@ public class VoxelPathfinder {
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*/
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public static final int DEFAULT_MAX_COST = 12000;
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/**
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* Maximum number of blocks for a walkable position
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*/
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static final int MAX_BLOCKS_FOR_WALKABLE = 0;
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/**
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* Maximum distance to scan for a walkable position
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*/
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@ -905,9 +910,9 @@ public class VoxelPathfinder {
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Vector3i currChunk = new Vector3i(chunkPos);
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Vector3i offsets = new Vector3i();
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int numBlocks = 0;
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for(int x = 0; x < 4; x++){
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for(int y = 0; y < 4; y++){
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for(int z = 0; z < 4; z++){
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for(int x = -1; x < 4; x++){
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for(int y = -2; y < 4; y++){
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for(int z = -1; z < 3; z++){
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blockPos.set(voxelPos).mul(BlockChunkData.BLOCKS_PER_UNIT_DISTANCE);
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currChunk.set(chunkPos);
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offsets.set(
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@ -927,7 +932,7 @@ public class VoxelPathfinder {
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}
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}
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}
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boolean blocksChestHeight = numBlocks > 10;
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boolean blocksChestHeight = numBlocks > MAX_BLOCKS_FOR_WALKABLE;
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return standingOnGround && aboveIsAir && !blocksChestHeight;
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}
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