mostly fixed infinite jump bug

This commit is contained in:
MaxRobinsonTheGreat 2024-10-26 17:13:08 -05:00
parent e8e3cb7116
commit a9b1d13f7f

View file

@ -1,17 +1,16 @@
diff --git a/node_modules/mineflayer-pathfinder/index.js b/node_modules/mineflayer-pathfinder/index.js
index b38bd30..cfaa677 100644
index b38bd30..bf16a63 100644
--- a/node_modules/mineflayer-pathfinder/index.js
+++ b/node_modules/mineflayer-pathfinder/index.js
@@ -541,7 +541,7 @@ function inject (bot) {
let canPlace = true
if (placingBlock.jump) {
bot.setControlState('jump', true)
- canPlace = placingBlock.y + 1 < bot.entity.position.y
+ canPlace = placingBlock.y + 1.8 < bot.entity.position.y
}
if (canPlace) {
if (!lockEquipItem.tryAcquire()) return
@@ -557,6 +557,7 @@ function inject (bot) {
@@ -550,6 +550,7 @@ function inject (bot) {
lockEquipItem.release()
const refBlock = bot.blockAt(new Vec3(placingBlock.x, placingBlock.y, placingBlock.z), false)
if (!lockPlaceBlock.tryAcquire()) return
+ bot.world.setBlockStateId(refBlock.position.offset(placingBlock.dx, placingBlock.dy, placingBlock.dz), 1)
if (interactableBlocks.includes(refBlock.name)) {
bot.setControlState('sneak', true)
}
@@ -557,6 +558,7 @@ function inject (bot) {
.then(function () {
// Dont release Sneak if the block placement was not successful
bot.setControlState('sneak', false)