# 水と溶岩

This page is a translated version of the page Water and Lava and the translation is 100% complete.
Other languages:

[WIP]

## 水

ジャンプキーを押している場合: threshold(motY*0.8 - 0.02) + 0.04

それ以外: threshold(motY*0.8 - 0.02)

プレイヤーのmotYは動き始めの最初のtickの後に-0.004になるため、threshold部分が実際には重要になる。

1.8では、次tickでの速度は0.04になり、

TODO: X/Z移動

## 溶岩

ジャンプキーを押している場合: threshold(motY*0.5 - 0.02) + 0.04

それ以外: threshold(motY*0.5 - 0.02)

TODO: X/Z移動

## ソースコード

```/* Entity.javaから */
public boolean handleWaterMovement()
{
if (world.handleWater(this.getEntityBoundingBox().contract(0.001, 0.401, 0.001), Material.water, this))
{
this.fallDistance = 0.0F;
this.inWater = true;
this.fire = 0;
}

else
{
this.inWater = false;
}

return this.inWater;
}

/* World.javaから */
public boolean handleWater(AxisAlignedBB bb, Material materialIn, Entity entityIn)
{
int minX = MathHelper.floor_double(bb.minX);
int maxX = MathHelper.floor_double(bb.maxX + 1.0D);
int minY = MathHelper.floor_double(bb.minY);
int maxY = MathHelper.floor_double(bb.maxY + 1.0D);
int minZ = MathHelper.floor_double(bb.minZ);
int maxZ = MathHelper.floor_double(bb.maxZ + 1.0D);

{
boolean inWater = false;
Vec3 acceleration = new Vec3(0.0D, 0.0D, 0.0D);
BlockPos.MutableBlockPos blockpos = new BlockPos.MutableBlockPos();

for (int x = minX; x < maxX; ++x)
{
for (int y = minY; y < maxY; ++y)
{
for (int z = minZ; z < maxZ; ++z)
{
blockpos.mutate(x, y, z);
IBlockState iblockstate = this.getBlockState(blockpos);
Block block = iblockstate.getBlock();

if (block.getMaterial() == materialIn)
{
double level = y + 1 -BlockLiquid.getLiquidHeightPercent(iblockstate.getValue(BlockLiquid.LEVEL));
//liquidHeightPercent(i)は(i + 1) / 9.0Fを返す;

if (maxY >= level)
{
inWater = true;
acceleration = block.modifyAcceleration(this, blockpos, entityIn, acceleration);
}
}
}
}
}

if (acceleration.lengthVector() > 0.0D && entityIn.isPushedByWater())
{
acceleration = acceleration.normalize();
double mult = 0.014D;
entityIn.motionX += acceleration.xCoord * mult;
entityIn.motionY += acceleration.yCoord * mult;
entityIn.motionZ += acceleration.zCoord * mult;
}

return inWater;
}
}

/* BlockLiquid.javaから */
public Vec3 modifyAcceleration(World worldIn, BlockPos pos, Entity entityIn, Vec3 motion)
{