// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2013 celeron55, Perttu Ahola #include "localplayer.h" #include #include "mtevent.h" #include "collision.h" #include "nodedef.h" #include "settings.h" #include "environment.h" #include "map.h" #include "client.h" #include "content_cao.h" /* PlayerSettings */ const static std::string PlayerSettings_names[] = { "free_move", "pitch_move", "fast_move", "continuous_forward", "always_fly_fast", "aux1_descends", "noclip", "autojump" }; void PlayerSettings::readGlobalSettings() { free_move = g_settings->getBool("free_move"); pitch_move = g_settings->getBool("pitch_move"); fast_move = g_settings->getBool("fast_move"); continuous_forward = g_settings->getBool("continuous_forward"); always_fly_fast = g_settings->getBool("always_fly_fast"); aux1_descends = g_settings->getBool("aux1_descends"); noclip = g_settings->getBool("noclip"); autojump = g_settings->getBool("autojump"); } void PlayerSettings::registerSettingsCallback() { for (auto &name : PlayerSettings_names) { g_settings->registerChangedCallback(name, &PlayerSettings::settingsChangedCallback, this); } } void PlayerSettings::deregisterSettingsCallback() { g_settings->deregisterAllChangedCallbacks(this); } void PlayerSettings::settingsChangedCallback(const std::string &name, void *data) { ((PlayerSettings *)data)->readGlobalSettings(); } /* LocalPlayer */ LocalPlayer::LocalPlayer(Client *client, const std::string &name): Player(name, client->idef()), m_client(client) { m_player_settings.readGlobalSettings(); m_player_settings.registerSettingsCallback(); } LocalPlayer::~LocalPlayer() { m_player_settings.deregisterSettingsCallback(); } static aabb3f getNodeBoundingBox(const std::vector &nodeboxes) { if (nodeboxes.empty()) return aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); auto it = nodeboxes.begin(); aabb3f b_max(it->MinEdge, it->MaxEdge); ++it; for (; it != nodeboxes.end(); ++it) b_max.addInternalBox(*it); return b_max; } bool LocalPlayer::updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max) { // Acceptable distance to node center // This must be > 0.5 units to get the sneak ladder to work // 0.05 prevents sideways teleporting through 1/16 thick walls constexpr f32 allowed_range = (0.5f + 0.05f) * BS; static const v3s16 dir9_center[9] = { v3s16( 0, 0, 0), v3s16( 1, 0, 0), v3s16(-1, 0, 0), v3s16( 0, 0, 1), v3s16( 0, 0, -1), v3s16( 1, 0, 1), v3s16(-1, 0, 1), v3s16( 1, 0, -1), v3s16(-1, 0, -1) }; const NodeDefManager *nodemgr = m_client->ndef(); MapNode node; bool is_valid_position; bool new_sneak_node_exists = m_sneak_node_exists; // We want the top of the sneak node to be below the players feet f32 position_y_mod = 0.02f * BS; if (m_sneak_node_exists) position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod; // Get position of current standing node const v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); if (current_node != m_sneak_node) { new_sneak_node_exists = false; } else { node = map->getNode(current_node, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) new_sneak_node_exists = false; } // Keep old sneak node if (new_sneak_node_exists) return true; // Get new sneak node m_sneak_ladder_detected = false; f32 min_distance_sq = HUGE_VALF; for (const auto &d : dir9_center) { const v3s16 p = current_node + d; node = map->getNode(p, &is_valid_position); // The node to be sneaked on has to be walkable if (!is_valid_position || !nodemgr->get(node).walkable) continue; v3f pf = intToFloat(p, BS); { std::vector nodeboxes; node.getCollisionBoxes(nodemgr, &nodeboxes); pf += getNodeBoundingBox(nodeboxes).getCenter(); } const v2f diff(position.X - pf.X, position.Z - pf.Z); const f32 distance_sq = diff.getLengthSQ(); if (distance_sq > min_distance_sq || std::fabs(diff.X) > allowed_range + sneak_max.X || std::fabs(diff.Y) > allowed_range + sneak_max.Z) continue; // And the node(s) above have to be nonwalkable bool ok = true; if (!physics_override.sneak_glitch) { u16 height = ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS); for (u16 y = 1; y <= height; y++) { node = map->getNode(p + v3s16(0, y, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) { ok = false; break; } } } else { // legacy behavior: check just one node node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); ok = is_valid_position && !nodemgr->get(node).walkable; } if (!ok) continue; min_distance_sq = distance_sq; m_sneak_node = p; new_sneak_node_exists = true; } if (!new_sneak_node_exists) return false; // Update saved top bounding box of sneak node node = map->getNode(m_sneak_node); std::vector nodeboxes; node.getCollisionBoxes(nodemgr, &nodeboxes); m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes); if (physics_override.sneak_glitch) { // Detect sneak ladder: // Node two meters above sneak node must be solid node = map->getNode(m_sneak_node + v3s16(0, 2, 0), &is_valid_position); if (is_valid_position && nodemgr->get(node).walkable) { // Node three meters above: must be non-solid node = map->getNode(m_sneak_node + v3s16(0, 3, 0), &is_valid_position); m_sneak_ladder_detected = is_valid_position && !nodemgr->get(node).walkable; } } return true; } void LocalPlayer::move(f32 dtime, Environment *env, std::vector *collision_info) { // Node at feet position, update each ClientEnvironment::step() if (!collision_info || collision_info->empty()) m_standing_node = floatToInt(m_position, BS); // Temporary option for old move code if (!physics_override.new_move) { old_move(dtime, env, collision_info); return; } Map *map = &env->getMap(); const NodeDefManager *nodemgr = m_client->ndef(); v3f position = getPosition(); // Copy parent position if local player is attached if (getParent()) { setPosition(m_cao->getPosition()); m_added_velocity = v3f(0.0f); // ignored return; } PlayerSettings &player_settings = getPlayerSettings(); // Skip collision detection if noclip mode is used bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip; bool free_move = player_settings.free_move && fly_allowed; if (noclip && free_move) { position += m_speed * dtime; setPosition(position); touching_ground = false; m_added_velocity = v3f(0.0f); // ignored return; } m_speed += m_added_velocity; m_added_velocity = v3f(0.0f); /* Collision detection */ bool is_valid_position; MapNode node; v3s16 pp; /* Check if player is in liquid (the oscillating value) */ // If in liquid, the threshold of coming out is at higher y if (in_liquid) { pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { const ContentFeatures &cf = nodemgr->get(node.getContent()); in_liquid = cf.liquid_move_physics; move_resistance = cf.move_resistance; } else { in_liquid = false; } } else { // If not in liquid, the threshold of going in is at lower y pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { const ContentFeatures &cf = nodemgr->get(node.getContent()); in_liquid = cf.liquid_move_physics; move_resistance = cf.move_resistance; } else { in_liquid = false; } } /* Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { in_liquid_stable = nodemgr->get(node.getContent()).liquid_move_physics; } else { in_liquid_stable = false; } /* Check if player is climbing */ pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS); v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS); node = map->getNode(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNode(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) { is_climbing = false; } else { is_climbing = (nodemgr->get(node.getContent()).climbable || nodemgr->get(node2.getContent()).climbable) && !free_move; } // Player object property step height is multiplied by BS in // /src/script/common/c_content.cpp and /src/content_sao.cpp float player_stepheight = (m_cao == nullptr) ? 0.0f : (touching_ground ? m_cao->getStepHeight() : (0.2f * BS)); v3f accel_f(0, -gravity, 0); const v3f initial_position = position; const v3f initial_speed = m_speed; collisionMoveResult result = collisionMoveSimple(env, m_client, m_collisionbox, player_stepheight, dtime, &position, &m_speed, accel_f, m_cao); bool could_sneak = control.sneak && !free_move && !in_liquid && !is_climbing && physics_override.sneak; // Add new collisions to the vector if (collision_info && !free_move) { v3f diff = intToFloat(m_standing_node, BS) - position; f32 distance_sq = diff.getLengthSQ(); // Force update each ClientEnvironment::step() bool is_first = collision_info->empty(); for (const auto &colinfo : result.collisions) { collision_info->push_back(colinfo); if (colinfo.type != COLLISION_NODE || colinfo.axis != COLLISION_AXIS_Y || (could_sneak && m_sneak_node_exists)) continue; diff = intToFloat(colinfo.node_p, BS) - position; // Find nearest colliding node f32 len_sq = diff.getLengthSQ(); if (is_first || len_sq < distance_sq) { m_standing_node = colinfo.node_p; distance_sq = len_sq; is_first = false; } } } /* If the player's feet touch the topside of any node at the END of clientstep, then this is set to true. Player is allowed to jump when this is true. */ bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; bool sneak_can_jump = false; // Max. distance (X, Z) over border for sneaking determined by collision box // * 0.49 to keep the center just barely on the node v3f sneak_max = m_collisionbox.getExtent() * 0.49f; if (m_sneak_ladder_detected) { // restore legacy behavior (this makes the m_speed.Y hack necessary) sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS); } /* If sneaking, keep on top of last walked node and don't fall off */ if (could_sneak && m_sneak_node_exists) { const v3f sn_f = intToFloat(m_sneak_node, BS); const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge; const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge; const v3f old_pos = position; const v3f old_speed = m_speed; f32 y_diff = bmax.Y - position.Y; m_standing_node = m_sneak_node; // (BS * 0.6f) is the basic stepheight while standing on ground if (y_diff < BS * 0.6f) { // Only center player when they're on the node position.X = rangelim(position.X, bmin.X - sneak_max.X, bmax.X + sneak_max.X); position.Z = rangelim(position.Z, bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z); if (position.X != old_pos.X) m_speed.X = 0.0f; if (position.Z != old_pos.Z) m_speed.Z = 0.0f; } if (y_diff > 0 && m_speed.Y <= 0.0f) { // Move player to the maximal height when falling or when // the ledge is climbed on the next step. v3f check_pos = position; check_pos.Y += y_diff * dtime * 22.0f + BS * 0.01f; if (y_diff < BS * 0.6f || (physics_override.sneak_glitch && !collision_check_intersection(env, m_client, m_collisionbox, check_pos, m_cao))) { // Smoothen the movement (based on 'position.Y = bmax.Y') position.Y = std::min(check_pos.Y, bmax.Y); m_speed.Y = 0.0f; } } // Allow jumping on node edges while sneaking if (m_speed.Y == 0.0f || m_sneak_ladder_detected) sneak_can_jump = true; if (collision_info && m_speed.Y - old_speed.Y > BS) { // Collide with sneak node, report fall damage CollisionInfo sn_info; sn_info.node_p = m_sneak_node; sn_info.old_speed = old_speed; sn_info.new_speed = m_speed; collision_info->push_back(sn_info); } } /* Find the next sneak node if necessary */ bool new_sneak_node_exists = false; if (could_sneak) new_sneak_node_exists = updateSneakNode(map, position, sneak_max); /* Set new position but keep sneak node set */ setPosition(position); m_sneak_node_exists = new_sneak_node_exists; /* Report collisions */ if (!result.standing_on_object && !touching_ground_was && touching_ground) { m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1; } /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node)); const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0))); // We can jump from a bouncy node we collided with this clientstep, // even if we are not "touching" it at the end of clientstep. int standing_node_bouncy = 0; if (result.collides && m_speed.Y > 0.0f) { // must use result.collisions here because sometimes collision_info // is passed in prepopulated with a problematic floor. for (const auto &colinfo : result.collisions) { if (colinfo.axis == COLLISION_AXIS_Y) { // we cannot rely on m_standing_node because "sneak stuff" standing_node_bouncy = itemgroup_get(nodemgr->get(map->getNode(colinfo.node_p)).groups, "bouncy"); if (standing_node_bouncy != 0) break; } } } // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump") || itemgroup_get(f1.groups, "disable_jump"); m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump || standing_node_bouncy != 0) && !m_disable_jump; m_disable_descend = itemgroup_get(f.groups, "disable_descend") || itemgroup_get(f1.groups, "disable_descend"); // Jump/Sneak key pressed while bouncing from a bouncy block float jumpspeed = movement_speed_jump * physics_override.jump; if (m_can_jump && (control.jump || control.sneak) && standing_node_bouncy > 0) { // controllable (>0) bouncy block if (!control.jump) { // sneak pressed, but not jump // Subjective testing indicates 1/3 bounce decrease works well. jumpspeed = -m_speed.Y / 3.0f; } else { // jump pressed // Reduce boost when speed already is high jumpspeed = jumpspeed / (1.0f + (m_speed.Y * 2.8f / jumpspeed)); } m_speed.Y += jumpspeed; setSpeed(m_speed); m_can_jump = false; } else if(m_speed.Y > jumpspeed && standing_node_bouncy < 0) { // uncontrollable bouncy is limited to normal jump height. m_can_jump = false; } // Prevent sliding on the ground when jump speed is 0 m_can_jump = m_can_jump && jumpspeed != 0.0f; // Autojump handleAutojump(dtime, env, result, initial_position, initial_speed); } void LocalPlayer::move(f32 dtime, Environment *env) { move(dtime, env, nullptr); } void LocalPlayer::applyControl(float dtime, Environment *env) { // Clear stuff swimming_vertical = false; swimming_pitch = false; setPitch(control.pitch); setYaw(control.yaw); // Nullify speed and don't run positioning code if the player is attached if (getParent()) { setSpeed(v3f(0.0f)); return; } PlayerSettings &player_settings = getPlayerSettings(); // All vectors are relative to the player's yaw, // (and pitch if pitch move mode enabled), // and will be rotated at the end v3f speedH, speedV; // Horizontal (X, Z) and Vertical (Y) bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool fast_allowed = m_client->checkLocalPrivilege("fast"); bool free_move = fly_allowed && player_settings.free_move; bool fast_move = fast_allowed && player_settings.fast_move; bool pitch_move = (free_move || in_liquid) && player_settings.pitch_move; // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible bool fast_climb = fast_move && control.aux1 && !player_settings.aux1_descends; bool always_fly_fast = player_settings.always_fly_fast; // Whether superspeed mode is used or not bool superspeed = false; const f32 speed_walk = movement_speed_walk * physics_override.speed_walk; const f32 speed_fast = movement_speed_fast * physics_override.speed_fast; if (always_fly_fast && free_move && fast_move) superspeed = true; // Old descend control if (player_settings.aux1_descends) { // If free movement and fast movement, always move fast if (free_move && fast_move) superspeed = true; // Auxiliary button 1 (E) if (control.aux1) { if (free_move) { // In free movement mode, aux1 descends if (fast_move) speedV.Y = -speed_fast; else speedV.Y = -speed_walk; } else if ((in_liquid || in_liquid_stable) && !m_disable_descend) { speedV.Y = -speed_walk; swimming_vertical = true; } else if (is_climbing && !m_disable_descend) { speedV.Y = -movement_speed_climb * physics_override.speed_climb; } else { // If not free movement but fast is allowed, aux1 is // "Turbo button" if (fast_move) superspeed = true; } } } else { // New minecraft-like descend control // Auxiliary button 1 (E) if (control.aux1) { if (!is_climbing) { // aux1 is "Turbo button" if (fast_move) superspeed = true; } } if (control.sneak && !control.jump) { // Descend player in freemove mode, liquids and climbable nodes by sneak key, only if jump key is released if (free_move) { // In free movement mode, sneak descends if (fast_move && (control.aux1 || always_fly_fast)) speedV.Y = -speed_fast; else speedV.Y = -speed_walk; } else if ((in_liquid || in_liquid_stable) && !m_disable_descend) { if (fast_climb) speedV.Y = -speed_fast; else speedV.Y = -speed_walk; swimming_vertical = true; } else if (is_climbing && !m_disable_descend) { if (fast_climb) speedV.Y = -speed_fast; else speedV.Y = -movement_speed_climb * physics_override.speed_climb; } } } speedH = v3f(std::sin(control.movement_direction), 0.0f, std::cos(control.movement_direction)); if (m_autojump) { // release autojump after a given time m_autojump_time -= dtime; if (m_autojump_time <= 0.0f) m_autojump = false; } if (control.jump) { if (free_move) { if (!control.sneak) { // Don't fly up if sneak key is pressed if (player_settings.aux1_descends || always_fly_fast) { if (fast_move) speedV.Y = speed_fast; else speedV.Y = speed_walk; } else { if (fast_move && control.aux1) speedV.Y = speed_fast; else speedV.Y = speed_walk; } } } else if (m_can_jump) { /* NOTE: The d value in move() affects jump height by raising the height at which the jump speed is kept at its starting value */ v3f speedJ = getSpeed(); if (speedJ.Y >= -0.5f * BS) { speedJ.Y = movement_speed_jump * physics_override.jump; setSpeed(speedJ); m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP)); } } else if (in_liquid && !m_disable_jump && !control.sneak) { if (fast_climb) speedV.Y = speed_fast; else speedV.Y = speed_walk; swimming_vertical = true; } else if (is_climbing && !m_disable_jump && !control.sneak) { if (fast_climb) speedV.Y = speed_fast; else speedV.Y = movement_speed_climb * physics_override.speed_climb; } } // The speed of the player (Y is ignored) if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) speedH = speedH.normalize() * speed_fast; else if (control.sneak && !free_move && !in_liquid && !in_liquid_stable) speedH = speedH.normalize() * movement_speed_crouch * physics_override.speed_crouch; else speedH = speedH.normalize() * speed_walk; speedH *= control.movement_speed; /* Apply analog input */ // Acceleration increase f32 incH = 0.0f; // Horizontal (X, Z) f32 incV = 0.0f; // Vertical (Y) if ((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump)) { // Jumping and falling if (superspeed || (fast_move && control.aux1)) incH = movement_acceleration_fast * physics_override.acceleration_fast * BS * dtime; else incH = movement_acceleration_air * physics_override.acceleration_air * BS * dtime; incV = 0.0f; // No vertical acceleration in air } else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) { incH = incV = movement_acceleration_fast * physics_override.acceleration_fast * BS * dtime; } else { incH = incV = movement_acceleration_default * physics_override.acceleration_default * BS * dtime; } float slip_factor = 1.0f; if (!free_move && !in_liquid && !in_liquid_stable) slip_factor = getSlipFactor(env, speedH); // Don't sink when swimming in pitch mode if (pitch_move && in_liquid) { v3f controlSpeed = speedH + speedV; if (controlSpeed.getLength() > 0.01f) swimming_pitch = true; } // Accelerate to target speed with maximum increment accelerate((speedH + speedV) * physics_override.speed, incH * physics_override.speed * slip_factor, incV * physics_override.speed, pitch_move); } v3s16 LocalPlayer::getStandingNodePos() { if (m_sneak_node_exists) return m_sneak_node; return m_standing_node; } v3s16 LocalPlayer::getFootstepNodePos() { v3f feet_pos = getPosition() + v3f(0.0f, m_collisionbox.MinEdge.Y, 0.0f); // Emit swimming sound if the player is in liquid if (in_liquid_stable) return floatToInt(feet_pos, BS); // BS * 0.05 below the player's feet ensures a 1/16th height // nodebox is detected instead of the node below it. if (touching_ground) return floatToInt(feet_pos - v3f(0.0f, BS * 0.05f, 0.0f), BS); // A larger distance below is necessary for a footstep sound // when landing after a jump or fall. BS * 0.5 ensures water // sounds when swimming in 1 node deep water. return floatToInt(feet_pos - v3f(0.0f, BS * 0.5f, 0.0f), BS); } v3s16 LocalPlayer::getLightPosition() const { return floatToInt(m_position + v3f(0.0f, BS * 1.5f, 0.0f), BS); } v3f LocalPlayer::getEyeOffset() const { return v3f(0.0f, BS * m_eye_height, 0.0f); } ClientActiveObject *LocalPlayer::getParent() const { return m_cao ? m_cao->getParent() : nullptr; } bool LocalPlayer::isDead() const { FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized"); return !getCAO()->isImmortal() && hp == 0; } // 3D acceleration void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H, const f32 max_increase_V, const bool use_pitch) { const f32 yaw = getYaw(); const f32 pitch = getPitch(); v3f flat_speed = m_speed; // Rotate speed vector by -yaw and -pitch to make it relative to the player's yaw and pitch flat_speed.rotateXZBy(-yaw); if (use_pitch) flat_speed.rotateYZBy(-pitch); v3f d_wanted = target_speed - flat_speed; v3f d; // Then compare the horizontal and vertical components with the wanted speed if (max_increase_H > 0.0f) { v3f d_wanted_H = d_wanted * v3f(1.0f, 0.0f, 1.0f); if (d_wanted_H.getLength() > max_increase_H) d += d_wanted_H.normalize() * max_increase_H; else d += d_wanted_H; } if (max_increase_V > 0.0f) { f32 d_wanted_V = d_wanted.Y; if (d_wanted_V > max_increase_V) d.Y += max_increase_V; else if (d_wanted_V < -max_increase_V) d.Y -= max_increase_V; else d.Y += d_wanted_V; } // Finally rotate it again if (use_pitch) d.rotateYZBy(pitch); d.rotateXZBy(yaw); m_speed += d; } // Temporary option for old move code void LocalPlayer::old_move(f32 dtime, Environment *env, std::vector *collision_info) { Map *map = &env->getMap(); const NodeDefManager *nodemgr = m_client->ndef(); v3f position = getPosition(); // Copy parent position if local player is attached if (getParent()) { setPosition(m_cao->getPosition()); m_sneak_node_exists = false; m_added_velocity = v3f(0.0f); return; } PlayerSettings &player_settings = getPlayerSettings(); // Skip collision detection if noclip mode is used bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool noclip = m_client->checkLocalPrivilege("noclip") && player_settings.noclip; bool free_move = noclip && fly_allowed && player_settings.free_move; if (free_move) { position += m_speed * dtime; setPosition(position); touching_ground = false; m_sneak_node_exists = false; m_added_velocity = v3f(0.0f); return; } m_speed += m_added_velocity; m_added_velocity = v3f(0.0f); // Apply gravity (note: this is broken, but kept since this is *old* move code) m_speed.Y -= gravity * dtime; /* Collision detection */ bool is_valid_position; MapNode node; v3s16 pp; /* Check if player is in liquid (the oscillating value) */ if (in_liquid) { // If in liquid, the threshold of coming out is at higher y pp = floatToInt(position + v3f(0.0f, BS * 0.1f, 0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { const ContentFeatures &cf = nodemgr->get(node.getContent()); in_liquid = cf.liquid_move_physics; move_resistance = cf.move_resistance; } else { in_liquid = false; } } else { // If not in liquid, the threshold of going in is at lower y pp = floatToInt(position + v3f(0.0f, BS * 0.5f, 0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) { const ContentFeatures &cf = nodemgr->get(node.getContent()); in_liquid = cf.liquid_move_physics; move_resistance = cf.move_resistance; } else { in_liquid = false; } } /* Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0.0f), BS); node = map->getNode(pp, &is_valid_position); if (is_valid_position) in_liquid_stable = nodemgr->get(node.getContent()).liquid_move_physics; else in_liquid_stable = false; /* Check if player is climbing */ pp = floatToInt(position + v3f(0.0f, 0.5f * BS, 0.0f), BS); v3s16 pp2 = floatToInt(position + v3f(0.0f, -0.2f * BS, 0.0f), BS); node = map->getNode(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNode(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) is_climbing = false; else is_climbing = (nodemgr->get(node.getContent()).climbable || nodemgr->get(node2.getContent()).climbable) && !free_move; // Maximum distance over border for sneaking f32 sneak_max = BS * 0.4f; /* If sneaking, keep in range from the last walked node and don't fall off from it */ if (control.sneak && m_sneak_node_exists && !(fly_allowed && player_settings.free_move) && !in_liquid && physics_override.sneak) { f32 maxd = 0.5f * BS + sneak_max; v3f lwn_f = intToFloat(m_sneak_node, BS); position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd); position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd); if (!is_climbing) { // Move up if necessary f32 new_y = (lwn_f.Y - 0.5f * BS) + m_sneak_node_bb_ymax; if (position.Y < new_y) position.Y = new_y; /* Collision seems broken, since player is sinking when sneaking over the edges of current sneaking_node. TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y. */ if (m_speed.Y < 0.0f) m_speed.Y = 0.0f; } } // TODO: This shouldn't be hardcoded but decided by the server float player_stepheight = touching_ground ? (BS * 0.6f) : (BS * 0.2f); v3f accel_f; const v3f initial_position = position; const v3f initial_speed = m_speed; collisionMoveResult result = collisionMoveSimple(env, m_client, m_collisionbox, player_stepheight, dtime, &position, &m_speed, accel_f, m_cao); // Position was slightly changed; update standing node pos if (touching_ground) m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS); else m_standing_node = floatToInt(m_position, BS); /* If the player's feet touch the topside of any node at the END of clientstep, then this is set to true. Player is allowed to jump when this is true. */ bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; //bool standing_on_unloaded = result.standing_on_unloaded; /* Check the nodes under the player to see from which node the player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ f32 position_y_mod = 0.05f * BS; if (m_sneak_node_bb_ymax > 0.0f) position_y_mod = m_sneak_node_bb_ymax - position_y_mod; v3s16 current_node = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); if (m_sneak_node_exists && nodemgr->get(map->getNode(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; } else if (nodemgr->get(map->getNode(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; } if (m_need_to_get_new_sneak_node && physics_override.sneak) { m_sneak_node_bb_ymax = 0.0f; v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0f * BS; // If already seeking from some node, compare to it. v3s16 new_sneak_node = m_sneak_node; for (s16 x= -1; x <= 1; x++) for (s16 z= -1; z <= 1; z++) { v3s16 p = pos_i_bottom + v3s16(x, 0, z); v3f pf = intToFloat(p, BS); v2f node_p2df(pf.X, pf.Z); f32 distance_f = player_p2df.getDistanceFrom(node_p2df); f32 max_axis_distance_f = MYMAX( std::fabs(player_p2df.X - node_p2df.X), std::fabs(player_p2df.Y - node_p2df.Y)); if (distance_f > min_distance_f || max_axis_distance_f > 0.5f * BS + sneak_max + 0.1f * BS) continue; // The node to be sneaked on has to be walkable node = map->getNode(p, &is_valid_position); if (!is_valid_position || !nodemgr->get(node).walkable) continue; // And the node above it has to be nonwalkable node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable if (!physics_override.sneak_glitch) { node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; } min_distance_f = distance_f; new_sneak_node = p; } bool sneak_node_found = (min_distance_f < 100000.0f * BS * 0.9f); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; if (sneak_node_found) { f32 cb_max = 0.0f; MapNode n = map->getNode(m_sneak_node); std::vector nodeboxes; n.getCollisionBoxes(nodemgr, &nodeboxes); for (const auto &box : nodeboxes) { if (box.MaxEdge.Y > cb_max) cb_max = box.MaxEdge.Y; } m_sneak_node_bb_ymax = cb_max; } /* If sneaking, the player's collision box can be in air, so this has to be set explicitly */ if (sneak_node_found && control.sneak) touching_ground = true; } /* Set new position but keep sneak node set */ bool sneak_node_exists = m_sneak_node_exists; setPosition(position); m_sneak_node_exists = sneak_node_exists; /* Report collisions */ // Don't report if flying if (collision_info && !(player_settings.free_move && fly_allowed)) { for (const auto &info : result.collisions) { collision_info->push_back(info); } } if (!result.standing_on_object && !touching_ground_was && touching_ground) { m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_REGAIN_GROUND)); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1.0f; } /* Update the node last under the player */ m_old_node_below = floatToInt(position - v3f(0.0f, BS / 2.0f, 0.0f), BS); m_old_node_below_type = nodemgr->get(map->getNode(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos())); // We can jump from a bouncy node we collided with this clientstep, // even if we are not "touching" it at the end of clientstep. int standing_node_bouncy = 0; if (result.collides && m_speed.Y > 0.0f) { // must use result.collisions here because sometimes collision_info // is passed in prepopulated with a problematic floor. for (const auto &colinfo : result.collisions) { if (colinfo.axis == COLLISION_AXIS_Y) { // we cannot rely on m_standing_node because "sneak stuff" standing_node_bouncy = itemgroup_get(nodemgr->get(map->getNode(colinfo.node_p)).groups, "bouncy"); if (standing_node_bouncy != 0) break; } } } // Determine if jumping is possible m_disable_jump = itemgroup_get(f.groups, "disable_jump"); m_can_jump = (touching_ground || standing_node_bouncy != 0) && !m_disable_jump; m_disable_descend = itemgroup_get(f.groups, "disable_descend"); // Jump/Sneak key pressed while bouncing from a bouncy block float jumpspeed = movement_speed_jump * physics_override.jump; if (m_can_jump && (control.jump || control.sneak) && standing_node_bouncy > 0) { // controllable (>0) bouncy block if (!control.jump) { // sneak pressed, but not jump // Subjective testing indicates 1/3 bounce decrease works well. jumpspeed = -m_speed.Y / 3.0f; } else { // jump pressed // Reduce boost when speed already is high jumpspeed = jumpspeed / (1.0f + (m_speed.Y * 2.8f / jumpspeed)); } m_speed.Y += jumpspeed; setSpeed(m_speed); m_can_jump = false; } else if(m_speed.Y > jumpspeed && standing_node_bouncy < 0) { // uncontrollable bouncy is limited to normal jump height. m_can_jump = false; } // Autojump handleAutojump(dtime, env, result, initial_position, initial_speed); } float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) { // Slip on slippery nodes const NodeDefManager *nodemgr = env->getGameDef()->ndef(); Map *map = &env->getMap(); const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos())); int slippery = 0; if (f.walkable) slippery = itemgroup_get(f.groups, "slippery"); if (slippery >= 1) { if (speedH == v3f(0.0f)) slippery *= 2; return core::clamp(1.0f / (slippery + 1), 0.001f, 1.0f); } return 1.0f; } void LocalPlayer::handleAutojump(f32 dtime, Environment *env, const collisionMoveResult &result, v3f initial_position, v3f initial_speed) { PlayerSettings &player_settings = getPlayerSettings(); if (!player_settings.autojump) return; if (m_autojump) return; bool could_autojump = m_can_jump && !control.jump && !control.sneak && control.isMoving(); if (!could_autojump) return; bool horizontal_collision = false; for (const auto &colinfo : result.collisions) { if (colinfo.type == COLLISION_NODE && colinfo.axis != COLLISION_AXIS_Y) { horizontal_collision = true; break; // one is enough } } // must be running against something to trigger autojumping if (!horizontal_collision) return; // check for nodes above v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f; v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f; headpos_min.Y = headpos_max.Y; // top face of collision box v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0); v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0); const NodeDefManager *ndef = env->getGameDef()->ndef(); bool is_position_valid; for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; ++z) { for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; ++x) { MapNode n = env->getMap().getNode(v3s16(x, ceilpos_max.Y, z), &is_position_valid); if (!is_position_valid) break; // won't collide with the void outside if (n.getContent() == CONTENT_IGNORE) return; // players collide with ignore blocks -> same as walkable const ContentFeatures &f = ndef->get(n); if (f.walkable) return; // would bump head, don't jump } } float jumpspeed = movement_speed_jump * physics_override.jump; float peak_dtime = jumpspeed / gravity; // at the peak of the jump v = gt <=> t = v / g float jump_height = (jumpspeed - 0.5f * gravity * peak_dtime) * peak_dtime; // s = vt - 1/2 gt^2 v3f jump_pos = initial_position + v3f(0.0f, jump_height, 0.0f); v3f jump_speed = initial_speed; // try at peak of jump, zero step height collisionMoveResult jump_result = collisionMoveSimple(env, m_client, m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f), m_cao); // see if we can get a little bit farther horizontally if we had // jumped v3f run_delta = m_position - initial_position; run_delta.Y = 0.0f; v3f jump_delta = jump_pos - initial_position; jump_delta.Y = 0.0f; if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) { m_autojump = true; m_autojump_time = 0.1f; } }