LocalPlayer: Fix sneaking on nodes with large collisionboxes (#12626)

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SmallJoker 2022-10-17 13:56:04 +02:00 committed by GitHub
parent 25c5400250
commit 5d8a4917c5
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1 changed files with 28 additions and 18 deletions

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@ -55,9 +55,12 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
return b_max;
}
bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
const v3f &sneak_max)
{
// Acceptable distance to node center
constexpr f32 allowed_range = (0.5f + 0.1f) * BS;
static const v3s16 dir9_center[9] = {
v3s16( 0, 0, 0),
v3s16( 1, 0, 0),
@ -76,7 +79,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &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 = 0.05f * BS;
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;
@ -97,24 +100,31 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
// Get new sneak node
m_sneak_ladder_detected = false;
f32 min_distance_f = 100000.0f * BS;
f32 min_distance_sq = HUGE_VALF;
for (const auto &d : dir9_center) {
const v3s16 p = current_node + d;
const v3f pf = intToFloat(p, BS);
const v2f diff(position.X - pf.X, position.Z - pf.Z);
f32 distance_f = diff.getLength();
if (distance_f > min_distance_f ||
fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
continue;
// The node to be sneaked on has to be walkable
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<aabb3f> 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) {
@ -135,7 +145,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
if (!ok)
continue;
min_distance_f = distance_f;
min_distance_sq = distance_sq;
m_sneak_node = p;
new_sneak_node_exists = true;
}
@ -306,7 +316,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// Add new collisions to the vector
if (collision_info && !free_move) {
v3f diff = intToFloat(m_standing_node, BS) - position;
f32 distance = diff.getLength();
f32 distance_sq = diff.getLengthSQ();
// Force update each ClientEnvironment::step()
bool is_first = collision_info->empty();
@ -321,10 +331,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
diff = intToFloat(colinfo.node_p, BS) - position;
// Find nearest colliding node
f32 len = diff.getLength();
if (is_first || len < distance) {
f32 len_sq = diff.getLengthSQ();
if (is_first || len_sq < distance_sq) {
m_standing_node = colinfo.node_p;
distance = len;
distance_sq = len_sq;
is_first = false;
}
}
@ -342,7 +352,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// 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() * 0.49;
v3f sneak_max = m_collisionbox.getExtent() * 0.49f;
if (m_sneak_ladder_detected) {
// restore legacy behaviour (this makes the m_speed.Y hack necessary)