From f6da7b3fda5bbb793c7795a228ea6f2602b93fbe Mon Sep 17 00:00:00 2001 From: paramat Date: Wed, 5 Apr 2017 12:18:22 +0100 Subject: [PATCH] Sneak: Add option for old move code Temporary option for the old move code for specific old sneak behaviour. Enabled by setting the added 'new move' physics override to false. By default 'new move' is true. --- doc/lua_api.txt | 6 +- src/content_cao.cpp | 2 + src/content_sao.cpp | 6 +- src/content_sao.h | 1 + src/genericobject.cpp | 3 +- src/genericobject.h | 3 +- src/localplayer.cpp | 309 ++++++++++++++++++++++++++++++++ src/localplayer.h | 8 + src/script/lua_api/l_object.cpp | 21 ++- src/script/lua_api/l_object.h | 2 +- 10 files changed, 349 insertions(+), 12 deletions(-) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 7b967726d..4427e26d8 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -3021,7 +3021,11 @@ This is basically a reference to a C++ `ServerActiveObject` * `jump`: multiplier to default jump value (default: `1`) * `gravity`: multiplier to default gravity value (default: `1`) * `sneak`: whether player can sneak (default: `true`) - * `sneak_glitch`: whether player can use the sneak glitch (default: `true`) + * `sneak_glitch`: whether player can use the new move code replications + of the old sneak side-effects: sneak ladders and 2 node sneak jump + when next to a ledge 2 nodes up (default: `true`) + * `new_move`: use new move/sneak code. When `false` the exact old code + is used for the specific old sneak behaviour (default: `true`) * `get_physics_override()`: returns the table given to set_physics_override * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID number on success diff --git a/src/content_cao.cpp b/src/content_cao.cpp index 84f198b75..ac283da88 100644 --- a/src/content_cao.cpp +++ b/src/content_cao.cpp @@ -1652,6 +1652,7 @@ void GenericCAO::processMessage(const std::string &data) // these are sent inverted so we get true when the server sends nothing bool sneak = !readU8(is); bool sneak_glitch = !readU8(is); + bool new_move = !readU8(is); if(m_is_local_player) @@ -1662,6 +1663,7 @@ void GenericCAO::processMessage(const std::string &data) player->physics_override_gravity = override_gravity; player->physics_override_sneak = sneak; player->physics_override_sneak_glitch = sneak_glitch; + player->physics_override_new_move = new_move; } } else if (cmd == GENERIC_CMD_SET_ANIMATION) { // TODO: change frames send as v2s32 value diff --git a/src/content_sao.cpp b/src/content_sao.cpp index bb2387d1a..908365397 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -789,6 +789,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer m_physics_override_gravity(1), m_physics_override_sneak(true), m_physics_override_sneak_glitch(true), + m_physics_override_new_move(true), m_physics_override_sent(false) { assert(m_peer_id != 0); // pre-condition @@ -886,7 +887,7 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version) m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4 msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak, - m_physics_override_sneak_glitch)); // 5 + m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5 // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only. msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6 int message_count = 6 + m_bone_position.size(); @@ -1049,7 +1050,8 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_physics_override_sent = true; std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity, - m_physics_override_sneak, m_physics_override_sneak_glitch); + m_physics_override_sneak, m_physics_override_sneak_glitch, + m_physics_override_new_move); // create message and add to list ActiveObjectMessage aom(getId(), true, str); m_messages_out.push(aom); diff --git a/src/content_sao.h b/src/content_sao.h index c1b01b6dd..e53e8ecce 100644 --- a/src/content_sao.h +++ b/src/content_sao.h @@ -397,6 +397,7 @@ public: float m_physics_override_gravity; bool m_physics_override_sneak; bool m_physics_override_sneak_glitch; + bool m_physics_override_new_move; bool m_physics_override_sent; }; diff --git a/src/genericobject.cpp b/src/genericobject.cpp index c4660cf44..07d2445b4 100644 --- a/src/genericobject.cpp +++ b/src/genericobject.cpp @@ -118,7 +118,7 @@ std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups) } std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, - float physics_override_gravity, bool sneak, bool sneak_glitch) + float physics_override_gravity, bool sneak, bool sneak_glitch, bool new_move) { std::ostringstream os(std::ios::binary); // command @@ -130,6 +130,7 @@ std::string gob_cmd_update_physics_override(float physics_override_speed, float // these are sent inverted so we get true when the server sends nothing writeU8(os, !sneak); writeU8(os, !sneak_glitch); + writeU8(os, !new_move); return os.str(); } diff --git a/src/genericobject.h b/src/genericobject.h index 48e71db75..7d2ec4b14 100644 --- a/src/genericobject.h +++ b/src/genericobject.h @@ -68,7 +68,8 @@ std::string gob_cmd_punched(s16 damage, s16 result_hp); std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups); std::string gob_cmd_update_physics_override(float physics_override_speed, - float physics_override_jump, float physics_override_gravity, bool sneak, bool sneak_glitch); + float physics_override_jump, float physics_override_gravity, + bool sneak, bool sneak_glitch, bool new_move); std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend, bool frame_loop); diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 9dc3bf5aa..ea4347207 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -49,6 +49,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name): physics_override_gravity(1.0f), physics_override_sneak(true), physics_override_sneak_glitch(true), + physics_override_new_move(true), // Temporary option for old move code overridePosition(v3f(0,0,0)), last_position(v3f(0,0,0)), last_speed(v3f(0,0,0)), @@ -66,6 +67,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name): hurt_tilt_strength(0.0f), m_position(0,0,0), m_sneak_node(32767,32767,32767), + m_sneak_node_bb_ymax(0), // To support temporary option for old move code m_sneak_node_bb_top(0,0,0,0,0,0), m_sneak_node_exists(false), m_need_to_get_new_sneak_node(true), @@ -178,6 +180,12 @@ static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos) void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info) { + // Temporary option for old move code + if (!physics_override_new_move) { + old_move(dtime, env, pos_max_d, collision_info); + return; + } + Map *map = &env->getMap(); INodeDefManager *nodemgr = m_client->ndef(); @@ -806,3 +814,304 @@ void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_incr m_speed.Y += d_wanted; } +// Temporary option for old move code +void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, + std::vector *collision_info) +{ + Map *map = &env->getMap(); + INodeDefManager *nodemgr = m_client->ndef(); + + v3f position = getPosition(); + + // Copy parent position if local player is attached + if (isAttached) { + setPosition(overridePosition); + m_sneak_node_exists = false; + return; + } + + // Skip collision detection if noclip mode is used + bool fly_allowed = m_client->checkLocalPrivilege("fly"); + bool noclip = m_client->checkLocalPrivilege("noclip") && + g_settings->getBool("noclip"); + bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); + if (free_move) { + position += m_speed * dtime; + setPosition(position); + m_sneak_node_exists = false; + return; + } + + /* + 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, BS * 0.1, 0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + if (is_valid_position) { + in_liquid = nodemgr->get(node.getContent()).isLiquid(); + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; + } else { + in_liquid = false; + } + } else { + // If not in liquid, the threshold of going in is at lower y + pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + if (is_valid_position) { + in_liquid = nodemgr->get(node.getContent()).isLiquid(); + liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; + } else { + in_liquid = false; + } + } + + /* + Check if player is in liquid (the stable value) + */ + pp = floatToInt(position + v3f(0, 0, 0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + if (is_valid_position) + in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); + else + in_liquid_stable = false; + + /* + Check if player is climbing + */ + pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS); + v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS); + node = map->getNodeNoEx(pp, &is_valid_position); + bool is_valid_position2; + MapNode node2 = map->getNodeNoEx(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; + + /* + Collision uncertainty radius + Make it a bit larger than the maximum distance of movement + */ + //f32 d = pos_max_d * 1.1; + // A fairly large value in here makes moving smoother + f32 d = 0.15 * BS; + // This should always apply, otherwise there are glitches + sanity_check(d > pos_max_d); + // Maximum distance over border for sneaking + f32 sneak_max = BS * 0.4; + + /* + 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 && g_settings->getBool("free_move")) && !in_liquid && + physics_override_sneak && !got_teleported) { + f32 maxd = 0.5 * 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 - 0.5 * 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) + m_speed.Y = 0; + } + } + + if (got_teleported) + got_teleported = false; + + // this shouldn't be hardcoded but transmitted from server + float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2); + +#ifdef __ANDROID__ + player_stepheight += (0.6 * BS); +#endif + + v3f accel_f = v3f(0, 0, 0); + + collisionMoveResult result = collisionMoveSimple(env, m_client, + pos_max_d, m_collisionbox, player_stepheight, dtime, + &position, &m_speed, accel_f); + + /* + If the player's feet touch the topside of any node, 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 = 0.05 * BS; + if (m_sneak_node_bb_ymax > 0) + position_y_mod = m_sneak_node_bb_ymax - position_y_mod; + v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); + if (m_sneak_node_exists && + nodemgr->get(map->getNodeNoEx(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->getNodeNoEx(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; + v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS); + v2f player_p2df(position.X, position.Z); + f32 min_distance_f = 100000.0 * 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( + fabs(player_p2df.X - node_p2df.X), + fabs(player_p2df.Y - node_p2df.Y)); + + if (distance_f > min_distance_f || + max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS) + continue; + + // The node to be sneaked on has to be walkable + node = map->getNodeNoEx(p, &is_valid_position); + if (!is_valid_position || nodemgr->get(node).walkable == false) + continue; + // And the node above it has to be nonwalkable + node = map->getNodeNoEx(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->getNodeNoEx(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 < 100000.0 * BS * 0.9); + + m_sneak_node = new_sneak_node; + m_sneak_node_exists = sneak_node_found; + + if (sneak_node_found) { + f32 cb_max = 0; + MapNode n = map->getNodeNoEx(m_sneak_node); + std::vector nodeboxes; + n.getCollisionBoxes(nodemgr, &nodeboxes); + for (std::vector::iterator it = nodeboxes.begin(); + it != nodeboxes.end(); ++it) { + aabb3f box = *it; + 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 + */ + setPosition(position); + + /* + Report collisions + */ + // Dont report if flying + if (collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { + for (size_t i = 0; i < result.collisions.size(); i++) { + const CollisionInfo &info = result.collisions[i]; + collision_info->push_back(info); + } + } + + if (!result.standing_on_object && !touching_ground_was && touching_ground) { + MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); + m_client->event()->put(e); + // Set camera impact value to be used for view bobbing + camera_impact = getSpeed().Y * -1; + } + + { + camera_barely_in_ceiling = false; + v3s16 camera_np = floatToInt(getEyePosition(), BS); + MapNode n = map->getNodeNoEx(camera_np); + if (n.getContent() != CONTENT_IGNORE) { + if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2) + camera_barely_in_ceiling = true; + } + } + + /* + Update the node last under the player + */ + m_old_node_below = floatToInt(position - v3f(0, BS / 2, 0), BS); + m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name; + + /* + Check properties of the node on which the player is standing + */ + const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos())); + // Determine if jumping is possible + m_can_jump = touching_ground && !in_liquid; + if (itemgroup_get(f.groups, "disable_jump")) + m_can_jump = false; + // Jump key pressed while jumping off from a bouncy block + if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && + m_speed.Y >= -0.5 * BS) { + float jumpspeed = movement_speed_jump * physics_override_jump; + if (m_speed.Y > 1) { + // Reduce boost when speed already is high + m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 )); + } else { + m_speed.Y += jumpspeed; + } + setSpeed(m_speed); + m_can_jump = false; + } +} diff --git a/src/localplayer.h b/src/localplayer.h index ae987b893..01e859bf0 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -58,12 +58,17 @@ public: float physics_override_gravity; bool physics_override_sneak; bool physics_override_sneak_glitch; + // Temporary option for old move code + bool physics_override_new_move; v3f overridePosition; void move(f32 dtime, Environment *env, f32 pos_max_d); void move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info); + // Temporary option for old move code + void old_move(f32 dtime, Environment *env, f32 pos_max_d, + std::vector *collision_info); void applyControl(float dtime); @@ -137,6 +142,9 @@ private: v3f m_position; v3s16 m_sneak_node; + // Stores the max player uplift by m_sneak_node + // To support temporary option for old move code + f32 m_sneak_node_bb_ymax; // Stores the top bounding box of m_sneak_node aabb3f m_sneak_node_bb_top; // Whether the player is allowed to sneak diff --git a/src/script/lua_api/l_object.cpp b/src/script/lua_api/l_object.cpp index 0699705cb..95e977f9e 100644 --- a/src/script/lua_api/l_object.cpp +++ b/src/script/lua_api/l_object.cpp @@ -401,7 +401,7 @@ int ObjectRef::l_get_armor_groups(lua_State *L) } // set_physics_override(self, physics_override_speed, physics_override_jump, -// physics_override_gravity, sneak, sneak_glitch) +// physics_override_gravity, sneak, sneak_glitch, new_move) int ObjectRef::l_set_physics_override(lua_State *L) { NO_MAP_LOCK_REQUIRED; @@ -410,11 +410,18 @@ int ObjectRef::l_set_physics_override(lua_State *L) if (co == NULL) return 0; // Do it if (lua_istable(L, 2)) { - co->m_physics_override_speed = getfloatfield_default(L, 2, "speed", co->m_physics_override_speed); - co->m_physics_override_jump = getfloatfield_default(L, 2, "jump", co->m_physics_override_jump); - co->m_physics_override_gravity = getfloatfield_default(L, 2, "gravity", co->m_physics_override_gravity); - co->m_physics_override_sneak = getboolfield_default(L, 2, "sneak", co->m_physics_override_sneak); - co->m_physics_override_sneak_glitch = getboolfield_default(L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch); + co->m_physics_override_speed = getfloatfield_default( + L, 2, "speed", co->m_physics_override_speed); + co->m_physics_override_jump = getfloatfield_default( + L, 2, "jump", co->m_physics_override_jump); + co->m_physics_override_gravity = getfloatfield_default( + L, 2, "gravity", co->m_physics_override_gravity); + co->m_physics_override_sneak = getboolfield_default( + L, 2, "sneak", co->m_physics_override_sneak); + co->m_physics_override_sneak_glitch = getboolfield_default( + L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch); + co->m_physics_override_new_move = getboolfield_default( + L, 2, "new_move", co->m_physics_override_new_move); co->m_physics_override_sent = false; } else { // old, non-table format @@ -454,6 +461,8 @@ int ObjectRef::l_get_physics_override(lua_State *L) lua_setfield(L, -2, "sneak"); lua_pushboolean(L, co->m_physics_override_sneak_glitch); lua_setfield(L, -2, "sneak_glitch"); + lua_pushboolean(L, co->m_physics_override_new_move); + lua_setfield(L, -2, "new_move"); return 1; } diff --git a/src/script/lua_api/l_object.h b/src/script/lua_api/l_object.h index b6fc35bc2..98f5c2b11 100644 --- a/src/script/lua_api/l_object.h +++ b/src/script/lua_api/l_object.h @@ -105,7 +105,7 @@ private: static int l_get_armor_groups(lua_State *L); // set_physics_override(self, physics_override_speed, physics_override_jump, - // physics_override_gravity, sneak, sneak_glitch) + // physics_override_gravity, sneak, sneak_glitch, new_move) static int l_set_physics_override(lua_State *L); // get_physics_override(self)