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author | Ben Deutsch <ben@bendeutsch.de> | 2018-11-22 22:47:15 +0100 |
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committer | Paramat <paramat@users.noreply.github.com> | 2018-11-22 21:47:15 +0000 |
commit | 93bccb349080b0b184cdda9e7ab4a364664efe70 (patch) | |
tree | 2ee9bff24225c1d50a0ca0ff5c671354af846e44 /src/localplayer.cpp | |
parent | 1c91cb8f8f6ea15dc1308aace666bd1ebd25a28c (diff) | |
download | minetest-93bccb349080b0b184cdda9e7ab4a364664efe70.tar.gz minetest-93bccb349080b0b184cdda9e7ab4a364664efe70.tar.bz2 minetest-93bccb349080b0b184cdda9e7ab4a364664efe70.zip |
Client-side autojump. Remove Android-only stepheight autojump (#7228)
Works by detecting a collision while moving forward and then
simulating a jump. If the simulated jump is more successful,
an artificial jump key press is injected in the client.
Includes setting and key change GUI element for enabling and
disabling this feature.
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r-- | src/localplayer.cpp | 102 |
1 files changed, 89 insertions, 13 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 4bf689428..1c65d3b4d 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -287,16 +287,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, float player_stepheight = (m_cao == nullptr) ? 0.0f : (touching_ground ? m_cao->getStepHeight() : (0.2f * BS)); - // TODO this is a problematic hack. - // Use a better implementation for autojump, or apply a custom stepheight - // to all players, as this currently creates unintended special movement - // abilities and advantages for Android players on a server. -#ifdef __ANDROID__ - if (touching_ground) - player_stepheight += (0.6f * BS); -#endif - v3f accel_f = v3f(0,0,0); + const v3f initial_position = position; + const v3f initial_speed = m_speed; collisionMoveResult result = collisionMoveSimple(env, m_client, pos_max_d, m_collisionbox, player_stepheight, dtime, @@ -461,6 +454,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, setSpeed(m_speed); m_can_jump = false; } + + // Autojump + handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d); } void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d) @@ -891,11 +887,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, // 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); + const v3f initial_position = position; + const v3f initial_speed = m_speed; collisionMoveResult result = collisionMoveSimple(env, m_client, pos_max_d, m_collisionbox, player_stepheight, dtime, @@ -1059,6 +1053,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d, setSpeed(m_speed); m_can_jump = false; } + + // Autojump + handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d); } float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) @@ -1080,3 +1077,82 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH) } return 1.0f; } + +void LocalPlayer::handleAutojump(f32 dtime, Environment *env, + const collisionMoveResult &result, const v3f &initial_position, + const v3f &initial_speed, f32 pos_max_d) +{ + PlayerSettings &player_settings = getPlayerSettings(); + if (!player_settings.autojump) + return; + + if (m_autojump) { + // release autojump after a given time + m_autojump_time -= dtime; + if (m_autojump_time <= 0.0f) + m_autojump = false; + return; + } + + bool control_forward = control.up || + (!control.up && !control.down && + control.forw_move_joystick_axis < -0.05); + bool could_autojump = + m_can_jump && !control.jump && !control.sneak && control_forward; + if (!could_autojump) + return; + + bool horizontal_collision = false; + for (const auto &colinfo : result.collisions) { + if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) { + 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().getNodeNoEx(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 jump_height = 1.1f; // TODO: better than a magic number + v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f); + v3f jump_speed = initial_speed; + + // try at peak of jump, zero step height + collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d, + m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, + v3f(0, 0, 0)); + + // 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; + } +} |