Added creative movement.
This commit is contained in:
parent
1465da7506
commit
53b8718a06
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@ -2,6 +2,7 @@ package nl.andrewl.aos_core.model;
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import nl.andrewl.aos_core.Directions;
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import nl.andrewl.aos_core.MathUtils;
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import nl.andrewl.aos_core.model.world.World;
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import org.joml.*;
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import org.joml.Math;
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@ -194,6 +195,36 @@ public class Player {
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.translate(-0.35f, getEyeHeight() - 0.4f, 0.35f);
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}
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/**
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* Gets the list of all spaces occupied by a player's position, in the
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* horizontal XZ plane. This can be between 1 and 4 spaces, depending on
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* if the player's position is overlapping with a few blocks.
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* @param pos The position.
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* @return The list of 2d positions occupied.
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*/
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private List<Vector2i> getHorizontalSpaceOccupied(Vector3f pos) {
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// Get the list of 2d x,z coordinates that we overlap with.
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List<Vector2i> points = new ArrayList<>(4); // Due to the size of radius, there can only be a max of 4 blocks.
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int minX = (int) Math.floor(pos.x - RADIUS);
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int minZ = (int) Math.floor(pos.z - RADIUS);
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int maxX = (int) Math.floor(pos.x + RADIUS);
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int maxZ = (int) Math.floor(pos.z + RADIUS);
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for (int x = minX; x <= maxX; x++) {
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for (int z = minZ; z <= maxZ; z++) {
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points.add(new Vector2i(x, z));
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}
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}
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return points;
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}
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public boolean isGrounded(World world) {
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// Player must be flat on the top of a block.
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if (Math.floor(position.y) != position.y) return false;
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// Check to see if there's a block under any of the spaces the player is over.
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return getHorizontalSpaceOccupied(position).stream()
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.anyMatch(point -> world.getBlockAt(point.x, position.y - 0.1f, point.y) != 0);
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}
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public List<Vector3i> getBlockSpaceOccupied() {
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float playerBodyMinZ = position.z - RADIUS;
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float playerBodyMaxZ = position.z + RADIUS;
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@ -47,7 +47,7 @@ public class PlayerManager {
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joinMessage = username + " joined the game.";
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}
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player.setPosition(getBestSpawnPoint(player));
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player.setMode(PlayerMode.NORMAL);
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player.setMode(PlayerMode.CREATIVE);
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// Tell all other players that this one has joined.
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broadcastTcpMessageToAllBut(new PlayerJoinMessage(
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player.getId(), player.getUsername(), player.getTeam() == null ? -1 : player.getTeam().getId(),
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@ -0,0 +1,58 @@
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package nl.andrewl.aos2_server.logic;
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import nl.andrewl.aos2_server.Server;
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import nl.andrewl.aos2_server.config.ServerConfig;
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import nl.andrewl.aos2_server.model.ServerPlayer;
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import nl.andrewl.aos_core.model.world.World;
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import org.joml.Vector3f;
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public class CreativeMovementController implements PlayerMovementController {
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@Override
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public boolean tickMovement(float dt, ServerPlayer player, PlayerInputTracker input, Server server, World world, ServerConfig.PhysicsConfig config) {
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boolean updated = tickVelocity(player, input, config);
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if (player.getVelocity().lengthSquared() > 0) {
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Vector3f movement = new Vector3f(player.getVelocity()).mul(dt);
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player.getPosition().add(movement);
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updated = true;
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}
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return updated;
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}
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private boolean tickVelocity(ServerPlayer player, PlayerInputTracker input, ServerConfig.PhysicsConfig config) {
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boolean updated = false;
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var velocity = player.getVelocity();
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var orientation = player.getOrientation();
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Vector3f acceleration = new Vector3f(0);
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if (input.forward()) acceleration.z -= 1;
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if (input.backward()) acceleration.z += 1;
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if (input.left()) acceleration.x -= 1;
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if (input.right()) acceleration.x += 1;
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if (input.jumping()) acceleration.y += 1;
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if (input.crouching()) acceleration.y -= 1;
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if (acceleration.lengthSquared() > 0) {
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acceleration.normalize()
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.rotateY(orientation.x)
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.mul(config.movementAcceleration);
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velocity.add(acceleration);
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float maxSpeed = config.walkingSpeed;
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if (input.sprinting()) {
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maxSpeed = config.sprintingSpeed;
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}
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maxSpeed *= 4;
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if (velocity.length() > maxSpeed) {
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velocity.normalize(maxSpeed);
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}
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updated = true;
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} else if (velocity.lengthSquared() > 0) {
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float decel = Math.min(velocity.length(), config.movementDeceleration);
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Vector3f deceleration = new Vector3f(velocity).negate().normalize().mul(decel);
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velocity.add(deceleration);
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if (Math.abs(velocity.x) < 0.1f) velocity.x = 0;
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if (Math.abs(velocity.y) < 0.1f) velocity.y = 0;
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if (Math.abs(velocity.z) < 0.1f) velocity.z = 0;
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updated = true;
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}
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return updated;
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}
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}
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@ -0,0 +1,257 @@
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package nl.andrewl.aos2_server.logic;
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import nl.andrewl.aos2_server.Server;
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import nl.andrewl.aos2_server.config.ServerConfig;
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import nl.andrewl.aos2_server.model.ServerPlayer;
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import nl.andrewl.aos_core.model.item.GunItemStack;
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import nl.andrewl.aos_core.model.world.World;
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import nl.andrewl.aos_core.net.client.ClientHealthMessage;
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import nl.andrewl.aos_core.net.client.SoundMessage;
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import org.joml.Math;
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import org.joml.Vector3f;
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import java.util.concurrent.ThreadLocalRandom;
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import static nl.andrewl.aos_core.model.Player.RADIUS;
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public class NormalMovementController implements PlayerMovementController {
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@Override
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public boolean tickMovement(float dt, ServerPlayer player, PlayerInputTracker input, Server server, World world, ServerConfig.PhysicsConfig config) {
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boolean updated;
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var velocity = player.getVelocity();
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var position = player.getPosition();
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boolean grounded = player.isGrounded(world);
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updated = tickHorizontalVelocity(player, input, config, grounded);
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if (grounded) {
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if (input.jumping()) {
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velocity.y = config.jumpVerticalSpeed * (input.sprinting() ? 1.25f : 1f);
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updated = true;
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}
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} else {
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velocity.y -= config.gravity * dt * 2; // Apply double-gravity to players to make the game feel faster.
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updated = true;
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}
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// Apply updated velocity to the player.
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if (velocity.lengthSquared() > 0) {
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Vector3f movement = new Vector3f(velocity).mul(dt);
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// Check for collisions if we try to move according to what the player wants.
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checkBlockCollisions(player, movement, server, world);
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position.add(movement);
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updated = true;
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}
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// Finally, check to see if the player is outside the world, and kill them if so.
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if (
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player.getPosition().x < world.getMinX() - 5 || player.getPosition().x > world.getMaxX() + 6 ||
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player.getPosition().z < world.getMinZ() - 5 || player.getPosition().z > world.getMaxZ() + 6 ||
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player.getPosition().y < world.getMinY() - 50 || player.getPosition().y > world.getMaxY() + 500
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) {
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server.getPlayerManager().playerKilled(player, null);
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}
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return updated;
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}
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private boolean tickHorizontalVelocity(ServerPlayer player, PlayerInputTracker input, ServerConfig.PhysicsConfig config, boolean grounded) {
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boolean updated = false;
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var velocity = player.getVelocity();
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var orientation = player.getOrientation();
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Vector3f horizontalVelocity = new Vector3f(
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velocity.x == velocity.x ? velocity.x : 0f,
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0,
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velocity.z == velocity.z ? velocity.z : 0f
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);
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Vector3f acceleration = new Vector3f(0);
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if (input.forward()) acceleration.z -= 1;
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if (input.backward()) acceleration.z += 1;
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if (input.left()) acceleration.x -= 1;
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if (input.right()) acceleration.x += 1;
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if (acceleration.lengthSquared() > 0) {
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acceleration.normalize();
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acceleration.rotateAxis(orientation.x, 0, 1, 0);
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float accelerationMagnitude = config.movementAcceleration;
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if (!grounded) accelerationMagnitude *= 0.25f;
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acceleration.mul(accelerationMagnitude);
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horizontalVelocity.add(acceleration);
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float maxSpeed;
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if (input.crouching()) {
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maxSpeed = config.crouchingSpeed;
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} else if (input.sprinting()) {
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maxSpeed = config.sprintingSpeed;
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} else {
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maxSpeed = config.walkingSpeed;
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}
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// If scoping, then force limit to crouching speed.
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if (input.interacting() && player.getInventory().getSelectedItemStack() instanceof GunItemStack) {
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maxSpeed = config.crouchingSpeed;
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}
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if (horizontalVelocity.length() > maxSpeed) {
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horizontalVelocity.normalize(maxSpeed);
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}
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updated = true;
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} else if (horizontalVelocity.lengthSquared() > 0) {
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float baseDecel = config.movementDeceleration;
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if (!grounded) baseDecel *= 0.25f;
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float decelerationMagnitude = Math.min(horizontalVelocity.length(), baseDecel);
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Vector3f deceleration = new Vector3f(horizontalVelocity).negate().normalize().mul(decelerationMagnitude);
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horizontalVelocity.add(deceleration);
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if (horizontalVelocity.length() < 0.1f) {
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horizontalVelocity.set(0);
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}
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updated = true;
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}
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// Update the player's velocity with what we've computed.
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velocity.x = horizontalVelocity.x;
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velocity.z = horizontalVelocity.z;
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return updated;
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}
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private void checkBlockCollisions(ServerPlayer player, Vector3f movement, Server server, World world) {
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var position = player.getPosition();
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var velocity = player.getVelocity();
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final Vector3f nextTickPosition = new Vector3f(position).add(movement);
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float height = player.getCurrentHeight();
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float delta = 0.00001f;
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final Vector3f stepSize = new Vector3f(movement).normalize(1.0f);
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// The number of steps we'll make towards the next tick position.
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int stepCount = (int) Math.ceil(movement.length());
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if (stepCount == 0) return; // No movement, so exit.
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final Vector3f nextPos = new Vector3f(position);
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final Vector3f lastPos = new Vector3f(position);
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for (int i = 0; i < stepCount; i++) {
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lastPos.set(nextPos);
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nextPos.add(stepSize);
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// If we shot past the next tick position, clamp it to that.
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if (new Vector3f(nextPos).sub(position).length() > movement.length()) {
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nextPos.set(nextTickPosition);
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}
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// Check if we collide with anything at this new position.
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float playerBodyPrevMinZ = lastPos.z - RADIUS;
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float playerBodyPrevMaxZ = lastPos.z + RADIUS;
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float playerBodyPrevMinX = lastPos.x - RADIUS;
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float playerBodyPrevMaxX = lastPos.x + RADIUS;
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float playerBodyPrevMinY = lastPos.y;
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float playerBodyPrevMaxY = lastPos.y + height;
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float playerBodyMinZ = nextPos.z - RADIUS;
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float playerBodyMaxZ = nextPos.z + RADIUS;
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float playerBodyMinX = nextPos.x - RADIUS;
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float playerBodyMaxX = nextPos.x + RADIUS;
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float playerBodyMinY = nextPos.y;
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float playerBodyMaxY = nextPos.y + height;
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// Compute the bounds of all blocks the player is intersecting with.
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int minX = (int) Math.floor(playerBodyMinX);
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int minZ = (int) Math.floor(playerBodyMinZ);
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int minY = (int) Math.floor(playerBodyMinY);
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int maxX = (int) Math.floor(playerBodyMaxX);
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int maxZ = (int) Math.floor(playerBodyMaxZ);
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int maxY = (int) Math.floor(playerBodyMaxY);
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for (int x = minX; x <= maxX; x++) {
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for (int z = minZ; z <= maxZ; z++) {
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for (int y = minY; y <= maxY; y++) {
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byte block = world.getBlockAt(x, y, z);
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if (block <= 0) continue; // We're not colliding with this block.
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float blockMinY = (float) y;
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float blockMaxY = (float) y + 1;
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float blockMinX = (float) x;
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float blockMaxX = (float) x + 1;
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float blockMinZ = (float) z;
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float blockMaxZ = (float) z + 1;
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/*
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To determine if the player is moving into the -Z side of a block:
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- The player's max z position went from < blockMinZ to >= blockMinZ.
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- The block to the -Z direction is air.
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*/
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boolean collidingWithNegativeZ = playerBodyPrevMaxZ < blockMinZ && playerBodyMaxZ >= blockMinZ && world.getBlockAt(x, y, z - 1) <= 0;
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if (collidingWithNegativeZ) {
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position.z = blockMinZ - RADIUS - delta;
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velocity.z = 0;
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movement.z = 0;
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}
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/*
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To determine if the player is moving into the +Z side of a block:
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- The player's min z position went from >= blockMaxZ to < blockMaxZ.
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- The block to the +Z direction is air.
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*/
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boolean collidingWithPositiveZ = playerBodyPrevMinZ >= blockMaxZ && playerBodyMinZ < blockMaxZ && world.getBlockAt(x, y, z + 1) <= 0;
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if (collidingWithPositiveZ) {
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position.z = blockMaxZ + RADIUS + delta;
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velocity.z = 0;
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movement.z = 0;
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}
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/*
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To determine if the player is moving into the -X side of a block:
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- The player's max x position went from < blockMinX to >= blockMinX
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- The block to the -X direction is air.
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*/
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boolean collidingWithNegativeX = playerBodyPrevMaxX < blockMinX && playerBodyMaxX >= blockMinX && world.getBlockAt(x - 1, y, z) <= 0;
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if (collidingWithNegativeX) {
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position.x = blockMinX - RADIUS - delta;
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velocity.x = 0;
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movement.x = 0;
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}
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/*
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To determine if the player is moving into the +X side of a block:
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- The player's min x position went from >= blockMaxX to < blockMaxX.
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- The block to the +X direction is air.
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*/
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boolean collidingWithPositiveX = playerBodyPrevMinX >= blockMaxX && playerBodyMinX < blockMaxX && world.getBlockAt(x + 1, y, z) <= 0;
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if (collidingWithPositiveX) {
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position.x = blockMaxX + RADIUS + delta;
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velocity.x = 0;
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movement.x = 0;
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}
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/*
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To determine if the player is moving down onto a block:
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- The player's min y position went from >= blockMaxY to < blockMaxY
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- The block above the current one is air.
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*/
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boolean collidingWithFloor = playerBodyPrevMinY >= blockMaxY && playerBodyMinY < blockMaxY && world.getBlockAt(x, y + 1, z) <= 0;
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if (collidingWithFloor) {
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// This is a special case! We need to check for fall damage.
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if (velocity.y < -20) {
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float damage = velocity.y / 50f;
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player.setHealth(player.getHealth() + damage);
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if (player.getHealth() <= 0) {
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server.getPlayerManager().playerKilled(player, player);
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} else {
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var handler = server.getPlayerManager().getHandler(player.getId());
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handler.sendDatagramPacket(new ClientHealthMessage(player.getHealth()));
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int soundVariant = ThreadLocalRandom.current().nextInt(1, 4);
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handler.sendDatagramPacket(new SoundMessage("hurt_" + soundVariant, 1, player.getPosition()));
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}
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}
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position.y = blockMaxY;
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velocity.y = 0;
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movement.y = 0;
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}
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/*
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To determine if the player is moving up into a block:
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- The player's y position went from below blockMinY to >= blockMinY
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- The block below the current one is air.
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*/
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boolean collidingWithCeiling = playerBodyPrevMaxY < blockMinY && playerBodyMaxY >= blockMinY && world.getBlockAt(x, y - 1, z) <= 0;
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if (collidingWithCeiling) {
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position.y = blockMinY - height - delta;
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velocity.y = 0;
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movement.y = 0;
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}
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}
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}
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}
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}
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}
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}
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@ -1,8 +1,8 @@
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package nl.andrewl.aos2_server.logic;
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import nl.andrewl.aos2_server.Server;
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import nl.andrewl.aos2_server.config.ServerConfig;
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import nl.andrewl.aos2_server.model.ServerPlayer;
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import nl.andrewl.aos_core.model.PlayerMode;
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import nl.andrewl.aos_core.model.item.BlockItemStack;
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import nl.andrewl.aos_core.model.item.Gun;
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import nl.andrewl.aos_core.model.item.GunItemStack;
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@ -14,22 +14,19 @@ import nl.andrewl.aos_core.model.world.World;
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import nl.andrewl.aos_core.net.client.*;
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import nl.andrewl.aos_core.net.world.ChunkUpdateMessage;
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import org.joml.Math;
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import org.joml.Vector2i;
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import org.joml.Vector3f;
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import org.joml.Vector3i;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.concurrent.ThreadLocalRandom;
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import static nl.andrewl.aos2_server.model.ServerPlayer.RADIUS;
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/**
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* Component that manages a server player's current actions and movement.
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*/
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public class PlayerActionManager {
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private final ServerPlayer player;
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private final PlayerInputTracker input;
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private final PlayerMovementController normalMovementController = new NormalMovementController();
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private final CreativeMovementController creativeMovementController = new CreativeMovementController();
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private long lastBlockRemovedAt = 0;
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private long lastBlockPlacedAt = 0;
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@ -91,7 +88,7 @@ public class PlayerActionManager {
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lastResupplyAt = now;
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}
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if (server.getConfig().actions.healthRegenPerSecond != 0 && player.getHealth() < 1) {
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if (player.getMode() == PlayerMode.NORMAL && server.getConfig().actions.healthRegenPerSecond != 0 && player.getHealth() < 1) {
|
||||
player.setHealth(player.getHealth() + server.getConfig().actions.healthRegenPerSecond * dt);
|
||||
server.getPlayerManager().getHandler(player).sendDatagramPacket(new ClientHealthMessage(player.getHealth()));
|
||||
}
|
||||
|
@ -101,7 +98,11 @@ public class PlayerActionManager {
|
|||
updated = true;
|
||||
}
|
||||
|
||||
tickMovement(dt, server, world, server.getConfig().physics);
|
||||
updated = switch (player.getMode()) {
|
||||
case NORMAL -> normalMovementController.tickMovement(dt, player, input, server, world, server.getConfig().physics);
|
||||
case CREATIVE -> creativeMovementController.tickMovement(dt, player, input, server, world, server.getConfig().physics);
|
||||
case SPECTATOR -> false;
|
||||
} || updated;
|
||||
input.reset(); // Reset our input state after processing this tick's player input.
|
||||
}
|
||||
|
||||
|
@ -141,12 +142,16 @@ public class PlayerActionManager {
|
|||
stack.getAmount() < stack.getType().getMaxAmount() &&
|
||||
now - lastBlockRemovedAt > server.getConfig().actions.blockBreakCooldown * 1000
|
||||
) {
|
||||
var hit = world.getLookingAtPos(player.getEyePosition(), player.getViewVector(), server.getConfig().actions.blockBreakReach);
|
||||
float reach = server.getConfig().actions.blockBreakReach;
|
||||
if (player.getMode() == PlayerMode.CREATIVE) reach *= 10;
|
||||
var hit = world.getLookingAtPos(player.getEyePosition(), player.getViewVector(), reach);
|
||||
if (hit != null && !server.getTeamManager().isProtected(hit.pos())) {
|
||||
world.setBlockAt(hit.pos().x, hit.pos().y, hit.pos().z, (byte) 0);
|
||||
lastBlockRemovedAt = now;
|
||||
stack.incrementAmount();
|
||||
server.getPlayerManager().getHandler(player.getId()).sendDatagramPacket(new ItemStackMessage(player.getInventory()));
|
||||
if (player.getMode() == PlayerMode.NORMAL) {
|
||||
stack.incrementAmount();
|
||||
server.getPlayerManager().getHandler(player.getId()).sendDatagramPacket(new ItemStackMessage(player.getInventory()));
|
||||
}
|
||||
server.getPlayerManager().broadcastUdpMessage(ChunkUpdateMessage.fromWorld(hit.pos(), world));
|
||||
server.getPlayerManager().broadcastUdpMessage(new SoundMessage("block_break_1", 1, player.getPosition()));
|
||||
}
|
||||
|
@ -157,7 +162,9 @@ public class PlayerActionManager {
|
|||
stack.getAmount() > 0 &&
|
||||
now - lastBlockPlacedAt > server.getConfig().actions.blockPlaceCooldown * 1000
|
||||
) {
|
||||
var hit = world.getLookingAtPos(player.getEyePosition(), player.getViewVector(), server.getConfig().actions.blockPlaceReach);
|
||||
float reach = server.getConfig().actions.blockPlaceReach;
|
||||
if (player.getMode() == PlayerMode.CREATIVE) reach *= 10;
|
||||
var hit = world.getLookingAtPos(player.getEyePosition(), player.getViewVector(), reach);
|
||||
if (hit != null && !server.getTeamManager().isProtected(hit.pos())) {
|
||||
Vector3i placePos = new Vector3i(hit.pos());
|
||||
placePos.add(hit.norm());
|
||||
|
@ -167,8 +174,10 @@ public class PlayerActionManager {
|
|||
if (canPlace) { // Ensure that we can't place blocks in space we're occupying.
|
||||
world.setBlockAt(placePos.x, placePos.y, placePos.z, stack.getSelectedValue());
|
||||
lastBlockPlacedAt = now;
|
||||
stack.decrementAmount();
|
||||
server.getPlayerManager().getHandler(player.getId()).sendDatagramPacket(new ItemStackMessage(player.getInventory()));
|
||||
if (player.getMode() == PlayerMode.NORMAL) {
|
||||
stack.decrementAmount();
|
||||
server.getPlayerManager().getHandler(player.getId()).sendDatagramPacket(new ItemStackMessage(player.getInventory()));
|
||||
}
|
||||
server.getPlayerManager().broadcastUdpMessage(ChunkUpdateMessage.fromWorld(placePos, world));
|
||||
server.getPlayerManager().broadcastUdpMessage(new SoundMessage("block_place_1", 1, player.getPosition()));
|
||||
}
|
||||
|
@ -176,271 +185,6 @@ public class PlayerActionManager {
|
|||
}
|
||||
}
|
||||
|
||||
private void tickMovement(float dt, Server server, World world, ServerConfig.PhysicsConfig config) {
|
||||
var velocity = player.getVelocity();
|
||||
var position = player.getPosition();
|
||||
boolean grounded = isGrounded(world);
|
||||
tickHorizontalVelocity(config, grounded);
|
||||
|
||||
if (grounded) {
|
||||
if (input.jumping()) {
|
||||
velocity.y = config.jumpVerticalSpeed * (input.sprinting() ? 1.25f : 1f);
|
||||
updated = true;
|
||||
}
|
||||
} else {
|
||||
velocity.y -= config.gravity * dt * 2; // Apply double-gravity to players to make the game feel faster.
|
||||
updated = true;
|
||||
}
|
||||
|
||||
// Apply updated velocity to the player.
|
||||
if (velocity.lengthSquared() > 0) {
|
||||
Vector3f movement = new Vector3f(velocity).mul(dt);
|
||||
// Check for collisions if we try to move according to what the player wants.
|
||||
checkBlockCollisions(movement, server, world);
|
||||
position.add(movement);
|
||||
updated = true;
|
||||
}
|
||||
|
||||
// Finally, check to see if the player is outside the world, and kill them if so.
|
||||
if (
|
||||
player.getPosition().x < world.getMinX() - 5 || player.getPosition().x > world.getMaxX() + 6 ||
|
||||
player.getPosition().z < world.getMinZ() - 5 || player.getPosition().z > world.getMaxZ() + 6 ||
|
||||
player.getPosition().y < world.getMinY() - 50 || player.getPosition().y > world.getMaxY() + 500
|
||||
) {
|
||||
server.getPlayerManager().playerKilled(player, null);
|
||||
}
|
||||
}
|
||||
|
||||
private void tickHorizontalVelocity(ServerConfig.PhysicsConfig config, boolean grounded) {
|
||||
var velocity = player.getVelocity();
|
||||
var orientation = player.getOrientation();
|
||||
Vector3f horizontalVelocity = new Vector3f(
|
||||
velocity.x == velocity.x ? velocity.x : 0f,
|
||||
0,
|
||||
velocity.z == velocity.z ? velocity.z : 0f
|
||||
);
|
||||
Vector3f acceleration = new Vector3f(0);
|
||||
if (input.forward()) acceleration.z -= 1;
|
||||
if (input.backward()) acceleration.z += 1;
|
||||
if (input.left()) acceleration.x -= 1;
|
||||
if (input.right()) acceleration.x += 1;
|
||||
if (acceleration.lengthSquared() > 0) {
|
||||
acceleration.normalize();
|
||||
acceleration.rotateAxis(orientation.x, 0, 1, 0);
|
||||
float accelerationMagnitude = config.movementAcceleration;
|
||||
if (!grounded) accelerationMagnitude *= 0.25f;
|
||||
acceleration.mul(accelerationMagnitude);
|
||||
horizontalVelocity.add(acceleration);
|
||||
float maxSpeed;
|
||||
if (input.crouching()) {
|
||||
maxSpeed = config.crouchingSpeed;
|
||||
} else if (input.sprinting()) {
|
||||
maxSpeed = config.sprintingSpeed;
|
||||
} else {
|
||||
maxSpeed = config.walkingSpeed;
|
||||
}
|
||||
// If scoping, then force limit to crouching speed.
|
||||
if (isScopeEnabled()) maxSpeed = config.crouchingSpeed;
|
||||
if (horizontalVelocity.length() > maxSpeed) {
|
||||
horizontalVelocity.normalize(maxSpeed);
|
||||
}
|
||||
updated = true;
|
||||
} else if (horizontalVelocity.lengthSquared() > 0) {
|
||||
float baseDecel = config.movementDeceleration;
|
||||
if (!grounded) baseDecel *= 0.25f;
|
||||
float decelerationMagnitude = Math.min(horizontalVelocity.length(), baseDecel);
|
||||
Vector3f deceleration = new Vector3f(horizontalVelocity).negate().normalize().mul(decelerationMagnitude);
|
||||
horizontalVelocity.add(deceleration);
|
||||
if (horizontalVelocity.length() < 0.1f) {
|
||||
horizontalVelocity.set(0);
|
||||
}
|
||||
updated = true;
|
||||
}
|
||||
|
||||
// Update the player's velocity with what we've computed.
|
||||
velocity.x = horizontalVelocity.x;
|
||||
velocity.z = horizontalVelocity.z;
|
||||
}
|
||||
|
||||
private boolean isGrounded(World world) {
|
||||
var position = player.getPosition();
|
||||
// Player must be flat on the top of a block.
|
||||
if (Math.floor(position.y) != position.y) return false;
|
||||
// Check to see if there's a block under any of the spaces the player is over.
|
||||
return getHorizontalSpaceOccupied(position).stream()
|
||||
.anyMatch(point -> world.getBlockAt(point.x, position.y - 0.1f, point.y) != 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the list of all spaces occupied by a player's position, in the
|
||||
* horizontal XZ plane. This can be between 1 and 4 spaces, depending on
|
||||
* if the player's position is overlapping with a few blocks.
|
||||
* @param pos The position.
|
||||
* @return The list of 2d positions occupied.
|
||||
*/
|
||||
private List<Vector2i> getHorizontalSpaceOccupied(Vector3f pos) {
|
||||
// Get the list of 2d x,z coordinates that we overlap with.
|
||||
List<Vector2i> points = new ArrayList<>(4); // Due to the size of radius, there can only be a max of 4 blocks.
|
||||
int minX = (int) Math.floor(pos.x - RADIUS);
|
||||
int minZ = (int) Math.floor(pos.z - RADIUS);
|
||||
int maxX = (int) Math.floor(pos.x + RADIUS);
|
||||
int maxZ = (int) Math.floor(pos.z + RADIUS);
|
||||
for (int x = minX; x <= maxX; x++) {
|
||||
for (int z = minZ; z <= maxZ; z++) {
|
||||
points.add(new Vector2i(x, z));
|
||||
}
|
||||
}
|
||||
return points;
|
||||
}
|
||||
|
||||
private void checkBlockCollisions(Vector3f movement, Server server, World world) {
|
||||
var position = player.getPosition();
|
||||
var velocity = player.getVelocity();
|
||||
final Vector3f nextTickPosition = new Vector3f(position).add(movement);
|
||||
float height = player.getCurrentHeight();
|
||||
float delta = 0.00001f;
|
||||
final Vector3f stepSize = new Vector3f(movement).normalize(1.0f);
|
||||
// The number of steps we'll make towards the next tick position.
|
||||
int stepCount = (int) Math.ceil(movement.length());
|
||||
if (stepCount == 0) return; // No movement, so exit.
|
||||
final Vector3f nextPos = new Vector3f(position);
|
||||
final Vector3f lastPos = new Vector3f(position);
|
||||
for (int i = 0; i < stepCount; i++) {
|
||||
lastPos.set(nextPos);
|
||||
nextPos.add(stepSize);
|
||||
// If we shot past the next tick position, clamp it to that.
|
||||
if (new Vector3f(nextPos).sub(position).length() > movement.length()) {
|
||||
nextPos.set(nextTickPosition);
|
||||
}
|
||||
|
||||
// Check if we collide with anything at this new position.
|
||||
|
||||
float playerBodyPrevMinZ = lastPos.z - RADIUS;
|
||||
float playerBodyPrevMaxZ = lastPos.z + RADIUS;
|
||||
float playerBodyPrevMinX = lastPos.x - RADIUS;
|
||||
float playerBodyPrevMaxX = lastPos.x + RADIUS;
|
||||
float playerBodyPrevMinY = lastPos.y;
|
||||
float playerBodyPrevMaxY = lastPos.y + height;
|
||||
|
||||
float playerBodyMinZ = nextPos.z - RADIUS;
|
||||
float playerBodyMaxZ = nextPos.z + RADIUS;
|
||||
float playerBodyMinX = nextPos.x - RADIUS;
|
||||
float playerBodyMaxX = nextPos.x + RADIUS;
|
||||
float playerBodyMinY = nextPos.y;
|
||||
float playerBodyMaxY = nextPos.y + height;
|
||||
|
||||
// Compute the bounds of all blocks the player is intersecting with.
|
||||
int minX = (int) Math.floor(playerBodyMinX);
|
||||
int minZ = (int) Math.floor(playerBodyMinZ);
|
||||
int minY = (int) Math.floor(playerBodyMinY);
|
||||
int maxX = (int) Math.floor(playerBodyMaxX);
|
||||
int maxZ = (int) Math.floor(playerBodyMaxZ);
|
||||
int maxY = (int) Math.floor(playerBodyMaxY);
|
||||
|
||||
for (int x = minX; x <= maxX; x++) {
|
||||
for (int z = minZ; z <= maxZ; z++) {
|
||||
for (int y = minY; y <= maxY; y++) {
|
||||
byte block = world.getBlockAt(x, y, z);
|
||||
if (block <= 0) continue; // We're not colliding with this block.
|
||||
float blockMinY = (float) y;
|
||||
float blockMaxY = (float) y + 1;
|
||||
float blockMinX = (float) x;
|
||||
float blockMaxX = (float) x + 1;
|
||||
float blockMinZ = (float) z;
|
||||
float blockMaxZ = (float) z + 1;
|
||||
|
||||
/*
|
||||
To determine if the player is moving into the -Z side of a block:
|
||||
- The player's max z position went from < blockMinZ to >= blockMinZ.
|
||||
- The block to the -Z direction is air.
|
||||
*/
|
||||
boolean collidingWithNegativeZ = playerBodyPrevMaxZ < blockMinZ && playerBodyMaxZ >= blockMinZ && world.getBlockAt(x, y, z - 1) <= 0;
|
||||
if (collidingWithNegativeZ) {
|
||||
position.z = blockMinZ - RADIUS - delta;
|
||||
velocity.z = 0;
|
||||
movement.z = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
To determine if the player is moving into the +Z side of a block:
|
||||
- The player's min z position went from >= blockMaxZ to < blockMaxZ.
|
||||
- The block to the +Z direction is air.
|
||||
*/
|
||||
boolean collidingWithPositiveZ = playerBodyPrevMinZ >= blockMaxZ && playerBodyMinZ < blockMaxZ && world.getBlockAt(x, y, z + 1) <= 0;
|
||||
if (collidingWithPositiveZ) {
|
||||
position.z = blockMaxZ + RADIUS + delta;
|
||||
velocity.z = 0;
|
||||
movement.z = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
To determine if the player is moving into the -X side of a block:
|
||||
- The player's max x position went from < blockMinX to >= blockMinX
|
||||
- The block to the -X direction is air.
|
||||
*/
|
||||
boolean collidingWithNegativeX = playerBodyPrevMaxX < blockMinX && playerBodyMaxX >= blockMinX && world.getBlockAt(x - 1, y, z) <= 0;
|
||||
if (collidingWithNegativeX) {
|
||||
position.x = blockMinX - RADIUS - delta;
|
||||
velocity.x = 0;
|
||||
movement.x = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
To determine if the player is moving into the +X side of a block:
|
||||
- The player's min x position went from >= blockMaxX to < blockMaxX.
|
||||
- The block to the +X direction is air.
|
||||
*/
|
||||
boolean collidingWithPositiveX = playerBodyPrevMinX >= blockMaxX && playerBodyMinX < blockMaxX && world.getBlockAt(x + 1, y, z) <= 0;
|
||||
if (collidingWithPositiveX) {
|
||||
position.x = blockMaxX + RADIUS + delta;
|
||||
velocity.x = 0;
|
||||
movement.x = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
To determine if the player is moving down onto a block:
|
||||
- The player's min y position went from >= blockMaxY to < blockMaxY
|
||||
- The block above the current one is air.
|
||||
*/
|
||||
boolean collidingWithFloor = playerBodyPrevMinY >= blockMaxY && playerBodyMinY < blockMaxY && world.getBlockAt(x, y + 1, z) <= 0;
|
||||
if (collidingWithFloor) {
|
||||
// This is a special case! We need to check for fall damage.
|
||||
if (velocity.y < -20) {
|
||||
float damage = velocity.y / 50f;
|
||||
player.setHealth(player.getHealth() + damage);
|
||||
if (player.getHealth() <= 0) {
|
||||
server.getPlayerManager().playerKilled(player, player);
|
||||
} else {
|
||||
var handler = server.getPlayerManager().getHandler(player.getId());
|
||||
handler.sendDatagramPacket(new ClientHealthMessage(player.getHealth()));
|
||||
int soundVariant = ThreadLocalRandom.current().nextInt(1, 4);
|
||||
handler.sendDatagramPacket(new SoundMessage("hurt_" + soundVariant, 1, player.getPosition()));
|
||||
}
|
||||
}
|
||||
position.y = blockMaxY;
|
||||
velocity.y = 0;
|
||||
movement.y = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
To determine if the player is moving up into a block:
|
||||
- The player's y position went from below blockMinY to >= blockMinY
|
||||
- The block below the current one is air.
|
||||
*/
|
||||
boolean collidingWithCeiling = playerBodyPrevMaxY < blockMinY && playerBodyMaxY >= blockMinY && world.getBlockAt(x, y - 1, z) <= 0;
|
||||
if (collidingWithCeiling) {
|
||||
position.y = blockMinY - height - delta;
|
||||
velocity.y = 0;
|
||||
movement.y = 0;
|
||||
}
|
||||
|
||||
updated = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void shootGun(long now, Server server, Gun gun, GunItemStack g) {
|
||||
server.getProjectileManager().spawnBullets(player, gun);
|
||||
g.setBulletCount(g.getBulletCount() - 1);
|
||||
|
|
|
@ -0,0 +1,10 @@
|
|||
package nl.andrewl.aos2_server.logic;
|
||||
|
||||
import nl.andrewl.aos2_server.Server;
|
||||
import nl.andrewl.aos2_server.config.ServerConfig;
|
||||
import nl.andrewl.aos2_server.model.ServerPlayer;
|
||||
import nl.andrewl.aos_core.model.world.World;
|
||||
|
||||
public interface PlayerMovementController {
|
||||
boolean tickMovement(float dt, ServerPlayer player, PlayerInputTracker input, Server server, World world, ServerConfig.PhysicsConfig config);
|
||||
}
|
|
@ -2,7 +2,6 @@ package nl.andrewl.aos2_server.model;
|
|||
|
||||
import nl.andrewl.aos2_server.logic.PlayerActionManager;
|
||||
import nl.andrewl.aos_core.model.Player;
|
||||
import nl.andrewl.aos_core.model.PlayerMode;
|
||||
import nl.andrewl.aos_core.model.item.BlockItemStack;
|
||||
import nl.andrewl.aos_core.model.item.GunItemStack;
|
||||
import nl.andrewl.aos_core.model.item.Inventory;
|
||||
|
|
Binary file not shown.
Loading…
Reference in New Issue