Added creative movement.

This commit is contained in:
Andrew Lalis 2022-07-31 10:59:25 +02:00
parent 1465da7506
commit 53b8718a06
8 changed files with 380 additions and 281 deletions

View File

@ -2,6 +2,7 @@ package nl.andrewl.aos_core.model;
import nl.andrewl.aos_core.Directions;
import nl.andrewl.aos_core.MathUtils;
import nl.andrewl.aos_core.model.world.World;
import org.joml.*;
import org.joml.Math;
@ -194,6 +195,36 @@ public class Player {
.translate(-0.35f, getEyeHeight() - 0.4f, 0.35f);
}
/**
* 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;
}
public boolean isGrounded(World world) {
// 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);
}
public List<Vector3i> getBlockSpaceOccupied() {
float playerBodyMinZ = position.z - RADIUS;
float playerBodyMaxZ = position.z + RADIUS;

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@ -47,7 +47,7 @@ public class PlayerManager {
joinMessage = username + " joined the game.";
}
player.setPosition(getBestSpawnPoint(player));
player.setMode(PlayerMode.NORMAL);
player.setMode(PlayerMode.CREATIVE);
// Tell all other players that this one has joined.
broadcastTcpMessageToAllBut(new PlayerJoinMessage(
player.getId(), player.getUsername(), player.getTeam() == null ? -1 : player.getTeam().getId(),

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@ -0,0 +1,58 @@
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;
import org.joml.Vector3f;
public class CreativeMovementController implements PlayerMovementController {
@Override
public boolean tickMovement(float dt, ServerPlayer player, PlayerInputTracker input, Server server, World world, ServerConfig.PhysicsConfig config) {
boolean updated = tickVelocity(player, input, config);
if (player.getVelocity().lengthSquared() > 0) {
Vector3f movement = new Vector3f(player.getVelocity()).mul(dt);
player.getPosition().add(movement);
updated = true;
}
return updated;
}
private boolean tickVelocity(ServerPlayer player, PlayerInputTracker input, ServerConfig.PhysicsConfig config) {
boolean updated = false;
var velocity = player.getVelocity();
var orientation = player.getOrientation();
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 (input.jumping()) acceleration.y += 1;
if (input.crouching()) acceleration.y -= 1;
if (acceleration.lengthSquared() > 0) {
acceleration.normalize()
.rotateY(orientation.x)
.mul(config.movementAcceleration);
velocity.add(acceleration);
float maxSpeed = config.walkingSpeed;
if (input.sprinting()) {
maxSpeed = config.sprintingSpeed;
}
maxSpeed *= 4;
if (velocity.length() > maxSpeed) {
velocity.normalize(maxSpeed);
}
updated = true;
} else if (velocity.lengthSquared() > 0) {
float decel = Math.min(velocity.length(), config.movementDeceleration);
Vector3f deceleration = new Vector3f(velocity).negate().normalize().mul(decel);
velocity.add(deceleration);
if (Math.abs(velocity.x) < 0.1f) velocity.x = 0;
if (Math.abs(velocity.y) < 0.1f) velocity.y = 0;
if (Math.abs(velocity.z) < 0.1f) velocity.z = 0;
updated = true;
}
return updated;
}
}

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@ -0,0 +1,257 @@
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.item.GunItemStack;
import nl.andrewl.aos_core.model.world.World;
import nl.andrewl.aos_core.net.client.ClientHealthMessage;
import nl.andrewl.aos_core.net.client.SoundMessage;
import org.joml.Math;
import org.joml.Vector3f;
import java.util.concurrent.ThreadLocalRandom;
import static nl.andrewl.aos_core.model.Player.RADIUS;
public class NormalMovementController implements PlayerMovementController {
@Override
public boolean tickMovement(float dt, ServerPlayer player, PlayerInputTracker input, Server server, World world, ServerConfig.PhysicsConfig config) {
boolean updated;
var velocity = player.getVelocity();
var position = player.getPosition();
boolean grounded = player.isGrounded(world);
updated = tickHorizontalVelocity(player, input, 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(player, 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);
}
return updated;
}
private boolean tickHorizontalVelocity(ServerPlayer player, PlayerInputTracker input, ServerConfig.PhysicsConfig config, boolean grounded) {
boolean updated = false;
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 (input.interacting() && player.getInventory().getSelectedItemStack() instanceof GunItemStack) {
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;
return updated;
}
private void checkBlockCollisions(ServerPlayer player, 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;
}
}
}
}
}
}
}

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@ -1,8 +1,8 @@
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.PlayerMode;
import nl.andrewl.aos_core.model.item.BlockItemStack;
import nl.andrewl.aos_core.model.item.Gun;
import nl.andrewl.aos_core.model.item.GunItemStack;
@ -14,22 +14,19 @@ import nl.andrewl.aos_core.model.world.World;
import nl.andrewl.aos_core.net.client.*;
import nl.andrewl.aos_core.net.world.ChunkUpdateMessage;
import org.joml.Math;
import org.joml.Vector2i;
import org.joml.Vector3f;
import org.joml.Vector3i;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ThreadLocalRandom;
import static nl.andrewl.aos2_server.model.ServerPlayer.RADIUS;
/**
* Component that manages a server player's current actions and movement.
*/
public class PlayerActionManager {
private final ServerPlayer player;
private final PlayerInputTracker input;
private final PlayerMovementController normalMovementController = new NormalMovementController();
private final CreativeMovementController creativeMovementController = new CreativeMovementController();
private long lastBlockRemovedAt = 0;
private long lastBlockPlacedAt = 0;
@ -91,7 +88,7 @@ public class PlayerActionManager {
lastResupplyAt = now;
}
if (server.getConfig().actions.healthRegenPerSecond != 0 && player.getHealth() < 1) {
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;
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;
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);

View File

@ -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);
}

View File

@ -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;