Updated server-side logic and added better inventory models.
This commit is contained in:
parent
758372108b
commit
d83ff8a816
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@ -102,9 +102,9 @@ public class Player {
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public Vector3f getRightVector() {
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float x = orientation.x - (float) (Math.PI / 2);
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return new Vector3f(
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sin(orientation.x),
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sin(x),
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0,
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cos(orientation.x)
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cos(x)
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).normalize();
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}
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}
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@ -0,0 +1,11 @@
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package nl.andrewl.aos_core.model.item;
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/**
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* A block item that contains information about what type of block value is
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* currently selected.
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*/
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public class BlockItem extends Item {
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public BlockItem(int id) {
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super(id, "Block", 100);
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}
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}
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@ -0,0 +1,13 @@
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package nl.andrewl.aos_core.model.item;
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public class BlockItemStack extends ItemStack {
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private int selectedValue = 1;
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public BlockItemStack(BlockItem item, int amount) {
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super(item, amount);
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}
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public int getSelectedValue() {
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return selectedValue;
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}
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}
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@ -0,0 +1,72 @@
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package nl.andrewl.aos_core.model.item;
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import nl.andrewl.aos_core.MathUtils;
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/**
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* The base class for all types of guns.
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*/
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public class Gun extends Item {
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private final int maxClipCount;
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private final int maxBulletCount;
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private final int bulletsPerRound;
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private final float accuracy;
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private final float shotCooldownTime;
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private final float reloadTime;
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private final float baseDamage;
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private final float recoil;
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public Gun(
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int id,
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String name,
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int maxClipCount,
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int maxBulletCount,
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int bulletsPerRound,
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float accuracy,
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float shotCooldownTime,
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float reloadTime,
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float baseDamage,
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float recoil
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) {
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super(id, name, 1);
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this.maxClipCount = maxClipCount;
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this.maxBulletCount = maxBulletCount;
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this.bulletsPerRound = bulletsPerRound;
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this.accuracy = MathUtils.clamp(accuracy, 0, 1);
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this.shotCooldownTime = shotCooldownTime;
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this.reloadTime = reloadTime;
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this.baseDamage = baseDamage;
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this.recoil = recoil;
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}
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public int getMaxClipCount() {
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return maxClipCount;
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}
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public int getMaxBulletCount() {
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return maxBulletCount;
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}
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public int getBulletsPerRound() {
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return bulletsPerRound;
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}
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public float getAccuracy() {
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return accuracy;
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}
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public float getShotCooldownTime() {
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return shotCooldownTime;
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}
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public float getReloadTime() {
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return reloadTime;
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}
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public float getBaseDamage() {
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return baseDamage;
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}
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public float getRecoil() {
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return recoil;
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}
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}
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@ -0,0 +1,12 @@
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package nl.andrewl.aos_core.model.item;
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public class GunItemStack extends ItemStack {
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private int bulletCount;
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private int clipCount;
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public GunItemStack(Gun gun) {
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super(gun, 1);
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bulletCount = gun.getMaxBulletCount();
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clipCount = gun.getMaxClipCount();
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}
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}
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@ -21,6 +21,10 @@ public class Inventory {
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this.selectedIndex = selectedIndex;
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}
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public List<ItemStack> getItemStacks() {
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return itemStacks;
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}
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public ItemStack getSelectedItemStack() {
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return itemStacks.get(selectedIndex);
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}
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@ -3,12 +3,23 @@ package nl.andrewl.aos_core.model.item;
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/**
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* Represents a type of item that a player can have.
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*/
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public class ItemType {
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private final int id;
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private final String name;
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private final int maxAmount;
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public class Item {
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/**
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* The item's unique id.
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*/
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protected final int id;
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public ItemType(int id, String name, int maxAmount) {
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/**
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* The item's unique name.
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*/
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protected final String name;
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/**
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* The maximum amount of this item that can be in a stack at once.
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*/
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protected final int maxAmount;
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public Item(int id, String name, int maxAmount) {
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this.id = id;
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this.name = name;
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this.maxAmount = maxAmount;
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@ -5,15 +5,15 @@ package nl.andrewl.aos_core.model.item;
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* a type of item, and the amount of it.
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*/
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public class ItemStack {
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private final ItemType type;
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private final Item type;
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private int amount;
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public ItemStack(ItemType type, int amount) {
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public ItemStack(Item type, int amount) {
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this.type = type;
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this.amount = amount;
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}
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public Object getType() {
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public Item getType() {
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return type;
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}
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@ -1,5 +1,7 @@
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package nl.andrewl.aos_core.model.item;
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import nl.andrewl.aos_core.model.item.gun.Rifle;
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import java.util.HashMap;
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import java.util.Map;
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@ -7,14 +9,26 @@ import java.util.Map;
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* Global constant set of registered item types.
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*/
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public final class ItemTypes {
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public static final Map<Integer, ItemType> TYPES_MAP = new HashMap<>();
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private static final Map<Integer, Item> TYPES_BY_ID = new HashMap<>();
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private static final Map<String, Item> TYPES_BY_NAME = new HashMap<>();
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static {
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registerType(new ItemType(1, "Rifle", 1));
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registerType(new ItemType(2, "Block", 100));
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registerType(new BlockItem(1));
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registerType(new Rifle(2));
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}
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public static void registerType(ItemType type) {
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TYPES_MAP.put(type.getId(), type);
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public static void registerType(Item type) {
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TYPES_BY_ID.put(type.getId(), type);
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TYPES_BY_NAME.put(type.getName(), type);
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}
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@SuppressWarnings("unchecked")
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public static <T extends Item> T get(int id) {
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return (T) TYPES_BY_ID.get(id);
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}
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@SuppressWarnings("unchecked")
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public static <T extends Item> T get(String name) {
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return (T) TYPES_BY_NAME.get(name);
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}
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}
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@ -0,0 +1,20 @@
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package nl.andrewl.aos_core.model.item.gun;
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import nl.andrewl.aos_core.model.item.Gun;
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public class Rifle extends Gun {
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public Rifle(int id) {
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super(
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id,
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"Rifle",
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5,
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8,
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1,
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0.97f,
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0.8f,
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2.5f,
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80f,
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50f
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);
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}
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}
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@ -12,7 +12,8 @@ public record PlayerUpdateMessage(
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float px, float py, float pz,
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float vx, float vy, float vz,
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float ox, float oy,
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boolean crouching
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boolean crouching,
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int selectedItemId
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) implements Message {
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public void apply(Player p) {
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@ -4,7 +4,6 @@ import nl.andrewl.aos_core.Net;
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import nl.andrewl.aos_core.net.PlayerJoinMessage;
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import nl.andrewl.aos_core.net.PlayerLeaveMessage;
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import nl.andrewl.aos_core.net.udp.DatagramInit;
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import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
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import nl.andrewl.record_net.Message;
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import org.joml.Vector3f;
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import org.slf4j.Logger;
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@ -32,13 +31,7 @@ public class PlayerManager {
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log.info("Registered player \"{}\" with id {}", player.getUsername(), player.getId());
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player.setPosition(new Vector3f(0, 64, 0));
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broadcastTcpMessageToAllBut(new PlayerJoinMessage(player), player);
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broadcastUdpMessage(new PlayerUpdateMessage(
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player.getId(),
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player.getPosition().x, player.getPosition().y, player.getPosition().z,
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player.getVelocity().x, player.getVelocity().y, player.getVelocity().z,
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player.getOrientation().x, player.getOrientation().y,
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player.getLastInputState().crouching()
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));
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broadcastUdpMessage(player.getUpdateMessage());
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return player;
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}
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@ -1,6 +1,7 @@
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package nl.andrewl.aos2_server;
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import nl.andrewl.aos2_server.config.ServerConfig;
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import nl.andrewl.aos2_server.logic.WorldUpdater;
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import nl.andrewl.aos_core.config.Config;
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import nl.andrewl.aos_core.model.world.World;
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import nl.andrewl.aos_core.model.world.Worlds;
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@ -8,7 +9,6 @@ import nl.andrewl.aos_core.net.UdpReceiver;
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import nl.andrewl.aos_core.net.udp.ClientInputState;
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import nl.andrewl.aos_core.net.udp.ClientOrientationState;
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import nl.andrewl.aos_core.net.udp.DatagramInit;
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import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
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import nl.andrewl.record_net.Message;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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@ -66,26 +66,14 @@ public class Server implements Runnable {
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} else if (msg instanceof ClientInputState inputState) {
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ServerPlayer player = playerManager.getPlayer(inputState.clientId());
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if (player != null) {
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player.setLastInputState(inputState);
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playerManager.broadcastUdpMessage(new PlayerUpdateMessage(
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player.getId(),
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player.getPosition().x, player.getPosition().y, player.getPosition().z,
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player.getVelocity().x, player.getVelocity().y, player.getVelocity().z,
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player.getOrientation().x, player.getOrientation().y,
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player.getLastInputState().crouching()
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));
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player.getActionManager().setLastInputState(inputState);
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playerManager.broadcastUdpMessage(player.getUpdateMessage());
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}
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} else if (msg instanceof ClientOrientationState orientationState) {
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ServerPlayer player = playerManager.getPlayer(orientationState.clientId());
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if (player != null) {
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player.setOrientation(orientationState.x(), orientationState.y());
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playerManager.broadcastUdpMessageToAllBut(new PlayerUpdateMessage(
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player.getId(),
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player.getPosition().x, player.getPosition().y, player.getPosition().z,
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player.getVelocity().x, player.getVelocity().y, player.getVelocity().z,
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player.getOrientation().x, player.getOrientation().y,
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player.getLastInputState().crouching()
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), player);
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playerManager.broadcastUdpMessageToAllBut(player.getUpdateMessage(), player);
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}
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}
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}
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@ -1,14 +1,10 @@
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package nl.andrewl.aos2_server;
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import nl.andrewl.aos2_server.config.ServerConfig;
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import nl.andrewl.aos2_server.logic.PlayerActionManager;
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import nl.andrewl.aos_core.model.Player;
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import nl.andrewl.aos_core.model.world.World;
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import nl.andrewl.aos_core.net.udp.ChunkUpdateMessage;
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import nl.andrewl.aos_core.net.udp.ClientInputState;
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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 nl.andrewl.aos_core.model.item.*;
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import nl.andrewl.aos_core.model.item.gun.Rifle;
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import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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@ -25,303 +21,34 @@ public class ServerPlayer extends Player {
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public static final float WIDTH = 0.75f;
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public static final float RADIUS = WIDTH / 2f;
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private ClientInputState lastInputState;
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private long lastBlockRemovedAt = 0;
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private long lastBlockPlacedAt = 0;
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private boolean updated = false;
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private final PlayerActionManager actionManager;
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private final Inventory inventory;
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public ServerPlayer(int id, String username) {
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super(id, username);
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// Initialize with a default state of no input.
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lastInputState = new ClientInputState(id, false, false, false, false, false, false, false, false, false);
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this.actionManager = new PlayerActionManager(this);
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this.inventory = new Inventory(new ArrayList<>(), 0);
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inventory.getItemStacks().add(new GunItemStack(ItemTypes.get("Rifle")));
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inventory.getItemStacks().add(new BlockItemStack(ItemTypes.get("Block"), 50));
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}
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public ClientInputState getLastInputState() {
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return lastInputState;
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}
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public void setLastInputState(ClientInputState inputState) {
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this.lastInputState = inputState;
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}
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public boolean isUpdated() {
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return updated;
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}
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public void tick(float dt, World world, Server server) {
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long now = System.currentTimeMillis();
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// Check for breaking blocks.
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if (lastInputState.hitting() && now - lastBlockRemovedAt > server.getConfig().actions.blockRemoveCooldown * 1000) {
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Vector3f eyePos = new Vector3f(position);
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eyePos.y += getEyeHeight();
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var hit = world.getLookingAtPos(eyePos, viewVector, 10);
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if (hit != null) {
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world.setBlockAt(hit.pos().x, hit.pos().y, hit.pos().z, (byte) 0);
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lastBlockRemovedAt = now;
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server.getPlayerManager().broadcastUdpMessage(ChunkUpdateMessage.fromWorld(hit.pos(), world));
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}
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}
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// Check for placing blocks.
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if (lastInputState.interacting() && now - lastBlockPlacedAt > server.getConfig().actions.blockPlaceCooldown * 1000) {
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Vector3f eyePos = new Vector3f(position);
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eyePos.y += getEyeHeight();
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var hit = world.getLookingAtPos(eyePos, viewVector, 10);
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if (hit != null) {
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Vector3i placePos = new Vector3i(hit.pos());
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placePos.add(hit.norm());
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world.setBlockAt(placePos.x, placePos.y, placePos.z, (byte) 1);
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lastBlockPlacedAt = now;
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server.getPlayerManager().broadcastUdpMessage(ChunkUpdateMessage.fromWorld(placePos, world));
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}
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}
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tickMovement(dt, world, server.getConfig().physics);
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}
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private void tickMovement(float dt, World world, ServerConfig.PhysicsConfig config) {
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updated = false; // Reset the updated flag. This will be set to true if the player was updated in this tick.
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boolean grounded = isGrounded(world);
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tickHorizontalVelocity(config, grounded);
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if (isGrounded(world)) {
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if (lastInputState.jumping()) {
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velocity.y = config.jumpVerticalSpeed * (lastInputState.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;
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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(movement, world);
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position.add(movement);
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updated = true;
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}
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}
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private void tickHorizontalVelocity(ServerConfig.PhysicsConfig config, boolean doDeceleration) {
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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 (lastInputState.forward()) acceleration.z -= 1;
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if (lastInputState.backward()) acceleration.z += 1;
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if (lastInputState.left()) acceleration.x -= 1;
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if (lastInputState.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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acceleration.mul(config.movementAcceleration);
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horizontalVelocity.add(acceleration);
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final float maxSpeed;
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if (lastInputState.crouching()) {
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maxSpeed = config.crouchingSpeed;
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} else if (lastInputState.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 (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 (doDeceleration && horizontalVelocity.lengthSquared() > 0) {
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Vector3f deceleration = new Vector3f(horizontalVelocity)
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.negate().normalize()
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.mul(Math.min(horizontalVelocity.length(), config.movementDeceleration));
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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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}
|
||||
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) {
|
||||
// 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 PlayerActionManager getActionManager() {
|
||||
return actionManager;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* Helper method to build an update message for this player, to be sent to
|
||||
* various clients.
|
||||
* @return The update message.
|
||||
*/
|
||||
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 PlayerUpdateMessage getUpdateMessage() {
|
||||
return new PlayerUpdateMessage(
|
||||
id,
|
||||
position.x, position.y, position.z,
|
||||
velocity.x, velocity.y, velocity.z,
|
||||
orientation.x, orientation.y,
|
||||
actionManager.getLastInputState().crouching(),
|
||||
inventory.getSelectedItemStack().getType().getId()
|
||||
);
|
||||
}
|
||||
|
||||
private void checkBlockCollisions(Vector3f movement, World world) {
|
||||
final Vector3f nextTickPosition = new Vector3f(position).add(movement);
|
||||
// System.out.printf("Pos:\t\t%.3f, %.3f, %.3f%nmov:\t\t%.3f, %.3f, %.3f%nNexttick:\t%.3f, %.3f, %.3f%n",
|
||||
// position.x, position.y, position.z,
|
||||
// movement.x, movement.y, movement.z,
|
||||
// nextTickPosition.x, nextTickPosition.y, nextTickPosition.z
|
||||
// );
|
||||
float height = 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) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public float getCurrentHeight() {
|
||||
return lastInputState.crouching() ? HEIGHT_CROUCH : HEIGHT;
|
||||
}
|
||||
|
||||
public float getEyeHeight() {
|
||||
return lastInputState.crouching() ? EYE_HEIGHT_CROUCH : EYE_HEIGHT;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -0,0 +1,329 @@
|
|||
package nl.andrewl.aos2_server.logic;
|
||||
|
||||
import nl.andrewl.aos2_server.Server;
|
||||
import nl.andrewl.aos2_server.ServerPlayer;
|
||||
import nl.andrewl.aos2_server.config.ServerConfig;
|
||||
import nl.andrewl.aos_core.model.world.World;
|
||||
import nl.andrewl.aos_core.net.udp.ChunkUpdateMessage;
|
||||
import nl.andrewl.aos_core.net.udp.ClientInputState;
|
||||
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 static nl.andrewl.aos2_server.ServerPlayer.*;
|
||||
|
||||
/**
|
||||
* Component that manages a server player's current actions and movement.
|
||||
*/
|
||||
public class PlayerActionManager {
|
||||
private final ServerPlayer player;
|
||||
|
||||
private ClientInputState lastInputState;
|
||||
private long lastBlockRemovedAt = 0;
|
||||
private long lastBlockPlacedAt = 0;
|
||||
|
||||
private boolean updated = false;
|
||||
|
||||
public PlayerActionManager(ServerPlayer player) {
|
||||
this.player = player;
|
||||
lastInputState = new ClientInputState(player.getId(), false, false, false, false, false, false, false, false, false);
|
||||
}
|
||||
|
||||
public ClientInputState getLastInputState() {
|
||||
return lastInputState;
|
||||
}
|
||||
|
||||
public void setLastInputState(ClientInputState lastInputState) {
|
||||
this.lastInputState = lastInputState;
|
||||
}
|
||||
|
||||
public boolean isUpdated() {
|
||||
return updated;
|
||||
}
|
||||
|
||||
public void tick(float dt, World world, Server server) {
|
||||
long now = System.currentTimeMillis();
|
||||
// Check for breaking blocks.
|
||||
if (lastInputState.hitting() && now - lastBlockRemovedAt > server.getConfig().actions.blockRemoveCooldown * 1000) {
|
||||
Vector3f eyePos = new Vector3f(player.getPosition());
|
||||
eyePos.y += getEyeHeight();
|
||||
var hit = world.getLookingAtPos(eyePos, player.getViewVector(), 10);
|
||||
if (hit != null) {
|
||||
world.setBlockAt(hit.pos().x, hit.pos().y, hit.pos().z, (byte) 0);
|
||||
lastBlockRemovedAt = now;
|
||||
server.getPlayerManager().broadcastUdpMessage(ChunkUpdateMessage.fromWorld(hit.pos(), world));
|
||||
}
|
||||
}
|
||||
// Check for placing blocks.
|
||||
if (lastInputState.interacting() && now - lastBlockPlacedAt > server.getConfig().actions.blockPlaceCooldown * 1000) {
|
||||
Vector3f eyePos = new Vector3f(player.getPosition());
|
||||
eyePos.y += getEyeHeight();
|
||||
var hit = world.getLookingAtPos(eyePos, player.getViewVector(), 10);
|
||||
if (hit != null) {
|
||||
Vector3i placePos = new Vector3i(hit.pos());
|
||||
placePos.add(hit.norm());
|
||||
world.setBlockAt(placePos.x, placePos.y, placePos.z, (byte) 1);
|
||||
lastBlockPlacedAt = now;
|
||||
server.getPlayerManager().broadcastUdpMessage(ChunkUpdateMessage.fromWorld(placePos, world));
|
||||
}
|
||||
}
|
||||
tickMovement(dt, world, server.getConfig().physics);
|
||||
}
|
||||
|
||||
private void tickMovement(float dt, World world, ServerConfig.PhysicsConfig config) {
|
||||
updated = false; // Reset the updated flag. This will be set to true if the player was updated in this tick.
|
||||
var velocity = player.getVelocity();
|
||||
var position = player.getPosition();
|
||||
boolean grounded = isGrounded(world);
|
||||
tickHorizontalVelocity(config, grounded);
|
||||
|
||||
if (isGrounded(world)) {
|
||||
if (lastInputState.jumping()) {
|
||||
velocity.y = config.jumpVerticalSpeed * (lastInputState.sprinting() ? 1.25f : 1f);
|
||||
updated = true;
|
||||
}
|
||||
} else {
|
||||
velocity.y -= config.gravity * dt;
|
||||
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, world);
|
||||
position.add(movement);
|
||||
updated = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void tickHorizontalVelocity(ServerConfig.PhysicsConfig config, boolean doDeceleration) {
|
||||
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 (lastInputState.forward()) acceleration.z -= 1;
|
||||
if (lastInputState.backward()) acceleration.z += 1;
|
||||
if (lastInputState.left()) acceleration.x -= 1;
|
||||
if (lastInputState.right()) acceleration.x += 1;
|
||||
if (acceleration.lengthSquared() > 0) {
|
||||
acceleration.normalize();
|
||||
acceleration.rotateAxis(orientation.x, 0, 1, 0);
|
||||
acceleration.mul(config.movementAcceleration);
|
||||
horizontalVelocity.add(acceleration);
|
||||
final float maxSpeed;
|
||||
if (lastInputState.crouching()) {
|
||||
maxSpeed = config.crouchingSpeed;
|
||||
} else if (lastInputState.sprinting()) {
|
||||
maxSpeed = config.sprintingSpeed;
|
||||
} else {
|
||||
maxSpeed = config.walkingSpeed;
|
||||
}
|
||||
if (horizontalVelocity.length() > maxSpeed) {
|
||||
horizontalVelocity.normalize(maxSpeed);
|
||||
}
|
||||
updated = true;
|
||||
} else if (doDeceleration && horizontalVelocity.lengthSquared() > 0) {
|
||||
Vector3f deceleration = new Vector3f(horizontalVelocity)
|
||||
.negate().normalize()
|
||||
.mul(Math.min(horizontalVelocity.length(), config.movementDeceleration));
|
||||
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, World world) {
|
||||
var position = player.getPosition();
|
||||
var velocity = player.getVelocity();
|
||||
final Vector3f nextTickPosition = new Vector3f(position).add(movement);
|
||||
// System.out.printf("Pos:\t\t%.3f, %.3f, %.3f%nmov:\t\t%.3f, %.3f, %.3f%nNexttick:\t%.3f, %.3f, %.3f%n",
|
||||
// position.x, position.y, position.z,
|
||||
// movement.x, movement.y, movement.z,
|
||||
// nextTickPosition.x, nextTickPosition.y, nextTickPosition.z
|
||||
// );
|
||||
float height = 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) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public float getCurrentHeight() {
|
||||
return lastInputState.crouching() ? HEIGHT_CROUCH : HEIGHT;
|
||||
}
|
||||
|
||||
public float getEyeHeight() {
|
||||
return lastInputState.crouching() ? EYE_HEIGHT_CROUCH : EYE_HEIGHT;
|
||||
}
|
||||
}
|
|
@ -1,9 +1,7 @@
|
|||
package nl.andrewl.aos2_server;
|
||||
package nl.andrewl.aos2_server.logic;
|
||||
|
||||
import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
|
||||
import nl.andrewl.aos2_server.Server;
|
||||
import org.joml.Math;
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
import org.slf4j.Logger;
|
||||
import org.slf4j.LoggerFactory;
|
||||
|
||||
|
@ -56,14 +54,8 @@ public class WorldUpdater implements Runnable {
|
|||
|
||||
private void tick() {
|
||||
for (var player : server.getPlayerManager().getPlayers()) {
|
||||
player.tick(secondsPerTick, server.getWorld(), server);
|
||||
if (player.isUpdated()) server.getPlayerManager().broadcastUdpMessage(new PlayerUpdateMessage(
|
||||
player.getId(),
|
||||
player.getPosition().x, player.getPosition().y, player.getPosition().z,
|
||||
player.getVelocity().x, player.getVelocity().y, player.getVelocity().z,
|
||||
player.getOrientation().x, player.getOrientation().y,
|
||||
player.getLastInputState().crouching()
|
||||
));
|
||||
player.getActionManager().tick(secondsPerTick, server.getWorld(), server);
|
||||
if (player.getActionManager().isUpdated()) server.getPlayerManager().broadcastUdpMessage(player.getUpdateMessage());
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue