Updated server-side logic and added better inventory models.

This commit is contained in:
Andrew Lalis 2022-07-18 01:10:29 +02:00
parent 758372108b
commit d83ff8a816
16 changed files with 536 additions and 349 deletions

View File

@ -102,9 +102,9 @@ public class Player {
public Vector3f getRightVector() {
float x = orientation.x - (float) (Math.PI / 2);
return new Vector3f(
sin(orientation.x),
sin(x),
0,
cos(orientation.x)
cos(x)
).normalize();
}
}

View File

@ -0,0 +1,11 @@
package nl.andrewl.aos_core.model.item;
/**
* A block item that contains information about what type of block value is
* currently selected.
*/
public class BlockItem extends Item {
public BlockItem(int id) {
super(id, "Block", 100);
}
}

View File

@ -0,0 +1,13 @@
package nl.andrewl.aos_core.model.item;
public class BlockItemStack extends ItemStack {
private int selectedValue = 1;
public BlockItemStack(BlockItem item, int amount) {
super(item, amount);
}
public int getSelectedValue() {
return selectedValue;
}
}

View File

@ -0,0 +1,72 @@
package nl.andrewl.aos_core.model.item;
import nl.andrewl.aos_core.MathUtils;
/**
* The base class for all types of guns.
*/
public class Gun extends Item {
private final int maxClipCount;
private final int maxBulletCount;
private final int bulletsPerRound;
private final float accuracy;
private final float shotCooldownTime;
private final float reloadTime;
private final float baseDamage;
private final float recoil;
public Gun(
int id,
String name,
int maxClipCount,
int maxBulletCount,
int bulletsPerRound,
float accuracy,
float shotCooldownTime,
float reloadTime,
float baseDamage,
float recoil
) {
super(id, name, 1);
this.maxClipCount = maxClipCount;
this.maxBulletCount = maxBulletCount;
this.bulletsPerRound = bulletsPerRound;
this.accuracy = MathUtils.clamp(accuracy, 0, 1);
this.shotCooldownTime = shotCooldownTime;
this.reloadTime = reloadTime;
this.baseDamage = baseDamage;
this.recoil = recoil;
}
public int getMaxClipCount() {
return maxClipCount;
}
public int getMaxBulletCount() {
return maxBulletCount;
}
public int getBulletsPerRound() {
return bulletsPerRound;
}
public float getAccuracy() {
return accuracy;
}
public float getShotCooldownTime() {
return shotCooldownTime;
}
public float getReloadTime() {
return reloadTime;
}
public float getBaseDamage() {
return baseDamage;
}
public float getRecoil() {
return recoil;
}
}

View File

@ -0,0 +1,12 @@
package nl.andrewl.aos_core.model.item;
public class GunItemStack extends ItemStack {
private int bulletCount;
private int clipCount;
public GunItemStack(Gun gun) {
super(gun, 1);
bulletCount = gun.getMaxBulletCount();
clipCount = gun.getMaxClipCount();
}
}

View File

@ -21,6 +21,10 @@ public class Inventory {
this.selectedIndex = selectedIndex;
}
public List<ItemStack> getItemStacks() {
return itemStacks;
}
public ItemStack getSelectedItemStack() {
return itemStacks.get(selectedIndex);
}

View File

@ -3,12 +3,23 @@ package nl.andrewl.aos_core.model.item;
/**
* Represents a type of item that a player can have.
*/
public class ItemType {
private final int id;
private final String name;
private final int maxAmount;
public class Item {
/**
* The item's unique id.
*/
protected final int id;
public ItemType(int id, String name, int maxAmount) {
/**
* The item's unique name.
*/
protected final String name;
/**
* The maximum amount of this item that can be in a stack at once.
*/
protected final int maxAmount;
public Item(int id, String name, int maxAmount) {
this.id = id;
this.name = name;
this.maxAmount = maxAmount;

View File

@ -5,15 +5,15 @@ package nl.andrewl.aos_core.model.item;
* a type of item, and the amount of it.
*/
public class ItemStack {
private final ItemType type;
private final Item type;
private int amount;
public ItemStack(ItemType type, int amount) {
public ItemStack(Item type, int amount) {
this.type = type;
this.amount = amount;
}
public Object getType() {
public Item getType() {
return type;
}

View File

@ -1,5 +1,7 @@
package nl.andrewl.aos_core.model.item;
import nl.andrewl.aos_core.model.item.gun.Rifle;
import java.util.HashMap;
import java.util.Map;
@ -7,14 +9,26 @@ import java.util.Map;
* Global constant set of registered item types.
*/
public final class ItemTypes {
public static final Map<Integer, ItemType> TYPES_MAP = new HashMap<>();
private static final Map<Integer, Item> TYPES_BY_ID = new HashMap<>();
private static final Map<String, Item> TYPES_BY_NAME = new HashMap<>();
static {
registerType(new ItemType(1, "Rifle", 1));
registerType(new ItemType(2, "Block", 100));
registerType(new BlockItem(1));
registerType(new Rifle(2));
}
public static void registerType(ItemType type) {
TYPES_MAP.put(type.getId(), type);
public static void registerType(Item type) {
TYPES_BY_ID.put(type.getId(), type);
TYPES_BY_NAME.put(type.getName(), type);
}
@SuppressWarnings("unchecked")
public static <T extends Item> T get(int id) {
return (T) TYPES_BY_ID.get(id);
}
@SuppressWarnings("unchecked")
public static <T extends Item> T get(String name) {
return (T) TYPES_BY_NAME.get(name);
}
}

View File

@ -0,0 +1,20 @@
package nl.andrewl.aos_core.model.item.gun;
import nl.andrewl.aos_core.model.item.Gun;
public class Rifle extends Gun {
public Rifle(int id) {
super(
id,
"Rifle",
5,
8,
1,
0.97f,
0.8f,
2.5f,
80f,
50f
);
}
}

View File

@ -12,7 +12,8 @@ public record PlayerUpdateMessage(
float px, float py, float pz,
float vx, float vy, float vz,
float ox, float oy,
boolean crouching
boolean crouching,
int selectedItemId
) implements Message {
public void apply(Player p) {

View File

@ -4,7 +4,6 @@ import nl.andrewl.aos_core.Net;
import nl.andrewl.aos_core.net.PlayerJoinMessage;
import nl.andrewl.aos_core.net.PlayerLeaveMessage;
import nl.andrewl.aos_core.net.udp.DatagramInit;
import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
import nl.andrewl.record_net.Message;
import org.joml.Vector3f;
import org.slf4j.Logger;
@ -32,13 +31,7 @@ public class PlayerManager {
log.info("Registered player \"{}\" with id {}", player.getUsername(), player.getId());
player.setPosition(new Vector3f(0, 64, 0));
broadcastTcpMessageToAllBut(new PlayerJoinMessage(player), player);
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()
));
broadcastUdpMessage(player.getUpdateMessage());
return player;
}

View File

@ -1,6 +1,7 @@
package nl.andrewl.aos2_server;
import nl.andrewl.aos2_server.config.ServerConfig;
import nl.andrewl.aos2_server.logic.WorldUpdater;
import nl.andrewl.aos_core.config.Config;
import nl.andrewl.aos_core.model.world.World;
import nl.andrewl.aos_core.model.world.Worlds;
@ -8,7 +9,6 @@ import nl.andrewl.aos_core.net.UdpReceiver;
import nl.andrewl.aos_core.net.udp.ClientInputState;
import nl.andrewl.aos_core.net.udp.ClientOrientationState;
import nl.andrewl.aos_core.net.udp.DatagramInit;
import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
import nl.andrewl.record_net.Message;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
@ -66,26 +66,14 @@ public class Server implements Runnable {
} else if (msg instanceof ClientInputState inputState) {
ServerPlayer player = playerManager.getPlayer(inputState.clientId());
if (player != null) {
player.setLastInputState(inputState);
playerManager.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().setLastInputState(inputState);
playerManager.broadcastUdpMessage(player.getUpdateMessage());
}
} else if (msg instanceof ClientOrientationState orientationState) {
ServerPlayer player = playerManager.getPlayer(orientationState.clientId());
if (player != null) {
player.setOrientation(orientationState.x(), orientationState.y());
playerManager.broadcastUdpMessageToAllBut(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);
playerManager.broadcastUdpMessageToAllBut(player.getUpdateMessage(), player);
}
}
}

View File

@ -1,14 +1,10 @@
package nl.andrewl.aos2_server;
import nl.andrewl.aos2_server.config.ServerConfig;
import nl.andrewl.aos2_server.logic.PlayerActionManager;
import nl.andrewl.aos_core.model.Player;
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 nl.andrewl.aos_core.model.item.*;
import nl.andrewl.aos_core.model.item.gun.Rifle;
import nl.andrewl.aos_core.net.udp.PlayerUpdateMessage;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
@ -25,303 +21,34 @@ public class ServerPlayer extends Player {
public static final float WIDTH = 0.75f;
public static final float RADIUS = WIDTH / 2f;
private ClientInputState lastInputState;
private long lastBlockRemovedAt = 0;
private long lastBlockPlacedAt = 0;
private boolean updated = false;
private final PlayerActionManager actionManager;
private final Inventory inventory;
public ServerPlayer(int id, String username) {
super(id, username);
// Initialize with a default state of no input.
lastInputState = new ClientInputState(id, false, false, false, false, false, false, false, false, false);
this.actionManager = new PlayerActionManager(this);
this.inventory = new Inventory(new ArrayList<>(), 0);
inventory.getItemStacks().add(new GunItemStack(ItemTypes.get("Rifle")));
inventory.getItemStacks().add(new BlockItemStack(ItemTypes.get("Block"), 50));
}
public ClientInputState getLastInputState() {
return lastInputState;
}
public void setLastInputState(ClientInputState inputState) {
this.lastInputState = inputState;
}
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(position);
eyePos.y += getEyeHeight();
var hit = world.getLookingAtPos(eyePos, viewVector, 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(position);
eyePos.y += getEyeHeight();
var hit = world.getLookingAtPos(eyePos, viewVector, 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.
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) {
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) {
// 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;
}
}

View File

@ -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;
}
}

View File

@ -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());
}
}
}