Sneak: Replicate sneak ladder in new code, is optional

Enabled using the existing 'sneak_glitch' physics override.
This commit is contained in:
sfan5 2017-03-23 21:47:59 +01:00 committed by paramat
parent e70e15134c
commit 1139a18c3a
2 changed files with 89 additions and 21 deletions

@ -66,9 +66,10 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
hurt_tilt_strength(0.0f), hurt_tilt_strength(0.0f),
m_position(0,0,0), m_position(0,0,0),
m_sneak_node(32767,32767,32767), m_sneak_node(32767,32767,32767),
m_sneak_node_bb_top(0,0,0,0,0,0),
m_sneak_node_exists(false), m_sneak_node_exists(false),
m_need_to_get_new_sneak_node(true), m_need_to_get_new_sneak_node(true),
m_sneak_node_bb_top(0,0,0,0,0,0), m_sneak_ladder_detected(false),
m_old_node_below(32767,32767,32767), m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"), m_old_node_below_type("air"),
m_can_jump(false), m_can_jump(false),
@ -91,7 +92,7 @@ LocalPlayer::~LocalPlayer()
{ {
} }
static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes, float max_d=1/16*BS) static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
{ {
aabb3f b_max; aabb3f b_max;
b_max.reset(-BS, -BS, -BS); b_max.reset(-BS, -BS, -BS);
@ -106,6 +107,50 @@ static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes, float max_
return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge); return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
} }
#define GETNODE(map, p3, v2, y, valid) \
(map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)
// pos is the node the player is standing inside(!)
static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
{
// Detects a structure known as "sneak ladder" or "sneak elevator"
// that relies on bugs to provide a fast means of vertical transportation,
// the bugs have since been fixed but this function remains to keep it working.
// NOTE: This is just entirely a huge hack and causes way too many problems.
bool is_valid_position;
MapNode node;
// X/Z vectors for 4 neighboring nodes
static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };
for (u16 i = 0; i < ARRLEN(vecs); i++) {
const v2s16 vec = vecs[i];
// walkability of bottom & top node should differ
node = GETNODE(map, pos, vec, 0, &is_valid_position);
if (!is_valid_position)
continue;
bool w = nodemgr->get(node).walkable;
node = GETNODE(map, pos, vec, 1, &is_valid_position);
if (!is_valid_position || w == nodemgr->get(node).walkable)
continue;
// check one more node above OR below with corresponding walkability
node = GETNODE(map, pos, vec, -1, &is_valid_position);
bool ok = is_valid_position && w != nodemgr->get(node).walkable;
if (!ok) {
node = GETNODE(map, pos, vec, 2, &is_valid_position);
ok = is_valid_position && w == nodemgr->get(node).walkable;
}
if (ok)
return true;
}
return false;
}
#undef GETNODE
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info) std::vector<CollisionInfo> *collision_info)
{ {
@ -216,6 +261,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// Max. distance (X, Z) over border for sneaking determined by collision box // Max. distance (X, Z) over border for sneaking determined by collision box
// * 0.49 to keep the center just barely on the node // * 0.49 to keep the center just barely on the node
v3f sneak_max = m_collisionbox.getExtent() * 0.49; v3f sneak_max = m_collisionbox.getExtent() * 0.49;
if (m_sneak_ladder_detected)
sneak_max = v3f(0.4 * BS, 0, 0.4 * BS); // restore legacy behaviour
/* /*
If sneaking, keep in range from the last walked node and don't If sneaking, keep in range from the last walked node and don't
@ -234,6 +281,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z); sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.Z);
// Because we keep the player collision box on the node, // Because we keep the player collision box on the node,
// limiting position.Y is not necessary // limiting position.Y is not necessary
if (m_sneak_ladder_detected) {
// this sometimes causes some weird slow sinking but *shrug*
m_speed.Y = MYMAX(m_speed.Y, 0);
}
} }
if (got_teleported) if (got_teleported)
@ -261,8 +313,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
bool touching_ground_was = touching_ground; bool touching_ground_was = touching_ground;
touching_ground = result.touching_ground; touching_ground = result.touching_ground;
//bool standing_on_unloaded = result.standing_on_unloaded;
// We want the top of the sneak node to be below the players feet // We want the top of the sneak node to be below the players feet
f32 position_y_mod; f32 position_y_mod;
if (m_sneak_node_exists) if (m_sneak_node_exists)
@ -289,14 +339,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
} }
if (m_need_to_get_new_sneak_node && physics_override_sneak) { if (m_need_to_get_new_sneak_node && physics_override_sneak) {
v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
v2f player_p2df(position.X, position.Z); v2f player_p2df(position.X, position.Z);
f32 min_distance_f = 100000.0 * BS; f32 min_distance_f = 100000.0 * BS;
v3s16 new_sneak_node = m_sneak_node; v3s16 new_sneak_node = m_sneak_node;
for(s16 x=-1; x<=1; x++) for(s16 x=-1; x<=1; x++)
for(s16 z=-1; z<=1; z++) for(s16 z=-1; z<=1; z++)
{ {
v3s16 p = pos_i_bottom + v3s16(x,0,z); v3s16 p = current_node + v3s16(x,0,z);
v3f pf = intToFloat(p, BS); v3f pf = intToFloat(p, BS);
v2f node_p2df(pf.X, pf.Z); v2f node_p2df(pf.X, pf.Z);
f32 distance_f = player_p2df.getDistanceFrom(node_p2df); f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
@ -309,17 +358,28 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// The node to be sneaked on has to be walkable // The node to be sneaked on has to be walkable
node = map->getNodeNoEx(p, &is_valid_position); node = map->getNodeNoEx(p, &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable == false) if (!is_valid_position || !nodemgr->get(node).walkable)
continue;
// And the node above it has to be nonwalkable
node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable)
continue; continue;
// And the node(s) above have to be nonwalkable
bool ok = true;
if (!physics_override_sneak_glitch) { if (!physics_override_sneak_glitch) {
node = map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position); u16 height = ceilf(
if (!is_valid_position || nodemgr->get(node).walkable) (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
continue; );
for (u16 y = 1; y <= height; y++) {
node = map->getNodeNoEx(p + v3s16(0,y,0), &is_valid_position);
if (!is_valid_position || nodemgr->get(node).walkable) {
ok = false;
break;
}
}
} else {
// legacy behaviour: check just one node
node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
ok = is_valid_position && !nodemgr->get(node).walkable;
} }
if (!ok)
continue;
min_distance_f = distance_f; min_distance_f = distance_f;
new_sneak_node = p; new_sneak_node = p;
@ -329,12 +389,17 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
m_sneak_node = new_sneak_node; m_sneak_node = new_sneak_node;
m_sneak_node_exists = sneak_node_found; m_sneak_node_exists = sneak_node_found;
// Update saved top bounding box of sneak node
if (sneak_node_found) { if (sneak_node_found) {
// Update saved top bounding box of sneak node
MapNode n = map->getNodeNoEx(m_sneak_node); MapNode n = map->getNodeNoEx(m_sneak_node);
std::vector<aabb3f> nodeboxes; std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(nodemgr, &nodeboxes); n.getCollisionBoxes(nodemgr, &nodeboxes);
m_sneak_node_bb_top = getTopBoundingBox(nodeboxes); m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
m_sneak_ladder_detected = physics_override_sneak_glitch &&
detectSneakLadder(map, nodemgr, floatToInt(position, BS));
} else {
m_sneak_ladder_detected = false;
} }
} }
@ -566,7 +631,7 @@ void LocalPlayer::applyControl(float dtime)
speedV.Y = movement_speed_walk; speedV.Y = movement_speed_walk;
} }
} }
else if(m_can_jump) else if(m_can_jump || (control.sneak && m_sneak_ladder_detected))
{ {
/* /*
NOTE: The d value in move() affects jump height by NOTE: The d value in move() affects jump height by

@ -135,15 +135,18 @@ private:
void accelerateVertical(const v3f &target_speed, const f32 max_increase); void accelerateVertical(const v3f &target_speed, const f32 max_increase);
v3f m_position; v3f m_position;
// This is used for determining the sneaking range
v3s16 m_sneak_node; v3s16 m_sneak_node;
// Stores the top bounding box of m_sneak_node
aabb3f m_sneak_node_bb_top;
// Whether the player is allowed to sneak // Whether the player is allowed to sneak
bool m_sneak_node_exists; bool m_sneak_node_exists;
// Whether recalculation of the sneak node is needed // Whether recalculation of m_sneak_node and its top bbox is needed
bool m_need_to_get_new_sneak_node; bool m_need_to_get_new_sneak_node;
// Stores the top bounding box of m_sneak_node and is updated // Whether a "sneak ladder" structure is detected at the players pos
// when m_need_to_get_new_sneak_node == true // see detectSneakLadder() in the .cpp for more info (always false if disabled)
aabb3f m_sneak_node_bb_top; bool m_sneak_ladder_detected;
// Node below player, used to determine whether it has been removed, // Node below player, used to determine whether it has been removed,
// and its old type // and its old type
v3s16 m_old_node_below; v3s16 m_old_node_below;