Sneak glitch: Detect ledge for 2-node climb-up

Re-creates the old sneak-jump behaviour in new code.
Enabled by the 'sneak glitch' physics override.
When a ledge is detected the jump speed modifier is set to the larger
of 'physics override jump' and 1.3 to allow a 2-node climb-up.

An unexpected side-effect is the simple sneak ladder working smoothly.
This commit is contained in:
paramat 2017-04-06 15:58:12 +01:00
parent eb587996e4
commit 59911761ef
2 changed files with 46 additions and 4 deletions

@ -70,6 +70,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
m_sneak_node_exists(false),
m_need_to_get_new_sneak_node(true),
m_sneak_ladder_detected(false),
m_ledge_detected(false),
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_can_jump(false),
@ -149,6 +150,29 @@ static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
return false;
}
static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
{
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];
node = GETNODE(map, pos, vec, 1, &is_valid_position);
if (is_valid_position && nodemgr->get(node).walkable) {
// Ledge exists
node = GETNODE(map, pos, vec, 2, &is_valid_position);
if (is_valid_position && !nodemgr->get(node).walkable)
// Space above ledge exists
return true;
}
}
return false;
}
#undef GETNODE
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
@ -409,6 +433,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
}
/*
If 'sneak glitch' enabled detect ledge for old sneak-jump
behaviour of climbing onto a ledge 2 nodes up.
*/
if (physics_override_sneak_glitch && control.sneak && control.jump)
m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
/*
Set new position
*/
@ -648,10 +679,18 @@ void LocalPlayer::applyControl(float dtime)
at its starting value
*/
v3f speedJ = getSpeed();
if(speedJ.Y >= -0.5 * BS)
{
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
if(speedJ.Y >= -0.5 * BS) {
if (m_ledge_detected) {
// Limit jump speed to a minimum that allows
// jumping up onto a ledge 2 nodes up.
speedJ.Y = movement_speed_jump *
MYMAX(physics_override_jump, 1.3f);
setSpeed(speedJ);
m_ledge_detected = false;
} else {
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
}
MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_client->event()->put(e);

@ -146,6 +146,9 @@ private:
// Whether a "sneak ladder" structure is detected at the players pos
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
bool m_sneak_ladder_detected;
// Whether a 2-node-up ledge is detected at the players pos,
// see detectLedge() in the .cpp for more info (always false if disabled).
bool m_ledge_detected;
// Node below player, used to determine whether it has been removed,
// and its old type