More reliable jump detection

Wuzzy 2017-05-23 00:35:27 +02:00
parent 3cd02e3262
commit 3632d9ac3a

@ -34,7 +34,58 @@ minetest.register_globalstep(function(dtime)
time = time + dtime
-- every 0.5 seconds
-- Update jump status immediately since we need this info in real time.
-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if playerplus_internal[name].jump_cooldown > 0 then
playerplus_internal[name].jump_cooldown = playerplus_internal[name].jump_cooldown - dtime
end
if player:get_player_control().jump and playerplus_internal[name].jump_cooldown <= 0 then
local pos = player:getpos()
-- what is around me?
pos.y = pos.y - 0.1 -- standing on
local nod_stand = node_ok(pos)
local nod_stand_below = node_ok({x=pos.x, y=pos.y-1, z=pos.z})
pos.y = pos.y + 1.5 -- head level
local nod_head = node_ok(pos)
pos.y = pos.y - 1.2 -- feet level
local nod_feet = node_ok(pos)
-- Cause buggy exhaustion for jumping
--[[ Checklist we check to know the player *actually* jumped:
* Not on or in liquid
* Not on or at climbable
* On walkable
* Not on disable_jump
FIXME: This code is pretty hacky and it is possible to miss some jumps or detect false
jumps because of delays, rounding errors, etc.
What this code *really* needs is some kind of jumping callback which this engine lacks
as of 0.4.15.
]]
if minetest.get_item_group(nod_feet, "liquid") == 0 and
minetest.get_item_group(nod_stand, "liquid") == 0 and
not minetest.registered_nodes[nod_feet].climbable and
not minetest.registered_nodes[nod_stand].climbable and
(minetest.registered_nodes[nod_stand].walkable or minetest.registered_nodes[nod_stand_below].walkable)
and minetest.get_item_group(nod_stand, "disable_jump") == 0
and minetest.get_item_group(nod_stand_below, "disable_jump") == 0 then
-- Cause exhaustion for jumping
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
-- Reset cooldown timer
playerplus_internal[name].jump_cooldown = 0.45
end
end
end
-- Run the rest of the code every 0.5 seconds
if time < 0.5 then
return
end
@ -45,7 +96,6 @@ minetest.register_globalstep(function(dtime)
-- check players
for _,player in pairs(minetest.get_connected_players()) do
-- who am I?
local name = player:get_player_name()
@ -65,6 +115,11 @@ minetest.register_globalstep(function(dtime)
pos.y = pos.y - 0.2 -- reset pos
-- Set jump status
if player:get_player_control().jump then
playerplus_internal[name].jumped = true
end
-- set defaults
def.speed = 1
def.jump = 1
@ -159,19 +214,6 @@ minetest.register_globalstep(function(dtime)
end
end
-- Cause buggy exhaustion for jumping
elseif not minetest.registered_nodes[playerplus[name].nod_feet].climbable and
not minetest.registered_nodes[playerplus[name].nod_stand].climbable then
--[[ No exhaustion for “jumping” in a liquid or at a climbable node since those
treat the jump key differently. ]]
-- Cause exhaustion for jumping
local controls = player:get_player_control()
-- FIXME: This is quite hacky and doesn't check if the player is actually jumping
-- FIXME: Sometimes this exhaustion is caused for holding down the jump key on the top of water
if controls.jump then
mcl_hunger.exhaust(name, mcl_hunger.EXHAUST_JUMP)
end
end
-- Underwater: Spawn bubble particles
@ -245,6 +287,7 @@ minetest.register_on_joinplayer(function(player)
playerplus_internal[name] = {
lastPos = nil,
swimDistance = 0,
jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
}
end)