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Remove most exceptions from getNode() (and variants)
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parent
92815ad54b
commit
5b8855e83c
12 changed files with 429 additions and 455 deletions
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@ -101,39 +101,48 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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Collision detection
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*/
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bool is_valid_position;
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MapNode node;
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v3s16 pp;
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/*
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Check if player is in liquid (the oscillating value)
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*/
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try{
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// If in liquid, the threshold of coming out is at higher y
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if(in_liquid)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
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}
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// If not in liquid, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
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}
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}
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catch(InvalidPositionException &e)
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// If in liquid, the threshold of coming out is at higher y
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if (in_liquid)
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{
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in_liquid = false;
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pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
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} else {
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in_liquid = false;
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}
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}
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// If not in liquid, the threshold of going in is at lower y
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else
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{
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pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid = nodemgr->get(node.getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
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} else {
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in_liquid = false;
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}
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}
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/*
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Check if player is in liquid (the stable value)
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*/
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try{
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v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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}
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catch(InvalidPositionException &e)
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{
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pp = floatToInt(position + v3f(0,0,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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if (is_valid_position) {
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in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
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} else {
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in_liquid_stable = false;
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}
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@ -141,17 +150,21 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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Check if player is climbing
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*/
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try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
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nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
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}
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catch(InvalidPositionException &e)
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{
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pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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node = map->getNodeNoEx(pp, &is_valid_position);
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bool is_valid_position2;
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MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
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if (!(is_valid_position && is_valid_position2)) {
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is_climbing = false;
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} else {
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is_climbing = (nodemgr->get(node.getContent()).climbable
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|| nodemgr->get(node2.getContent()).climbable) && !free_move;
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}
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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@ -264,22 +277,20 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
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continue;
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try{
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// The node to be sneaked on has to be walkable
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if(nodemgr->get(map->getNode(p)).walkable == false)
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continue;
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// And the node above it has to be nonwalkable
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if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true) {
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continue;
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}
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if (!physics_override_sneak_glitch) {
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if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
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continue;
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}
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}
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catch(InvalidPositionException &e)
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{
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// The node to be sneaked on has to be walkable
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node = map->getNodeNoEx(p, &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable == false)
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continue;
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// And the node above it has to be nonwalkable
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node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable) {
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continue;
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}
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if (!physics_override_sneak_glitch) {
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node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable)
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continue;
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}
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min_distance_f = distance_f;
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