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Client-side autojump. Remove Android-only stepheight autojump (#7228)

Works by detecting a collision while moving forward and then
simulating a jump. If the simulated jump is more successful,
an artificial jump key press is injected in the client.

Includes setting and key change GUI element for enabling and
disabling this feature.
This commit is contained in:
Ben Deutsch 2018-11-22 22:47:15 +01:00 committed by Paramat
parent 1c91cb8f8f
commit 93bccb3490
12 changed files with 149 additions and 18 deletions

View file

@ -287,16 +287,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
float player_stepheight = (m_cao == nullptr) ? 0.0f :
(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
// TODO this is a problematic hack.
// Use a better implementation for autojump, or apply a custom stepheight
// to all players, as this currently creates unintended special movement
// abilities and advantages for Android players on a server.
#ifdef __ANDROID__
if (touching_ground)
player_stepheight += (0.6f * BS);
#endif
v3f accel_f = v3f(0,0,0);
const v3f initial_position = position;
const v3f initial_speed = m_speed;
collisionMoveResult result = collisionMoveSimple(env, m_client,
pos_max_d, m_collisionbox, player_stepheight, dtime,
@ -461,6 +454,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
setSpeed(m_speed);
m_can_jump = false;
}
// Autojump
handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
}
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
@ -891,11 +887,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
// this shouldn't be hardcoded but transmitted from server
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
#ifdef __ANDROID__
player_stepheight += (0.6 * BS);
#endif
v3f accel_f = v3f(0, 0, 0);
const v3f initial_position = position;
const v3f initial_speed = m_speed;
collisionMoveResult result = collisionMoveSimple(env, m_client,
pos_max_d, m_collisionbox, player_stepheight, dtime,
@ -1059,6 +1053,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
setSpeed(m_speed);
m_can_jump = false;
}
// Autojump
handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
}
float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
@ -1080,3 +1077,82 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
}
return 1.0f;
}
void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
const collisionMoveResult &result, const v3f &initial_position,
const v3f &initial_speed, f32 pos_max_d)
{
PlayerSettings &player_settings = getPlayerSettings();
if (!player_settings.autojump)
return;
if (m_autojump) {
// release autojump after a given time
m_autojump_time -= dtime;
if (m_autojump_time <= 0.0f)
m_autojump = false;
return;
}
bool control_forward = control.up ||
(!control.up && !control.down &&
control.forw_move_joystick_axis < -0.05);
bool could_autojump =
m_can_jump && !control.jump && !control.sneak && control_forward;
if (!could_autojump)
return;
bool horizontal_collision = false;
for (const auto &colinfo : result.collisions) {
if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) {
horizontal_collision = true;
break; // one is enough
}
}
// must be running against something to trigger autojumping
if (!horizontal_collision)
return;
// check for nodes above
v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f;
v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f;
headpos_min.Y = headpos_max.Y; // top face of collision box
v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0);
v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
const NodeDefManager *ndef = env->getGameDef()->ndef();
bool is_position_valid;
for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
MapNode n = env->getMap().getNodeNoEx(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
if (!is_position_valid)
break; // won't collide with the void outside
if (n.getContent() == CONTENT_IGNORE)
return; // players collide with ignore blocks -> same as walkable
const ContentFeatures &f = ndef->get(n);
if (f.walkable)
return; // would bump head, don't jump
}
}
float jump_height = 1.1f; // TODO: better than a magic number
v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f);
v3f jump_speed = initial_speed;
// try at peak of jump, zero step height
collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
v3f(0, 0, 0));
// see if we can get a little bit farther horizontally if we had
// jumped
v3f run_delta = m_position - initial_position;
run_delta.Y = 0.0f;
v3f jump_delta = jump_pos - initial_position;
jump_delta.Y = 0.0f;
if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) {
m_autojump = true;
m_autojump_time = 0.1f;
}
}