Major update to implement basic collision
This commit is contained in:
@ -1,10 +1,15 @@
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package bot
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import (
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"sync"
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"time"
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"github.com/Tnze/go-mc/bot/phy"
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"github.com/Tnze/go-mc/bot/world"
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"github.com/Tnze/go-mc/bot/world/entity"
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"github.com/Tnze/go-mc/bot/world/entity/player"
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"github.com/Tnze/go-mc/net"
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pk "github.com/Tnze/go-mc/net/packet"
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)
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// Client is used to access Minecraft server
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@ -17,12 +22,26 @@ type Client struct {
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ServInfo
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abilities PlayerAbilities
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settings Settings
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Wd world.World //the map data
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Physics phy.State
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lastPosTx time.Time
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// Delegate allows you push a function to let HandleGame run.
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// Do not send at the same goroutine!
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Delegate chan func() error
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Events eventBroker
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closing chan struct{}
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inbound chan pk.Packet
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wg sync.WaitGroup
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}
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func (c *Client) Close() error {
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close(c.closing)
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err := c.disconnect()
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c.wg.Wait()
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return err
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}
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// NewClient init and return a new Client.
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@ -32,20 +51,18 @@ type Client struct {
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//
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// For online-mode, you need login your Mojang account
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// and load your Name, UUID and AccessToken to client.
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func NewClient() (c *Client) {
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c = new(Client)
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//init Client
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c.settings = DefaultSettings
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c.Name = "Steve"
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c.Delegate = make(chan func() error)
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c.Wd = world.World{
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func NewClient() *Client {
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return &Client{
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settings: DefaultSettings,
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Auth: Auth{Name: "Steve"},
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Delegate: make(chan func() error),
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Wd: world.World{
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Entities: make(map[int32]entity.Entity),
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Chunks: make(map[world.ChunkLoc]*world.Chunk),
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},
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closing: make(chan struct{}),
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inbound: make(chan pk.Packet, 5),
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}
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return
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}
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//PlayInfo content player info in server.
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@ -2,6 +2,7 @@ package bot
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import (
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"github.com/Tnze/go-mc/bot/world/entity"
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"github.com/Tnze/go-mc/bot/world/entity/player"
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"github.com/Tnze/go-mc/chat"
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"github.com/google/uuid"
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@ -64,6 +65,9 @@ type eventBroker struct {
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// things.
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GameReady func() error
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// PositionChange is called whenever the player position is updated.
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PositionChange func(pos player.Pos) error
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// ReceivePacket will be called when new packets arrive.
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// The default handler will run only if pass == false.
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ReceivePacket func(p pk.Packet) (pass bool, err error)
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155
bot/ingame.go
155
bot/ingame.go
@ -3,44 +3,101 @@ package bot
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import (
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"bytes"
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"fmt"
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"net"
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"net/http"
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"os"
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"time"
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"github.com/google/uuid"
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"github.com/Tnze/go-mc/bot/world"
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"github.com/Tnze/go-mc/bot/world/entity/player"
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"github.com/Tnze/go-mc/chat"
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"github.com/Tnze/go-mc/data"
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pk "github.com/Tnze/go-mc/net/packet"
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"github.com/Tnze/go-mc/net/ptypes"
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)
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// //GetPosition return the player's position
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// func (p *Player) GetPosition() (x, y, z float64) {
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// return p.X, p.Y, p.Z
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// }
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func (c *Client) updateServerPos(pos player.Pos) error {
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prev := c.Player.Pos
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c.Player.Pos = pos
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// //GetBlockPos return the position of the Block at player's feet
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// func (p *Player) GetBlockPos() (x, y, z int) {
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// return int(math.Floor(p.X)), int(math.Floor(p.Y)), int(math.Floor(p.Z))
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// }
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switch {
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case !prev.LookEqual(pos) && !prev.PosEqual(pos):
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sendPlayerPositionAndLookPacket(c)
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case !prev.PosEqual(pos):
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sendPlayerPositionPacket(c)
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case !prev.LookEqual(pos):
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sendPlayerLookPacket(c)
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case prev.OnGround != pos.OnGround:
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c.conn.WritePacket(
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//ClientSettings packet (serverbound)
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pk.Marshal(
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data.Flying,
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pk.Boolean(pos.OnGround),
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),
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)
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case time.Now().Add(-time.Second).After(c.lastPosTx):
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c.lastPosTx = time.Now()
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sendPlayerPositionPacket(c)
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}
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if c.Events.PositionChange != nil && !prev.Equal(pos) {
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if err := c.Events.PositionChange(pos); err != nil {
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return err
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}
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}
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return nil
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}
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// HandleGame receive server packet and response them correctly.
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// Note that HandleGame will block if you don't receive from Events.
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func (c *Client) HandleGame() error {
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c.wg.Add(1)
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go func() {
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defer c.wg.Done()
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for {
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select {
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case task := <-c.Delegate:
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if err := task(); err != nil {
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return err
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}
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case <-c.closing:
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return
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default:
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//Read packets
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p, err := c.conn.ReadPacket()
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if err != nil {
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return fmt.Errorf("bot: read packet fail: %w", err)
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if e, ok := err.(*net.OpError); ok && e.Err.Error() != "use of closed network connection" {
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fmt.Fprintf(os.Stderr, "ReadPacket error: %v\n", err)
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}
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return
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}
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c.inbound <- p
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}
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}
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}()
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cTick := time.NewTicker(time.Second / 10 / 2)
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defer cTick.Stop()
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for {
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select {
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case <-c.closing:
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return http.ErrServerClosed
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case <-cTick.C:
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if err := c.Physics.Tick(&c.Wd); err != nil {
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c.disconnect()
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return err
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}
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c.updateServerPos(c.Physics.Position())
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case task := <-c.Delegate:
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if err := task(); err != nil {
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c.disconnect()
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return err
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}
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case p := <-c.inbound:
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//handle packets
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disconnect, err := c.handlePacket(p)
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if err != nil {
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c.disconnect()
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return fmt.Errorf("handle packet 0x%X error: %w", p.ID, err)
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}
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if disconnect {
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@ -270,9 +327,9 @@ func handleUpdateHealthPacket(c *Client, p pk.Packet) error {
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}
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}
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if c.Health < 1 { //player is dead
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c.Physics.Run = false
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sendPlayerPositionAndLookPacket(c)
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if c.Events.Die != nil {
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if err := c.Events.Die(); err != nil {
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return err
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}
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@ -434,30 +491,41 @@ func handlePlayerPositionAndLookPacket(c *Client, p pk.Packet) error {
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return err
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}
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pp := c.Player.Pos
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if pkt.RelativeX() {
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c.X = float64(pkt.X)
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pp.X += float64(pkt.X)
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} else {
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c.X += float64(pkt.X)
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pp.X = float64(pkt.X)
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}
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if pkt.RelativeY() {
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c.Y = float64(pkt.Y)
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pp.Y += float64(pkt.Y)
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} else {
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c.Y += float64(pkt.Y)
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pp.Y = float64(pkt.Y)
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}
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if pkt.RelativeZ() {
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c.Z = float64(pkt.Z)
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pp.Z += float64(pkt.Z)
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} else {
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c.Z += float64(pkt.Z)
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pp.Z = float64(pkt.Z)
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}
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if pkt.RelativeYaw() {
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c.Yaw = float32(pkt.Yaw)
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pp.Yaw += float32(pkt.Yaw)
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} else {
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c.Yaw += float32(pkt.Yaw)
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pp.Yaw = float32(pkt.Yaw)
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}
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if pkt.RelativePitch() {
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c.Pitch = float32(pkt.Pitch)
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pp.Pitch += float32(pkt.Pitch)
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} else {
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c.Pitch += float32(pkt.Pitch)
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pp.Pitch = float32(pkt.Pitch)
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}
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if err := c.Physics.ServerPositionUpdate(pp, &c.Wd); err != nil {
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return err
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}
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c.Player.Pos = pp
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if c.Events.PositionChange != nil {
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if err := c.Events.PositionChange(pp); err != nil {
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return err
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}
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}
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//Confirm
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@ -516,14 +584,33 @@ func handleSetExperience(c *Client, p pk.Packet) (err error) {
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return nil
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}
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func sendPlayerPositionAndLookPacket(c *Client) {
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c.conn.WritePacket(pk.Marshal(
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data.PositionLook,
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pk.Double(c.X),
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pk.Double(c.Y),
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pk.Double(c.Z),
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pk.Float(c.Yaw),
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pk.Float(c.Pitch),
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pk.Boolean(c.OnGround),
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))
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func sendPlayerPositionAndLookPacket(c *Client) error {
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// fmt.Println("PPL")
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return c.conn.WritePacket(ptypes.PositionAndLookServerbound{
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X: pk.Double(c.Pos.X),
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Y: pk.Double(c.Pos.Y),
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Z: pk.Double(c.Pos.Z),
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Yaw: pk.Float(c.Pos.Yaw),
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Pitch: pk.Float(c.Pos.Pitch),
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OnGround: pk.Boolean(c.Pos.OnGround),
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}.Encode())
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}
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func sendPlayerPositionPacket(c *Client) error {
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// fmt.Println("P")
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return c.conn.WritePacket(ptypes.Position{
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X: pk.Double(c.Pos.X),
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Y: pk.Double(c.Pos.Y),
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Z: pk.Double(c.Pos.Z),
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OnGround: pk.Boolean(c.Pos.OnGround),
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}.Encode())
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}
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func sendPlayerLookPacket(c *Client) error {
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// fmt.Println("L")
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return c.conn.WritePacket(ptypes.Look{
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Yaw: pk.Float(c.Pos.Yaw),
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Pitch: pk.Float(c.Pos.Pitch),
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OnGround: pk.Boolean(c.Pos.OnGround),
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}.Encode())
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}
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@ -98,7 +98,7 @@ func (c *Client) join(d Dialer, addr string) (err error) {
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case 0x02: //Login Success
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// uuid, l := pk.UnpackString(pack.Data)
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// name, _ := unpackString(pack.Data[l:])
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return //switches the connection state to PLAY.
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return nil
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case 0x03: //Set Compression
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var threshold pk.VarInt
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if err := pack.Scan(&threshold); err != nil {
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@ -180,7 +180,7 @@ func (c *Client) SwapItem() error {
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// Disconnect disconnect the server.
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// Server will close the connection.
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func (c *Client) Disconnect() error {
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func (c *Client) disconnect() error {
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return c.conn.Close()
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}
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|
128
bot/phy/aabb.go
Normal file
128
bot/phy/aabb.go
Normal file
@ -0,0 +1,128 @@
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package phy
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import (
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"math"
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"github.com/Tnze/go-mc/bot/world"
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)
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type MinMax struct {
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Min, Max float64
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}
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func (mm MinMax) Extend(delta float64) MinMax {
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if delta < 0 {
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return MinMax{
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Min: mm.Min + delta,
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Max: mm.Max,
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}
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}
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return MinMax{
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Min: mm.Min,
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Max: mm.Max + delta,
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}
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}
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func (mm MinMax) Contract(amt float64) MinMax {
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return MinMax{
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Min: mm.Min + amt,
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Max: mm.Max - amt,
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}
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}
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func (mm MinMax) Expand(amt float64) MinMax {
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return MinMax{
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Min: mm.Min - amt,
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Max: mm.Max + amt,
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}
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}
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func (mm MinMax) Offset(amt float64) MinMax {
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return MinMax{
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Min: mm.Min + amt,
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Max: mm.Max + amt,
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}
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}
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// AABB implements Axis Aligned Bounding Box operations.
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type AABB struct {
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X, Y, Z MinMax
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Block world.BlockStatus
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}
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func (bb AABB) Extend(dx, dy, dz float64) AABB {
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return AABB{
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X: bb.X.Extend(dx),
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Y: bb.Y.Extend(dx),
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Z: bb.Z.Extend(dx),
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Block: bb.Block,
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}
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}
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func (bb AABB) Contract(x, y, z float64) AABB {
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return AABB{
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X: bb.X.Contract(x),
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Y: bb.Y.Contract(y),
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Z: bb.Z.Contract(z),
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Block: bb.Block,
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}
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}
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func (bb AABB) Expand(x, y, z float64) AABB {
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return AABB{
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X: bb.X.Expand(x),
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Y: bb.Y.Expand(y),
|
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Z: bb.Z.Expand(z),
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Block: bb.Block,
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}
|
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}
|
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|
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func (bb AABB) Offset(x, y, z float64) AABB {
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return AABB{
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X: bb.X.Offset(x),
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Y: bb.Y.Offset(y),
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Z: bb.Z.Offset(z),
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Block: bb.Block,
|
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}
|
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}
|
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func (bb AABB) XOffset(o AABB, xOffset float64) float64 {
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if o.Y.Max > bb.Y.Min && o.Y.Min < bb.Y.Max && o.Z.Max > bb.Z.Min && o.Z.Min < bb.Z.Max {
|
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if xOffset > 0.0 && o.X.Max <= bb.X.Min {
|
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xOffset = math.Min(bb.X.Min-o.X.Max, xOffset)
|
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} else if xOffset < 0.0 && o.X.Min >= bb.X.Max {
|
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xOffset = math.Max(bb.X.Max-o.X.Min, xOffset)
|
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}
|
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}
|
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return xOffset
|
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}
|
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|
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func (bb AABB) YOffset(o AABB, yOffset float64) float64 {
|
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if o.X.Max > bb.X.Min && o.X.Min < bb.X.Max && o.Z.Max > bb.Z.Min && o.Z.Min < bb.Z.Max {
|
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if yOffset > 0.0 && o.Y.Max <= bb.Y.Min {
|
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yOffset = math.Min(bb.Y.Min-o.Y.Max, yOffset)
|
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} else if yOffset < 0.0 && o.Y.Min >= bb.Y.Max {
|
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yOffset = math.Max(bb.Y.Max-o.Y.Min, yOffset)
|
||||
}
|
||||
}
|
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return yOffset
|
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}
|
||||
|
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func (bb AABB) ZOffset(o AABB, zOffset float64) float64 {
|
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if o.X.Max > bb.X.Min && o.X.Min < bb.X.Max && o.Y.Max > bb.Y.Min && o.Y.Min < bb.Y.Max {
|
||||
if zOffset > 0.0 && o.Z.Max <= bb.Z.Min {
|
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zOffset = math.Min(bb.Z.Min-o.Z.Max, zOffset)
|
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} else if zOffset < 0.0 && o.Z.Min >= bb.Z.Max {
|
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zOffset = math.Max(bb.Z.Max-o.Z.Min, zOffset)
|
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}
|
||||
}
|
||||
return zOffset
|
||||
}
|
||||
|
||||
func (bb AABB) Intersects(o AABB) bool {
|
||||
return true &&
|
||||
bb.X.Min < o.X.Max && bb.X.Max > o.X.Min &&
|
||||
bb.Y.Min < o.Y.Max && bb.Y.Max > o.Y.Min &&
|
||||
bb.Z.Min < o.Z.Max && bb.Z.Max > o.Z.Min
|
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}
|
145
bot/phy/phy.go
Normal file
145
bot/phy/phy.go
Normal file
@ -0,0 +1,145 @@
|
||||
// Package phy implements a minimal physics simulation necessary for realistic
|
||||
// bot behavior.
|
||||
package phy
|
||||
|
||||
import (
|
||||
"math"
|
||||
|
||||
"github.com/Tnze/go-mc/bot/world"
|
||||
"github.com/Tnze/go-mc/bot/world/entity/player"
|
||||
)
|
||||
|
||||
const (
|
||||
playerWidth = 0.6
|
||||
playerHeight = 1.8
|
||||
resetVel = 0.003
|
||||
|
||||
gravity = 0.08
|
||||
)
|
||||
|
||||
// World represents a provider of information about the surrounding world.
|
||||
type World interface {
|
||||
GetBlockStatus(x, y, z int) world.BlockStatus
|
||||
}
|
||||
|
||||
// Surrounds represents the blocks surrounding the player (Y, Z, X).
|
||||
type Surrounds []AABB
|
||||
|
||||
// Point represents a point in 3D space.
|
||||
type Point struct {
|
||||
X, Y, Z float64
|
||||
}
|
||||
|
||||
// State tracks physics state.
|
||||
type State struct {
|
||||
// player state.
|
||||
Pos Point
|
||||
Vel Point
|
||||
Yaw, Pitch float64
|
||||
|
||||
// player state flags.
|
||||
onGround bool
|
||||
collision struct {
|
||||
vertical bool
|
||||
horizontal bool
|
||||
}
|
||||
|
||||
Run bool
|
||||
}
|
||||
|
||||
func (s *State) ServerPositionUpdate(player player.Pos, w World) error {
|
||||
s.Pos = Point{X: player.X, Y: player.Y, Z: player.Z}
|
||||
s.Yaw, s.Pitch = float64(player.Yaw), float64(player.Pitch)
|
||||
s.Vel = Point{}
|
||||
s.onGround, s.collision.vertical, s.collision.horizontal = false, false, false
|
||||
s.Run = true
|
||||
return nil
|
||||
}
|
||||
|
||||
func abs(i1, i2 int) int {
|
||||
if i1 < i2 {
|
||||
return i2 - i1
|
||||
}
|
||||
return i1 - i2
|
||||
}
|
||||
|
||||
func (s *State) surroundings(query AABB, w World) Surrounds {
|
||||
minY, maxY := int(math.Floor(query.Y.Min))-1, int(math.Floor(query.Y.Max))+1
|
||||
minZ, maxZ := int(math.Floor(query.Z.Min)), int(math.Floor(query.Z.Max))+1
|
||||
minX, maxX := int(math.Floor(query.X.Min)), int(math.Floor(query.X.Max))+1
|
||||
|
||||
out := Surrounds(make([]AABB, 0, abs(maxY, minY)*abs(maxZ, minZ)*abs(maxX, minX)))
|
||||
for y := minY; y < maxY; y++ {
|
||||
for z := minZ; z < maxZ; z++ {
|
||||
for x := minX; x < maxX; x++ {
|
||||
if block := w.GetBlockStatus(x, y, z); block > 0 {
|
||||
out = append(out, AABB{X: MinMax{Max: 1}, Y: MinMax{Max: 1}, Z: MinMax{Max: 1}, Block: block}.Offset(float64(x), float64(y), float64(z)))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func (s *State) Tick(w World) error {
|
||||
if !s.Run {
|
||||
return nil
|
||||
}
|
||||
if math.Abs(s.Vel.X) < resetVel {
|
||||
s.Vel.X = 0
|
||||
}
|
||||
if math.Abs(s.Vel.Y) < resetVel {
|
||||
s.Vel.Y = 0
|
||||
}
|
||||
if math.Abs(s.Vel.Z) < resetVel {
|
||||
s.Vel.Z = 0
|
||||
}
|
||||
s.Vel.Y -= gravity
|
||||
|
||||
// Apply collision.
|
||||
var (
|
||||
player = s.BB()
|
||||
query = player.Extend(s.Vel.X, s.Vel.Y, s.Vel.Z)
|
||||
surroundings = s.surroundings(query, w)
|
||||
newVel = s.Vel
|
||||
)
|
||||
for _, b := range surroundings {
|
||||
newVel.Y = b.YOffset(player, newVel.Y)
|
||||
}
|
||||
player = player.Offset(0, newVel.Y, 0)
|
||||
for _, b := range surroundings {
|
||||
newVel.X = b.XOffset(player, newVel.X)
|
||||
}
|
||||
player = player.Offset(newVel.X, 0, 0)
|
||||
for _, b := range surroundings {
|
||||
newVel.Z = b.ZOffset(player, newVel.Z)
|
||||
}
|
||||
player = player.Offset(0, 0, newVel.Z)
|
||||
|
||||
// Update flags.
|
||||
s.Pos.X = player.X.Min + playerWidth/2
|
||||
s.Pos.Y = player.Y.Min
|
||||
s.Pos.Z = player.Z.Min + playerWidth/2
|
||||
s.collision.horizontal = newVel.X != s.Vel.X || newVel.Z != s.Vel.Z
|
||||
s.collision.vertical = newVel.Y != s.Vel.Y
|
||||
s.onGround = s.collision.vertical && s.Vel.Y < 0
|
||||
|
||||
s.Vel = newVel
|
||||
return nil
|
||||
}
|
||||
|
||||
func (s *State) BB() AABB {
|
||||
return AABB{
|
||||
X: MinMax{Min: -playerWidth / 2, Max: playerWidth / 2},
|
||||
Y: MinMax{Max: playerHeight},
|
||||
Z: MinMax{Min: -playerWidth / 2, Max: playerWidth / 2},
|
||||
}.Offset(s.Pos.X, s.Pos.Y, s.Pos.Z)
|
||||
}
|
||||
|
||||
func (s *State) Position() player.Pos {
|
||||
return player.Pos{
|
||||
X: s.Pos.X, Y: s.Pos.Y, Z: s.Pos.Z,
|
||||
Yaw: float32(s.Yaw), Pitch: float32(s.Pitch),
|
||||
OnGround: s.onGround,
|
||||
}
|
||||
}
|
@ -2,14 +2,28 @@ package player
|
||||
|
||||
import "github.com/Tnze/go-mc/bot/world/entity"
|
||||
|
||||
type Pos struct {
|
||||
X, Y, Z float64
|
||||
Yaw, Pitch float32
|
||||
OnGround bool
|
||||
}
|
||||
|
||||
func (p Pos) PosEqual(other Pos) bool {
|
||||
return p.X == other.X && p.Y == other.Y && p.Z == other.Z
|
||||
}
|
||||
func (p Pos) LookEqual(other Pos) bool {
|
||||
return p.Yaw == other.Yaw && p.Pitch == other.Pitch
|
||||
}
|
||||
func (p Pos) Equal(other Pos) bool {
|
||||
return p.PosEqual(other) && p.LookEqual(other) && p.OnGround == other.OnGround
|
||||
}
|
||||
|
||||
// Player includes the player's status.
|
||||
type Player struct {
|
||||
entity.Entity
|
||||
UUID [2]int64 //128bit UUID
|
||||
|
||||
X, Y, Z float64
|
||||
Yaw, Pitch float32
|
||||
OnGround bool
|
||||
Pos Pos
|
||||
|
||||
HeldItem int //拿着的物品栏位
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
package ptypes
|
||||
|
||||
import (
|
||||
"github.com/Tnze/go-mc/data"
|
||||
pk "github.com/Tnze/go-mc/net/packet"
|
||||
)
|
||||
|
||||
@ -33,3 +34,54 @@ func (p *PositionAndLookClientbound) RelativePitch() bool {
|
||||
func (p *PositionAndLookClientbound) Decode(pkt pk.Packet) error {
|
||||
return pkt.Scan(&p.X, &p.Y, &p.Z, &p.Yaw, &p.Pitch, &p.Flags, &p.TeleportID)
|
||||
}
|
||||
|
||||
// PositionAndLookServerbound describes the location and orientation of
|
||||
// the player.
|
||||
type PositionAndLookServerbound struct {
|
||||
X, Y, Z pk.Double
|
||||
Yaw, Pitch pk.Float
|
||||
OnGround pk.Boolean
|
||||
}
|
||||
|
||||
func (p PositionAndLookServerbound) Encode() pk.Packet {
|
||||
return pk.Marshal(
|
||||
data.PositionLook,
|
||||
pk.Double(p.X),
|
||||
pk.Double(p.Y),
|
||||
pk.Double(p.Z),
|
||||
pk.Float(p.Yaw),
|
||||
pk.Float(p.Pitch),
|
||||
pk.Boolean(p.OnGround),
|
||||
)
|
||||
}
|
||||
|
||||
// Position describes the position of the player.
|
||||
type Position struct {
|
||||
X, Y, Z pk.Double
|
||||
OnGround pk.Boolean
|
||||
}
|
||||
|
||||
func (p Position) Encode() pk.Packet {
|
||||
return pk.Marshal(
|
||||
data.PositionServerbound,
|
||||
pk.Double(p.X),
|
||||
pk.Double(p.Y),
|
||||
pk.Double(p.Z),
|
||||
pk.Boolean(p.OnGround),
|
||||
)
|
||||
}
|
||||
|
||||
// Look describes the rotation of the player.
|
||||
type Look struct {
|
||||
Yaw, Pitch pk.Float
|
||||
OnGround pk.Boolean
|
||||
}
|
||||
|
||||
func (p Look) Encode() pk.Packet {
|
||||
return pk.Marshal(
|
||||
data.PositionLook,
|
||||
pk.Float(p.Yaw),
|
||||
pk.Float(p.Pitch),
|
||||
pk.Boolean(p.OnGround),
|
||||
)
|
||||
}
|
||||
|
Reference in New Issue
Block a user