WIP getting jumping to work

This commit is contained in:
Tom
2020-09-21 19:11:52 -07:00
parent bb278ddd1d
commit fcdf4bda87
6 changed files with 372 additions and 163 deletions

View File

@ -1,8 +0,0 @@
package phy
// Inputs describes the desired movements of the player.
type Inputs struct {
Yaw, Pitch float64
ThrottleX, ThrottleZ float64
}

View File

@ -5,6 +5,7 @@ package phy
import (
"math"
"github.com/Tnze/go-mc/bot/path"
"github.com/Tnze/go-mc/bot/world"
"github.com/Tnze/go-mc/bot/world/entity/player"
)
@ -17,6 +18,9 @@ const (
maxYawChange = 33
maxPitchChange = 11
stepHeight = 0.6
minJumpTicks = 14
gravity = 0.08
drag = 0.98
acceleration = 0.02
@ -43,6 +47,7 @@ type State struct {
Pos Point
Vel Point
Yaw, Pitch float64
lastJump uint32
// player state flags.
onGround bool
@ -51,7 +56,8 @@ type State struct {
horizontal bool
}
Run bool
tick uint32
Run bool
}
func (s *State) ServerPositionUpdate(player player.Pos, w World) error {
@ -79,7 +85,7 @@ func (s *State) surroundings(query AABB, w World) Surrounds {
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 {
if block := w.GetBlockStatus(x, y, z); !path.AirLikeBlock(block) {
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)))
}
}
@ -88,89 +94,6 @@ func (s *State) surroundings(query AABB, w World) Surrounds {
return out
}
func (s *State) applyLookInputs(input Inputs) {
errYaw := math.Min(math.Max(input.Yaw-s.Yaw, -maxYawChange), maxYawChange)
s.Yaw += errYaw
errPitch := math.Min(math.Max(input.Pitch-s.Pitch, -maxPitchChange), maxPitchChange)
s.Pitch += errPitch
}
func (s *State) applyPosInputs(input Inputs, acceleration, inertia float64) {
speed := math.Sqrt(input.ThrottleX*input.ThrottleX + input.ThrottleZ*input.ThrottleZ)
if speed < 0.01 {
return
}
speed = acceleration / math.Max(speed, 1)
input.ThrottleX *= speed
input.ThrottleZ *= speed
s.Vel.X += input.ThrottleX
s.Vel.Z += input.ThrottleZ
}
func (s *State) Tick(input Inputs, w World) error {
if !s.Run {
return nil
}
var inertia = inertia
var acceleration = acceleration
if s.onGround {
inertia *= slipperiness
acceleration = 0.1 * (0.1627714 / (inertia * inertia * inertia))
}
s.applyLookInputs(input)
s.applyPosInputs(input, acceleration, inertia)
// Deadzone velocities when they get too low.
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
}
// Gravity
s.Vel.Y -= gravity
// Drag & friction.
s.Vel.Y *= drag
s.Vel.X *= inertia
s.Vel.Z *= inertia
// 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},
@ -186,3 +109,114 @@ func (s *State) Position() player.Pos {
OnGround: s.onGround,
}
}
func (s *State) Tick(input path.Inputs, w World) error {
s.tick++
if !s.Run {
return nil
}
s.tickVelocity(input, w)
player, newVel := s.computeCollision(s.BB(), s.BB().Extend(s.Vel.X, s.Vel.Y, s.Vel.Z), w)
bb := player.Extend(s.Vel.X, stepHeight, s.Vel.Z)
surroundings := s.surroundings(bb, w)
y := float64(0)
for _, b := range surroundings {
if b.Intersects(bb) && bb.Y.Max > b.Y.Min {
y = math.Max(y, b.Y.Max)
}
}
//fmt.Printf("pY = %.2f, maxblockY = %.1f (delta = %.1f)\n", bb.Y.Min, y, bb.Y.Min-y)
if d := bb.Y.Min - y; d >= -stepHeight && d < stepHeight-1 {
bb := player.Offset(0, stepHeight, 0)
player, newVel = s.computeCollision(bb, bb.Extend(s.Vel.X, s.Vel.Y, s.Vel.Z), w)
}
// 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) applyLookInputs(input path.Inputs) {
errYaw := math.Min(math.Max(input.Yaw-s.Yaw, -maxYawChange), maxYawChange)
s.Yaw += errYaw
errPitch := math.Min(math.Max(input.Pitch-s.Pitch, -maxPitchChange), maxPitchChange)
s.Pitch += errPitch
}
func (s *State) applyPosInputs(input path.Inputs, acceleration, inertia float64) {
// fmt.Println(input.Jump, s.lastJump, s.onGround)
if input.Jump && s.lastJump+minJumpTicks < s.tick {
s.lastJump = s.tick
s.Vel.Y += 0.42
}
speed := math.Sqrt(input.ThrottleX*input.ThrottleX + input.ThrottleZ*input.ThrottleZ)
if speed < 0.01 {
return
}
speed = acceleration / math.Max(speed, 1)
input.ThrottleX *= speed
input.ThrottleZ *= speed
s.Vel.X += input.ThrottleX
s.Vel.Z += input.ThrottleZ
}
func (s *State) tickVelocity(input path.Inputs, w World) {
var inertia = inertia
var acceleration = acceleration
if below := w.GetBlockStatus(int(math.Floor(s.Pos.X)), int(math.Floor(s.Pos.Y))-1, int(math.Floor(s.Pos.Z))); s.onGround && !path.AirLikeBlock(below) {
inertia *= slipperiness
acceleration = 0.1 * (0.1627714 / (inertia * inertia * inertia))
}
// Deadzone velocities when they get too low.
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.applyLookInputs(input)
s.applyPosInputs(input, acceleration, inertia)
// Gravity
s.Vel.Y -= gravity
// Drag & friction.
s.Vel.Y *= drag
s.Vel.X *= inertia
s.Vel.Z *= inertia
}
func (s *State) computeCollision(bb, query AABB, w World) (outBB AABB, outVel Point) {
surroundings := s.surroundings(query, w)
outVel = s.Vel
for _, b := range surroundings {
outVel.Y = b.YOffset(bb, outVel.Y)
}
bb = bb.Offset(0, outVel.Y, 0)
for _, b := range surroundings {
outVel.X = b.XOffset(bb, outVel.X)
}
bb = bb.Offset(outVel.X, 0, 0)
for _, b := range surroundings {
outVel.Z = b.ZOffset(bb, outVel.Z)
}
bb = bb.Offset(0, 0, outVel.Z)
return bb, outVel
}