WIP getting jumping to work
This commit is contained in:
@ -4,6 +4,7 @@ import (
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"sync"
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"time"
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"github.com/Tnze/go-mc/bot/path"
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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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@ -24,7 +25,7 @@ type Client struct {
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settings Settings
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Wd world.World //the map data
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Inputs phy.Inputs
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Inputs path.Inputs
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Physics phy.State
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lastPosTx time.Time
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justTeleported bool
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@ -7,7 +7,7 @@ import (
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var (
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safeStepBlocks = make(map[world.BlockStatus]struct{}, 1024)
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blocks = []block.Block{
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stepBlocks = []block.Block{
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block.Stone,
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block.Granite,
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block.PolishedGranite,
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@ -34,10 +34,35 @@ var (
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block.Sandstone,
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block.RedstoneOre,
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}
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safeWalkBlocks = make(map[world.BlockStatus]struct{}, 128)
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walkBlocks = []block.Block{
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block.Air,
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block.Grass,
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block.Torch,
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block.OakSign,
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block.SpruceSign,
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block.BirchSign,
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block.AcaciaSign,
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block.JungleSign,
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block.DarkOakSign,
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block.OakWallSign,
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block.SpruceWallSign,
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block.BirchWallSign,
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block.AcaciaWallSign,
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block.JungleWallSign,
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block.DarkOakWallSign,
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block.Cornflower,
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}
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additionalCostBlocks = map[*block.Block]int{
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&block.Rail: 120,
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&block.PoweredRail: 200,
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}
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)
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func init() {
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for _, b := range blocks {
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for _, b := range stepBlocks {
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if b.MinStateID == b.MaxStateID {
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safeStepBlocks[world.BlockStatus(b.MinStateID)] = struct{}{}
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} else {
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@ -46,4 +71,24 @@ func init() {
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}
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}
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}
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for _, b := range walkBlocks {
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if b.MinStateID == b.MaxStateID {
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safeWalkBlocks[world.BlockStatus(b.MinStateID)] = struct{}{}
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} else {
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for i := b.MinStateID; i <= b.MaxStateID; i++ {
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safeWalkBlocks[world.BlockStatus(i)] = struct{}{}
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}
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}
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}
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}
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func SteppableBlock(bID world.BlockStatus) bool {
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_, ok := safeStepBlocks[bID]
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return ok
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}
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func AirLikeBlock(bID world.BlockStatus) bool {
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_, ok := safeWalkBlocks[bID]
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return ok
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}
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@ -1,8 +1,10 @@
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package phy
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package path
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// Inputs describes the desired movements of the player.
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type Inputs struct {
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Yaw, Pitch float64
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ThrottleX, ThrottleZ float64
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Jump bool
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}
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179
bot/path/movement.go
Normal file
179
bot/path/movement.go
Normal file
@ -0,0 +1,179 @@
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package path
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// Movement represents a single type of movement in a path.
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type Movement uint8
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var allMovements = []Movement{TraverseNorth, TraverseSouth, TraverseEast, TraverseWest,
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TraverseNorthWest, TraverseNorthEast, TraverseSouthWest, TraverseSouthEast,
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DropNorth, DropSouth, DropEast, DropWest,
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AscendNorth, AscendSouth, AscendEast, AscendWest,
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}
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// Valid movement values.
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const (
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Waypoint Movement = iota
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TraverseNorth
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TraverseSouth
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TraverseEast
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TraverseWest
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TraverseNorthEast
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TraverseNorthWest
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TraverseSouthEast
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TraverseSouthWest
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DropNorth
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DropSouth
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DropEast
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DropWest
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AscendNorth
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AscendSouth
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AscendEast
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AscendWest
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)
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func (m Movement) Possible(nav *Nav, x, y, z int, from V3) bool {
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// fmt.Printf("%s.Possible(%d,%d,%d)\n", m, x, y, z)
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switch m {
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case Waypoint, TraverseNorth, TraverseSouth, TraverseEast, TraverseWest:
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if !SteppableBlock(nav.World.GetBlockStatus(x, y, z)) {
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return false
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}
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return AirLikeBlock(nav.World.GetBlockStatus(x, y+1, z)) && AirLikeBlock(nav.World.GetBlockStatus(x, y+2, z))
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case TraverseNorthWest, TraverseNorthEast, TraverseSouthWest, TraverseSouthEast:
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if !SteppableBlock(nav.World.GetBlockStatus(x, y, z)) {
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return false
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}
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if !AirLikeBlock(nav.World.GetBlockStatus(x, y+1, z)) || !AirLikeBlock(nav.World.GetBlockStatus(x, y+2, z)) {
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return false
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}
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if !AirLikeBlock(nav.World.GetBlockStatus(from.X, y+1, z)) || !AirLikeBlock(nav.World.GetBlockStatus(from.X, y+2, z)) {
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return false
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}
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return AirLikeBlock(nav.World.GetBlockStatus(x, y+1, from.Z)) && AirLikeBlock(nav.World.GetBlockStatus(x, y+2, from.Z))
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case DropNorth, DropSouth, DropEast, DropWest:
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for amt := 0; amt < 3; amt++ {
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if !AirLikeBlock(nav.World.GetBlockStatus(x, y+amt+1, z)) {
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return false
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}
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}
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return SteppableBlock(nav.World.GetBlockStatus(x, y, z))
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case AscendNorth, AscendSouth, AscendEast, AscendWest:
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if !AirLikeBlock(nav.World.GetBlockStatus(x, y+1, z)) || !AirLikeBlock(nav.World.GetBlockStatus(x, y+2, z)) {
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return false
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}
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return SteppableBlock(nav.World.GetBlockStatus(x, y, z)) &&
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AirLikeBlock(nav.World.GetBlockStatus(from.X, from.Y+1, from.Z)) &&
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AirLikeBlock(nav.World.GetBlockStatus(from.X, from.Y+2, from.Z))
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default:
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panic(m)
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}
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}
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func (m Movement) Offset() (x, y, z int) {
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switch m {
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case Waypoint:
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return 0, 0, 0
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case TraverseNorth:
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return 0, 0, -1
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case TraverseSouth:
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return 0, 0, 1
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case TraverseEast:
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return 1, 0, 0
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case TraverseWest:
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return -1, 0, 0
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case DropNorth:
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return 0, -1, -1
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case DropSouth:
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return 0, -1, 1
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case DropEast:
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return 1, -1, 0
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case DropWest:
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return -1, -1, 0
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case AscendNorth:
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return 0, 1, -1
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case AscendSouth:
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return 0, 1, 1
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case AscendEast:
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return 1, 1, 0
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case AscendWest:
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return -1, 1, 0
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case TraverseNorthWest:
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return -1, 0, -1
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case TraverseNorthEast:
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return 1, 0, -1
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case TraverseSouthWest:
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return -1, 0, 1
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case TraverseSouthEast:
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return 1, 0, 1
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default:
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panic(m)
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}
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}
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func (m Movement) BaseCost() float64 {
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switch m {
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case Waypoint:
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return 0
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case TraverseNorth, TraverseSouth, TraverseEast, TraverseWest:
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return 1
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case TraverseNorthWest, TraverseNorthEast, TraverseSouthWest, TraverseSouthEast:
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return 1.5
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case DropNorth, DropSouth, DropEast, DropWest:
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return 2
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case AscendNorth, AscendSouth, AscendEast, AscendWest:
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return 2.25
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default:
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panic(m)
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}
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}
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func (m Movement) String() string {
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switch m {
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case Waypoint:
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return "waypoint"
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case TraverseNorth:
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return "traverse-north"
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case TraverseSouth:
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return "traverse-south"
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case TraverseEast:
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return "traverse-east"
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case TraverseWest:
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return "traverse-west"
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case DropNorth:
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return "drop-north"
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case DropSouth:
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return "drop-south"
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case DropEast:
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return "drop-east"
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case DropWest:
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return "drop-west"
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case AscendNorth:
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return "jump-north"
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case AscendSouth:
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return "jump-south"
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case AscendEast:
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return "jump-east"
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case AscendWest:
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return "jump-west"
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case TraverseNorthWest:
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return "traverse-northwest"
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case TraverseNorthEast:
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return "traverse-northeast"
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case TraverseSouthWest:
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return "traverse-southwest"
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case TraverseSouthEast:
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return "traverse-southeast"
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default:
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panic(m)
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}
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}
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@ -2,8 +2,9 @@
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package path
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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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"github.com/Tnze/go-mc/data/block"
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"github.com/beefsack/go-astar"
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)
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@ -36,27 +37,14 @@ func (n *Nav) Path() (path []astar.Pather, distance float64, found bool) {
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})
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}
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// Movement represents a single type of movement in a path.
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type Movement uint8
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var allMovements = []Movement{TraverseNorth, TraverseSouth, TraverseEast, TraverseWest}
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// Valid movement values.
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const (
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Waypoint Movement = iota
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TraverseNorth
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TraverseSouth
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TraverseEast
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TraverseWest
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)
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// Tile represents a point in a path. All tiles in a path are adjaceent their
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// preceeding tiles.
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type Tile struct {
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Nav *Nav
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Movement Movement
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Pos V3
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Movement Movement
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Pos V3
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ExtraCost int
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}
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func (t Tile) PathNeighborCost(to astar.Pather) float64 {
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@ -67,12 +55,17 @@ func (t Tile) PathNeighborCost(to astar.Pather) float64 {
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func (t Tile) PathEstimatedCost(to astar.Pather) float64 {
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other := to.(Tile)
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cost := t.Pos.Cost(other.Pos)
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return cost + other.Movement.BaseCost()
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}
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func (t Tile) PathNeighbors() []astar.Pather {
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possibles := make([]astar.Pather, 0, 8)
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if t.PathEstimatedCost(Tile{Pos: t.Nav.Start}) > 1200 {
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return nil
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}
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if t.Pos == t.Nav.Dest && t.Movement != Waypoint {
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dupe := t
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dupe.Movement = Waypoint
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@ -82,7 +75,7 @@ func (t Tile) PathNeighbors() []astar.Pather {
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for _, m := range allMovements {
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x, y, z := m.Offset()
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pos := V3{X: t.Pos.X + x, Y: t.Pos.Y + y, Z: t.Pos.Z + z}
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if m.Possible(t.Nav, pos.X, pos.Y, pos.Z) {
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if m.Possible(t.Nav, pos.X, pos.Y, pos.Z, t.Pos) {
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possibles = append(possibles, Tile{
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Nav: t.Nav,
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Movement: m,
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@ -95,63 +88,18 @@ func (t Tile) PathNeighbors() []astar.Pather {
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return possibles
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}
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func (m Movement) Possible(nav *Nav, x, y, z int) bool {
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// fmt.Printf("%s.Possible(%d,%d,%d)\n", m, x, y, z)
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switch m {
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case Waypoint, TraverseNorth, TraverseSouth, TraverseEast, TraverseWest:
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b := nav.World.GetBlockStatus(x, y, z)
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if _, safe := safeStepBlocks[b]; !safe {
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return false
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}
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above1 := uint32(nav.World.GetBlockStatus(x, y+1, z))
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above2 := uint32(nav.World.GetBlockStatus(x, y+2, z))
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return above1 == block.Air.MinStateID && above2 == block.Air.MinStateID
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default:
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panic(m)
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func (t Tile) Inputs(dX, dY, dZ float64) Inputs {
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// Sufficient for simple movements.
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at := math.Atan2(-dX, -dZ)
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out := Inputs{
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ThrottleX: math.Sin(at),
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ThrottleZ: math.Cos(at),
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}
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}
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func (m Movement) Offset() (x, y, z int) {
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switch m {
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case Waypoint:
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return 0, 0, 0
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case TraverseNorth:
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return 0, 0, -1
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case TraverseSouth:
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return 0, 0, 1
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case TraverseEast:
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return 1, 0, 0
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case TraverseWest:
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return -1, 0, 0
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default:
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panic(m)
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}
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}
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func (m Movement) BaseCost() float64 {
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switch m {
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case Waypoint:
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return 0
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case TraverseNorth, TraverseSouth, TraverseEast, TraverseWest:
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return 1
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default:
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panic(m)
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}
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}
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func (m Movement) String() string {
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switch m {
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case Waypoint:
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return "waypoint"
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case TraverseNorth:
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return "traverse-north"
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case TraverseSouth:
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return "traverse-south"
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case TraverseEast:
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return "traverse-east"
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case TraverseWest:
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return "traverse-west"
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default:
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panic(m)
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switch t.Movement {
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case AscendNorth, AscendSouth, AscendEast, AscendWest:
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out.Jump = math.Sqrt(dX*dX+dZ*dZ) < 1.75
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out.Yaw = 0
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}
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return out
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}
|
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|
204
bot/phy/phy.go
204
bot/phy/phy.go
@ -5,6 +5,7 @@ package phy
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import (
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"math"
|
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|
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"github.com/Tnze/go-mc/bot/path"
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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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)
|
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@ -17,6 +18,9 @@ const (
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maxYawChange = 33
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maxPitchChange = 11
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|
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stepHeight = 0.6
|
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minJumpTicks = 14
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|
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gravity = 0.08
|
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drag = 0.98
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acceleration = 0.02
|
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@ -43,6 +47,7 @@ type State struct {
|
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Pos Point
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Vel Point
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Yaw, Pitch float64
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lastJump uint32
|
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|
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// player state flags.
|
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onGround bool
|
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@ -51,7 +56,8 @@ type State struct {
|
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horizontal bool
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}
|
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|
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Run bool
|
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tick uint32
|
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Run bool
|
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}
|
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|
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func (s *State) ServerPositionUpdate(player player.Pos, w World) error {
|
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@ -79,7 +85,7 @@ func (s *State) surroundings(query AABB, w World) Surrounds {
|
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for y := minY; y < maxY; y++ {
|
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for z := minZ; z < maxZ; z++ {
|
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for x := minX; x < maxX; x++ {
|
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if block := w.GetBlockStatus(x, y, z); block > 0 {
|
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if block := w.GetBlockStatus(x, y, z); !path.AirLikeBlock(block) {
|
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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)))
|
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}
|
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}
|
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@ -88,89 +94,6 @@ func (s *State) surroundings(query AABB, w World) Surrounds {
|
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return out
|
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}
|
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|
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func (s *State) applyLookInputs(input Inputs) {
|
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errYaw := math.Min(math.Max(input.Yaw-s.Yaw, -maxYawChange), maxYawChange)
|
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s.Yaw += errYaw
|
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errPitch := math.Min(math.Max(input.Pitch-s.Pitch, -maxPitchChange), maxPitchChange)
|
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s.Pitch += errPitch
|
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}
|
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|
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func (s *State) applyPosInputs(input Inputs, acceleration, inertia float64) {
|
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speed := math.Sqrt(input.ThrottleX*input.ThrottleX + input.ThrottleZ*input.ThrottleZ)
|
||||
if speed < 0.01 {
|
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return
|
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}
|
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speed = acceleration / math.Max(speed, 1)
|
||||
|
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input.ThrottleX *= speed
|
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input.ThrottleZ *= speed
|
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|
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s.Vel.X += input.ThrottleX
|
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s.Vel.Z += input.ThrottleZ
|
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}
|
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|
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func (s *State) Tick(input Inputs, w World) error {
|
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if !s.Run {
|
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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
|
||||
}
|
||||
|
Reference in New Issue
Block a user