// Package phy implements a minimal physics simulation necessary for realistic // bot behavior. 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" ) const ( playerWidth = 0.6 playerHeight = 1.8 resetVel = 0.003 maxYawChange = 33 maxPitchChange = 11 stepHeight = 0.6 minJumpTicks = 14 gravity = 0.08 drag = 0.98 acceleration = 0.02 inertia = 0.91 slipperiness = 0.6 ) // 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 lastJump uint32 // player state flags. onGround bool collision struct { vertical bool horizontal bool } tick uint32 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); !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))) } } } } return out } 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, } } 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 }