180 lines
4.2 KiB
Go
180 lines
4.2 KiB
Go
// Package phy implements a minimal physics simulation necessary for realistic
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// bot behavior.
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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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"github.com/Tnze/go-mc/bot/world/entity/player"
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)
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const (
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playerWidth = 0.6
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playerHeight = 1.8
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resetVel = 0.003
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yawSpeed = 3.0
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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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inertia = 0.91
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slipperiness = 0.6
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)
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// World represents a provider of information about the surrounding world.
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type World interface {
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GetBlockStatus(x, y, z int) world.BlockStatus
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}
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// Surrounds represents the blocks surrounding the player (Y, Z, X).
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type Surrounds []AABB
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// Point represents a point in 3D space.
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type Point struct {
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X, Y, Z float64
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}
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// State tracks physics state.
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type State struct {
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// player state.
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Pos Point
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Vel Point
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Yaw, Pitch float64
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// player state flags.
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onGround bool
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collision struct {
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vertical bool
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horizontal bool
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}
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Run bool
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}
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func (s *State) ServerPositionUpdate(player player.Pos, w World) error {
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s.Pos = Point{X: player.X, Y: player.Y, Z: player.Z}
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s.Yaw, s.Pitch = float64(player.Yaw), float64(player.Pitch)
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s.Vel = Point{}
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s.onGround, s.collision.vertical, s.collision.horizontal = false, false, false
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s.Run = true
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return nil
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}
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func abs(i1, i2 int) int {
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if i1 < i2 {
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return i2 - i1
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}
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return i1 - i2
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}
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func (s *State) surroundings(query AABB, w World) Surrounds {
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minY, maxY := int(math.Floor(query.Y.Min))-1, int(math.Floor(query.Y.Max))+1
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minZ, maxZ := int(math.Floor(query.Z.Min)), int(math.Floor(query.Z.Max))+1
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minX, maxX := int(math.Floor(query.X.Min)), int(math.Floor(query.X.Max))+1
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out := Surrounds(make([]AABB, 0, abs(maxY, minY)*abs(maxZ, minZ)*abs(maxX, minX)))
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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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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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}
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}
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return out
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}
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func (s *State) applyInputs(input Inputs, acceleration, inertia float64) {
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speed := math.Sqrt(input.ThrottleX*input.ThrottleX + input.ThrottleZ*input.ThrottleZ)
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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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s.Vel.X += input.ThrottleX
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s.Vel.Z += input.ThrottleZ
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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
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}
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var inertia = inertia
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var acceleration = acceleration
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if s.onGround {
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inertia *= slipperiness
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acceleration = 0.1 * (0.1627714 / (inertia * inertia * inertia))
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}
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s.applyInputs(input, acceleration, inertia)
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// Deadzone velocities when they get too low.
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if math.Abs(s.Vel.X) < resetVel {
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s.Vel.X = 0
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}
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if math.Abs(s.Vel.Y) < resetVel {
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s.Vel.Y = 0
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}
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if math.Abs(s.Vel.Z) < resetVel {
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s.Vel.Z = 0
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}
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// Gravity
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s.Vel.Y -= gravity
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// Drag & friction.
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s.Vel.Y *= drag
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s.Vel.X *= inertia
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s.Vel.Z *= inertia
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// Apply collision.
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var (
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player = s.BB()
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query = player.Extend(s.Vel.X, s.Vel.Y, s.Vel.Z)
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surroundings = s.surroundings(query, w)
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newVel = s.Vel
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)
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for _, b := range surroundings {
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newVel.Y = b.YOffset(player, newVel.Y)
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}
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player = player.Offset(0, newVel.Y, 0)
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for _, b := range surroundings {
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newVel.X = b.XOffset(player, newVel.X)
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}
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player = player.Offset(newVel.X, 0, 0)
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for _, b := range surroundings {
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newVel.Z = b.ZOffset(player, newVel.Z)
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}
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player = player.Offset(0, 0, newVel.Z)
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// Update flags.
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s.Pos.X = player.X.Min + playerWidth/2
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s.Pos.Y = player.Y.Min
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s.Pos.Z = player.Z.Min + playerWidth/2
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s.collision.horizontal = newVel.X != s.Vel.X || newVel.Z != s.Vel.Z
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s.collision.vertical = newVel.Y != s.Vel.Y
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s.onGround = s.collision.vertical && s.Vel.Y < 0
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s.Vel = newVel
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return nil
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}
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func (s *State) BB() AABB {
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return AABB{
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X: MinMax{Min: -playerWidth / 2, Max: playerWidth / 2},
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Y: MinMax{Max: playerHeight},
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Z: MinMax{Min: -playerWidth / 2, Max: playerWidth / 2},
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}.Offset(s.Pos.X, s.Pos.Y, s.Pos.Z)
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}
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func (s *State) Position() player.Pos {
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return player.Pos{
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X: s.Pos.X, Y: s.Pos.Y, Z: s.Pos.Z,
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Yaw: float32(s.Yaw), Pitch: float32(s.Pitch),
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OnGround: s.onGround,
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}
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}
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