Files
go-mc/bot/phy/phy.go
2020-09-20 15:41:58 -07:00

189 lines
4.5 KiB
Go

// 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
maxYawChange = 33
maxPitchChange = 11
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
// 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) 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},
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,
}
}