Sneak: Stripped down version
authorSmallJoker <mk939@ymail.com>
Sat, 1 Apr 2017 18:38:14 +0000 (20:38 +0200)
committerparamat <mat.gregory@virginmedia.com>
Sat, 15 Jul 2017 00:27:37 +0000 (01:27 +0100)
Fix taking damage caused by sneaking over a nodebox gap.
Fix strange behaviour on stair nodeboxes.
Enable jumping from node edges while sneaking.
Enable movement around corners while sneaking on a 1-node-high groove in a wall.

src/localplayer.cpp
src/localplayer.h

index a77dcab0a6708915708f8ca14743f017ce324133..0ab252a9daa042686e21dd1609e40efe0cd13caf 100644 (file)
@@ -42,88 +42,134 @@ LocalPlayer::~LocalPlayer()
 {
 }
 
-static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
+static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
 {
+       if (nodeboxes.size() == 0)
+               return aabb3f(0, 0, 0, 0, 0, 0);
+
        aabb3f b_max;
-       b_max.reset(-BS, -BS, -BS);
-       for (std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
-                       it != nodeboxes.end(); ++it) {
-               aabb3f box = *it;
-               if (box.MaxEdge.Y > b_max.MaxEdge.Y)
-                       b_max = box;
-               else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
-                       b_max.addInternalBox(box);
-       }
-       return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
-}
 
-#define GETNODE(map, p3, v2, y, valid) \
-       (map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)
+       std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
+       b_max = aabb3f(it->MinEdge, it->MaxEdge);
+
+       ++it;
+       for (; it != nodeboxes.end(); ++it)
+               b_max.addInternalBox(*it);
+
+       return b_max;
+}
 
-// pos is the node the player is standing inside(!)
-static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
+bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
+               const v3f &sneak_max)
 {
-       // Detects a structure known as "sneak ladder" or "sneak elevator"
-       // that relies on bugs to provide a fast means of vertical transportation,
-       // the bugs have since been fixed but this function remains to keep it working.
-       // NOTE: This is just entirely a huge hack and causes way too many problems.
-       bool is_valid_position;
+       static const v3s16 dir9_center[9] = {
+               v3s16( 0, 0,  0),
+               v3s16( 1, 0,  0),
+               v3s16(-1, 0,  0),
+               v3s16( 0, 0,  1),
+               v3s16( 0, 0, -1),
+               v3s16( 1, 0,  1),
+               v3s16(-1, 0,  1),
+               v3s16( 1, 0, -1),
+               v3s16(-1, 0, -1)
+       };
+
+       INodeDefManager *nodemgr = m_client->ndef();
        MapNode node;
-       // X/Z vectors for 4 neighboring nodes
-       static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };
+       bool is_valid_position;
+       bool new_sneak_node_exists = m_sneak_node_exists;
 
-       for (u16 i = 0; i < ARRLEN(vecs); i++) {
-               const v2s16 vec = vecs[i];
+       // We want the top of the sneak node to be below the players feet
+       f32 position_y_mod = 0.05 * BS;
+       if (m_sneak_node_exists)
+               position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
 
-               // walkability of bottom & top node should differ
-               node = GETNODE(map, pos, vec, 0, &is_valid_position);
-               if (!is_valid_position)
-                       continue;
-               bool w = nodemgr->get(node).walkable;
-               node = GETNODE(map, pos, vec, 1, &is_valid_position);
-               if (!is_valid_position || w == nodemgr->get(node).walkable)
+       // Get position of current standing node
+       const v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+
+       if (current_node != m_sneak_node) {
+               new_sneak_node_exists = false;
+       } else {
+               node = map->getNodeNoEx(current_node, &is_valid_position);
+               if (!is_valid_position || !nodemgr->get(node).walkable)
+                       new_sneak_node_exists = false;
+       }
+
+       // Keep old sneak node
+       if (new_sneak_node_exists)
+               return true;
+
+       // Get new sneak node
+       m_sneak_ladder_detected = false;
+       f32 min_distance_f = 100000.0 * BS;
+
+       for (s16 d = 0; d < 9; d++) {
+               const v3s16 p = current_node + dir9_center[d];
+               const v3f pf = intToFloat(p, BS);
+               const v2f diff(position.X - pf.X, position.Z - pf.Z);
+               f32 distance_f = diff.getLength();
+
+               if (distance_f > min_distance_f ||
+                               fabs(diff.X) > (.5 + .1) * BS + sneak_max.X ||
+                               fabs(diff.Y) > (.5 + .1) * BS + sneak_max.Z)
                        continue;
 
-               // check one more node above OR below with corresponding walkability
-               node = GETNODE(map, pos, vec, -1, &is_valid_position);
-               bool ok = is_valid_position && w != nodemgr->get(node).walkable;
-               if (!ok) {
-                       node = GETNODE(map, pos, vec, 2, &is_valid_position);
-                       ok = is_valid_position && w == nodemgr->get(node).walkable;
+
+               // The node to be sneaked on has to be walkable
+               node = map->getNodeNoEx(p, &is_valid_position);
+               if (!is_valid_position || !nodemgr->get(node).walkable)
+                       continue;
+               // And the node(s) above have to be nonwalkable
+               bool ok = true;
+               if (!physics_override_sneak_glitch) {
+                       u16 height = ceilf(
+                                       (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
+                       );
+                       for (u16 y = 1; y <= height; y++) {
+                               node = map->getNodeNoEx(p + v3s16(0, y, 0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable) {
+                                       ok = false;
+                                       break;
+                               }
+                       }
+               } else {
+                       // legacy behaviour: check just one node
+                       node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
+                       ok = is_valid_position && !nodemgr->get(node).walkable;
                }
+               if (!ok)
+                       continue;
 
-               if (ok)
-                       return true;
+               min_distance_f = distance_f;
+               m_sneak_node = p;
+               new_sneak_node_exists = true;
        }
 
-       return false;
-}
-
-static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
-{
-       bool is_valid_position;
-       MapNode node;
-       // X/Z vectors for 4 neighboring nodes
-       static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};
+       if (!new_sneak_node_exists)
+               return false;
 
-       for (u16 i = 0; i < ARRLEN(vecs); i++) {
-               const v2s16 vec = vecs[i];
+       // Update saved top bounding box of sneak node
+       node = map->getNodeNoEx(m_sneak_node);
+       std::vector<aabb3f> nodeboxes;
+       node.getCollisionBoxes(nodemgr, &nodeboxes);
+       m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
 
-               node = GETNODE(map, pos, vec, 1, &is_valid_position);
+       if (physics_override_sneak_glitch) {
+               // Detect sneak ladder:
+               // Node two meters above sneak node must be solid
+               node = map->getNodeNoEx(m_sneak_node + v3s16(0, 2, 0),
+                       &is_valid_position);
                if (is_valid_position && nodemgr->get(node).walkable) {
-                       // Ledge exists
-                       node = GETNODE(map, pos, vec, 2, &is_valid_position);
-                       if (is_valid_position && !nodemgr->get(node).walkable)
-                               // Space above ledge exists
-                               return true;
+                       // Node three meters above: must be non-solid
+                       node = map->getNodeNoEx(m_sneak_node + v3s16(0, 3, 0),
+                               &is_valid_position);
+                       m_sneak_ladder_detected = is_valid_position &&
+                               !nodemgr->get(node).walkable;
                }
        }
-
-       return false;
+       return true;
 }
 
-#undef GETNODE
-
 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                std::vector<CollisionInfo> *collision_info)
 {
@@ -139,10 +185,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        v3f position = getPosition();
 
        // Copy parent position if local player is attached
-       if(isAttached)
-       {
+       if (isAttached) {
                setPosition(overridePosition);
-               m_sneak_node_exists = false;
                return;
        }
 
@@ -154,7 +198,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        if (free_move) {
                position += m_speed * dtime;
                setPosition(position);
-               m_sneak_node_exists = false;
                return;
        }
 
@@ -225,7 +268,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                                || nodemgr->get(node2.getContent()).climbable) && !free_move;
        }
 
-
        /*
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
@@ -237,48 +279,79 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
        // This should always apply, otherwise there are glitches
        sanity_check(d > pos_max_d);
 
+       // TODO: this shouldn't be hardcoded but transmitted from server
+       float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
+
+#ifdef __ANDROID__
+       player_stepheight += (0.6f * BS);
+#endif
+
+       v3f accel_f = v3f(0,0,0);
+
+       collisionMoveResult result = collisionMoveSimple(env, m_client,
+               pos_max_d, m_collisionbox, player_stepheight, dtime,
+               &position, &m_speed, accel_f);
+
+       bool could_sneak = control.sneak &&
+               !(fly_allowed && g_settings->getBool("free_move")) &&
+               !in_liquid && !is_climbing &&
+               physics_override_sneak;
+       /*
+               If the player's feet touch the topside of any node, this is
+               set to true.
+
+               Player is allowed to jump when this is true.
+       */
+       bool touching_ground_was = touching_ground;
+       touching_ground = result.touching_ground;
+       bool sneak_can_jump = false;
+
        // Max. distance (X, Z) over border for sneaking determined by collision box
        // * 0.49 to keep the center just barely on the node
        v3f sneak_max = m_collisionbox.getExtent() * 0.49;
+
        if (m_sneak_ladder_detected) {
                // restore legacy behaviour (this makes the m_speed.Y hack necessary)
                sneak_max = v3f(0.4 * BS, 0, 0.4 * BS);
        }
 
        /*
-               If sneaking, keep in range from the last walked node and don't
-               fall off from it
+               If sneaking, keep on top of last walked node and don't fall off
        */
-       if (control.sneak && m_sneak_node_exists &&
-                       !(fly_allowed && g_settings->getBool("free_move")) &&
-                       !in_liquid && !is_climbing &&
-                       physics_override_sneak) {
+       if (could_sneak && m_sneak_node_exists) {
                const v3f sn_f = intToFloat(m_sneak_node, BS);
                const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
                const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
                const v3f old_pos = position;
                const v3f old_speed = m_speed;
+               f32 y_diff = bmax.Y - position.Y;
 
-               position.X = rangelim(position.X,
+               // (BS * 0.6f) is the basic stepheight while standing on ground
+               if (y_diff < BS * 0.6f) {
+                       // Only center player when they're on the node
+                       position.X = rangelim(position.X,
                                bmin.X - sneak_max.X, bmax.X + sneak_max.X);
-               position.Z = rangelim(position.Z,
+                       position.Z = rangelim(position.Z,
                                bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z);
 
-               if (position.X != old_pos.X)
-                       m_speed.X = 0;
-               if (position.Z != old_pos.Z)
-                       m_speed.Z = 0;
+                       if (position.X != old_pos.X)
+                               m_speed.X = 0;
+                       if (position.Z != old_pos.Z)
+                               m_speed.Z = 0;
+               }
 
-               // Because we keep the player collision box on the node, limiting
-               // position.Y is not necessary but useful to prevent players from
-               // being inside a node if sneaking on e.g. the lower part of a stair
-               if (!m_sneak_ladder_detected) {
-                       position.Y = MYMAX(position.Y, bmax.Y);
-               } else {
-                       // legacy behaviour that sometimes causes some weird slow sinking
-                       m_speed.Y = MYMAX(m_speed.Y, 0);
+               if (y_diff > 0 && m_speed.Y < 0 &&
+                               (physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
+                       // Move player to the maximal height when falling or when
+                       // the ledge is climbed on the next step.
+                       position.Y = bmax.Y;
+                       m_speed.Y = 0;
                }
 
+               // Allow jumping on node edges while sneaking
+               if (m_speed.Y == 0 || m_sneak_ladder_detected)
+                       sneak_can_jump = true;
+
                if (collision_info != NULL &&
                                m_speed.Y - old_speed.Y > BS) {
                        // Collide with sneak node, report fall damage
@@ -290,131 +363,19 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                }
        }
 
-       // TODO: this shouldn't be hardcoded but transmitted from server
-       float player_stepheight = (touching_ground) ? (BS * 0.6f) : (BS * 0.2f);
-
-#ifdef __ANDROID__
-       player_stepheight += (0.6f * BS);
-#endif
-
-       v3f accel_f = v3f(0,0,0);
-
-       collisionMoveResult result = collisionMoveSimple(env, m_client,
-               pos_max_d, m_collisionbox, player_stepheight, dtime,
-               &position, &m_speed, accel_f);
-
-       /*
-               If the player's feet touch the topside of any node, this is
-               set to true.
-
-               Player is allowed to jump when this is true.
-       */
-       bool touching_ground_was = touching_ground;
-       touching_ground = result.touching_ground;
-
-       // We want the top of the sneak node to be below the players feet
-       f32 position_y_mod;
-       if (m_sneak_node_exists)
-               position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - 0.05 * BS;
-       else
-               position_y_mod = (0.5 - 0.05) * BS;
-       v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
        /*
-               Check the nodes under the player to see from which node the
-               player is sneaking from, if any.  If the node from under
-               the player has been removed, the player falls.
+               Find the next sneak node if necessary
        */
-       if (m_sneak_node_exists &&
-                       nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
-                       m_old_node_below_type != "air") {
-               // Old node appears to have been removed; that is,
-               // it wasn't air before but now it is
-               m_need_to_get_new_sneak_node = false;
-               m_sneak_node_exists = false;
-       } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") {
-               // We are on something, so make sure to recalculate the sneak
-               // node.
-               m_need_to_get_new_sneak_node = true;
-       }
-
-       if (m_need_to_get_new_sneak_node && physics_override_sneak) {
-               v2f player_p2df(position.X, position.Z);
-               f32 min_distance_f = 100000.0 * BS;
-               v3s16 new_sneak_node = m_sneak_node;
-               for(s16 x=-1; x<=1; x++)
-               for(s16 z=-1; z<=1; z++)
-               {
-                       v3s16 p = current_node + v3s16(x,0,z);
-                       v3f pf = intToFloat(p, BS);
-                       v2f node_p2df(pf.X, pf.Z);
-                       f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+       bool new_sneak_node_exists = false;
 
-                       if (distance_f > min_distance_f ||
-                                       fabs(player_p2df.X-node_p2df.X) > (.5+.1)*BS + sneak_max.X ||
-                                       fabs(player_p2df.Y-node_p2df.Y) > (.5+.1)*BS + sneak_max.Z)
-                               continue;
-
-
-                       // The node to be sneaked on has to be walkable
-                       node = map->getNodeNoEx(p, &is_valid_position);
-                       if (!is_valid_position || !nodemgr->get(node).walkable)
-                               continue;
-                       // And the node(s) above have to be nonwalkable
-                       bool ok = true;
-                       if (!physics_override_sneak_glitch) {
-                               u16 height = ceilf(
-                                               (m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS
-                               );
-                               for (u16 y = 1; y <= height; y++) {
-                                       node = map->getNodeNoEx(p + v3s16(0,y,0), &is_valid_position);
-                                       if (!is_valid_position || nodemgr->get(node).walkable) {
-                                               ok = false;
-                                               break;
-                                       }
-                               }
-                       } else {
-                               // legacy behaviour: check just one node
-                               node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
-                               ok = is_valid_position && !nodemgr->get(node).walkable;
-                       }
-                       if (!ok)
-                               continue;
-
-                       min_distance_f = distance_f;
-                       new_sneak_node = p;
-               }
-
-               bool sneak_node_found = (min_distance_f < 100000.0 * BS);
-               m_sneak_node = new_sneak_node;
-               m_sneak_node_exists = sneak_node_found;
-
-               if (sneak_node_found) {
-                       // Update saved top bounding box of sneak node
-                       MapNode n = map->getNodeNoEx(m_sneak_node);
-                       std::vector<aabb3f> nodeboxes;
-                       n.getCollisionBoxes(nodemgr, &nodeboxes);
-                       m_sneak_node_bb_top = getTopBoundingBox(nodeboxes);
-
-                       m_sneak_ladder_detected = physics_override_sneak_glitch &&
-                                       detectSneakLadder(map, nodemgr, floatToInt(position, BS));
-               } else {
-                       m_sneak_ladder_detected = false;
-               }
-       }
-
-       /*
-               If 'sneak glitch' enabled detect ledge for old sneak-jump
-               behaviour of climbing onto a ledge 2 nodes up.
-       */
-       if (physics_override_sneak_glitch && control.sneak && control.jump)
-               m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
+       if (could_sneak)
+               new_sneak_node_exists = updateSneakNode(map, position, sneak_max);
 
        /*
                Set new position but keep sneak node set
        */
-       bool sneak_node_exists = m_sneak_node_exists;
        setPosition(position);
-       m_sneak_node_exists = sneak_node_exists;
+       m_sneak_node_exists = new_sneak_node_exists;
 
        /*
                Report collisions
@@ -447,22 +408,15 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                }
        }
 
-       /*
-               Update the node last under the player
-       */
-       m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
-       m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
-
        /*
                Check properties of the node on which the player is standing
        */
        const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
        // Determine if jumping is possible
-       m_can_jump = touching_ground && !in_liquid;
+       m_can_jump = (touching_ground && !in_liquid && !is_climbing)
+                       || sneak_can_jump;
        if (itemgroup_get(f.groups, "disable_jump"))
                m_can_jump = false;
-       else if (control.sneak && m_sneak_ladder_detected && !in_liquid && !is_climbing)
-               m_can_jump = true;
 
        // Jump key pressed while jumping off from a bouncy block
        if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
@@ -651,17 +605,8 @@ void LocalPlayer::applyControl(float dtime)
                        */
                        v3f speedJ = getSpeed();
                        if(speedJ.Y >= -0.5 * BS) {
-                               if (m_ledge_detected) {
-                                       // Limit jump speed to a minimum that allows
-                                       // jumping up onto a ledge 2 nodes up.
-                                       speedJ.Y = movement_speed_jump *
-                                                       MYMAX(physics_override_jump, 1.3f);
-                                       setSpeed(speedJ);
-                                       m_ledge_detected = false;
-                               } else {
-                                       speedJ.Y = movement_speed_jump * physics_override_jump;
-                                       setSpeed(speedJ);
-                               }
+                               speedJ.Y = movement_speed_jump * physics_override_jump;
+                               setSpeed(speedJ);
 
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
                                m_client->event()->put(e);
index af58ab037a3f769d804ef59194c091f1466edb86..32714ff3226f66f68e75ab95e96662d112a45c0c 100644 (file)
@@ -143,30 +143,30 @@ public:
 private:
        void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
        void accelerateVertical(const v3f &target_speed, const f32 max_increase);
+       bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
 
        v3f m_position;
 
        v3s16 m_sneak_node = v3s16(32767, 32767, 32767);
-       // Stores the max player uplift by m_sneak_node
-       // To support temporary option for old move code
-       f32 m_sneak_node_bb_ymax = 0.0f;
        // Stores the top bounding box of m_sneak_node
        aabb3f m_sneak_node_bb_top = aabb3f(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
        // Whether the player is allowed to sneak
        bool m_sneak_node_exists = false;
-       // Whether recalculation of m_sneak_node and its top bbox is needed
-       bool m_need_to_get_new_sneak_node = true;
        // Whether a "sneak ladder" structure is detected at the players pos
        // see detectSneakLadder() in the .cpp for more info (always false if disabled)
        bool m_sneak_ladder_detected = false;
-       // Whether a 2-node-up ledge is detected at the players pos,
-       // see detectLedge() in the .cpp for more info (always false if disabled).
-       bool m_ledge_detected = false;
 
+       // ***** Variables for temporary option of the old move code *****
+       // Stores the max player uplift by m_sneak_node
+       f32 m_sneak_node_bb_ymax = 0.0f;
+       // Whether recalculation of m_sneak_node and its top bbox is needed
+       bool m_need_to_get_new_sneak_node = true;
        // Node below player, used to determine whether it has been removed,
        // and its old type
        v3s16 m_old_node_below = v3s16(32767, 32767, 32767);
        std::string m_old_node_below_type = "air";
+       // ***** End of variables for temporary option *****
+
        bool m_can_jump = false;
        u16 m_breath = PLAYER_MAX_BREATH;
        f32 m_yaw = 0.0f;