Sneak: Add option for old move code
authorparamat <mat.gregory@virginmedia.com>
Wed, 5 Apr 2017 11:18:22 +0000 (12:18 +0100)
committerparamat <mat.gregory@virginmedia.com>
Mon, 17 Apr 2017 09:13:05 +0000 (10:13 +0100)
Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.

doc/lua_api.txt
src/content_cao.cpp
src/content_sao.cpp
src/content_sao.h
src/genericobject.cpp
src/genericobject.h
src/localplayer.cpp
src/localplayer.h
src/script/lua_api/l_object.cpp
src/script/lua_api/l_object.h

index 7b967726d426809d5a4eb84bd4e67f6d4451985f..4427e26d844f1a38cde1da07494277c83070907d 100644 (file)
@@ -3021,7 +3021,11 @@ This is basically a reference to a C++ `ServerActiveObject`
         * `jump`: multiplier to default jump value (default: `1`)
         * `gravity`: multiplier to default gravity value (default: `1`)
         * `sneak`: whether player can sneak (default: `true`)
-        * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
+        * `sneak_glitch`: whether player can use the new move code replications
+          of the old sneak side-effects: sneak ladders and 2 node sneak jump
+          when next to a ledge 2 nodes up (default: `true`)
+        * `new_move`: use new move/sneak code. When `false` the exact old code
+          is used for the specific old sneak behaviour (default: `true`)
 * `get_physics_override()`: returns the table given to set_physics_override
 * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
    number on success
index 84f198b75f1d0c917de6daf7ebc6329965358fa0..ac283da88c1c3bb88a8df2ba259a2854c27af45c 100644 (file)
@@ -1652,6 +1652,7 @@ void GenericCAO::processMessage(const std::string &data)
                // these are sent inverted so we get true when the server sends nothing
                bool sneak = !readU8(is);
                bool sneak_glitch = !readU8(is);
+               bool new_move = !readU8(is);
 
 
                if(m_is_local_player)
@@ -1662,6 +1663,7 @@ void GenericCAO::processMessage(const std::string &data)
                        player->physics_override_gravity = override_gravity;
                        player->physics_override_sneak = sneak;
                        player->physics_override_sneak_glitch = sneak_glitch;
+                       player->physics_override_new_move = new_move;
                }
        } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
                // TODO: change frames send as v2s32 value
index bb2387d1a9151ec395ff95b5fcc761b1c4cadad2..908365397684feee193fd1aa2d1324e21200e680 100644 (file)
@@ -789,6 +789,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
        m_physics_override_gravity(1),
        m_physics_override_sneak(true),
        m_physics_override_sneak_glitch(true),
+       m_physics_override_new_move(true),
        m_physics_override_sent(false)
 {
        assert(m_peer_id != 0); // pre-condition
@@ -886,7 +887,7 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
                m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
        msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
                        m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
-                       m_physics_override_sneak_glitch)); // 5
+                       m_physics_override_sneak_glitch, m_physics_override_new_move)); // 5
        // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
        msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
        int message_count = 6 + m_bone_position.size();
@@ -1049,7 +1050,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_physics_override_sent = true;
                std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
                                m_physics_override_jump, m_physics_override_gravity,
-                               m_physics_override_sneak, m_physics_override_sneak_glitch);
+                               m_physics_override_sneak, m_physics_override_sneak_glitch,
+                               m_physics_override_new_move);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push(aom);
index c1b01b6ddb2906c5e73cb359abad14763b439cd1..e53e8ecce67bbb3b1330d72e92c30f6a682f76b0 100644 (file)
@@ -397,6 +397,7 @@ public:
        float m_physics_override_gravity;
        bool m_physics_override_sneak;
        bool m_physics_override_sneak_glitch;
+       bool m_physics_override_new_move;
        bool m_physics_override_sent;
 };
 
index c4660cf44ff4e78b71ce4a99c2639a2c5a6cd46d..07d2445b43750519fd3d032a5e5a83cfb65ab115 100644 (file)
@@ -118,7 +118,7 @@ std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups)
 }
 
 std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump,
-               float physics_override_gravity, bool sneak, bool sneak_glitch)
+               float physics_override_gravity, bool sneak, bool sneak_glitch, bool new_move)
 {
        std::ostringstream os(std::ios::binary);
        // command 
@@ -130,6 +130,7 @@ std::string gob_cmd_update_physics_override(float physics_override_speed, float
        // these are sent inverted so we get true when the server sends nothing
        writeU8(os, !sneak);
        writeU8(os, !sneak_glitch);
+       writeU8(os, !new_move);
        return os.str();
 }
 
index 48e71db756204511d685159baec5e16b215f2b66..7d2ec4b148000ebe548742cbe53c713e10bcc969 100644 (file)
@@ -68,7 +68,8 @@ std::string gob_cmd_punched(s16 damage, s16 result_hp);
 std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups);
 
 std::string gob_cmd_update_physics_override(float physics_override_speed,
-               float physics_override_jump, float physics_override_gravity, bool sneak, bool sneak_glitch);
+               float physics_override_jump, float physics_override_gravity,
+               bool sneak, bool sneak_glitch, bool new_move);
 
 std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend, bool frame_loop);
 
index 9dc3bf5aa87446568b95599da711b428326b2a01..ea434720763e4d74fbf665f7821f5c469145fe9f 100644 (file)
@@ -49,6 +49,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
        physics_override_gravity(1.0f),
        physics_override_sneak(true),
        physics_override_sneak_glitch(true),
+       physics_override_new_move(true),  // Temporary option for old move code
        overridePosition(v3f(0,0,0)),
        last_position(v3f(0,0,0)),
        last_speed(v3f(0,0,0)),
@@ -66,6 +67,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
        hurt_tilt_strength(0.0f),
        m_position(0,0,0),
        m_sneak_node(32767,32767,32767),
+       m_sneak_node_bb_ymax(0),  // To support temporary option for old move code
        m_sneak_node_bb_top(0,0,0,0,0,0),
        m_sneak_node_exists(false),
        m_need_to_get_new_sneak_node(true),
@@ -178,6 +180,12 @@ static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
 void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                std::vector<CollisionInfo> *collision_info)
 {
+       // Temporary option for old move code
+       if (!physics_override_new_move) {
+               old_move(dtime, env, pos_max_d, collision_info);
+               return;
+       }
+
        Map *map = &env->getMap();
        INodeDefManager *nodemgr = m_client->ndef();
 
@@ -806,3 +814,304 @@ void LocalPlayer::accelerateVertical(const v3f &target_speed, const f32 max_incr
         m_speed.Y += d_wanted;
 }
 
+// Temporary option for old move code
+void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
+               std::vector<CollisionInfo> *collision_info)
+{
+       Map *map = &env->getMap();
+       INodeDefManager *nodemgr = m_client->ndef();
+
+       v3f position = getPosition();
+
+       // Copy parent position if local player is attached
+       if (isAttached) {
+               setPosition(overridePosition);
+               m_sneak_node_exists = false;
+               return;
+       }
+
+       // Skip collision detection if noclip mode is used
+       bool fly_allowed = m_client->checkLocalPrivilege("fly");
+       bool noclip = m_client->checkLocalPrivilege("noclip") &&
+               g_settings->getBool("noclip");
+       bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
+       if (free_move) {
+               position += m_speed * dtime;
+               setPosition(position);
+               m_sneak_node_exists = false;
+               return;
+       }
+
+       /*
+               Collision detection
+       */
+       bool is_valid_position;
+       MapNode node;
+       v3s16 pp;
+
+       /*
+               Check if player is in liquid (the oscillating value)
+       */
+       if (in_liquid) {
+               // If in liquid, the threshold of coming out is at higher y
+               pp = floatToInt(position + v3f(0, BS * 0.1, 0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
+       } else {
+               // If not in liquid, the threshold of going in is at lower y
+               pp = floatToInt(position + v3f(0, BS * 0.5, 0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
+       }
+
+       /*
+               Check if player is in liquid (the stable value)
+       */
+       pp = floatToInt(position + v3f(0, 0, 0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       if (is_valid_position)
+               in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
+       else
+               in_liquid_stable = false;
+
+       /*
+               Check if player is climbing
+       */
+       pp = floatToInt(position + v3f(0, 0.5 * BS, 0), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0, -0.2 * BS, 0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       bool is_valid_position2;
+       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+
+       if (!(is_valid_position && is_valid_position2))
+               is_climbing = false;
+       else
+               is_climbing = (nodemgr->get(node.getContent()).climbable ||
+                               nodemgr->get(node2.getContent()).climbable) && !free_move;
+
+       /*
+               Collision uncertainty radius
+               Make it a bit larger than the maximum distance of movement
+       */
+       //f32 d = pos_max_d * 1.1;
+       // A fairly large value in here makes moving smoother
+       f32 d = 0.15 * BS;
+       // This should always apply, otherwise there are glitches
+       sanity_check(d > pos_max_d);
+       // Maximum distance over border for sneaking
+       f32 sneak_max = BS * 0.4;
+
+       /*
+               If sneaking, keep in range from the last walked node and don't
+               fall off from it
+       */
+       if (control.sneak && m_sneak_node_exists &&
+                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       physics_override_sneak && !got_teleported) {
+               f32 maxd = 0.5 * BS + sneak_max;
+               v3f lwn_f = intToFloat(m_sneak_node, BS);
+               position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
+               position.Z = rangelim(position.Z, lwn_f.Z - maxd, lwn_f.Z + maxd);
+
+               if (!is_climbing) {
+                       // Move up if necessary
+                       f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax;
+                       if (position.Y < new_y)
+                               position.Y = new_y;
+                       /*
+                               Collision seems broken, since player is sinking when
+                               sneaking over the edges of current sneaking_node.
+                               TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y.
+                       */
+                       if (m_speed.Y < 0)
+                               m_speed.Y = 0;
+               }
+       }
+
+       if (got_teleported)
+               got_teleported = false;
+
+       // this shouldn't be hardcoded but transmitted from server
+       float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
+
+#ifdef __ANDROID__
+       player_stepheight += (0.6 * 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;
+
+    //bool standing_on_unloaded = result.standing_on_unloaded;
+
+       /*
+               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.
+       */
+       f32 position_y_mod = 0.05 * BS;
+       if (m_sneak_node_bb_ymax > 0)
+               position_y_mod = m_sneak_node_bb_ymax - position_y_mod;
+       v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+       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) {
+               m_sneak_node_bb_ymax = 0;
+               v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS);
+               v2f player_p2df(position.X, position.Z);
+               f32 min_distance_f = 100000.0 * BS;
+               // If already seeking from some node, compare to it.
+               v3s16 new_sneak_node = m_sneak_node;
+               for (s16 x= -1; x <= 1; x++)
+               for (s16 z= -1; z <= 1; z++) {
+                       v3s16 p = pos_i_bottom + v3s16(x, 0, z);
+                       v3f pf = intToFloat(p, BS);
+                       v2f node_p2df(pf.X, pf.Z);
+                       f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+                       f32 max_axis_distance_f = MYMAX(
+                                       fabs(player_p2df.X - node_p2df.X),
+                                       fabs(player_p2df.Y - node_p2df.Y));
+
+                       if (distance_f > min_distance_f ||
+                                       max_axis_distance_f > 0.5 * BS + sneak_max + 0.1 * BS)
+                               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 == false)
+                               continue;
+                       // And the node above it has to be nonwalkable
+                       node = map->getNodeNoEx(p + v3s16(0, 1, 0), &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable)
+                               continue;
+                       // If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
+                       if (!physics_override_sneak_glitch) {
+                               node =map->getNodeNoEx(p + v3s16(0, 2, 0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable)
+                                       continue;
+                       }
+
+                       min_distance_f = distance_f;
+                       new_sneak_node = p;
+               }
+
+               bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9);
+
+               m_sneak_node = new_sneak_node;
+               m_sneak_node_exists = sneak_node_found;
+
+               if (sneak_node_found) {
+                       f32 cb_max = 0;
+                       MapNode n = map->getNodeNoEx(m_sneak_node);
+                       std::vector<aabb3f> nodeboxes;
+                       n.getCollisionBoxes(nodemgr, &nodeboxes);
+                       for (std::vector<aabb3f>::iterator it = nodeboxes.begin();
+                                       it != nodeboxes.end(); ++it) {
+                               aabb3f box = *it;
+                               if (box.MaxEdge.Y > cb_max)
+                                       cb_max = box.MaxEdge.Y;
+                       }
+                       m_sneak_node_bb_ymax = cb_max;
+               }
+
+               /*
+                       If sneaking, the player's collision box can be in air, so
+                       this has to be set explicitly
+               */
+               if (sneak_node_found && control.sneak)
+                       touching_ground = true;
+       }
+
+       /*
+               Set new position
+       */
+       setPosition(position);
+
+       /*
+               Report collisions
+       */
+       // Dont report if flying
+       if (collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
+               for (size_t i = 0; i < result.collisions.size(); i++) {
+                       const CollisionInfo &info = result.collisions[i];
+                       collision_info->push_back(info);
+               }
+       }
+
+       if (!result.standing_on_object && !touching_ground_was && touching_ground) {
+               MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
+               m_client->event()->put(e);
+               // Set camera impact value to be used for view bobbing
+               camera_impact = getSpeed().Y * -1;
+       }
+
+       {
+               camera_barely_in_ceiling = false;
+               v3s16 camera_np = floatToInt(getEyePosition(), BS);
+               MapNode n = map->getNodeNoEx(camera_np);
+               if (n.getContent() != CONTENT_IGNORE) {
+                       if (nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2)
+                               camera_barely_in_ceiling = true;
+               }
+       }
+
+       /*
+               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;
+       if (itemgroup_get(f.groups, "disable_jump"))
+               m_can_jump = false;
+       // Jump key pressed while jumping off from a bouncy block
+       if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
+                       m_speed.Y >= -0.5 * BS) {
+               float jumpspeed = movement_speed_jump * physics_override_jump;
+               if (m_speed.Y > 1) {
+                       // Reduce boost when speed already is high
+                       m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 ));
+               } else {
+                       m_speed.Y += jumpspeed;
+               }
+               setSpeed(m_speed);
+               m_can_jump = false;
+       }
+}
index ae987b893bb22222e5f30ecbbfb95d1419385e79..01e859bf0278bab04fadddb6f693ab32ec134b94 100644 (file)
@@ -58,12 +58,17 @@ public:
        float physics_override_gravity;
        bool physics_override_sneak;
        bool physics_override_sneak_glitch;
+       // Temporary option for old move code
+       bool physics_override_new_move;
 
        v3f overridePosition;
 
        void move(f32 dtime, Environment *env, f32 pos_max_d);
        void move(f32 dtime, Environment *env, f32 pos_max_d,
                        std::vector<CollisionInfo> *collision_info);
+       // Temporary option for old move code
+       void old_move(f32 dtime, Environment *env, f32 pos_max_d,
+                       std::vector<CollisionInfo> *collision_info);
 
        void applyControl(float dtime);
 
@@ -137,6 +142,9 @@ private:
        v3f m_position;
 
        v3s16 m_sneak_node;
+       // Stores the max player uplift by m_sneak_node
+       // To support temporary option for old move code
+       f32 m_sneak_node_bb_ymax;
        // Stores the top bounding box of m_sneak_node
        aabb3f m_sneak_node_bb_top;
        // Whether the player is allowed to sneak
index 0699705cbfab5afee746a5949ef2977ef72391b2..95e977f9e5770532ab5891357dd98f9197c8251a 100644 (file)
@@ -401,7 +401,7 @@ int ObjectRef::l_get_armor_groups(lua_State *L)
 }
 
 // set_physics_override(self, physics_override_speed, physics_override_jump,
-//                      physics_override_gravity, sneak, sneak_glitch)
+//                      physics_override_gravity, sneak, sneak_glitch, new_move)
 int ObjectRef::l_set_physics_override(lua_State *L)
 {
        NO_MAP_LOCK_REQUIRED;
@@ -410,11 +410,18 @@ int ObjectRef::l_set_physics_override(lua_State *L)
        if (co == NULL) return 0;
        // Do it
        if (lua_istable(L, 2)) {
-               co->m_physics_override_speed = getfloatfield_default(L, 2, "speed", co->m_physics_override_speed);
-               co->m_physics_override_jump = getfloatfield_default(L, 2, "jump", co->m_physics_override_jump);
-               co->m_physics_override_gravity = getfloatfield_default(L, 2, "gravity", co->m_physics_override_gravity);
-               co->m_physics_override_sneak = getboolfield_default(L, 2, "sneak", co->m_physics_override_sneak);
-               co->m_physics_override_sneak_glitch = getboolfield_default(L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch);
+               co->m_physics_override_speed = getfloatfield_default(
+                               L, 2, "speed", co->m_physics_override_speed);
+               co->m_physics_override_jump = getfloatfield_default(
+                               L, 2, "jump", co->m_physics_override_jump);
+               co->m_physics_override_gravity = getfloatfield_default(
+                               L, 2, "gravity", co->m_physics_override_gravity);
+               co->m_physics_override_sneak = getboolfield_default(
+                               L, 2, "sneak", co->m_physics_override_sneak);
+               co->m_physics_override_sneak_glitch = getboolfield_default(
+                               L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch);
+               co->m_physics_override_new_move = getboolfield_default(
+                               L, 2, "new_move", co->m_physics_override_new_move);
                co->m_physics_override_sent = false;
        } else {
                // old, non-table format
@@ -454,6 +461,8 @@ int ObjectRef::l_get_physics_override(lua_State *L)
        lua_setfield(L, -2, "sneak");
        lua_pushboolean(L, co->m_physics_override_sneak_glitch);
        lua_setfield(L, -2, "sneak_glitch");
+       lua_pushboolean(L, co->m_physics_override_new_move);
+       lua_setfield(L, -2, "new_move");
        return 1;
 }
 
index b6fc35bc29650f44ec074e3872725524e804dc91..98f5c2b112f4d951dcaab0b85b519c7765dee10f 100644 (file)
@@ -105,7 +105,7 @@ private:
        static int l_get_armor_groups(lua_State *L);
 
        // set_physics_override(self, physics_override_speed, physics_override_jump,
-       //                      physics_override_gravity, sneak, sneak_glitch)
+       //                      physics_override_gravity, sneak, sneak_glitch, new_move)
        static int l_set_physics_override(lua_State *L);
 
        // get_physics_override(self)