Sneak: Improve and fix various things

Remove useless `got_teleported`.
Fix jitter when walking against the sneak limits.
Fix damage evading on sneak ladders.
This commit is contained in:
SmallJoker 2017-04-01 20:38:14 +02:00 committed by paramat
parent bd921a7916
commit f9fdb48dc8
6 changed files with 36 additions and 32 deletions

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@ -810,8 +810,6 @@ Methods:
* returns player HP * returns player HP
* `get_name()` * `get_name()`
* returns player name * returns player name
* `got_teleported()`
* returns true if player was teleported
* `is_attached()` * `is_attached()`
* returns true if player is attached * returns true if player is attached
* `is_touching_ground()` * `is_touching_ground()`

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@ -35,7 +35,6 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
Player(name, client->idef()), Player(name, client->idef()),
parent(0), parent(0),
hp(PLAYER_MAX_HP), hp(PLAYER_MAX_HP),
got_teleported(false),
isAttached(false), isAttached(false),
touching_ground(false), touching_ground(false),
in_liquid(false), in_liquid(false),
@ -305,29 +304,43 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if (control.sneak && m_sneak_node_exists && if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && g_settings->getBool("free_move")) && !(fly_allowed && g_settings->getBool("free_move")) &&
!in_liquid && !is_climbing && !in_liquid && !is_climbing &&
physics_override_sneak && !got_teleported) { physics_override_sneak) {
v3f sn_f = intToFloat(m_sneak_node, BS); const v3f sn_f = intToFloat(m_sneak_node, BS);
const v3f bmin = m_sneak_node_bb_top.MinEdge; const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
const v3f bmax = m_sneak_node_bb_top.MaxEdge; const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge;
const v3f old_pos = position;
const v3f old_speed = m_speed;
position.X = rangelim(position.X, position.X = rangelim(position.X,
sn_f.X+bmin.X - sneak_max.X, sn_f.X+bmax.X + sneak_max.X); bmin.X - sneak_max.X, bmax.X + sneak_max.X);
position.Z = rangelim(position.Z, position.Z = rangelim(position.Z,
sn_f.Z+bmin.Z - sneak_max.Z, sn_f.Z+bmax.Z + sneak_max.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;
// Because we keep the player collision box on the node, limiting // Because we keep the player collision box on the node, limiting
// position.Y is not necessary but useful to prevent players from // 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 // being inside a node if sneaking on e.g. the lower part of a stair
if (!m_sneak_ladder_detected) { if (!m_sneak_ladder_detected) {
position.Y = MYMAX(position.Y, sn_f.Y+bmax.Y); position.Y = MYMAX(position.Y, bmax.Y);
} else { } else {
// legacy behaviour that sometimes causes some weird slow sinking // legacy behaviour that sometimes causes some weird slow sinking
m_speed.Y = MYMAX(m_speed.Y, 0); m_speed.Y = MYMAX(m_speed.Y, 0);
} }
}
if (got_teleported) if (collision_info != NULL &&
got_teleported = false; m_speed.Y - old_speed.Y > BS) {
// Collide with sneak node, report fall damage
CollisionInfo sn_info;
sn_info.node_p = m_sneak_node;
sn_info.old_speed = old_speed;
sn_info.new_speed = m_speed;
collision_info->push_back(sn_info);
}
}
// TODO: this shouldn't be hardcoded but transmitted from server // TODO: this shouldn't be hardcoded but transmitted from server
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
@ -449,9 +462,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS)); m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));
/* /*
Set new position Set new position but keep sneak node set
*/ */
bool sneak_node_exists = m_sneak_node_exists;
setPosition(position); setPosition(position);
m_sneak_node_exists = sneak_node_exists;
/* /*
Report collisions Report collisions
@ -917,7 +932,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
*/ */
if (control.sneak && m_sneak_node_exists && if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
physics_override_sneak && !got_teleported) { physics_override_sneak) {
f32 maxd = 0.5 * BS + sneak_max; f32 maxd = 0.5 * BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS); v3f lwn_f = intToFloat(m_sneak_node, BS);
position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd); position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
@ -938,9 +953,6 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
} }
} }
if (got_teleported)
got_teleported = false;
// this shouldn't be hardcoded but transmitted from server // this shouldn't be hardcoded but transmitted from server
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2); float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
@ -1055,9 +1067,11 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
} }
/* /*
Set new position Set new position but keep sneak node set
*/ */
bool sneak_node_exists = m_sneak_node_exists;
setPosition(position); setPosition(position);
m_sneak_node_exists = sneak_node_exists;
/* /*
Report collisions Report collisions

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@ -47,7 +47,6 @@ public:
ClientActiveObject *parent; ClientActiveObject *parent;
u16 hp; u16 hp;
bool got_teleported;
bool isAttached; bool isAttached;
bool touching_ground; bool touching_ground;
// This oscillates so that the player jumps a bit above the surface // This oscillates so that the player jumps a bit above the surface
@ -126,7 +125,11 @@ public:
f32 getPitch() const { return m_pitch; } f32 getPitch() const { return m_pitch; }
void setPosition(const v3f &position) { m_position = position; } inline void setPosition(const v3f &position)
{
m_position = position;
m_sneak_node_exists = false;
}
v3f getPosition() const { return m_position; } v3f getPosition() const { return m_position; }
v3f getEyePosition() const { return m_position + getEyeOffset(); } v3f getEyePosition() const { return m_position + getEyeOffset(); }

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@ -561,7 +561,6 @@ void Client::handleCommand_MovePlayer(NetworkPacket* pkt)
*pkt >> pos >> pitch >> yaw; *pkt >> pos >> pitch >> yaw;
player->got_teleported = true;
player->setPosition(pos); player->setPosition(pos);
infostream << "Client got TOCLIENT_MOVE_PLAYER" infostream << "Client got TOCLIENT_MOVE_PLAYER"

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@ -68,14 +68,6 @@ int LuaLocalPlayer::l_get_name(lua_State *L)
return 1; return 1;
} }
int LuaLocalPlayer::l_is_teleported(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->got_teleported);
return 1;
}
int LuaLocalPlayer::l_is_attached(lua_State *L) int LuaLocalPlayer::l_is_attached(lua_State *L)
{ {
LocalPlayer *player = getobject(L, 1); LocalPlayer *player = getobject(L, 1);
@ -386,7 +378,6 @@ const luaL_Reg LuaLocalPlayer::methods[] = {
luamethod(LuaLocalPlayer, get_velocity), luamethod(LuaLocalPlayer, get_velocity),
luamethod(LuaLocalPlayer, get_hp), luamethod(LuaLocalPlayer, get_hp),
luamethod(LuaLocalPlayer, get_name), luamethod(LuaLocalPlayer, get_name),
luamethod(LuaLocalPlayer, is_teleported),
luamethod(LuaLocalPlayer, is_attached), luamethod(LuaLocalPlayer, is_attached),
luamethod(LuaLocalPlayer, is_touching_ground), luamethod(LuaLocalPlayer, is_touching_ground),
luamethod(LuaLocalPlayer, is_in_liquid), luamethod(LuaLocalPlayer, is_in_liquid),

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@ -39,7 +39,6 @@ private:
static int l_get_name(lua_State *L); static int l_get_name(lua_State *L);
static int l_is_teleported(lua_State *L);
static int l_is_attached(lua_State *L); static int l_is_attached(lua_State *L);
static int l_is_touching_ground(lua_State *L); static int l_is_touching_ground(lua_State *L);
static int l_is_in_liquid(lua_State *L); static int l_is_in_liquid(lua_State *L);