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update movement code for 1.21.5 changes

fixes grim flags
This commit is contained in:
mat 2025-07-24 04:42:52 -05:30
parent 45f89b48e4
commit 302752860c
7 changed files with 156 additions and 31 deletions

View file

@ -1,6 +1,9 @@
use std::{backtrace::Backtrace, io};
use azalea_core::{position::Vec3, tick::GameTick};
use azalea_core::{
position::{Vec2, Vec3},
tick::GameTick,
};
use azalea_entity::{
Attributes, InLoadedChunk, Jumping, LastSentPosition, LookDirection, Physics, Position,
metadata::Sprinting,
@ -137,8 +140,7 @@ pub struct PhysicsState {
pub trying_to_sprint: bool,
pub move_direction: WalkDirection,
pub forward_impulse: f32,
pub left_impulse: f32,
pub move_vector: Vec2,
}
#[allow(clippy::type_complexity)]
@ -308,12 +310,10 @@ pub fn send_sprinting_if_needed(
}
}
/// Update the impulse from self.move_direction. The multiplier is used for
/// sneaking.
/// Updates the [`PhysicsState::move_vector`] based on the
/// [`PhysicsState::move_direction`].
pub(crate) fn tick_controls(mut query: Query<&mut PhysicsState>) {
for mut physics_state in query.iter_mut() {
let multiplier: Option<f32> = None;
let mut forward_impulse: f32 = 0.;
let mut left_impulse: f32 = 0.;
let move_direction = physics_state.move_direction;
@ -337,13 +337,9 @@ pub(crate) fn tick_controls(mut query: Query<&mut PhysicsState>) {
}
_ => {}
};
physics_state.forward_impulse = forward_impulse;
physics_state.left_impulse = left_impulse;
if let Some(multiplier) = multiplier {
physics_state.forward_impulse *= multiplier;
physics_state.left_impulse *= multiplier;
}
let move_vector = Vec2::new(left_impulse, forward_impulse).normalized();
physics_state.move_vector = move_vector;
}
}
@ -357,8 +353,12 @@ pub fn local_player_ai_step(
) {
for (physics_state, mut physics, mut sprinting, mut attributes) in query.iter_mut() {
// server ai step
physics.x_acceleration = physics_state.left_impulse;
physics.z_acceleration = physics_state.forward_impulse;
// TODO: replace those booleans when using items, passengers, and sneaking are
// properly implemented
let move_vector = modify_input(physics_state.move_vector, false, false, false, &attributes);
physics.x_acceleration = move_vector.x;
physics.z_acceleration = move_vector.y;
// TODO: food data and abilities
// let has_enough_food_to_sprint = self.food_data().food_level ||
@ -385,6 +385,47 @@ pub fn local_player_ai_step(
}
}
// LocalPlayer.modifyInput
fn modify_input(
mut move_vector: Vec2,
is_using_item: bool,
is_passenger: bool,
moving_slowly: bool,
attributes: &Attributes,
) -> Vec2 {
if move_vector.length_squared() == 0. {
return move_vector;
}
move_vector *= 0.98;
if is_using_item && !is_passenger {
move_vector *= 0.2;
}
if moving_slowly {
let sneaking_speed = attributes.sneaking_speed.calculate() as f32;
move_vector *= sneaking_speed;
}
modify_input_speed_for_square_movement(move_vector)
}
fn modify_input_speed_for_square_movement(move_vector: Vec2) -> Vec2 {
let length = move_vector.length();
if length == 0. {
return move_vector;
}
let scaled_to_inverse_length = move_vector * (1. / length);
let dist = distance_to_unit_square(scaled_to_inverse_length);
let scale = (length * dist).min(1.);
scaled_to_inverse_length * scale
}
fn distance_to_unit_square(v: Vec2) -> f32 {
let x = v.x.abs();
let y = v.y.abs();
let ratio = if y > x { x / y } else { y / x };
(1.0 + ratio * ratio).sqrt()
}
impl Client {
/// Start walking in the given direction. To sprint, use
/// [`Client::sprint`]. To stop walking, call walk with
@ -508,7 +549,7 @@ fn has_enough_impulse_to_start_sprinting(physics_state: &PhysicsState) -> bool {
// if self.underwater() {
// self.has_forward_impulse()
// } else {
physics_state.forward_impulse > 0.8
physics_state.move_vector.y > 0.8
// }
}

View file

@ -151,6 +151,10 @@ where
}
}
pub const fn new_with_data(data: [u8; bits_to_bytes(N)]) -> Self {
FixedBitSet { data }
}
#[inline]
pub fn index(&self, index: usize) -> bool {
(self.data[index / 8] & (1u8 << (index % 8))) != 0

View file

@ -818,6 +818,66 @@ impl fmt::Display for Vec3 {
}
}
/// A 2D vector.
#[derive(Clone, Copy, Debug, Default, PartialEq, AzBuf)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Vec2 {
pub x: f32,
pub y: f32,
}
impl Vec2 {
const ZERO: Vec2 = Vec2 { x: 0.0, y: 0.0 };
#[inline]
pub fn new(x: f32, y: f32) -> Self {
Vec2 { x, y }
}
#[inline]
pub fn scale(&self, amount: f32) -> Self {
Vec2 {
x: self.x * amount,
y: self.y * amount,
}
}
#[inline]
pub fn dot(&self, other: Vec2) -> f32 {
self.x * other.x + self.y * other.y
}
#[inline]
pub fn normalized(&self) -> Self {
let length = (self.x * self.x + self.y * self.y).sqrt();
if length < 1e-4 {
return Vec2::ZERO;
}
Vec2 {
x: self.x / length,
y: self.y / length,
}
}
#[inline]
pub fn length_squared(&self) -> f32 {
self.x * self.x + self.y * self.y
}
#[inline]
pub fn length(&self) -> f32 {
self.length_squared().sqrt()
}
}
impl Mul<f32> for Vec2 {
type Output = Self;
#[inline]
fn mul(self, rhs: f32) -> Self::Output {
self.scale(rhs)
}
}
impl MulAssign<f32> for Vec2 {
#[inline]
fn mul_assign(&mut self, rhs: f32) {
*self = self.scale(rhs);
}
}
const PACKED_X_LENGTH: u64 = 1 + 25; // minecraft does something a bit more complicated to get this 25
const PACKED_Z_LENGTH: u64 = PACKED_X_LENGTH;
const PACKED_Y_LENGTH: u64 = 64 - PACKED_X_LENGTH - PACKED_Z_LENGTH;

View file

@ -10,6 +10,7 @@ use thiserror::Error;
#[derive(Clone, Debug, Component)]
pub struct Attributes {
pub speed: AttributeInstance,
pub sneaking_speed: AttributeInstance,
pub attack_speed: AttributeInstance,
pub water_movement_efficiency: AttributeInstance,
@ -92,7 +93,7 @@ pub enum AttributeModifierOperation {
pub fn sprinting_modifier() -> AttributeModifier {
AttributeModifier {
id: ResourceLocation::new("sprinting"),
amount: 0.30000001192092896,
amount: 0.3f32 as f64,
operation: AttributeModifierOperation::MultiplyTotal,
}
}

View file

@ -50,10 +50,10 @@ pub fn move_relative(
pub fn input_vector(direction: LookDirection, speed: f32, acceleration: Vec3) -> Vec3 {
let distance = acceleration.length_squared();
if distance < 1.0E-7 {
if distance < 1.0e-7 {
return Vec3::ZERO;
}
let acceleration = if distance > 1.0 {
let acceleration = if distance > 1. {
acceleration.normalize()
} else {
acceleration
@ -492,6 +492,7 @@ pub fn default_attributes(_entity_kind: EntityKind) -> Attributes {
// entities have different defaults
Attributes {
speed: AttributeInstance::new(0.1),
sneaking_speed: AttributeInstance::new(0.3),
attack_speed: AttributeInstance::new(4.0),
water_movement_efficiency: AttributeInstance::new(0.0),
block_interaction_range: AttributeInstance::new(4.5),

View file

@ -15,10 +15,10 @@ use azalea_core::{
tick::GameTick,
};
use azalea_entity::{
Attributes, InLoadedChunk, Jumping, LocalEntity, LookDirection, OnClimbable, Physics, Pose,
Position, metadata::Sprinting, move_relative,
Attributes, EntityKindComponent, InLoadedChunk, Jumping, LocalEntity, LookDirection,
OnClimbable, Physics, Pose, Position, metadata::Sprinting, move_relative,
};
use azalea_registry::Block;
use azalea_registry::{Block, EntityKind};
use azalea_world::{Instance, InstanceContainer, InstanceName};
use bevy_app::{App, Plugin};
use bevy_ecs::prelude::*;
@ -66,12 +66,17 @@ pub fn ai_step(
&LookDirection,
&Sprinting,
&InstanceName,
&EntityKindComponent,
),
(With<LocalEntity>, With<InLoadedChunk>),
>,
instance_container: Res<InstanceContainer>,
) {
for (mut physics, jumping, position, look_direction, sprinting, instance_name) in &mut query {
for (mut physics, jumping, position, look_direction, sprinting, instance_name, entity_kind) in
&mut query
{
let is_player = **entity_kind == EntityKind::Player;
// vanilla does movement interpolation here, doesn't really matter much for a
// bot though
@ -79,14 +84,29 @@ pub fn ai_step(
physics.no_jump_delay -= 1;
}
if physics.velocity.x.abs() < 0.003 {
physics.velocity.x = 0.;
if is_player {
if physics.velocity.horizontal_distance_squared() < 9.0e-6 {
physics.velocity.x = 0.;
physics.velocity.z = 0.;
}
} else {
if physics.velocity.x.abs() < 0.003 {
physics.velocity.x = 0.;
}
if physics.velocity.z.abs() < 0.003 {
physics.velocity.z = 0.;
}
}
if physics.velocity.y.abs() < 0.003 {
physics.velocity.y = 0.;
}
if physics.velocity.z.abs() < 0.003 {
physics.velocity.z = 0.;
if is_player {
// handled in local_player_ai_step
} else {
physics.x_acceleration *= 0.98;
physics.z_acceleration *= 0.98;
}
if jumping == Some(&Jumping(true)) {
@ -128,9 +148,6 @@ pub fn ai_step(
physics.no_jump_delay = 0;
}
physics.x_acceleration *= 0.98;
physics.z_acceleration *= 0.98;
// TODO: freezing, pushEntities, drowning damage (in their own systems,
// after `travel`)
}

View file

@ -94,7 +94,8 @@ fn apply_change<T: Add<Output = T>>(base: T, condition: bool, change: T) -> T {
impl AzaleaRead for RelativeMovements {
fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError> {
// yes minecraft seriously wastes that many bits, smh
let set = FixedBitSet::<32>::azalea_read(buf)?;
let set = u32::azalea_read(buf)?;
let set = FixedBitSet::<32>::new_with_data(set.swap_bytes().to_be_bytes());
Ok(RelativeMovements {
x: set.index(0),
y: set.index(1),