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add jumping

This commit is contained in:
mat 2022-10-02 14:52:48 -05:00
parent c9b4dccd7e
commit 37f9f1c6fe
7 changed files with 145 additions and 4 deletions

View file

@ -1,7 +1,17 @@
#[derive(Default)]
pub struct BlockBehavior {
pub has_collision: bool,
pub friction: f32,
pub jump_factor: f32,
}
impl Default for BlockBehavior {
fn default() -> Self {
Self {
has_collision: true,
friction: 0.6,
jump_factor: 1.0,
}
}
}
impl BlockBehavior {
@ -16,4 +26,10 @@ impl BlockBehavior {
self.friction = friction;
self
}
#[inline]
pub fn jump_factor(mut self, jump_factor: f32) -> Self {
self.jump_factor = jump_factor;
self
}
}

View file

@ -85,6 +85,12 @@ pub struct PhysicsState {
pub move_direction: MoveDirection,
pub forward_impulse: f32,
pub left_impulse: f32,
/// Whether we will jump next tick. This is purely to help with bots,
/// realistic clients should change the `jumping` field in the player entity.
///
/// TODO: have a convenient way to change the `jumping` field in the player entity.
pub jumping_once: bool,
}
/// Whether we should ignore errors when decoding packets.

View file

@ -166,9 +166,16 @@ impl Client {
// server ai step
{
let physics_state = self.physics_state.lock().unwrap();
let mut physics_state = self.physics_state.lock().unwrap();
player_entity.xxa = physics_state.left_impulse;
player_entity.zza = physics_state.forward_impulse;
// handle jumping_once
if physics_state.jumping_once {
player_entity.jumping = true;
} else if player_entity.jumping {
physics_state.jumping_once = false;
}
}
player_entity.ai_step();
@ -210,10 +217,33 @@ impl Client {
}
}
/// Start walking in the given direction.
pub fn walk(&mut self, direction: MoveDirection) {
let mut physics_state = self.physics_state.lock().unwrap();
physics_state.move_direction = direction;
}
/// Jump once next tick. This acts as if you pressed space for one tick in
/// vanilla. If you want to jump continuously, use `set_jumping`.
pub fn jump(&mut self) {
let mut physics_state = self.physics_state.lock().unwrap();
physics_state.jumping_once = true;
}
/// Toggle whether we're jumping. This acts as if you held space in
/// vanilla. If you want to jump once, use the `jump` function.
///
/// If you're making a realistic client, calling this function every tick is
/// recommended.
pub fn set_jumping(&mut self, jumping: bool) {
let player_lock = self.player.lock().unwrap();
let mut dimension_lock = self.dimension.lock().unwrap();
let mut player_entity = player_lock
.entity_mut(&mut dimension_lock)
.expect("Player must exist");
player_entity.jumping = jumping;
}
}
#[derive(Clone, Copy, Debug, Default)]

View file

@ -133,7 +133,7 @@ impl MovableEntity for EntityMut<'_> {
let horizontal_collision = x_collision || z_collision;
let vertical_collision = movement.y != collide_result.y;
let on_ground = vertical_collision && movement.y < 0.;
// self.on_ground = on_ground;
self.on_ground = on_ground;
// TODO: minecraft checks for a "minor" horizontal collision here

View file

@ -11,6 +11,8 @@ use collision::{MovableEntity, MoverType};
pub trait HasPhysics {
fn travel(&mut self, acceleration: &Vec3);
fn ai_step(&mut self);
fn jump_from_ground(&mut self);
}
impl HasPhysics for EntityMut<'_> {
@ -85,6 +87,14 @@ impl HasPhysics for EntityMut<'_> {
self.delta.z = 0.;
}
if self.jumping {
// TODO: jumping in liquids and jump delay
if self.on_ground {
self.jump_from_ground();
}
}
self.xxa *= 0.98;
self.zza *= 0.98;
@ -97,6 +107,27 @@ impl HasPhysics for EntityMut<'_> {
// pushEntities
// drowning damage
}
fn jump_from_ground(&mut self) {
let jump_power: f64 = jump_power(self) as f64 + jump_boost_power(self);
let old_delta_movement = self.delta;
self.delta = Vec3 {
x: old_delta_movement.x,
y: jump_power,
z: old_delta_movement.z,
};
// if self.sprinting {
// let y_rot = self.y_rot * 0.017453292;
// self.delta = self.delta
// + Vec3 {
// x: (-f32::sin(y_rot) * 0.2) as f64,
// y: 0.,
// z: (f32::cos(y_rot) * 0.2) as f64,
// };
// }
// self.has_impulse = true;
}
}
fn get_block_pos_below_that_affects_movement(entity: &EntityData) -> BlockPos {
@ -141,6 +172,54 @@ fn get_speed(entity: &EntityData, friction: f32) -> f32 {
}
}
/// Returns the what the entity's jump should be multiplied by based on the
/// block they're standing on.
fn block_jump_factor(entity: &EntityMut) -> f32 {
let block_at_pos = entity.dimension.get_block_state(&entity.pos().into());
let block_below = entity
.dimension
.get_block_state(&get_block_pos_below_that_affects_movement(entity));
let block_at_pos_jump_factor = if let Some(block) = block_at_pos {
Box::<dyn Block>::from(block).behavior().jump_factor
} else {
1.
};
if block_at_pos_jump_factor != 1. {
return block_at_pos_jump_factor;
}
if let Some(block) = block_below {
Box::<dyn Block>::from(block).behavior().jump_factor
} else {
1.
}
}
// protected float getJumpPower() {
// return 0.42F * this.getBlockJumpFactor();
// }
// public double getJumpBoostPower() {
// return this.hasEffect(MobEffects.JUMP) ? (double)(0.1F * (float)(this.getEffect(MobEffects.JUMP).getAmplifier() + 1)) : 0.0D;
// }
fn jump_power(entity: &EntityMut) -> f32 {
0.42 * block_jump_factor(entity)
}
fn jump_boost_power(_entity: &EntityMut) -> f64 {
// TODO: potion effects
// if let Some(effects) = entity.effects() {
// if let Some(jump_effect) = effects.get(&Effect::Jump) {
// 0.1 * (jump_effect.amplifier + 1) as f32
// } else {
// 0.
// }
// } else {
// 0.
// }
0.
}
#[cfg(test)]
mod tests {
use super::*;

View file

@ -260,6 +260,10 @@ pub struct EntityData {
pub dimensions: EntityDimensions,
/// The bounding box of the entity. This is more than just width and height, unlike dimensions.
pub bounding_box: AABB,
/// Whether the entity will try to jump every tick
/// (equivalent to the space key being held down in vanilla).
pub jumping: bool,
}
impl EntityData {
@ -291,6 +295,8 @@ impl EntityData {
// TODO: have this be based on the entity type
bounding_box: dimensions.make_bounding_box(&pos),
dimensions,
jumping: false,
}
}

View file

@ -18,12 +18,16 @@ async fn handle_event(event: Event, mut bot: Client) -> anyhow::Result<()> {
match event {
Event::Login => {
// tokio::time::sleep(std::time::Duration::from_secs(1)).await;
bot.walk(MoveDirection::Forward);
// bot.walk(MoveDirection::Forward);
// loop {
// tokio::time::sleep(std::time::Duration::from_secs(2)).await;
// }
// bot.walk(MoveDirection::None);
}
Event::GameTick => {
bot.set_jumping(true);
}
Event::Packet(_packet) => {}
_ => {}
}