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azalea/azalea-physics/src/lib.rs
2022-11-18 16:14:46 +00:00

397 lines
12 KiB
Rust

#![feature(trait_alias)]
pub mod collision;
use std::ops::DerefMut;
use azalea_block::{Block, BlockState};
use azalea_core::{BlockPos, Vec3};
use azalea_world::{
entity::{Entity, EntityData},
World,
};
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<D: DerefMut<Target = World>> HasPhysics for Entity<'_, D> {
/// Move the entity with the given acceleration while handling friction,
/// gravity, collisions, and some other stuff.
fn travel(&mut self, acceleration: &Vec3) {
// if !self.is_effective_ai() && !self.is_controlled_by_local_instance() {
// // this.calculateEntityAnimation(this, this instanceof FlyingAnimal);
// return;
// }
let gravity: f64 = 0.08;
// TODO: slow falling effect
// let is_falling = self.delta.y <= 0.;
// TODO: fluids
// TODO: elytra
let block_pos_below = get_block_pos_below_that_affects_movement(self);
let block_state_below = self
.world
.get_block_state(&block_pos_below)
.unwrap_or(BlockState::Air);
let block_below: Box<dyn Block> = block_state_below.into();
let block_friction = block_below.behavior().friction;
let inertia = if self.on_ground {
block_friction * 0.91
} else {
0.91
};
// this applies the current delta
let mut movement =
handle_relative_friction_and_calculate_movement(self, acceleration, block_friction);
movement.y -= gravity;
// if (this.shouldDiscardFriction()) {
// this.setDeltaMovement(movement.x, yMovement, movement.z);
// } else {
// this.setDeltaMovement(movement.x * (double)inertia, yMovement * 0.9800000190734863D, movement.z * (double)inertia);
// }
// if should_discard_friction(self) {
if false {
self.delta = movement;
} else {
self.delta = Vec3 {
x: movement.x * inertia as f64,
y: movement.y * 0.98f64,
z: movement.z * inertia as f64,
};
}
}
/// applies air resistance, calls self.travel(), and some other random
/// stuff.
fn ai_step(&mut self) {
// vanilla does movement interpolation here, doesn't really matter much for a bot though
if self.delta.x.abs() < 0.003 {
self.delta.x = 0.;
}
if self.delta.y.abs() < 0.003 {
self.delta.y = 0.;
}
if self.delta.z.abs() < 0.003 {
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;
self.travel(&Vec3 {
x: self.xxa as f64,
y: self.yya as f64,
z: self.zza as f64,
});
// freezing
// 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.metadata.sprinting {
let y_rot = self.y_rot * 0.017453292;
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 {
BlockPos::new(
entity.pos().x.floor() as i32,
// TODO: this uses bounding_box.min_y instead of position.y
(entity.pos().y - 0.5f64).floor() as i32,
entity.pos().z.floor() as i32,
)
}
fn handle_relative_friction_and_calculate_movement<D: DerefMut<Target = World>>(
entity: &mut Entity<D>,
acceleration: &Vec3,
block_friction: f32,
) -> Vec3 {
entity.move_relative(
get_friction_influenced_speed(&*entity, block_friction),
acceleration,
);
// entity.delta = entity.handle_on_climbable(entity.delta);
entity
.move_colliding(&MoverType::Own, &entity.delta.clone())
.expect("Entity should exist.");
// let delta_movement = entity.delta;
// ladders
// if ((entity.horizontalCollision || entity.jumping) && (entity.onClimbable() || entity.getFeetBlockState().is(Blocks.POWDER_SNOW) && PowderSnowBlock.canEntityWalkOnPowderSnow(entity))) {
// var3 = new Vec3(var3.x, 0.2D, var3.z);
// }
// TODO: powdered snow
entity.delta
}
// private float getFrictionInfluencedSpeed(float friction) {
// return this.onGround ? this.getSpeed() * (0.21600002F / (friction * friction * friction)) : this.flyingSpeed;
// }
fn get_friction_influenced_speed(entity: &EntityData, friction: f32) -> f32 {
// TODO: have speed & flying_speed fields in entity
if entity.on_ground {
let speed: f32 = entity.attributes.speed.calculate() as f32;
speed * (0.216f32 / (friction * friction * friction))
} else {
// entity.flying_speed
0.02
}
}
/// Returns the what the entity's jump should be multiplied by based on the
/// block they're standing on.
fn block_jump_factor<D: DerefMut<Target = World>>(entity: &Entity<D>) -> f32 {
let block_at_pos = entity.world.get_block_state(&entity.pos().into());
let block_below = entity
.world
.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<D: DerefMut<Target = World>>(entity: &Entity<D>) -> f32 {
0.42 * block_jump_factor(entity)
}
fn jump_boost_power<D: DerefMut<Target = World>>(_entity: &Entity<D>) -> 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::*;
use azalea_core::ChunkPos;
use azalea_world::{Chunk, World};
use uuid::Uuid;
#[test]
fn test_gravity() {
let mut world = World::default();
world.add_entity(
0,
EntityData::new(
Uuid::from_u128(0),
Vec3 {
x: 0.,
y: 70.,
z: 0.,
},
),
);
let mut entity = world.entity_mut(0).unwrap();
// y should start at 70
assert_eq!(entity.pos().y, 70.);
entity.ai_step();
// delta is applied before gravity, so the first tick only sets the delta
assert_eq!(entity.pos().y, 70.);
assert!(entity.delta.y < 0.);
entity.ai_step();
// the second tick applies the delta to the position, so now it should go down
assert!(
entity.pos().y < 70.,
"Entity y ({}) didn't go down after physics steps",
entity.pos().y
);
}
#[test]
fn test_collision() {
let mut world = World::default();
world
.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
.unwrap();
world.add_entity(
0,
EntityData::new(
Uuid::from_u128(0),
Vec3 {
x: 0.5,
y: 70.,
z: 0.5,
},
),
);
let block_state = world.set_block_state(&BlockPos { x: 0, y: 69, z: 0 }, BlockState::Stone);
assert!(
block_state.is_some(),
"Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
);
let mut entity = world.entity_mut(0).unwrap();
entity.ai_step();
// delta will change, but it won't move until next tick
assert_eq!(entity.pos().y, 70.);
assert!(entity.delta.y < 0.);
entity.ai_step();
// the second tick applies the delta to the position, but it also does collision
assert_eq!(entity.pos().y, 70.);
}
#[test]
fn test_slab_collision() {
let mut world = World::default();
world
.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
.unwrap();
world.add_entity(
0,
EntityData::new(
Uuid::from_u128(0),
Vec3 {
x: 0.5,
y: 71.,
z: 0.5,
},
),
);
let block_state = world.set_block_state(
&BlockPos { x: 0, y: 69, z: 0 },
BlockState::StoneSlab_BottomFalse,
);
assert!(
block_state.is_some(),
"Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
);
let mut entity = world.entity_mut(0).unwrap();
// do a few steps so we fall on the slab
for _ in 0..20 {
entity.ai_step();
}
assert_eq!(entity.pos().y, 69.5);
}
#[test]
fn test_top_slab_collision() {
let mut world = World::default();
world
.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
.unwrap();
world.add_entity(
0,
EntityData::new(
Uuid::from_u128(0),
Vec3 {
x: 0.5,
y: 71.,
z: 0.5,
},
),
);
let block_state = world.set_block_state(
&BlockPos { x: 0, y: 69, z: 0 },
BlockState::StoneSlab_TopFalse,
);
assert!(
block_state.is_some(),
"Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
);
let mut entity = world.entity_mut(0).unwrap();
// do a few steps so we fall on the slab
for _ in 0..20 {
entity.ai_step();
}
assert_eq!(entity.pos().y, 70.);
}
#[test]
fn test_weird_wall_collision() {
let mut world = World::default();
world
.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
.unwrap();
world.add_entity(
0,
EntityData::new(
Uuid::from_u128(0),
Vec3 {
x: 0.5,
y: 73.,
z: 0.5,
},
),
);
let block_state = world.set_block_state(
&BlockPos { x: 0, y: 69, z: 0 },
BlockState::CobblestoneWall_LowLowLowFalseFalseLow,
);
assert!(
block_state.is_some(),
"Block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
);
let mut entity = world.entity_mut(0).unwrap();
// do a few steps so we fall on the slab
for _ in 0..20 {
entity.ai_step();
}
assert_eq!(entity.pos().y, 70.5);
}
}