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209 lines
6.4 KiB
Rust
209 lines
6.4 KiB
Rust
pub mod collision;
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use azalea_block::{Block, BlockState};
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use azalea_core::{BlockPos, Vec3};
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use azalea_world::entity::{EntityData, EntityMut};
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use collision::{MovableEntity, MoverType};
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pub trait HasPhysics {
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fn travel(&mut self, acceleration: &Vec3);
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fn ai_step(&mut self);
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}
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impl HasPhysics for EntityMut<'_> {
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/// Move the entity with the given acceleration while handling friction,
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/// gravity, collisions, and some other stuff.
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fn travel(&mut self, acceleration: &Vec3) {
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// if !self.is_effective_ai() && !self.is_controlled_by_local_instance() {
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// // this.calculateEntityAnimation(this, this instanceof FlyingAnimal);
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// return;
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// }
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let gravity: f64 = 0.08;
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// TODO: slow falling effect
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// let is_falling = self.delta.y <= 0.;
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// TODO: fluids
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// TODO: elytra
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let block_pos_below = get_block_pos_below_that_affects_movement(self);
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let block_state_below = self
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.dimension
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.get_block_state(&block_pos_below)
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.unwrap_or(BlockState::Air);
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let block_below: Box<dyn Block> = block_state_below.into();
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let block_friction = block_below.behavior().friction;
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let inertia = if self.on_ground {
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block_friction * 0.91
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} else {
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0.91
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};
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// this applies the current delta
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let mut movement =
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handle_relative_friction_and_calculate_movement(self, acceleration, block_friction);
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movement.y -= gravity;
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// if (this.shouldDiscardFriction()) {
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// this.setDeltaMovement(movement.x, yMovement, movement.z);
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// } else {
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// this.setDeltaMovement(movement.x * (double)inertia, yMovement * 0.9800000190734863D, movement.z * (double)inertia);
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// }
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// if should_discard_friction(self) {
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if false {
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self.delta = movement;
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} else {
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self.delta = Vec3 {
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x: movement.x * inertia as f64,
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y: movement.y * 0.98f64,
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z: movement.z * inertia as f64,
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};
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}
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}
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/// applies air resistance, calls self.travel(), and some other random
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/// stuff.
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fn ai_step(&mut self) {
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// vanilla does movement interpolation here, doesn't really matter much for a bot though
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if self.delta.x.abs() < 0.003 {
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self.delta.x = 0.;
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}
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if self.delta.y.abs() < 0.003 {
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self.delta.y = 0.;
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}
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if self.delta.z.abs() < 0.003 {
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self.delta.z = 0.;
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}
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self.xxa *= 0.98;
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self.zza *= 0.98;
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self.travel(&Vec3 {
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x: self.xxa as f64,
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y: self.yya as f64,
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z: self.zza as f64,
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});
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// freezing
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// pushEntities
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// drowning damage
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}
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}
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fn get_block_pos_below_that_affects_movement(entity: &EntityData) -> BlockPos {
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BlockPos::new(
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entity.pos().x.floor() as i32,
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// TODO: this uses bounding_box.min_y instead of position.y
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(entity.pos().y - 0.5f64).floor() as i32,
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entity.pos().z.floor() as i32,
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)
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}
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fn handle_relative_friction_and_calculate_movement(
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entity: &mut EntityMut,
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acceleration: &Vec3,
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block_friction: f32,
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) -> Vec3 {
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entity.move_relative(get_speed(&*entity, block_friction), acceleration);
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// entity.delta = entity.handle_on_climbable(entity.delta);
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entity
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.move_colliding(&MoverType::Own, &entity.delta.clone())
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.expect("Entity should exist.");
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// let delta_movement = entity.delta;
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// if ((entity.horizontalCollision || entity.jumping) && (entity.onClimbable() || entity.getFeetBlockState().is(Blocks.POWDER_SNOW) && PowderSnowBlock.canEntityWalkOnPowderSnow(entity))) {
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// var3 = new Vec3(var3.x, 0.2D, var3.z);
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// }
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// TODO: powdered snow
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entity.delta
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}
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// private float getFrictionInfluencedSpeed(float friction) {
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// return this.onGround ? this.getSpeed() * (0.21600002F / (friction * friction * friction)) : this.flyingSpeed;
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// }
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fn get_speed(entity: &EntityData, friction: f32) -> f32 {
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// TODO: have speed & flying_speed fields in entity
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if entity.on_ground {
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let speed: f32 = 0.7;
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speed * (0.216f32 / (friction * friction * friction))
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} else {
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// entity.flying_speed
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0.02
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use azalea_core::ChunkPos;
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use azalea_world::{Chunk, Dimension};
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use uuid::Uuid;
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#[test]
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fn test_gravity() {
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let mut dim = Dimension::default();
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dim.add_entity(
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0,
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EntityData::new(
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Uuid::from_u128(0),
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Vec3 {
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x: 0.,
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y: 70.,
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z: 0.,
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},
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),
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);
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let mut entity = dim.entity_mut(0).unwrap();
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// y should start at 70
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assert_eq!(entity.pos().y, 70.);
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entity.ai_step();
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// delta is applied before gravity, so the first tick only sets the delta
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assert_eq!(entity.pos().y, 70.);
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assert!(entity.delta.y < 0.);
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entity.ai_step();
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// the second tick applies the delta to the position, so now it should go down
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assert!(
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entity.pos().y < 70.,
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"Entity y ({}) didn't go down after physics steps",
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entity.pos().y
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);
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}
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#[test]
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fn test_collision() {
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let mut dim = Dimension::default();
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dim.set_chunk(&ChunkPos { x: 0, z: 0 }, Some(Chunk::default()))
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.unwrap();
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dim.add_entity(
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0,
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EntityData::new(
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Uuid::from_u128(0),
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Vec3 {
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x: 0.5,
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y: 70.,
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z: 0.5,
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},
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),
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);
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let old_block_state =
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dim.set_block_state(&BlockPos { x: 0, y: 69, z: 0 }, BlockState::Stone);
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assert!(
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old_block_state.is_some(),
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"Old block state should exist, if this fails that means the chunk wasn't loaded and the block didn't get placed"
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);
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let mut entity = dim.entity_mut(0).unwrap();
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entity.ai_step();
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// delta will change, but it won't move until next tick
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assert_eq!(entity.pos().y, 70.);
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assert!(entity.delta.y < 0.);
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entity.ai_step();
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// the second tick applies the delta to the position, but it also does collision
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assert_eq!(entity.pos().y, 70.);
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}
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}
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