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Sneak: Improve and fix various things
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Remove useless `got_teleported`.
Fix jitter when walking against the sneak limits.
Fix damage evading on sneak ladders.
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SmallJoker authored and paramat committed May 3, 2017
1 parent bd921a7 commit f9fdb48
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Showing 6 changed files with 36 additions and 32 deletions.
2 changes: 0 additions & 2 deletions doc/client_lua_api.md
Expand Up @@ -810,8 +810,6 @@ Methods:
* returns player HP
* `get_name()`
* returns player name
* `got_teleported()`
* returns true if player was teleported
* `is_attached()`
* returns true if player is attached
* `is_touching_ground()`
Expand Down
48 changes: 31 additions & 17 deletions src/localplayer.cpp
Expand Up @@ -35,7 +35,6 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
Player(name, client->idef()),
parent(0),
hp(PLAYER_MAX_HP),
got_teleported(false),
isAttached(false),
touching_ground(false),
in_liquid(false),
Expand Down Expand Up @@ -305,29 +304,43 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && g_settings->getBool("free_move")) &&
!in_liquid && !is_climbing &&
physics_override_sneak && !got_teleported) {
v3f sn_f = intToFloat(m_sneak_node, BS);
const v3f bmin = m_sneak_node_bb_top.MinEdge;
const v3f bmax = m_sneak_node_bb_top.MaxEdge;
physics_override_sneak) {
const v3f sn_f = intToFloat(m_sneak_node, BS);
const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge;
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,
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,
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
// 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
if (!m_sneak_ladder_detected) {
position.Y = MYMAX(position.Y, sn_f.Y+bmax.Y);
position.Y = MYMAX(position.Y, bmax.Y);
} else {
// legacy behaviour that sometimes causes some weird slow sinking
m_speed.Y = MYMAX(m_speed.Y, 0);
}
}

if (got_teleported)
got_teleported = false;
if (collision_info != NULL &&
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
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
Expand Down Expand Up @@ -449,9 +462,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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);
m_sneak_node_exists = sneak_node_exists;

/*
Report collisions
Expand Down Expand Up @@ -917,7 +932,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
*/
if (control.sneak && m_sneak_node_exists &&
!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
physics_override_sneak && !got_teleported) {
physics_override_sneak) {
f32 maxd = 0.5 * BS + sneak_max;
v3f lwn_f = intToFloat(m_sneak_node, BS);
position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
Expand All @@ -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
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);

Expand Down Expand Up @@ -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);
m_sneak_node_exists = sneak_node_exists;

/*
Report collisions
Expand Down
7 changes: 5 additions & 2 deletions src/localplayer.h
Expand Up @@ -47,7 +47,6 @@ class LocalPlayer : public Player
ClientActiveObject *parent;

u16 hp;
bool got_teleported;
bool isAttached;
bool touching_ground;
// This oscillates so that the player jumps a bit above the surface
Expand Down Expand Up @@ -126,7 +125,11 @@ class LocalPlayer : public Player

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 getEyePosition() const { return m_position + getEyeOffset(); }
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1 change: 0 additions & 1 deletion src/network/clientpackethandler.cpp
Expand Up @@ -561,7 +561,6 @@ void Client::handleCommand_MovePlayer(NetworkPacket* pkt)

*pkt >> pos >> pitch >> yaw;

player->got_teleported = true;
player->setPosition(pos);

infostream << "Client got TOCLIENT_MOVE_PLAYER"
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9 changes: 0 additions & 9 deletions src/script/lua_api/l_localplayer.cpp
Expand Up @@ -68,14 +68,6 @@ int LuaLocalPlayer::l_get_name(lua_State *L)
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)
{
LocalPlayer *player = getobject(L, 1);
Expand Down Expand Up @@ -386,7 +378,6 @@ const luaL_Reg LuaLocalPlayer::methods[] = {
luamethod(LuaLocalPlayer, get_velocity),
luamethod(LuaLocalPlayer, get_hp),
luamethod(LuaLocalPlayer, get_name),
luamethod(LuaLocalPlayer, is_teleported),
luamethod(LuaLocalPlayer, is_attached),
luamethod(LuaLocalPlayer, is_touching_ground),
luamethod(LuaLocalPlayer, is_in_liquid),
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1 change: 0 additions & 1 deletion src/script/lua_api/l_localplayer.h
Expand Up @@ -39,7 +39,6 @@ class LuaLocalPlayer : public ModApiBase

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_touching_ground(lua_State *L);
static int l_is_in_liquid(lua_State *L);
Expand Down

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