Skip to content

Commit

Permalink
Browse files Browse the repository at this point in the history
Sneak glitch: Detect ledge for 2-node climb-up
Re-creates the old sneak-jump behaviour in new code.
Enabled by the 'sneak glitch' physics override.
When a ledge is detected the jump speed modifier is set to the larger
of 'physics override jump' and 1.3 to allow a 2-node climb-up.

An unexpected side-effect is the simple sneak ladder working smoothly.
  • Loading branch information
paramat committed Apr 11, 2017
1 parent eb58799 commit 5991176
Show file tree
Hide file tree
Showing 2 changed files with 46 additions and 4 deletions.
47 changes: 43 additions & 4 deletions src/localplayer.cpp
Expand Up @@ -70,6 +70,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
m_sneak_node_exists(false),
m_need_to_get_new_sneak_node(true),
m_sneak_ladder_detected(false),
m_ledge_detected(false),
m_old_node_below(32767,32767,32767),
m_old_node_below_type("air"),
m_can_jump(false),
Expand Down Expand Up @@ -149,6 +150,29 @@ static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
return false;
}

static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
{
bool is_valid_position;
MapNode node;
// X/Z vectors for 4 neighboring nodes
static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};

for (u16 i = 0; i < ARRLEN(vecs); i++) {
const v2s16 vec = vecs[i];

node = GETNODE(map, pos, vec, 1, &is_valid_position);
if (is_valid_position && nodemgr->get(node).walkable) {
// Ledge exists
node = GETNODE(map, pos, vec, 2, &is_valid_position);
if (is_valid_position && !nodemgr->get(node).walkable)
// Space above ledge exists
return true;
}
}

return false;
}

#undef GETNODE

void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
Expand Down Expand Up @@ -409,6 +433,13 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
}

/*
If 'sneak glitch' enabled detect ledge for old sneak-jump
behaviour of climbing onto a ledge 2 nodes up.
*/
if (physics_override_sneak_glitch && control.sneak && control.jump)
m_ledge_detected = detectLedge(map, nodemgr, floatToInt(position, BS));

/*
Set new position
*/
Expand Down Expand Up @@ -648,10 +679,18 @@ void LocalPlayer::applyControl(float dtime)
at its starting value
*/
v3f speedJ = getSpeed();
if(speedJ.Y >= -0.5 * BS)
{
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
if(speedJ.Y >= -0.5 * BS) {
if (m_ledge_detected) {
// Limit jump speed to a minimum that allows
// jumping up onto a ledge 2 nodes up.
speedJ.Y = movement_speed_jump *
MYMAX(physics_override_jump, 1.3f);
setSpeed(speedJ);
m_ledge_detected = false;
} else {
speedJ.Y = movement_speed_jump * physics_override_jump;
setSpeed(speedJ);
}

MtEvent *e = new SimpleTriggerEvent("PlayerJump");
m_client->event()->put(e);
Expand Down
3 changes: 3 additions & 0 deletions src/localplayer.h
Expand Up @@ -146,6 +146,9 @@ class LocalPlayer : public Player
// Whether a "sneak ladder" structure is detected at the players pos
// see detectSneakLadder() in the .cpp for more info (always false if disabled)
bool m_sneak_ladder_detected;
// Whether a 2-node-up ledge is detected at the players pos,
// see detectLedge() in the .cpp for more info (always false if disabled).
bool m_ledge_detected;

// Node below player, used to determine whether it has been removed,
// and its old type
Expand Down

0 comments on commit 5991176

Please sign in to comment.