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Add disable_jump to liquids and ladders (#7688)

Remove second nodedef check by improving the colliding node detection
Also remove the 2nd check in old_move, correct standing node a bit
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SmallJoker committed Jun 10, 2019
1 parent bd6f1cc commit e40be619f2a30c7a4d5042d922f0fe57539411d5
Showing with 60 additions and 44 deletions.
  1. +24 −19 src/client/localplayer.cpp
  2. +1 −0 src/client/localplayer.h
  3. +25 −24 src/collision.cpp
  4. +10 −1 src/collision.h
@@ -170,8 +170,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info)
{
if (!collision_info || collision_info->empty()) {
// Node below the feet, update each ClientEnvironment::step()
m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
// Node at feet position, update each ClientEnvironment::step()
m_standing_node = floatToInt(m_position, BS);
}

// Temporary option for old move code
@@ -309,7 +309,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
collision_info->push_back(colinfo);

if (colinfo.type != COLLISION_NODE ||
colinfo.new_speed.Y != 0 ||
colinfo.axis != COLLISION_AXIS_Y ||
(could_sneak && m_sneak_node_exists))
continue;

@@ -320,6 +320,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
if (is_first || len < distance) {
m_standing_node = colinfo.node_p;
distance = len;
is_first = false;
}
}
}
@@ -435,11 +436,11 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));

// Determine if jumping is possible
m_can_jump = (touching_ground && !in_liquid && !is_climbing)
|| sneak_can_jump;
if (itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
m_can_jump = ((touching_ground && !is_climbing)
|| sneak_can_jump) && !m_disable_jump;

// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
@@ -636,18 +637,14 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
setSpeed(speedJ);
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
}
}
else if(in_liquid)
{
if(fast_climb)
} else if (in_liquid && !m_disable_jump) {
if (fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
swimming_vertical = true;
}
else if(is_climbing)
{
if(fast_climb)
} else if (is_climbing && !m_disable_jump) {
if (fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_climb;
@@ -908,6 +905,12 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
pos_max_d, m_collisionbox, player_stepheight, dtime,
&position, &m_speed, accel_f);

// Positition was slightly changed; update standing node pos
if (touching_ground)
m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
else
m_standing_node = floatToInt(m_position, BS);

/*
If the player's feet touch the topside of any node, this is
set to true.
@@ -1048,11 +1051,13 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
getStandingNodePos()));

// Determine if jumping is possible
m_can_jump = touching_ground && !in_liquid;
if (itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
m_disable_jump = itemgroup_get(f.groups, "disable_jump");
m_can_jump = touching_ground && !m_disable_jump;

// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
m_speed.Y >= -0.5 * BS) {
@@ -183,6 +183,7 @@ class LocalPlayer : public Player
// ***** End of variables for temporary option *****

bool m_can_jump = false;
bool m_disable_jump = false;
u16 m_breath = PLAYER_MAX_BREATH_DEFAULT;
f32 m_yaw = 0.0f;
f32 m_pitch = 0.0f;
@@ -59,7 +59,7 @@ struct NearbyCollisionInfo {
// Checks for collision of a moving aabbox with a static aabbox
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
// The time after which the collision occurs is stored in dtime.
int axisAlignedCollision(
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 *dtime)
{
@@ -86,11 +86,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 0;
return COLLISION_AXIS_X;
}
else if(relbox.MinEdge.X > xsize)
{
return -1;
return COLLISION_AXIS_NONE;
}
}
else if(speed.X < 0) // Check for collision with X+ plane
@@ -101,11 +101,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 0;
return COLLISION_AXIS_X;
}
else if(relbox.MaxEdge.X < 0)
{
return -1;
return COLLISION_AXIS_NONE;
}
}

@@ -119,11 +119,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 1;
return COLLISION_AXIS_Y;
}
else if(relbox.MinEdge.Y > ysize)
{
return -1;
return COLLISION_AXIS_NONE;
}
}
else if(speed.Y < 0) // Check for collision with Y+ plane
@@ -134,11 +134,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return 1;
return COLLISION_AXIS_Y;
}
else if(relbox.MaxEdge.Y < 0)
{
return -1;
return COLLISION_AXIS_NONE;
}
}

@@ -152,11 +152,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
return 2;
return COLLISION_AXIS_Z;
}
//else if(relbox.MinEdge.Z > zsize)
//{
// return -1;
// return COLLISION_AXIS_NONE;
//}
}
else if(speed.Z < 0) // Check for collision with Z+ plane
@@ -167,15 +167,15 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
return 2;
return COLLISION_AXIS_Z;
}
//else if(relbox.MaxEdge.Z < 0)
//{
// return -1;
// return COLLISION_AXIS_NONE;
//}
}

return -1;
return COLLISION_AXIS_NONE;
}

// Helper function:
@@ -442,7 +442,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += *pos_f;

int nearest_collided = -1;
CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
f32 nearest_dtime = dtime;
int nearest_boxindex = -1;

@@ -457,7 +457,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,

// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp;
int collided = axisAlignedCollision(box_info.box,
CollisionAxis collided = axisAlignedCollision(box_info.box,
movingbox, *speed_f, d, &dtime_tmp);

if (collided == -1 || dtime_tmp >= nearest_dtime)
@@ -468,7 +468,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
nearest_boxindex = boxindex;
}

if (nearest_collided == -1) {
if (nearest_collided == COLLISION_AXIS_NONE) {
// No collision with any collision box.
*pos_f += *speed_f * dtime;
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
@@ -477,7 +477,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
// Check for stairs.
bool step_up = (nearest_collided != 1) && // must not be Y direction
bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
(!wouldCollideWithCeiling(cinfo, movingbox,
@@ -491,11 +491,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
if (!step_up) {
if (nearest_collided == 0)
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
if (nearest_collided == 1)
if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += speed_f->Y * nearest_dtime;
if (nearest_collided == 2)
if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
@@ -522,19 +522,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Special case: Handle stairs
nearest_info.is_step_up = true;
is_collision = false;
} else if (nearest_collided == 0) { // X
} else if (nearest_collided == COLLISION_AXIS_X) {
if (fabs(speed_f->X) > BS * 3)
speed_f->X *= bounce;
else
speed_f->X = 0;
result.collides = true;
} else if (nearest_collided == 1) { // Y
} else if (nearest_collided == COLLISION_AXIS_Y) {
if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
else
speed_f->Y = 0;
result.collides = true;
} else if (nearest_collided == 2) { // Z
} else if (nearest_collided == COLLISION_AXIS_Z) {
if (fabs(speed_f->Z) > BS * 3)
speed_f->Z *= bounce;
else
@@ -547,6 +547,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_collision = false;

if (is_collision) {
info.axis = nearest_collided;
result.collisions.push_back(info);
}
}
@@ -33,11 +33,20 @@ enum CollisionType
COLLISION_OBJECT,
};

enum CollisionAxis
{
COLLISION_AXIS_NONE = -1,
COLLISION_AXIS_X,
COLLISION_AXIS_Y,
COLLISION_AXIS_Z,
};

struct CollisionInfo
{
CollisionInfo() = default;

CollisionType type = COLLISION_NODE;
CollisionAxis axis = COLLISION_AXIS_NONE;
v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
v3f old_speed;
v3f new_speed;
@@ -66,7 +75,7 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
// Checks for collision of a moving aabbox with a static aabbox
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
// dtime receives time until first collision, invalid if -1 is returned
int axisAlignedCollision(
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 *dtime);

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