Client-side autojump. Remove Android-only stepheight autojump (#7228)

Works by detecting a collision while moving forward and then
simulating a jump. If the simulated jump is more successful,
an artificial jump key press is injected in the client.

Includes setting and key change GUI element for enabling and
disabling this feature.
master
Ben Deutsch 2018-11-22 22:47:15 +01:00 committed by Paramat
parent 1c91cb8f8f
commit 93bccb3490
12 changed files with 149 additions and 18 deletions

View File

@ -111,6 +111,10 @@ always_fly_fast (Always fly and fast) bool true
# mouse button.
repeat_rightclick_time (Rightclick repetition interval) float 0.25
# Automatically jump up single-node obstacles.
# type: bool
autojump (Automatic jumping) bool false
# Prevent digging and placing from repeating when holding the mouse buttons.
# Enable this when you dig or place too often by accident.
safe_dig_and_place (Safe digging and placing) bool false

View File

@ -69,6 +69,10 @@
# type: bool
# always_fly_fast = true
# Automatically jump up single-node obstacles.
# type: bool
# autojump = false
# The time in seconds it takes between repeated right clicks when holding the right mouse button.
# type: float
# repeat_rightclick_time = 0.25

View File

@ -515,6 +515,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
info.node_p = nearest_info.position;
info.old_speed = *speed_f;
info.plane = nearest_collided;
// Set the speed component that caused the collision to zero
if (step_up) {

View File

@ -41,6 +41,7 @@ struct CollisionInfo
v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
v3f old_speed;
v3f new_speed;
int plane = -1;
};
struct collisionMoveResult

View File

@ -247,6 +247,11 @@ void set_default_settings(Settings *settings)
settings->setDefault("aux1_descends", "false");
settings->setDefault("doubletap_jump", "false");
settings->setDefault("always_fly_fast", "true");
#ifdef __ANDROID__
settings->setDefault("autojump", "true");
#else
settings->setDefault("autojump", "false");
#endif
settings->setDefault("continuous_forward", "false");
settings->setDefault("enable_joysticks", "false");
settings->setDefault("joystick_id", "0");

View File

@ -2449,8 +2449,15 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
}
#endif
client->setPlayerControl(control);
LocalPlayer *player = client->getEnv().getLocalPlayer();
// autojump if set: simulate "jump" key
if (player->getAutojump()) {
control.jump = true;
keypress_bits |= 1U << 4;
}
client->setPlayerControl(control);
player->keyPressed = keypress_bits;
//tt.stop();

View File

@ -77,6 +77,7 @@ enum
// other
GUI_ID_CB_AUX1_DESCENDS,
GUI_ID_CB_DOUBLETAP_JUMP,
GUI_ID_CB_AUTOJUMP,
};
GUIKeyChangeMenu::GUIKeyChangeMenu(gui::IGUIEnvironment* env,
@ -195,6 +196,21 @@ void GUIKeyChangeMenu::regenerateGui(v2u32 screensize)
offset += v2s32(0, 25);
}
{
s32 option_x = offset.X;
s32 option_y = offset.Y + 5;
u32 option_w = 280;
{
core::rect<s32> rect(0, 0, option_w, 30);
rect += topleft + v2s32(option_x, option_y);
const wchar_t *text = wgettext("Automatic jumping");
Environment->addCheckBox(g_settings->getBool("autojump"), rect, this,
GUI_ID_CB_AUTOJUMP, text);
delete[] text;
}
offset += v2s32(0, 25);
}
{
core::rect < s32 > rect(0, 0, 100, 30);
rect += topleft + v2s32(size.X / 2 - 105, size.Y - 40);
@ -239,14 +255,19 @@ bool GUIKeyChangeMenu::acceptInput()
{
gui::IGUIElement *e = getElementFromId(GUI_ID_CB_AUX1_DESCENDS);
if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
if(e && e->getType() == gui::EGUIET_CHECK_BOX)
g_settings->setBool("aux1_descends", ((gui::IGUICheckBox*)e)->isChecked());
}
{
gui::IGUIElement *e = getElementFromId(GUI_ID_CB_DOUBLETAP_JUMP);
if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
if(e && e->getType() == gui::EGUIET_CHECK_BOX)
g_settings->setBool("doubletap_jump", ((gui::IGUICheckBox*)e)->isChecked());
}
{
gui::IGUIElement *e = getElementFromId(GUI_ID_CB_AUTOJUMP);
if(e && e->getType() == gui::EGUIET_CHECK_BOX)
g_settings->setBool("autojump", ((gui::IGUICheckBox*)e)->isChecked());
}
clearKeyCache();

View File

@ -287,16 +287,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
float player_stepheight = (m_cao == nullptr) ? 0.0f :
(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
// TODO this is a problematic hack.
// Use a better implementation for autojump, or apply a custom stepheight
// to all players, as this currently creates unintended special movement
// abilities and advantages for Android players on a server.
#ifdef __ANDROID__
if (touching_ground)
player_stepheight += (0.6f * BS);
#endif
v3f accel_f = v3f(0,0,0);
const v3f initial_position = position;
const v3f initial_speed = m_speed;
collisionMoveResult result = collisionMoveSimple(env, m_client,
pos_max_d, m_collisionbox, player_stepheight, dtime,
@ -461,6 +454,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
setSpeed(m_speed);
m_can_jump = false;
}
// Autojump
handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
}
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
@ -891,11 +887,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
// this shouldn't be hardcoded but transmitted from server
float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
#ifdef __ANDROID__
player_stepheight += (0.6 * BS);
#endif
v3f accel_f = v3f(0, 0, 0);
const v3f initial_position = position;
const v3f initial_speed = m_speed;
collisionMoveResult result = collisionMoveSimple(env, m_client,
pos_max_d, m_collisionbox, player_stepheight, dtime,
@ -1059,6 +1053,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
setSpeed(m_speed);
m_can_jump = false;
}
// Autojump
handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
}
float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
@ -1080,3 +1077,82 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
}
return 1.0f;
}
void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
const collisionMoveResult &result, const v3f &initial_position,
const v3f &initial_speed, f32 pos_max_d)
{
PlayerSettings &player_settings = getPlayerSettings();
if (!player_settings.autojump)
return;
if (m_autojump) {
// release autojump after a given time
m_autojump_time -= dtime;
if (m_autojump_time <= 0.0f)
m_autojump = false;
return;
}
bool control_forward = control.up ||
(!control.up && !control.down &&
control.forw_move_joystick_axis < -0.05);
bool could_autojump =
m_can_jump && !control.jump && !control.sneak && control_forward;
if (!could_autojump)
return;
bool horizontal_collision = false;
for (const auto &colinfo : result.collisions) {
if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) {
horizontal_collision = true;
break; // one is enough
}
}
// must be running against something to trigger autojumping
if (!horizontal_collision)
return;
// check for nodes above
v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f;
v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f;
headpos_min.Y = headpos_max.Y; // top face of collision box
v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0);
v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
const NodeDefManager *ndef = env->getGameDef()->ndef();
bool is_position_valid;
for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
MapNode n = env->getMap().getNodeNoEx(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
if (!is_position_valid)
break; // won't collide with the void outside
if (n.getContent() == CONTENT_IGNORE)
return; // players collide with ignore blocks -> same as walkable
const ContentFeatures &f = ndef->get(n);
if (f.walkable)
return; // would bump head, don't jump
}
}
float jump_height = 1.1f; // TODO: better than a magic number
v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f);
v3f jump_speed = initial_speed;
// try at peak of jump, zero step height
collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
v3f(0, 0, 0));
// see if we can get a little bit farther horizontally if we had
// jumped
v3f run_delta = m_position - initial_position;
run_delta.Y = 0.0f;
v3f jump_delta = jump_pos - initial_position;
jump_delta.Y = 0.0f;
if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) {
m_autojump = true;
m_autojump_time = 0.1f;
}
}

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@ -31,6 +31,7 @@ class GenericCAO;
class ClientActiveObject;
class ClientEnvironment;
class IGameDef;
struct collisionMoveResult;
enum LocalPlayerAnimations
{
@ -145,11 +146,17 @@ public:
float getZoomFOV() const { return m_zoom_fov; }
void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
bool getAutojump() const { return m_autojump; }
private:
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);
bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
float getSlipFactor(Environment *env, const v3f &speedH);
void handleAutojump(f32 dtime, Environment *env,
const collisionMoveResult &result,
const v3f &position_before_move, const v3f &speed_before_move,
f32 pos_max_d);
v3f m_position;
v3s16 m_standing_node;
@ -183,6 +190,8 @@ private:
BS * 1.75f, BS * 0.30f);
float m_eye_height = 1.625f;
float m_zoom_fov = 0.0f;
bool m_autojump = false;
float m_autojump_time = 0.0f;
GenericCAO *m_cao = nullptr;
Client *m_client;

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@ -144,6 +144,7 @@ void PlayerSettings::readGlobalSettings()
always_fly_fast = g_settings->getBool("always_fly_fast");
aux1_descends = g_settings->getBool("aux1_descends");
noclip = g_settings->getBool("noclip");
autojump = g_settings->getBool("autojump");
}
void Player::settingsChangedCallback(const std::string &name, void *data)

View File

@ -92,10 +92,11 @@ struct PlayerSettings
bool always_fly_fast = false;
bool aux1_descends = false;
bool noclip = false;
bool autojump = false;
const std::string setting_names[6] = {
const std::string setting_names[7] = {
"free_move", "fast_move", "continuous_forward", "always_fly_fast",
"aux1_descends", "noclip"
"aux1_descends", "noclip", "autojump"
};
void readGlobalSettings();
};

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@ -27,6 +27,7 @@ fake_function() {
gettext("Double tap jump for fly");
gettext("Double-tapping the jump key toggles fly mode.");
gettext("Always fly and fast");
gettext("Automatic jumping");
gettext("If disabled, \"special\" key is used to fly fast if both fly and fast mode are enabled.");
gettext("Rightclick repetition interval");
gettext("The time in seconds it takes between repeated right clicks when holding the right mouse button.");