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.wsc-master-rebase
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1c91cb8f8f
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93bccb3490
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@ -111,6 +111,10 @@ always_fly_fast (Always fly and fast) bool true
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# mouse button.
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repeat_rightclick_time (Rightclick repetition interval) float 0.25
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# Automatically jump up single-node obstacles.
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# type: bool
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autojump (Automatic jumping) bool false
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# Prevent digging and placing from repeating when holding the mouse buttons.
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# Enable this when you dig or place too often by accident.
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safe_dig_and_place (Safe digging and placing) bool false
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@ -69,6 +69,10 @@
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# type: bool
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# always_fly_fast = true
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# Automatically jump up single-node obstacles.
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# type: bool
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# autojump = false
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# The time in seconds it takes between repeated right clicks when holding the right mouse button.
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# type: float
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# repeat_rightclick_time = 0.25
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@ -515,6 +515,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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info.node_p = nearest_info.position;
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info.old_speed = *speed_f;
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info.plane = nearest_collided;
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// Set the speed component that caused the collision to zero
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if (step_up) {
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@ -41,6 +41,7 @@ struct CollisionInfo
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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v3f old_speed;
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v3f new_speed;
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int plane = -1;
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};
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struct collisionMoveResult
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@ -247,6 +247,11 @@ void set_default_settings(Settings *settings)
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settings->setDefault("aux1_descends", "false");
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settings->setDefault("doubletap_jump", "false");
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settings->setDefault("always_fly_fast", "true");
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#ifdef __ANDROID__
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settings->setDefault("autojump", "true");
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#else
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settings->setDefault("autojump", "false");
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#endif
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settings->setDefault("continuous_forward", "false");
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settings->setDefault("enable_joysticks", "false");
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settings->setDefault("joystick_id", "0");
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@ -2449,8 +2449,15 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
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}
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#endif
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client->setPlayerControl(control);
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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// autojump if set: simulate "jump" key
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if (player->getAutojump()) {
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control.jump = true;
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keypress_bits |= 1U << 4;
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}
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client->setPlayerControl(control);
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player->keyPressed = keypress_bits;
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//tt.stop();
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@ -77,6 +77,7 @@ enum
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// other
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GUI_ID_CB_AUX1_DESCENDS,
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GUI_ID_CB_DOUBLETAP_JUMP,
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GUI_ID_CB_AUTOJUMP,
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};
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GUIKeyChangeMenu::GUIKeyChangeMenu(gui::IGUIEnvironment* env,
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@ -195,6 +196,21 @@ void GUIKeyChangeMenu::regenerateGui(v2u32 screensize)
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offset += v2s32(0, 25);
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}
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{
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s32 option_x = offset.X;
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s32 option_y = offset.Y + 5;
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u32 option_w = 280;
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{
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core::rect<s32> rect(0, 0, option_w, 30);
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rect += topleft + v2s32(option_x, option_y);
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const wchar_t *text = wgettext("Automatic jumping");
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Environment->addCheckBox(g_settings->getBool("autojump"), rect, this,
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GUI_ID_CB_AUTOJUMP, text);
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delete[] text;
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}
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offset += v2s32(0, 25);
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}
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{
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core::rect < s32 > rect(0, 0, 100, 30);
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rect += topleft + v2s32(size.X / 2 - 105, size.Y - 40);
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@ -239,14 +255,19 @@ bool GUIKeyChangeMenu::acceptInput()
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{
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gui::IGUIElement *e = getElementFromId(GUI_ID_CB_AUX1_DESCENDS);
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if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
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if(e && e->getType() == gui::EGUIET_CHECK_BOX)
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g_settings->setBool("aux1_descends", ((gui::IGUICheckBox*)e)->isChecked());
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}
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{
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gui::IGUIElement *e = getElementFromId(GUI_ID_CB_DOUBLETAP_JUMP);
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if(e != NULL && e->getType() == gui::EGUIET_CHECK_BOX)
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if(e && e->getType() == gui::EGUIET_CHECK_BOX)
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g_settings->setBool("doubletap_jump", ((gui::IGUICheckBox*)e)->isChecked());
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}
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{
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gui::IGUIElement *e = getElementFromId(GUI_ID_CB_AUTOJUMP);
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if(e && e->getType() == gui::EGUIET_CHECK_BOX)
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g_settings->setBool("autojump", ((gui::IGUICheckBox*)e)->isChecked());
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}
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clearKeyCache();
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@ -287,16 +287,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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float player_stepheight = (m_cao == nullptr) ? 0.0f :
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(touching_ground ? m_cao->getStepHeight() : (0.2f * BS));
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// TODO this is a problematic hack.
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// Use a better implementation for autojump, or apply a custom stepheight
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// to all players, as this currently creates unintended special movement
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// abilities and advantages for Android players on a server.
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#ifdef __ANDROID__
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if (touching_ground)
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player_stepheight += (0.6f * BS);
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#endif
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v3f accel_f = v3f(0,0,0);
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const v3f initial_position = position;
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const v3f initial_speed = m_speed;
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collisionMoveResult result = collisionMoveSimple(env, m_client,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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@ -461,6 +454,9 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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setSpeed(m_speed);
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m_can_jump = false;
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}
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// Autojump
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handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
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}
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
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@ -891,11 +887,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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// this shouldn't be hardcoded but transmitted from server
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float player_stepheight = touching_ground ? (BS * 0.6) : (BS * 0.2);
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#ifdef __ANDROID__
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player_stepheight += (0.6 * BS);
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#endif
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v3f accel_f = v3f(0, 0, 0);
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const v3f initial_position = position;
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const v3f initial_speed = m_speed;
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collisionMoveResult result = collisionMoveSimple(env, m_client,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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@ -1059,6 +1053,9 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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setSpeed(m_speed);
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m_can_jump = false;
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}
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// Autojump
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handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
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}
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float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
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@ -1080,3 +1077,82 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
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}
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return 1.0f;
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}
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void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
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const collisionMoveResult &result, const v3f &initial_position,
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const v3f &initial_speed, f32 pos_max_d)
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{
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PlayerSettings &player_settings = getPlayerSettings();
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if (!player_settings.autojump)
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return;
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if (m_autojump) {
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// release autojump after a given time
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m_autojump_time -= dtime;
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if (m_autojump_time <= 0.0f)
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m_autojump = false;
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return;
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}
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bool control_forward = control.up ||
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(!control.up && !control.down &&
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control.forw_move_joystick_axis < -0.05);
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bool could_autojump =
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m_can_jump && !control.jump && !control.sneak && control_forward;
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if (!could_autojump)
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return;
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bool horizontal_collision = false;
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for (const auto &colinfo : result.collisions) {
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if (colinfo.type == COLLISION_NODE && colinfo.plane != 1) {
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horizontal_collision = true;
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break; // one is enough
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}
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}
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// must be running against something to trigger autojumping
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if (!horizontal_collision)
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return;
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// check for nodes above
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v3f headpos_min = m_position + m_collisionbox.MinEdge * 0.99f;
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v3f headpos_max = m_position + m_collisionbox.MaxEdge * 0.99f;
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headpos_min.Y = headpos_max.Y; // top face of collision box
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v3s16 ceilpos_min = floatToInt(headpos_min, BS) + v3s16(0, 1, 0);
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v3s16 ceilpos_max = floatToInt(headpos_max, BS) + v3s16(0, 1, 0);
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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bool is_position_valid;
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for (s16 z = ceilpos_min.Z; z <= ceilpos_max.Z; z++) {
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for (s16 x = ceilpos_min.X; x <= ceilpos_max.X; x++) {
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MapNode n = env->getMap().getNodeNoEx(v3s16(x, ceilpos_max.Y, z), &is_position_valid);
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if (!is_position_valid)
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break; // won't collide with the void outside
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if (n.getContent() == CONTENT_IGNORE)
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return; // players collide with ignore blocks -> same as walkable
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const ContentFeatures &f = ndef->get(n);
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if (f.walkable)
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return; // would bump head, don't jump
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}
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}
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float jump_height = 1.1f; // TODO: better than a magic number
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v3f jump_pos = initial_position + v3f(0.0f, jump_height * BS, 0.0f);
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v3f jump_speed = initial_speed;
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// try at peak of jump, zero step height
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collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
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m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed,
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v3f(0, 0, 0));
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// see if we can get a little bit farther horizontally if we had
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// jumped
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v3f run_delta = m_position - initial_position;
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run_delta.Y = 0.0f;
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v3f jump_delta = jump_pos - initial_position;
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jump_delta.Y = 0.0f;
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if (jump_delta.getLengthSQ() > run_delta.getLengthSQ() * 1.01f) {
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m_autojump = true;
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m_autojump_time = 0.1f;
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}
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}
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@ -31,6 +31,7 @@ class GenericCAO;
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class ClientActiveObject;
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class ClientEnvironment;
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class IGameDef;
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struct collisionMoveResult;
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enum LocalPlayerAnimations
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{
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@ -145,11 +146,17 @@ public:
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float getZoomFOV() const { return m_zoom_fov; }
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void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
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bool getAutojump() const { return m_autojump; }
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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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bool updateSneakNode(Map *map, const v3f &position, const v3f &sneak_max);
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float getSlipFactor(Environment *env, const v3f &speedH);
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void handleAutojump(f32 dtime, Environment *env,
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const collisionMoveResult &result,
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const v3f &position_before_move, const v3f &speed_before_move,
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f32 pos_max_d);
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v3f m_position;
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v3s16 m_standing_node;
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@ -183,6 +190,8 @@ private:
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BS * 1.75f, BS * 0.30f);
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float m_eye_height = 1.625f;
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float m_zoom_fov = 0.0f;
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bool m_autojump = false;
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float m_autojump_time = 0.0f;
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GenericCAO *m_cao = nullptr;
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Client *m_client;
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@ -144,6 +144,7 @@ void PlayerSettings::readGlobalSettings()
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always_fly_fast = g_settings->getBool("always_fly_fast");
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aux1_descends = g_settings->getBool("aux1_descends");
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noclip = g_settings->getBool("noclip");
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autojump = g_settings->getBool("autojump");
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}
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void Player::settingsChangedCallback(const std::string &name, void *data)
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@ -92,10 +92,11 @@ struct PlayerSettings
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bool always_fly_fast = false;
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bool aux1_descends = false;
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bool noclip = false;
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bool autojump = false;
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const std::string setting_names[6] = {
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const std::string setting_names[7] = {
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"free_move", "fast_move", "continuous_forward", "always_fly_fast",
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"aux1_descends", "noclip"
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"aux1_descends", "noclip", "autojump"
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};
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void readGlobalSettings();
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};
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@ -27,6 +27,7 @@ fake_function() {
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gettext("Double tap jump for fly");
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gettext("Double-tapping the jump key toggles fly mode.");
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gettext("Always fly and fast");
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gettext("Automatic jumping");
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gettext("If disabled, \"special\" key is used to fly fast if both fly and fast mode are enabled.");
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gettext("Rightclick repetition interval");
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gettext("The time in seconds it takes between repeated right clicks when holding the right mouse button.");
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