From de2cce9b79ab60427daa86dcd1da99db7d7ea161 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Tue, 21 Jul 2015 21:25:37 +0100 Subject: Fixed food drain bugs --- src/Entities/Player.cpp | 258 ++++++++++++++++++------------------------------ 1 file changed, 98 insertions(+), 160 deletions(-) (limited to 'src/Entities/Player.cpp') diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index 40754f6d9..b8673420d 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -55,7 +55,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) : m_FoodSaturationLevel(5.0), m_FoodTickTimer(0), m_FoodExhaustionLevel(0.0), - m_LastJumpHeight(0), m_LastGroundHeight(0), m_bTouchGround(false), m_Stance(0.0), @@ -113,7 +112,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) : ); } - m_LastJumpHeight = static_cast(GetPosY()); m_LastGroundHeight = static_cast(GetPosY()); m_Stance = GetPosY() + 1.62; @@ -244,23 +242,7 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) SendExperience(); } - bool CanMove = true; - if (!GetPosition().EqualsEps(m_LastPos, 0.02)) // Non negligible change in position from last tick? 0.02 tp prevent continous calling while floating sometimes. - { - // Apply food exhaustion from movement: - ApplyFoodExhaustionFromMovement(); - - if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this, m_LastPos, GetPosition())) - { - CanMove = false; - TeleportToCoords(m_LastPos.x, m_LastPos.y, m_LastPos.z); - } - } - - if (CanMove) - { - BroadcastMovementUpdate(m_ClientHandle.get()); - } + BroadcastMovementUpdate(m_ClientHandle.get()); if (m_Health > 0) // make sure player is alive { @@ -289,11 +271,6 @@ void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) m_LastPlayerListTime = std::chrono::steady_clock::now(); } - if (IsFlying()) - { - m_LastGroundHeight = static_cast(GetPosY()); - } - if (m_TicksUntilNextSave == 0) { SaveToDisk(); @@ -474,61 +451,88 @@ void cPlayer::SetTouchGround(bool a_bTouchGround) return; } - m_bTouchGround = a_bTouchGround; - - if (!m_bTouchGround) - { - if (GetPosY() > m_LastJumpHeight) - { - m_LastJumpHeight = static_cast(GetPosY()); - } - cWorld * World = GetWorld(); - if ((GetPosY() >= 0) && (GetPosY() < cChunkDef::Height)) - { - BLOCKTYPE BlockType = World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT); - if (BlockType != E_BLOCK_AIR) - { - m_bTouchGround = true; - } - if ( - (BlockType == E_BLOCK_WATER) || - (BlockType == E_BLOCK_STATIONARY_WATER) || - (BlockType == E_BLOCK_LADDER) || - (BlockType == E_BLOCK_VINES) + /* Not pretty looking, and is more suited to wherever server-sided collision detection is implemented. + The following condition sets on-ground-ness if + The player isn't swimming or flying (client hardcoded conditions) and + they're on a block (Y is exact) - ensure any they could be standing on (including on the edges) is solid or + they're on a slab (Y significand is 0.5) - ditto with slab check + they're on a snow layer (Y divisible by 0.125) - ditto with snow layer check + */ + + static const auto HalfWidth = GetWidth() / 2; + static const auto EPS = 0.0001; + if ( + !IsSwimming() && !IsFlying() && + ( + ( + ((GetPosY() >= 1) && ((GetPosY() - POSY_TOINT) <= EPS)) && + ( + cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, 0)).Floor())) || + cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, -1, 0)).Floor())) || + cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, -1, 0)).Floor())) || + cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, HalfWidth)).Floor())) || + cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, -HalfWidth)).Floor())) + ) + ) || + ( + ((GetPosY() >= POSY_TOINT) && ((GetPosY() - (POSY_TOINT + 0.5)) <= EPS)) && + ( + cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor())) || + cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor())) || + cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, 0, 0)).Floor())) || + cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, HalfWidth)).Floor())) || + cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, -HalfWidth)).Floor())) + ) + ) || + ( + (fmod(GetPosY(), 0.125) <= EPS) && + ( + (GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor()) == E_BLOCK_SNOW) || + (GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor()) == E_BLOCK_SNOW) || + (GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, 0, 0)).Floor()) == E_BLOCK_SNOW) || + (GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, HalfWidth)).Floor()) == E_BLOCK_SNOW) || + (GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, -HalfWidth)).Floor()) == E_BLOCK_SNOW) + ) ) - { - m_LastGroundHeight = static_cast(GetPosY()); - } - } - } - else + ) + ) { - float Dist = static_cast(m_LastGroundHeight - floor(GetPosY())); - - if (Dist >= 2.0) // At least two blocks - TODO: Use m_LastJumpHeight instead of m_LastGroundHeight above - { - // Increment statistic - m_Stats.AddValue(statDistFallen, FloorC(Dist * 100 + 0.5)); - } - - int Damage = static_cast(Dist - 3.f); - if (m_LastJumpHeight > m_LastGroundHeight) - { - Damage++; - } - m_LastJumpHeight = static_cast(GetPosY()); - + auto Damage = static_cast(m_LastGroundHeight - GetPosY() - 3.0); if (Damage > 0) { // cPlayer makes sure damage isn't applied in creative, no need to check here TakeDamage(dtFalling, nullptr, Damage, Damage, 0); // Fall particles - GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, static_cast(GetPosY()) - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */); + Damage = std::min(15, Damage); + GetClientHandle()->SendParticleEffect( + "blockdust", + GetPosition(), + { 0, 0, 0 }, + (Damage - 1.f) * ((0.3f - 0.1f) / (15.f - 1.f)) + 0.1f, // Map damage (1 - 15) to particle speed (0.1 - 0.3) + static_cast((Damage - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f), // Map damage (1 - 15) to particle quantity (20 - 50) + { { GetWorld()->GetBlock(POS_TOINT - Vector3i(0, 1, 0)), 0 } } + ); } - m_LastGroundHeight = static_cast(GetPosY()); + m_bTouchGround = true; + m_LastGroundHeight = GetPosY(); + } + else + { + m_bTouchGround = false; + } + + if (IsFlying() || IsSwimming() || IsClimbing()) + { + m_LastGroundHeight = GetPosY(); } + + UNUSED(a_bTouchGround); + /* Unfortunately whatever the reason, there are still desyncs in on-ground status between the client and server. For example: + 1. Walking off a ledge (whatever height) + 2. Initial login + Thus, it is too risky to compare their value against ours and kick them for hacking */ } @@ -1322,11 +1326,10 @@ unsigned int cPlayer::AwardAchievement(const eStatistic a_Ach) void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) { // ask plugins to allow teleport to the new position. - if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPos, Vector3d(a_PosX, a_PosY, a_PosZ))) + if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ))) { SetPosition(a_PosX, a_PosY, a_PosZ); m_LastGroundHeight = static_cast(a_PosY); - m_LastJumpHeight = static_cast(a_PosY); m_bIsTeleporting = true; m_World->BroadcastTeleportEntity(*this, GetClientHandle()); @@ -1400,37 +1403,6 @@ void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) -void cPlayer::MoveTo( const Vector3d & a_NewPos) -{ - if ((a_NewPos.y < -990) && (GetPosY() > -100)) - { - // When attached to an entity, the client sends position packets with weird coords: - // Y = -999 and X, Z = attempting to create speed, usually up to 0.03 - // We cannot test m_AttachedTo, because when deattaching, the server thinks the client is already deattached while - // the client may still send more of these nonsensical packets. - if (m_AttachedTo != nullptr) - { - Vector3d AddSpeed(a_NewPos); - AddSpeed.y = 0; - m_AttachedTo->AddSpeed(AddSpeed); - } - return; - } - - // TODO: should do some checks to see if player is not moving through terrain - // TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too - - Vector3d DeltaPos = a_NewPos - GetPosition(); - UpdateMovementStats(DeltaPos); - - SetPosition( a_NewPos); - SetStance(a_NewPos.y + 1.62); -} - - - - - void cPlayer::SetVisible(bool a_bVisible) { // Need to Check if the player or other players are in gamemode spectator, but will break compatibility @@ -1784,7 +1756,7 @@ bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World) SetPosX(JSON_PlayerPosition[0].asDouble()); SetPosY(JSON_PlayerPosition[1].asDouble()); SetPosZ(JSON_PlayerPosition[2].asDouble()); - m_LastPos = GetPosition(); + m_LastPosition = GetPosition(); } Json::Value & JSON_PlayerRotation = root["rotation"]; @@ -2102,12 +2074,23 @@ bool cPlayer::IsClimbing(void) const -void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos) +void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround) { - StatValue Value = FloorC(a_DeltaPos.Length() * 100 + 0.5); + if (m_bIsTeleporting) + { + m_bIsTeleporting = false; + return; + } + StatValue Value = FloorC(a_DeltaPos.Length() * 100 + 0.5); if (m_AttachedTo == nullptr) { + if (IsFlying()) + { + m_Stats.AddValue(statDistFlown, Value); + // May be flying and doing any of the following: + } + if (IsClimbing()) { if (a_DeltaPos.y > 0.0) // Going up @@ -2128,14 +2111,22 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos) else if (IsOnGround()) { m_Stats.AddValue(statDistWalked, Value); - AddFoodExhaustion((m_IsSprinting ? 0.001 : 0.0001) * static_cast(Value)); + AddFoodExhaustion((IsSprinting() ? 0.001 : 0.0001) * static_cast(Value)); } else { - if (Value >= 25) // Ignore small / slow movement + // If a jump just started, process food exhaustion: + if ((a_DeltaPos.y > 0.0) && a_PreviousIsOnGround) + { + m_Stats.AddValue(statJumps, 1); + AddFoodExhaustion((IsSprinting() ? 0.008 : 0.002) * static_cast(Value)); + } + else if (a_DeltaPos.y < 0.0) { - m_Stats.AddValue(statDistFlown, Value); + // Increment statistic + m_Stats.AddValue(statDistFallen, (StatValue)(abs(a_DeltaPos.y) * 100 + 0.5)); } + // TODO: good opportunity to detect illegal flight (check for falling tho) } } else @@ -2164,59 +2155,6 @@ void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos) -void cPlayer::ApplyFoodExhaustionFromMovement() -{ - if (IsGameModeCreative() || IsGameModeSpectator()) - { - return; - } - - // If we have just teleported, apply no exhaustion - if (m_bIsTeleporting) - { - m_bIsTeleporting = false; - return; - } - - // If riding anything, apply no food exhaustion - if (m_AttachedTo != nullptr) - { - return; - } - - // Calculate the distance travelled, update the last pos: - double SpeedX = m_Speed.x; - double SpeedZ = m_Speed.z; - double BaseExhaustion(sqrt((SpeedX * SpeedX) + (SpeedZ * SpeedZ))); - - // Apply the exhaustion based on distance travelled: - if (IsFlying() || IsClimbing()) - { - // Apply no exhaustion when flying or climbing. - BaseExhaustion = 0; - } - else if (IsSprinting()) - { - // 0.1 pt per meter sprinted - BaseExhaustion = BaseExhaustion * 0.1; - } - else if (IsSwimming()) - { - // 0.015 pt per meter swum - BaseExhaustion = BaseExhaustion * 0.015; - } - else - { - // 0.01 pt per meter walked / sneaked - BaseExhaustion = BaseExhaustion * 0.01; - } - m_FoodExhaustionLevel += BaseExhaustion; -} - - - - - void cPlayer::LoadRank(void) { // Load the values from cRankManager: -- cgit v1.2.3