Client should provide visual feedback when respawning/spawning by slightly teleporting the player up one pixel. (Thanks FrostFox) Closes #158

This commit is contained in:
UnknownShadow200 2016-04-07 21:35:26 +10:00
parent 4946926552
commit fb0fdce7ab
3 changed files with 101 additions and 63 deletions

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@ -150,6 +150,7 @@
<Compile Include="Entities\AI\HostileAI.cs" /> <Compile Include="Entities\AI\HostileAI.cs" />
<Compile Include="Entities\Components\AnimatedComponent.cs" /> <Compile Include="Entities\Components\AnimatedComponent.cs" />
<Compile Include="Entities\Components\HacksComponent.cs" /> <Compile Include="Entities\Components\HacksComponent.cs" />
<Compile Include="Entities\Components\InputComponent.cs" />
<Compile Include="Entities\Components\InterpolatedComponent.cs" /> <Compile Include="Entities\Components\InterpolatedComponent.cs" />
<Compile Include="Entities\Components\CollisionsComponent.cs" /> <Compile Include="Entities\Components\CollisionsComponent.cs" />
<Compile Include="Entities\Components\PhysicsComponent.cs" /> <Compile Include="Entities\Components\PhysicsComponent.cs" />

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@ -0,0 +1,94 @@
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using OpenTK;
using OpenTK.Input;
namespace ClassicalSharp.Entities {
/// <summary> Entity component that performs input handling. </summary>
public sealed class InputComponent {
Entity entity;
Game game;
public HacksComponent Hacks;
public CollisionsComponent collisions;
public PhysicsComponent physics;
public InputComponent( Game game, Entity entity ) {
this.game = game;
this.entity = entity;
}
internal bool HandleKeyDown( Key key ) {
LocalPlayer p = (LocalPlayer)entity;
KeyMap keys = game.InputHandler.Keys;
if( key == keys[KeyBinding.Respawn] && Hacks.CanRespawn ) {
Vector3 spawn = p.SpawnPoint;
if( game.World.IsValidPos( Vector3I.Floor( spawn ) ) )
FindHighestFree( ref spawn );
spawn.Y += 1/16f;
LocationUpdate update = LocationUpdate.MakePosAndOri( spawn, p.SpawnYaw, p.SpawnPitch, false );
entity.SetLocation( update, false );
} else if( key == keys[KeyBinding.SetSpawn] && Hacks.CanRespawn ) {
p.SpawnPoint = entity.Position;
p.SpawnYaw = entity.YawDegrees;
p.SpawnPitch = entity.PitchDegrees;
Vector3 spawn = p.SpawnPoint; spawn.Y += 1/16f;
LocationUpdate update = LocationUpdate.MakePosAndOri( spawn, p.SpawnYaw, p.SpawnPitch, false );
entity.SetLocation( update, false );
} else if( key == keys[KeyBinding.Fly] && Hacks.CanFly && Hacks.Enabled ) {
Hacks.Flying = !Hacks.Flying;
} else if( key == keys[KeyBinding.NoClip] && Hacks.CanNoclip && Hacks.Enabled ) {
if( Hacks.Noclip ) entity.Velocity.Y = 0;
Hacks.Noclip = !Hacks.Noclip;
} else if( key == keys[KeyBinding.Jump] && !entity.onGround && !(Hacks.Flying || Hacks.Noclip) ) {
if( !physics.firstJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) {
physics.DoNormalJump();
physics.firstJump = true;
} else if( !physics.secondJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) {
physics.DoNormalJump();
physics.secondJump = true;
}
} else {
return false;
}
return true;
}
void FindHighestFree( ref Vector3 spawn ) {
BlockInfo info = game.BlockInfo;
Vector3 size = entity.Model.CollisionSize;
BoundingBox bb = entity.CollisionBounds;
Vector3I P = Vector3I.Floor( spawn );
int bbMax = Utils.Floor( size.Y );
int minX = Utils.Floor( -size.X / 2 ), maxX = Utils.Floor( size.X / 2 );
int minZ = Utils.Floor( -size.Z / 2 ), maxZ = Utils.Floor( size.Z / 2 );
// Spawn player at highest valid position.
for( int y = P.Y; y <= game.World.Height; y++ ) {
bool anyHit = false;
for( int yy = 0; yy <= bbMax; yy++ )
for( int zz = minZ; zz <= maxZ; zz++ )
for ( int xx = minX; xx <= maxX; xx++ )
{
Vector3I coords = new Vector3I( P.X + xx, y + yy, P.Z + zz );
byte block = collisions.GetPhysicsBlockId( coords.X, coords.Y, coords.Z );
Vector3 min = info.MinBB[block] + (Vector3)coords;
Vector3 max = info.MaxBB[block] + (Vector3)coords;
if( !bb.Intersects( new BoundingBox( min, max ) ) ) continue;
anyHit |= info.Collide[block] == CollideType.Solid;
}
if( !anyHit ) {
byte block = collisions.GetPhysicsBlockId( P.X, y, P.Z );
float height = info.Collide[block] == CollideType.Solid ? info.MaxBB[block].Y : 0;
spawn.Y = y + height + Entity.Adjustment;
return;
}
}
}
}
}

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@ -28,6 +28,7 @@ namespace ClassicalSharp.Entities {
internal CollisionsComponent collisions; internal CollisionsComponent collisions;
public HacksComponent Hacks; public HacksComponent Hacks;
internal PhysicsComponent physics; internal PhysicsComponent physics;
internal InputComponent input;
public LocalPlayer( Game game ) : base( game ) { public LocalPlayer( Game game ) : base( game ) {
DisplayName = game.Username; DisplayName = game.Username;
@ -36,8 +37,10 @@ namespace ClassicalSharp.Entities {
collisions = new CollisionsComponent( game, this ); collisions = new CollisionsComponent( game, this );
Hacks = new HacksComponent( game, this ); Hacks = new HacksComponent( game, this );
physics = new PhysicsComponent( game, this ); physics = new PhysicsComponent( game, this );
physics.hacks = Hacks; input = new InputComponent( game, this );
physics.collisions = collisions; physics.hacks = Hacks; input.Hacks = Hacks;
physics.collisions = collisions; input.collisions = collisions;
input.physics = physics;
Hacks.SpeedMultiplier = Options.GetFloat( OptionsKey.Speed, 0.1f, 50, 10 ); Hacks.SpeedMultiplier = Options.GetFloat( OptionsKey.Speed, 0.1f, 50, 10 );
Hacks.PushbackPlacing = !game.ClassicMode && Options.GetBool( OptionsKey.PushbackPlacing, false ); Hacks.PushbackPlacing = !game.ClassicMode && Options.GetBool( OptionsKey.PushbackPlacing, false );
@ -229,66 +232,6 @@ namespace ClassicalSharp.Entities {
count--; count--;
} }
internal bool HandleKeyDown( Key key ) { internal bool HandleKeyDown( Key key ) { return input.HandleKeyDown( key ); }
KeyMap keys = game.InputHandler.Keys;
if( key == keys[KeyBinding.Respawn] && Hacks.CanRespawn ) {
Vector3 spawn = SpawnPoint;
if( game.World.IsValidPos( Vector3I.Floor( spawn ) ) )
FindHighestFree( ref spawn );
LocationUpdate update = LocationUpdate.MakePosAndOri( spawn, SpawnYaw, SpawnPitch, false );
SetLocation( update, false );
} else if( key == keys[KeyBinding.SetSpawn] && Hacks.CanRespawn ) {
SpawnPoint = Position;
SpawnYaw = HeadYawDegrees;
SpawnPitch = PitchDegrees;
} else if( key == keys[KeyBinding.Fly] && Hacks.CanFly && Hacks.Enabled ) {
Hacks.Flying = !Hacks.Flying;
} else if( key == keys[KeyBinding.NoClip] && Hacks.CanNoclip && Hacks.Enabled ) {
if( Hacks.Noclip ) Velocity.Y = 0;
Hacks.Noclip = !Hacks.Noclip;
} else if( key == keys[KeyBinding.Jump] && !onGround && !(Hacks.Flying || Hacks.Noclip) ) {
if( !physics.firstJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) {
physics.DoNormalJump();
physics.firstJump = true;
} else if( !physics.secondJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) {
physics.DoNormalJump();
physics.secondJump = true;
}
} else {
return false;
}
return true;
}
void FindHighestFree( ref Vector3 spawn ) {
Vector3 size = Model.CollisionSize;
BoundingBox bb = CollisionBounds;
Vector3I P = Vector3I.Floor( spawn );
int bbMax = Utils.Floor( size.Y );
int minX = Utils.Floor( -size.X / 2 ), maxX = Utils.Floor( size.X / 2 );
int minZ = Utils.Floor( -size.Z / 2 ), maxZ = Utils.Floor( size.Z / 2 );
// Spawn player at highest valid position.
for( int y = P.Y; y <= game.World.Height; y++ ) {
bool anyHit = false;
for( int yy = 0; yy <= bbMax; yy++ )
for( int zz = minZ; zz <= maxZ; zz++ )
for ( int xx = minX; xx <= maxX; xx++ )
{
Vector3I coords = new Vector3I( P.X + xx, y + yy, P.Z + zz );
byte block = collisions.GetPhysicsBlockId( coords.X, coords.Y, coords.Z );
Vector3 min = info.MinBB[block] + (Vector3)coords;
Vector3 max = info.MaxBB[block] + (Vector3)coords;
if( !bb.Intersects( new BoundingBox( min, max ) ) ) continue;
anyHit |= info.Collide[block] == CollideType.Solid;
}
if( !anyHit ) {
byte block = collisions.GetPhysicsBlockId( P.X, y, P.Z );
spawn.Y = y + info.MaxBB[block].Y + Entity.Adjustment;
return;
}
}
}
} }
} }