using System; using System.Drawing; using ClassicalSharp.Renderers; using OpenTK; using OpenTK.Input; namespace ClassicalSharp { public class LocalPlayer : Player { public Vector3 SpawnPoint; public float ReachDistance = 5f; public int SpeedMultiplier = 10; public byte UserType; public bool PushbackBlockPlacing; bool canSpeed = true, canFly = true, canRespawn = true, canNoclip = true; /// Whether the player is allowed to increase its speed beyond the normal walking speed. public bool CanSpeed = true; /// Whether the player is allowed to fly in the world. public bool CanFly = true; /// Whether the player is allowed to teleport to their respawn point. public bool CanRespawn = true; /// Whether the player is allowed to pass through all blocks. public bool CanNoclip = true; /// Whether the player is allowed to use pushback block placing. public bool CanPushbackBlocks = true; float jumpVel = 0.42f; /// Returns the height that the client can currently jump up to.
/// Note that when speeding is enabled the client is able to jump much further.
public float JumpHeight { get { return (float)GetMaxHeight( jumpVel ); } } public LocalPlayer( Game window ) : base( window ) { DisplayName = window.Username; SkinName = window.Username; } public override void SetLocation( LocationUpdate update, bool interpolate ) { if( update.IncludesPosition ) { nextPos = update.RelativePosition ? nextPos + update.Pos : update.Pos; nextPos.Y += Entity.Adjustment; if( !interpolate ) { lastPos = Position = nextPos; } } if( update.IncludesOrientation ) { nextYaw = update.Yaw; nextPitch = update.Pitch; if( !interpolate ) { lastYaw = YawDegrees = nextYaw; lastPitch = PitchDegrees = nextPitch; } } } public override void Tick( double delta ) { if( game.Map.IsNotLoaded ) return; float xMoving = 0, zMoving = 0; lastPos = Position = nextPos; lastYaw = nextYaw; lastPitch = nextPitch; HandleInput( ref xMoving, ref zMoving ); UpdateVelocityYState(); PhysicsTick( xMoving, zMoving ); nextPos = Position; Position = lastPos; UpdateAnimState( lastPos, nextPos, delta ); if( api != null ) { CheckSkin(); } } public override void Render( double deltaTime, float t ) { if( !game.Camera.IsThirdPerson ) return; if( api == null ) { InitRenderingData(); game.AsyncDownloader.DownloadSkin( SkinName ); } GetCurrentAnimState( t ); RenderModel( deltaTime ); } void HandleInput( ref float xMoving, ref float zMoving ) { if( game.ScreenLockedInput ) { jumping = speeding = flyingUp = flyingDown = false; } else { if( game.IsKeyDown( KeyBinding.Forward ) ) xMoving -= 0.98f; if( game.IsKeyDown( KeyBinding.Back ) ) xMoving += 0.98f; if( game.IsKeyDown( KeyBinding.Left ) ) zMoving -= 0.98f; if( game.IsKeyDown( KeyBinding.Right ) ) zMoving += 0.98f; jumping = game.IsKeyDown( KeyBinding.Jump ); speeding = canSpeed && game.IsKeyDown( KeyBinding.Speed ); flyingUp = game.IsKeyDown( KeyBinding.FlyUp ); flyingDown = game.IsKeyDown( KeyBinding.FlyDown ); } } bool useLiquidGravity = false; // used by BlockDefinitions. void UpdateVelocityYState() { if( flying || noClip ) { Velocity.Y = 0; // eliminate the effect of gravity if( flyingUp || jumping ) { Velocity.Y = speeding ? 0.24f : 0.12f; } else if( flyingDown ) { Velocity.Y = speeding ? -0.24f : -0.12f; } } else if( jumping && TouchesAnyRope() && Velocity.Y > 0.02f ) { Velocity.Y = 0.02f; } if( jumping ) { if( TouchesAnyWater() || TouchesAnyLava() ) { BoundingBox bounds = CollisionBounds; bounds.Min.Y += 1; bool isSolid = TouchesAny( bounds, b => info.CollideType[b] != BlockCollideType.WalkThrough || b == (byte)Block.Rope ); bool pastJumpPoint = Position.Y % 1 >= 0.4; if( isSolid || !pastJumpPoint ) Velocity.Y += speeding ? 0.08f : 0.04f; else if( (collideX || collideZ) && !isSolid && pastJumpPoint ) Velocity.Y += 0.10f; } else if( useLiquidGravity ) { Velocity.Y += speeding ? 0.08f : 0.04f; } else if( TouchesAnyRope() ) { Velocity.Y += speeding ? 0.15f : 0.10f; } else if( onGround ) { Velocity.Y = speeding ? jumpVel * 2 : jumpVel; } } } static Vector3 waterDrag = new Vector3( 0.8f, 0.8f, 0.8f ), lavaDrag = new Vector3( 0.5f, 0.5f, 0.5f ), ropeDrag = new Vector3( 0.5f, 0.85f, 0.5f ), normalDrag = new Vector3( 0.91f, 0.98f, 0.91f ), airDrag = new Vector3( 0.6f, 1f, 0.6f ); const float liquidGrav = 0.02f, ropeGrav = 0.034f, normalGrav = 0.08f; void PhysicsTick( float xMoving, float zMoving ) { float multiply = (flying || noClip) ? (speeding ? SpeedMultiplier * 9 : SpeedMultiplier * 1.5f) : (speeding ? SpeedMultiplier : 1); float modifier = LowestSpeedModifier(); float horMul = multiply * modifier; float yMul = Math.Max( 1f, multiply / 5 ) * modifier; if( TouchesAnyWater() && !flying && !noClip ) { Move( xMoving, zMoving, 0.02f * horMul, waterDrag, liquidGrav, 1 ); } else if( TouchesAnyLava() && !flying && !noClip ) { Move( xMoving, zMoving, 0.02f * horMul, lavaDrag, liquidGrav, 1 ); } else if( TouchesAnyRope() && !flying && !noClip ) { Move( xMoving, zMoving, 0.02f * 1.7f, ropeDrag, ropeGrav, 1 ); } else { float factor = !(flying || noClip) && onGround ? 0.1f : 0.02f; float gravity = useLiquidGravity ? liquidGrav : normalGrav; Move( xMoving, zMoving, factor * horMul, normalDrag, gravity, yMul ); if( BlockUnderFeet == Block.Ice ) { // limit components to +-0.25f by rescaling vector to [-0.25, 0.25] if( Math.Abs( Velocity.X ) > 0.25f || Math.Abs( Velocity.Z ) > 0.25f ) { float scale = Math.Min( Math.Abs( 0.25f / Velocity.X ), Math.Abs( 0.25f / Velocity.Z ) ); Velocity.X *= scale; Velocity.Z *= scale; } } else if( onGround || flying ) { Velocity *= airDrag; // air drag or ground friction } } } void AdjHeadingVelocity( float x, float z, float factor ) { float dist = (float)Math.Sqrt( x * x + z * z ); if( dist < 0.00001f ) return; if( dist < 1 ) dist = 1; float multiply = factor / dist; Velocity += Utils.RotateY( x * multiply, 0, z * multiply, YawRadians ); } void Move( float xMoving, float zMoving, float factor, Vector3 drag, float gravity, float yMul ) { AdjHeadingVelocity( zMoving, xMoving, factor ); Velocity.Y *= yMul; if( !noClip ) MoveAndWallSlide(); Position += Velocity; Velocity.Y /= yMul; Velocity *= drag; Velocity.Y -= gravity; } internal bool jumping, speeding, flying, noClip, flyingDown, flyingUp; /// Parses hack flags specified in the motd and/or name of the server. /// Recognises +/-hax, +/-fly, +/-noclip, +/-speed, +/-respawn, +/-ophax public void ParseHackFlags( string name, string motd ) { string joined = name + motd; if( joined.Contains( "-hax" ) ) { CanFly = CanNoclip = CanRespawn = CanSpeed = CanPushbackBlocks = game.CanUseThirdPersonCamera = false; } else { // By default (this is also the case with WoM), we can use hacks. CanFly = CanNoclip = CanRespawn = CanSpeed = CanPushbackBlocks = game.CanUseThirdPersonCamera = true; } ParseFlag( b => CanFly = b, joined, "fly" ); ParseFlag( b => CanNoclip = b, joined, "noclip" ); ParseFlag( b => CanSpeed = b, joined, "speed" ); ParseFlag( b => CanRespawn = b, joined, "respawn" ); if( UserType == 0x64 ) ParseFlag( b => CanFly = CanNoclip = CanRespawn = CanSpeed = CanPushbackBlocks = b, joined, "ophax" ); CheckHacksConsistency(); } static void ParseFlag( Action action, string joined, string flag ) { if( joined.Contains( "+" + flag ) ) { action( true ); } else if( joined.Contains( "-" + flag ) ) { action( false ); } } /// Disables any hacks if their respective CanHackX value is set to false. public void CheckHacksConsistency() { if( !CanFly ) flying = false; if( !CanNoclip ) noClip = false; if( !CanSpeed) canSpeed = false; if( !CanPushbackBlocks ) PushbackBlockPlacing = false; if( !game.CanUseThirdPersonCamera ) game.SetCamera( false ); } /// Sets the user type of this user. This is used to control permissions for grass, /// bedrock, water and lava blocks on servers that don't support CPE block permissions. public void SetUserType( byte value ) { UserType = value; Inventory inv = game.Inventory; inv.CanPlace[(int)Block.Bedrock] = value == 0x64; inv.CanDelete[(int)Block.Bedrock] = value == 0x64; inv.CanPlace[(int)Block.Grass] = value == 0x64; inv.CanPlace[(int)Block.Water] = value == 0x64; inv.CanPlace[(int)Block.StillWater] = value == 0x64; inv.CanPlace[(int)Block.Lava] = value == 0x64; inv.CanPlace[(int)Block.StillLava] = value == 0x64; } internal Vector3 lastPos, nextPos; internal float lastYaw, nextYaw, lastPitch, nextPitch; /// Linearly interpolates position and rotation between the previous and next state. public void SetInterpPosition( float t ) { Position = Vector3.Lerp( lastPos, nextPos, t ); YawDegrees = Utils.LerpAngle( lastYaw, nextYaw, t ); PitchDegrees = Utils.LerpAngle( lastPitch, nextPitch, t ); } internal bool HandleKeyDown( Key key ) { KeyMap keys = game.InputHandler.Keys; if( key == keys[KeyBinding.Respawn] && canRespawn ) { Vector3I p = Vector3I.Floor( SpawnPoint ); if( game.Map.IsValidPos( p ) ) { // Spawn player at highest valid position. for( int y = p.Y; y <= game.Map.Height; y++ ) { byte block1 = GetPhysicsBlockId( p.X, y, p.Z ); byte block2 = GetPhysicsBlockId( p.X, y + 1, p.Z ); if( info.CollideType[block1] != BlockCollideType.Solid && info.CollideType[block2] != BlockCollideType.Solid ) { p.Y = y; break; } } } Vector3 spawn = (Vector3)p + new Vector3( 0.5f, 0.01f, 0.5f ); LocationUpdate update = LocationUpdate.MakePos( spawn, false ); SetLocation( update, false ); } else if( key == keys[KeyBinding.SetSpawn] && canRespawn ) { SpawnPoint = Position; } else if( key == keys[KeyBinding.Fly] && canFly ) { flying = !flying; } else if( key == keys[KeyBinding.NoClip] && canNoclip ) { noClip = !noClip; } else { return false; } return true; } /// Calculates the jump velocity required such that when a client presses /// the jump binding they will be able to jump up to the given height. internal void CalculateJumpVelocity( float jumpHeight ) { jumpVel = 0; if( jumpHeight >= 256 ) jumpVel = 10.0f; if( jumpHeight >= 512 ) jumpVel = 16.5f; if( jumpHeight >= 768 ) jumpVel = 22.5f; while( GetMaxHeight( jumpVel ) <= jumpHeight ) { jumpVel += 0.01f; } } static double GetMaxHeight( float u ) { // equation below comes from solving diff(x(t, u))= 0 // We only work in discrete timesteps, so test both rounded up and down. double t = 49.49831645 * Math.Log( 0.247483075 * u + 0.9899323 ); return Math.Max( YPosAt( (int)t, u ), YPosAt( (int)t + 1, u ) ); } static double YPosAt( int t, float u ) { // v(t, u) = (4 + u) * (0.98^t) - 4, where u = initial velocity // x(t, u) = Σv(t, u) from 0 to t (since we work in discrete timesteps) // plugging into Wolfram Alpha gives 1 equation as // (0.98^t) * (-49u - 196) - 4t + 50u + 196 double a = Math.Exp( -0.0202027 * t ); //~0.98^t return a * ( -49 * u - 196 ) - 4 * t + 50 * u + 196; } float LowestSpeedModifier() { BoundingBox bounds = CollisionBounds; bounds.Min.Y -= 0.1f; // block standing on Vector3I bbMin = Vector3I.Floor( bounds.Min ); Vector3I bbMax = Vector3I.Floor( bounds.Max ); float modifier = float.PositiveInfinity; useLiquidGravity = false; for( int x = bbMin.X; x <= bbMax.X; x++ ) { for( int y = bbMin.Y; y <= bbMax.Y; y++ ) { for( int z = bbMin.Z; z <= bbMax.Z; z++ ) { byte block = game.Map.SafeGetBlock( x, y, z ); if( block == 0 ) continue; modifier = Math.Min( modifier, info.SpeedMultiplier[block] ); if( block >= BlockInfo.CpeBlocksCount && info.CollideType[block] == BlockCollideType.SwimThrough ) useLiquidGravity = true; } } } return modifier == float.PositiveInfinity ? 1 : modifier; } } }