mirror of
https://github.com/ClassiCube/ClassiCube.git
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203 lines
6.5 KiB
C#
203 lines
6.5 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using System.Drawing;
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using ClassicalSharp.Renderers;
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using OpenTK;
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using OpenTK.Input;
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namespace ClassicalSharp.Entities {
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public partial class LocalPlayer : Player, IGameComponent {
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/// <summary> Position the player's position is set to when the 'respawn' key binding is pressed. </summary>
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public Vector3 Spawn;
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public float SpawnYaw, SpawnPitch;
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public short Health = 20;
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/// <summary> The distance (in blocks) that players are allowed to
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/// reach to and interact/modify blocks in. </summary>
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public float ReachDistance = 5f;
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/// <summary> Returns the height that the client can currently jump up to.<br/>
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/// Note that when speeding is enabled the client is able to jump much further. </summary>
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public float JumpHeight {
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get { return (float)PhysicsComponent.GetMaxHeight(physics.jumpVel); }
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}
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internal float curWalkTime, curSwing;
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internal CollisionsComponent collisions;
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public HacksComponent Hacks;
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internal PhysicsComponent physics;
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internal InputComponent input;
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internal SoundComponent sound;
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public LocalPlayer(Game game) : base(game) {
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DisplayName = game.Username;
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SkinName = game.Username;
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SkinIdentifier = "skin_255";
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collisions = new CollisionsComponent(game, this);
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Hacks = new HacksComponent(game, this);
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physics = new PhysicsComponent(game, this);
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input = new InputComponent(game, this);
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sound = new SoundComponent(game, this);
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physics.hacks = Hacks; input.Hacks = Hacks;
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physics.collisions = collisions;
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input.physics = physics;
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}
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public override void Tick(double delta) {
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if (game.World.IsNotLoaded) return;
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StepSize = Hacks.FullBlockStep && Hacks.Enabled && Hacks.CanAnyHacks
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&& Hacks.CanSpeed ? 1 : 0.5f;
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OldVelocity = Velocity;
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float xMoving = 0, zMoving = 0;
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lastPos = Position = nextPos;
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lastYaw = nextYaw;
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lastPitch = nextPitch;
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bool wasOnGround = onGround;
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HandleInput(ref xMoving, ref zMoving);
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physics.DoEntityPush(ref xMoving, ref zMoving);
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physics.UpdateVelocityState(xMoving, zMoving);
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physics.PhysicsTick(xMoving, zMoving);
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nextPos = Position;
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Position = lastPos;
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anim.UpdateAnimState(lastPos, nextPos, delta);
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CheckSkin();
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sound.Tick(wasOnGround);
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UpdateCurrentBodyYaw();
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}
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public override void RenderModel(double deltaTime, float t) {
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anim.GetCurrentAnimState(t);
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curSwing = Utils.Lerp(anim.swingO, anim.swingN, t);
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curWalkTime = Utils.Lerp(anim.walkTimeO, anim.walkTimeN, t);
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if (!game.Camera.IsThirdPerson) return;
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Model.Render(this);
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}
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public override void RenderName() {
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if (!game.Camera.IsThirdPerson) return;
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DrawName();
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}
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void HandleInput(ref float xMoving, ref float zMoving) {
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if (game.Gui.ActiveScreen.HandlesAllInput) {
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physics.jumping = Hacks.Speeding = Hacks.FlyingUp = Hacks.FlyingDown = false;
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} else {
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if (game.IsKeyDown(KeyBind.Forward)) xMoving -= 0.98f;
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if (game.IsKeyDown(KeyBind.Back)) xMoving += 0.98f;
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if (game.IsKeyDown(KeyBind.Left)) zMoving -= 0.98f;
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if (game.IsKeyDown(KeyBind.Right)) zMoving += 0.98f;
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physics.jumping = game.IsKeyDown(KeyBind.Jump);
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Hacks.Speeding = Hacks.Enabled && game.IsKeyDown(KeyBind.Speed);
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Hacks.HalfSpeeding = Hacks.Enabled && game.IsKeyDown(KeyBind.HalfSpeed);
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Hacks.FlyingUp = game.IsKeyDown(KeyBind.FlyUp);
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Hacks.FlyingDown = game.IsKeyDown(KeyBind.FlyDown);
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if (Hacks.WOMStyleHacks && Hacks.Enabled && Hacks.CanNoclip) {
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if (Hacks.Noclip) Velocity = Vector3.Zero;
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Hacks.Noclip = game.IsKeyDown(KeyBind.NoClip);
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}
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}
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}
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/// <summary> Disables any hacks if their respective CanHackX value is set to false. </summary>
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public void CheckHacksConsistency() {
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Hacks.CheckHacksConsistency();
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if (!Hacks.CanJumpHigher) {
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physics.jumpVel = physics.serverJumpVel;
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}
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}
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internal Vector3 lastPos, nextPos;
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internal float lastYaw, nextYaw, lastPitch, nextPitch;
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float newYaw, oldYaw;
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int yawStateCount;
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float[] yawStates = new float[15];
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public override void SetLocation(LocationUpdate update, bool interpolate) {
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if (update.IncludesPosition) {
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nextPos = update.RelativePosition ? nextPos + update.Pos : update.Pos;
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double blockOffset = nextPos.Y - Math.Floor(nextPos.Y);
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if (blockOffset < Entity.Adjustment)
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nextPos.Y += Entity.Adjustment;
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if (!interpolate) {
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lastPos = Position = nextPos;
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}
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}
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if (update.IncludesOrientation) {
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nextYaw = update.Yaw;
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nextPitch = update.Pitch;
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if (!interpolate) {
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lastYaw = YawDegrees = nextYaw;
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lastPitch = PitchDegrees = nextPitch;
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HeadYawDegrees = YawDegrees;
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yawStateCount = 0;
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} else {
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for (int i = 0; i < 3; i++)
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AddYaw(Utils.LerpAngle(lastYaw, nextYaw, (i + 1) / 3f));
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}
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}
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}
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/// <summary> Linearly interpolates position and rotation between the previous and next state. </summary>
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public void SetInterpPosition(float t) {
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if (!Hacks.WOMStyleHacks || !Hacks.Noclip)
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Position = Vector3.Lerp(lastPos, nextPos, t);
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HeadYawDegrees = Utils.LerpAngle(lastYaw, nextYaw, t);
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YawDegrees = Utils.LerpAngle(oldYaw, newYaw, t);
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PitchDegrees = Utils.LerpAngle(lastPitch, nextPitch, t);
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}
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void AddYaw(float state) {
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if (yawStateCount == yawStates.Length)
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RemoveOldest(yawStates, ref yawStateCount);
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yawStates[yawStateCount++] = state;
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}
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void UpdateCurrentBodyYaw() {
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oldYaw = newYaw;
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if (yawStateCount > 0) {
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newYaw = yawStates[0];
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RemoveOldest(yawStates, ref yawStateCount);
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}
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}
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void RemoveOldest<T>(T[] array, ref int count) {
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for (int i = 0; i < array.Length - 1; i++)
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array[i] = array[i + 1];
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count--;
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}
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public void Init(Game game) {
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Hacks.SpeedMultiplier = Options.GetFloat(OptionsKey.Speed, 0.1f, 50, 10);
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Hacks.PushbackPlacing = !game.ClassicMode && Options.GetBool(OptionsKey.PushbackPlacing, false);
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Hacks.NoclipSlide = Options.GetBool(OptionsKey.NoclipSlide, false);
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Hacks.WOMStyleHacks = !game.ClassicMode && Options.GetBool(OptionsKey.WOMStyleHacks, false);
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Hacks.Enabled = !game.PureClassic && Options.GetBool(OptionsKey.HacksEnabled, true);
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Hacks.FullBlockStep = !game.ClassicMode && Options.GetBool(OptionsKey.FullBlockStep, false);
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}
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public void Ready(Game game) { }
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public void OnNewMapLoaded(Game game) { }
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public void Dispose() { }
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public void OnNewMap(Game game) { }
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public void Reset(Game game) {
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ReachDistance = 5;
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Velocity = Vector3.Zero;
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physics.jumpVel = 0.42f;
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physics.serverJumpVel = 0.42f;
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}
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}
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} |