#include "server.h"
#include "scripting_server.h"
#include "genericobject.h"
+#include "settings.h"
+#include <algorithm>
+#include <cmath>
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
void UnitSAO::notifyObjectPropertiesModified()
{
+ m_env->updateActiveObject(this);
m_properties_sent = false;
}
m_velocity += dtime * m_acceleration;
}
- if((m_prop.automatic_face_movement_dir) &&
- (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
- {
- float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
- + m_prop.automatic_face_movement_dir_offset;
+ if (m_prop.automatic_face_movement_dir &&
+ (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+
+ float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+ + m_prop.automatic_face_movement_dir_offset;
float max_rotation_delta =
dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
+ float delta = wrapDegrees_0_360(target_yaw - m_yaw);
- if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
- (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
-
- m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
+ if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
+ m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
+ m_yaw = wrapDegrees_0_360(m_yaw);
} else {
- m_yaw = optimal_yaw;
+ m_yaw = target_yaw;
}
}
}
m_env->getScriptIface()->luaentity_Step(m_id, dtime);
}
- // Remove LuaEntity beyond terrain edges
- {
- ServerMap *map = dynamic_cast<ServerMap *>(&m_env->getMap());
- assert(map);
- if (!m_pending_removal &&
- map->saoPositionOverLimit(m_base_position)) {
- infostream << "Removing SAO " << m_id << "(" << m_init_name
- << "), outside of limits" << std::endl;
- m_pending_removal = true;
- return;
- }
- }
-
if (!send_recommended)
return;
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
- if(move_d > minchange || vel_d > minchange ||
- fabs(m_yaw - m_last_sent_yaw) > 1.0){
+ if (move_d > minchange || vel_d > minchange ||
+ std::fabs(m_yaw - m_last_sent_yaw) > 1.0) {
sendPosition(true, false);
}
}
if (!damage_handled) {
if (result.did_punch) {
- setHP(getHP() - result.damage);
+ setHP(getHP() - result.damage,
+ PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
if (result.damage > 0) {
std::string punchername = puncher ? puncher->getDescription() : "nil";
if(isAttached())
return;
m_base_position = pos;
+ m_env->updateActiveObject(this);
sendPosition(false, true);
}
if(isAttached())
return;
m_base_position = pos;
+ m_env->updateActiveObject(this);
if(!continuous)
sendPosition(true, true);
}
return os.str();
}
-void LuaEntitySAO::setHP(s16 hp)
+void LuaEntitySAO::setHP(s16 hp, const PlayerHPChangeReason &reason)
{
- if(hp < 0) hp = 0;
+ if (hp < 0)
+ hp = 0;
m_hp = hp;
}
m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
m_prop.pointable = true;
- // start of default appearance, this should be overwritten by LUA
+ // Start of default appearance, this should be overwritten by Lua
m_prop.visual = "upright_sprite";
m_prop.visual_size = v2f(1, 2);
m_prop.textures.clear();
m_prop.colors.clear();
m_prop.colors.emplace_back(255, 255, 255, 255);
m_prop.spritediv = v2s16(1,1);
- // end of default appearance
+ m_prop.eye_height = 1.625f;
+ // End of default appearance
m_prop.is_visible = true;
+ m_prop.backface_culling = false;
m_prop.makes_footstep_sound = true;
m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
- m_prop.can_zoom = true;
m_hp = m_prop.hp_max;
m_breath = m_prop.breath_max;
+ // Disable zoom in survival mode using a value of 0
+ m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
}
PlayerSAO::~PlayerSAO()
v3f PlayerSAO::getEyeOffset() const
{
- return v3f(0, BS * 1.625f, 0);
+ return v3f(0, BS * m_prop.eye_height, 0);
}
std::string PlayerSAO::getDescription()
void PlayerSAO::step(float dtime, bool send_recommended)
{
- if (m_drowning_interval.step(dtime, 2.0)) {
- // get head position
- v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+ if (m_drowning_interval.step(dtime, 2.0f)) {
+ // Get nose/mouth position, approximate with eye position
+ v3s16 p = floatToInt(getEyePosition(), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
// If node generates drown
// No more breath, damage player
if (m_breath == 0) {
- setHP(m_hp - c.drowning);
- m_env->getGameDef()->SendPlayerHPOrDie(this);
+ PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
+ setHP(m_hp - c.drowning, reason);
+ m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
}
}
}
- if (m_breathing_interval.step(dtime, 0.5)) {
- // get head position
- v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+ if (m_breathing_interval.step(dtime, 0.5f)) {
+ // Get nose/mouth position, approximate with eye position
+ v3s16 p = floatToInt(getEyePosition(), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
- // If player is alive & no drowning, breath
+ // If player is alive & no drowning, breathe
if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
setBreath(m_breath + 1);
}
- if (m_node_hurt_interval.step(dtime, 1.0)) {
- // Feet, middle and head
- v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
- MapNode n1 = m_env->getMap().getNodeNoEx(p1);
- v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
- MapNode n2 = m_env->getMap().getNodeNoEx(p2);
- v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
- MapNode n3 = m_env->getMap().getNodeNoEx(p3);
-
+ if (m_node_hurt_interval.step(dtime, 1.0f)) {
u32 damage_per_second = 0;
- damage_per_second = MYMAX(damage_per_second,
- m_env->getGameDef()->ndef()->get(n1).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_env->getGameDef()->ndef()->get(n2).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_env->getGameDef()->ndef()->get(n3).damage_per_second);
+ // Lowest and highest damage points are 0.1 within collisionbox
+ float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
+
+ // Sequence of damage points, starting 0.1 above feet and progressing
+ // upwards in 1 node intervals, stopping below top damage point.
+ for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
+ v3s16 p = floatToInt(m_base_position +
+ v3f(0.0f, dam_height * BS, 0.0f), BS);
+ MapNode n = m_env->getMap().getNodeNoEx(p);
+ damage_per_second = std::max(damage_per_second,
+ m_env->getGameDef()->ndef()->get(n).damage_per_second);
+ }
+
+ // Top damage point
+ v3s16 ptop = floatToInt(m_base_position +
+ v3f(0.0f, dam_top * BS, 0.0f), BS);
+ MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
+ damage_per_second = std::max(damage_per_second,
+ m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
if (damage_per_second != 0 && m_hp > 0) {
s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
- setHP(newhp);
- m_env->getGameDef()->SendPlayerHPOrDie(this);
+ PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE);
+ setHP(newhp, reason);
+ m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
}
}
}
// If attached, check that our parent is still there. If it isn't, detach.
- if(m_attachment_parent_id && !isAttached())
- {
+ if (m_attachment_parent_id && !isAttached()) {
m_attachment_parent_id = 0;
m_attachment_bone = "";
- m_attachment_position = v3f(0,0,0);
- m_attachment_rotation = v3f(0,0,0);
+ m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
+ m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
setBasePosition(m_last_good_position);
m_env->getGameDef()->SendMovePlayer(m_peer_id);
}
//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
// Set lag pool maximums based on estimated lag
- const float LAG_POOL_MIN = 5.0;
- float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+ const float LAG_POOL_MIN = 5.0f;
+ float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
if(lag_pool_max < LAG_POOL_MIN)
lag_pool_max = LAG_POOL_MIN;
m_dig_pool.setMax(lag_pool_max);
m_time_from_last_punch += dtime;
m_nocheat_dig_time += dtime;
- // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
- // If the object gets detached this comes into effect automatically from the last known origin
+ // Each frame, parent position is copied if the object is attached,
+ // otherwise it's calculated normally.
+ // If the object gets detached this comes into effect automatically from
+ // the last known origin.
if (isAttached()) {
v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
m_last_good_position = pos;
if (!send_recommended)
return;
- // If the object is attached client-side, don't waste bandwidth sending its position to clients
- if(m_position_not_sent && !isAttached())
- {
+ // If the object is attached client-side, don't waste bandwidth sending its
+ // position to clients.
+ if (m_position_not_sent && !isAttached()) {
m_position_not_sent = false;
float update_interval = m_env->getSendRecommendedInterval();
v3f pos;
- if(isAttached()) // Just in case we ever do send attachment position too
+ if (isAttached()) // Just in case we ever do send attachment position too
pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
else
pos = m_base_position;
+
std::string str = gob_cmd_update_position(
pos,
- v3f(0,0,0),
- v3f(0,0,0),
+ v3f(0.0f, 0.0f, 0.0f),
+ v3f(0.0f, 0.0f, 0.0f),
m_yaw,
true,
false,
}
}
- if (!m_attachment_sent){
+ if (!m_attachment_sent) {
m_attachment_sent = true;
std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
m_attachment_bone, m_attachment_position, m_attachment_rotation);
// This needs to be ran for attachments too
ServerActiveObject::setBasePosition(position);
+ m_env->updateActiveObject(this);
m_position_not_sent = true;
}
hitparams.hp);
if (!damage_handled) {
- setHP(getHP() - hitparams.hp);
+ setHP(getHP() - hitparams.hp,
+ PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
} else { // override client prediction
if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
std::string str = gob_cmd_punched(0, getHP());
return damage;
}
-void PlayerSAO::setHP(s16 hp)
+void PlayerSAO::setHP(s16 hp, const PlayerHPChangeReason &reason)
{
s16 oldhp = m_hp;
- s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
+ s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
if (hp_change == 0)
return;
hp = oldhp + hp_change;
too, and much more lightweight.
*/
- float player_max_speed = 0;
+ float player_max_walk = 0; // horizontal movement
+ float player_max_jump = 0; // vertical upwards movement
- if (m_privs.count("fast") != 0) {
- // Fast speed
- player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
- } else {
- // Normal speed
- player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
- }
- // Tolerance. The lag pool does this a bit.
- //player_max_speed *= 2.5;
+ if (m_privs.count("fast") != 0)
+ player_max_walk = m_player->movement_speed_fast; // Fast speed
+ else
+ player_max_walk = m_player->movement_speed_walk; // Normal speed
+ player_max_walk *= m_physics_override_speed;
+ player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
+ // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
+ // until this can be verified correctly, tolerate higher jumping speeds
+ player_max_jump *= 2.0;
+
+ // Don't divide by zero!
+ if (player_max_walk < 0.0001f)
+ player_max_walk = 0.0001f;
+ if (player_max_jump < 0.0001f)
+ player_max_jump = 0.0001f;
v3f diff = (m_base_position - m_last_good_position);
float d_vert = diff.Y;
diff.Y = 0;
float d_horiz = diff.getLength();
- float required_time = d_horiz / player_max_speed;
-
- if (d_vert > 0 && d_vert / player_max_speed > required_time)
- required_time = d_vert / player_max_speed; // Moving upwards
+ float required_time = d_horiz / player_max_walk;
+
+ // FIXME: Checking downwards movement is not easily possible currently,
+ // the server could calculate speed differences to examine the gravity
+ if (d_vert > 0) {
+ // In certain cases (water, ladders) walking speed is applied vertically
+ float s = MYMAX(player_max_jump, player_max_walk);
+ required_time = MYMAX(required_time, d_vert / s);
+ }
if (m_move_pool.grab(required_time)) {
m_last_good_position = m_base_position;