Adapt lost-ground check to recent fix in PlayerLocation.isOnGround.

This should reduce false positives with running down "stairs" made of
full blocks by a lot.
This commit is contained in:
asofold 2013-02-08 12:28:26 +01:00
parent bcd62f09a8
commit d3966b3ccd

View File

@ -103,7 +103,7 @@ public class SurvivalFly extends Check {
// "Lost ground" workaround.
if (fromOnGround || from.isResetCond()) resetFrom = true;
else if (lostGround(player, from, to, yDistance, data, cc)){
else if (lostGround(player, from, to, yDistance, sprinting, data, cc)){
resetFrom = true;
// TODO: Consider && !resetTo ?
// Note: if not setting resetFrom, other places have to check assumeGround...
@ -475,7 +475,7 @@ public class SurvivalFly extends Check {
* @param cc
* @return
*/
private boolean lostGround(final Player player, final PlayerLocation from, final PlayerLocation to, final double yDistance, final MovingData data, final MovingConfig cc) {
private boolean lostGround(final Player player, final PlayerLocation from, final PlayerLocation to, final double yDistance, final boolean sprinting, final MovingData data, final MovingConfig cc) {
// Don't set "useWorkaround = x()", to avoid potential trouble with
// reordering to come, and similar.
boolean useWorkaround = false;
@ -488,27 +488,46 @@ public class SurvivalFly extends Check {
}
// Check for "lost touch", for when moving events are missing somehow.
// Half block step up.
if (yDistance > 0 && yDistance <= 0.5 && to.isOnGround() && from.isOnGround(0.5 - Math.abs(yDistance))){
if (!useWorkaround && yDistance > 0 && yDistance <= 0.5 && to.isOnGround() && from.isOnGround(0.5 - Math.abs(yDistance))){
useWorkaround = true;
setBackSafe = true;
}
final double setBackYDistance = to.getY() - data.getSetBackY();
// TODO: Check for sprinting down blocks etc.
if (!useWorkaround && yDistance <= 0.0 && Math.abs(yDistance) <= 0.5 && data.sfLastYDist <= yDistance && data.sfJumpPhase <= 7 && setBackYDistance < 0){
// TODO: <= 7 might work with speed II, not sure with above.
// TODO: account for speed/sprint
// TODO: account for half steps !?
if (from.isOnGround(0.6, 0.4, 0, 0L) ){
// Temporary "fix".
useWorkaround = true;
setBackSafe = true;
}
}
// Interpolation check.
// TODO: Check if the set-back distance still has relevance.
// TODO: Interpolation might also be necessary between from and to !
// TODO: Check use of jumpamplifier.
if (!useWorkaround && data.fromX != Double.MAX_VALUE && yDistance > 0 && yDistance <= 0.5 + 0.2 * data.jumpAmplifier && data.sfLastYDist < 0) {
final double setBackYDistance = to.getY() - data.getSetBackY();
// TODO: Check if last-y-dist or sprinting should be considered.
if (setBackYDistance > 0D && setBackYDistance <= 1.5D + 0.2 * data.jumpAmplifier || setBackYDistance < 0 && Math.abs(setBackYDistance) < 3.0) {
// Interpolate from last to-coordinates to the from
// coordinates (with some safe-guard).
final double dX = from.getX() - data.fromX;
final double dY = from.getY() - data.fromY;
final double dZ = from.getZ() - data.fromZ;
if (dX * dX + dY * dY + dZ * dZ < 0.5) { // TODO: adjust
// limit maybe.
if (dX * dX + dY * dY + dZ * dZ < 0.5) {
// TODO: adjust limit according to ... speed etc ?
// Check full bounding box since last from.
final double minY = Math.min(data.toY, Math.min(data.fromY, from.getY()));
final double iY = minY; // TODO ...
final double r = from.getWidth() / 2.0; // TODO: check + 0.35;
if (BlockProperties.isOnGround(from.getBlockCache(), Math.min(data.fromX, from.getX()) - r, iY - cc.yOnGround, Math.min(data.fromZ, from.getZ()) - r, Math.max(data.fromX, from.getX()) + r, iY + 0.25, Math.max(data.fromZ, from.getZ()) + r, 0L)) {
double yMargin = cc.yOnGround;
// TODO: Might set margin higher depending on distance to 0 of block and last y distance etc.
// TODO: check with iY + 0.25 removed.
if (BlockProperties.isOnGround(from.getBlockCache(), Math.min(data.fromX, from.getX()) - r, iY - yMargin, Math.min(data.fromZ, from.getZ()) - r, Math.max(data.fromX, from.getX()) + r, iY + 0.25, Math.max(data.fromZ, from.getZ()) + r, 0L)) {
useWorkaround = true;
setBackSafe = true;
}
@ -796,13 +815,17 @@ public class SurvivalFly extends Check {
final double diff = sc1 - sc2;
final double aDiff = Math.abs(diff);
// TODO: Relate this to the fall distance !
if (diff > 0 || value > -1.1 && aDiff <= 0.09) { // TODO: sharpen later (force speed gain while falling).
// TODO: The last part is a temporary workaround for sprinting down block-stairs (around sc1*sc2).
if (value < -1.1 && (aDiff < Math.abs(value) || sc2 < - 10)
|| value < 0 && aDiff < 0.27 && sc1 * sc2 > 0.0 && Math.abs(sc1) > 0.27 && (BlockProperties.isGround(from.getTypeIdBelow()) || BlockProperties.isGround(to.getTypeIdBelow()) || from.isOnGround(0.6, 0.4, 0))){
if (diff > 0 || value > -1.1 && aDiff <= 0.07) { // TODO: sharpen later (force speed gain while falling).
if (value < -1.1 && (aDiff < Math.abs(value) || sc2 < - 10)){
tags.add(tag + "grace");
return 0;
}
// else if (value < 0 && aDiff < 0.27 && sc1 * sc2 > 0.0 && Math.abs(sc1) > 0.27 && (BlockProperties.isGround(from.getTypeIdBelow()) || BlockProperties.isGround(to.getTypeIdBelow()) || from.isOnGround(0.6, 0.4, 0))){
// // TODO: This part is a temporary workaround for sprinting down block-stairs (around sc1*sc2).
// // TODO: This works partly only.
// tags.add(tag + "tempgrace");
// return 0;
// }
tags.add(tag);
if (diff < 0 ){
return 1.3 - aDiff;