142 lines
4.4 KiB
TypeScript
142 lines
4.4 KiB
TypeScript
import { TICK_DELTA } from "$/common/constants.ts";
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import type { ClientLevel } from "../level/client_level.ts";
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// how far inside a block face still counts as touching it, so boxes resting exactly on a face don't snag
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const EPSILON = 1e-7;
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// the two axes that aren't the one being moved along
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const OTHER_AXES = [[1, 2], [0, 2], [0, 1]] as const;
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// anything that exists in the level and moves, like minecraft's Entity. position is the middle of its feet.
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// it's simulated in fixed ticks (common/constants.ts), frames draw it between its last two positions
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export abstract class Entity {
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id: string;
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level: ClientLevel;
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x = 0;
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y = 0;
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z = 0;
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// where it was at the start of the tick, what frames interpolate from
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prev_x = 0;
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prev_y = 0;
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prev_z = 0;
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// blocks per second
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vx = 0;
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vy = 0;
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vz = 0;
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yaw = 0;
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pitch = 0;
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// the collision box, width is used for both x and z
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width: number;
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height: number;
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eye_height: number;
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gravity = -15.8;
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// which way it hit something on each axis in the last move: 1 or -1, 0 for nothing.
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// 1 on y means it's standing on something
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colliding_x = 0;
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colliding_y = 0;
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colliding_z = 0;
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constructor(level: ClientLevel, id: string, width: number, height: number, eye_height: number) {
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this.level = level;
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this.id = id;
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this.width = width;
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this.height = height;
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this.eye_height = eye_height;
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}
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get on_ground() {
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return this.colliding_y === 1;
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}
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// jumps there, without interpolating from where it was
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set_position(x: number, y: number, z: number) {
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this.x = this.prev_x = x;
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this.y = this.prev_y = y;
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this.z = this.prev_z = z;
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}
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save_previous_position() {
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this.prev_x = this.x;
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this.prev_y = this.y;
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this.prev_z = this.z;
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}
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// where to draw it, partial_tick is how far the frame is between the last tick and the next
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render_position(partial_tick: number) {
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return {
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x: this.prev_x + (this.x - this.prev_x) * partial_tick,
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y: this.prev_y + (this.y - this.prev_y) * partial_tick,
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z: this.prev_z + (this.z - this.prev_z) * partial_tick,
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};
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}
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// one step of the game, TICK_DELTA seconds
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abstract tick(): void;
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// falls and moves by its velocity for one tick. like minecraft it moves along y, then x, then z, each time only
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// as far as it can before touching a block, and stops its velocity on the axes it hit something
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move() {
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// the average of this tick's start and end speed, so the arc is the same at any tick rate
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const wanted_y = (this.vy + this.gravity * TICK_DELTA / 2) * TICK_DELTA;
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this.vy += this.gravity * TICK_DELTA;
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const wanted = [this.vx * TICK_DELTA, wanted_y, this.vz * TICK_DELTA];
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const half = this.width / 2;
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const min = [this.x - half, this.y, this.z - half];
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const max = [this.x + half, this.y + this.height, this.z + half];
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const moved = [0, 0, 0];
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for (const axis of [1, 0, 2]) {
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const distance = this.#clip(min, max, axis, wanted[axis]);
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min[axis] += distance;
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max[axis] += distance;
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moved[axis] = distance;
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}
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const hit = (axis: number) => moved[axis] !== wanted[axis] ? -Math.sign(wanted[axis]) : 0;
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this.colliding_x = hit(0);
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this.colliding_y = hit(1);
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this.colliding_z = hit(2);
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if (this.colliding_x !== 0) this.vx = 0;
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if (this.colliding_y !== 0) this.vy = 0;
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if (this.colliding_z !== 0) this.vz = 0;
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this.x += moved[0];
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this.y += moved[1];
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this.z += moved[2];
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}
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// how far the box can go along an axis before it runs into a block, unloaded chunks included.
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// blocks it's already inside don't stop it, so it can get out of them
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#clip(min: number[], max: number[], axis: number, distance: number) {
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if (distance === 0) {
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return 0;
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}
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const [a, b] = OTHER_AXES[axis];
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const from = Math.floor(Math.min(min[axis], min[axis] + distance));
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const to = Math.floor(Math.max(max[axis], max[axis] + distance));
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const position = [0, 0, 0];
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for (let i = from; i <= to; i++) {
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for (let j = Math.floor(min[a] + EPSILON); j <= Math.floor(max[a] - EPSILON); j++) {
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for (let k = Math.floor(min[b] + EPSILON); k <= Math.floor(max[b] - EPSILON); k++) {
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position[axis] = i;
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position[a] = j;
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position[b] = k;
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if (!this.level.get_block(position[0], position[1], position[2])) {
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continue;
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}
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if (distance > 0 && i >= max[axis] - EPSILON) {
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distance = Math.min(distance, i - max[axis]);
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} else if (distance < 0 && i + 1 <= min[axis] + EPSILON) {
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distance = Math.max(distance, i + 1 - min[axis]);
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}
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}
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}
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}
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return distance;
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}
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}
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