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Properly remove SnowCollision
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2 changed files with 1 additions and 90 deletions
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@ -61,7 +61,7 @@ public class BlockCollision {
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}
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/**
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* Overridden in classes like SnowCollision and GrassPathCollision when correction code needs to be run before the
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* Overridden in classes like GrassPathCollision when correction code needs to be run before the
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* main correction
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*/
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public void beforeCorrectPosition(int x, int y, int z, BoundingBox playerCollision) {}
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@ -1,89 +0,0 @@
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/*
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* Copyright (c) 2019-2022 GeyserMC. http://geysermc.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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* @author GeyserMC
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* @link https://github.com/GeyserMC/Geyser
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*/
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package org.geysermc.geyser.translator.collision;
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import lombok.EqualsAndHashCode;
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import org.geysermc.geyser.level.physics.BoundingBox;
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import org.geysermc.geyser.session.GeyserSession;
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@EqualsAndHashCode(callSuper = true)
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//@CollisionRemapper(regex = "^snow$", passDefaultBoxes = true, usesParams = true) TODO remove if no bugs are found. Seems fine with Bedrock 1.20.80 and 1.20.5
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public class SnowCollision extends BlockCollision {
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private final int layers;
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public SnowCollision(String params, BoundingBox[] defaultBoxes) {
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super(defaultBoxes);
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int layerCharIndex = params.indexOf("=") + 1;
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layers = Integer.parseInt(params.substring(layerCharIndex, layerCharIndex + 1));
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pushUpTolerance = 0.125;
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}
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// Needs to run before the main correction code or it can move the player into blocks
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// This is counteracted by the main collision code pushing them out
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@Override
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public void beforeCorrectPosition(int x, int y, int z, BoundingBox playerCollision) {
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// In Bedrock, snow layers round down to half blocks but you can't sink into them at all
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// This means the collision each half block reaches above where it should be on Java so the player has to be
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// pushed down
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if (layers == 4 || layers == 8) {
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double playerMinY = playerCollision.getMiddleY() - (playerCollision.getSizeY() / 2);
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double boxMaxY = (boundingBoxes[0].getMiddleY() + y) + (boundingBoxes[0].getSizeY() / 2);
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// If the player is in the buggy area, push them down
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if (playerMinY > boxMaxY &&
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playerMinY <= (boxMaxY + 0.125)) {
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playerCollision.translate(0, boxMaxY - playerMinY, 0);
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}
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}
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}
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@Override
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public boolean correctPosition(GeyserSession session, int x, int y, int z, BoundingBox playerCollision) {
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if (layers == 1) {
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// 1 layer of snow does not have collision
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return true;
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}
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// Hack to prevent false positives
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playerCollision.setSizeX(playerCollision.getSizeX() - 0.0001);
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playerCollision.setSizeY(playerCollision.getSizeY() - 0.0001);
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playerCollision.setSizeZ(playerCollision.getSizeZ() - 0.0001);
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if (this.checkIntersection(x, y, z, playerCollision)) {
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double playerMinY = playerCollision.getMiddleY() - (playerCollision.getSizeY() / 2);
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double boxMaxY = (boundingBoxes[0].getMiddleY() + y) + (boundingBoxes[0].getSizeY() / 2);
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// If the player actually can't step onto it (they can step onto it from other snow layers)
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if ((boxMaxY - playerMinY) > 0.5) {
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// Cancel the movement
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return false;
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}
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}
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playerCollision.setSizeX(playerCollision.getSizeX() + 0.0001);
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playerCollision.setSizeY(playerCollision.getSizeY() + 0.0001);
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playerCollision.setSizeZ(playerCollision.getSizeZ() + 0.0001);
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return super.correctPosition(session, x, y, z, playerCollision);
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}
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}
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