Прыжок считается точно: высота подбирается обратным счетом

Формула v = 0.42 * sqrt(h / 1.25) давала 1.48 вместо 1.5, потому что движение
каждый тик теряет часть на сопротивление воздуха. Теперь высота находится
обратным счетом по физике ваниллы (гравитация 0.08, сопротивление 0.98).

Высота -> импульс: 1.25 -> 0.41961, 1.35 -> 0.43713, 1.5 -> 0.46341,
1.6 -> 0.48093, 2.0 -> 0.54485.

Задаётся: run-game.ps1 -ExtraArgs "-Drsx.jumpHeight=1.5"
This commit is contained in:
sasheg dev
2026-10-21 21:14:38 +03:00
parent a6587d55ce
commit e7e332f4ca
@@ -42,6 +42,12 @@ public final class RsxPlayerTuning {
/** The speed the vanilla jumps with. */
private static final float VANILLA_JUMP_MOTION = 0.42F;
/** How fast the motion falls on every tick. */
private static final float GRAVITY = 0.08F;
/** How much of the motion the air takes on every tick. */
private static final float AIR_DRAG = 0.98F;
private RsxPlayerTuning() {
}
@@ -78,15 +84,43 @@ public final class RsxPlayerTuning {
/**
* The upward speed a jump of that height needs.
*
* The vanilla jumps with 0.42 and that carries it 1.25 blocks. The height
* grows with the square of the speed, so the speed for a height is the
* vanilla one times the square root of the ratio.
* The height of a jump is not the square of the speed, because the
* motion loses a little to the air on every tick. So the speed is found
* the honest way: the height is computed for a guess and the guess is
* corrected until it is the height that was asked for.
*/
public static float jumpMotion(float height) {
if (height <= 0.0F) {
return VANILLA_JUMP_MOTION;
}
return VANILLA_JUMP_MOTION * (float) Math.sqrt(height / VANILLA_JUMP_HEIGHT);
float low = 0.0F;
float high = 1.0F;
for (int i = 0; i < 60; i++) {
float middle = (low + high) * 0.5F;
if (heightOf(middle) < height) {
low = middle;
} else {
high = middle;
}
}
return (low + high) * 0.5F;
}
/**
* How high a jump with that speed carries the player.
*
* The motion of the vanilla on every tick: the speed falls by the
* gravity and then by the air. The player is as high as the sum of the
* upward steps.
*/
private static float heightOf(float motion) {
float height = 0.0F;
float speed = motion;
while (speed > 0.0F) {
height += speed;
speed = (speed - GRAVITY) * AIR_DRAG;
}
return height;
}
private static float setting(String name, float fallback, float floor) {