e7e332f4ca
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"
143 lines
4.6 KiB
Java
143 lines
4.6 KiB
Java
package net.rustnotmc.client;
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/**
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* The numbers that make our player move the way our player moves.
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*
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* The player is the vanilla one with two things changed: the crouch is a
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* little faster and the jump is a little higher. Both numbers live here so
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* that the rest of the code has one place to point at, and so that a change
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* is one line.
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*
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* They can be set from the command line:
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*
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* -Drsx.sneakSpeed=1.6 -Drsx.jumpHeight=1.4
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*
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* A value that is set below the floor is not taken: the crouch stays at 1.5
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* blocks per second and the jump at 1.5 blocks. The defaults are the ones we
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* want, and they are not put through the floor.
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*/
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public final class RsxPlayerTuning {
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/** How fast the player walks, in blocks per second. The vanilla. */
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public static final float WALK_SPEED = 4.317F;
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/** How fast the player crouches, in blocks per second. */
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public static final float SNEAK_SPEED = 1.5F;
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/** How much the vanilla crouch slows the movement down. */
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public static final float VANILLA_SNEAK_FACTOR = 0.3F;
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/** How high the player jumps, in blocks. The vanilla jumps 1.25. */
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public static final float JUMP_HEIGHT = 1.35F;
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/** The crouch never goes below this, in blocks per second. */
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public static final float SNEAK_SPEED_FLOOR = 1.5F;
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/** The jump never goes below this, in blocks. */
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public static final float JUMP_HEIGHT_FLOOR = 1.5F;
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/** The jump the vanilla has, in blocks. Used to scale the jump speed. */
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private static final float VANILLA_JUMP_HEIGHT = 1.25F;
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/** The speed the vanilla jumps with. */
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private static final float VANILLA_JUMP_MOTION = 0.42F;
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/** How fast the motion falls on every tick. */
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private static final float GRAVITY = 0.08F;
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/** How much of the motion the air takes on every tick. */
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private static final float AIR_DRAG = 0.98F;
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private RsxPlayerTuning() {
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}
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/** The crouch speed: the setting, or the default. */
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public static float sneakSpeed() {
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return setting("rsx.sneakSpeed", SNEAK_SPEED, SNEAK_SPEED_FLOOR);
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}
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/** The jump height: the setting, or the default. */
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public static float jumpHeight() {
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return setting("rsx.jumpHeight", JUMP_HEIGHT, JUMP_HEIGHT_FLOOR);
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}
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/** The factor the crouch slows the movement down by. */
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public static float sneakFactor() {
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return sneakSpeed() / WALK_SPEED;
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}
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/**
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* How much faster our crouch is than the vanilla one.
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*
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* The vanilla already multiplied the movement by a third. We undo that
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* and put ours in its place.
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*/
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public static float sneakCorrection() {
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return sneakFactor() / VANILLA_SNEAK_FACTOR;
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}
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/** The upward speed a jump of our height needs. */
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public static float jumpMotion() {
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return jumpMotion(jumpHeight());
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}
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/**
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* The upward speed a jump of that height needs.
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*
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* The height of a jump is not the square of the speed, because the
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* motion loses a little to the air on every tick. So the speed is found
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* the honest way: the height is computed for a guess and the guess is
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* corrected until it is the height that was asked for.
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*/
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public static float jumpMotion(float height) {
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if (height <= 0.0F) {
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return VANILLA_JUMP_MOTION;
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}
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float low = 0.0F;
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float high = 1.0F;
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for (int i = 0; i < 60; i++) {
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float middle = (low + high) * 0.5F;
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if (heightOf(middle) < height) {
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low = middle;
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} else {
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high = middle;
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}
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}
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return (low + high) * 0.5F;
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}
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/**
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* How high a jump with that speed carries the player.
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*
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* The motion of the vanilla on every tick: the speed falls by the
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* gravity and then by the air. The player is as high as the sum of the
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* upward steps.
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*/
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private static float heightOf(float motion) {
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float height = 0.0F;
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float speed = motion;
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while (speed > 0.0F) {
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height += speed;
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speed = (speed - GRAVITY) * AIR_DRAG;
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}
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return height;
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}
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private static float setting(String name, float fallback, float floor) {
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String value = System.getProperty(name);
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if (value == null || value.trim().isEmpty()) {
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return fallback;
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}
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float parsed;
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try {
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parsed = Float.parseFloat(value.trim());
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} catch (NumberFormatException ignored) {
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return fallback;
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}
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if (parsed != parsed) {
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return fallback;
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}
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return parsed < floor ? floor : parsed;
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}
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}
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