Lagback/zh: Revision history

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3 February 2023

3 January 2023

9 September 2022

7 September 2022

6 September 2022

  • curprev 18:4118:41, 6 September 2022Pjx1314 talk contribs 7,541 bytes −87 Created page with "你不需要准确地计算潜行时间,但过早潜行会显著降低玩家的水平速度。"
  • curprev 18:4018:40, 6 September 2022Pjx1314 talk contribs 7,628 bytes −171 Created page with "<youtube>https://youtu.be/-fABDG3YVpw</youtube>"
  • curprev 18:4018:40, 6 September 2022FuzzyBot talk contribs 7,799 bytes +330 Updating to match new version of source page
  • curprev 16:5916:59, 6 September 2022Pjx1314 talk contribs 7,469 bytes −129 Created page with "以至少 0.25m/t 的水平速度和适当的位置,执行潜行故障,则会引发回弹。在被传送回之前的位置后,玩家可以跳跃。由此产生的跳跃看起来类似于卡角,即玩家可以在半空中开始跳跃。下面是一个例子:"
  • curprev 16:5616:56, 6 September 2022Pjx1314 talk contribs 7,598 bytes −87 Created page with "//检查玩家是否在碰撞箱内开始:这种情况下不会回弹 boolean noCollisionInside = worldserver.getCollidingBoundingBoxes(this.playerEntity, this.playerEntity.getEntityBoundingBox().contract(0.0625, 0.0625, 0.0625).isEmpty();"
  • curprev 16:5616:56, 6 September 2022Pjx1314 talk contribs 7,685 bytes −65 Created page with "//开始运动验证 double deltaX = next_posX - this.playerEntity.posX; double deltaY = next_posY - this.playerEntity.posY; double deltaZ = next_posZ - this.playerEntity.posZ;"
  • curprev 16:5616:56, 6 September 2022Pjx1314 talk contribs 7,750 bytes −10 No edit summary
  • curprev 16:5516:55, 6 September 2022Pjx1314 talk contribs 7,760 bytes −51 Created page with "* 在最初的计算过程中,玩家是在潜行,但不是“在地面上”,因此他们会越过边缘。但是,玩家仍然处于落地状态,这会设置 <code>onGround = true</code>。 * 在重新计算期间,玩家现在在实际着陆之前被认为是“在地面上”,这改变了潜行的行为:他们不能“从边缘掉下来”,尽管不在地面上。"
  • curprev 16:5416:54, 6 September 2022Pjx1314 talk contribs 7,811 bytes −100 Created page with "this.playerEntity.handleFalling(this.playerEntity.posY - posY_original, packetIn.isOnGround()); } </syntaxhighlight>需要注意的是,玩家回弹时,掉落伤害不会被处理。这可能会导致玩家在最终落地时遭受意外的高坠落伤害。自1.15以来(被当作[https://bugs.mojang.com/browse/MC-153698 船掉落伤害bug]修复),跳跃重置玩家的坠落距离,这使回弹可以在高版本被利用在高坠落时幸存下来。"
  • curprev 16:5116:51, 6 September 2022Pjx1314 talk contribs 7,911 bytes −17 No edit summary
  • curprev 16:5016:50, 6 September 2022Pjx1314 talk contribs 7,928 bytes −178 Created page with "if (this.playerEntity.onGround && !packetIn.isOnGround() && deltaY > 0.0) this.playerEntity.jump(); this.playerEntity.moveEntity(deltaX, deltaY, deltaZ); this.playerEntity.onGround = packetIn.isOnGround(); //calculates error between the expected and actual positions double errorX = next_posX - this.playerEntity.posX; double errorZ = next_posZ - this.playerEntity.posZ; double error_squared = errorX * errorX + errorZ * errorZ; boole..."
  • curprev 16:4916:49, 6 September 2022Pjx1314 talk contribs 8,106 bytes −77 Created page with "在单人游戏中,回弹是由这部分代码引起的(高度简化,我们忽略了飞行、睡眠、传送、重生、加载实体等异常情况......):<syntaxhighlight lang="java" line="1"> //in NetHandlerPlayServer.java public void processPlayer(PacketPlayer packetIn) { double posY_original = this.playerEntity.posY; this.lastPosX = this.playerEntity.posX; this.lastPosY = this.playerEntity.posY; this.lastPosZ = this.playerEntity.posZ; doub..."
  • curprev 16:4816:48, 6 September 2022Pjx1314 talk contribs 8,183 bytes −120 Created page with "一些跳跃高度没有作用。这仍在研究中。"
  • curprev 16:4816:48, 6 September 2022Pjx1314 talk contribs 8,303 bytes −56 Created page with "<youtube>https://youtu.be/IOrpHNqn5t0</youtube>"
  • curprev 16:4516:45, 6 September 2022Pjx1314 talk contribs 8,359 bytes −153 Created page with "当玩家潜行降落在边缘时会发生潜行故障(或下蹲故障),这会导致他们掉落(在 1.16.2 中被修复)。"
  • curprev 16:4316:43, 6 September 2022Pjx1314 talk contribs 8,512 bytes −56 Created page with "=== 潜行故障 ==="
  • curprev 16:4216:42, 6 September 2022Pjx1314 talk contribs 8,568 bytes −96 Created page with "达到至少 -1m/t 垂直速度所需的最小跳跃高度为 -7.3125b。尝试这种方法的一个简单高度是 -9.5b。你不需要准确地计算潜行时间,但过早潜行会显著降低玩家的水平速度。"
  • curprev 16:4116:41, 6 September 2022Pjx1314 talk contribs 8,664 bytes −86 Created page with "* 水平移动速度超过 0.25m/t。 * 落地前至少在地面上方一格(在 1.11+ 中为 0.6 格)。"
  • curprev 16:4116:41, 6 September 2022Pjx1314 talk contribs 8,750 bytes −71 Created page with "此变种是通过掉落和潜行实现的,具有以下要求:"
  • curprev 16:3916:39, 6 September 2022Pjx1314 talk contribs 8,821 bytes −68 Created page with "=== 在潜行时从高处落下 ==="
  • curprev 16:3916:39, 6 September 2022Pjx1314 talk contribs 8,889 bytes −104 Created page with "当与蜘蛛网碰撞时(在滴答结束时检测,但在玩家的''上一个''位置),玩家的 <code>inWeb</code> 被设置为 <code>true</code>。当玩家移动并且 <code>inWeb</code> 为 <code>true</code> 时,它会立即被设置为 <code>false</code>,并且蜘蛛网的效果会应用在玩家的速度上。这会导致原始计算和重新计算之间存在差异,如果满足足够的速度,则会触发回弹。"
  • curprev 16:3516:35, 6 September 2022Pjx1314 talk contribs 8,993 bytes −61 Created page with "=== 与蜘蛛网碰撞 ==="
  • curprev 16:3416:34, 6 September 2022Pjx1314 talk contribs 9,054 bytes −64 Created page with "如果玩家已经完全进入方块的碰撞箱,则玩家在移动时不会回弹。"
  • curprev 16:3416:34, 6 September 2022Pjx1314 talk contribs 9,118 bytes −94 Created page with "玩家不应该移动到一个碰撞箱中。但是,服务器在每个方向都有 0.0625b 的宽容度,这意味着玩家的边界箱可以与方块的"表面"相交并正常移动。如果玩家进一步向内移动,就会触发回弹。"
  • curprev 16:3116:31, 6 September 2022Pjx1314 talk contribs 9,212 bytes −71 Created page with "=== 与碰撞箱相交 ==="
  • curprev 16:2916:29, 6 September 2022Pjx1314 talk contribs 9,283 bytes −69 Created page with "== 特殊触发的解释 =="
  • curprev 16:2816:28, 6 September 2022Pjx1314 talk contribs 9,352 bytes −99 Created page with "总之,玩家的移动每刻计算两次,但第一次计算的副作用可能会影响第二次计算的结果。如果玩家移动足够快,服务器就会认为玩家移动错误,从而触发回弹。"
  • curprev 16:2616:26, 6 September 2022Pjx1314 talk contribs 9,451 bytes −96 Created page with "* <code>onGround</code> 着陆时被设置为 <code>true</code> (这会改变潜行的行为)。 * <code>inWeb</code> 在与蜘蛛网碰撞时被设置为 <code>false</code>。 * 当与墙壁或天花板发生碰撞时,各种 <code>collided</code> 被设置为 <code>true</code>。"
  • curprev 16:2416:24, 6 September 2022Pjx1314 talk contribs 9,547 bytes −83 Created page with "在验证之前未消除的副作用包括:"
  • curprev 16:2316:23, 6 September 2022Pjx1314 talk contribs 9,630 bytes −114 Created page with "关于第二种方法,我们必须首先了解玩家的移动是如何在服务端处理的(即使是在单人游戏中,游戏也运行在一个集成的服务器上)。每过一刻,客户端就会计算玩家的下一个位置,并向服务器发送一个数据包。服务器通过从玩家的最后一个位置重新计算来验证玩家的移动,理论上两者计算结果应相同。然而,服务器不会消除玩家移动的副作用,这可能会导致..."
  • curprev 16:1616:16, 6 September 2022Pjx1314 talk contribs 9,744 bytes −88 Created page with "触发回弹有两种方法: * 与碰撞箱相交(卡在方块中,或与船相撞)。 * "''错误地''"移动。 第一种方法是无需解释的。"
  • curprev 16:1416:14, 6 September 2022Pjx1314 talk contribs 9,832 bytes −63 Created page with "== 常规解释 =="
  • curprev 16:1316:13, 6 September 2022Pjx1314 talk contribs 9,895 bytes −116 Created page with "以下是已知的回弹触发因素: * 卡在一个方块中。 * 与船相撞。 * 在蜘蛛网中移动过快。 * 以足够的速度在潜行时降落 * 以极快的速度(例如速度100)通过步行辅助移动。 * 靠着墙快速移动。"
  • curprev 16:0716:07, 6 September 2022Pjx1314 talk contribs 10,011 bytes −124 Created page with "回弹是指玩家被传送回之前的位置。它可以被利用于卡进墙壁或以类似卡角的方式跳得更高,尽管这些做法在多人服务器上可能是禁止的。在本文中,我们主要关注1.8的单人模式,但大多数信息都与多人模式和1.9+相关。"
  • curprev 16:0116:01, 6 September 2022Pjx1314 talk contribs 10,135 bytes +10,135 Created page with "回弹"