Sneaking: Difference between revisions

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<languages/>
<translate>
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__NOTOC__
Sneaking is a mechanic that slows the player's movement and allows them to avoid falling off a block
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== Activation == <!--T:2-->
 
<!--T:3-->
Sneaking is activated immediately upon pressing the Sneak key, and remains active while pressed.
 
<!--T:4-->
Sneaking is incompatible with [[Special:MyLanguage/Sprinting|Sprinting]]. (except in 1.14+).
 
 
 
== Effects == <!--T:5-->
 
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When the player is on ground, sneaking prevents them from falling more than 1 block.
 
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* Speed is conserved when sneaking against the edge of a block, which is useful for specific jumps such as [https://youtu.be/y1lWdS_aZM0 no-mm 3+1].
* In 1.11+, the lower limit is changed to 0.6b
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* In some cases, the player may fall off unexpectedly while sneaking on ground ([https://youtu.be/EqWbKIrS-FY examples]) - partly fixed in 1.16.2.
 
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When sneaking, the player can hang on the side of [[Special:MyLanguage/Ladders and Vines|ladders and vines]].
 
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* They can still climb up as usual, but they can't fall down as long they stay within the block.
* In general, sneaking makes ladder jumps much easier.
 
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In 1.9+, sneaking lower the player's height down to 1.65m. In 1.14+, sneaking lowers it even more, down to 1.5m.
 
 
 
== Speed == <!--T:11-->
 
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Sneaking is 70% slower than walking, granting a base acceleration of '''0.03''', but it doesn't get applied the same way as walking and sprinting:
 
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* When sneaking forward, the ground acceleration is 0.03×0.98 = 0.0294, as expected.
* When sneaking [[Special:MyLanguage/45 Strafe|diagonally]], the ground acceleration is 0.0294×'''√'''2 ≈ 0.0416
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== Code == <!--T:14-->
 
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It is worth showcasing how sneaking is implemented, and why it's flawed.<syntaxhighlight lang="java">
/* In Entity.java, stripped of irrelevant code */
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double increment = 0.05;
 
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//check for furthest ground under player in the X axis (from initial position)
while(dX != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(dX,-1,0)).isEmpty())
{
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dX += increment;
 
dX_intended = dX;<!--T:17-->
dX_intended = dX;
}
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dZ += increment;
 
dZ_intended = dZ;<!--T:18-->
dZ_intended = dZ;
}
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if (dZ < increment && dZ >= !-increment)-T:19-->
if (dZ < increment && dZ >= -increment)
dZ = 0.0D;
else if (dZ > 0.0D)
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}
 
<!--T:20-->
... //move the player with the new values of dX and dZ (order of collisions: Y-X-Z)
}
</syntaxhighlight>

Latest revision as of 07:10, 23 June 2022

Other languages:

Sneaking is a mechanic that slows the player's movement and allows them to avoid falling off a block


Activation

Sneaking is activated immediately upon pressing the Sneak key, and remains active while pressed.

Sneaking is incompatible with Sprinting. (except in 1.14+).


Effects

When the player is on ground, sneaking prevents them from falling more than 1 block.

  • Speed is conserved when sneaking against the edge of a block, which is useful for specific jumps such as no-mm 3+1.
  • In 1.11+, the lower limit is changed to 0.6b
  • A "shift glitch" happens when the player lands on the edge of a block while sneaking, in which case they may fall off (fixed in 1.16.2).
  • In some cases, the player may fall off unexpectedly while sneaking on ground (examples) - partly fixed in 1.16.2.

When sneaking, the player can hang on the side of ladders and vines.

  • They can still climb up as usual, but they can't fall down as long they stay within the block.
  • In general, sneaking makes ladder jumps much easier.

In 1.9+, sneaking lower the player's height down to 1.65m. In 1.14+, sneaking lowers it even more, down to 1.5m.


Speed

Sneaking is 70% slower than walking, granting a base acceleration of 0.03, but it doesn't get applied the same way as walking and sprinting:

  • When sneaking forward, the ground acceleration is 0.03×0.98 = 0.0294, as expected.
  • When sneaking diagonally, the ground acceleration is 0.0294×2 ≈ 0.0416


Code

It is worth showcasing how sneaking is implemented, and why it's flawed.

/* In Entity.java, stripped of irrelevant code */
public void moveEntity(double dX, double dY, double dZ)
{
    double dX_intended = dX;
    double dY_intended = dY;
    double dZ_intended = dZ;
    boolean sneakingOnGround = this.onGround && this.isSneaking();
    
    if (sneakingOnGround)
    {
        double increment = 0.05;

        //check for furthest ground under player in the X axis (from initial position)
        while(dX != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(dX,-1,0)).isEmpty())
        {
            if (dX < increment && dX >= -increment)
                dX = 0.0D;
            else if (dX > 0.0D)
                dX -= increment;
            else
                dX += increment;

            dX_intended = dX;
        }
                
        //check for furthest ground under player in the Z axis (from initial position)
        while(dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(0,-1,dZ)).isEmpty())
        {
            if (dZ < increment && dZ >= -increment)
                dZ = 0.0D;
            else if (dZ > 0.0D)
                dZ -= increment;
            else
                dZ += increment;

            dZ_intended = dZ;
        }
                
                
        //calculate definitive dX and dZ based on the previous limits.
        while(dX != 0.0D && dZ != 0.0D && getCollidingBoundingBoxes(this.boundingBox.offset(dX,-1,dZ)).isEmpty())
        {
            if (dX < increment && dX >= -increment)
                dX = 0.0D;
            else if (dX > 0.0D)
                dX -= increment;
            else
                dX += increment;
            dX_intended = dX;

                    
            if (dZ < increment && dZ >= -increment)
                dZ = 0.0D;
            else if (dZ > 0.0D)
                dZ -= increment;
            else
                dZ += increment;
            dZ_intended = dZ;
        }
    }

    ... //move the player with the new values of dX and dZ (order of collisions: Y-X-Z)
}
Illustration of the code presented above. The red blocks are necessary for the player to sneak on top of the green block.