水と溶岩

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Revision as of 15:32, 20 April 2022 by KK kaku (talk | contribs) (Created page with "else { this.inWater = false; }")
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[WIP]


Basics

When moving in water or lava, the game doesn't consider whether the player is on ground or not, only if they are holding space.

When exiting a liquid -> jump boost with 0.3 initial speed

Water collision: 0.998 x 0.598 x 0.998 (1x0.6x1 retracted 0.001 inwards)

Lava collision: 0.8 x 0.6 x 0.8 (1x0.6x1 retracted 0.1 inward except for Y)


Water

When pressing jump: threshold(motY*0.8 - 0.02) + 0.04

Otherwise: threshold(motY*0.8 - 0.02)


The threshold is actually important, because the player's motY would be -0.004 after the first tick of moving.

In 1.8, the player's speed on the second tick is 0.04,


TODO: X/Z motion


Lava

When pressing jump: threshold(motY*0.5 - 0.02) + 0.04

Otherwise: threshold(motY*0.5 - 0.02)


TODO: X/Z motion


Code

Flowing water:
/* From Entity.java */
public boolean handleWaterMovement()
{
    if (world.handleWater(this.getEntityBoundingBox().contract(0.001, 0.401, 0.001), Material.water, this))
    {
        this.fallDistance = 0.0F;
        this.inWater = true;
        this.fire = 0;
    }
</div>

    else
    {
        this.inWater = false;
    }

    <div lang="en" dir="ltr" class="mw-content-ltr">
return this.inWater;
}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
/* From World.java */
public boolean handleWater(AxisAlignedBB bb, Material materialIn, Entity entityIn)
{
    int minX = MathHelper.floor_double(bb.minX);
    int maxX = MathHelper.floor_double(bb.maxX + 1.0D);
    int minY = MathHelper.floor_double(bb.minY);
    int maxY = MathHelper.floor_double(bb.maxY + 1.0D);
    int minZ = MathHelper.floor_double(bb.minZ);
    int maxZ = MathHelper.floor_double(bb.maxZ + 1.0D);
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
{
        boolean inWater = false;
        Vec3 acceleration = new Vec3(0.0D, 0.0D, 0.0D);
        BlockPos.MutableBlockPos blockpos = new BlockPos.MutableBlockPos();
</div>

        <div lang="en" dir="ltr" class="mw-content-ltr">
for (int x = minX; x < maxX; ++x)
        {
            for (int y = minY; y < maxY; ++y)
            {
                for (int z = minZ; z < maxZ; ++z)
                {
                    blockpos.mutate(x, y, z);
                    IBlockState iblockstate = this.getBlockState(blockpos);
                    Block block = iblockstate.getBlock();
</div>

                    <div lang="en" dir="ltr" class="mw-content-ltr">
if (block.getMaterial() == materialIn)
                    {
                        double level = y + 1 -BlockLiquid.getLiquidHeightPercent(iblockstate.getValue(BlockLiquid.LEVEL));
                        //liquidHeightPercent(i) returns (i + 1) / 9.0F;
</div>

                        <div lang="en" dir="ltr" class="mw-content-ltr">
if (maxY >= level)
                        {
                            inWater = true;
                            acceleration = block.modifyAcceleration(this, blockpos, entityIn, acceleration);
                        }
                    }
                }
            }
        }
</div>

        <div lang="en" dir="ltr" class="mw-content-ltr">
if (acceleration.lengthVector() > 0.0D && entityIn.isPushedByWater())
        {
            acceleration = acceleration.normalize();
            double mult = 0.014D;
            entityIn.motionX += acceleration.xCoord * mult;
            entityIn.motionY += acceleration.yCoord * mult;
            entityIn.motionZ += acceleration.zCoord * mult;
        }
</div>

        <div lang="en" dir="ltr" class="mw-content-ltr">
return inWater;
    }
}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
/* From BlockLiquid.java */
public Vec3 modifyAcceleration(World worldIn, BlockPos pos, Entity entityIn, Vec3 motion)
{
    return motion.add(this.getFlowVector(worldIn, pos));
}
</div>

<div lang="en" dir="ltr" class="mw-content-ltr">
...