水和熔岩

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[施工中]


基础

当玩家在水中或熔岩中移动时,游戏并不会考虑玩家是否在地面上,而只考虑玩家是否按下空格。

离开液体时 -> 以 0.3 初始速度跳跃

水的碰撞箱:0.998 x 0.598 x 0.998(1x0.6x1 向内缩进 0.001)

岩浆的碰撞箱:0.8 x 0.6 x 0.8 (1x0.6x1 向内缩进 0.1,Y 除外)


按下跳跃时:threshold(motY*0.8 - 0.02) + 0.04

其它情况:threshold(motY*0.8 - 0.02)


这个 threshold 其实很重要,因为玩家的 motY 在第一 tick 移动之后是 -0.004。

而 1.8 中,玩家在第二个 tick 上的速度是 0.04,


待完成:X/Z 运动


熔岩

按下跳跃时:threshold(motY*0.5 - 0.02) + 0.04

其它情况:threshold(motY*0.5 - 0.02)


待完成:X/Z 运动


代码

流动的水:

/* 摘自 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;
    }

    else
    {
        this.inWater = false;
    }

    return this.inWater;
}


/* 摘自 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);

    {
        boolean inWater = false;
        Vec3 acceleration = new Vec3(0.0D, 0.0D, 0.0D);
        BlockPos.MutableBlockPos blockpos = new BlockPos.MutableBlockPos();

        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();

                    if (block.getMaterial() == materialIn)
                    {
                        double level = y + 1 -BlockLiquid.getLiquidHeightPercent(iblockstate.getValue(BlockLiquid.LEVEL));
                        //liquidHeightPercent(i) 返回 (i + 1) / 9.0F;

                        if (maxY >= level)
                        {
                            inWater = true;
                            acceleration = block.modifyAcceleration(this, blockpos, entityIn, acceleration);
                        }
                    }
                }
            }
        }

        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;
        }

        return inWater;
    }
}


/* 摘自 BlockLiquid.java */
public Vec3 modifyAcceleration(World worldIn, BlockPos pos, Entity entityIn, Vec3 motion)
{
    return motion.add(this.getFlowVector(worldIn, pos));
}

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