@vaitosoi/minejs 0.2.0 → 0.2.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (90) hide show
  1. package/dist/base/aabb.d.ts +197 -0
  2. package/dist/base/aabb.d.ts.map +1 -0
  3. package/dist/base/aabb.js +576 -0
  4. package/dist/base/aabb.js.map +1 -0
  5. package/dist/base/bitset.d.ts +9 -0
  6. package/dist/base/bitset.d.ts.map +1 -0
  7. package/dist/base/bitset.js +46 -0
  8. package/dist/base/bitset.js.map +1 -0
  9. package/dist/base/block.d.ts +86 -0
  10. package/dist/base/block.d.ts.map +1 -0
  11. package/dist/base/block.js +232 -0
  12. package/dist/base/block.js.map +1 -0
  13. package/dist/base/direction.d.ts +153 -0
  14. package/dist/base/direction.d.ts.map +1 -0
  15. package/dist/base/direction.js +288 -0
  16. package/dist/base/direction.js.map +1 -0
  17. package/dist/base/entity.d.ts +43 -0
  18. package/dist/base/entity.d.ts.map +1 -0
  19. package/dist/base/entity.js +97 -0
  20. package/dist/base/entity.js.map +1 -0
  21. package/dist/base/error.d.ts +76 -0
  22. package/dist/base/error.d.ts.map +1 -0
  23. package/dist/base/error.js +141 -0
  24. package/dist/base/error.js.map +1 -0
  25. package/dist/base/event.d.ts +7 -0
  26. package/dist/base/event.d.ts.map +1 -0
  27. package/dist/base/event.js +3 -0
  28. package/dist/base/event.js.map +1 -0
  29. package/dist/base/math.d.ts +25 -0
  30. package/dist/base/math.d.ts.map +1 -0
  31. package/dist/base/math.js +69 -0
  32. package/dist/base/math.js.map +1 -0
  33. package/dist/base/player.d.ts +107 -0
  34. package/dist/base/player.d.ts.map +1 -0
  35. package/dist/base/player.js +543 -0
  36. package/dist/base/player.js.map +1 -0
  37. package/dist/base/registry.d.ts +50 -0
  38. package/dist/base/registry.d.ts.map +1 -0
  39. package/dist/base/registry.js +89 -0
  40. package/dist/base/registry.js.map +1 -0
  41. package/dist/base/tick.d.ts +19 -0
  42. package/dist/base/tick.d.ts.map +1 -0
  43. package/dist/base/tick.js +49 -0
  44. package/dist/base/tick.js.map +1 -0
  45. package/dist/base/typing.d.ts +3 -0
  46. package/dist/base/typing.d.ts.map +1 -0
  47. package/dist/base/typing.js +3 -0
  48. package/dist/base/typing.js.map +1 -0
  49. package/dist/client/auth.d.ts +39 -0
  50. package/dist/client/auth.d.ts.map +1 -0
  51. package/dist/client/auth.js +307 -0
  52. package/dist/client/auth.js.map +1 -0
  53. package/dist/client/client.d.ts +62 -0
  54. package/dist/client/client.d.ts.map +1 -0
  55. package/dist/client/client.js +98 -0
  56. package/dist/client/client.js.map +1 -0
  57. package/dist/client/static.d.ts +28 -0
  58. package/dist/client/static.d.ts.map +1 -0
  59. package/dist/client/static.js +43 -0
  60. package/dist/client/static.js.map +1 -0
  61. package/dist/client/tcp.d.ts +269 -0
  62. package/dist/client/tcp.d.ts.map +1 -0
  63. package/dist/client/tcp.js +838 -0
  64. package/dist/client/tcp.js.map +1 -0
  65. package/dist/index.d.ts +21 -0
  66. package/dist/index.d.ts.map +1 -0
  67. package/dist/index.js.map +1 -0
  68. package/dist/translator/decoder.d.ts +293 -0
  69. package/dist/translator/decoder.d.ts.map +1 -0
  70. package/dist/translator/decoder.js +668 -0
  71. package/dist/translator/decoder.js.map +1 -0
  72. package/dist/translator/encoder.d.ts +162 -0
  73. package/dist/translator/encoder.d.ts.map +1 -0
  74. package/dist/translator/encoder.js +430 -0
  75. package/dist/translator/encoder.js.map +1 -0
  76. package/dist/translator/static.d.ts +33 -0
  77. package/dist/translator/static.d.ts.map +1 -0
  78. package/dist/translator/static.js +42 -0
  79. package/dist/translator/static.js.map +1 -0
  80. package/package.json +10 -10
  81. package/src/base/aabb.ts +2 -0
  82. package/src/base/block.ts +4 -0
  83. package/src/base/direction.ts +5 -0
  84. package/src/base/error.ts +16 -0
  85. package/src/base/event.ts +1 -1
  86. package/src/base/math.ts +10 -0
  87. package/src/base/typing.ts +1 -0
  88. package/src/client/static.ts +4 -0
  89. package/src/translator/encoder.ts +2 -2
  90. package/src/translator/static.ts +9 -0
@@ -0,0 +1,543 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.Player = exports.MoverType = exports.MoveDirection = void 0;
4
+ const direction_1 = require("./direction");
5
+ const aabb_1 = require("./aabb");
6
+ const block_1 = require("./block");
7
+ const math_1 = require("./math");
8
+ const error_1 = require("./error");
9
+ const static_1 = require("../client/static");
10
+ var MoveDirection;
11
+ (function (MoveDirection) {
12
+ MoveDirection["Forward"] = "W";
13
+ MoveDirection["Backward"] = "S";
14
+ MoveDirection["Left"] = "A";
15
+ MoveDirection["Right"] = "D";
16
+ })(MoveDirection || (exports.MoveDirection = MoveDirection = {}));
17
+ const VectorMovement = {
18
+ [MoveDirection.Forward]: new direction_1.Vec3(0, 0, 1),
19
+ [MoveDirection.Backward]: new direction_1.Vec3(0, 0, -1),
20
+ [MoveDirection.Left]: new direction_1.Vec3(1, 0, 0),
21
+ [MoveDirection.Right]: new direction_1.Vec3(-1, 0, 0),
22
+ };
23
+ /**
24
+ * Not used for now
25
+ */
26
+ var MoverType;
27
+ (function (MoverType) {
28
+ MoverType[MoverType["SELF"] = 0] = "SELF";
29
+ MoverType[MoverType["PLAYER"] = 1] = "PLAYER";
30
+ MoverType[MoverType["PISTON"] = 2] = "PISTON";
31
+ MoverType[MoverType["SHULKER_BOX"] = 3] = "SHULKER_BOX";
32
+ MoverType[MoverType["SHULKER"] = 4] = "SHULKER";
33
+ })(MoverType || (exports.MoverType = MoverType = {}));
34
+ class Player {
35
+ entities;
36
+ blocks;
37
+ tcp;
38
+ fallDistance = 0;
39
+ deltaMovement = direction_1.Vec3.Zero;
40
+ supportBlockPos = null;
41
+ // Moving state
42
+ // TODO: need is sprinting
43
+ heldInputs = new Set();
44
+ isCrouncing = false;
45
+ isJumping = false;
46
+ lastPos = null;
47
+ lastAngle = null;
48
+ positionReminder = 0;
49
+ // Collision
50
+ horizontalCollision = false;
51
+ verticalCollision = false; // For debuging now
52
+ onGround = true;
53
+ lastHorizontalCollision = false;
54
+ lastOnGround = true;
55
+ constructor(entities, blocks, tcp) {
56
+ this.entities = entities;
57
+ this.blocks = blocks;
58
+ this.tcp = tcp;
59
+ this.tcp.on("playerPosition", () => {
60
+ this.onGround = true;
61
+ this.horizontalCollision = false;
62
+ this.fallDistance = 0;
63
+ this.deltaMovement = new direction_1.Vec3(this.tcp.player.velocity);
64
+ });
65
+ }
66
+ /**
67
+ * Set initial value
68
+ */
69
+ setInitialVal() {
70
+ this.lastPos = this.getPos();
71
+ this.lastAngle = this.getAngle();
72
+ }
73
+ /**
74
+ * Prune all value
75
+ */
76
+ pruneInitialVal() {
77
+ this.fallDistance = 0;
78
+ this.deltaMovement = direction_1.Vec3.Zero;
79
+ this.supportBlockPos = null;
80
+ this.heldInputs = new Set();
81
+ this.isCrouncing = false;
82
+ this.isJumping = false;
83
+ this.lastPos = null;
84
+ this.lastAngle = null;
85
+ this.positionReminder = 0;
86
+ this.horizontalCollision = false;
87
+ this.verticalCollision = false;
88
+ this.onGround = true;
89
+ this.lastHorizontalCollision = false;
90
+ this.lastOnGround = true;
91
+ }
92
+ // Inputting, to control current plat
93
+ /**
94
+ * Press and hold a key
95
+ */
96
+ input(input) { this.heldInputs.add(input); }
97
+ /**
98
+ * Release a key
99
+ */
100
+ releaseInput(input) { this.heldInputs.delete(input); }
101
+ /**
102
+ * Release all key
103
+ */
104
+ releaseAllInputs() { this.heldInputs.clear(); }
105
+ /**
106
+ * Press and hold shift. Do nothing for now
107
+ */
108
+ pressShift() { this.isCrouncing = true; }
109
+ /**
110
+ * Release shift
111
+ */
112
+ releaseShift() { this.isCrouncing = false; }
113
+ /**
114
+ * Press and hold space. Do nothing for now
115
+ */
116
+ pressSpace() { this.isJumping = true; }
117
+ /**
118
+ * Release shift
119
+ */
120
+ releaseSpace() { this.isJumping = false; }
121
+ getInputVector() {
122
+ let vec = direction_1.Vec3.Zero;
123
+ for (const held of this.heldInputs)
124
+ vec = vec.add(VectorMovement[held]);
125
+ return vec;
126
+ }
127
+ /* Getting helper, from TCP client */
128
+ getPos() {
129
+ this.tcp.checkReady();
130
+ return new direction_1.Vec3(this.tcp.player.position);
131
+ }
132
+ setPos(pos) {
133
+ this.tcp.checkReady();
134
+ this.tcp.player.position = pos.copyBase();
135
+ }
136
+ getAngle() {
137
+ this.tcp.checkReady();
138
+ return this.tcp.player.angle;
139
+ }
140
+ getDimension() {
141
+ this.tcp.checkReady();
142
+ return this.tcp.player.dimension;
143
+ }
144
+ setDeltaMovement(a, b, c) {
145
+ const vec3 = a instanceof direction_1.Vec3 ? a : new direction_1.Vec3(direction_1.Vec3.loadArgs(a, b, c));
146
+ if (vec3.isFinite())
147
+ this.deltaMovement = vec3;
148
+ }
149
+ getOnPos(offset) {
150
+ if (this.supportBlockPos) {
151
+ if (offset > 1e-5) {
152
+ const { x, z } = this.supportBlockPos;
153
+ const belowState = this.blocks.at(this.supportBlockPos);
154
+ // TODO: Add missing FenceGateBlock case
155
+ if (offset < 0.5 && (belowState.owner.definitions['type'] === "minecraft:fence" || belowState.owner.definitions['type'] === "minecraft:wall")) {
156
+ return this.supportBlockPos;
157
+ }
158
+ else
159
+ return {
160
+ x, y: this.getPos().y - offset, z
161
+ };
162
+ }
163
+ else
164
+ return this.supportBlockPos;
165
+ }
166
+ const { x, y, z } = this.getPos();
167
+ return {
168
+ x, y: y - offset, z
169
+ };
170
+ }
171
+ getLevelMinY() {
172
+ const dimension = this.getDimension();
173
+ return static_1.LevelHeightLimit[dimension][0];
174
+ }
175
+ getInBlockState() {
176
+ const { x, y, z } = this.getPos();
177
+ const blockPos = {
178
+ x: Math.floor(x),
179
+ y: Math.floor(y),
180
+ z: Math.floor(z),
181
+ };
182
+ return this.blocks.at(blockPos);
183
+ }
184
+ onClimbable() {
185
+ const state = this.getInBlockState();
186
+ if (state.owner.getClimbable())
187
+ return true;
188
+ if (state.owner.getType() === "minecraft:trapdoor") {
189
+ const { x, y, z } = this.getPos();
190
+ const posBelow = {
191
+ x: Math.floor(x),
192
+ y: Math.floor(y) - 1,
193
+ z: Math.floor(z),
194
+ };
195
+ const stateBelow = this.blocks.at(posBelow);
196
+ if (stateBelow.owner.getType() === "minecraft:ladder" && // if below is ladder
197
+ (state.getFacing() && stateBelow.getFacing()) && // if both have facing props
198
+ state.getFacing() === stateBelow.getFacing() // if both are the same
199
+ )
200
+ return true;
201
+ }
202
+ return false;
203
+ }
204
+ /* Logics */
205
+ /**
206
+ * Ticking
207
+ */
208
+ tick() {
209
+ if (!this.tcp.isReady())
210
+ return;
211
+ if (!this.lastPos || !this.lastAngle)
212
+ throw new error_1.ClientNotReady();
213
+ // console.log("tick");
214
+ // console.log(this.getPos());
215
+ this.aiStep();
216
+ const { x, y, z } = this.getPos(), { x: xLast, y: yLast, z: zLast } = this.lastPos, { yaw: xRot, pitch: yRot } = this.getAngle(), { yaw: xRotLast, pitch: yRotLast } = this.lastAngle;
217
+ const deltaX = x - xLast, deltaY = y - yLast, deltaZ = z - zLast, deltaYRot = yRot - yRotLast, deltaXRot = xRot - xRotLast;
218
+ this.positionReminder++;
219
+ const move = new direction_1.Vec3(deltaX, deltaY, deltaZ).lengthSqr() > (2e-4 * 2e-4) || this.positionReminder > 20, rot = deltaXRot !== 0 || deltaYRot !== 0;
220
+ if (move && rot)
221
+ this.tcp.sendPlayerPosRot(this.getPos(), this.getAngle(), this.onGround, this.horizontalCollision);
222
+ else if (move)
223
+ this.tcp.sendPlayerPos(this.getPos(), this.onGround, this.horizontalCollision);
224
+ else if (rot)
225
+ this.tcp.sendPlayerRot(this.getAngle(), this.onGround, this.horizontalCollision);
226
+ else if (this.onGround !== this.lastOnGround ||
227
+ this.horizontalCollision !== this.lastHorizontalCollision)
228
+ this.tcp.sendPlayerStatus(this.onGround, this.horizontalCollision);
229
+ if (move) {
230
+ this.lastPos = this.getPos();
231
+ this.positionReminder = 0;
232
+ }
233
+ if (rot)
234
+ this.lastAngle = this.getAngle();
235
+ this.lastOnGround = this.onGround;
236
+ this.lastHorizontalCollision = this.horizontalCollision;
237
+ }
238
+ aiStep() {
239
+ // eslint-disable-next-line prefer-const
240
+ let { x, y, z } = this.deltaMovement;
241
+ if (this.deltaMovement.horizontalDistanceSqr() < 9e-6) {
242
+ x = 0;
243
+ z = 0;
244
+ }
245
+ this.setDeltaMovement(x, y, z);
246
+ if (this.isJumping) {
247
+ const jumpPower = this.getJumpFactor();
248
+ if (jumpPower > 1e-5) {
249
+ const { x: dx, y: dy, z: dz } = this.deltaMovement;
250
+ this.setDeltaMovement(dx, Math.max(dy, jumpPower), dz);
251
+ }
252
+ }
253
+ // TODO: Handle in fluid
254
+ // TODO: Handle potion effect: Slow falling and Levitation
255
+ // TODO: Push entities
256
+ // console.log({
257
+ // type: "BEFORE-TRAVEL",
258
+ // pos: this.getPos(),
259
+ // vel: this.deltaMovement,
260
+ // onGround: this.onGround,
261
+ // horizontalCollision: this.horizontalCollision,
262
+ // verticalCollision: this.verticalCollision
263
+ // });
264
+ this.travel(this.getInputVector());
265
+ }
266
+ getJumpFactor() {
267
+ const { x, y, z } = this.getPos();
268
+ const inBlock = this.blocks.at(x, y, z);
269
+ const belowBlock = this.blocks.at(x, y - 0.5, z);
270
+ return inBlock.owner.getJumpFactor() === 1 ? belowBlock.owner.getJumpFactor() : inBlock.owner.getJumpFactor();
271
+ }
272
+ /*
273
+ * Invoking flow
274
+ *
275
+ * |-> travelInAir ---|
276
+ * travel -|-> travelInFluid -|--> move -> colision
277
+ * |-> flying? -------|
278
+ */
279
+ /*
280
+ * Travel related methods
281
+ */
282
+ travel(input) {
283
+ // TODO: Handle other case: flying, water, lava
284
+ return this.travelInAir(input);
285
+ }
286
+ travelInAir(input) {
287
+ const posBelow = this.getOnPos(0.50001);
288
+ if (!this.blocks.hasChunkAt(posBelow))
289
+ return; // // console.log(`no chunk at ${Math.floor(posBelow.x / 16)} ${Math.floor(posBelow.y / 16)} ${Math.floor(posBelow.z / 16)}`);
290
+ // // console.log('posBelow', posBelow, 'block', this.blocks.at(posBelow)?.owner.getType());
291
+ const blockFriction = this.onGround ? this.blocks.at(posBelow).owner.getFriction() : 1;
292
+ const movement = this.handleFrictionAndCalculateMovement(input, blockFriction);
293
+ let movementY = movement.y;
294
+ // TODO: handle levitation effect
295
+ if (this.blocks.hasChunkAt(posBelow)) {
296
+ movementY -= 0.08;
297
+ }
298
+ else if (this.getPos().y > this.getLevelMinY()) {
299
+ movementY = -0.1;
300
+ }
301
+ else {
302
+ movementY = 0;
303
+ }
304
+ const airDrag = 0.91; // the orignal code invoke some function
305
+ // TODO: fully implement missing method
306
+ const friction = blockFriction * airDrag;
307
+ this.setDeltaMovement(new direction_1.Vec3(movement.x * friction, movementY * 0.98, movement.z * friction));
308
+ }
309
+ handleFrictionAndCalculateMovement(input, friction) {
310
+ this.moveRelative(input, this.getFrictionInfluencedSpeed(friction));
311
+ this.setDeltaMovement(this.handleOnClimbable(this.deltaMovement));
312
+ this.move(MoverType.SELF, this.deltaMovement);
313
+ let movement = this.deltaMovement;
314
+ if ((this.horizontalCollision || this.isJumping) && this.onClimbable()
315
+ // TODO: Handle case stuck in power snow
316
+ )
317
+ movement = movement.with(direction_1.BaseAxis.Y, 0.2);
318
+ return movement;
319
+ }
320
+ getFrictionInfluencedSpeed(blockFriction) {
321
+ if (!this.onGround)
322
+ return 0.02;
323
+ if (blockFriction > 0.6)
324
+ return this.getSpeed() * (0.21600002 / (blockFriction * blockFriction * blockFriction));
325
+ return this.getSpeed();
326
+ }
327
+ handleOnClimbable(delta) {
328
+ if (this.onClimbable()) {
329
+ this.fallDistance = 0;
330
+ const xd = (0, math_1.clamp)(delta.x, -0.15, 0.15);
331
+ const zd = (0, math_1.clamp)(delta.z, -0.15, 0.15);
332
+ let yd = Math.max(delta.y, -0.15);
333
+ if (yd < 0.0 && this.getInBlockState().id !== "minecraft:scaffolding" && this.isCrouncing)
334
+ yd = 0.0;
335
+ delta = new direction_1.Vec3(xd, yd, zd);
336
+ }
337
+ return delta;
338
+ }
339
+ getSpeed() {
340
+ // return the base for now
341
+ // TODO: Handle other cases: sprinting, speed-enchanted gear and potion
342
+ return 0.1;
343
+ }
344
+ moveRelative(input, speed) {
345
+ let delta = direction_1.Vec3.Zero;
346
+ if (input.lengthSqr() >= math_1.Epsilon) {
347
+ const movement = (input.lengthSqr() > 1 ? input.normalize() : input).scale(speed);
348
+ const yRotation = this.getAngle().yaw, yRotInRad = yRotation * Math.PI / 180;
349
+ const sin = Math.sin(yRotInRad), cos = Math.cos(yRotInRad);
350
+ delta = new direction_1.Vec3((movement.x * cos) - (movement.z * sin), movement.y, (movement.z * cos) + (movement.x * sin));
351
+ }
352
+ this.setDeltaMovement(this.deltaMovement.add(delta));
353
+ }
354
+ /*
355
+ * Move (collision) related methods
356
+ */
357
+ move(type, // Not used for now
358
+ delta) {
359
+ // console.log({
360
+ // type: "BEGIN-MOVE",
361
+ // pos: this.getPos(),
362
+ // velocity: this.deltaMovement,
363
+ // onGround: this.onGround,
364
+ // delta,
365
+ // });
366
+ const movement = this.collide(delta);
367
+ // console.log({
368
+ // type: "AFTER-COLLIDE",
369
+ // movement
370
+ // });
371
+ if (movement.length() > math_1.Epsilon || delta.lengthSqr() - movement.lengthSqr() < math_1.Epsilon) {
372
+ if (this.fallDistance != 0 && movement.length() >= 1) {
373
+ const checkDistance = Math.min(movement.length(), 8);
374
+ const checkTo = this.getPos().add(movement.normalize().scale(checkDistance));
375
+ const hitResult = block_1.BlockGetter.clip(this.getPos(), checkTo, {
376
+ from: this.getPos(),
377
+ to: checkTo,
378
+ getBlockState: (position) => this.blocks.at(position).shape
379
+ });
380
+ if (hitResult?.miss !== false) {
381
+ this.fallDistance = 0;
382
+ }
383
+ }
384
+ const pos = this.getPos();
385
+ const newPosition = pos.add(movement);
386
+ // addMovementThisTick(new Movement(pos, newPosition, delta2));
387
+ this.setPos(newPosition);
388
+ }
389
+ this.checkFallDamage(movement.y);
390
+ const movedVertically = Math.abs(delta.y) > 0, verticalCollision = !(0, math_1.equal)(delta.y, movement.y), // or yCollision
391
+ verticalCollisionBelow = verticalCollision && delta.y < 0;
392
+ const xCollision = !(0, math_1.equal)(delta.x, movement.x), zCollision = !(0, math_1.equal)(delta.z, movement.z), horizontalCollision = xCollision || zCollision;
393
+ const effectPos = this.getOnPos(0.2), effectState = this.blocks.at(effectPos);
394
+ this.horizontalCollision = horizontalCollision;
395
+ this.verticalCollision = verticalCollision;
396
+ if ((movedVertically && verticalCollision) || horizontalCollision)
397
+ this.restituteMovementAfterCollisions(effectState, xCollision, zCollision, verticalCollision, verticalCollisionBelow, movement);
398
+ this.onGround = verticalCollisionBelow;
399
+ const speedFactor = effectState.owner.getSpeedFactor();
400
+ this.setDeltaMovement(this.deltaMovement.multiply(speedFactor, 1, speedFactor));
401
+ // console.log({
402
+ // type: "DONE-MOVE",
403
+ // pos: this.getPos(),
404
+ // vel: this.deltaMovement,
405
+ // onGround: this.onGround,
406
+ // horizontalCollision: this.horizontalCollision,
407
+ // verticalCollision: this.verticalCollision,
408
+ // originalMovement: delta,
409
+ // resolvedMovement: movement
410
+ // });
411
+ }
412
+ checkFallDamage(ya) {
413
+ if (
414
+ // !isInWater() &&
415
+ ya < 0)
416
+ this.fallDistance -= ya;
417
+ if (this.onGround)
418
+ this.fallDistance = 0;
419
+ }
420
+ restituteMovementAfterCollisions(state, xCollision, zCollision, verticalCollision, verticalCollisionBelow, movement) {
421
+ const currentMovement = this.deltaMovement;
422
+ let restitution = 0, gravityCompensation = 0, effectiveDrag = 1;
423
+ let movementAfterBounced = currentMovement.copy();
424
+ if (xCollision)
425
+ movementAfterBounced = movementAfterBounced.with(direction_1.BaseAxis.X, 0);
426
+ if (zCollision)
427
+ movementAfterBounced = movementAfterBounced.with(direction_1.BaseAxis.Z, 0);
428
+ if (verticalCollision) {
429
+ if (verticalCollisionBelow)
430
+ restitution = (-currentMovement.y < 0.08 ||
431
+ this.isCrouncing ||
432
+ state.owner.getBounciness() === 0) ? 0 : state.owner.getBounciness();
433
+ if (restitution > 0) {
434
+ const portionWithMovement = movement.y / currentMovement.y;
435
+ gravityCompensation = portionWithMovement * 0.08;
436
+ effectiveDrag = (0, math_1.lerp)(portionWithMovement, 1, 0.98);
437
+ }
438
+ movementAfterBounced = movementAfterBounced.with(direction_1.BaseAxis.Y, (gravityCompensation - currentMovement.y) * effectiveDrag * restitution);
439
+ }
440
+ this.setDeltaMovement(movementAfterBounced);
441
+ }
442
+ collide(movement) {
443
+ // Get player's bounding box
444
+ const { x: playerX, y: playerY, z: playerZ } = this.tcp.player.position;
445
+ const playerBB = aabb_1.AABB.fromEntityType("minecraft:player")
446
+ .move(playerX, playerY, playerZ);
447
+ const expandedBB = playerBB.expandTowards(movement);
448
+ // console.log({
449
+ // type: "PLAYER-AABB",
450
+ // pos: this.getPos(),
451
+ // playerBB: playerBB.copyBase(),
452
+ // expandedBB: expandedBB.copyBase(),
453
+ // });
454
+ // Collect all colliders
455
+ const colliders = this.collectColliders(expandedBB, [this.tcp.player.entityId]);
456
+ // // console.log('nonEmptyColliders', colliders.filter(c => !c.isEmpty()).length);
457
+ // Get the farest distance can move
458
+ let movementStep;
459
+ if (colliders.length != 0 && movement.lengthSqr() !== 0)
460
+ movementStep = this.collideWithShapes(movement, playerBB, colliders);
461
+ else
462
+ movementStep = movement;
463
+ // Check if I can step up WITHOUT jumping
464
+ const xCollision = movement.x != movementStep.x;
465
+ const yCollision = movement.y != movementStep.y;
466
+ const zCollision = movement.z != movementStep.z;
467
+ const onGroundAfterCollision = yCollision && movement.y < 0.0;
468
+ if ((onGroundAfterCollision || this.onGround) && (xCollision || zCollision)) {
469
+ const groundedAABB = onGroundAfterCollision ? playerBB.move(0, movementStep.y, 0) : playerBB;
470
+ let stepUpAABB = groundedAABB.expandTowards(movement.x, 0.6, movement.z);
471
+ if (!onGroundAfterCollision)
472
+ stepUpAABB = stepUpAABB.expandTowards(0, -1e-5, 0);
473
+ const colliders = this.collectColliders(stepUpAABB, [this.tcp.player.entityId]);
474
+ const stepHeightToSkip = movementStep.y;
475
+ const stepUpCandidateSet = new Set();
476
+ for (const collider of colliders) {
477
+ const coords = collider.getCoords(direction_1.BaseAxis.Y);
478
+ for (const coord of coords) {
479
+ const relativeCoord = coord - groundedAABB.minY;
480
+ if (relativeCoord < 0 || relativeCoord == stepHeightToSkip)
481
+ continue;
482
+ if (relativeCoord > 0.6)
483
+ break;
484
+ stepUpCandidateSet.add(relativeCoord);
485
+ }
486
+ }
487
+ const stepUpCandidates = Array.from(stepUpCandidateSet.values());
488
+ stepUpCandidates.sort((a, b) => a - b);
489
+ // console.log({
490
+ // type: "STEP-UP",
491
+ // playerY: playerY,
492
+ // groundedAABBminY: groundedAABB.minY,
493
+ // movementY: movement.y,
494
+ // movementStepY: movementStep.y,
495
+ // stepHeightToSkip,
496
+ // candidates: stepUpCandidates,
497
+ // });
498
+ for (const candidateHeight of stepUpCandidates) {
499
+ const stepFromGround = this.collideWithShapes(new direction_1.Vec3(movement.x, candidateHeight, movement.z), groundedAABB, colliders);
500
+ // console.log({
501
+ // type: "STEP-CANDIDATE",
502
+ // candidateHeight,
503
+ // requested: movement,
504
+ // movementStep,
505
+ // stepFromGround,
506
+ // accepted:
507
+ // stepFromGround.horizontalDistanceSqr() >
508
+ // movementStep.horizontalDistanceSqr(),
509
+ // });
510
+ if (stepFromGround.horizontalDistanceSqr() > movementStep.horizontalDistanceSqr()) {
511
+ const distanceFromGround = playerBB.minY - groundedAABB.minY;
512
+ // console.log({
513
+ // type: "ACCEPTED-STEP-CANDIDATE",
514
+ // after: stepFromGround.subtract(0, distanceFromGround, 0),
515
+ // });
516
+ return stepFromGround.subtract(0, distanceFromGround, 0);
517
+ }
518
+ }
519
+ }
520
+ // // console.log('expandedBB', expandedBB, 'colliderCount', colliders.length);
521
+ // // console.log('movement.y', movement.y, 'movementStep.y', movementStep.y);
522
+ return movementStep;
523
+ }
524
+ collectColliders(aabb, ignoreEntity = []) {
525
+ const entities = this.entities.queryAABB(aabb, ignoreEntity).map((box) => aabb_1.VoxelShape.fromBox(box));
526
+ const blocks = this.blocks.queryAABB(aabb);
527
+ return [...entities, ...blocks];
528
+ }
529
+ collideWithShapes(movement, aabb, colliders) {
530
+ let resolvedMovement = direction_1.Vec3.Zero;
531
+ for (const axis of direction_1.Axis.stepOrder(movement.x, movement.z)) {
532
+ const axisMovement = movement.get(axis);
533
+ if (Math.abs(axisMovement) < math_1.Epsilon)
534
+ continue;
535
+ const distance = aabb_1.Shapes.collide(axis, aabb.move(resolvedMovement), colliders, axisMovement);
536
+ resolvedMovement = resolvedMovement.with(axis, distance);
537
+ // console.log({ type: "AXIS-STEP", axis, axisMovement, distanceResolved: distance, aabbUsed: aabb.move(resolvedMovement).copyBase() });
538
+ }
539
+ return resolvedMovement;
540
+ }
541
+ }
542
+ exports.Player = Player;
543
+ //# sourceMappingURL=player.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,50 @@
1
+ import { Block, BlockState } from "./block";
2
+ export declare class EntityRegistry {
3
+ private static loaded;
4
+ static readonly data: Record<string, {
5
+ height: number;
6
+ width: number;
7
+ type: number;
8
+ }>;
9
+ static readonly mapTypeToData: Record<number, string>;
10
+ /**
11
+ * Load entity registry from JSON file.
12
+ *
13
+ * Should be called once time
14
+ */
15
+ static load(): Promise<void>;
16
+ /**
17
+ * Get an entity registy item
18
+ */
19
+ static get(entity: string | number): {
20
+ height: number;
21
+ width: number;
22
+ type: number;
23
+ } | undefined;
24
+ }
25
+ export declare class BlockRegistry {
26
+ private static loaded;
27
+ /**
28
+ * block id to block
29
+ */
30
+ static readonly blocks: Record<string, Block>;
31
+ /**
32
+ * state id to block state
33
+ */
34
+ static readonly states: Record<string, BlockState>;
35
+ /**
36
+ * Load block registry from JSON file.
37
+ *
38
+ * Should be called once time
39
+ */
40
+ static load(): Promise<void>;
41
+ /**
42
+ * Get a block registy item
43
+ */
44
+ static getBlock(type: string): Block;
45
+ /**
46
+ * Get a block state registy item
47
+ */
48
+ static getState(id: string): BlockState;
49
+ }
50
+ //# sourceMappingURL=registry.d.ts.map
@@ -0,0 +1 @@
1
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