@vaitosoi/minejs 0.2.1 → 0.3.1

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 (118) hide show
  1. package/assets/minecraft/26.2/packets.json +4741 -0
  2. package/dist/base/bitset.d.ts +9 -0
  3. package/dist/base/bitset.d.ts.map +1 -0
  4. package/dist/base/bitset.js +46 -0
  5. package/dist/base/bitset.js.map +1 -0
  6. package/dist/base/error.d.ts +105 -0
  7. package/dist/base/error.d.ts.map +1 -0
  8. package/dist/base/error.js +194 -0
  9. package/dist/base/error.js.map +1 -0
  10. package/dist/base/event.d.ts +7 -0
  11. package/dist/base/event.d.ts.map +1 -0
  12. package/dist/base/event.js +3 -0
  13. package/dist/base/event.js.map +1 -0
  14. package/dist/base/math.d.ts +25 -0
  15. package/dist/base/math.d.ts.map +1 -0
  16. package/dist/base/math.js +69 -0
  17. package/dist/base/math.js.map +1 -0
  18. package/dist/base/typing.d.ts +9 -0
  19. package/dist/base/typing.d.ts.map +1 -0
  20. package/dist/base/typing.js +3 -0
  21. package/dist/base/typing.js.map +1 -0
  22. package/dist/client/auth.d.ts +39 -0
  23. package/dist/client/auth.d.ts.map +1 -0
  24. package/dist/client/auth.js +307 -0
  25. package/dist/client/auth.js.map +1 -0
  26. package/dist/client/client.d.ts +73 -0
  27. package/dist/client/client.d.ts.map +1 -0
  28. package/dist/client/client.js +136 -0
  29. package/dist/client/client.js.map +1 -0
  30. package/dist/client/static.d.ts +28 -0
  31. package/dist/client/static.d.ts.map +1 -0
  32. package/dist/client/static.js +43 -0
  33. package/dist/client/static.js.map +1 -0
  34. package/dist/client/tcp.d.ts +84 -0
  35. package/dist/client/tcp.d.ts.map +1 -0
  36. package/dist/client/tcp.js +173 -0
  37. package/dist/client/tcp.js.map +1 -0
  38. package/dist/index.d.ts +21 -0
  39. package/dist/index.d.ts.map +1 -0
  40. package/dist/index.js +12 -12
  41. package/dist/index.js.map +1 -0
  42. package/dist/packet/decoder.d.ts +293 -0
  43. package/dist/packet/decoder.d.ts.map +1 -0
  44. package/dist/packet/decoder.js +668 -0
  45. package/dist/packet/decoder.js.map +1 -0
  46. package/dist/packet/dispatcher.d.ts +46 -0
  47. package/dist/packet/dispatcher.d.ts.map +1 -0
  48. package/dist/packet/dispatcher.js +626 -0
  49. package/dist/packet/dispatcher.js.map +1 -0
  50. package/dist/packet/encoder.d.ts +163 -0
  51. package/dist/packet/encoder.d.ts.map +1 -0
  52. package/dist/packet/encoder.js +441 -0
  53. package/dist/packet/encoder.js.map +1 -0
  54. package/dist/packet/static.d.ts +33 -0
  55. package/dist/packet/static.d.ts.map +1 -0
  56. package/dist/packet/static.js +42 -0
  57. package/dist/packet/static.js.map +1 -0
  58. package/dist/physics/aabb.d.ts +197 -0
  59. package/dist/physics/aabb.d.ts.map +1 -0
  60. package/dist/physics/aabb.js +576 -0
  61. package/dist/physics/aabb.js.map +1 -0
  62. package/dist/physics/direction.d.ts +153 -0
  63. package/dist/physics/direction.d.ts.map +1 -0
  64. package/dist/physics/direction.js +288 -0
  65. package/dist/physics/direction.js.map +1 -0
  66. package/dist/physics/player.d.ts +110 -0
  67. package/dist/physics/player.d.ts.map +1 -0
  68. package/dist/physics/player.js +558 -0
  69. package/dist/physics/player.js.map +1 -0
  70. package/dist/version/codec.d.ts +18 -0
  71. package/dist/version/codec.d.ts.map +1 -0
  72. package/dist/version/codec.js +214 -0
  73. package/dist/version/codec.js.map +1 -0
  74. package/dist/version/registry.d.ts +236 -0
  75. package/dist/version/registry.d.ts.map +1 -0
  76. package/dist/version/registry.js +289 -0
  77. package/dist/version/registry.js.map +1 -0
  78. package/dist/world/block.d.ts +86 -0
  79. package/dist/world/block.d.ts.map +1 -0
  80. package/dist/world/block.js +232 -0
  81. package/dist/world/block.js.map +1 -0
  82. package/dist/world/entity.d.ts +43 -0
  83. package/dist/world/entity.d.ts.map +1 -0
  84. package/dist/world/entity.js +97 -0
  85. package/dist/world/entity.js.map +1 -0
  86. package/dist/world/state.d.ts +151 -0
  87. package/dist/world/state.d.ts.map +1 -0
  88. package/dist/world/state.js +108 -0
  89. package/dist/world/state.js.map +1 -0
  90. package/dist/world/tick.d.ts +19 -0
  91. package/dist/world/tick.d.ts.map +1 -0
  92. package/dist/world/tick.js +49 -0
  93. package/dist/world/tick.js.map +1 -0
  94. package/package.json +7 -2
  95. package/src/base/error.ts +36 -0
  96. package/src/base/typing.ts +9 -1
  97. package/src/client/client.ts +99 -42
  98. package/src/client/tcp.ts +49 -954
  99. package/src/index.ts +12 -12
  100. package/src/{translator → packet}/decoder.ts +3 -3
  101. package/src/packet/dispatcher.ts +785 -0
  102. package/src/{translator → packet}/encoder.ts +20 -9
  103. package/src/{base → physics}/aabb.ts +5 -5
  104. package/src/{base → physics}/player.ts +41 -25
  105. package/src/version/codec.ts +227 -0
  106. package/src/version/registry.ts +333 -0
  107. package/src/{base → world}/block.ts +12 -11
  108. package/src/{base → world}/entity.ts +5 -5
  109. package/src/world/state.ts +232 -0
  110. package/test/adapter/index.ts +14 -0
  111. package/test/client/index.ts +1 -1
  112. package/test/json/index.ts +3 -0
  113. package/src/base/registry.ts +0 -87
  114. /package/assets/minecraft/{blocks.json → 26.2/blocks.json} +0 -0
  115. /package/assets/minecraft/{entities.json → 26.2/entities.json} +0 -0
  116. /package/src/{translator → packet}/static.ts +0 -0
  117. /package/src/{base → physics}/direction.ts +0 -0
  118. /package/src/{base → world}/tick.ts +0 -0
@@ -0,0 +1,558 @@
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("../world/block");
7
+ const math_1 = require("../base/math");
8
+ const error_1 = require("../base/error");
9
+ const static_1 = require("../client/static");
10
+ const encoder_1 = require("../packet/encoder");
11
+ var MoveDirection;
12
+ (function (MoveDirection) {
13
+ MoveDirection["Forward"] = "W";
14
+ MoveDirection["Backward"] = "S";
15
+ MoveDirection["Left"] = "A";
16
+ MoveDirection["Right"] = "D";
17
+ })(MoveDirection || (exports.MoveDirection = MoveDirection = {}));
18
+ const VectorMovement = {
19
+ [MoveDirection.Forward]: new direction_1.Vec3(0, 0, 1),
20
+ [MoveDirection.Backward]: new direction_1.Vec3(0, 0, -1),
21
+ [MoveDirection.Left]: new direction_1.Vec3(1, 0, 0),
22
+ [MoveDirection.Right]: new direction_1.Vec3(-1, 0, 0),
23
+ };
24
+ /**
25
+ * Not used for now
26
+ */
27
+ var MoverType;
28
+ (function (MoverType) {
29
+ MoverType[MoverType["SELF"] = 0] = "SELF";
30
+ MoverType[MoverType["PLAYER"] = 1] = "PLAYER";
31
+ MoverType[MoverType["PISTON"] = 2] = "PISTON";
32
+ MoverType[MoverType["SHULKER_BOX"] = 3] = "SHULKER_BOX";
33
+ MoverType[MoverType["SHULKER"] = 4] = "SHULKER";
34
+ })(MoverType || (exports.MoverType = MoverType = {}));
35
+ class Player {
36
+ state;
37
+ on;
38
+ entities;
39
+ blocks;
40
+ fallDistance = 0;
41
+ deltaMovement = direction_1.Vec3.Zero;
42
+ supportBlockPos = null;
43
+ // Moving state
44
+ // TODO: need is sprinting
45
+ heldInputs = new Set();
46
+ isCrouncing = false;
47
+ isJumping = false;
48
+ lastPos = null;
49
+ lastAngle = null;
50
+ positionReminder = 0;
51
+ // Collision
52
+ horizontalCollision = false;
53
+ verticalCollision = false; // For debuging now
54
+ onGround = true;
55
+ lastHorizontalCollision = false;
56
+ lastOnGround = true;
57
+ constructor(state, on, entities, blocks) {
58
+ this.state = state;
59
+ this.on = on;
60
+ this.entities = entities;
61
+ this.blocks = blocks;
62
+ this.on("playerPosition", () => {
63
+ this.onGround = true;
64
+ this.horizontalCollision = false;
65
+ this.fallDistance = 0;
66
+ this.deltaMovement = new direction_1.Vec3(this.state.player.velocity);
67
+ });
68
+ }
69
+ /**
70
+ * Set initial value
71
+ */
72
+ setInitialVal() {
73
+ this.lastPos = this.getPos();
74
+ this.lastAngle = this.getAngle();
75
+ }
76
+ /**
77
+ * Prune all value
78
+ */
79
+ pruneInitialVal() {
80
+ this.fallDistance = 0;
81
+ this.deltaMovement = direction_1.Vec3.Zero;
82
+ this.supportBlockPos = null;
83
+ this.heldInputs = new Set();
84
+ this.isCrouncing = false;
85
+ this.isJumping = false;
86
+ this.lastPos = null;
87
+ this.lastAngle = null;
88
+ this.positionReminder = 0;
89
+ this.horizontalCollision = false;
90
+ this.verticalCollision = false;
91
+ this.onGround = true;
92
+ this.lastHorizontalCollision = false;
93
+ this.lastOnGround = true;
94
+ }
95
+ // Inputting, to control current plat
96
+ /**
97
+ * Press and hold a key
98
+ */
99
+ input(input) { this.heldInputs.add(input); }
100
+ /**
101
+ * Release a key
102
+ */
103
+ releaseInput(input) { this.heldInputs.delete(input); }
104
+ /**
105
+ * Release all key
106
+ */
107
+ releaseAllInputs() { this.heldInputs.clear(); }
108
+ /**
109
+ * Press and hold shift. Do nothing for now
110
+ */
111
+ pressShift() { this.isCrouncing = true; }
112
+ /**
113
+ * Release shift
114
+ */
115
+ releaseShift() { this.isCrouncing = false; }
116
+ /**
117
+ * Press and hold space. Do nothing for now
118
+ */
119
+ pressSpace() { this.isJumping = true; }
120
+ /**
121
+ * Release shift
122
+ */
123
+ releaseSpace() { this.isJumping = false; }
124
+ getInputVector() {
125
+ let vec = direction_1.Vec3.Zero;
126
+ for (const held of this.heldInputs)
127
+ vec = vec.add(VectorMovement[held]);
128
+ return vec;
129
+ }
130
+ /* Getting helper, from TCP client */
131
+ getPos() {
132
+ this.state.checkReady();
133
+ return new direction_1.Vec3(this.state.player.position);
134
+ }
135
+ setPos(pos) {
136
+ this.state.checkReady();
137
+ this.state.player.position = pos.copyBase();
138
+ }
139
+ getAngle() {
140
+ this.state.checkReady();
141
+ return this.state.player.angle;
142
+ }
143
+ getDimension() {
144
+ this.state.checkReady();
145
+ return this.state.player.dimension;
146
+ }
147
+ setDeltaMovement(a, b, c) {
148
+ const vec3 = a instanceof direction_1.Vec3 ? a : new direction_1.Vec3(direction_1.Vec3.loadArgs(a, b, c));
149
+ if (vec3.isFinite())
150
+ this.deltaMovement = vec3;
151
+ }
152
+ getOnPos(offset) {
153
+ if (this.supportBlockPos) {
154
+ if (offset > 1e-5) {
155
+ const { x, z } = this.supportBlockPos;
156
+ const belowState = this.blocks.at(this.supportBlockPos);
157
+ // TODO: Add missing FenceGateBlock case
158
+ if (offset < 0.5 && (belowState.owner.definitions['type'] === "minecraft:fence" || belowState.owner.definitions['type'] === "minecraft:wall")) {
159
+ return this.supportBlockPos;
160
+ }
161
+ else
162
+ return {
163
+ x, y: this.getPos().y - offset, z
164
+ };
165
+ }
166
+ else
167
+ return this.supportBlockPos;
168
+ }
169
+ const { x, y, z } = this.getPos();
170
+ return {
171
+ x, y: y - offset, z
172
+ };
173
+ }
174
+ getLevelMinY() {
175
+ const dimension = this.getDimension();
176
+ return static_1.LevelHeightLimit[dimension][0];
177
+ }
178
+ getInBlockState() {
179
+ const { x, y, z } = this.getPos();
180
+ const blockPos = {
181
+ x: Math.floor(x),
182
+ y: Math.floor(y),
183
+ z: Math.floor(z),
184
+ };
185
+ return this.blocks.at(blockPos);
186
+ }
187
+ onClimbable() {
188
+ const state = this.getInBlockState();
189
+ if (state.owner.getClimbable())
190
+ return true;
191
+ if (state.owner.getType() === "minecraft:trapdoor") {
192
+ const { x, y, z } = this.getPos();
193
+ const posBelow = {
194
+ x: Math.floor(x),
195
+ y: Math.floor(y) - 1,
196
+ z: Math.floor(z),
197
+ };
198
+ const stateBelow = this.blocks.at(posBelow);
199
+ if (stateBelow.owner.getType() === "minecraft:ladder" && // if below is ladder
200
+ (state.getFacing() && stateBelow.getFacing()) && // if both have facing props
201
+ state.getFacing() === stateBelow.getFacing() // if both are the same
202
+ )
203
+ return true;
204
+ }
205
+ return false;
206
+ }
207
+ /* Logics */
208
+ /**
209
+ * Ticking
210
+ */
211
+ tick() {
212
+ if (!this.state.isReady())
213
+ return;
214
+ if (!this.lastPos || !this.lastAngle)
215
+ throw new error_1.ClientNotReady();
216
+ // console.log("tick");
217
+ // console.log(this.getPos());
218
+ this.aiStep();
219
+ const { x, y, z } = this.getPos(), { x: xLast, y: yLast, z: zLast } = this.lastPos, { yaw, yaw: xRot, pitch, pitch: yRot } = this.getAngle(), { yaw: xRotLast, pitch: yRotLast } = this.lastAngle;
220
+ const deltaX = x - xLast, deltaY = y - yLast, deltaZ = z - zLast, deltaYRot = yRot - yRotLast, deltaXRot = xRot - xRotLast;
221
+ this.positionReminder++;
222
+ const move = new direction_1.Vec3(deltaX, deltaY, deltaZ).lengthSqr() > (2e-4 * 2e-4) || this.positionReminder > 20, rot = deltaXRot !== 0 || deltaYRot !== 0;
223
+ if (move && rot)
224
+ this.state.enqueuePacket("move_player_pos_rot", {
225
+ x, feet_y: y, z,
226
+ yaw, pitch,
227
+ flags: (0, encoder_1.makeMovementFlag)(this.onGround, this.horizontalCollision)
228
+ });
229
+ else if (move)
230
+ this.state.enqueuePacket("move_player_pos", {
231
+ x, feet_y: y, z,
232
+ flags: (0, encoder_1.makeMovementFlag)(this.onGround, this.horizontalCollision)
233
+ });
234
+ else if (rot)
235
+ this.state.enqueuePacket("move_player_rot", {
236
+ yaw, pitch,
237
+ flags: (0, encoder_1.makeMovementFlag)(this.onGround, this.horizontalCollision)
238
+ });
239
+ else if (this.onGround !== this.lastOnGround ||
240
+ this.horizontalCollision !== this.lastHorizontalCollision)
241
+ this.state.enqueuePacket("move_player_status_only", {
242
+ flags: (0, encoder_1.makeMovementFlag)(this.onGround, this.horizontalCollision)
243
+ });
244
+ if (move) {
245
+ this.lastPos = this.getPos();
246
+ this.positionReminder = 0;
247
+ }
248
+ if (rot)
249
+ this.lastAngle = this.getAngle();
250
+ this.lastOnGround = this.onGround;
251
+ this.lastHorizontalCollision = this.horizontalCollision;
252
+ }
253
+ aiStep() {
254
+ // eslint-disable-next-line prefer-const
255
+ let { x, y, z } = this.deltaMovement;
256
+ if (this.deltaMovement.horizontalDistanceSqr() < 9e-6) {
257
+ x = 0;
258
+ z = 0;
259
+ }
260
+ this.setDeltaMovement(x, y, z);
261
+ if (this.isJumping) {
262
+ const jumpPower = this.getJumpFactor();
263
+ if (jumpPower > 1e-5) {
264
+ const { x: dx, y: dy, z: dz } = this.deltaMovement;
265
+ this.setDeltaMovement(dx, Math.max(dy, jumpPower), dz);
266
+ }
267
+ }
268
+ // TODO: Handle in fluid
269
+ // TODO: Handle potion effect: Slow falling and Levitation
270
+ // TODO: Push entities
271
+ // console.log({
272
+ // type: "BEFORE-TRAVEL",
273
+ // pos: this.getPos(),
274
+ // vel: this.deltaMovement,
275
+ // onGround: this.onGround,
276
+ // horizontalCollision: this.horizontalCollision,
277
+ // verticalCollision: this.verticalCollision
278
+ // });
279
+ this.travel(this.getInputVector());
280
+ }
281
+ getJumpFactor() {
282
+ const { x, y, z } = this.getPos();
283
+ const inBlock = this.blocks.at(x, y, z);
284
+ const belowBlock = this.blocks.at(x, y - 0.5, z);
285
+ return inBlock.owner.getJumpFactor() === 1 ? belowBlock.owner.getJumpFactor() : inBlock.owner.getJumpFactor();
286
+ }
287
+ /*
288
+ * Invoking flow
289
+ *
290
+ * |-> travelInAir ---|
291
+ * travel -|-> travelInFluid -|--> move -> colision
292
+ * |-> flying? -------|
293
+ */
294
+ /*
295
+ * Travel related methods
296
+ */
297
+ travel(input) {
298
+ // TODO: Handle other case: flying, water, lava
299
+ return this.travelInAir(input);
300
+ }
301
+ travelInAir(input) {
302
+ const posBelow = this.getOnPos(0.50001);
303
+ if (!this.blocks.hasChunkAt(posBelow))
304
+ return; // // console.log(`no chunk at ${Math.floor(posBelow.x / 16)} ${Math.floor(posBelow.y / 16)} ${Math.floor(posBelow.z / 16)}`);
305
+ // // console.log('posBelow', posBelow, 'block', this.blocks.at(posBelow)?.owner.getType());
306
+ const blockFriction = this.onGround ? this.blocks.at(posBelow).owner.getFriction() : 1;
307
+ const movement = this.handleFrictionAndCalculateMovement(input, blockFriction);
308
+ let movementY = movement.y;
309
+ // TODO: handle levitation effect
310
+ if (this.blocks.hasChunkAt(posBelow)) {
311
+ movementY -= 0.08;
312
+ }
313
+ else if (this.getPos().y > this.getLevelMinY()) {
314
+ movementY = -0.1;
315
+ }
316
+ else {
317
+ movementY = 0;
318
+ }
319
+ const airDrag = 0.91; // the orignal code invoke some function
320
+ // TODO: fully implement missing method
321
+ const friction = blockFriction * airDrag;
322
+ this.setDeltaMovement(new direction_1.Vec3(movement.x * friction, movementY * 0.98, movement.z * friction));
323
+ }
324
+ handleFrictionAndCalculateMovement(input, friction) {
325
+ this.moveRelative(input, this.getFrictionInfluencedSpeed(friction));
326
+ this.setDeltaMovement(this.handleOnClimbable(this.deltaMovement));
327
+ this.move(MoverType.SELF, this.deltaMovement);
328
+ let movement = this.deltaMovement;
329
+ if ((this.horizontalCollision || this.isJumping) && this.onClimbable()
330
+ // TODO: Handle case stuck in power snow
331
+ )
332
+ movement = movement.with(direction_1.BaseAxis.Y, 0.2);
333
+ return movement;
334
+ }
335
+ getFrictionInfluencedSpeed(blockFriction) {
336
+ if (!this.onGround)
337
+ return 0.02;
338
+ if (blockFriction > 0.6)
339
+ return this.getSpeed() * (0.21600002 / (blockFriction * blockFriction * blockFriction));
340
+ return this.getSpeed();
341
+ }
342
+ handleOnClimbable(delta) {
343
+ if (this.onClimbable()) {
344
+ this.fallDistance = 0;
345
+ const xd = (0, math_1.clamp)(delta.x, -0.15, 0.15);
346
+ const zd = (0, math_1.clamp)(delta.z, -0.15, 0.15);
347
+ let yd = Math.max(delta.y, -0.15);
348
+ if (yd < 0.0 && this.getInBlockState().id !== "minecraft:scaffolding" && this.isCrouncing)
349
+ yd = 0.0;
350
+ delta = new direction_1.Vec3(xd, yd, zd);
351
+ }
352
+ return delta;
353
+ }
354
+ getSpeed() {
355
+ // return the base for now
356
+ // TODO: Handle other cases: sprinting, speed-enchanted gear and potion
357
+ return 0.1;
358
+ }
359
+ moveRelative(input, speed) {
360
+ let delta = direction_1.Vec3.Zero;
361
+ if (input.lengthSqr() >= math_1.Epsilon) {
362
+ const movement = (input.lengthSqr() > 1 ? input.normalize() : input).scale(speed);
363
+ const yRotation = this.getAngle().yaw, yRotInRad = yRotation * Math.PI / 180;
364
+ const sin = Math.sin(yRotInRad), cos = Math.cos(yRotInRad);
365
+ delta = new direction_1.Vec3((movement.x * cos) - (movement.z * sin), movement.y, (movement.z * cos) + (movement.x * sin));
366
+ }
367
+ this.setDeltaMovement(this.deltaMovement.add(delta));
368
+ }
369
+ /*
370
+ * Move (collision) related methods
371
+ */
372
+ move(type, // Not used for now
373
+ delta) {
374
+ // console.log({
375
+ // type: "BEGIN-MOVE",
376
+ // pos: this.getPos(),
377
+ // velocity: this.deltaMovement,
378
+ // onGround: this.onGround,
379
+ // delta,
380
+ // });
381
+ const movement = this.collide(delta);
382
+ // console.log({
383
+ // type: "AFTER-COLLIDE",
384
+ // movement
385
+ // });
386
+ if (movement.length() > math_1.Epsilon || delta.lengthSqr() - movement.lengthSqr() < math_1.Epsilon) {
387
+ if (this.fallDistance != 0 && movement.length() >= 1) {
388
+ const checkDistance = Math.min(movement.length(), 8);
389
+ const checkTo = this.getPos().add(movement.normalize().scale(checkDistance));
390
+ const hitResult = block_1.BlockGetter.clip(this.getPos(), checkTo, {
391
+ from: this.getPos(),
392
+ to: checkTo,
393
+ getBlockState: (position) => this.blocks.at(position).shape
394
+ });
395
+ if (hitResult?.miss !== false) {
396
+ this.fallDistance = 0;
397
+ }
398
+ }
399
+ const pos = this.getPos();
400
+ const newPosition = pos.add(movement);
401
+ // addMovementThisTick(new Movement(pos, newPosition, delta2));
402
+ this.setPos(newPosition);
403
+ }
404
+ this.checkFallDamage(movement.y);
405
+ const movedVertically = Math.abs(delta.y) > 0, verticalCollision = !(0, math_1.equal)(delta.y, movement.y), // or yCollision
406
+ verticalCollisionBelow = verticalCollision && delta.y < 0;
407
+ const xCollision = !(0, math_1.equal)(delta.x, movement.x), zCollision = !(0, math_1.equal)(delta.z, movement.z), horizontalCollision = xCollision || zCollision;
408
+ const effectPos = this.getOnPos(0.2), effectState = this.blocks.at(effectPos);
409
+ this.horizontalCollision = horizontalCollision;
410
+ this.verticalCollision = verticalCollision;
411
+ if ((movedVertically && verticalCollision) || horizontalCollision)
412
+ this.restituteMovementAfterCollisions(effectState, xCollision, zCollision, verticalCollision, verticalCollisionBelow, movement);
413
+ this.onGround = verticalCollisionBelow;
414
+ const speedFactor = effectState.owner.getSpeedFactor();
415
+ this.setDeltaMovement(this.deltaMovement.multiply(speedFactor, 1, speedFactor));
416
+ // console.log({
417
+ // type: "DONE-MOVE",
418
+ // pos: this.getPos(),
419
+ // vel: this.deltaMovement,
420
+ // onGround: this.onGround,
421
+ // horizontalCollision: this.horizontalCollision,
422
+ // verticalCollision: this.verticalCollision,
423
+ // originalMovement: delta,
424
+ // resolvedMovement: movement
425
+ // });
426
+ }
427
+ checkFallDamage(ya) {
428
+ if (
429
+ // !isInWater() &&
430
+ ya < 0)
431
+ this.fallDistance -= ya;
432
+ if (this.onGround)
433
+ this.fallDistance = 0;
434
+ }
435
+ restituteMovementAfterCollisions(state, xCollision, zCollision, verticalCollision, verticalCollisionBelow, movement) {
436
+ const currentMovement = this.deltaMovement;
437
+ let restitution = 0, gravityCompensation = 0, effectiveDrag = 1;
438
+ let movementAfterBounced = currentMovement.copy();
439
+ if (xCollision)
440
+ movementAfterBounced = movementAfterBounced.with(direction_1.BaseAxis.X, 0);
441
+ if (zCollision)
442
+ movementAfterBounced = movementAfterBounced.with(direction_1.BaseAxis.Z, 0);
443
+ if (verticalCollision) {
444
+ if (verticalCollisionBelow)
445
+ restitution = (-currentMovement.y < 0.08 ||
446
+ this.isCrouncing ||
447
+ state.owner.getBounciness() === 0) ? 0 : state.owner.getBounciness();
448
+ if (restitution > 0) {
449
+ const portionWithMovement = movement.y / currentMovement.y;
450
+ gravityCompensation = portionWithMovement * 0.08;
451
+ effectiveDrag = (0, math_1.lerp)(portionWithMovement, 1, 0.98);
452
+ }
453
+ movementAfterBounced = movementAfterBounced.with(direction_1.BaseAxis.Y, (gravityCompensation - currentMovement.y) * effectiveDrag * restitution);
454
+ }
455
+ this.setDeltaMovement(movementAfterBounced);
456
+ }
457
+ collide(movement) {
458
+ // Get player's bounding box
459
+ const { x: playerX, y: playerY, z: playerZ } = this.state.player.position;
460
+ const playerBB = aabb_1.AABB.fromEntityType("minecraft:player")
461
+ .move(playerX, playerY, playerZ);
462
+ const expandedBB = playerBB.expandTowards(movement);
463
+ // console.log({
464
+ // type: "PLAYER-AABB",
465
+ // pos: this.getPos(),
466
+ // playerBB: playerBB.copyBase(),
467
+ // expandedBB: expandedBB.copyBase(),
468
+ // });
469
+ // Collect all colliders
470
+ const colliders = this.collectColliders(expandedBB, [this.state.player.entityId]);
471
+ // // console.log('nonEmptyColliders', colliders.filter(c => !c.isEmpty()).length);
472
+ // Get the farest distance can move
473
+ let movementStep;
474
+ if (colliders.length != 0 && movement.lengthSqr() !== 0)
475
+ movementStep = this.collideWithShapes(movement, playerBB, colliders);
476
+ else
477
+ movementStep = movement;
478
+ // Check if I can step up WITHOUT jumping
479
+ const xCollision = movement.x != movementStep.x;
480
+ const yCollision = movement.y != movementStep.y;
481
+ const zCollision = movement.z != movementStep.z;
482
+ const onGroundAfterCollision = yCollision && movement.y < 0.0;
483
+ if ((onGroundAfterCollision || this.onGround) && (xCollision || zCollision)) {
484
+ const groundedAABB = onGroundAfterCollision ? playerBB.move(0, movementStep.y, 0) : playerBB;
485
+ let stepUpAABB = groundedAABB.expandTowards(movement.x, 0.6, movement.z);
486
+ if (!onGroundAfterCollision)
487
+ stepUpAABB = stepUpAABB.expandTowards(0, -1e-5, 0);
488
+ const colliders = this.collectColliders(stepUpAABB, [this.state.player.entityId]);
489
+ const stepHeightToSkip = movementStep.y;
490
+ const stepUpCandidateSet = new Set();
491
+ for (const collider of colliders) {
492
+ const coords = collider.getCoords(direction_1.BaseAxis.Y);
493
+ for (const coord of coords) {
494
+ const relativeCoord = coord - groundedAABB.minY;
495
+ if (relativeCoord < 0 || relativeCoord == stepHeightToSkip)
496
+ continue;
497
+ if (relativeCoord > 0.6)
498
+ break;
499
+ stepUpCandidateSet.add(relativeCoord);
500
+ }
501
+ }
502
+ const stepUpCandidates = Array.from(stepUpCandidateSet.values());
503
+ stepUpCandidates.sort((a, b) => a - b);
504
+ // console.log({
505
+ // type: "STEP-UP",
506
+ // playerY: playerY,
507
+ // groundedAABBminY: groundedAABB.minY,
508
+ // movementY: movement.y,
509
+ // movementStepY: movementStep.y,
510
+ // stepHeightToSkip,
511
+ // candidates: stepUpCandidates,
512
+ // });
513
+ for (const candidateHeight of stepUpCandidates) {
514
+ const stepFromGround = this.collideWithShapes(new direction_1.Vec3(movement.x, candidateHeight, movement.z), groundedAABB, colliders);
515
+ // console.log({
516
+ // type: "STEP-CANDIDATE",
517
+ // candidateHeight,
518
+ // requested: movement,
519
+ // movementStep,
520
+ // stepFromGround,
521
+ // accepted:
522
+ // stepFromGround.horizontalDistanceSqr() >
523
+ // movementStep.horizontalDistanceSqr(),
524
+ // });
525
+ if (stepFromGround.horizontalDistanceSqr() > movementStep.horizontalDistanceSqr()) {
526
+ const distanceFromGround = playerBB.minY - groundedAABB.minY;
527
+ // console.log({
528
+ // type: "ACCEPTED-STEP-CANDIDATE",
529
+ // after: stepFromGround.subtract(0, distanceFromGround, 0),
530
+ // });
531
+ return stepFromGround.subtract(0, distanceFromGround, 0);
532
+ }
533
+ }
534
+ }
535
+ // // console.log('expandedBB', expandedBB, 'colliderCount', colliders.length);
536
+ // // console.log('movement.y', movement.y, 'movementStep.y', movementStep.y);
537
+ return movementStep;
538
+ }
539
+ collectColliders(aabb, ignoreEntity = []) {
540
+ const entities = this.entities.queryAABB(aabb, ignoreEntity).map((box) => aabb_1.VoxelShape.fromBox(box));
541
+ const blocks = this.blocks.queryAABB(aabb);
542
+ return [...entities, ...blocks];
543
+ }
544
+ collideWithShapes(movement, aabb, colliders) {
545
+ let resolvedMovement = direction_1.Vec3.Zero;
546
+ for (const axis of direction_1.Axis.stepOrder(movement.x, movement.z)) {
547
+ const axisMovement = movement.get(axis);
548
+ if (Math.abs(axisMovement) < math_1.Epsilon)
549
+ continue;
550
+ const distance = aabb_1.Shapes.collide(axis, aabb.move(resolvedMovement), colliders, axisMovement);
551
+ resolvedMovement = resolvedMovement.with(axis, distance);
552
+ // console.log({ type: "AXIS-STEP", axis, axisMovement, distanceResolved: distance, aabbUsed: aabb.move(resolvedMovement).copyBase() });
553
+ }
554
+ return resolvedMovement;
555
+ }
556
+ }
557
+ exports.Player = Player;
558
+ //# sourceMappingURL=player.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,18 @@
1
+ import z from "zod";
2
+ import { BinaryDecoder } from "../packet/decoder";
3
+ import { SharedState } from "../world/state";
4
+ import { PacketObject } from "./registry";
5
+ export interface EncodeResult {
6
+ buffer: Buffer;
7
+ packet: z.infer<typeof PacketObject>;
8
+ }
9
+ export declare class VersionCodec {
10
+ private readonly state;
11
+ constructor(state: SharedState);
12
+ consumePacket: (packetId: string, data: object) => void;
13
+ handlePacket(packetId: number, decoder: BinaryDecoder): void;
14
+ encodePacket(packetId: number | string, data: Record<string, any>): EncodeResult;
15
+ private readField;
16
+ private writeField;
17
+ }
18
+ //# sourceMappingURL=codec.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"codec.d.ts","sourceRoot":"","sources":["../../src/version/codec.ts"],"names":[],"mappings":"AAAA,OAAO,CAAW,MAAM,KAAK,CAAC;AAE9B,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAmB,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAC9D,OAAO,EAAa,YAAY,EAAsC,MAAM,YAAY,CAAC;AAYzF,MAAM,WAAW,YAAY;IACzB,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,CAAC,CAAC,KAAK,CAAC,OAAO,YAAY,CAAC,CAAC;CACxC;AAED,qBAAa,YAAY;IACT,OAAO,CAAC,QAAQ,CAAC,KAAK;IAAlC,YAA6B,KAAK,EAAE,WAAW,EAAK;IAE7C,aAAa,EAAE,CAAC,QAAQ,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,KAAK,IAAI,CAA+D;IAEtH,YAAY,CAAC,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,aAAa,QAgB3D;IAEM,YAAY,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,YAAY,CAyBtF;IAED,OAAO,CAAC,SAAS;IAyFjB,OAAO,CAAC,UAAU;CAkErB"}