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https://github.com/MCCTeam/Minecraft-Console-Client
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- Introduced a comprehensive physics engine that replicates Minecraft's movement mechanics, including player input handling, gravity, and collision detection. - Added classes for player physics, movement input, and collision detection, ensuring accurate simulation of player interactions with the game world. - Integrated AABB (Axis-Aligned Bounding Box) structures for precise collision detection against blocks. - Enhanced movement capabilities with support for jumping, sneaking, and sprinting, along with step-up mechanics for navigating terrain. These changes significantly improve the realism and responsiveness of player movement within the game environment.
87 lines
3.3 KiB
C#
87 lines
3.3 KiB
C#
namespace MinecraftClient.Physics
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{
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/// <summary>
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/// All physics constants matching vanilla Minecraft 1.21.11.
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/// Values sourced from Entity.java, LivingEntity.java, Player.java, LocalPlayer.java.
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/// </summary>
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public static class PhysicsConsts
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{
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// --- Player dimensions ---
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public const double PlayerWidth = 0.6;
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public const double PlayerHeight = 1.8;
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public const double PlayerSneakHeight = 1.5;
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public const double PlayerSwimHeight = 0.6;
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public const double PlayerEyeHeight = 1.62;
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// --- Gravity ---
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public const double DefaultGravity = 0.08;
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public const double SlowFallingCap = 0.01;
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// --- Step height ---
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public const float StepHeight = 0.6f;
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// --- Friction / drag ---
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public const float FrictionMultiplier = 0.91f;
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public const float DragY = 0.98f;
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public const float InputFriction = 0.98f;
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public const float GroundAccelerationFactor = 0.21600002f; // 0.216 / (f^3)
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public const float AirAcceleration = 0.02f;
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// --- Default block friction ---
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public const float DefaultBlockFriction = 0.6f;
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public const float IceFriction = 0.98f;
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public const float PackedIceFriction = 0.98f;
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public const float BlueIceFriction = 0.989f;
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public const float SlimeBlockFriction = 0.8f;
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// --- Speed factors ---
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public const float DefaultSpeedFactor = 1.0f;
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public const float SoulSandSpeedFactor = 0.4f;
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public const float HoneySpeedFactor = 0.4f;
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// --- Water ---
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public const float WaterSlowDown = 0.8f;
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public const float WaterSprintSlowDown = 0.9f;
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public const float DolphinsGraceSlowDown = 0.96f;
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public const float WaterBaseSpeed = 0.02f;
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public const float WaterYDamping = 0.8f;
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public const float WaterFloatImpulse = 0.04f;
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// --- Lava ---
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public const float LavaSpeed = 0.02f;
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public const double LavaHorizontalDamping = 0.5;
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public const double LavaVerticalDamping = 0.8;
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// --- Jump ---
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public const float BaseJumpPower = 0.42f;
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public const double SprintJumpHorizontalBoost = 0.2;
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// --- Climb ---
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public const float ClimbMaxSpeed = 0.15f;
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public const double ClimbWallBump = 0.2;
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// --- Velocity zeroing thresholds (from LivingEntity.aiStep) ---
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public const double PlayerHorizontalVelocityThresholdSqr = 9.0E-6; // < 0.003 length
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public const double NonPlayerVelocityThreshold = 0.003;
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public const double VerticalVelocityThreshold = 0.003;
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// --- Collision epsilon ---
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public const double CollisionEpsilon = 1.0E-7;
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// --- Position packet sending (from LocalPlayer.sendPosition) ---
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public const double PositionSendThresholdSqr = 4.0E-8; // (2e-4)^2
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public const int PositionReminderInterval = 20;
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// --- Flying detection ---
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public const double FloatingYThreshold = -0.03125;
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// --- Elytra ---
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public const double ElytraXZDrag = 0.99;
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public const double ElytraYDrag = 0.98;
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// --- Creative/spectator fly ---
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public const float DefaultFlySpeed = 0.05f;
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public const double FlyVerticalDamping = 0.6;
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public const double FlyVerticalBoostScale = 3.0;
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}
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}
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