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Redone player collision by removing all refrences and usage of Bounds in PlayerCharacter.java. Added a new method PlayerCollisionPoint in Bounds.java mirroring PlayerBuildingCollisionPoint for other players instead of buildings. Added a new check in movement mirrioring the check for buildings but for players to ensure that PlayerCollisionPoint is called in each movement.

playercollision-1
Preston 2 months ago
parent
commit
a67fee76c3
  1. 1
      .gitignore
  2. 10
      src/engine/gameManager/MovementManager.java
  3. 41
      src/engine/math/Bounds.java
  4. 65
      src/engine/objects/PlayerCharacter.java

1
.gitignore vendored

@ -28,3 +28,4 @@ replay_pid*
Server.iml Server.iml
*.gitignore *.gitignore
prestonbane.iml prestonbane.iml
qodana.yaml

10
src/engine/gameManager/MovementManager.java

@ -216,6 +216,16 @@ public enum MovementManager {
} }
if (toMove.getObjectType().equals(GameObjectType.PlayerCharacter)) {
Vector3fImmutable playerCollidePoint = Bounds.PlayerCollisionPoint((PlayerCharacter) toMove, toMove.getLoc(), endLocation);
if (playerCollidePoint != null) {
msg.setEndCoord(playerCollidePoint);
endLocation = playerCollidePoint;
collide = true;
}
}
if (toMove.getObjectType() == GameObjectType.PlayerCharacter && ((PlayerCharacter) toMove).isTeleportMode()) { if (toMove.getObjectType() == GameObjectType.PlayerCharacter && ((PlayerCharacter) toMove).isTeleportMode()) {
toMove.teleport(endLocation); toMove.teleport(endLocation);
return; return;

41
src/engine/math/Bounds.java

@ -81,7 +81,7 @@ public class Bounds {
Bounds identityBounds = Bounds.borrow(); Bounds identityBounds = Bounds.borrow();
identityBounds.setBounds(location); identityBounds.setBounds(location);
collisionState = collide(targetBounds, identityBounds, 0.0f); collisionState = collide(targetBounds, identityBounds, 0.1f);
identityBounds.release(); identityBounds.release();
return collisionState; return collisionState;
} }
@ -267,6 +267,45 @@ public class Bounds {
return collidePoint; return collidePoint;
} }
public static Vector3fImmutable PlayerCollisionPoint(PlayerCharacter player, Vector3fImmutable start, Vector3fImmutable end) {
Vector3fImmutable collidePoint = null;
float distance = player.getLoc().distance2D(end);
// Check for building collisions first
collidePoint = PlayerBuildingCollisionPoint(player, start, end);
if (collidePoint != null) {
return collidePoint;
}
// Now check for player collisions
HashSet<AbstractWorldObject> nearbyPlayers = WorldGrid.getObjectsInRangePartial(player, distance + 2, MBServerStatics.MASK_PLAYER);
float minDistance = 1.0f; // Minimum distance between players
for (AbstractWorldObject awo : nearbyPlayers) {
PlayerCharacter otherPlayer = (PlayerCharacter) awo;
if (otherPlayer == player) continue;
Vector3fImmutable otherLoc = otherPlayer.getLoc();
Vector3fImmutable closestPoint = getClosestPointOnLine(start, end, otherLoc);
if (closestPoint.distance2D(otherLoc) < minDistance) {
// Collision detected, adjust end point
Vector3fImmutable pushVector = closestPoint.subtract(otherLoc).normalize();
collidePoint = closestPoint.add(pushVector.scaleAdd(minDistance, Vector3fImmutable.ZERO));
break;
}
}
return collidePoint != null ? collidePoint : end;
}
private static Vector3fImmutable getClosestPointOnLine(Vector3fImmutable lineStart, Vector3fImmutable lineEnd, Vector3fImmutable point) {
Vector3fImmutable line = lineEnd.subtract(lineStart);
float t = point.subtract(lineStart).dot(line) / line.dot(line);
t = Math.max(0, Math.min(1, t));
return lineStart.add(line.scaleAdd(t, Vector3fImmutable.ZERO));
}
public static boolean linesTouching(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) { public static boolean linesTouching(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) {
float denominator = ((x2 - x1) * (y4 - y3)) - ((y2 - y1) * (x4 - x3)); float denominator = ((x2 - x1) * (y4 - y3)) - ((y2 - y1) * (x4 - x3));
float numerator1 = ((y1 - y3) * (x4 - x3)) - ((x1 - x3) * (y4 - y3)); float numerator1 = ((y1 - y3) * (x4 - x3)) - ((x1 - x3) * (y4 - y3));

65
src/engine/objects/PlayerCharacter.java

@ -26,7 +26,6 @@ import engine.job.JobScheduler;
import engine.jobs.DeferredPowerJob; import engine.jobs.DeferredPowerJob;
import engine.jobs.FinishSpireEffectJob; import engine.jobs.FinishSpireEffectJob;
import engine.jobs.NoTimeJob; import engine.jobs.NoTimeJob;
import engine.math.Bounds;
import engine.math.FastMath; import engine.math.FastMath;
import engine.math.Vector3fImmutable; import engine.math.Vector3fImmutable;
import engine.net.ByteBufferWriter; import engine.net.ByteBufferWriter;
@ -174,7 +173,6 @@ public class PlayerCharacter extends AbstractCharacter {
private boolean isTeleporting = false; private boolean isTeleporting = false;
private boolean dirtyLoad = true; private boolean dirtyLoad = true;
private final ReadWriteLock dirtyLock = new ReentrantReadWriteLock(true); private final ReadWriteLock dirtyLock = new ReentrantReadWriteLock(true);
private Bounds playerBounds;
/** /**
* No Id Constructor * No Id Constructor
@ -208,9 +206,8 @@ public class PlayerCharacter extends AbstractCharacter {
this.guildStatus = new AtomicInteger(0); this.guildStatus = new AtomicInteger(0);
this.bindBuildingID = -1; this.bindBuildingID = -1;
this.playerBounds = Bounds.borrow(); Vector3fImmutable center = new Vector3fImmutable(0, 0, 0);
playerBounds.setBounds(this.getLoc()); Vector3fImmutable extents = new Vector3fImmutable(0.5f, 1.0f, 0.5f);
this.playerBounds.setBounds(this);
} }
/** /**
@ -274,58 +271,6 @@ public class PlayerCharacter extends AbstractCharacter {
this.hash = rs.getString("hash"); this.hash = rs.getString("hash");
this.playerBounds = Bounds.borrow();
playerBounds.setBounds(this.getLoc());
this.playerBounds.setBounds(this);
// For debugging skills
// CharacterSkill.printSkills(this);
}
public void updateBounds() {
this.playerBounds.setBounds(this);
this.checkCollisionsWithOtherPlayers();
}
public void checkCollisionsWithOtherPlayers() {
HashSet<AbstractWorldObject> nearbyObjects = WorldGrid.getObjectsInRangePartial(this, MBServerStatics.CHARACTER_LOAD_RANGE, MBServerStatics.MASK_PLAYER);
for (AbstractWorldObject obj : nearbyObjects) {
if (obj instanceof PlayerCharacter && obj != this) {
PlayerCharacter otherPlayer = (PlayerCharacter) obj;
if (Bounds.collide(this.getBounds(), otherPlayer.getBounds(), 0.1f)) {
System.out.println("Collision detected with player: " + otherPlayer.getFirstName());
ChatManager.chatSystemInfo(otherPlayer, "Has Collided with YOU");
// Handle collision with other player
handleCollisionWithPlayer(otherPlayer);
}
}
}
}
private void handleCollisionWithPlayer(PlayerCharacter otherPlayer) {
Vector3fImmutable myPos = this.getLoc();
Vector3fImmutable otherPlayerPos = otherPlayer.getLoc();
// Calculate direction vector
Vector3fImmutable direction = myPos.subtract(otherPlayerPos).normalize();
// Move players apart
float separationDistance = 1.0f; // Adjust this value as needed
Vector3fImmutable myNewPos = myPos.add(direction.mult(separationDistance / 2));
Vector3fImmutable otherPlayerNewPos = otherPlayerPos.subtract(direction.mult(separationDistance / 2.0f));
// Update positions
this.setLoc(myNewPos);
otherPlayer.setLoc(otherPlayerNewPos);
// Refresh both players in the world
WorldGrid.updateObject(this);
WorldGrid.updateObject(otherPlayer);
// Refresh both players in the world
WorldGrid.updateObject(this);
WorldGrid.updateObject(otherPlayer);
} }
public static Building getUpdatedBindBuilding(PlayerCharacter player) { public static Building getUpdatedBindBuilding(PlayerCharacter player) {
@ -4619,9 +4564,6 @@ public class PlayerCharacter extends AbstractCharacter {
this.charItemManager = new CharacterItemManager(this); this.charItemManager = new CharacterItemManager(this);
Bounds playerBounds = Bounds.borrow();
playerBounds.setBounds(this.getLoc());
this.setBounds(playerBounds);
} }
@Override @Override
@ -4936,7 +4878,6 @@ public class PlayerCharacter extends AbstractCharacter {
@Override @Override
public void updateLocation() { public void updateLocation() {
this.updateBounds();
if (!this.isMoving()) if (!this.isMoving())
return; return;
@ -5418,6 +5359,8 @@ public class PlayerCharacter extends AbstractCharacter {
moveToMsg.setSourceType(GameObjectType.PlayerCharacter.ordinal()); moveToMsg.setSourceType(GameObjectType.PlayerCharacter.ordinal());
moveToMsg.setSourceID(this.getObjectUUID()); moveToMsg.setSourceID(this.getObjectUUID());
ChatManager.chatSystemInfo(this, "This is a test");
Dispatch dispatch = Dispatch.borrow(this, moveToMsg); Dispatch dispatch = Dispatch.borrow(this, moveToMsg);
DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);

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