Merge pull request #89 from A-lex-Ra/main

всякое
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MihailRis 2024-01-05 14:09:01 +03:00 committed by GitHub
commit 3101b1b5f8
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9 changed files with 34 additions and 84 deletions

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@ -12,9 +12,6 @@
"ru_RU": {
"name": "Русский"
},
"su_SU": {
"name": "Советский"
},
"uk_UA": {
"name": "Українська"
}

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@ -1,53 +0,0 @@
# Общее
Yes=Да
No=Нет
Ok = Понятно
Cancel=Отмена
Back = Обратно
Continue=Продолжить
error.pack-not-found=Не удалось найти пакет
# Меню
menu.New World = Новый Мир
menu.Quit=Выход
menu.Continue=Продолжить
menu.Save and Quit to Menu=Сохранить и Вернуться на Главную
menu.missing-content=Отсутствует некоторое наполнение!
menu.Controls=Управление
menu.Back to Main Menu=Вернуться на Главную
menu.Settings=Настройки
menu.Content=Наполнение
menu.Seed=Семя
menu.Name=Название
menu.Create World=Создать Мир
world.convert-request=Есть изменения в индексах! Преобразовать мир?
# Настройки
settings.Load Distance=Дальность Загрузки
settings.Load Speed=Скорость Загрузки
settings.Fog Curve=Искривление Тумана
settings.Backlight=Подсветка
settings.V-Sync=Вертикальная Синхронизация
settings.FOV=Поле Зрения
settings.Mouse Sensitivity=Чувствительность Мыши
settings.Language=Язык
# Управление
movement.forward=Вперёд
movement.back=Назад
movement.left=Влево
movement.right=Вправо
movement.jump=Прыжок
movement.sprint=Ускорение
movement.crouch=Красться
movement.cheat=Чит
hud.inventory=Инвентарь
player.pick=Подобрать Блок
player.attack=Атаковать / Сломать
player.build=Поставить Блок
player.flight=Полёт
camera.zoom=Приближение
camera.mode=Сменить Режим Камеры

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@ -70,7 +70,7 @@ void BlocksController::updateBlock(int x, int y, int z) {
if (vox == nullptr)
return;
const Block* def = level->content->indices->getBlockDef(vox->id);
if (def->grounded && !chunks->isSolid(x, y-1, z)) {
if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
breakBlock(nullptr, def, x, y, z);
return;
}

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@ -281,7 +281,7 @@ void PlayerController::updateInteraction(){
if (!level->physics->isBlockInside(x,y,z, player->hitbox)
|| !def->obstacle){
Block* def = contentIds->getBlockDef(chosenBlock);
if (def->grounded && !chunks->isSolid(x, y-1, z)) {
if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
chosenBlock = 0;
}
if (chosenBlock != vox->id) {

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@ -23,7 +23,7 @@ int l_is_solid_at(lua_State* L) {
int y = lua_tointeger(L, 2);
int z = lua_tointeger(L, 3);
lua_pushboolean(L, scripting::level->chunks->isSolid(x, y, z));
lua_pushboolean(L, scripting::level->chunks->isSolidBlock(x, y, z));
return 1;
}
@ -200,7 +200,7 @@ int l_is_replaceable_at(lua_State* L) {
int y = lua_tointeger(L, 2);
int z = lua_tointeger(L, 3);
lua_pushboolean(L, scripting::level->chunks->isReplaceable(x, y, z));
lua_pushboolean(L, scripting::level->chunks->isReplaceableBlock(x, y, z));
return 1;
}

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@ -48,7 +48,7 @@ struct AABB {
}
/* Check if given point is inside */
inline bool inside(const glm::vec3 pos) const {
inline bool contains(const glm::vec3 pos) const {
const glm::vec3 p = min();
const glm::vec3 s = size();
return !(pos.x < p.x || pos.y < p.y || pos.z < p.z ||

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@ -46,7 +46,7 @@ void PhysicsSolver::step(
hitbox->grounded = false;
for (float x = (px-half.x+E); x <= (px+half.x-E); x+=s){
for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
if (chunks->isObstacle(x,y,z)){
if (chunks->isObstacleAt(x,y,z)){
hitbox->grounded = true;
break;
}
@ -58,7 +58,7 @@ void PhysicsSolver::step(
hitbox->grounded = false;
for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
for (float z = (pz-half.z+E); z <= (pz+half.z-E); z+=s){
if (chunks->isObstacle(x,y,z)){
if (chunks->isObstacleAt(x,y,z)){
hitbox->grounded = true;
break;
}
@ -88,7 +88,7 @@ void PhysicsSolver::colisionCalc(
for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
float x = (pos.x-half.x-E);
if ((aabb = chunks->isObstacle(x,y,z))){
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.x *= 0.0f;
pos.x = floor(x) + aabb->max().x + half.x + E;
break;
@ -100,7 +100,7 @@ void PhysicsSolver::colisionCalc(
for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
float x = (pos.x+half.x+E);
if ((aabb = chunks->isObstacle(x,y,z))){
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.x *= 0.0f;
pos.x = floor(x) - half.x + aabb->min().x - E;
break;
@ -113,7 +113,7 @@ void PhysicsSolver::colisionCalc(
for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
float z = (pos.z-half.z-E);
if ((aabb = chunks->isObstacle(x,y,z))){
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.z *= 0.0f;
pos.z = floor(z) + aabb->max().z + half.z + E;
break;
@ -126,7 +126,7 @@ void PhysicsSolver::colisionCalc(
for (float y = (pos.y-half.y+E); y <= (pos.y+half.y-E); y+=s){
for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
float z = (pos.z+half.z+E);
if ((aabb = chunks->isObstacle(x,y,z))){
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.z *= 0.0f;
pos.z = floor(z) - half.z + aabb->min().z - E;
break;
@ -139,7 +139,7 @@ void PhysicsSolver::colisionCalc(
for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
float y = (pos.y-half.y-E);
if ((aabb = chunks->isObstacle(x,y,z))){
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.y *= 0.0f;
pos.y = floor(y) + aabb->max().y + half.y;
hitbox->grounded = true;
@ -152,7 +152,7 @@ void PhysicsSolver::colisionCalc(
for (float x = (pos.x-half.x+E); x <= (pos.x+half.x-E); x+=s){
for (float z = (pos.z-half.z+E); z <= (pos.z+half.z-E); z+=s){
float y = (pos.y+half.y+E);
if ((aabb = chunks->isObstacle(x,y,z))){
if ((aabb = chunks->isObstacleAt(x,y,z))){
vel.y *= 0.0f;
pos.y = floor(y) - half.y + aabb->min().y - E;
break;

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@ -45,17 +45,15 @@ Chunks::~Chunks(){
chunks[i] = nullptr;
}
delete[] chunks;
delete[] chunksSecond;
}
voxel* Chunks::get(int x, int y, int z){
x -= ox * CHUNK_W;
z -= oz * CHUNK_D;
int cx = x / CHUNK_W;
int cy = y / CHUNK_H;
int cz = z / CHUNK_D;
if (x < 0) cx--;
if (y < 0) cy--;
if (z < 0) cz--;
int cx = floordiv(x, CHUNK_W);
int cy = floordiv(y, CHUNK_H);
int cz = floordiv(z, CHUNK_D);
if (cx < 0 || cy < 0 || cz < 0 || cx >= w || cy >= 1 || cz >= d)
return nullptr;
shared_ptr<Chunk> chunk = chunks[cz * w + cx]; // chunks is 2D-array
@ -67,7 +65,7 @@ voxel* Chunks::get(int x, int y, int z){
return &chunk->voxels[(ly * CHUNK_D + lz) * CHUNK_W + lx];
}
const AABB* Chunks::isObstacle(float x, float y, float z){
const AABB* Chunks::isObstacleAt(float x, float y, float z){
int ix = floor(x);
int iy = floor(y);
int iz = floor(z);
@ -82,7 +80,7 @@ const AABB* Chunks::isObstacle(float x, float y, float z){
if (def->rt.solid) {
return &hitbox;
} else {
if (hitbox.inside({x - ix, y - iy, z - iz}))
if (hitbox.contains({x - ix, y - iy, z - iz}))
return &hitbox;
return nullptr;
}
@ -90,20 +88,27 @@ const AABB* Chunks::isObstacle(float x, float y, float z){
return nullptr;
}
bool Chunks::isSolid(int x, int y, int z) {
bool Chunks::isSolidBlock(int x, int y, int z) {
voxel* v = get(x, y, z);
if (v == nullptr)
return false;
return contentIds->getBlockDef(v->id)->rt.solid;
}
bool Chunks::isReplaceable(int x, int y, int z) {
bool Chunks::isReplaceableBlock(int x, int y, int z) {
voxel* v = get(x, y, z);
if (v == nullptr)
return false;
return contentIds->getBlockDef(v->id)->replaceable;
}
bool Chunks::isObstacleBlock(int x, int y, int z) {
voxel* v = get(x, y, z);
if (v == nullptr)
return false;
return contentIds->getBlockDef(v->id)->obstacle;
}
ubyte Chunks::getLight(int x, int y, int z, int channel){
x -= ox * CHUNK_W;
z -= oz * CHUNK_D;
@ -233,7 +238,7 @@ voxel* Chunks::rayCast(vec3 start,
while (t <= maxDist){
voxel* voxel = get(ix, iy, iz);
if (!voxel){ return nullptr; }
if (voxel == nullptr){ return nullptr; }
const Block* def = contentIds->getBlockDef(voxel->id);
if (def->selectable){
@ -338,7 +343,7 @@ vec3 Chunks::rayCastToObstacle(vec3 start, vec3 dir, float maxDist) {
while (t <= maxDist) {
voxel* voxel = get(ix, iy, iz);
if (!voxel) { return vec3(px + t * dx, py + t * dy, pz + t * dz); }
if (voxel == nullptr) { return vec3(px + t * dx, py + t * dy, pz + t * dz); }
const Block* def = contentIds->getBlockDef(voxel->id);
if (def->obstacle) {

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@ -53,9 +53,10 @@ public:
glm::vec3 rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDist);
const AABB* isObstacle(float x, float y, float z);
bool isSolid(int x, int y, int z);
bool isReplaceable(int x, int y, int z);
const AABB* isObstacleAt(float x, float y, float z);
bool isSolidBlock(int x, int y, int z);
bool isReplaceableBlock(int x, int y, int z);
bool isObstacleBlock(int x, int y, int z);
// does not move chunks inside
void _setOffset(int x, int z);