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Emulate client side vehicle movement #4648
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core/src/main/java/org/geysermc/geyser/entity/vehicle/VehicleComponent.java
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core/src/main/java/org/geysermc/geyser/entity/vehicle/ClientVehicle.java
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core/src/main/java/org/geysermc/geyser/translator/protocol/java/JavaRespawnTranslator.java
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core/src/main/java/org/geysermc/geyser/level/block/BlockStateValues.java
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ServerboundMoveVehiclePacket moveVehiclePacket = new ServerboundMoveVehiclePacket(javaPos.getX(), javaPos.getY(), javaPos.getZ(), rotation.getX(), rotation.getY()); | ||
vehicle.getSession().sendDownstreamPacket(moveVehiclePacket); | ||
vehicle.getSession().setLastVehicleMoveTimestamp(System.currentTimeMillis()); |
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Not specifically a requirement now, but if we're tracking ticks we might be able to revisit some of these currentTimeMillis calls.
core/src/main/java/org/geysermc/geyser/translator/collision/BlockCollision.java
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core/src/main/java/org/geysermc/geyser/translator/level/block/entity/PistonBlockEntity.java
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After testing this out, everything is working fine, the only issue I noticed is that the animation of the strider seems to be broken, it moves standstill . |
This PR adds support for vehicles that are controlled by the client (Camel, Strider, Pig).
Movement should be extremely close to a real java client, and many situations are accurately handled such as fluid, slime and honey blocks, climbing, etc.
Todo
PistonsTick vehicle boost if any player is controlling