Merge pull request #2617 from Gargaj/pushcomestoshove
Implement pushing/shoving
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commit
4a01e486e3
@ -4,6 +4,7 @@
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#include "Pawn.h"
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#include "../World.h"
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#include "../Bindings/PluginManager.h"
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#include "BoundingBox.h"
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@ -43,6 +44,41 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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// TODO: Check for discrepancies between client and server effect values
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}
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class Pusher : public cEntityCallback
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{
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public:
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cEntity * m_Pusher;
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Pusher(cEntity * a_Pusher) :
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m_Pusher(a_Pusher)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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if (a_Entity->GetUniqueID() == m_Pusher->GetUniqueID())
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{
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return false;
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}
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// we only push other mobs, boats and minecarts
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if ((a_Entity->GetEntityType() != etMonster) && (a_Entity->GetEntityType() != etMinecart) && (a_Entity->GetEntityType() != etBoat))
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{
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return false;
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}
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Vector3d v3Delta = a_Entity->GetPosition() - m_Pusher->GetPosition();
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v3Delta.y = 0.0; // we only push sideways
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v3Delta *= 1.0 / v3Delta.Length(); // we push harder if we're close
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// QUESTION: is there an additional multiplier for this? current shoving seems a bit weak
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a_Entity->AddSpeed(v3Delta);
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return false;
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}
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} Callback(this);
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m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), Callback);
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super::Tick(a_Dt, a_Chunk);
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}
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