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5f0d2b902e
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8f1e55611e
@ -12,6 +12,7 @@ cExpOrb::cExpOrb(double a_X, double a_Y, double a_Z, int a_Reward)
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{
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{
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SetMaxHealth(5);
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SetMaxHealth(5);
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SetHealth(5);
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SetHealth(5);
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SetGravity(0);
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}
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}
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@ -25,6 +26,7 @@ cExpOrb::cExpOrb(const Vector3d & a_Pos, int a_Reward)
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{
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{
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SetMaxHealth(5);
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SetMaxHealth(5);
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SetHealth(5);
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SetHealth(5);
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SetGravity(0);
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}
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}
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@ -44,28 +46,30 @@ void cExpOrb::SpawnOn(cClientHandle & a_Client)
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void cExpOrb::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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void cExpOrb::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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{
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cPlayer * a_ClosestPlayer(m_World->FindClosestPlayer(Vector3f(GetPosition()), 5));
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// Check player proximity no more than twice per second
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if ((a_ClosestPlayer != nullptr) && (!a_ClosestPlayer->IsGameModeSpectator()))
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if ((m_TicksAlive % 10) == 0)
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{
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{
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Vector3f a_PlayerPos(a_ClosestPlayer->GetPosition());
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cPlayer * a_ClosestPlayer(m_World->FindClosestPlayer(Vector3f(GetPosition()), 5, false));
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a_PlayerPos.y++;
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if ((a_ClosestPlayer != nullptr) && (!a_ClosestPlayer->IsGameModeSpectator()))
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Vector3f a_Distance(a_PlayerPos - GetPosition());
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double Distance(a_Distance.Length());
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if (Distance < 0.1f)
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{
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{
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LOGD("Player %s picked up an ExpOrb. His reward is %i", a_ClosestPlayer->GetName().c_str(), m_Reward);
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Vector3f a_PlayerPos(a_ClosestPlayer->GetPosition());
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a_ClosestPlayer->DeltaExperience(m_Reward);
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a_PlayerPos.y++;
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Vector3f a_Distance(a_PlayerPos - GetPosition());
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double Distance(a_Distance.Length());
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if (Distance < 0.5f)
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{
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LOGD("Player %s picked up an ExpOrb. His reward is %i", a_ClosestPlayer->GetName().c_str(), m_Reward);
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a_ClosestPlayer->DeltaExperience(m_Reward);
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m_World->BroadcastSoundEffect("entity.experience_orb.pickup", GetPosX(), GetPosY(), GetPosZ(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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m_World->BroadcastSoundEffect("entity.experience_orb.pickup", GetPosX(), GetPosY(), GetPosZ(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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Destroy();
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Destroy(true);
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return;
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}
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SetSpeedX((a_PlayerPos.x - GetPosition().x) * 2.0);
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SetSpeedY((a_PlayerPos.y - GetPosition().y) * 2.0);
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SetSpeedZ((a_PlayerPos.z - GetPosition().z) * 2.0);
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}
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}
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a_Distance.Normalize();
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a_Distance *= (static_cast<float>(5.5 - Distance));
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SetSpeedX( a_Distance.x);
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SetSpeedY( a_Distance.y);
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SetSpeedZ( a_Distance.z);
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BroadcastMovementUpdate();
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}
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}
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HandlePhysics(a_Dt, a_Chunk);
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HandlePhysics(a_Dt, a_Chunk);
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