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This commit is contained in:
Tiger Wang 2021-02-06 18:37:03 +00:00
parent 925f960ea2
commit be2bf999c2
7 changed files with 454 additions and 558 deletions

View File

@ -1715,17 +1715,6 @@ void cEntity::SetIsTicking(bool a_IsTicking)
void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
WrapSpeed();
}
void cEntity::HandleAir(void)
{
// Ref.: https://minecraft.gamepedia.com/Chunk_format
@ -2095,7 +2084,8 @@ void cEntity::SetRoll(double a_Roll)
void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
WrapSpeed();
}
@ -2140,7 +2130,7 @@ void cEntity::SetWidth(double a_Width)
void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
{
DoSetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ);
SetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ);
}
@ -2280,34 +2270,3 @@ void cEntity::BroadcastLeashedMobs()
}
}
}
float cEntity::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower)
{
double EntitySize = m_Width * m_Width * m_Height;
if (EntitySize <= 0)
{
// Handle entity with invalid size
return 0;
}
auto EntityBox = GetBoundingBox();
cBoundingBox ExplosionBox(a_ExplosionPosition, a_ExlosionPower * 2.0);
cBoundingBox IntersectionBox(EntityBox);
bool Overlap = EntityBox.Intersect(ExplosionBox, IntersectionBox);
if (Overlap)
{
Vector3d Diff = IntersectionBox.GetMax() - IntersectionBox.GetMin();
double OverlapSize = Diff.x * Diff.y * Diff.z;
return static_cast<float>(OverlapSize / EntitySize);
}
else
{
return 0;
}
}

View File

@ -591,12 +591,6 @@ public:
/** Returs whether the entity has any mob leashed to it. */
bool HasAnyMobLeashed() const { return m_LeashedMobs.size() > 0; }
/** a lightweight calculation approach to get explosion exposure rate
@param a_ExplosionPosition explosion position
@param a_ExlosionPower explosion power
@return exposure rate */
virtual float GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower);
protected:
@ -705,11 +699,6 @@ protected:
/** The number of ticks this entity has been alive for */
long int m_TicksAlive;
/** Does the actual speed-setting. The default implementation just sets the member variable value;
overrides can provide further processing, such as forcing players to move at the given speed. */
virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
/** Handles the moving of this entity between worlds.
Should handle degenerate cases such as moving to the same world. */
void DoMoveToWorld(const sWorldChangeInfo & a_WorldChangeInfo);

View File

@ -216,6 +216,9 @@ void cMinecart::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_DetectorRailPosition = Vector3i(POSX_TOINT, POSY_TOINT, POSZ_TOINT);
}
// Enforce speed limit:
m_Speed.Clamp(MAX_SPEED_NEGATIVE, MAX_SPEED);
// Broadcast positioning changes to client
BroadcastMovementUpdate();
}
@ -1268,40 +1271,6 @@ void cMinecart::ApplyAcceleration(Vector3d a_ForwardDirection, double a_Accelera
void cMinecart::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
if (a_SpeedX > MAX_SPEED)
{
a_SpeedX = MAX_SPEED;
}
else if (a_SpeedX < MAX_SPEED_NEGATIVE)
{
a_SpeedX = MAX_SPEED_NEGATIVE;
}
if (a_SpeedY > MAX_SPEED)
{
a_SpeedY = MAX_SPEED;
}
else if (a_SpeedY < MAX_SPEED_NEGATIVE)
{
a_SpeedY = MAX_SPEED_NEGATIVE;
}
if (a_SpeedZ > MAX_SPEED)
{
a_SpeedZ = MAX_SPEED;
}
else if (a_SpeedZ < MAX_SPEED_NEGATIVE)
{
a_SpeedZ = MAX_SPEED_NEGATIVE;
}
Super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
}
////////////////////////////////////////////////////////////////////////////////
// cRideableMinecart:

View File

@ -56,9 +56,6 @@ protected:
/** Applies an acceleration to the minecart parallel to a_ForwardDirection but without allowing backward speed. */
void ApplyAcceleration(Vector3d a_ForwardDirection, double a_Acceleration);
// Overwrite to enforce speed limit
virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
cMinecart(ePayload a_Payload, Vector3d a_Pos);
/** Handles physics on normal rails

View File

@ -179,47 +179,6 @@ cPlayer::cPlayer(const cClientHandlePtr & a_Client) :
void cPlayer::AddKnownItem(const cItem & a_Item)
{
if (a_Item.m_ItemType < 0)
{
return;
}
auto Response = m_KnownItems.insert(a_Item.CopyOne());
if (!Response.second)
{
// The item was already known, bail out:
return;
}
// Process the recipes that got unlocked by this newly-known item:
auto Recipes = cRoot::Get()->GetCraftingRecipes()->FindNewRecipesForItem(a_Item, m_KnownItems);
for (const auto & RecipeId : Recipes)
{
AddKnownRecipe(RecipeId);
}
}
void cPlayer::AddKnownRecipe(UInt32 a_RecipeId)
{
auto Response = m_KnownRecipes.insert(a_RecipeId);
if (!Response.second)
{
// The recipe was already known, bail out:
return;
}
m_ClientHandle->SendUnlockRecipe(a_RecipeId);
}
cPlayer::~cPlayer(void)
{
LOGD("Deleting cPlayer \"%s\" at %p, ID %d", GetName().c_str(), static_cast<void *>(this), GetUniqueID());
@ -238,302 +197,6 @@ cPlayer::~cPlayer(void)
void cPlayer::OnAddToWorld(cWorld & a_World)
{
Super::OnAddToWorld(a_World);
// Update world name tracking:
m_CurrentWorldName = m_World->GetName();
// Fix to stop the player falling through the world, until we get serversided collision detection:
FreezeInternal(GetPosition(), false);
// Set capabilities based on new world:
SetCapabilities();
// Send contents of the inventory window:
m_ClientHandle->SendWholeInventory(*m_CurrentWindow);
// Send health (the respawn packet, which understandably resets health, is also used for world travel...):
m_ClientHandle->SendHealth();
// Send experience, similar story with the respawn packet:
m_ClientHandle->SendExperience();
// Send hotbar active slot (also reset by respawn):
m_ClientHandle->SendHeldItemChange(m_Inventory.GetEquippedSlotNum());
// Update player team:
UpdateTeam();
// Send scoreboard data:
m_World->GetScoreBoard().SendTo(*m_ClientHandle);
// Update the view distance:
m_ClientHandle->SetViewDistance(m_ClientHandle->GetRequestedViewDistance());
// Send current weather of target world:
m_ClientHandle->SendWeather(a_World.GetWeather());
// Send time:
m_ClientHandle->SendTimeUpdate(a_World.GetWorldAge(), a_World.GetTimeOfDay(), a_World.IsDaylightCycleEnabled());
// Finally, deliver the notification hook:
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*this);
}
void cPlayer::OnRemoveFromWorld(cWorld & a_World)
{
Super::OnRemoveFromWorld(a_World);
// Remove any references to this player pointer by windows in the old world:
CloseWindow(false);
// Remove the client handle from the world:
m_World->RemoveClientFromChunks(m_ClientHandle.get());
if (m_ClientHandle->IsDestroyed()) // Note: checking IsWorldChangeScheduled not appropriate here since we can disconnecting while having a scheduled warp
{
// Disconnecting, do the necessary cleanup.
// This isn't in the destructor to avoid crashing accessing destroyed objects during shutdown.
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*this))
{
cRoot::Get()->BroadcastChatLeave(Printf("%s has left the game", GetName().c_str()));
LOGINFO("Player %s has left the game", GetName().c_str());
}
// Remove ourself from everyone's lists:
cRoot::Get()->BroadcastPlayerListsRemovePlayer(*this);
// Atomically decrement player count (in world thread):
cRoot::Get()->GetServer()->PlayerDestroyed();
// We're just disconnecting. The remaining code deals with going through portals, so bail:
return;
}
const auto DestinationDimension = m_WorldChangeInfo.m_NewWorld->GetDimension();
// Award relevant achievements:
if (DestinationDimension == dimEnd)
{
AwardAchievement(Statistic::AchTheEnd);
}
else if (DestinationDimension == dimNether)
{
AwardAchievement(Statistic::AchPortal);
}
// Clear sent chunk lists from the clienthandle:
m_ClientHandle->RemoveFromWorld();
// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
m_ClientHandle->InvalidateCachedSentChunk();
// Clientside warp start:
m_ClientHandle->SendRespawn(DestinationDimension, false);
}
void cPlayer::SpawnOn(cClientHandle & a_Client)
{
if (!m_bVisible || (m_ClientHandle.get() == (&a_Client)))
{
return;
}
LOGD("Spawing %s on %s", GetName().c_str(), a_Client.GetUsername().c_str());
a_Client.SendPlayerSpawn(*this);
a_Client.SendEntityHeadLook(*this);
a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem());
a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots());
a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings());
a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate());
a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet());
}
void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
m_ClientHandle->Tick(a_Dt.count());
if (m_ClientHandle->IsDestroyed())
{
Destroy();
return;
}
if (!m_ClientHandle->IsPlaying())
{
// We're not yet in the game, ignore everything:
return;
}
m_Stats.AddValue(Statistic::PlayOneMinute);
m_Stats.AddValue(Statistic::TimeSinceDeath);
if (IsCrouched())
{
m_Stats.AddValue(Statistic::SneakTime);
}
// Handle the player detach, when the player is in spectator mode
if (
(IsGameModeSpectator()) &&
(m_AttachedTo != nullptr) &&
(
(m_AttachedTo->IsDestroyed()) || // Watching entity destruction
(m_AttachedTo->GetHealth() <= 0) || // Watching entity dead
(IsCrouched()) // Or the player wants to be detached
)
)
{
Detach();
}
if (!a_Chunk.IsValid())
{
// Players are ticked even if the parent chunk is invalid.
// We've processed as much as we can, bail:
return;
}
ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid()));
ASSERT(a_Chunk.IsValid());
// Handle a frozen player:
TickFreezeCode();
if (
m_IsFrozen || // Don't do Tick updates if frozen
IsWorldChangeScheduled() // If we're about to change worlds (e.g. respawn), abort processing all world interactions (GH #3939)
)
{
return;
}
Super::Tick(a_Dt, a_Chunk);
// Handle charging the bow:
if (m_IsChargingBow)
{
m_BowCharge += 1;
}
BroadcastMovementUpdate(m_ClientHandle.get());
if (m_Health > 0) // make sure player is alive
{
m_World->CollectPickupsByPlayer(*this);
if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
{
FinishEating();
}
HandleFood();
}
if (m_IsFishing)
{
HandleFloater();
}
// Update items (e.g. Maps)
m_Inventory.UpdateItems();
// Send Player List (Once per m_LastPlayerListTime/1000 ms)
if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now())
{
m_World->BroadcastPlayerListUpdatePing(*this);
m_LastPlayerListTime = std::chrono::steady_clock::now();
}
if (m_TicksUntilNextSave == 0)
{
SaveToDisk();
m_TicksUntilNextSave = PLAYER_INVENTORY_SAVE_INTERVAL;
}
else
{
m_TicksUntilNextSave--;
}
}
void cPlayer::TickFreezeCode()
{
if (m_IsFrozen)
{
if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent()))
{
// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent
Unfreeze();
// Pull the player out of any solids that might have loaded on them.
PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk()));
if (RelSuccess)
{
int NewY = Rel.y;
if (NewY < 0)
{
NewY = 0;
}
while (NewY < cChunkDef::Height - 2)
{
// If we find a position with enough space for the player
if (
!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY, Rel.z)) &&
!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z))
)
{
// If the found position is not the same as the original
if (NewY != Rel.y)
{
SetPosition(GetPosition().x, NewY, GetPosition().z);
GetClientHandle()->SendPlayerPosition();
}
break;
}
++NewY;
}
}
}
else if (GetWorld()->GetWorldAge() % 100 == 0)
{
// Despite the client side freeze, the player may be able to move a little by
// Jumping or canceling flight. Re-freeze every now and then
FreezeInternal(GetPosition(), m_IsManuallyFrozen);
}
}
else
{
if (!GetClientHandle()->IsPlayerChunkSent() || (!GetParentChunk()->IsValid()))
{
FreezeInternal(GetPosition(), false);
}
}
}
int cPlayer::CalcLevelFromXp(int a_XpTotal)
{
// level 0 to 15
@ -1092,69 +755,6 @@ void cPlayer::SetFlying(bool a_IsFlying)
void cPlayer::ApplyArmorDamage(int a_DamageBlocked)
{
short ArmorDamage = static_cast<short>(std::max(a_DamageBlocked / 4, 1));
for (int i = 0; i < 4; i++)
{
UseItem(cInventory::invArmorOffset + i, ArmorDamage);
}
}
bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin))
{
if (IsGameModeCreative() || IsGameModeSpectator())
{
// No damage / health in creative or spectator mode if not void or plugin damage
return false;
}
}
if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
{
cPlayer * Attacker = static_cast<cPlayer *>(a_TDI.Attacker);
if ((m_Team != nullptr) && (m_Team == Attacker->m_Team))
{
if (!m_Team->AllowsFriendlyFire())
{
// Friendly fire is disabled
return false;
}
}
}
if (Super::DoTakeDamage(a_TDI))
{
// Any kind of damage adds food exhaustion
AddFoodExhaustion(0.3f);
m_ClientHandle->SendHealth();
// Tell the wolves
if (a_TDI.Attacker != nullptr)
{
if (a_TDI.Attacker->IsPawn())
{
NotifyNearbyWolves(static_cast<cPawn*>(a_TDI.Attacker), true);
}
}
m_Stats.AddValue(Statistic::DamageTaken, FloorC<cStatManager::StatValue>(a_TDI.FinalDamage * 10 + 0.5));
return true;
}
return false;
}
void cPlayer::NotifyNearbyWolves(cPawn * a_Opponent, bool a_IsPlayerInvolved)
{
ASSERT(a_Opponent != nullptr);
@ -1888,22 +1488,6 @@ void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
if (m_IsFrozen)
{
// Do not set speed to a frozen client
return;
}
Super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
// Send the speed to the client so he actualy moves
m_ClientHandle->SendEntityVelocity(*this);
}
void cPlayer::SetVisible(bool a_bVisible)
{
// Need to Check if the player or other players are in gamemode spectator, but will break compatibility
@ -3211,15 +2795,436 @@ bool cPlayer::CanInstantlyMine(BLOCKTYPE a_Block)
float cPlayer::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower)
void cPlayer::AddKnownItem(const cItem & a_Item)
{
if (a_Item.m_ItemType < 0)
{
return;
}
auto Response = m_KnownItems.insert(a_Item.CopyOne());
if (!Response.second)
{
// The item was already known, bail out:
return;
}
// Process the recipes that got unlocked by this newly-known item:
auto Recipes = cRoot::Get()->GetCraftingRecipes()->FindNewRecipesForItem(a_Item, m_KnownItems);
for (const auto & RecipeId : Recipes)
{
AddKnownRecipe(RecipeId);
}
}
void cPlayer::AddKnownRecipe(UInt32 a_RecipeId)
{
auto Response = m_KnownRecipes.insert(a_RecipeId);
if (!Response.second)
{
// The recipe was already known, bail out:
return;
}
m_ClientHandle->SendUnlockRecipe(a_RecipeId);
}
void cPlayer::TickFreezeCode()
{
if (m_IsFrozen)
{
if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent()))
{
// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent
Unfreeze();
// Pull the player out of any solids that might have loaded on them.
PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk()));
if (RelSuccess)
{
int NewY = Rel.y;
if (NewY < 0)
{
NewY = 0;
}
while (NewY < cChunkDef::Height - 2)
{
// If we find a position with enough space for the player
if (
!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY, Rel.z)) &&
!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z))
)
{
// If the found position is not the same as the original
if (NewY != Rel.y)
{
SetPosition(GetPosition().x, NewY, GetPosition().z);
GetClientHandle()->SendPlayerPosition();
}
break;
}
++NewY;
}
}
}
else if (GetWorld()->GetWorldAge() % 100 == 0)
{
// Despite the client side freeze, the player may be able to move a little by
// Jumping or canceling flight. Re-freeze every now and then
FreezeInternal(GetPosition(), m_IsManuallyFrozen);
}
}
else
{
if (!GetClientHandle()->IsPlayerChunkSent() || (!GetParentChunk()->IsValid()))
{
FreezeInternal(GetPosition(), false);
}
}
}
void cPlayer::ApplyArmorDamage(int a_DamageBlocked)
{
short ArmorDamage = static_cast<short>(std::max(a_DamageBlocked / 4, 1));
for (int i = 0; i < 4; i++)
{
UseItem(cInventory::invArmorOffset + i, ArmorDamage);
}
}
void cPlayer::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
if (!m_IsFrozen && m_Speed.SqrLength() > 0.001)
{
// If the player is not frozen, has a non-zero speed,
// send the speed to the client so he is forced to move so:
m_ClientHandle->SendEntityVelocity(*this);
}
// Since we do no physics processing for players, speed will otherwise never decrease:
m_Speed.Set(0, 0, 0);
Super::BroadcastMovementUpdate(a_Exclude);
}
bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
// Filters out damage for creative mode / friendly fire.
if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin))
{
if (IsGameModeCreative() || IsGameModeSpectator())
{
// No damage / health in creative or spectator mode if not void or plugin damage
return false;
}
}
if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
{
cPlayer * Attacker = static_cast<cPlayer *>(a_TDI.Attacker);
if ((m_Team != nullptr) && (m_Team == Attacker->m_Team))
{
if (!m_Team->AllowsFriendlyFire())
{
// Friendly fire is disabled
return false;
}
}
}
if (Super::DoTakeDamage(a_TDI))
{
// Any kind of damage adds food exhaustion
AddFoodExhaustion(0.3f);
m_ClientHandle->SendHealth();
// Tell the wolves
if (a_TDI.Attacker != nullptr)
{
if (a_TDI.Attacker->IsPawn())
{
NotifyNearbyWolves(static_cast<cPawn*>(a_TDI.Attacker), true);
}
}
m_Stats.AddValue(Statistic::DamageTaken, FloorC<cStatManager::StatValue>(a_TDI.FinalDamage * 10 + 0.5));
return true;
}
return false;
}
float cPlayer::GetEnchantmentBlastKnockbackReduction()
{
if (
IsGameModeSpectator() ||
(IsGameModeCreative() && !IsOnGround())
)
{
return 0; // No impact from explosion
return 1; // No impact from explosion
}
return Super::GetExplosionExposureRate(a_ExplosionPosition, a_ExlosionPower) / 30.0f;
return Super::GetEnchantmentBlastKnockbackReduction();
}
void cPlayer::OnAddToWorld(cWorld & a_World)
{
Super::OnAddToWorld(a_World);
// Update world name tracking:
m_CurrentWorldName = m_World->GetName();
// Fix to stop the player falling through the world, until we get serversided collision detection:
FreezeInternal(GetPosition(), false);
// Set capabilities based on new world:
SetCapabilities();
// Send contents of the inventory window:
m_ClientHandle->SendWholeInventory(*m_CurrentWindow);
// Send health (the respawn packet, which understandably resets health, is also used for world travel...):
m_ClientHandle->SendHealth();
// Send experience, similar story with the respawn packet:
m_ClientHandle->SendExperience();
// Send hotbar active slot (also reset by respawn):
m_ClientHandle->SendHeldItemChange(m_Inventory.GetEquippedSlotNum());
// Update player team:
UpdateTeam();
// Send scoreboard data:
m_World->GetScoreBoard().SendTo(*m_ClientHandle);
// Update the view distance:
m_ClientHandle->SetViewDistance(m_ClientHandle->GetRequestedViewDistance());
// Send current weather of target world:
m_ClientHandle->SendWeather(a_World.GetWeather());
// Send time:
m_ClientHandle->SendTimeUpdate(a_World.GetWorldAge(), a_World.GetTimeOfDay(), a_World.IsDaylightCycleEnabled());
// Finally, deliver the notification hook:
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*this);
}
void cPlayer::OnRemoveFromWorld(cWorld & a_World)
{
Super::OnRemoveFromWorld(a_World);
// Remove any references to this player pointer by windows in the old world:
CloseWindow(false);
// Remove the client handle from the world:
m_World->RemoveClientFromChunks(m_ClientHandle.get());
if (m_ClientHandle->IsDestroyed()) // Note: checking IsWorldChangeScheduled not appropriate here since we can disconnecting while having a scheduled warp
{
// Disconnecting, do the necessary cleanup.
// This isn't in the destructor to avoid crashing accessing destroyed objects during shutdown.
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*this))
{
cRoot::Get()->BroadcastChatLeave(Printf("%s has left the game", GetName().c_str()));
LOGINFO("Player %s has left the game", GetName().c_str());
}
// Remove ourself from everyone's lists:
cRoot::Get()->BroadcastPlayerListsRemovePlayer(*this);
// Atomically decrement player count (in world thread):
cRoot::Get()->GetServer()->PlayerDestroyed();
// We're just disconnecting. The remaining code deals with going through portals, so bail:
return;
}
const auto DestinationDimension = m_WorldChangeInfo.m_NewWorld->GetDimension();
// Award relevant achievements:
if (DestinationDimension == dimEnd)
{
AwardAchievement(Statistic::AchTheEnd);
}
else if (DestinationDimension == dimNether)
{
AwardAchievement(Statistic::AchPortal);
}
// Clear sent chunk lists from the clienthandle:
m_ClientHandle->RemoveFromWorld();
// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
m_ClientHandle->InvalidateCachedSentChunk();
// Clientside warp start:
m_ClientHandle->SendRespawn(DestinationDimension, false);
}
void cPlayer::SpawnOn(cClientHandle & a_Client)
{
if (!m_bVisible || (m_ClientHandle.get() == (&a_Client)))
{
return;
}
LOGD("Spawing %s on %s", GetName().c_str(), a_Client.GetUsername().c_str());
a_Client.SendPlayerSpawn(*this);
a_Client.SendEntityHeadLook(*this);
a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem());
a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots());
a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings());
a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate());
a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet());
}
void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
m_ClientHandle->Tick(a_Dt.count());
if (m_ClientHandle->IsDestroyed())
{
Destroy();
return;
}
if (!m_ClientHandle->IsPlaying())
{
// We're not yet in the game, ignore everything:
return;
}
m_Stats.AddValue(Statistic::PlayOneMinute);
m_Stats.AddValue(Statistic::TimeSinceDeath);
if (IsCrouched())
{
m_Stats.AddValue(Statistic::SneakTime);
}
// Handle the player detach, when the player is in spectator mode
if (
(IsGameModeSpectator()) &&
(m_AttachedTo != nullptr) &&
(
(m_AttachedTo->IsDestroyed()) || // Watching entity destruction
(m_AttachedTo->GetHealth() <= 0) || // Watching entity dead
(IsCrouched()) // Or the player wants to be detached
)
)
{
Detach();
}
if (!a_Chunk.IsValid())
{
// Players are ticked even if the parent chunk is invalid.
// We've processed as much as we can, bail:
return;
}
ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid()));
ASSERT(a_Chunk.IsValid());
// Handle a frozen player:
TickFreezeCode();
if (
m_IsFrozen || // Don't do Tick updates if frozen
IsWorldChangeScheduled() // If we're about to change worlds (e.g. respawn), abort processing all world interactions (GH #3939)
)
{
return;
}
Super::Tick(a_Dt, a_Chunk);
// Handle charging the bow:
if (m_IsChargingBow)
{
m_BowCharge += 1;
}
BroadcastMovementUpdate(m_ClientHandle.get());
if (m_Health > 0) // make sure player is alive
{
m_World->CollectPickupsByPlayer(*this);
if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
{
FinishEating();
}
HandleFood();
}
if (m_IsFishing)
{
HandleFloater();
}
// Update items (e.g. Maps)
m_Inventory.UpdateItems();
// Send Player List (Once per m_LastPlayerListTime/1000 ms)
if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now())
{
m_World->BroadcastPlayerListUpdatePing(*this);
m_LastPlayerListTime = std::chrono::steady_clock::now();
}
if (m_TicksUntilNextSave == 0)
{
SaveToDisk();
m_TicksUntilNextSave = PLAYER_INVENTORY_SAVE_INTERVAL;
}
else
{
m_TicksUntilNextSave--;
}
}

View File

@ -47,42 +47,9 @@ public:
CLASS_PROTODEF(cPlayer)
cPlayer(const cClientHandlePtr & a_Client);
virtual ~cPlayer() override;
virtual void OnAddToWorld(cWorld & a_World) override;
virtual void OnRemoveFromWorld(cWorld & a_World) override;
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
void TickFreezeCode();
virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
/** Returns the currently equipped weapon; empty item if none */
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
/** Returns the currently equipped helmet; empty item if none */
virtual cItem GetEquippedHelmet(void) const override { return m_Inventory.GetEquippedHelmet(); }
/** Returns the currently equipped chestplate; empty item if none */
virtual cItem GetEquippedChestplate(void) const override { return m_Inventory.GetEquippedChestplate(); }
/** Returns the currently equipped leggings; empty item if none */
virtual cItem GetEquippedLeggings(void) const override { return m_Inventory.GetEquippedLeggings(); }
/** Returns the currently equipped boots; empty item if none */
virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
/** Returns the currently offhand equipped item; empty item if none */
virtual cItem GetOffHandEquipedItem(void) const override { return m_Inventory.GetShieldSlot(); }
virtual void ApplyArmorDamage(int DamageBlocked) override;
// tolua_begin
/** Sets the experience total
@ -598,14 +565,19 @@ public:
Source: https://minecraft.gamepedia.com/Breaking#Instant_breaking */
bool CanInstantlyMine(BLOCKTYPE a_Block);
/** get player explosion exposure rate */
virtual float GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower) override;
/** Adds an Item to the list of known items.
If the item is already known, does nothing. */
void AddKnownItem(const cItem & a_Item);
protected:
// cEntity overrides:
virtual cItem GetEquippedWeapon(void) const override { return m_Inventory.GetEquippedItem(); }
virtual cItem GetEquippedHelmet(void) const override { return m_Inventory.GetEquippedHelmet(); }
virtual cItem GetEquippedChestplate(void) const override { return m_Inventory.GetEquippedChestplate(); }
virtual cItem GetEquippedLeggings(void) const override { return m_Inventory.GetEquippedLeggings(); }
virtual cItem GetEquippedBoots(void) const override { return m_Inventory.GetEquippedBoots(); }
virtual cItem GetOffHandEquipedItem(void) const override { return m_Inventory.GetShieldSlot(); }
private:
typedef std::vector<std::vector<AString> > AStringVectorVector;
@ -766,12 +738,6 @@ protected:
/** List of known items as Ids */
std::set<cItem, cItem::sItemCompare> m_KnownItems;
/** Sets the speed and sends it to the client, so that they are forced to move so. */
virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) override;
/** Filters out damage for creative mode / friendly fire */
virtual bool DoTakeDamage(TakeDamageInfo & TDI) override;
/** Called in each tick to handle food-related processing */
void HandleFood(void);
@ -782,8 +748,6 @@ protected:
This can be used both for online and offline UUIDs. */
AString GetUUIDFileName(const cUUID & a_UUID);
private:
/** Pins the player to a_Location until Unfreeze() is called.
If ManuallyFrozen is false, the player will unfreeze when the chunk is loaded. */
void FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen);
@ -807,4 +771,17 @@ private:
If the recipe is already known, does nothing. */
void AddKnownRecipe(UInt32 RecipeId);
void TickFreezeCode();
// cEntity overrides:
virtual void ApplyArmorDamage(int DamageBlocked) override;
virtual void BroadcastMovementUpdate(const cClientHandle * a_Exclude = nullptr) override;
virtual bool DoTakeDamage(TakeDamageInfo & TDI) override;
virtual float GetEnchantmentBlastKnockbackReduction() override;
virtual void HandlePhysics(std::chrono::milliseconds a_Dt, cChunk &) override { UNUSED(a_Dt); }
virtual void OnAddToWorld(cWorld & a_World) override;
virtual void OnRemoveFromWorld(cWorld & a_World) override;
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
} ; // tolua_export

View File

@ -96,11 +96,11 @@ namespace Explodinator
if (Entity.IsPawn())
{
const auto ReducedImpact = Impact - Impact * Entity.GetEnchantmentBlastKnockbackReduction();
Entity.SetSpeed(Direction.NormalizeCopy() * KnockbackFactor * ReducedImpact);
Entity.AddSpeed(Direction.NormalizeCopy() * KnockbackFactor * ReducedImpact);
}
else
{
Entity.SetSpeed(Direction.NormalizeCopy() * KnockbackFactor * Impact);
Entity.AddSpeed(Direction.NormalizeCopy() * KnockbackFactor * Impact);
}
// Continue iteration: