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Fixed tracer usage in Entity physics handling. (#3720)

This commit is contained in:
Mattes D 2017-05-28 20:56:17 +02:00 committed by GitHub
parent ad4172d21c
commit 0551d78dff
3 changed files with 20 additions and 17 deletions

View File

@ -1122,12 +1122,14 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d HitCoords; Vector3d HitCoords;
Vector3i HitBlockCoords; Vector3i HitBlockCoords;
eBlockFace HitBlockFace; eBlockFace HitBlockFace;
if (cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, NextPos + NextSpeed, HitCoords, HitBlockCoords, HitBlockFace)) Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count();
auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
if (isHit)
{ {
// Set our position to where the block was hit, minus a bit: // Set our position to where the block was hit, minus a bit:
// TODO: The real entity's m_Width should be taken into account here // TODO: The real entity's m_Width should be taken into account here
NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1; NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1;
if (HitBlockFace == BLOCK_FACE_YM) if (HitBlockFace == BLOCK_FACE_YP)
{ {
// We hit the ground, adjust the position to the top of the block: // We hit the ground, adjust the position to the top of the block:
m_bOnGround = true; m_bOnGround = true;
@ -1161,11 +1163,11 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
} }
} }
} }
} else
else {
{ // We didn't hit anything, so move:
// We didn't hit anything, so move =] NextPos += (NextSpeed * DtSec.count());
NextPos += (NextSpeed * DtSec.count()); }
} }
SetPosition(NextPos); SetPosition(NextPos);

View File

@ -149,20 +149,21 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
return; return;
} }
if (m_JumpCoolDown <= 0)
if (m_JumpCoolDown == 0)
{ {
if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y))) if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{ {
if (((IsOnGround()) && (GetSpeed().SqrLength() == 0.0f)) || if (
(IsSwimming())) (IsOnGround() && (GetSpeed().SqrLength() <= 0.5)) || // If walking on the ground, we need to slow down first, otherwise we miss the jump
IsSwimming()
)
{ {
m_bOnGround = false; m_bOnGround = false;
m_JumpCoolDown = 20; m_JumpCoolDown = 20;
// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.6); // Jump!! AddPosY(1.6); // Jump!!
SetSpeedY(1);
SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed. SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect. SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error
} }
} }
} }
@ -172,7 +173,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
} }
Vector3d Distance = m_NextWayPointPosition - GetPosition(); Vector3d Distance = m_NextWayPointPosition - GetPosition();
if ((Distance.x != 0.0f) || (Distance.z != 0.0f)) if ((std::abs(Distance.x) > 0.05) || (std::abs(Distance.z) > 0.05))
{ {
Distance.y = 0; Distance.y = 0;
Distance.Normalize(); Distance.Normalize();

View File

@ -208,10 +208,10 @@ protected:
/** Returns whether or not the target is close enough for attack. */ /** Returns whether or not the target is close enough for attack. */
bool TargetIsInRange(void) { ASSERT(m_Target != nullptr); return ((m_Target->GetPosition() - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } bool TargetIsInRange(void) { ASSERT(m_Target != nullptr); return ((m_Target->GetPosition() - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if a monster can reach a given height by jumping. */ /** Returns whether the monster needs to jump to reach a given height. */
inline bool DoesPosYRequireJump(int a_PosY) inline bool DoesPosYRequireJump(double a_PosY)
{ {
return ((a_PosY > POSY_TOINT)); return (a_PosY > GetPosY() + 0.8); // Assume that differences up to 0.8 blocks can be walked instead of jumped
} }
/** Move in a straight line to the next waypoint in the path, will jump if needed. */ /** Move in a straight line to the next waypoint in the path, will jump if needed. */