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Fixed arrow bugs

* Fixed arrows hitting blocks wrong
This commit is contained in:
Tiger Wang 2013-11-14 22:39:14 +00:00
parent 79a98627a2
commit 15c330664a
3 changed files with 45 additions and 26 deletions

@ -1 +1 @@
Subproject commit 9ec55bcdcaf8b3eea8e98e3e502890295dda14d6 Subproject commit de53a607f30c583e08c06b6e5eb936cd278ab8cd

View File

@ -287,7 +287,11 @@ AString cProjectileEntity::GetMCAClassName(void) const
void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk) void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
{ {
super::Tick(a_Dt, a_Chunk); super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate();
if (GetProjectileKind() != pkArrow) // See cArrow::Tick
{
BroadcastMovementUpdate();
}
} }
@ -391,7 +395,8 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a
m_IsCritical(false), m_IsCritical(false),
m_Timer(0), m_Timer(0),
m_bIsCollected(false), m_bIsCollected(false),
m_HitBlockPos(Vector3i(0, 0, 0)) m_HitBlockPos(Vector3i(0, 0, 0)),
m_HitGroundTimer(0)
{ {
SetSpeed(a_Speed); SetSpeed(a_Speed);
SetMass(0.1); SetMass(0.1);
@ -414,7 +419,8 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
m_IsCritical((a_Force >= 1)), m_IsCritical((a_Force >= 1)),
m_Timer(0), m_Timer(0),
m_bIsCollected(false), m_bIsCollected(false),
m_HitBlockPos(0, 0, 0) m_HitBlockPos(0, 0, 0),
m_HitGroundTimer(0)
{ {
} }
@ -440,37 +446,29 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{ {
if (a_HitFace == BLOCK_FACE_NONE)
{
return;
}
super::OnHitSolidBlock(a_HitPos, a_HitFace); super::OnHitSolidBlock(a_HitPos, a_HitFace);
int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z; int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
if (a_HitFace != BLOCK_FACE_YP) if (a_HitFace != BLOCK_FACE_NONE)
{ {
AddFaceDirection(a_X, a_Y, a_Z, a_HitFace); if (a_HitFace != BLOCK_FACE_YP)
} {
else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM AddFaceDirection(a_X, a_Y, a_Z, a_HitFace);
{ }
a_Y--; else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM
} {
else a_Y--;
{ }
a_Y++; else
{
a_Y++;
}
} }
m_HitBlockPos = Vector3i(a_X, a_Y, a_Z); m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
// Broadcast arrow hit sound // Broadcast arrow hit sound
m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
// Broadcast the position and speed packets before teleporting:
BroadcastMovementUpdate();
// Teleport the entity to the exact hit coords:
m_World->BroadcastTeleportEntity(*this);
} }
@ -542,6 +540,25 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
if (m_IsInGround) if (m_IsInGround)
{ {
// When an arrow hits, the client sometimes doesn't think it's in the ground, and therefore it keeps on moving (glitches)
// Temporary fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised
// We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
// BroadcastMovementUpdate seems to be part of its cause, but why?
// TODO: Find cause of arrow syncing issues and fix
if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again
{
if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
{
m_World->BroadcastTeleportEntity(*this);
m_HitGroundTimer = -1;
}
else
{
m_HitGroundTimer += a_Dt;
}
}
int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width; int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width; int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ); cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);

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@ -83,7 +83,7 @@ protected:
/// True if the projectile has hit the ground and is stuck there /// True if the projectile has hit the ground and is stuck there
bool m_IsInGround; bool m_IsInGround;
// cEntity overrides: // cEntity overrides:
virtual void Tick(float a_Dt, cChunk & a_Chunk) override; virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override; virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk) override;
@ -159,6 +159,8 @@ protected:
/// Timer for pickup collection animation or five minute timeout /// Timer for pickup collection animation or five minute timeout
float m_Timer; float m_Timer;
float m_HitGroundTimer;
/// If true, the arrow is in the process of being collected - don't go to anyone else /// If true, the arrow is in the process of being collected - don't go to anyone else
bool m_bIsCollected; bool m_bIsCollected;