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Fix issues below y = 0

This commit is contained in:
LogicParrot 2016-04-18 21:58:57 +03:00
parent 0f6d8dcbfa
commit 250e50c01e
4 changed files with 21 additions and 11 deletions

View File

@ -878,6 +878,12 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_InvulnerableTicks--; m_InvulnerableTicks--;
} }
if ((GetPosY() < 0) && (!IsPlayer()))
{
Destroy();
return;
}
if (m_AttachedTo != nullptr) if (m_AttachedTo != nullptr)
{ {
SetPosition(m_AttachedTo->GetPosition()); SetPosition(m_AttachedTo->GetPosition());

View File

@ -182,12 +182,6 @@ void cPickup::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Destroy(true); Destroy(true);
return; return;
} }
if (GetPosY() < VOID_BOUNDARY) // Out of this world and no more visible!
{
Destroy(true);
return;
}
} }

View File

@ -667,10 +667,14 @@ void cMonster::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
NIBBLETYPE BlockMeta; NIBBLETYPE BlockMeta;
int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width; int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width; int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width;
Chunk->GetBlockTypeMeta(RelX, static_cast<int>(Destination.y) - 1, RelZ, BlockType, BlockMeta); int YBelowUs = static_cast<int>(Destination.y) - 1;
if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose if (YBelowUs >= 0)
{ {
MoveToPosition(Destination); Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose
{
MoveToPosition(Destination);
}
} }
} }
} }

View File

@ -196,7 +196,13 @@ bool cPathFinder::EnsureProperPoint(Vector3d & a_Vector, cChunk & a_Chunk)
// If destination in the air, first try to go 1 block north, or east, or west. // If destination in the air, first try to go 1 block north, or east, or west.
// This fixes the player leaning issue. // This fixes the player leaning issue.
// If that failed, we instead go down to the lowest air block. // If that failed, we instead go down to the lowest air block.
Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta); int YBelowUs = FloorC(a_Vector.y) - 1;
if (YBelowUs < 0)
{
return false;
}
Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
if (!(IsWaterOrSolid(BlockType))) if (!(IsWaterOrSolid(BlockType)))
{ {
bool InTheAir = true; bool InTheAir = true;
@ -216,7 +222,7 @@ bool cPathFinder::EnsureProperPoint(Vector3d & a_Vector, cChunk & a_Chunk)
} }
RelX = FloorC(a_Vector.x+x) - Chunk->GetPosX() * cChunkDef::Width; RelX = FloorC(a_Vector.x+x) - Chunk->GetPosX() * cChunkDef::Width;
RelZ = FloorC(a_Vector.z+z) - Chunk->GetPosZ() * cChunkDef::Width; RelZ = FloorC(a_Vector.z+z) - Chunk->GetPosZ() * cChunkDef::Width;
Chunk->GetBlockTypeMeta(RelX, FloorC(a_Vector.y) - 1, RelZ, BlockType, BlockMeta); Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
if (IsWaterOrSolid((BlockType))) if (IsWaterOrSolid((BlockType)))
{ {
a_Vector.x += x; a_Vector.x += x;