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Reduce arrows going black on hit

This commit is contained in:
Tiger Wang 2020-04-18 16:58:22 +01:00 committed by Alexander Harkness
parent 50893667db
commit 2976cec4c0
1 changed files with 25 additions and 15 deletions

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@ -74,24 +74,34 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
{
Vector3d Hit = a_HitPos;
Hit += GetSpeed().NormalizeCopy() / 100000; // Make arrow sink into block a bit so it lodges (TODO: investigate how to stop them going so far so that they become black clientside)
// Save the direction we're going in before Super resets it
auto Speed = GetSpeed();
Speed.Normalize();
Super::OnHitSolidBlock(Hit, a_HitFace);
Vector3i BlockHit = Hit.Floor();
Super::OnHitSolidBlock(a_HitPos, a_HitFace);
int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
m_HitBlockPos = Vector3i(X, Y, Z);
/*
The line tracer returns the arrow hit position located on the face of a block;
if the arrow hit a block at -5, 95, -5 then a_HitPos would start off as -4, 95.5, -4.1,
i.e. it collided with the X face.
Then we add a bit of speed vector to make a_HitPos -4.0001, 95.5, -4.1
and floor to get exactly -5, 95, -5 which is stored in m_HitBlockPos.
*/
// Nudge into the block a tiny bit according to its direction of travel
// Floor to give the coordinates of the block it crashed into
a_HitPos += Speed / 100000;
m_HitBlockPos = a_HitPos.Floor();
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("entity.arrow.hit", BlockHit, 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
m_World->BroadcastSoundEffect("entity.arrow.hit", m_HitBlockPos, 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
if ((m_World->GetBlock(Hit) == E_BLOCK_TNT) && IsOnFire())
if ((m_World->GetBlock(m_HitBlockPos) == E_BLOCK_TNT) && IsOnFire())
{
m_World->SetBlock(X, Y, Z, E_BLOCK_AIR, 0);
m_World->SpawnPrimedTNT(Vector3d(BlockHit));
m_World->SetBlock(m_HitBlockPos, E_BLOCK_AIR, 0);
m_World->SpawnPrimedTNT(m_HitBlockPos);
}
}
@ -202,16 +212,16 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
auto relPos = a_Chunk.AbsoluteToRelative(m_HitBlockPos);
auto chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(relPos);
auto RelPos = a_Chunk.AbsoluteToRelative(m_HitBlockPos);
auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPos);
if (chunk == nullptr)
if (Chunk == nullptr)
{
// Inside an unloaded chunk, abort
return;
}
if (chunk->GetBlock(relPos) == E_BLOCK_AIR) // Block attached to was destroyed?
if (Chunk->GetBlock(RelPos) == E_BLOCK_AIR) // Block attached to was destroyed?
{
m_IsInGround = false; // Yes, begin simulating physics again
}