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Fixed multiple issues with projectiles

* Fixed arrows not being collectable/not truly hitting a block/not
lodging into blocks/not going in far enough
* Fixed projectiles not playing their block hit animation owning to
being destroyed too quickly
This commit is contained in:
Tiger Wang 2014-06-22 20:44:01 +01:00
parent c13cffcd30
commit 33cc1f2a50
8 changed files with 111 additions and 62 deletions

View File

@ -68,25 +68,16 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
{
if (a_HitFace == BLOCK_FACE_NONE) { return; }
Vector3d Hit = a_HitPos;
Hit += GetSpeed() / 700; // Make arrow sink into block a little
super::OnHitSolidBlock(Hit, a_HitFace);
int X = (int)floor(Hit.x), Y = (int)floor(Hit.y), Z = (int)floor(Hit.z);
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;
switch (a_HitFace)
{
case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed
case BLOCK_FACE_YM:
{
break;
}
default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true);
}
m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
m_HitBlockPos = Vector3i(X, Y, Z);
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
m_World->BroadcastSoundEffect("random.bowhit", X * 8, Y * 8, Z * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
}
@ -94,13 +85,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
{
if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat())
{
// Not an entity that interacts with an arrow
return;
}
{
int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);
if (m_IsCritical)
{
@ -165,7 +150,7 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
if (!m_HasTeleported) // Sent a teleport already, don't do again
{
if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case
{
m_World->BroadcastTeleportEntity(*this);
m_HasTeleported = true;

View File

@ -67,16 +67,17 @@ protected:
if (cBlockInfo::IsSolid(a_BlockType))
{
// The projectile hit a solid block
// Calculate the exact hit coords:
cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1);
Vector3d Line1 = m_Projectile->GetPosition();
Vector3d Line2 = Line1 + m_Projectile->GetSpeed();
double LineCoeff = 0;
eBlockFace Face;
if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face))
// The projectile hit a solid block, calculate the exact hit coords:
cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
const Vector3d LineStart = m_Projectile->GetPosition(); // Start point for the imaginary line that goes through the block hit
const Vector3d LineEnd = LineStart + m_Projectile->GetSpeed(); // End point for the imaginary line that goes through the block hit
double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
eBlockFace Face; // Face hit
if (bb.CalcLineIntersection(LineStart, LineEnd, LineCoeff, Face))
{
Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff;
Vector3d Intersection = LineStart + m_Projectile->GetSpeed() * LineCoeff; // Point where projectile goes into the hit block
if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile, a_BlockX, a_BlockY, a_BlockZ, Face, &Intersection))
{
return false;
@ -161,7 +162,12 @@ public:
return false;
}
// TODO: Some entities don't interact with the projectiles (pickups, falling blocks)
if (!a_Entity->IsMob() && !a_Entity->IsMinecart() && !a_Entity->IsPlayer() && !a_Entity->IsBoat())
{
// Not an entity that interacts with a projectile
return false;
}
if (cPluginManager::Get()->CallHookProjectileHitEntity(*m_Projectile, *a_Entity))
{
// A plugin disagreed.
@ -316,8 +322,9 @@ AString cProjectileEntity::GetMCAClassName(void) const
void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (GetProjectileKind() != pkArrow) // See cArrow::Tick
// TODO: see BroadcastMovementUpdate; RelativeMove packet jerkiness affects projectiles too (cause of sympton described in cArrowEntity::Tick())
if (GetProjectileKind() != pkArrow)
{
BroadcastMovementUpdate();
}
@ -335,19 +342,10 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
return;
}
Vector3d PerTickSpeed = GetSpeed() / 20;
Vector3d Pos = GetPosition();
// Trace the tick's worth of movement as a line:
Vector3d NextPos = Pos + PerTickSpeed;
cProjectileTracerCallback TracerCallback(this);
if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
{
// Something has been hit, abort all other processing
return;
}
// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
const Vector3d PerTickSpeed = GetSpeed() / 20;
const Vector3d Pos = GetPosition();
const Vector3d NextPos = Pos + PerTickSpeed;
// Test for entity collisions:
cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos);
a_Chunk.ForEachEntity(EntityCollisionCallback);
@ -363,11 +361,20 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
EntityCollisionCallback.GetHitEntity()->GetClass(),
HitPos.x, HitPos.y, HitPos.z,
EntityCollisionCallback.GetMinCoeff()
);
);
OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos);
}
// TODO: Test the entities in the neighboring chunks, too
// Trace the tick's worth of movement as a line:
cProjectileTracerCallback TracerCallback(this);
if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
{
// Something has been hit, abort all other processing
return;
}
// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
// Update the position:
SetPosition(NextPos);

View File

@ -8,7 +8,8 @@
cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
m_DestroyTimer(-1)
{
SetSpeed(a_Speed);
}
@ -21,7 +22,7 @@ void cThrownEggEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_H
{
TrySpawnChicken(a_HitPos);
Destroy();
m_DestroyTimer = 5;
}
@ -36,7 +37,7 @@ void cThrownEggEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_Hit
TrySpawnChicken(a_HitPos);
a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1);
Destroy(true);
m_DestroyTimer = 5;
}

View File

@ -30,8 +30,26 @@ protected:
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
virtual void Tick (float a_Dt, cChunk & a_Chunk) override
{
if (m_DestroyTimer > 0)
{
m_DestroyTimer--;
if (m_DestroyTimer == 0)
{
Destroy();
return;
}
}
else { super::Tick(a_Dt, a_Chunk); }
}
// Randomly decides whether to spawn a chicken where the egg lands.
void TrySpawnChicken(const Vector3d & a_HitPos);
private:
/** Time in ticks to wait for the hit animation to begin before destroying */
int m_DestroyTimer;
} ; // tolua_export

View File

@ -7,7 +7,8 @@
cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
m_DestroyTimer(-1)
{
SetSpeed(a_Speed);
}
@ -21,7 +22,7 @@ void cThrownEnderPearlEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockF
// TODO: Tweak a_HitPos based on block face.
TeleportCreator(a_HitPos);
Destroy();
m_DestroyTimer = 5;
}
@ -36,7 +37,7 @@ void cThrownEnderPearlEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d
TeleportCreator(a_HitPos);
a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1);
Destroy(true);
m_DestroyTimer = 5;
}
@ -48,7 +49,7 @@ void cThrownEnderPearlEntity::TeleportCreator(const Vector3d & a_HitPos)
// Teleport the creator here, make them take 5 damage:
if (m_Creator != NULL)
{
m_Creator->TeleportToCoords(a_HitPos.x + 0.5, a_HitPos.y + 1.7, a_HitPos.z + 0.5);
m_Creator->TeleportToCoords(a_HitPos.x, a_HitPos.y + 0.2, a_HitPos.z);
m_Creator->TakeDamage(dtEnderPearl, this, 5, 0);
}
}

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@ -30,8 +30,26 @@ protected:
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
virtual void Tick (float a_Dt, cChunk & a_Chunk) override
{
if (m_DestroyTimer > 0)
{
m_DestroyTimer--;
if (m_DestroyTimer == 0)
{
Destroy();
return;
}
}
else { super::Tick(a_Dt, a_Chunk); }
}
// Teleports the creator where the ender pearl lands.
/** Teleports the creator where the ender pearl lands */
void TeleportCreator(const Vector3d & a_HitPos);
private:
/** Time in ticks to wait for the hit animation to begin before destroying */
int m_DestroyTimer;
} ; // tolua_export

View File

@ -8,7 +8,8 @@
cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
m_DestroyTimer(-1)
{
SetSpeed(a_Speed);
}
@ -19,7 +20,7 @@ cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, do
void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
{
Destroy();
m_DestroyTimer = 5;
}
@ -40,5 +41,5 @@ void cThrownSnowballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d &
// TODO: If entity is Ender Crystal, destroy it
a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1);
Destroy(true);
m_DestroyTimer = 5;
}

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@ -30,5 +30,23 @@ protected:
// cProjectileEntity overrides:
virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
virtual void Tick (float a_Dt, cChunk & a_Chunk) override
{
if (m_DestroyTimer > 0)
{
m_DestroyTimer--;
if (m_DestroyTimer == 0)
{
Destroy();
return;
}
}
else { super::Tick(a_Dt, a_Chunk); }
}
private:
/** Time in ticks to wait for the hit animation to begin before destroying */
int m_DestroyTimer;
} ; // tolua_export