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:
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c13cffcd30
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33cc1f2a50
@ -68,25 +68,16 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
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void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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{
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if (a_HitFace == BLOCK_FACE_NONE) { return; }
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Vector3d Hit = a_HitPos;
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Hit += GetSpeed() / 700; // Make arrow sink into block a little
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super::OnHitSolidBlock(Hit, a_HitFace);
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int X = (int)floor(Hit.x), Y = (int)floor(Hit.y), Z = (int)floor(Hit.z);
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super::OnHitSolidBlock(a_HitPos, a_HitFace);
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int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z;
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switch (a_HitFace)
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{
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case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed
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case BLOCK_FACE_YM:
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{
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break;
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}
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default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true);
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}
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m_HitBlockPos = Vector3i(a_X, a_Y, a_Z);
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m_HitBlockPos = Vector3i(X, Y, Z);
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// Broadcast arrow hit sound
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m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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m_World->BroadcastSoundEffect("random.bowhit", X * 8, Y * 8, Z * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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}
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@ -94,13 +85,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
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void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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{
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if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat())
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{
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// Not an entity that interacts with an arrow
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return;
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}
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{
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int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5);
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if (m_IsCritical)
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{
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@ -165,7 +150,7 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
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if (!m_HasTeleported) // Sent a teleport already, don't do again
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{
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if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case
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if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case
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{
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m_World->BroadcastTeleportEntity(*this);
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m_HasTeleported = true;
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@ -67,16 +67,17 @@ protected:
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if (cBlockInfo::IsSolid(a_BlockType))
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{
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// The projectile hit a solid block
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// Calculate the exact hit coords:
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cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1);
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Vector3d Line1 = m_Projectile->GetPosition();
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Vector3d Line2 = Line1 + m_Projectile->GetSpeed();
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double LineCoeff = 0;
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eBlockFace Face;
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if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face))
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// The projectile hit a solid block, calculate the exact hit coords:
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cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
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const Vector3d LineStart = m_Projectile->GetPosition(); // Start point for the imaginary line that goes through the block hit
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const Vector3d LineEnd = LineStart + m_Projectile->GetSpeed(); // End point for the imaginary line that goes through the block hit
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double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
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eBlockFace Face; // Face hit
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if (bb.CalcLineIntersection(LineStart, LineEnd, LineCoeff, Face))
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{
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Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff;
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Vector3d Intersection = LineStart + m_Projectile->GetSpeed() * LineCoeff; // Point where projectile goes into the hit block
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if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile, a_BlockX, a_BlockY, a_BlockZ, Face, &Intersection))
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{
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return false;
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@ -161,7 +162,12 @@ public:
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return false;
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}
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// TODO: Some entities don't interact with the projectiles (pickups, falling blocks)
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if (!a_Entity->IsMob() && !a_Entity->IsMinecart() && !a_Entity->IsPlayer() && !a_Entity->IsBoat())
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{
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// Not an entity that interacts with a projectile
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return false;
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}
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if (cPluginManager::Get()->CallHookProjectileHitEntity(*m_Projectile, *a_Entity))
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{
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// A plugin disagreed.
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@ -316,8 +322,9 @@ AString cProjectileEntity::GetMCAClassName(void) const
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void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (GetProjectileKind() != pkArrow) // See cArrow::Tick
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// TODO: see BroadcastMovementUpdate; RelativeMove packet jerkiness affects projectiles too (cause of sympton described in cArrowEntity::Tick())
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if (GetProjectileKind() != pkArrow)
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{
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BroadcastMovementUpdate();
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}
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@ -335,19 +342,10 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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return;
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}
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Vector3d PerTickSpeed = GetSpeed() / 20;
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Vector3d Pos = GetPosition();
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// Trace the tick's worth of movement as a line:
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Vector3d NextPos = Pos + PerTickSpeed;
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cProjectileTracerCallback TracerCallback(this);
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if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
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{
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// Something has been hit, abort all other processing
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return;
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}
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// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
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const Vector3d PerTickSpeed = GetSpeed() / 20;
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const Vector3d Pos = GetPosition();
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const Vector3d NextPos = Pos + PerTickSpeed;
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// Test for entity collisions:
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cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos);
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a_Chunk.ForEachEntity(EntityCollisionCallback);
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@ -363,11 +361,20 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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EntityCollisionCallback.GetHitEntity()->GetClass(),
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HitPos.x, HitPos.y, HitPos.z,
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EntityCollisionCallback.GetMinCoeff()
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);
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);
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OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos);
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}
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// TODO: Test the entities in the neighboring chunks, too
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// Trace the tick's worth of movement as a line:
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cProjectileTracerCallback TracerCallback(this);
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if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos))
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{
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// Something has been hit, abort all other processing
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return;
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}
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// The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff
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// Update the position:
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SetPosition(NextPos);
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@ -8,7 +8,8 @@
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cThrownEggEntity::cThrownEggEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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super(pkEgg, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_DestroyTimer(-1)
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{
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SetSpeed(a_Speed);
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}
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@ -21,7 +22,7 @@ void cThrownEggEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_H
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{
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TrySpawnChicken(a_HitPos);
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Destroy();
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m_DestroyTimer = 5;
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}
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@ -36,7 +37,7 @@ void cThrownEggEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_Hit
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TrySpawnChicken(a_HitPos);
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a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1);
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Destroy(true);
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m_DestroyTimer = 5;
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}
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@ -30,8 +30,26 @@ protected:
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
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virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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virtual void Tick (float a_Dt, cChunk & a_Chunk) override
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{
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if (m_DestroyTimer > 0)
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{
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m_DestroyTimer--;
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if (m_DestroyTimer == 0)
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{
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Destroy();
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return;
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}
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}
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else { super::Tick(a_Dt, a_Chunk); }
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}
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// Randomly decides whether to spawn a chicken where the egg lands.
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void TrySpawnChicken(const Vector3d & a_HitPos);
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private:
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/** Time in ticks to wait for the hit animation to begin before destroying */
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int m_DestroyTimer;
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} ; // tolua_export
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@ -7,7 +7,8 @@
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cThrownEnderPearlEntity::cThrownEnderPearlEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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super(pkEnderPearl, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_DestroyTimer(-1)
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{
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SetSpeed(a_Speed);
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}
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@ -21,7 +22,7 @@ void cThrownEnderPearlEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockF
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// TODO: Tweak a_HitPos based on block face.
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TeleportCreator(a_HitPos);
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Destroy();
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m_DestroyTimer = 5;
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}
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@ -36,7 +37,7 @@ void cThrownEnderPearlEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d
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TeleportCreator(a_HitPos);
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a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1);
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Destroy(true);
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m_DestroyTimer = 5;
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}
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@ -48,7 +49,7 @@ void cThrownEnderPearlEntity::TeleportCreator(const Vector3d & a_HitPos)
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// Teleport the creator here, make them take 5 damage:
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if (m_Creator != NULL)
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{
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m_Creator->TeleportToCoords(a_HitPos.x + 0.5, a_HitPos.y + 1.7, a_HitPos.z + 0.5);
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m_Creator->TeleportToCoords(a_HitPos.x, a_HitPos.y + 0.2, a_HitPos.z);
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m_Creator->TakeDamage(dtEnderPearl, this, 5, 0);
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}
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}
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@ -30,8 +30,26 @@ protected:
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
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virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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virtual void Tick (float a_Dt, cChunk & a_Chunk) override
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{
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if (m_DestroyTimer > 0)
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{
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m_DestroyTimer--;
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if (m_DestroyTimer == 0)
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{
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Destroy();
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return;
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}
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}
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else { super::Tick(a_Dt, a_Chunk); }
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}
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// Teleports the creator where the ender pearl lands.
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/** Teleports the creator where the ender pearl lands */
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void TeleportCreator(const Vector3d & a_HitPos);
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private:
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/** Time in ticks to wait for the hit animation to begin before destroying */
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int m_DestroyTimer;
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} ; // tolua_export
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@ -8,7 +8,8 @@
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cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) :
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super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25)
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super(pkSnowball, a_Creator, a_X, a_Y, a_Z, 0.25, 0.25),
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m_DestroyTimer(-1)
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{
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SetSpeed(a_Speed);
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}
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@ -19,7 +20,7 @@ cThrownSnowballEntity::cThrownSnowballEntity(cEntity * a_Creator, double a_X, do
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void cThrownSnowballEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
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{
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Destroy();
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m_DestroyTimer = 5;
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}
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@ -40,5 +41,5 @@ void cThrownSnowballEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d &
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// TODO: If entity is Ender Crystal, destroy it
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a_EntityHit.TakeDamage(dtRangedAttack, this, TotalDamage, 1);
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Destroy(true);
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m_DestroyTimer = 5;
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}
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@ -30,5 +30,23 @@ protected:
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// cProjectileEntity overrides:
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virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override;
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virtual void OnHitEntity (cEntity & a_EntityHit, const Vector3d & a_HitPos) override;
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virtual void Tick (float a_Dt, cChunk & a_Chunk) override
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{
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if (m_DestroyTimer > 0)
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{
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m_DestroyTimer--;
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if (m_DestroyTimer == 0)
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{
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Destroy();
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return;
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}
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}
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else { super::Tick(a_Dt, a_Chunk); }
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}
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private:
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/** Time in ticks to wait for the hit animation to begin before destroying */
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int m_DestroyTimer;
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} ; // tolua_export
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