blockheight mechanism
This commit is contained in:
parent
fec522aa03
commit
66e6589883
@ -399,6 +399,7 @@ g_APIDesc =
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CanBeTerraformed = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns true if the block is suitable to be changed by a generator" },
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FullyOccupiesVoxel = { Params = "Type", Return = "bool", Notes = "(STATIC) Returns whether the specified block fully occupies its voxel." },
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Get = { Params = "Type", Return = "{{cBlockInfo}}", Notes = "(STATIC) Returns the {{cBlockInfo}} structure for the specified type." },
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GetBlockHeight = { Params = "Type", Return = "number", Notes = "(STATIC) Returns the block's hitbox height." },
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GetLightValue = { Params = "Type", Return = "number", Notes = "(STATIC) Returns how much light the specified block emits on its own." },
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GetPlaceSound = { Params = "Type", Return = "", Notes = "(STATIC) Returns the name of the sound that is played when placing the block." },
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GetSpreadLightFalloff = { Params = "Type", Return = "number", Notes = "(STATIC) Returns how much light the specified block consumes." },
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@ -584,6 +584,27 @@ void cBlockInfo::Initialize(cBlockInfoArray & a_Info)
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a_Info[E_BLOCK_STONE ].m_CanBeTerraformed = true;
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// Block heights:
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a_Info[E_BLOCK_BED ].m_BlockHeight = 0.5625; // 9 pixels
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a_Info[E_BLOCK_CAKE ].m_BlockHeight = 0.5; // 8 pixels
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a_Info[E_BLOCK_ENCHANTMENT_TABLE ].m_BlockHeight = 0.75; // 12 pixels
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a_Info[E_BLOCK_STONE_SLAB ].m_BlockHeight = 0.5;
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a_Info[E_BLOCK_WOODEN_SLAB ].m_BlockHeight = 0.5;
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a_Info[E_BLOCK_SNOW ].m_BlockHeight = 0.125; // one layer is 1 / 8 (2 pixels) tall
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a_Info[E_BLOCK_ACACIA_FENCE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_ACACIA_FENCE_GATE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_BIRCH_FENCE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_BIRCH_FENCE_GATE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_DARK_OAK_FENCE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_DARK_OAK_FENCE_GATE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_FENCE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_OAK_FENCE_GATE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_JUNGLE_FENCE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_JUNGLE_FENCE_GATE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_SPRUCE_FENCE ].m_BlockHeight = 1.5;
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a_Info[E_BLOCK_SPRUCE_FENCE_GATE ].m_BlockHeight = 1.5;
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// Block place sounds:
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a_Info[E_BLOCK_STONE ].m_PlaceSound = "dig.stone";
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a_Info[E_BLOCK_GRASS ].m_PlaceSound = "dig.grass";
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@ -61,6 +61,9 @@ public:
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/** Can a finisher change it? */
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bool m_CanBeTerraformed;
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/** Block height */
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float m_BlockHeight;
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/** Sound when placing this block */
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AString m_PlaceSound;
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@ -80,6 +83,7 @@ public:
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inline static bool IsSolid (BLOCKTYPE a_Type) { return Get(a_Type).m_IsSolid; }
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inline static bool FullyOccupiesVoxel (BLOCKTYPE a_Type) { return Get(a_Type).m_FullyOccupiesVoxel; }
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inline static bool CanBeTerraformed (BLOCKTYPE a_Type) { return Get(a_Type).m_CanBeTerraformed; }
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inline static float GetBlockHeight (BLOCKTYPE a_Type) { return Get(a_Type).m_BlockHeight; }
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inline static AString GetPlaceSound (BLOCKTYPE a_Type) { return Get(a_Type).m_PlaceSound; }
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// tolua_end
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@ -101,6 +105,7 @@ protected:
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, m_IsSolid(true)
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, m_FullyOccupiesVoxel(false)
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, m_CanBeTerraformed(false)
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, m_BlockHeight(1.0)
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, m_PlaceSound("")
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, m_Handler(nullptr)
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{}
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@ -553,6 +553,16 @@ bool cBlockHandler::DoesDropOnUnsuitable(void)
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/* default functionality: only test for height, since we assume full voxels with varying height */
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bool cBlockHandler::IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
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{
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return a_Position.y < cBlockInfo::GetBlockHeight(a_BlockType);
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}
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void cBlockHandler::Check(cChunkInterface & a_ChunkInterface, cBlockPluginInterface & a_PluginInterface, int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk)
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{
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if (!CanBeAt(a_ChunkInterface, a_RelX, a_RelY, a_RelZ, a_Chunk))
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@ -124,7 +124,11 @@ public:
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/** Returns if this block drops if it gets destroyed by an unsuitable situation.
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Default: true */
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virtual bool DoesDropOnUnsuitable(void);
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/** Tests if a_Position is inside the block where a_Position is relative to the origin of the block
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Note that this is considered from a "top-down" perspective i.e. empty spaces on the bottom of a block don't matter */
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virtual bool IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta);
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/** Called when one of the neighbors gets set; equivalent to MC block update.
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By default drops if position no more suitable (CanBeAt(), DoesDropOnUnsuitable(), Drop()),
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and wakes up all simulators on the block. */
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@ -174,6 +174,15 @@ public:
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}
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}
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}
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virtual bool IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta) override
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{
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if (a_BlockMeta & 0x8) // top half
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{
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return true;
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}
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return cBlockHandler::IsInsideBlock(a_Position, a_BlockType, a_BlockMeta);
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}
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} ;
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@ -88,6 +88,11 @@ public:
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UNUSED(a_Meta);
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return 14;
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}
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virtual bool IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta) override
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{
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return a_Position.y < (cBlockInfo::GetBlockHeight(a_BlockType) * (a_BlockMeta & 7));
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}
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} ;
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@ -115,6 +115,38 @@ public:
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}
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}
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}
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/** EXCEPTION a.k.a. why is this removed:
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This collision-detection is actually more accurate than the client, but since the client itself
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sends inaccurate / sparse data, it's easier to just err on the side of the client and keep the
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two in sync by assuming that if a player hit ANY of the stair's bounding cube, it counts as the ground. */
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#if 0
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bool IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
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{
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if (a_BlockMeta & 0x4) // upside down
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{
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return true;
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}
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else if ((a_BlockMeta & 0x3) == 0) // tall side is east (+X)
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{
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return a_Position.y < ((a_Position.x > 0.5) ? 1.0 : 0.5);
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}
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else if ((a_BlockMeta & 0x3) == 1) // tall side is west (-X)
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{
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return a_Position.y < ((a_Position.x < 0.5) ? 1.0 : 0.5);
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}
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else if ((a_BlockMeta & 0x3) == 2) // tall side is south (+Z)
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{
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return a_Position.y < ((a_Position.z > 0.5) ? 1.0 : 0.5);
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}
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else if ((a_BlockMeta & 0x3) == 3) // tall side is north (-Z)
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{
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return a_Position.y < ((a_Position.z < 0.5) ? 1.0 : 0.5);
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}
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return false;
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}
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#endif
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} ;
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@ -1029,16 +1029,17 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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NextSpeed.z = 0.0f;
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}
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if (Tracer.HitNormal.y == 1.0f) // Hit BLOCK_FACE_YP, we are on the ground
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{
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m_bOnGround = true;
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}
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// Now, set our position to the hit block (i.e. move part way along our intended trajectory)
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NextPos.Set(Tracer.RealHit.x, Tracer.RealHit.y, Tracer.RealHit.z);
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NextPos.x += Tracer.HitNormal.x * 0.1;
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NextPos.y += Tracer.HitNormal.y * 0.05;
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NextPos.z += Tracer.HitNormal.z * 0.1;
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if (Tracer.HitNormal.y == 1.0f) // Hit BLOCK_FACE_YP, we are on the ground
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{
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m_bOnGround = true;
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NextPos.y = FloorC(NextPos.y); // we clamp the height to 0 cos otherwise we'll constantly be slightly above the block
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}
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}
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else
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{
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@ -2,17 +2,22 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Pawn.h"
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#include "Player.h"
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#include "../World.h"
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#include "../Bindings/PluginManager.h"
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#include "BoundingBox.h"
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#include "../Blocks/BlockHandler.h"
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#include "EffectID.h"
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cPawn::cPawn(eEntityType a_EntityType, double a_Width, double a_Height) :
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super(a_EntityType, 0, 0, 0, a_Width, a_Height)
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, m_EntityEffects(tEffectMap())
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super(a_EntityType, 0, 0, 0, a_Width, a_Height),
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m_EntityEffects(tEffectMap()),
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m_LastGroundHeight(0),
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m_bTouchGround(false)
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{
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SetGravity(-32.0f);
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SetAirDrag(0.02f);
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@ -79,8 +84,10 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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} Callback(this);
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m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), Callback);
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super::Tick(a_Dt, a_Chunk);
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HandleFalling();
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}
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@ -185,3 +192,174 @@ void cPawn::ClearEntityEffects()
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void cPawn::HandleFalling(void)
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{
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/* Not pretty looking, and is more suited to wherever server-sided collision detection is implemented.
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The following condition sets on-ground-ness if
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The player isn't swimming or flying (client hardcoded conditions) and
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they're on a block (Y is exact) - ensure any they could be standing on (including on the edges) is solid or
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they're on a slab (Y significand is 0.5) - ditto with slab check
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they're on a snow layer (Y divisible by 0.125) - ditto with snow layer check
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*/
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static const auto HalfWidth = GetWidth() / 2;
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static const auto EPS = 0.0001;
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/* Since swimming is decided in a tick and is asynchronous to this, we have to check for dampeners ourselves.
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The behaviour as of 1.8.9 is the following:
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- Landing in water alleviates all fall damage
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- Passing through any liquid (water + lava) and cobwebs "slows" the player down,
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i.e. resets the fall distance to that block, but only after checking for fall damage
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(this means that plummeting into lava will still kill the player via fall damage, although cobwebs
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will slow players down enough to have multiple updates that keep them alive)
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- Slime blocks reverse falling velocity, unless it's a crouching player, in which case they act as standard blocks.
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They also reset the topmost point of the damage calculation with each bounce,
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so if the block is removed while the player is bouncing or crouches after a bounce, the last bounce's zenith is considered as fall damage.
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With this in mind, we first check the block at the player's feet, then the one below that (because fences),
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and decide which behaviour we want to go with.
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*/
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BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POSY_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : E_BLOCK_AIR;
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/* We initialize these with what the foot is really IN, because for sampling we will move down with the epsilon above */
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bool IsFootInWater = IsBlockWater(BlockAtFoot);
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bool IsFootInLiquid = IsFootInWater || IsBlockLava(BlockAtFoot) || (BlockAtFoot == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
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bool IsFootOnSlimeBlock = false;
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/* The "cross" we sample around to account for the player width/girth */
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static const struct
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{
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int x, z;
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} CrossSampleCoords[] =
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{
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{ 0, 0 },
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{ 1, 0 },
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{ -1, 0 },
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{ 0, 1 },
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{ 0, -1 },
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};
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/* The blocks we're interested in relative to the player to account for larger than 1 blocks.
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This can be extended to do additional checks in case there are blocks that are represented as one block
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in memory but have a hitbox larger than 1 (like fences) */
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static const struct
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{
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int x, y, z;
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} BlockSampleOffsets[] =
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{
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{ 0, 0, 0 },
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{ 0, -1, 0 },
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};
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/* Here's the rough outline of how this mechanism works:
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We take the player's pointlike position (sole of feet), and expand it into a crosslike shape.
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If any of the five points hit a block, we consider the player to be "on" (or "in") the ground. */
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bool OnGround = false;
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for (size_t i = 0; i < ARRAYCOUNT(CrossSampleCoords); i++)
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{
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/* We calculate from the player's position, one of the cross-offsets above, and we move it down slightly so it's beyond inaccuracy.
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The added advantage of this method is that if the player is simply standing on the floor,
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the point will move into the next block, and the floor() will retrieve that instead of air. */
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Vector3d CrossTestPosition = GetPosition() + Vector3d(CrossSampleCoords[i].x * HalfWidth, -EPS, CrossSampleCoords[i].z * HalfWidth);
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/* We go through the blocks that we consider "relevant" */
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for (size_t j = 0; j < ARRAYCOUNT(BlockSampleOffsets); j++)
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{
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Vector3i BlockTestPosition = CrossTestPosition.Floor() + Vector3i(BlockSampleOffsets[j].x, BlockSampleOffsets[j].y, BlockSampleOffsets[j].z);
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if (!cChunkDef::IsValidHeight(BlockTestPosition.y))
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{
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continue;
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}
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BLOCKTYPE Block = GetWorld()->GetBlock(BlockTestPosition);
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NIBBLETYPE BlockMeta = GetWorld()->GetBlockMeta(BlockTestPosition);
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/* we do the cross-shaped sampling to check for water / liquids, but only on our level because water blocks are never bigger than unit voxels */
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if (j == 0)
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{
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IsFootInWater |= IsBlockWater(Block);
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IsFootInLiquid |= IsFootInWater || IsBlockLava(Block) || (Block == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
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IsFootOnSlimeBlock |= (Block == E_BLOCK_SLIME_BLOCK);
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}
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/* If the block is solid, and the blockhandler confirms the block to be inside, we're officially on the ground. */
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if ((cBlockInfo::IsSolid(Block)) && (cBlockInfo::GetHandler(Block)->IsInsideBlock(CrossTestPosition - BlockTestPosition, Block, BlockMeta)))
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{
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OnGround = true;
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}
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}
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}
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// Update the ground height to have the highest position of the player (i.e. jumping up adds to the eventual fall damage)
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if (!OnGround)
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{
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m_LastGroundHeight = std::max(m_LastGroundHeight, GetPosY());
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}
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/* So here's the use of the rules above: */
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/* 1. Falling in water absorbs all fall damage */
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bool FallDamageAbsorbed = IsFootInWater;
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/* 2. Falling in liquid (lava, water, cobweb) or hitting a slime block resets the "fall zenith".
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Note: Even though the pawn bounces back with no damage after hitting the slime block,
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the "fall zenith" will continue to increase back up when flying upwards - which is good */
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bool FallDistanceReset = IsFootOnSlimeBlock || IsFootInLiquid;
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bool IsFlying = false;
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bool ShouldBounceOnSlime = true;
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if (GetEntityType() == eEntityType::etPlayer)
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{
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cPlayer * Player = static_cast<cPlayer *>(this);
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IsFlying = Player->IsFlying();
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/* 3. If the player is flying or climbing, absorb fall damage */
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FallDamageAbsorbed |= IsFlying || Player->IsClimbing();
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/* 4. If the player is about to bounce on a slime block and is not crouching, absorb all fall damage */
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ShouldBounceOnSlime = !Player->IsCrouched();
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FallDamageAbsorbed |= (IsFootOnSlimeBlock && ShouldBounceOnSlime);
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}
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else
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{
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/* 5. Bouncing on a slime block absorbs all fall damage */
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FallDamageAbsorbed |= IsFootOnSlimeBlock;
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}
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/* If the player is not crouching or is not a player, shoot them back up.
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NOTE: this will only work in some cases; should be done in HandlePhysics() */
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if (IsFootOnSlimeBlock && ShouldBounceOnSlime)
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{
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SetSpeedY(-GetSpeedY());
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}
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if (!IsFlying && OnGround)
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{
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auto Damage = static_cast<int>(m_LastGroundHeight - GetPosY() - 3.0);
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if ((Damage > 0) && !FallDamageAbsorbed)
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{
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TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
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// Fall particles
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int ParticleSize = static_cast<int>((std::min(15, Damage) - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f);
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GetWorld()->BroadcastSoundParticleEffect(EffectID::PARTICLE_FALL_PARTICLES, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, ParticleSize);
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}
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m_bTouchGround = true;
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m_LastGroundHeight = GetPosY();
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}
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else
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{
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m_bTouchGround = false;
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}
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/* Note: it is currently possible to fall through lava and still die from fall damage
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because of the client skipping an update about the lava block. This can only be resolved by
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somehow integrating these above checks into the tracer in HandlePhysics. */
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if (FallDistanceReset)
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{
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m_LastGroundHeight = GetPosY();
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}
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}
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@ -25,7 +25,8 @@ public:
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virtual bool IsFireproof(void) const override;
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virtual void HandleAir(void) override;
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virtual void HandleFalling(void);
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// tolua_begin
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/** Applies an entity effect
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@ -49,12 +50,15 @@ public:
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||||
/** Removes all currently applied entity effects (used when drinking milk) */
|
||||
void ClearEntityEffects(void);
|
||||
|
||||
|
||||
// tolua_end
|
||||
|
||||
protected:
|
||||
typedef std::map<cEntityEffect::eType, cEntityEffect *> tEffectMap;
|
||||
tEffectMap m_EntityEffects;
|
||||
|
||||
double m_LastGroundHeight;
|
||||
bool m_bTouchGround;
|
||||
} ; // tolua_export
|
||||
|
||||
|
||||
|
@ -55,8 +55,6 @@ cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
|
||||
m_FoodSaturationLevel(5.0),
|
||||
m_FoodTickTimer(0),
|
||||
m_FoodExhaustionLevel(0.0),
|
||||
m_LastGroundHeight(0),
|
||||
m_bTouchGround(false),
|
||||
m_Stance(0.0),
|
||||
m_Inventory(*this),
|
||||
m_EnderChestContents(9, 3),
|
||||
@ -451,101 +449,6 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
|
||||
return;
|
||||
}
|
||||
|
||||
/* Not pretty looking, and is more suited to wherever server-sided collision detection is implemented.
|
||||
The following condition sets on-ground-ness if
|
||||
The player isn't swimming or flying (client hardcoded conditions) and
|
||||
they're on a block (Y is exact) - ensure any they could be standing on (including on the edges) is solid or
|
||||
they're on a slab (Y significand is 0.5) - ditto with slab check
|
||||
they're on a snow layer (Y divisible by 0.125) - ditto with snow layer check
|
||||
*/
|
||||
|
||||
static const auto HalfWidth = GetWidth() / 2;
|
||||
static const auto EPS = 0.0001;
|
||||
|
||||
/* Since swimming is decided in a tick and is asynchronous to this, we have to check for dampeners ourselves.
|
||||
The behaviour as of 1.8.8 is the following:
|
||||
- Landing in water alleviates all fall damage
|
||||
- Passing through any liquid (water + lava) and cobwebs "slows" the player down,
|
||||
i.e. resets the fall distance to that block, but only after checking for fall damage
|
||||
(this means that plummeting into lava will still kill the player via fall damage, although cobwebs
|
||||
will slow players down enough to have multiple updates that keep them alive)
|
||||
|
||||
With this in mind, we first check the block at the player's feet, and decide which behaviour we want to go with.
|
||||
*/
|
||||
BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(GetPosY())) ? GetWorld()->GetBlock(POS_TOINT) : E_BLOCK_AIR;
|
||||
bool IsFootInWater = IsBlockWater(BlockAtFoot);
|
||||
bool IsFootInLiquid = IsFootInWater || IsBlockLava(BlockAtFoot) || (BlockAtFoot == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
|
||||
|
||||
if (
|
||||
!IsFlying() &&
|
||||
(
|
||||
(
|
||||
(cChunkDef::IsValidHeight(GetPosY()) && ((GetPosY() - POSY_TOINT) <= EPS)) &&
|
||||
(
|
||||
cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, 0)).Floor())) ||
|
||||
cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, -1, 0)).Floor())) ||
|
||||
cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, -1, 0)).Floor())) ||
|
||||
cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, HalfWidth)).Floor())) ||
|
||||
cBlockInfo::IsSolid(GetWorld()->GetBlock((GetPosition() + Vector3d(0, -1, -HalfWidth)).Floor()))
|
||||
)
|
||||
) ||
|
||||
(
|
||||
(cChunkDef::IsValidHeight(GetPosY()) && (GetPosY() >= POSY_TOINT) && ((GetPosY() - (POSY_TOINT + 0.5)) <= EPS)) &&
|
||||
(
|
||||
cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor())) ||
|
||||
cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor())) ||
|
||||
cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, 0, 0)).Floor())) ||
|
||||
cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, HalfWidth)).Floor())) ||
|
||||
cBlockSlabHandler::IsAnySlabType(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, -HalfWidth)).Floor()))
|
||||
)
|
||||
) ||
|
||||
(
|
||||
(cChunkDef::IsValidHeight(GetPosY()) && (fmod(GetPosY(), 0.125) <= EPS)) &&
|
||||
(
|
||||
(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, 0)).Floor()) == E_BLOCK_SNOW) ||
|
||||
(GetWorld()->GetBlock((GetPosition() + Vector3d(HalfWidth, 0, 0)).Floor()) == E_BLOCK_SNOW) ||
|
||||
(GetWorld()->GetBlock((GetPosition() + Vector3d(-HalfWidth, 0, 0)).Floor()) == E_BLOCK_SNOW) ||
|
||||
(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, HalfWidth)).Floor()) == E_BLOCK_SNOW) ||
|
||||
(GetWorld()->GetBlock((GetPosition() + Vector3d(0, 0, -HalfWidth)).Floor()) == E_BLOCK_SNOW)
|
||||
)
|
||||
)
|
||||
)
|
||||
)
|
||||
{
|
||||
auto Damage = static_cast<int>(m_LastGroundHeight - GetPosY() - 3.0);
|
||||
if ((Damage > 0) && !IsFootInWater)
|
||||
{
|
||||
// cPlayer makes sure damage isn't applied in creative, no need to check here
|
||||
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
|
||||
|
||||
// Fall particles
|
||||
Damage = std::min(15, Damage);
|
||||
GetClientHandle()->SendParticleEffect(
|
||||
"blockdust",
|
||||
GetPosition(),
|
||||
{ 0, 0, 0 },
|
||||
(Damage - 1.f) * ((0.3f - 0.1f) / (15.f - 1.f)) + 0.1f, // Map damage (1 - 15) to particle speed (0.1 - 0.3)
|
||||
static_cast<int>((Damage - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f), // Map damage (1 - 15) to particle quantity (20 - 50)
|
||||
{ { GetWorld()->GetBlock(POS_TOINT - Vector3i(0, 1, 0)), 0 } }
|
||||
);
|
||||
}
|
||||
|
||||
m_bTouchGround = true;
|
||||
m_LastGroundHeight = GetPosY();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_bTouchGround = false;
|
||||
}
|
||||
|
||||
/* Note: it is currently possible to fall through lava and still die from fall damage
|
||||
because of the client skipping an update about the lava block. This can only be resolved by
|
||||
interpolating between positions. */
|
||||
if (IsFlying() || IsFootInLiquid || IsClimbing())
|
||||
{
|
||||
m_LastGroundHeight = GetPosY();
|
||||
}
|
||||
|
||||
UNUSED(a_bTouchGround);
|
||||
/* Unfortunately whatever the reason, there are still desyncs in on-ground status between the client and server. For example:
|
||||
1. Walking off a ledge (whatever height)
|
||||
|
@ -550,8 +550,6 @@ protected:
|
||||
/** A "buffer" which adds up hunger before it is substracted from m_FoodSaturationLevel or m_FoodLevel. Each action adds a little */
|
||||
double m_FoodExhaustionLevel;
|
||||
|
||||
double m_LastGroundHeight;
|
||||
bool m_bTouchGround;
|
||||
double m_Stance;
|
||||
|
||||
/** Stores the player's inventory, consisting of crafting grid, hotbar, and main slots */
|
||||
|
@ -77,7 +77,6 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
|
||||
, m_Target(nullptr)
|
||||
, m_PathFinder(a_Width, a_Height)
|
||||
, m_PathfinderActivated(false)
|
||||
, m_LastGroundHeight(POSY_TOINT)
|
||||
, m_JumpCoolDown(0)
|
||||
, m_IdleInterval(0)
|
||||
, m_DestroyTimer(0)
|
||||
@ -298,7 +297,6 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
|
||||
}
|
||||
|
||||
SetPitchAndYawFromDestination(a_IsFollowingPath);
|
||||
HandleFalling();
|
||||
|
||||
switch (m_EMState)
|
||||
{
|
||||
@ -397,20 +395,8 @@ void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
|
||||
|
||||
void cMonster::HandleFalling()
|
||||
{
|
||||
if (m_bOnGround)
|
||||
{
|
||||
int Damage = (m_LastGroundHeight - POSY_TOINT) - 3;
|
||||
|
||||
if (Damage > 0)
|
||||
{
|
||||
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
|
||||
|
||||
// Fall particles
|
||||
GetWorld()->BroadcastSoundParticleEffect(EffectID::PARTICLE_FALL_PARTICLES, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
|
||||
}
|
||||
|
||||
m_LastGroundHeight = POSY_TOINT;
|
||||
}
|
||||
m_bTouchGround = IsOnGround();
|
||||
super::HandleFalling();
|
||||
}
|
||||
|
||||
|
||||
|
@ -56,6 +56,8 @@ public:
|
||||
|
||||
virtual void OnRightClicked(cPlayer & a_Player) override;
|
||||
|
||||
virtual void HandleFalling(void) override;
|
||||
|
||||
/** Engage pathfinder and tell it to calculate a path to a given position, and move the mobile accordingly
|
||||
Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */
|
||||
virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
|
||||
@ -203,8 +205,6 @@ protected:
|
||||
/** Sets the body yaw and head yaw */
|
||||
void SetPitchAndYawFromDestination(bool a_IsFollowingPath);
|
||||
|
||||
virtual void HandleFalling(void);
|
||||
int m_LastGroundHeight;
|
||||
int m_JumpCoolDown;
|
||||
|
||||
std::chrono::milliseconds m_IdleInterval;
|
||||
|
@ -246,6 +246,15 @@ ColourID cBlockHandler::GetMapBaseColourID(NIBBLETYPE a_Meta)
|
||||
|
||||
|
||||
|
||||
bool cBlockHandler::IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a_BlockType, const NIBBLETYPE a_BlockMeta)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cBlockEntity * cBlockEntity::CreateByBlockType(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
|
||||
{
|
||||
return nullptr;
|
||||
|
Loading…
Reference in New Issue
Block a user