Fishing now uses a countdown instead of a random number each tick.
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@ -9,11 +9,12 @@
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cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID) :
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cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime) :
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cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
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cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
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m_PickupCountDown(0),
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m_PickupCountDown(0),
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m_PlayerID(a_PlayerID),
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m_PlayerID(a_PlayerID),
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m_CanPickupItem(false)
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m_CanPickupItem(false),
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m_CountDownTime(a_CountDownTime)
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{
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{
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SetSpeed(a_Speed);
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SetSpeed(a_Speed);
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}
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}
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@ -36,17 +37,31 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
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HandlePhysics(a_Dt, a_Chunk);
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HandlePhysics(a_Dt, a_Chunk);
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if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0)
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if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0)
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{
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{
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if ((!m_CanPickupItem) && (m_World->GetTickRandomNumber(100) == 0))
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if (!m_CanPickupItem)
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{
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{
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SetPosY(GetPosY() - 1);
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if (m_CountDownTime <= 0)
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m_CanPickupItem = true;
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{
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m_PickupCountDown = 20;
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m_World->BroadcastSoundEffect("random.splash", (int) floor(GetPosX() * 8), (int) floor(GetPosY() * 8), (int) floor(GetPosZ() * 8), 1, 1);
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LOGD("Floater %i can be picked up", GetUniqueID());
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SetPosY(GetPosY() - 1);
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}
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m_CanPickupItem = true;
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else
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m_PickupCountDown = 20;
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{
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m_CountDownTime = 100 + m_World->GetTickRandomNumber(800);
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SetSpeedY(0.7);
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LOGD("Floater %i can be picked up", GetUniqueID());
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}
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else if (m_CountDownTime == 20) // Calculate the position where the particles should spawn and start producing them.
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{
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LOGD("Started producing particles for floater %i", GetUniqueID());
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m_ParticlePos.Set(GetPosX() + (-4 + m_World->GetTickRandomNumber(8)), GetPosY(), GetPosZ() + (-4 + m_World->GetTickRandomNumber(8)));
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m_World->BroadcastParticleEffect("splash", m_ParticlePos.x, m_ParticlePos.y, m_ParticlePos.z, 0, 0, 0, 0, 15);
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}
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else if (m_CountDownTime < 20)
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{
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m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
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m_World->BroadcastParticleEffect("splash", m_ParticlePos.x, m_ParticlePos.y, m_ParticlePos.z, 0, 0, 0, 0, 15);
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}
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m_CountDownTime--;
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}
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}
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SetSpeedY(0.7);
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}
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}
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SetSpeedX(GetSpeedX() * 0.95);
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SetSpeedX(GetSpeedX() * 0.95);
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SetSpeedZ(GetSpeedZ() * 0.95);
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SetSpeedZ(GetSpeedZ() * 0.95);
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@ -14,7 +14,7 @@ class cFloater :
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public:
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public:
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cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID);
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cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime);
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virtual void SpawnOn(cClientHandle & a_Client) override;
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virtual void SpawnOn(cClientHandle & a_Client) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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@ -23,7 +23,9 @@ public:
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protected:
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protected:
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Vector3d m_Speed;
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Vector3d m_Speed;
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Vector3d m_ParticlePos;
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int m_PickupCountDown;
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int m_PickupCountDown;
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int m_PlayerID;
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int m_PlayerID;
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int m_CountDownTime;
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bool m_CanPickupItem;
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bool m_CanPickupItem;
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} ;
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} ;
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