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Fixed exp orb (#3744)

Fixes #3740 
Fixes #2667
This commit is contained in:
Pablo Beltrán 2017-06-03 21:10:48 +02:00 committed by Mattes D
parent 5f0d2b902e
commit 8f1e55611e

View File

@ -12,6 +12,7 @@ cExpOrb::cExpOrb(double a_X, double a_Y, double a_Z, int a_Reward)
{
SetMaxHealth(5);
SetHealth(5);
SetGravity(0);
}
@ -25,6 +26,7 @@ cExpOrb::cExpOrb(const Vector3d & a_Pos, int a_Reward)
{
SetMaxHealth(5);
SetHealth(5);
SetGravity(0);
}
@ -44,28 +46,30 @@ void cExpOrb::SpawnOn(cClientHandle & a_Client)
void cExpOrb::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
cPlayer * a_ClosestPlayer(m_World->FindClosestPlayer(Vector3f(GetPosition()), 5));
if ((a_ClosestPlayer != nullptr) && (!a_ClosestPlayer->IsGameModeSpectator()))
// Check player proximity no more than twice per second
if ((m_TicksAlive % 10) == 0)
{
Vector3f a_PlayerPos(a_ClosestPlayer->GetPosition());
a_PlayerPos.y++;
Vector3f a_Distance(a_PlayerPos - GetPosition());
double Distance(a_Distance.Length());
if (Distance < 0.1f)
cPlayer * a_ClosestPlayer(m_World->FindClosestPlayer(Vector3f(GetPosition()), 5, false));
if ((a_ClosestPlayer != nullptr) && (!a_ClosestPlayer->IsGameModeSpectator()))
{
LOGD("Player %s picked up an ExpOrb. His reward is %i", a_ClosestPlayer->GetName().c_str(), m_Reward);
a_ClosestPlayer->DeltaExperience(m_Reward);
Vector3f a_PlayerPos(a_ClosestPlayer->GetPosition());
a_PlayerPos.y++;
Vector3f a_Distance(a_PlayerPos - GetPosition());
double Distance(a_Distance.Length());
if (Distance < 0.5f)
{
LOGD("Player %s picked up an ExpOrb. His reward is %i", a_ClosestPlayer->GetName().c_str(), m_Reward);
a_ClosestPlayer->DeltaExperience(m_Reward);
m_World->BroadcastSoundEffect("entity.experience_orb.pickup", GetPosX(), GetPosY(), GetPosZ(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
m_World->BroadcastSoundEffect("entity.experience_orb.pickup", GetPosX(), GetPosY(), GetPosZ(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
Destroy();
Destroy(true);
return;
}
SetSpeedX((a_PlayerPos.x - GetPosition().x) * 2.0);
SetSpeedY((a_PlayerPos.y - GetPosition().y) * 2.0);
SetSpeedZ((a_PlayerPos.z - GetPosition().z) * 2.0);
}
a_Distance.Normalize();
a_Distance *= (static_cast<float>(5.5 - Distance));
SetSpeedX( a_Distance.x);
SetSpeedY( a_Distance.y);
SetSpeedZ( a_Distance.z);
BroadcastMovementUpdate();
}
HandlePhysics(a_Dt, a_Chunk);