More arrow patches
* Further reduce instances of appearing black * Fix packet send and get arrows to more reliably lodge in blocks clientside * Fix hit detection failing at chunk boundaries + Use delegating constructors
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src/Entities
@ -3,28 +3,35 @@
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#include "Player.h"
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#include "ArrowEntity.h"
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#include "../Chunk.h"
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#include "../ClientHandle.h"
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/** Converts an angle in degrees into a byte representation used by the network protocol */
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static Byte AngleToProto(double a_X)
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{
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return static_cast<Byte>((a_X * 255) / 360);
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}
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cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed):
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Super(pkArrow, a_Creator, a_Pos, 0.5, 0.5),
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Super(pkArrow, a_Creator, a_Pos, a_Speed, 0.5, 0.5),
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m_PickupState(psNoPickup),
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m_DamageCoeff(2),
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m_IsCritical(false),
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m_Timer(0),
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m_HitGroundTimer(0),
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m_HasTeleported(false),
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m_bIsCollected(false),
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m_HitBlockPos(Vector3i(0, 0, 0))
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m_bIsCollected(false)
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{
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SetSpeed(a_Speed);
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SetMass(0.1);
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SetGravity(-20.0f);
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SetAirDrag(0.01f);
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SetYawFromSpeed();
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SetPitchFromSpeed();
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FLOGD("Created arrow {0} with speed {1:.02f} and rot {{{2:.02f}, {3:.02f}}}",
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m_UniqueID, GetSpeed(), GetYaw(), GetPitch()
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);
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@ -35,22 +42,10 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed
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cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) :
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Super(pkArrow, &a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20), 0.5, 0.5),
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m_PickupState(psInSurvivalOrCreative),
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m_DamageCoeff(2),
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m_IsCritical((a_Force >= 1)),
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m_Timer(0),
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m_HitGroundTimer(0),
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m_HasTeleported(false),
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m_bIsCollected(false),
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m_HitBlockPos(0, 0, 0)
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cArrowEntity(&a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20))
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{
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if (a_Player.IsGameModeCreative())
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{
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m_PickupState = psInCreative;
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}
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SetGravity(-20.0f);
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SetAirDrag(0.01f);
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m_IsCritical = a_Force >= 1;
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m_PickupState = a_Player.IsGameModeCreative() ? psInCreative : psInSurvivalOrCreative;
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}
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@ -78,21 +73,24 @@ void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
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auto Speed = GetSpeed();
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Speed.Normalize();
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Super::OnHitSolidBlock(a_HitPos, a_HitFace);
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/*
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The line tracer returns the arrow hit position located on the face of a block;
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if the arrow hit a block at -5, 95, -5 then a_HitPos would start off as -4, 95.5, -4.1,
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i.e. it collided with the X face.
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First we subtract a bit of speed vector so it doesn't appear black clientside.
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Then we add a bit of speed vector to make a_HitPos -4.0001, 95.5, -4.1
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and floor to get exactly -5, 95, -5 which is stored in m_HitBlockPos.
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*/
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// Shift the arrow's position slightly back so that less than 50% of the hitbox
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// is in the block. Otherwise the arrow can appear black
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Super::OnHitSolidBlock(a_HitPos - (Speed / 100), a_HitFace);
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// Nudge into the block a tiny bit according to its direction of travel
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// Floor to give the coordinates of the block it crashed into
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a_HitPos += Speed / 100000;
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m_HitBlockPos = a_HitPos.Floor();
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m_HitBlockPos = (a_HitPos + (Speed / 100000)).Floor();
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// Broadcast arrow hit sound
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m_World->BroadcastSoundEffect("entity.arrow.hit", m_HitBlockPos, 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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@ -173,6 +171,16 @@ void cArrowEntity::CollectedBy(cPlayer & a_Dest)
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void cArrowEntity::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnObject(*this, m_ProjectileKind, static_cast<int>(m_CreatorData.m_UniqueID + 1), AngleToProto(GetYaw()), AngleToProto(GetPitch()));
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a_Client.SendEntityMetadata(*this);
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}
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void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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Super::Tick(a_Dt, a_Chunk);
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@ -212,16 +220,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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}
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}
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auto RelPos = a_Chunk.AbsoluteToRelative(m_HitBlockPos);
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auto Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPos);
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if (Chunk == nullptr)
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{
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// Inside an unloaded chunk, abort
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return;
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}
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if (Chunk->GetBlock(RelPos) == E_BLOCK_AIR) // Block attached to was destroyed?
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if (m_World->GetBlock(m_HitBlockPos) == E_BLOCK_AIR) // Block attached to was destroyed?
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{
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m_IsInGround = false; // Yes, begin simulating physics again
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}
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@ -108,6 +108,7 @@ protected:
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virtual void OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) override;
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virtual void OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) override;
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virtual void CollectedBy(cPlayer & a_Player) override;
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virtual void SpawnOn(cClientHandle & a_Client) override;
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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}; // tolua_export
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@ -244,16 +244,11 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, Vector3d
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cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed, double a_Width, double a_Height):
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Super(etProjectile, a_Pos, a_Width, a_Height),
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m_ProjectileKind(a_Kind),
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m_CreatorData(a_Creator->GetUniqueID(), a_Creator->IsPlayer() ? static_cast<cPlayer *>(a_Creator)->GetName() : "", a_Creator->GetEquippedWeapon().m_Enchantments),
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m_IsInGround(false)
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cProjectileEntity(a_Kind, a_Creator, a_Pos, a_Width, a_Height)
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{
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SetSpeed(a_Speed);
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SetYawFromSpeed();
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SetPitchFromSpeed();
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SetGravity(-12.0f);
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SetAirDrag(0.01f);
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}
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