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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
This commit is contained in:
Tiger Wang 2020-04-19 01:10:14 +01:00
parent cb64e99377
commit 9d124e6b0a
3 changed files with 37 additions and 42 deletions

View File

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

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@ -108,6 +108,7 @@ protected:
virtual void OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) override; virtual void OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) override;
virtual void OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) override; virtual void OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) override;
virtual void CollectedBy(cPlayer & a_Player) override; virtual void CollectedBy(cPlayer & a_Player) override;
virtual void SpawnOn(cClientHandle & a_Client) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
}; // tolua_export }; // tolua_export

View File

@ -244,16 +244,11 @@ cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, Vector3d
cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed, double a_Width, double a_Height): cProjectileEntity::cProjectileEntity(eKind a_Kind, cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed, double a_Width, double a_Height):
Super(etProjectile, a_Pos, a_Width, a_Height), cProjectileEntity(a_Kind, a_Creator, a_Pos, a_Width, a_Height)
m_ProjectileKind(a_Kind),
m_CreatorData(a_Creator->GetUniqueID(), a_Creator->IsPlayer() ? static_cast<cPlayer *>(a_Creator)->GetName() : "", a_Creator->GetEquippedWeapon().m_Enchantments),
m_IsInGround(false)
{ {
SetSpeed(a_Speed); SetSpeed(a_Speed);
SetYawFromSpeed(); SetYawFromSpeed();
SetPitchFromSpeed(); SetPitchFromSpeed();
SetGravity(-12.0f);
SetAirDrag(0.01f);
} }