93adbdce9a
* TNT: Implement tracing algorithm + Add intensity tracing * Fix iterating over all players to SendExplosion, even those not in range * Implemented TNT entity interaction * Fixed misaligned destruction tracing * Finalise TNT algorithm - Remove BlockArea and just use chunks Using SetBlock makes it so that we can update everything properly, and does appear to be faster. * BlockInfo learns about explosion attentuation * Rename Explodinator parameters * TNT: pull block destruction into common function Co-authored-by: Alexander Harkness <me@bearbin.net>
71 lines
1.1 KiB
C++
71 lines
1.1 KiB
C++
#include "Globals.h"
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#include "TNTEntity.h"
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#include "../World.h"
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#include "../ClientHandle.h"
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cTNTEntity::cTNTEntity(Vector3d a_Pos, unsigned a_FuseTicks) :
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Super(etTNT, a_Pos, 0.98, 0.98),
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m_FuseTicks(a_FuseTicks)
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{
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SetGravity(-16.0f);
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SetAirDrag(0.02f);
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}
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void cTNTEntity::SpawnOn(cClientHandle & a_ClientHandle)
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{
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a_ClientHandle.SendSpawnEntity(*this);
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m_bDirtyOrientation = false; // TODO: why?
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m_bDirtyHead = false;
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}
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void cTNTEntity::Explode(void)
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{
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FLOGD("BOOM at {0}", GetPosition());
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// Destroy first so the Explodinator doesn't find us (when iterating through entities):
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Destroy();
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// TODO: provided centred coordinates to all calls to DoExplosionAt, from entities and blocks
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// This is to ensure maximum efficiency of explosions
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m_World->DoExplosionAt(4.0, GetPosX(), GetPosY() + GetHeight() / 2, GetPosZ(), true, esPrimedTNT, this);
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}
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void cTNTEntity::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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if (!IsTicking())
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{
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// The base class tick destroyed us
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return;
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}
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BroadcastMovementUpdate();
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m_FuseTicks -= 1;
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if (m_FuseTicks <= 0)
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{
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Explode();
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}
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}
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