199 lines
5.6 KiB
C++
199 lines
5.6 KiB
C++
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#include "Globals.h"
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#include "../BoundingBox.h"
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#include "../Chunk.h"
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#include "Floater.h"
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#include "Player.h"
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#include "../ClientHandle.h"
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////////////////////////////////////////////////////////////////////////////////
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// cFloaterEntityCollisionCallback
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class cFloaterEntityCollisionCallback
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{
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public:
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cFloaterEntityCollisionCallback(cFloater * a_Floater, const Vector3d & a_Pos, const Vector3d & a_NextPos) :
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m_Floater(a_Floater),
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m_Pos(a_Pos),
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m_NextPos(a_NextPos),
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m_MinCoeff(1),
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m_HitEntity(nullptr)
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{
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}
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bool operator () (cEntity & a_Entity)
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{
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if (!a_Entity.IsMob()) // Floaters can only pull mobs not other entities.
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{
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return false;
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}
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cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight());
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double LineCoeff;
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eBlockFace Face;
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EntBox.Expand(m_Floater->GetWidth() / 2, m_Floater->GetHeight() / 2, m_Floater->GetWidth() / 2);
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if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face))
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{
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// No intersection whatsoever
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return false;
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}
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if (LineCoeff < m_MinCoeff)
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{
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// The entity is closer than anything we've stored so far, replace it as the potential victim
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m_MinCoeff = LineCoeff;
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m_HitEntity = &a_Entity;
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}
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// Don't break the enumeration, we want all the entities
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return false;
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}
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/** Returns the nearest entity that was hit, after the enumeration has been completed */
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cEntity * GetHitEntity(void) const { return m_HitEntity; }
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/** Returns true if the callback has encountered a true hit */
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bool HasHit(void) const { return (m_MinCoeff < 1); }
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protected:
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cFloater * m_Floater;
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const Vector3d & m_Pos;
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const Vector3d & m_NextPos;
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double m_MinCoeff; // The coefficient of the nearest hit on the Pos line
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// Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback
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// is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing
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cEntity * m_HitEntity; // The nearest hit entity
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} ;
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cFloater::cFloater(Vector3d a_Pos, Vector3d a_Speed, UInt32 a_PlayerID, int a_CountDownTime) :
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super(etFloater, a_Pos, 0.2, 0.2),
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m_BitePos(a_Pos),
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m_CanPickupItem(false),
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m_PickupCountDown(0),
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m_CountDownTime(a_CountDownTime),
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m_PlayerID(a_PlayerID),
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m_AttachedMobID(cEntity::INVALID_ID)
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{
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SetSpeed(a_Speed);
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}
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void cFloater::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnObject(*this, 90, static_cast<int>(m_PlayerID), 0, 0);
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}
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void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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auto & Random = GetRandomProvider();
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HandlePhysics(a_Dt, a_Chunk);
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if (IsBlockWater(m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT))
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&& (m_World->GetBlockMeta(POSX_TOINT, POSY_TOINT, POSX_TOINT) == 0))
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{
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if ((!m_CanPickupItem) && (m_AttachedMobID == cEntity::INVALID_ID)) // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
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{
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if (m_CountDownTime <= 0)
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{
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m_BitePos = GetPosition();
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m_World->BroadcastSoundEffect("entity.bobber.splash", GetPosition(), 1, 1);
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SetPosY(GetPosY() - 1);
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m_CanPickupItem = true;
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m_PickupCountDown = 20;
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m_CountDownTime = Random.RandInt(100, 900);
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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() + Random.RandInt(-4, 4), GetPosY(), GetPosZ() + Random.RandInt(-4, 4));
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m_World->BroadcastParticleEffect("splash", static_cast<Vector3f>(m_ParticlePos), Vector3f{}, 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", static_cast<Vector3f>(m_ParticlePos), Vector3f{}, 0, 15);
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}
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m_CountDownTime--;
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if (m_World->GetHeight(POSX_TOINT, POSZ_TOINT) == POSY_TOINT)
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{
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if (m_World->IsWeatherWet() && Random.RandBool(0.25)) // 25% chance of an extra countdown when being rained on.
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{
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m_CountDownTime--;
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}
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}
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else // if the floater is underground it has a 50% chance of not decreasing the countdown.
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{
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if (Random.RandBool())
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{
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m_CountDownTime++;
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}
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}
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}
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}
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// Check water at the top of floater otherwise it floats into the air above the water
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if (IsBlockWater(m_World->GetBlock(POSX_TOINT, FloorC(GetPosY() + GetHeight()), POSZ_TOINT)))
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{
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SetSpeedY(0.7);
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}
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if (CanPickup()) // Make sure the floater "loses its fish"
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{
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m_PickupCountDown--;
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if (m_PickupCountDown == 0)
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{
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m_CanPickupItem = false;
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LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
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}
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}
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if ((GetSpeed().Length() > 4) && (m_AttachedMobID == cEntity::INVALID_ID))
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{
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cFloaterEntityCollisionCallback Callback(this, GetPosition(), GetPosition() + GetSpeed() / 20);
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a_Chunk.ForEachEntity(Callback);
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if (Callback.HasHit())
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{
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AttachTo(Callback.GetHitEntity());
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Callback.GetHitEntity()->TakeDamage(*this); // TODO: the player attacked the mob not the floater.
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m_AttachedMobID = Callback.GetHitEntity()->GetUniqueID();
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}
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}
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if (!m_World->DoWithEntityByID(m_PlayerID, [](cEntity &) { return true; })) // The owner doesn't exist anymore. Destroy the floater entity.
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{
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Destroy(true);
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}
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if (m_AttachedMobID != cEntity::INVALID_ID)
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{
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if (!m_World->DoWithEntityByID(m_AttachedMobID, [](cEntity &) { return true; }))
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{
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// The mob the floater was attached to doesn't exist anymore.
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m_AttachedMobID = cEntity::INVALID_ID;
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}
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}
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SetSpeedX(GetSpeedX() * 0.95);
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SetSpeedZ(GetSpeedZ() * 0.95);
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BroadcastMovementUpdate();
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}
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