7d4934534e
* Stabilise MoveToWorld * Fix comments and deprecate ScheduleMoveToWorld * Enhanced thread safety for m_WorldChangeInfo * Return unique_ptr from cAtomicUniquePtr::exchange * cWorld now calls entity cEntity::OnAddToWorld and cEntity::OnRemoveFromWorld. Allows broadcasting entities added to the world from the world's tick thread. This also factors out some common code from cEntity::DoMoveToWorld and cEntity::Initialize. As a consequence, cEntity::Destroy(false) (i.e. Destroying the entity without broadcasting) is impossible. This isn't used anywhere in Cuberite so it's now deprecated. * Update entity position after removing it from the world. Fixes broadcasts being sent to the wrong chunk. * Fix style * cEntity: Update LastSentPosition when sending spawn packet * Add Wno-deprecated-declarations to the lua bindings * Kill uses of ScheduleMoveToWorld
132 lines
2.5 KiB
C++
132 lines
2.5 KiB
C++
#include "Globals.h"
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#include "ExpOrb.h"
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#include "Player.h"
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#include "../ClientHandle.h"
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cExpOrb::cExpOrb(Vector3d a_Pos, int a_Reward):
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super(etExpOrb, a_Pos, 0.98, 0.98), // TODO: Check size
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m_Reward(a_Reward),
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m_Timer(0)
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{
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SetMaxHealth(5);
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SetHealth(5);
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SetGravity(-16);
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SetAirDrag(0.02f);
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}
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void cExpOrb::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendExperienceOrb(*this);
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m_bDirtyOrientation = false;
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m_bDirtyHead = false;
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}
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void cExpOrb::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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DetectCacti();
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m_TicksAlive++;
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// Find closest player within 6.5 meter (slightly increase detect range to have same effect in client)
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bool FoundPlayer = m_World->DoWithNearestPlayer(GetPosition(), 6.5, [&](cPlayer & a_Player) -> bool
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{
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Vector3f a_PlayerPos(a_Player.GetPosition());
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a_PlayerPos.y += 0.8f;
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Vector3f a_Distance = a_PlayerPos - GetPosition();
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double Distance = a_Distance.Length();
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if (Distance < 0.7f)
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{
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a_Player.DeltaExperience(m_Reward);
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m_World->BroadcastSoundEffect("entity.experience_orb.pickup", GetPosition(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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Destroy();
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return true;
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}
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// Experience orb will "float" or glide toward the player up to a distance of 6 blocks.
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// speeding up as they get nearer to the player, Speed range 6 - 12 m per second, accelerate 60 m per second^2
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Vector3d SpeedDelta(a_Distance);
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SpeedDelta.Normalize();
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SpeedDelta *= 3;
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Vector3d CurrentSpeed = GetSpeed();
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CurrentSpeed += SpeedDelta;
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if (CurrentSpeed.Length() > 12)
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{
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CurrentSpeed.Normalize();
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CurrentSpeed *= 12;
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}
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SetSpeed(CurrentSpeed);
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m_Gravity = 0;
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return true;
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}, false, true); // Don't check line of sight, ignore spectator mode player
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if (!FoundPlayer)
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{
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m_Gravity = -16;
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}
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HandlePhysics(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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m_Timer += a_Dt;
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if (m_Timer >= std::chrono::minutes(5))
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{
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Destroy();
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}
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}
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bool cExpOrb::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (a_TDI.DamageType == dtCactusContact)
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{
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Destroy();
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return true;
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}
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return super::DoTakeDamage(a_TDI);
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}
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std::vector<int> cExpOrb::Split(int a_Reward)
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{
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const static std::array<int, 11> BaseValue = {{1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, 2477}};
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std::vector<int> Rewards;
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size_t Index = BaseValue.size() - 1; // Last one
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while (a_Reward > 0)
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{
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while (a_Reward < BaseValue[Index])
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{
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Index--;
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}
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a_Reward -= BaseValue[Index];
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Rewards.push_back(BaseValue[Index]);
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}
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return Rewards;
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}
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