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cuberite-2a/src/Entities/Entity.cpp

2302 lines
50 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Entity.h"
#include "../World.h"
#include "../Root.h"
#include "../Matrix4.h"
#include "../ClientHandle.h"
#include "../Chunk.h"
#include "../Simulator/FluidSimulator.h"
#include "../Bindings/PluginManager.h"
#include "../LineBlockTracer.h"
#include "Player.h"
#include "Items/ItemHandler.h"
#include "../FastRandom.h"
#include "../NetherPortalScanner.h"
#include "../BoundingBox.h"
static UInt32 GetNextUniqueID(void)
{
static std::atomic<UInt32> counter(1);
return counter.fetch_add(1);
}
////////////////////////////////////////////////////////////////////////////////
// cEntity:
cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height):
m_UniqueID(GetNextUniqueID()),
m_Health(1),
m_MaxHealth(1),
m_AttachedTo(nullptr),
m_Attachee(nullptr),
m_bDirtyHead(true),
m_bDirtyOrientation(true),
m_bHasSentNoSpeed(true),
m_bOnGround(false),
m_Gravity(-9.81f),
m_AirDrag(0.02f),
m_LastPosition(a_X, a_Y, a_Z),
m_EntityType(a_EntityType),
m_World(nullptr),
m_IsWorldChangeScheduled(false),
m_IsFireproof(false),
m_TicksSinceLastBurnDamage(0),
m_TicksSinceLastLavaDamage(0),
m_TicksSinceLastFireDamage(0),
m_TicksLeftBurning(0),
m_TicksSinceLastVoidDamage(0),
m_IsInFire(false),
m_IsInLava(false),
m_IsInWater(false),
m_IsHeadInWater(false),
m_AirLevel(MAX_AIR_LEVEL),
m_AirTickTimer(DROWNING_TICKS),
m_TicksAlive(0),
m_IsTicking(false),
m_ParentChunk(nullptr),
m_HeadYaw(0.0),
m_Rot(0.0, 0.0, 0.0),
m_Position(a_X, a_Y, a_Z),
m_LastSentPosition(a_X, a_Y, a_Z),
m_WaterSpeed(0, 0, 0),
m_Mass (0.001), // Default 1g
m_Width(a_Width),
m_Height(a_Height),
m_InvulnerableTicks(0)
{
}
cEntity::~cEntity()
{
// Before deleting, the entity needs to have been removed from the world, if ever added
ASSERT((m_World == nullptr) || !m_World->HasEntity(m_UniqueID));
ASSERT(!IsTicking());
/*
// DEBUG:
LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
m_UniqueID,
m_Pos.x, m_Pos.y, m_Pos.z,
(int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width),
this
);
*/
if (m_AttachedTo != nullptr)
{
Detach();
}
if (m_Attachee != nullptr)
{
m_Attachee->Detach();
}
}
const char * cEntity::GetClass(void) const
{
return "cEntity";
}
const char * cEntity::GetClassStatic(void)
{
return "cEntity";
}
const char * cEntity::GetParentClass(void) const
{
return "";
}
bool cEntity::Initialize(OwnedEntity a_Self, cWorld & a_EntityWorld)
{
if (cPluginManager::Get()->CallHookSpawningEntity(a_EntityWorld, *this))
{
return false;
}
/*
// DEBUG:
LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}",
m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z
);
*/
ASSERT(m_World == nullptr);
ASSERT(GetParentChunk() == nullptr);
a_EntityWorld.AddEntity(std::move(a_Self));
ASSERT(m_World != nullptr);
cPluginManager::Get()->CallHookSpawnedEntity(a_EntityWorld, *this);
// Spawn the entity on the clients:
a_EntityWorld.BroadcastSpawnEntity(*this);
// If has any mob leashed broadcast every leashed entity to this
if (HasAnyMobLeashed())
{
for (auto LeashedMob : m_LeashedMobs)
{
m_World->BroadcastLeashEntity(*LeashedMob, *this);
}
}
return true;
}
void cEntity::WrapHeadYaw(void)
{
m_HeadYaw = NormalizeAngleDegrees(m_HeadYaw);
}
void cEntity::WrapRotation(void)
{
m_Rot.x = NormalizeAngleDegrees(m_Rot.x);
m_Rot.y = NormalizeAngleDegrees(m_Rot.y);
}
void cEntity::WrapSpeed(void)
{
m_Speed.x = Clamp(m_Speed.x, -78.0, 78.0);
m_Speed.y = Clamp(m_Speed.y, -78.0, 78.0);
m_Speed.z = Clamp(m_Speed.z, -78.0, 78.0);
}
void cEntity::SetParentChunk(cChunk * a_Chunk)
{
m_ParentChunk = a_Chunk;
}
void cEntity::Destroy(bool a_ShouldBroadcast)
{
SetIsTicking(false);
// Unleash leashed mobs
while (!m_LeashedMobs.empty())
{
m_LeashedMobs.front()->Unleash(true, true);
}
if (a_ShouldBroadcast)
{
m_World->BroadcastDestroyEntity(*this);
}
auto ParentChunkCoords = cChunkDef::BlockToChunk(GetPosition());
m_World->QueueTask([this, ParentChunkCoords](cWorld & a_World)
{
LOGD("Destroying entity #%i (%s) from chunk (%d, %d)",
this->GetUniqueID(), this->GetClass(),
ParentChunkCoords.m_ChunkX, ParentChunkCoords.m_ChunkZ
);
UNUSED(ParentChunkCoords); // Non Debug mode only
// Make sure that RemoveEntity returned a valid smart pointer
// Also, not storing the returned pointer means automatic destruction
VERIFY(a_World.RemoveEntity(*this));
});
Destroyed();
}
void cEntity::DestroyNoScheduling(bool a_ShouldBroadcast)
{
SetIsTicking(false);
if (a_ShouldBroadcast)
{
m_World->BroadcastDestroyEntity(*this);
}
Destroyed();
}
void cEntity::TakeDamage(cEntity & a_Attacker)
{
int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
TakeDamage(dtAttack, &a_Attacker, RawDamage, a_Attacker.GetKnockbackAmountAgainst(*this));
}
void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
{
int ArmorCover = GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
int EnchantmentCover = GetEnchantmentCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);
int FinalDamage = a_RawDamage - ArmorCover - EnchantmentCover;
if ((FinalDamage == 0) && (a_RawDamage > 0))
{
// Nobody's invincible
FinalDamage = 1;
}
ApplyArmorDamage(ArmorCover);
cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
}
void cEntity::TakeDamage(eDamageType a_DamageType, UInt32 a_AttackerID, int a_RawDamage, double a_KnockbackAmount)
{
m_World->DoWithEntityByID(a_AttackerID, [=](cEntity & a_Attacker)
{
cPawn * Attacker;
if (a_Attacker.IsPawn())
{
Attacker = static_cast<cPawn*>(&a_Attacker);
}
else
{
Attacker = nullptr;
}
TakeDamage(a_DamageType, Attacker, a_RawDamage, a_KnockbackAmount);
return true;
}
);
}
void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount)
{
TakeDamageInfo TDI;
TDI.DamageType = a_DamageType;
if ((a_Attacker != nullptr) && a_Attacker->IsPawn())
{
TDI.Attacker = a_Attacker;
}
else
{
TDI.Attacker = nullptr;
}
TDI.RawDamage = a_RawDamage;
TDI.FinalDamage = a_FinalDamage;
Vector3d Heading(0, 0, 0);
if (a_Attacker != nullptr)
{
Heading = a_Attacker->GetLookVector();
}
TDI.Knockback = Heading * a_KnockbackAmount;
DoTakeDamage(TDI);
}
void cEntity::SetYawFromSpeed(void)
{
const double EPS = 0.0000001;
if ((std::abs(m_Speed.x) < EPS) && (std::abs(m_Speed.z) < EPS))
{
// atan2() may overflow or is undefined, pick any number
SetYaw(0);
return;
}
SetYaw(atan2(m_Speed.x, m_Speed.z) * 180 / M_PI);
}
void cEntity::SetPitchFromSpeed(void)
{
const double EPS = 0.0000001;
double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component
if ((std::abs(xz) < EPS) && (std::abs(m_Speed.y) < EPS))
{
// atan2() may overflow or is undefined, pick any number
SetPitch(0);
return;
}
SetPitch(atan2(m_Speed.y, xz) * 180 / M_PI);
}
bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (m_Health <= 0)
{
// Can't take damage if already dead
return false;
}
if (m_InvulnerableTicks > 0)
{
// Entity is invulnerable
return false;
}
if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI))
{
return false;
}
if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
{
cPlayer * Player = static_cast<cPlayer *>(a_TDI.Attacker);
Player->GetEquippedItem().GetHandler()->OnEntityAttack(Player, this);
// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)
// IsOnGround() only is false if the player is moving downwards
// Ref: https://minecraft.gamepedia.com/Damage#Critical_Hits
if (!Player->IsOnGround())
{
if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
{
a_TDI.FinalDamage *= 1.5; // 150% damage
m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
}
}
const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments;
int SharpnessLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSharpness));
int SmiteLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSmite));
int BaneOfArthropodsLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods));
if (SharpnessLevel > 0)
{
a_TDI.FinalDamage += static_cast<int>(ceil(1.25 * SharpnessLevel));
}
else if (SmiteLevel > 0)
{
if (IsMob())
{
cMonster * Monster = static_cast<cMonster *>(this);
switch (Monster->GetMobType())
{
case mtSkeleton:
case mtZombie:
case mtWither:
case mtZombiePigman:
{
a_TDI.FinalDamage += static_cast<int>(ceil(2.5 * SmiteLevel));
break;
}
default: break;
}
}
}
else if (BaneOfArthropodsLevel > 0)
{
if (IsMob())
{
cMonster * Monster = static_cast<cMonster *>(this);
switch (Monster->GetMobType())
{
case mtSpider:
case mtCaveSpider:
case mtSilverfish:
{
a_TDI.FinalDamage += static_cast<int>(ceil(2.5 * BaneOfArthropodsLevel));
// The duration of the effect is a random value between 1 and 1.5 seconds at level I,
// increasing the max duration by 0.5 seconds each level
// Ref: https://minecraft.gamepedia.com/Enchanting#Bane_of_Arthropods
int Duration = 20 + GetRandomProvider().RandInt(BaneOfArthropodsLevel * 10); // Duration in ticks
Monster->AddEntityEffect(cEntityEffect::effSlowness, Duration, 4);
break;
}
default: break;
}
}
}
int FireAspectLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchFireAspect));
if (FireAspectLevel > 0)
{
int BurnTicks = 3;
if (FireAspectLevel > 1)
{
BurnTicks += 4 * (FireAspectLevel - 1);
}
if (!IsMob() && !IsInWater())
{
StartBurning(BurnTicks * 20);
}
else if (IsMob() && !IsInWater())
{
cMonster * Monster = static_cast<cMonster *>(this);
switch (Monster->GetMobType())
{
case mtGhast:
case mtZombiePigman:
case mtMagmaCube:
{
break;
}
default: StartBurning(BurnTicks * 20);
}
}
}
unsigned int ThornsLevel = 0;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
{
const cItem & Item = ArmorItems[i];
ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns));
}
if (ThornsLevel > 0)
{
int Chance = static_cast<int>(ThornsLevel * 15);
auto & Random = GetRandomProvider();
if (Random.RandBool(Chance / 100.0))
{
a_TDI.Attacker->TakeDamage(dtAttack, this, 0, Random.RandInt(1, 4), 0);
}
}
Player->GetStatManager().AddValue(statDamageDealt, static_cast<StatValue>(floor(a_TDI.FinalDamage * 10 + 0.5)));
}
m_Health -= static_cast<float>(a_TDI.FinalDamage);
m_Health = std::max(m_Health, 0.0f);
// Add knockback:
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
{
AddSpeed(a_TDI.Knockback);
}
m_World->BroadcastEntityStatus(*this, esGenericHurt);
m_InvulnerableTicks = 10;
if (m_Health <= 0)
{
KilledBy(a_TDI);
if (a_TDI.Attacker != nullptr)
{
a_TDI.Attacker->Killed(this);
}
}
return true;
}
int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
{
// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
// Ref: https://minecraft.gamepedia.com/Damage#Dealing_damage as of 2012_12_20
switch (this->GetEquippedWeapon().m_ItemType)
{
case E_ITEM_WOODEN_SWORD: return 4;
case E_ITEM_GOLD_SWORD: return 4;
case E_ITEM_STONE_SWORD: return 5;
case E_ITEM_IRON_SWORD: return 6;
case E_ITEM_DIAMOND_SWORD: return 7;
case E_ITEM_WOODEN_AXE: return 3;
case E_ITEM_GOLD_AXE: return 3;
case E_ITEM_STONE_AXE: return 4;
case E_ITEM_IRON_AXE: return 5;
case E_ITEM_DIAMOND_AXE: return 6;
case E_ITEM_WOODEN_PICKAXE: return 2;
case E_ITEM_GOLD_PICKAXE: return 2;
case E_ITEM_STONE_PICKAXE: return 3;
case E_ITEM_IRON_PICKAXE: return 4;
case E_ITEM_DIAMOND_PICKAXE: return 5;
case E_ITEM_WOODEN_SHOVEL: return 1;
case E_ITEM_GOLD_SHOVEL: return 1;
case E_ITEM_STONE_SHOVEL: return 2;
case E_ITEM_IRON_SHOVEL: return 3;
case E_ITEM_DIAMOND_SHOVEL: return 4;
}
// All other equipped items give a damage of 1:
return 1;
}
void cEntity::ApplyArmorDamage(int DamageBlocked)
{
// cEntities don't necessarily have armor to damage.
return;
}
bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
{
// Ref.: https://minecraft.gamepedia.com/Armor#Effects as of 2012_12_20
switch (a_DamageType)
{
case dtOnFire:
case dtSuffocating:
case dtDrowning: // TODO: This one could be a special case - in various MC versions (PC vs XBox) it is and isn't armor-protected
case dtEnderPearl:
case dtStarving:
case dtInVoid:
case dtPoisoning:
case dtWithering:
case dtPotionOfHarming:
case dtFalling:
case dtLightning:
case dtPlugin:
{
return false;
}
case dtAttack:
case dtArrowAttack:
case dtCactusContact:
case dtLavaContact:
case dtFireContact:
case dtExplosion:
{
return true;
}
}
UNREACHABLE("Unsupported damage type");
}
int cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
int TotalEPF = 0;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
{
const cItem & Item = ArmorItems[i];
if ((a_DamageType != dtInVoid) && (a_DamageType != dtAdmin) && (a_DamageType != dtStarving))
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection)) * 1;
}
if ((a_DamageType == dtBurning) || (a_DamageType == dtFireContact) || (a_DamageType == dtLavaContact))
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection)) * 2;
}
if ((a_DamageType == dtFalling) || (a_DamageType == dtEnderPearl))
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling)) * 3;
}
if (a_DamageType == dtExplosion)
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection)) * 2;
}
// Note: Also blocks against fire charges, etc.
if (a_DamageType == dtProjectile)
{
TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection)) * 2;
}
}
int CappedEPF = std::min(20, TotalEPF);
return static_cast<int>(a_Damage * CappedEPF / 25.0);
}
float cEntity::GetEnchantmentBlastKnockbackReduction()
{
UInt32 MaxLevel = 0;
const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
for (auto & Item : ArmorItems)
{
UInt32 Level = Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
if (Level > MaxLevel)
{
// Get max blast protection
MaxLevel = Level;
}
}
// Max blast protect level is 4, each level provide 15% knock back reduction
MaxLevel = std::min<UInt32>(MaxLevel, 4);
return MaxLevel * 0.15f;
}
int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
// Filter out damage types that are not protected by armor:
if (!ArmorCoversAgainst(a_DamageType))
{
return 0;
}
// Add up all armor points:
// Ref.: https://minecraft.gamepedia.com/Armor#Defense_points
int ArmorValue = 0;
int Toughness = 0;
switch (GetEquippedHelmet().m_ItemType)
{
case E_ITEM_LEATHER_CAP: ArmorValue += 1; break;
case E_ITEM_GOLD_HELMET: ArmorValue += 2; break;
case E_ITEM_CHAIN_HELMET: ArmorValue += 2; break;
case E_ITEM_IRON_HELMET: ArmorValue += 2; break;
case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; Toughness += 2; break;
}
switch (GetEquippedChestplate().m_ItemType)
{
case E_ITEM_LEATHER_TUNIC: ArmorValue += 3; break;
case E_ITEM_GOLD_CHESTPLATE: ArmorValue += 5; break;
case E_ITEM_CHAIN_CHESTPLATE: ArmorValue += 5; break;
case E_ITEM_IRON_CHESTPLATE: ArmorValue += 6; break;
case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; Toughness += 2; break;
}
switch (GetEquippedLeggings().m_ItemType)
{
case E_ITEM_LEATHER_PANTS: ArmorValue += 2; break;
case E_ITEM_GOLD_LEGGINGS: ArmorValue += 3; break;
case E_ITEM_CHAIN_LEGGINGS: ArmorValue += 4; break;
case E_ITEM_IRON_LEGGINGS: ArmorValue += 5; break;
case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; Toughness += 2; break;
}
switch (GetEquippedBoots().m_ItemType)
{
case E_ITEM_LEATHER_BOOTS: ArmorValue += 1; break;
case E_ITEM_GOLD_BOOTS: ArmorValue += 1; break;
case E_ITEM_CHAIN_BOOTS: ArmorValue += 1; break;
case E_ITEM_IRON_BOOTS: ArmorValue += 2; break;
case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; Toughness += 2; break;
}
// TODO: Special armor cases, such as wool, saddles, dog's collar
// Ref.: https://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20
double Reduction = std::max(ArmorValue / 5.0, ArmorValue - a_Damage / (2 + Toughness / 4.0));
return static_cast<int>(a_Damage * std::min(20.0, Reduction) / 25.0);
}
double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
{
// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
double Knockback = 11;
// If we're sprinting, bump up the knockback
if (IsSprinting())
{
Knockback = 16;
}
// Check for knockback enchantments (punch only applies to shot arrows)
unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
Knockback += 10 * KnockbackLevel;
return Knockback;
}
void cEntity::KilledBy(TakeDamageInfo & a_TDI)
{
m_Health = 0;
cRoot::Get()->GetPluginManager()->CallHookKilling(*this, a_TDI.Attacker, a_TDI);
if (m_Health > 0)
{
// Plugin wants to 'unkill' the pawn. Abort
return;
}
// If the victim is a player the hook is handled by the cPlayer class
if (!IsPlayer())
{
AString emptystring = AString("");
cRoot::Get()->GetPluginManager()->CallHookKilled(*this, a_TDI, emptystring);
}
// Drop loot:
cItems Drops;
GetDrops(Drops, a_TDI.Attacker);
m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ());
m_World->BroadcastEntityStatus(*this, esGenericDead);
}
void cEntity::Heal(int a_HitPoints)
{
m_Health += a_HitPoints;
m_Health = std::min(m_Health, m_MaxHealth);
}
void cEntity::SetHealth(float a_Health)
{
m_Health = Clamp(a_Health, 0.0f, m_MaxHealth);
}
void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
ASSERT(IsTicking());
ASSERT(GetWorld() != nullptr);
m_TicksAlive++;
if (m_InvulnerableTicks > 0)
{
m_InvulnerableTicks--;
}
// Non-players are destroyed as soon as they fall out of the world:
if ((GetPosY() < 0) && (!IsPlayer()))
{
Destroy();
return;
}
if (m_AttachedTo != nullptr)
{
SetPosition(m_AttachedTo->GetPosition());
}
else
{
if (!a_Chunk.IsValid())
{
return;
}
// Position changed -> super::Tick() called:
GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT)
// Set swim states (water, lava, and fire):
SetSwimState(*NextChunk);
// Handle catching on fire and burning:
TickBurning(*NextChunk);
// Damage players if they are in the void
if (GetPosY() < VOID_BOUNDARY)
{
TickInVoid(*NextChunk);
}
else
{
m_TicksSinceLastVoidDamage = 0;
}
// Handle cactus damage or destruction:
if (
IsMob() || IsPickup() ||
(IsPlayer() && !((static_cast<cPlayer *>(this))->IsGameModeCreative() || (static_cast<cPlayer *>(this))->IsGameModeSpectator()))
)
{
DetectCacti();
}
// Handle drowning:
if (IsMob() || IsPlayer())
{
HandleAir();
}
if (!DetectPortal()) // Our chunk is invalid if we have moved to another world
{
// None of the above functions changed position, we remain in the chunk of NextChunk
HandlePhysics(a_Dt, *NextChunk);
}
}
}
void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
int BlockX = POSX_TOINT;
int BlockY = POSY_TOINT;
int BlockZ = POSZ_TOINT;
// Position changed -> super::HandlePhysics() called
GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, BlockX, BlockZ)
// TODO Add collision detection with entities.
auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt);
Vector3d NextPos = Vector3d(GetPosX(), GetPosY(), GetPosZ());
Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ());
if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
{
// Outside of the world
AddSpeedY(m_Gravity * DtSec.count());
AddPosition(GetSpeed() * DtSec.count());
return;
}
int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ);
BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
if (!cBlockInfo::IsSolid(BlockIn)) // Making sure we are not inside a solid block
{
if (m_bOnGround) // check if it's still on the ground
{
if (!cBlockInfo::IsSolid(BlockBelow)) // Check if block below is air or water.
{
m_bOnGround = false;
}
}
}
else
{
// Push out entity.
BLOCKTYPE GotBlock;
static const struct
{
int x, y, z;
} gCrossCoords[] =
{
{ 1, 0, 0},
{-1, 0, 0},
{ 0, 0, 1},
{ 0, 0, -1},
} ;
bool IsNoAirSurrounding = true;
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
{
// The pickup is too close to an unloaded chunk, bail out of any physics handling
return;
}
if (!cBlockInfo::IsSolid(GotBlock))
{
NextPos.x += gCrossCoords[i].x;
NextPos.z += gCrossCoords[i].z;
IsNoAirSurrounding = false;
break;
}
} // for i - gCrossCoords[]
if (IsNoAirSurrounding)
{
NextPos.y += 0.5;
}
m_bHasSentNoSpeed = false; // this unlocks movement sending to client in BroadcastMovementUpdate function
m_bOnGround = true;
/*
// DEBUG:
LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}",
m_UniqueID, GetClass(), BlockX, BlockY, BlockZ
);
*/
}
if (!m_bOnGround)
{
double fallspeed;
if (IsBlockWater(BlockIn))
{
fallspeed = m_Gravity * DtSec.count() / 3; // Fall 3x slower in water
ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count()));
}
else if (BlockIn == E_BLOCK_COBWEB)
{
NextSpeed.y *= 0.05; // Reduce overall falling speed
fallspeed = 0; // No falling
}
else
{
// Normal gravity
fallspeed = m_Gravity * DtSec.count();
NextSpeed -= NextSpeed * (m_AirDrag * 20.0f) * DtSec.count();
}
NextSpeed.y += static_cast<float>(fallspeed);
// A real boat floats
if (IsBoat())
{
// Find top water block and sit there
int NextBlockY = BlockY;
BLOCKTYPE NextBlock = NextChunk->GetBlock(RelBlockX, NextBlockY, RelBlockZ);
while (IsBlockWater(NextBlock))
{
NextBlock = NextChunk->GetBlock(RelBlockX, ++NextBlockY, RelBlockZ);
}
NextPos.y = NextBlockY - 0.5;
NextSpeed.y = 0;
}
}
else
{
ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count()));
}
// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
// might have different speed modifiers according to terrain.
if (BlockIn == E_BLOCK_COBWEB)
{
NextSpeed.x *= 0.25;
NextSpeed.z *= 0.25;
}
// Get water direction
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
m_WaterSpeed *= 0.9; // Reduce speed each tick
switch (WaterDir)
{
case X_PLUS:
{
m_WaterSpeed.x = 0.2f;
m_bOnGround = false;
break;
}
case X_MINUS:
{
m_WaterSpeed.x = -0.2f;
m_bOnGround = false;
break;
}
case Z_PLUS:
{
m_WaterSpeed.z = 0.2f;
m_bOnGround = false;
break;
}
case Z_MINUS:
{
m_WaterSpeed.z = -0.2f;
m_bOnGround = false;
break;
}
default:
{
break;
}
}
if (fabs(m_WaterSpeed.x) < 0.05)
{
m_WaterSpeed.x = 0;
}
if (fabs(m_WaterSpeed.z) < 0.05)
{
m_WaterSpeed.z = 0;
}
NextSpeed += m_WaterSpeed;
if (NextSpeed.SqrLength() > 0.0f)
{
Vector3d HitCoords;
Vector3i HitBlockCoords;
eBlockFace HitBlockFace;
Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count();
auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
if (isHit)
{
// Set our position to where the block was hit, minus a bit:
// TODO: The real entity's m_Width should be taken into account here
NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1;
if (HitBlockFace == BLOCK_FACE_YP)
{
// We hit the ground, adjust the position to the top of the block:
m_bOnGround = true;
NextPos.y = HitBlockCoords.y + 1;
}
// Avoid movement in the direction of the blockface that has been hit:
switch (HitBlockFace)
{
case BLOCK_FACE_XM:
case BLOCK_FACE_XP:
{
NextSpeed.x = 0;
break;
}
case BLOCK_FACE_YM:
case BLOCK_FACE_YP:
{
NextSpeed.y = 0;
break;
}
case BLOCK_FACE_ZM:
case BLOCK_FACE_ZP:
{
NextSpeed.z = 0;
break;
}
default:
{
break;
}
}
}
else
{
// We didn't hit anything, so move:
NextPos += (NextSpeed * DtSec.count());
}
}
SetPosition(NextPos);
SetSpeed(NextSpeed);
}
void cEntity::ApplyFriction(Vector3d & a_Speed, double a_SlowdownMultiplier, float a_Dt)
{
if (a_Speed.SqrLength() > 0.0004f)
{
a_Speed.x *= a_SlowdownMultiplier / (1 + a_Dt);
if (fabs(a_Speed.x) < 0.05)
{
a_Speed.x = 0;
}
a_Speed.z *= a_SlowdownMultiplier / (1 + a_Dt);
if (fabs(a_Speed.z) < 0.05)
{
a_Speed.z = 0;
}
}
}
void cEntity::TickBurning(cChunk & a_Chunk)
{
// If we're about to change worlds, then we can't accurately determine whether we're in lava (#3939)
if (m_IsWorldChangeScheduled)
{
return;
}
// Remember the current burning state:
bool HasBeenBurning = (m_TicksLeftBurning > 0);
// Fireproof entities burn out on the next tick
if (IsFireproof())
{
m_TicksLeftBurning = 0;
}
// Fire is extinguished by rain
if (GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()))
{
m_TicksLeftBurning = 0;
}
// Do the burning damage:
if (m_TicksLeftBurning > 0)
{
m_TicksSinceLastBurnDamage++;
if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE)
{
if (!IsFireproof())
{
TakeDamage(dtOnFire, nullptr, BURN_DAMAGE, 0);
}
m_TicksSinceLastBurnDamage = 0;
}
m_TicksLeftBurning--;
}
if (IsInWater())
{
// Extinguish the fire
m_TicksLeftBurning = 0;
}
if (IsInLava())
{
// Burn:
m_TicksLeftBurning = BURN_TICKS;
// Periodically damage:
m_TicksSinceLastLavaDamage++;
if (m_TicksSinceLastLavaDamage >= LAVA_TICKS_PER_DAMAGE)
{
if (!IsFireproof())
{
TakeDamage(dtLavaContact, nullptr, LAVA_DAMAGE, 0);
}
m_TicksSinceLastLavaDamage = 0;
}
}
else
{
m_TicksSinceLastLavaDamage = 0;
}
if (IsInFire())
{
// Burn:
m_TicksLeftBurning = BURN_TICKS;
// Periodically damage:
m_TicksSinceLastFireDamage++;
if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE)
{
if (!IsFireproof() && !IsInLava())
{
TakeDamage(dtFireContact, nullptr, FIRE_DAMAGE, 0);
}
m_TicksSinceLastFireDamage = 0;
}
}
else
{
m_TicksSinceLastFireDamage = 0;
}
// If just started / finished burning, notify descendants:
if ((m_TicksLeftBurning > 0) && !HasBeenBurning)
{
OnStartedBurning();
}
else if ((m_TicksLeftBurning <= 0) && HasBeenBurning)
{
OnFinishedBurning();
}
}
void cEntity::TickInVoid(cChunk & a_Chunk)
{
if (m_TicksSinceLastVoidDamage == 20)
{
TakeDamage(dtInVoid, nullptr, 2, 0);
m_TicksSinceLastVoidDamage = 0;
}
else
{
m_TicksSinceLastVoidDamage++;
}
}
void cEntity::DetectCacti(void)
{
int MinX = FloorC(GetPosX() - m_Width / 2);
int MaxX = FloorC(GetPosX() + m_Width / 2);
int MinZ = FloorC(GetPosZ() - m_Width / 2);
int MaxZ = FloorC(GetPosZ() + m_Width / 2);
int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);
for (int x = MinX; x <= MaxX; x++)
{
for (int z = MinZ; z <= MaxZ; z++)
{
for (int y = MinY; y <= MaxY; y++)
{
if (GetWorld()->GetBlock(x, y, z) == E_BLOCK_CACTUS)
{
TakeDamage(dtCactusContact, nullptr, 1, 0);
return;
}
} // for y
} // for z
} // for x
}
void cEntity::ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition, bool a_SetPortalCooldown, bool a_ShouldSendRespawn)
{
m_NewWorld = a_World;
m_NewWorldPosition = a_NewPosition;
m_IsWorldChangeScheduled = true;
m_WorldChangeSetPortalCooldown = a_SetPortalCooldown;
m_WorldChangeSendRespawn = a_ShouldSendRespawn;
}
bool cEntity::DetectPortal()
{
// If somebody scheduled a world change with ScheduleMoveToWorld, change worlds now.
if (m_IsWorldChangeScheduled)
{
m_IsWorldChangeScheduled = false;
if (m_WorldChangeSetPortalCooldown)
{
// Delay the portal check.
m_PortalCooldownData.m_TicksDelayed = 0;
m_PortalCooldownData.m_ShouldPreventTeleportation = true;
}
MoveToWorld(m_NewWorld, m_WorldChangeSendRespawn, m_NewWorldPosition);
return true;
}
if (GetWorld()->GetDimension() == dimOverworld)
{
if (GetWorld()->GetLinkedNetherWorldName().empty() && GetWorld()->GetLinkedEndWorldName().empty())
{
// Teleportation to either dimension not enabled, don't bother proceeding
return false;
}
}
else if (GetWorld()->GetLinkedOverworldName().empty())
{
// Overworld teleportation disabled, abort
return false;
}
int X = POSX_TOINT, Y = POSY_TOINT, Z = POSZ_TOINT;
if ((Y > 0) && (Y < cChunkDef::Height))
{
switch (GetWorld()->GetBlock(X, Y, Z))
{
case E_BLOCK_NETHER_PORTAL:
{
if (m_PortalCooldownData.m_ShouldPreventTeleportation)
{
// Just exited a portal, don't teleport again
return false;
}
if (IsPlayer() && !(static_cast<cPlayer *>(this))->IsGameModeCreative() && (m_PortalCooldownData.m_TicksDelayed != 80))
{
// Delay teleportation for four seconds if the entity is a non-creative player
m_PortalCooldownData.m_TicksDelayed++;
return false;
}
m_PortalCooldownData.m_TicksDelayed = 0;
// Nether portal in the nether
if (GetWorld()->GetDimension() == dimNether)
{
if (GetWorld()->GetLinkedOverworldName().empty())
{
return false;
}
cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
eDimension DestionationDim = DestinationWorld->GetDimension();
m_PortalCooldownData.m_ShouldPreventTeleportation = true; // Stop portals from working on respawn
if (IsPlayer())
{
// Send a respawn packet before world is loaded / generated so the client isn't left in limbo
(static_cast<cPlayer *>(this))->GetClientHandle()->SendRespawn(DestionationDim);
}
Vector3d TargetPos = GetPosition();
TargetPos.x *= 8.0;
TargetPos.z *= 8.0;
cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start()
LOGD("Jumping %s -> %s", DimensionToString(dimNether).c_str(), DimensionToString(DestionationDim).c_str());
new cNetherPortalScanner(this, TargetWorld, TargetPos, cChunkDef::Height);
return true;
}
// Nether portal in the overworld
else
{
if (GetWorld()->GetLinkedNetherWorldName().empty())
{
return false;
}
cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName());
eDimension DestionationDim = DestinationWorld->GetDimension();
m_PortalCooldownData.m_ShouldPreventTeleportation = true;
if (IsPlayer())
{
if (DestionationDim == dimNether)
{
static_cast<cPlayer *>(this)->AwardAchievement(achEnterPortal);
}
static_cast<cPlayer *>(this)->GetClientHandle()->SendRespawn(DestionationDim);
}
Vector3d TargetPos = GetPosition();
TargetPos.x /= 8.0;
TargetPos.z /= 8.0;
cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName());
ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start()
LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(DestionationDim).c_str());
new cNetherPortalScanner(this, TargetWorld, TargetPos, (cChunkDef::Height / 2));
return true;
}
}
case E_BLOCK_END_PORTAL:
{
if (m_PortalCooldownData.m_ShouldPreventTeleportation)
{
return false;
}
// End portal in the end
if (GetWorld()->GetDimension() == dimEnd)
{
if (GetWorld()->GetLinkedOverworldName().empty())
{
return false;
}
cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
eDimension DestionationDim = DestinationWorld->GetDimension();
m_PortalCooldownData.m_ShouldPreventTeleportation = true;
if (IsPlayer())
{
cPlayer * Player = static_cast<cPlayer *>(this);
if (Player->GetBedWorld() == DestinationWorld)
{
Player->TeleportToCoords(Player->GetLastBedPos().x, Player->GetLastBedPos().y, Player->GetLastBedPos().z);
}
else
{
Player->TeleportToCoords(DestinationWorld->GetSpawnX(), DestinationWorld->GetSpawnY(), DestinationWorld->GetSpawnZ());
}
Player->GetClientHandle()->SendRespawn(DestionationDim);
}
cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start()
LOGD("Jumping %s -> %s", DimensionToString(dimEnd).c_str(), DimensionToString(DestionationDim).c_str());
return MoveToWorld(TargetWorld, false);
}
// End portal in the overworld
else
{
if (GetWorld()->GetLinkedEndWorldName().empty())
{
return false;
}
cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedEndWorldName());
eDimension DestionationDim = DestinationWorld->GetDimension();
m_PortalCooldownData.m_ShouldPreventTeleportation = true;
if (IsPlayer())
{
if (DestionationDim == dimEnd)
{
static_cast<cPlayer *>(this)->AwardAchievement(achEnterTheEnd);
}
static_cast<cPlayer *>(this)->GetClientHandle()->SendRespawn(DestionationDim);
}
cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedEndWorldName());
ASSERT(TargetWorld != nullptr); // The linkage checker should have prevented this at startup. See cWorld::start()
LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(DestionationDim).c_str());
return MoveToWorld(TargetWorld, false);
}
}
default: break;
}
}
// Allow portals to work again
m_PortalCooldownData.m_ShouldPreventTeleportation = false;
m_PortalCooldownData.m_TicksDelayed = 0;
return false;
}
bool cEntity::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition)
{
UNUSED(a_ShouldSendRespawn);
ASSERT(a_World != nullptr);
if (GetWorld() == a_World)
{
// Don't move to same world
return false;
}
// Ask the plugins if the entity is allowed to changing the world
if (cRoot::Get()->GetPluginManager()->CallHookEntityChangingWorld(*this, *a_World))
{
// A Plugin doesn't allow the entity to changing the world
return false;
}
// Stop ticking, in preperation for detaching from this world.
SetIsTicking(false);
// Tell others we are gone
GetWorld()->BroadcastDestroyEntity(*this);
// Take note of old chunk coords
auto OldChunkCoords = cChunkDef::BlockToChunk(GetPosition());
// Set position to the new position
ResetPosition(a_NewPosition);
// Stop all mobs from targeting this entity
// Stop this entity from targeting other mobs
if (this->IsMob())
{
cMonster * Monster = static_cast<cMonster*>(this);
Monster->SetTarget(nullptr);
Monster->StopEveryoneFromTargetingMe();
}
// Queue add to new world and removal from the old one
cWorld * OldWorld = GetWorld();
SetWorld(a_World); // Chunks may be streamed before cWorld::AddPlayer() sets the world to the new value
OldWorld->QueueTask([this, OldChunkCoords, a_World](cWorld & a_OldWorld)
{
LOGD("Warping entity #%i (%s) from world \"%s\" to \"%s\". Source chunk: (%d, %d) ",
this->GetUniqueID(), this->GetClass(),
a_OldWorld.GetName().c_str(), a_World->GetName().c_str(),
OldChunkCoords.m_ChunkX, OldChunkCoords.m_ChunkZ
);
UNUSED(OldChunkCoords); // Non Debug mode only
a_World->AddEntity(a_OldWorld.RemoveEntity(*this));
cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*this, a_OldWorld);
});
return true;
}
bool cEntity::MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn, Vector3d a_NewPosition)
{
return DoMoveToWorld(a_World, a_ShouldSendRespawn, a_NewPosition);
}
bool cEntity::MoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
{
return MoveToWorld(a_World, a_ShouldSendRespawn, Vector3d(a_World->GetSpawnX(), a_World->GetSpawnY(), a_World->GetSpawnZ()));
}
bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
{
cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
if (World == nullptr)
{
LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName.c_str());
return false;
}
return DoMoveToWorld(World, a_ShouldSendRespawn, Vector3d(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ()));
}
void cEntity::SetSwimState(cChunk & a_Chunk)
{
m_IsInFire = false;
m_IsInLava = false;
m_IsInWater = false;
m_IsHeadInWater = false;
int RelY = FloorC(GetPosY() + 0.1);
int HeadRelY = CeilC(GetPosY() + GetHeight()) - 1;
ASSERT(RelY <= HeadRelY);
if ((RelY < 0) || (HeadRelY >= cChunkDef::Height))
{
return;
}
int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);
for (int x = MinRelX; x <= MaxRelX; x++)
{
for (int z = MinRelZ; z <= MaxRelZ; z++)
{
for (int y = MinY; y <= MaxY; y++)
{
BLOCKTYPE Block;
if (!a_Chunk.UnboundedRelGetBlockType(x, y, z, Block))
{
LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
x, y, z, GetPosX(), GetPosZ()
);
continue;
}
if (Block == E_BLOCK_FIRE)
{
m_IsInFire = true;
}
else if (IsBlockLava(Block))
{
m_IsInLava = true;
}
else if (IsBlockWater(Block))
{
m_IsInWater = true;
}
} // for y
} // for z
} // for x
// Check if the entity's head is in water.
int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
int HeadHeight = CeilC(GetPosY() + GetHeight()) - 1;
BLOCKTYPE BlockIn;
if (!a_Chunk.UnboundedRelGetBlockType(RelX, HeadHeight, RelZ, BlockIn))
{
LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
RelX, HeadHeight, RelZ, GetPosX(), GetPosZ()
);
return;
}
m_IsHeadInWater = IsBlockWater(BlockIn);
}
void cEntity::SetIsTicking(bool a_IsTicking)
{
m_IsTicking = a_IsTicking;
ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr))); // We shouldn't be ticking if we have no parent chunk
}
void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
WrapSpeed();
}
void cEntity::HandleAir(void)
{
// Ref.: https://minecraft.gamepedia.com/Chunk_format
// See if the entity is /submerged/ water (head is in water)
// Get the type of block the entity is standing in:
int RespirationLevel = static_cast<int>(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration));
if (IsHeadInWater())
{
if (!IsPlayer()) // Players control themselves
{
SetSpeedY(1); // Float in the water
}
if (RespirationLevel > 0)
{
static_cast<cPawn *>(this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0);
}
if (m_AirLevel <= 0)
{
// Runs the air tick timer to check whether the player should be damaged
if (m_AirTickTimer <= 0)
{
// Damage player
TakeDamage(dtDrowning, nullptr, 1, 1, 0);
// Reset timer
m_AirTickTimer = DROWNING_TICKS;
}
else
{
m_AirTickTimer--;
}
}
else
{
// Reduce air supply
m_AirLevel--;
}
}
else
{
// Set the air back to maximum
m_AirLevel = MAX_AIR_LEVEL;
m_AirTickTimer = DROWNING_TICKS;
if (RespirationLevel > 0)
{
m_AirTickTimer = DROWNING_TICKS + (RespirationLevel * 15 * 20);
}
}
}
void cEntity::ResetPosition(Vector3d a_NewPos)
{
SetPosition(a_NewPos);
m_LastSentPosition = GetPosition();
}
void cEntity::OnStartedBurning(void)
{
// Broadcast the change:
m_World->BroadcastEntityMetadata(*this);
}
void cEntity::OnFinishedBurning(void)
{
// Broadcast the change:
m_World->BroadcastEntityMetadata(*this);
}
void cEntity::SetMaxHealth(float a_MaxHealth)
{
m_MaxHealth = a_MaxHealth;
// Reset health, if too high:
m_Health = std::min(m_Health, a_MaxHealth);
}
void cEntity::SetIsFireproof(bool a_IsFireproof)
{
m_IsFireproof = a_IsFireproof;
}
void cEntity::StartBurning(int a_TicksLeftBurning)
{
if (m_TicksLeftBurning > 0)
{
// Already burning, top up the ticks left burning and bail out:
m_TicksLeftBurning = std::max(m_TicksLeftBurning, a_TicksLeftBurning);
return;
}
m_TicksLeftBurning = a_TicksLeftBurning;
OnStartedBurning();
}
void cEntity::StopBurning(void)
{
bool HasBeenBurning = (m_TicksLeftBurning > 0);
m_TicksLeftBurning = 0;
m_TicksSinceLastBurnDamage = 0;
m_TicksSinceLastFireDamage = 0;
m_TicksSinceLastLavaDamage = 0;
// Notify if the entity has stopped burning
if (HasBeenBurning)
{
OnFinishedBurning();
}
}
void cEntity::TeleportToEntity(cEntity & a_Entity)
{
TeleportToCoords(a_Entity.GetPosX(), a_Entity.GetPosY(), a_Entity.GetPosZ());
}
void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
// ask the plugins to allow teleport to the new position.
if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
{
ResetPosition({a_PosX, a_PosY, a_PosZ});
m_World->BroadcastTeleportEntity(*this);
}
}
void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
// Process packet sending every two ticks
if (GetWorld()->GetWorldAge() % 2 == 0)
{
double SpeedSqr = GetSpeed().SqrLength();
if (SpeedSqr == 0.0)
{
// Speed is zero, send this to clients once only as well as an absolute position
if (!m_bHasSentNoSpeed)
{
m_World->BroadcastEntityVelocity(*this, a_Exclude);
m_World->BroadcastTeleportEntity(*this, a_Exclude);
m_bHasSentNoSpeed = true;
}
}
else
{
// Movin'
m_World->BroadcastEntityVelocity(*this, a_Exclude);
m_bHasSentNoSpeed = false;
}
// Only send movement if speed is not 0 and 'no speed' was sent to client
if (!m_bHasSentNoSpeed || IsPlayer())
{
// TODO: Pickups move disgracefully if relative move packets are sent as opposed to just velocity. Have a system to send relmove only when SetPosXXX() is called with a large difference in position
Vector3i Diff = (GetPosition() * 32.0).Floor() - (m_LastSentPosition * 32.0).Floor();
if (Diff.HasNonZeroLength()) // Have we moved?
{
if ((abs(Diff.x) <= 127) && (abs(Diff.y) <= 127) && (abs(Diff.z) <= 127)) // Limitations of a Byte
{
// Difference within Byte limitations, use a relative move packet
if (m_bDirtyOrientation)
{
m_World->BroadcastEntityRelMoveLook(*this, Vector3<Int8>(Diff), a_Exclude);
m_bDirtyOrientation = false;
}
else
{
m_World->BroadcastEntityRelMove(*this, Vector3<Int8>(Diff), a_Exclude);
}
// Clients seem to store two positions, one for the velocity packet and one for the teleport / relmove packet
// The latter is only changed with a relmove / teleport, and m_LastSentPosition stores this position
m_LastSentPosition = GetPosition();
}
else
{
// Too big a movement, do a teleport
m_World->BroadcastTeleportEntity(*this, a_Exclude);
m_LastSentPosition = GetPosition(); // See above
m_bDirtyOrientation = false;
}
}
}
if (m_bDirtyHead)
{
m_World->BroadcastEntityHeadLook(*this, a_Exclude);
m_bDirtyHead = false;
}
if (m_bDirtyOrientation)
{
// Send individual update in case above (sending with rel-move packet) wasn't done
GetWorld()->BroadcastEntityLook(*this, a_Exclude);
m_bDirtyOrientation = false;
}
}
}
cEntity * cEntity::GetAttached()
{
return m_AttachedTo;
}
void cEntity::AttachTo(cEntity * a_AttachTo)
{
if (m_AttachedTo == a_AttachTo)
{
// Already attached to that entity, nothing to do here
return;
}
if (m_AttachedTo != nullptr)
{
// Detach from any previous entity:
Detach();
}
// Update state information
m_AttachedTo = a_AttachTo;
a_AttachTo->m_Attachee = this;
if (a_AttachTo != nullptr)
{
m_World->BroadcastAttachEntity(*this, *a_AttachTo);
}
}
void cEntity::Detach(void)
{
if (m_AttachedTo == nullptr)
{
// Already not attached to any entity, our work is done
return;
}
m_World->BroadcastDetachEntity(*this, *m_AttachedTo);
m_AttachedTo->m_Attachee = nullptr;
m_AttachedTo = nullptr;
}
bool cEntity::IsA(const char * a_ClassName) const
{
return ((a_ClassName != nullptr) && (strcmp(a_ClassName, "cEntity") == 0));
}
bool cEntity::IsAttachedTo(const cEntity * a_Entity) const
{
if ((m_AttachedTo != nullptr) && (a_Entity->GetUniqueID() == m_AttachedTo->GetUniqueID()))
{
return true;
}
return false;
}
void cEntity::SetHeadYaw(double a_HeadYaw)
{
m_HeadYaw = a_HeadYaw;
m_bDirtyHead = true;
WrapHeadYaw();
}
void cEntity::SetHeight(double a_Height)
{
m_Height = a_Height;
}
void cEntity::SetMass(double a_Mass)
{
// Make sure that mass is not zero. 1g is the default because we
// have to choose a number. It's perfectly legal to have a mass
// less than 1g as long as is NOT equal or less than zero.
m_Mass = std::max(a_Mass, 0.001);
}
void cEntity::SetYaw(double a_Yaw)
{
m_Rot.x = a_Yaw;
m_bDirtyOrientation = true;
WrapRotation();
}
void cEntity::SetPitch(double a_Pitch)
{
m_Rot.y = a_Pitch;
m_bDirtyOrientation = true;
WrapRotation();
}
void cEntity::SetRoll(double a_Roll)
{
m_Rot.z = a_Roll;
m_bDirtyOrientation = true;
}
void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
}
void cEntity::SetSpeedX(double a_SpeedX)
{
SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z);
}
void cEntity::SetSpeedY(double a_SpeedY)
{
SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z);
}
void cEntity::SetSpeedZ(double a_SpeedZ)
{
SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ);
}
void cEntity::SetWidth(double a_Width)
{
m_Width = a_Width;
}
void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
{
DoSetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ);
}
void cEntity::AddSpeedX(double a_AddSpeedX)
{
AddSpeed(a_AddSpeedX, 0, 0);
}
void cEntity::AddSpeedY(double a_AddSpeedY)
{
AddSpeed(0, a_AddSpeedY, 0);
}
void cEntity::AddSpeedZ(double a_AddSpeedZ)
{
AddSpeed(0, 0, a_AddSpeedZ);
}
void cEntity::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
{
Vector3d LookVector = m_Attachee->GetLookVector();
double AddSpeedX = LookVector.x * a_Forward + LookVector.z * a_Sideways;
double AddSpeedZ = LookVector.z * a_Forward - LookVector.x * a_Sideways;
SetSpeed(AddSpeedX, 0, AddSpeedZ);
BroadcastMovementUpdate();
}
void cEntity::SteerVehicle(float a_Forward, float a_Sideways)
{
if (m_AttachedTo == nullptr)
{
return;
}
if ((a_Forward != 0.0f) || (a_Sideways != 0.0f))
{
m_AttachedTo->HandleSpeedFromAttachee(a_Forward, a_Sideways);
}
}
bool cEntity::IsTicking(void) const
{
ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr))); // We shouldn't be ticking if we have no parent chunk
return m_IsTicking;
}
////////////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
Vector3d cEntity::GetLookVector(void) const
{
Matrix4d m;
m.Init(Vector3d(), 0, m_Rot.x, -m_Rot.y);
Vector3d Look = m.Transform(Vector3d(0, 0, 1));
return Look;
}
////////////////////////////////////////////////////////////////////////////////
// Set position
void cEntity::SetPosition(const Vector3d & a_Position)
{
m_LastPosition = m_Position;
m_Position = a_Position;
}
void cEntity::AddLeashedMob(cMonster * a_Monster)
{
// Not there already
ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) == m_LeashedMobs.end());
m_LeashedMobs.push_back(a_Monster);
}
void cEntity::RemoveLeashedMob(cMonster * a_Monster)
{
ASSERT(a_Monster->GetLeashedTo() == this);
// Must exists
ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) != m_LeashedMobs.end());
m_LeashedMobs.remove(a_Monster);
}
float cEntity::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower)
{
double EntitySize = m_Width * m_Width * m_Height;
if (EntitySize <= 0)
{
// Handle entity with invalid size
return 0;
}
cBoundingBox EntityBox(GetPosition(), m_Width / 2, m_Height);
cBoundingBox ExplosionBox(a_ExplosionPosition, a_ExlosionPower * 2.0);
cBoundingBox IntersectionBox(EntityBox);
bool Overlap = EntityBox.Intersect(ExplosionBox, IntersectionBox);
if (Overlap)
{
Vector3d Diff = IntersectionBox.GetMax() - IntersectionBox.GetMin();
double OverlapSize = Diff.x * Diff.y * Diff.z;
return static_cast<float>(OverlapSize / EntitySize);
}
else
{
return 0;
}
}