111 lines
2.8 KiB
C++
111 lines
2.8 KiB
C++
#include "Globals.h"
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#include "FallingBlock.h"
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#include "../BlockInfo.h"
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#include "../World.h"
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#include "../ClientHandle.h"
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#include "../Simulator/SandSimulator.h"
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#include "../Chunk.h"
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cFallingBlock::cFallingBlock(Vector3d a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta):
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Super(etFallingBlock, a_Position, 0.98f, 0.98f),
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m_BlockType(a_BlockType),
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m_BlockMeta(a_BlockMeta)
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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 cFallingBlock::SpawnOn(cClientHandle & a_ClientHandle)
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{
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a_ClientHandle.SendSpawnEntity(*this);
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}
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void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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// GetWorld()->BroadcastTeleportEntity(*this); // Test position
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int BlockX = POSX_TOINT;
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int BlockY = static_cast<int>(GetPosY() - 0.5);
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int BlockZ = POSZ_TOINT;
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if (BlockY < 0)
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{
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// Fallen out of this world, just continue falling until out of sight, then destroy:
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if (BlockY < VOID_BOUNDARY)
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{
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Destroy();
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}
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return;
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}
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if (BlockY >= cChunkDef::Height)
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{
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// Above the world, just wait for it to fall back down
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return;
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}
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BLOCKTYPE BlockBelow = a_Chunk.GetBlock(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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NIBBLETYPE BelowMeta = a_Chunk.GetMeta(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
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if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
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{
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// Fallen onto a block that breaks this into pickups (e. g. half-slab)
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// Must finish the fall with coords one below the block:
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
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Destroy();
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return;
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}
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else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
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{
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// Fallen onto a solid block
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/*
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FLOGD(
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"Sand: Checked below at {0} (rel {1}), it's {2}, finishing the fall.",
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Vector3i{BlockX, BlockY, BlockZ},
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cChunkDef::AbsoluteToRelative({BlockX, BlockY, BlockZ}, {a_Chunk.GetPosX(), a_Chunk.GetPosZ()}),
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ItemTypeToString(BlockBelow)
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);
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*/
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if (BlockY < cChunkDef::Height - 1)
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{
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
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}
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Destroy();
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return;
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}
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else if ((m_BlockType == E_BLOCK_CONCRETE_POWDER) && IsBlockWater(BlockBelow))
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{
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// Concrete powder falling into water solidifies on the first water it touches
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cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, E_BLOCK_CONCRETE, m_BlockMeta);
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Destroy();
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return;
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}
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float MilliDt = a_Dt.count() * 0.001f;
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AddSpeedY(MilliDt * -9.8f);
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AddPosition(GetSpeed() * MilliDt);
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// If not static (one billionth precision) broadcast movement
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if ((fabs(GetSpeedX()) > std::numeric_limits<double>::epsilon()) || (fabs(GetSpeedZ()) > std::numeric_limits<double>::epsilon()))
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{
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BroadcastMovementUpdate();
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}
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}
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