Beispiel #1
0
void cExpOrb::Tick(float a_Dt, cChunk & a_Chunk)
{
	cPlayer * a_ClosestPlayer(m_World->FindClosestPlayer(Vector3f(GetPosition()), 5));
	if (a_ClosestPlayer != nullptr)
	{
		Vector3f a_PlayerPos(a_ClosestPlayer->GetPosition());
		a_PlayerPos.y++;
		Vector3f a_Distance(a_PlayerPos - GetPosition());
		double Distance(a_Distance.Length());
		if (Distance < 0.1f)
		{
			LOGD("Player %s picked up an ExpOrb. His reward is %i", a_ClosestPlayer->GetName().c_str(), m_Reward);
			a_ClosestPlayer->DeltaExperience(m_Reward);
			
			m_World->BroadcastSoundEffect("random.orb", GetPosX(), GetPosY(), GetPosZ(), 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
			
			Destroy();
		}
		a_Distance.Normalize();
		a_Distance *= ((float) (5.5 - Distance));
		SetSpeedX( a_Distance.x);
		SetSpeedY( a_Distance.y);
		SetSpeedZ( a_Distance.z);
		BroadcastMovementUpdate();
	}
	HandlePhysics(a_Dt, a_Chunk);
	
	m_Timer += a_Dt;
	if (m_Timer >= 1000 * 60 * 5)  // 5 minutes
	{
		Destroy(true);
	}
}
Beispiel #2
0
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();
}
Beispiel #3
0
void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	if (GetProjectileKind() != pkArrow) // See cArrow::Tick
	{
		BroadcastMovementUpdate();
	}
}
void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	
	// TODO: see BroadcastMovementUpdate; RelativeMove packet jerkiness affects projectiles too (cause of sympton described in cArrowEntity::Tick())
	if (GetProjectileKind() != pkArrow)
	{
		BroadcastMovementUpdate();
	}
}
void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace)
{
	super::OnHitSolidBlock(a_HitPos, a_HitFace);
	
	// Broadcast the position and speed packets before teleporting:
	BroadcastMovementUpdate();
	
	// Teleport the entity to the exact hit coords:
	m_World->BroadcastTeleportEntity(*this);
}
void cProjectileEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
    super::Tick(a_Dt, a_Chunk);
    if (!IsTicking())
    {
        // The base class tick destroyed us
        return;
    }
    BroadcastMovementUpdate();
}
Beispiel #7
0
void cPickup::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate();  // Notify clients of position

	m_Timer += a_Dt;
	
	if (!m_bCollected)
	{
		int BlockY = POSY_TOINT;
		int BlockX = POSX_TOINT;
		int BlockZ = POSZ_TOINT;

		if ((BlockY >= 0) && (BlockY < cChunkDef::Height))  // Don't do anything except for falling when outside the world
		{
			// Position might have changed due to physics. So we have to make sure we have the correct chunk.
			GET_AND_VERIFY_CURRENT_CHUNK(CurrentChunk, BlockX, BlockZ)
			
			int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
			int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
				
			// If the pickup is on the bottommost block position, make it think the void is made of air: (#131)
			BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
			BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);

			if (
				IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
				IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
			)
			{
				m_bCollected = true;
				m_Timer = std::chrono::milliseconds(0);  // We have to reset the timer.
				m_Timer += a_Dt;  // In case we have to destroy the pickup in the same tick.
				if (m_Timer > std::chrono::milliseconds(500))
				{
					Destroy(true);
					return;
				}
			}

			// Try to combine the pickup with adjacent same-item pickups:
			if (!IsDestroyed() && (m_Item.m_ItemCount < m_Item.GetMaxStackSize()))  // Don't combine if already full
			{
				// By using a_Chunk's ForEachEntity() instead of cWorld's, pickups don't combine across chunk boundaries.
				// That is a small price to pay for not having to traverse the entire world for each entity.
				// The speedup in the tick thread is quite considerable.
				cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this);
				a_Chunk.ForEachEntity(PickupCombiningCallback);
				if (PickupCombiningCallback.FoundMatchingPickup())
				{
					m_World->BroadcastEntityMetadata(*this);
				}
			}
		}
Beispiel #8
0
void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate();
	
	m_FuseTicks -= 1;
	if (m_FuseTicks <= 0)
	{
		Explode();
	}
}
Beispiel #9
0
void cMinecart::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
	int PosY = (int)floor(GetPosY());
	if ((PosY <= 0) || (PosY >= cChunkDef::Height))
	{
		// Outside the world, just process normal falling physics
		super::HandlePhysics(a_Dt, a_Chunk);
		BroadcastMovementUpdate();
		return;
	}
	
	int RelPosX = (int)floor(GetPosX()) - a_Chunk.GetPosX() * cChunkDef::Width;
	int RelPosZ = (int)floor(GetPosZ()) - a_Chunk.GetPosZ() * cChunkDef::Width;
	cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
	if (Chunk == NULL)
	{
		// Inside an unloaded chunk, bail out all processing
		return;
	}
	BLOCKTYPE BelowType = Chunk->GetBlock(RelPosX, PosY - 1, RelPosZ);
	BLOCKTYPE InsideType = Chunk->GetBlock(RelPosX, PosY, RelPosZ);

	if (IsBlockRail(BelowType))
	{
		HandleRailPhysics(a_Dt, *Chunk);
	}
	else
	{
		if (IsBlockRail(InsideType))
		{
			SetPosY(PosY + 1);
			HandleRailPhysics(a_Dt, *Chunk);
		}
		else
		{
			super::HandlePhysics(a_Dt, *Chunk);
			BroadcastMovementUpdate();
		}
	}
}
Beispiel #10
0
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate(); //Notify clients of position

	m_Timer += a_Dt;
	
	if (!m_bCollected)
	{
		int BlockY = POSY_TOINT;
		int BlockX = POSX_TOINT;
		int BlockZ = POSZ_TOINT;

		if ((BlockY >= 0) && (BlockY < cChunkDef::Height))  // Don't do anything except for falling when outside the world
		{
			// Position might have changed due to physics. So we have to make sure we have the correct chunk.
			GET_AND_VERIFY_CURRENT_CHUNK(CurrentChunk, BlockX, BlockZ)
			
			int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
			int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
				
			// If the pickup is on the bottommost block position, make it think the void is made of air: (#131)
			BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
			BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);

			if (
				IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
				IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
			)
			{
				m_bCollected = true;
				m_Timer = 0;  // We have to reset the timer.
				m_Timer += a_Dt;  // In case we have to destroy the pickup in the same tick.
				if (m_Timer > 500.f)  
				{
					Destroy(true);
					return;
				}
			}

			if (!IsDestroyed()) // Don't try to combine if someone has tried to combine me
			{
				cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this);
				m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries
				if (PickupCombiningCallback.FoundMatchingPickup())
				{
					m_World->BroadcastEntityMetadata(*this);
				}
			}
		}
Beispiel #11
0
void cTNTEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	if (!IsTicking())
	{
		// The base class tick destroyed us
		return;
	}
	BroadcastMovementUpdate();

	m_FuseTicks -= 1;
	if (m_FuseTicks <= 0)
	{
		Explode();
	}
}
Beispiel #12
0
void cBoat::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate();

	SetSpeed(GetSpeed() * 0.97);  // Slowly decrease the speed

	if ((POSY_TOINT < 0) || (POSY_TOINT >= cChunkDef::Height))
	{
		return;
	}

	if (IsBlockWater(m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT)))
	{
		if (GetSpeedY() < 2)
		{
			AddSpeedY(0.2);
		}
	}
}
Beispiel #13
0
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	if (!IsTicking())
	{
		// The base class tick destroyed us
		return;
	}
	GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);

	ASSERT((GetTarget() == nullptr) || (GetTarget()->IsPawn() && (GetTarget()->GetWorld() == GetWorld())));
	if (m_AttackCoolDownTicksLeft > 0)
	{
		m_AttackCoolDownTicksLeft -= 1;
	}

	if (m_Health <= 0)
	{
		// The mob is dead, but we're still animating the "puff" they leave when they die
		m_DestroyTimer += a_Dt;
		if (m_DestroyTimer > std::chrono::seconds(1))
		{
			Destroy(true);
		}
		return;
	}

	if (m_TicksSinceLastDamaged < 100)
	{
		++m_TicksSinceLastDamaged;
	}
	if ((GetTarget() != nullptr))
	{
		ASSERT(GetTarget()->IsTicking());

		if (GetTarget()->IsPlayer())
		{
			if (static_cast<cPlayer *>(GetTarget())->IsGameModeCreative())
			{
				SetTarget(nullptr);
				m_EMState = IDLE;
			}
		}
	}

	// Process the undead burning in daylight.
	HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));

	bool a_IsFollowingPath = false;
	if (m_PathfinderActivated)
	{
		if (ReachedFinalDestination())
		{
			StopMovingToPosition();  // Simply sets m_PathfinderActivated to false.
		}
		else
		{
			// Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
			switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, m_EMState == IDLE ? true : false))
			{
				case ePathFinderStatus::PATH_FOUND:
				{
					/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
					1. I am idle
					2. I was not hurt by a player recently.
					Then STOP. */
					if (
						m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
						WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
						!WouldBurnAt(GetPosition(), *Chunk)
					)
					{
						// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
						StopMovingToPosition();
					}
					else
					{
						a_IsFollowingPath = true;  // Used for proper body / head orientation only.
						MoveToWayPoint(*Chunk);
					}
					break;
				}
				case ePathFinderStatus::PATH_NOT_FOUND:
				{
					StopMovingToPosition();
					break;
				}
				default:
				{

				}
			}
		}
	}

	SetPitchAndYawFromDestination(a_IsFollowingPath);

	switch (m_EMState)
	{
		case IDLE:
		{
			// If enemy passive we ignore checks for player visibility.
			InStateIdle(a_Dt, a_Chunk);
			break;
		}
		case CHASING:
		{
			// If we do not see a player anymore skip chasing action.
			InStateChasing(a_Dt, a_Chunk);
			break;
		}
		case ESCAPING:
		{
			InStateEscaping(a_Dt, a_Chunk);
			break;
		}
		case ATTACKING: break;
	}  // switch (m_EMState)

	BroadcastMovementUpdate();

	if (m_AgingTimer > 0)
	{
		m_AgingTimer--;
		if ((m_AgingTimer <= 0) && IsBaby())
		{
			SetAge(1);
			m_World->BroadcastEntityMetadata(*this);
		}
	}
}
Beispiel #14
0
void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
{
    if (m_ClientHandle != NULL)
    {
        if (m_ClientHandle->IsDestroyed())
        {
            // This should not happen, because destroying a client will remove it from the world, but just in case
            m_ClientHandle = NULL;
            return;
        }

        if (!m_ClientHandle->IsPlaying())
        {
            // We're not yet in the game, ignore everything
            return;
        }
    }

    if (!a_Chunk.IsValid())
    {
        // This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
        return;
    }

    super::Tick(a_Dt, a_Chunk);

    // Set player swimming state
    SetSwimState(a_Chunk);

    // Handle air drowning stuff
    HandleAir();

    // Handle charging the bow:
    if (m_IsChargingBow)
    {
        m_BowCharge += 1;
    }

    //handle updating experience
    if (m_bDirtyExperience)
    {
        SendExperience();
    }

    if (m_bDirtyPosition)
    {
        // Apply food exhaustion from movement:
        ApplyFoodExhaustionFromMovement();

        cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
        BroadcastMovementUpdate(m_ClientHandle);
        m_ClientHandle->StreamChunks();
    }
    else
    {
        BroadcastMovementUpdate(m_ClientHandle);
    }

    if (m_Health > 0)  // make sure player is alive
    {
        m_World->CollectPickupsByPlayer(this);

        if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
        {
            FinishEating();
        }

        HandleFood();
    }

    // Send Player List (Once per m_LastPlayerListTime/1000 ms)
    cTimer t1;
    if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime())
    {
        m_World->SendPlayerList(this);
        m_LastPlayerListTime = t1.GetNowTime();
    }
}
Beispiel #15
0
void cBoat::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
	super::HandlePhysics(a_Dt, a_Chunk);
	BroadcastMovementUpdate();
}
Beispiel #16
0
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate(); //Notify clients of position

	m_Timer += a_Dt;
	
	if (!m_bCollected)
	{
		int BlockY = (int) floor(GetPosY());
		if ((BlockY >= 0) && (BlockY < cChunkDef::Height))  // Don't do anything except for falling when outside the world
		{
			int BlockX = (int) floor(GetPosX());
			int BlockZ = (int) floor(GetPosZ());
			// Position might have changed due to physics. So we have to make sure we have the correct chunk.
			cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
			if (CurrentChunk != NULL)  // Make sure the chunk is loaded
			{
				int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
				int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
				
				// If the pickup is on the bottommost block position, make it think the void is made of air: (#131)
				BLOCKTYPE BlockBelow = (BlockY > 0) ? CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
				BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);

				if (
					IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
					IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
				)
				{
					m_bCollected = true;
					m_Timer = 0;  // We have to reset the timer.
					m_Timer += a_Dt;  // In case we have to destroy the pickup in the same tick.
					if (m_Timer > 500.f)  
					{
						Destroy(true);
						return;
					}
				}

				if (!IsDestroyed()) // Don't try to combine if someone has tried to combine me
				{
					cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this);
					m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries
					if (PickupCombiningCallback.FoundMatchingPickup())
					{
						m_World->BroadcastEntityMetadata(*this);
					}
				}
			}
		}
	}
	else
	{
		if (m_Timer > 500.f)  // 0.5 second
		{
			Destroy(true);
			return;
		}
	}

	if (m_Timer > 1000 * 60 * 5)  // 5 minutes
	{
		Destroy(true);
		return;
	}

	if (GetPosY() < -8) // Out of this world and no more visible!
	{
		Destroy(true);
		return;
	}
}
Beispiel #17
0
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	if (m_Health <= 0)
	{
		// The mob is dead, but we're still animating the "puff" they leave when they die
		m_DestroyTimer += a_Dt / 1000;
		if (m_DestroyTimer > 1)
		{
			Destroy(true);
		}
		return;
	}

	// Burning in daylight
	HandleDaylightBurning(a_Chunk);
	
	HandlePhysics(a_Dt,a_Chunk);
	BroadcastMovementUpdate();

	a_Dt /= 1000;

	if (m_bMovingToDestination)
	{
		Vector3f Pos( GetPosition() );
		Vector3f Distance = m_Destination - Pos;
		if( !ReachedDestination() )
		{
			Distance.y = 0;
			Distance.Normalize();
			Distance *= 3;
			SetSpeedX( Distance.x );
			SetSpeedZ( Distance.z );

			if (m_EMState == ESCAPING)
			{	//Runs Faster when escaping :D otherwise they just walk away
				SetSpeedX (GetSpeedX() * 2.f);
				SetSpeedZ (GetSpeedZ() * 2.f);
			}
		}
		else
		{
			m_bMovingToDestination = false;
		}

		if( GetSpeed().SqrLength() > 0.f )
		{
			if( m_bOnGround )
			{
				Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy();
				Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed;
				int NextHeight;
				if (!m_World->TryGetHeight((int)NextBlock.x, (int)NextBlock.z, NextHeight))
				{
					// The chunk at NextBlock is not loaded
					return;
				}
				if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 )
				{
					m_bOnGround = false;
					SetSpeedY(5.f); // Jump!!
				}
			}
		}
	}

	Vector3d Distance = m_Destination - GetPosition();
	if (Distance.SqrLength() > 0.1f)
	{
		double Rotation, Pitch;
		Distance.Normalize();
		VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
		SetHeadYaw (Rotation);
		SetRotation( Rotation );
		SetPitch( -Pitch );
	}

	switch (m_EMState)
	{
		case IDLE:
		{
			// If enemy passive we ignore checks for player visibility
			InStateIdle(a_Dt);
			break;
		}
	
		case CHASING:
		{
			// If we do not see a player anymore skip chasing action
			InStateChasing(a_Dt);
			break;
		}
	
		case ESCAPING:
		{
			InStateEscaping(a_Dt);
			break;
		}
	}  // switch (m_EMState)
}
Beispiel #18
0
void cProjectileEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate();
}
Beispiel #19
0
void cMinecart::HandleRailPhysics(float a_Dt, cChunk & a_Chunk)
{
	
	super::HandlePhysics(a_Dt, a_Chunk); // Main physics handling

	/*
	NOTE: Please bear in mind that taking away from negatives make them even more negative,
	adding to negatives make them positive, etc.
	*/
	
	// Get block meta below the cart
	int RelPosX = (int)floor(GetPosX()) - a_Chunk.GetPosX() * cChunkDef::Width;
	int RelPosZ = (int)floor(GetPosZ()) - a_Chunk.GetPosZ() * cChunkDef::Width;
	NIBBLETYPE BelowMeta = a_Chunk.GetMeta(RelPosX, (int)floor(GetPosY() - 1), RelPosZ);
	double SpeedX = GetSpeedX(), SpeedY = GetSpeedY(), SpeedZ = GetSpeedZ(); // Get current speed
	
	switch (BelowMeta)
	{
		case E_META_RAIL_ZM_ZP: // NORTHSOUTH
		{
			SetRotation(270);
			SpeedY = 0; // Don't move vertically as on ground
			SpeedX = 0; // Correct diagonal movement from curved rails
			
			if (SpeedZ != 0) // Don't do anything if cart is stationary
			{
				if (SpeedZ > 0)
				{
					// Going SOUTH, slow down
					SpeedZ = SpeedZ - 0.1;
				}
				else
				{
					// Going NORTH, slow down
					SpeedZ = SpeedZ + 0.1;
				}
			}
			break;
		}

		case E_META_RAIL_XM_XP: // EASTWEST
		{
			SetRotation(180);
			SpeedY = 0;
			SpeedZ = 0;

			if (SpeedX != 0)
			{
				if (SpeedX > 0)
				{
					SpeedX = SpeedX - 0.1;
				}
				else
				{
					SpeedX = SpeedX + 0.1;
				}
			}
			break;
		}

		case E_META_RAIL_ASCEND_ZM: // ASCEND NORTH
		{
			SetRotation(270);
			SetPosY(floor(GetPosY()) + 0.2); // It seems it doesn't work without levitation :/
			SpeedX = 0;

			if (SpeedZ >= 0)
			{
				// SpeedZ POSITIVE, going SOUTH
				if (SpeedZ <= MAX_SPEED) // Speed limit
				{
					SpeedZ = SpeedZ + 0.5; // Speed up
					SpeedY = (0 - SpeedZ); // Downward movement is negative (0 minus positive numbers is negative)
				}
				else
				{
					SpeedZ = MAX_SPEED; // Enforce speed limit
					SpeedY = (0 - SpeedZ);
				}
			}
			else
			{
				// SpeedZ NEGATIVE, going NORTH
				SpeedZ = SpeedZ + 0.4; // Slow down
				SpeedY = (0 - SpeedZ); // Upward movement is positive (0 minus negative number is positive number)
			}
			break;
		}

		case E_META_RAIL_ASCEND_ZP: // ASCEND SOUTH
		{
			SetRotation(270);
			SetPosY(floor(GetPosY()) + 0.2);
			SpeedX = 0;

			if (SpeedZ > 0)
			{
				// SpeedZ POSITIVE, going SOUTH
				SpeedZ = SpeedZ - 0.4; // Slow down
				SpeedY = SpeedZ; // Upward movement positive
			}
			else
			{
				if (SpeedZ >= MAX_SPEED_NEGATIVE) // Speed limit
				{
					// SpeedZ NEGATIVE, going NORTH
					SpeedZ = SpeedZ - 0.5; // Speed up
					SpeedY = SpeedZ; // Downward movement negative
				}
				else
				{
					SpeedZ = MAX_SPEED_NEGATIVE; // Enforce speed limit
					SpeedY = SpeedZ;
				}
			}
			break;
		}

		case E_META_RAIL_ASCEND_XM: // ASCEND EAST
		{
			SetRotation(180);
			SetPosY(floor(GetPosY()) + 0.2);
			SpeedZ = 0;

			if (SpeedX >= 0)
			{
				if (SpeedX <= MAX_SPEED)
				{
					SpeedX = SpeedX + 0.5;
					SpeedY = (0 - SpeedX);
				}
				else
				{
					SpeedX = MAX_SPEED;
					SpeedY = (0 - SpeedX);
				}
			}
			else
			{
				SpeedX = SpeedX + 0.4;
				SpeedY = (0 - SpeedX);
			}
			break;
		}

		case E_META_RAIL_ASCEND_XP: // ASCEND WEST
		{
			SetRotation(180);
			SetPosY(floor(GetPosY()) + 0.2);
			SpeedZ = 0;

			if (SpeedX > 0)
			{
				SpeedX = SpeedX - 0.4;
				SpeedY = SpeedX;
			}
			else
			{
				if (SpeedX >= MAX_SPEED_NEGATIVE)
				{
					SpeedX = SpeedX - 0.5;
					SpeedY = SpeedX;
				}
				else
				{
					SpeedX = MAX_SPEED_NEGATIVE;
					SpeedY = SpeedX;
				}
			}
			break;
		}

		case E_META_RAIL_CURVED_ZM_XM: // Ends pointing NORTH and WEST
		{
			SetRotation(315); // Set correct rotation server side
			SetPosY(floor(GetPosY()) + 0.2); // Levitate dat cart

			if (SpeedZ > 0) // Cart moving south
			{
				SpeedX = (0 - SpeedZ); // Diagonally move southwest (which will make cart hit a southwest rail)
			}
			else if (SpeedX > 0) // Cart moving east
			{
				SpeedZ = (0 - SpeedX); // Diagonally move northeast
			}
			break;
		}

		case E_META_RAIL_CURVED_ZM_XP: // Curved NORTH EAST
		{
			SetRotation(225);
			SetPosY(floor(GetPosY()) + 0.2);

			if (SpeedZ > 0)
			{
				SpeedX = SpeedZ;
			}
			else if (SpeedX < 0)
			{
				SpeedZ = SpeedX;
			}
			break;
		}

		case E_META_RAIL_CURVED_ZP_XM: // Curved SOUTH WEST
		{
			SetRotation(135);
			SetPosY(floor(GetPosY()) + 0.2);

			if (SpeedZ < 0)
			{
				SpeedX = SpeedZ;
			}
			else if (SpeedX > 0)
			{
				SpeedZ = SpeedX;
			}
			break;
		}

		case E_META_RAIL_CURVED_ZP_XP: // Curved SOUTH EAST
		{
			SetRotation(45);
			SetPosY(floor(GetPosY()) + 0.2);

			if (SpeedZ < 0)
			{
				SpeedX = (0 - SpeedZ);
			}
			else if (SpeedX < 0)
			{
				SpeedZ = (0 - SpeedX);
			}
			break;
		}

		default:
		{
			ASSERT(!"Unhandled rail meta!"); // Dun dun DUN!
			break;
		}
	}

	// Set speed to speed variables
	SetSpeedX(SpeedX);
	SetSpeedY(SpeedY);
	SetSpeedZ(SpeedZ);


	// Broadcast position to client
	BroadcastMovementUpdate();
}
Beispiel #20
0
void cFallingBlock::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	// GetWorld()->BroadcastTeleportEntity(*this);  // Test position
	
	int BlockX = POSX_TOINT;
	int BlockY = (int)(GetPosY() - 0.5);
	int BlockZ = POSZ_TOINT;
	
	if (BlockY < 0)
	{
		// Fallen out of this world, just continue falling until out of sight, then destroy:
		if (BlockY < VOID_BOUNDARY)
		{
			Destroy(true);
		}
		return;
	}
	
	if (BlockY >= cChunkDef::Height)
	{
		// Above the world, just wait for it to fall back down
		return;
	}
	
	BLOCKTYPE BlockBelow = a_Chunk.GetBlock(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
	NIBBLETYPE BelowMeta = a_Chunk.GetMeta(BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width);
	if (cSandSimulator::DoesBreakFallingThrough(BlockBelow, BelowMeta))
	{
		// Fallen onto a block that breaks this into pickups (e. g. half-slab)
		// Must finish the fall with coords one below the block:
		cSandSimulator::FinishFalling(m_World, BlockX, BlockY, BlockZ, m_BlockType, m_BlockMeta);
		Destroy(true);
		return;
	}
	else if (!cSandSimulator::CanContinueFallThrough(BlockBelow))
	{
		// Fallen onto a solid block
		/*
		LOGD(
			"Sand: Checked below at {%d, %d, %d} (rel {%d, %d, %d}), it's %s, finishing the fall.",
			BlockX, BlockY, BlockZ,
			BlockX - a_Chunk.GetPosX() * cChunkDef::Width, BlockY, BlockZ - a_Chunk.GetPosZ() * cChunkDef::Width,
			ItemTypeToString(BlockBelow).c_str()
		);
		*/

		if (BlockY < cChunkDef::Height - 1)
		{
			cSandSimulator::FinishFalling(m_World, BlockX, BlockY + 1, BlockZ, m_BlockType, m_BlockMeta);
		}
		Destroy(true);
		return;
	}
	
	float MilliDt = a_Dt.count() * 0.001f;
	AddSpeedY(MilliDt * -9.8f);
	AddPosition(GetSpeed() * MilliDt);

	// If not static (one billionth precision) broadcast movement
	if ((fabs(GetSpeedX()) > std::numeric_limits<double>::epsilon()) || (fabs(GetSpeedZ()) > std::numeric_limits<double>::epsilon()))
	{
		BroadcastMovementUpdate();
	}
}
Beispiel #21
0
void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
{
	if (m_ClientHandle != NULL)
	{
		if (m_ClientHandle->IsDestroyed())
		{
			// This should not happen, because destroying a client will remove it from the world, but just in case
			m_ClientHandle = NULL;
			return;
		}
		
		if (!m_ClientHandle->IsPlaying())
		{
			// We're not yet in the game, ignore everything
			return;
		}
	}

	m_Stats.AddValue(statMinutesPlayed, 1);
	
	if (!a_Chunk.IsValid())
	{
		// This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
		return;
	}
	
	super::Tick(a_Dt, a_Chunk);
	
	// Handle charging the bow:
	if (m_IsChargingBow)
	{
		m_BowCharge += 1;
	}
	
	// Handle updating experience
	if (m_bDirtyExperience)
	{
		SendExperience();
	}

	if (GetPosition() != m_LastPos) // Change in position from last tick?
	{
		// Apply food exhaustion from movement:
		ApplyFoodExhaustionFromMovement();
		
		cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
		m_ClientHandle->StreamChunks();
	}

	BroadcastMovementUpdate(m_ClientHandle);

	if (m_Health > 0)  // make sure player is alive
	{
		m_World->CollectPickupsByPlayer(this);

		if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
		{
			FinishEating();
		}
		
		HandleFood();
	}
	
	if (m_IsFishing)
	{
		HandleFloater();
	}

	// Update items (e.g. Maps)
	m_Inventory.UpdateItems();

	// Send Player List (Once per m_LastPlayerListTime/1000 ms)
	cTimer t1;
	if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime())
	{
		m_World->SendPlayerList(this);
		m_LastPlayerListTime = t1.GetNowTime();
	}

	if (IsFlying())
	{
		m_LastGroundHeight = (float)GetPosY();
	}
}
Beispiel #22
0
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	if (m_Health <= 0)
	{
		// The mob is dead, but we're still animating the "puff" they leave when they die
		m_DestroyTimer += a_Dt / 1000;
		if (m_DestroyTimer > 1)
		{
			Destroy(true);
		}
		return;
	}

	if ((m_Target != NULL) && m_Target->IsDestroyed())
		m_Target = NULL;

	// Burning in daylight
	HandleDaylightBurning(a_Chunk);

	a_Dt /= 1000;

	if (m_bMovingToDestination)
	{
		if (m_bOnGround)
		{
			if (DoesPosYRequireJump((int)floor(m_Destination.y)))
			{
				m_bOnGround = false;

				// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
				AddPosY(1.2);  // Jump!!
			}
		}

		Vector3d Distance = m_Destination - GetPosition();
		if (!ReachedDestination() && !ReachedFinalDestination())  // If we haven't reached any sort of destination, move
		{
			Distance.y = 0;
			Distance.Normalize();

			if (m_bOnGround)
			{
				Distance *= 2.5f;
			}
			else if (IsSwimming())
			{
				Distance *= 1.3f;
			}
			else
			{
				// Don't let the mob move too much if he's falling.
				Distance *= 0.25f;
			}

			// Apply walk speed:
			Distance *= m_RelativeWalkSpeed;

			AddSpeedX(Distance.x);
			AddSpeedZ(Distance.z);

			// It's too buggy!
			/*
			if (m_EMState == ESCAPING)
			{
				// Runs Faster when escaping :D otherwise they just walk away
				SetSpeedX (GetSpeedX() * 2.f);
				SetSpeedZ (GetSpeedZ() * 2.f);
			}
			*/
		}
		else
		{
			if (ReachedFinalDestination())  // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
			{
				FinishPathFinding();
			}
			else
			{
				TickPathFinding();  // We have reached the next point in our path, calculate another point
			}
		}
	}

	SetPitchAndYawFromDestination();
	HandleFalling();

	switch (m_EMState)
	{
		case IDLE:
		{
			// If enemy passive we ignore checks for player visibility
			InStateIdle(a_Dt);
			break;
		}
		case CHASING:
		{
			// If we do not see a player anymore skip chasing action
			InStateChasing(a_Dt);
			break;
		}
		case ESCAPING:
		{
			InStateEscaping(a_Dt);
			break;
		}
			
		case ATTACKING: break;
	}  // switch (m_EMState)

	BroadcastMovementUpdate();
}
Beispiel #23
0
void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate(); //Notify clients of position

	m_Timer += a_Dt;
	
	if (!m_bCollected)
	{
		int BlockY = (int) floor(GetPosY());
		if (BlockY < cChunkDef::Height)  // Don't do anything except for falling when above the world
		{
			int BlockX = (int) floor(GetPosX());
			int BlockZ = (int) floor(GetPosZ());
			//Position might have changed due to physics. So we have to make sure we have the correct chunk.
			cChunk * CurrentChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ);
			if (CurrentChunk != NULL)  // Make sure the chunk is loaded
			{
				int RelBlockX = BlockX - (CurrentChunk->GetPosX() * cChunkDef::Width);
				int RelBlockZ = BlockZ - (CurrentChunk->GetPosZ() * cChunkDef::Width);
				
				BLOCKTYPE BlockBelow = CurrentChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ);
				BLOCKTYPE BlockIn = CurrentChunk->GetBlock(RelBlockX, BlockY, RelBlockZ);

				if (
					IsBlockLava(BlockBelow) || (BlockBelow == E_BLOCK_FIRE) ||
					IsBlockLava(BlockIn) || (BlockIn == E_BLOCK_FIRE)
				)
				{
					m_bCollected = true;
					m_Timer = 0;  // We have to reset the timer.
					m_Timer += a_Dt;  // In case we have to destroy the pickup in the same tick.
					if (m_Timer > 500.f)  
					{
						Destroy(true);
						return;
					}
				}
			}
		}
	}
	else
	{
		if (m_Timer > 500.f)  // 0.5 second
		{
			Destroy(true);
			return;
		}
	}

	if (m_Timer > 1000 * 60 * 5)  // 5 minutes
	{
		Destroy(true);
		return;
	}

	if (GetPosY() < -8) // Out of this world and no more visible!
	{
		Destroy(true);
		return;
	}
}
Beispiel #24
0
void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
{
	HandlePhysics(a_Dt, a_Chunk);
	if (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0)
	{
		if ((!m_CanPickupItem) && (m_AttachedMobID == -1))  // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
		{
			if (m_CountDownTime <= 0)
			{
				m_World->BroadcastSoundEffect("random.splash", GetPosX(), GetPosY(), GetPosZ(), 1, 1);
				SetPosY(GetPosY() - 1);
				m_CanPickupItem = true;
				m_PickupCountDown = 20;
				m_CountDownTime = 100 + m_World->GetTickRandomNumber(800);
				LOGD("Floater %i can be picked up", GetUniqueID());
			}
			else if (m_CountDownTime == 20)  // Calculate the position where the particles should spawn and start producing them.
			{
				LOGD("Started producing particles for floater %i", GetUniqueID());
				m_ParticlePos.Set(GetPosX() + (-4 + m_World->GetTickRandomNumber(8)), GetPosY(), GetPosZ() + (-4 + m_World->GetTickRandomNumber(8)));
				m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
			}
			else if (m_CountDownTime < 20)
			{
				m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
				m_World->BroadcastParticleEffect("splash", (float) m_ParticlePos.x, (float) m_ParticlePos.y, (float) m_ParticlePos.z, 0, 0, 0, 0, 15);
			}
			
			m_CountDownTime--;
			if (m_World->GetHeight((int) GetPosX(), (int) GetPosZ()) == (int) GetPosY())
			{
				if (m_World->IsWeatherWet() && m_World->GetTickRandomNumber(3) == 0)  // 25% chance of an extra countdown when being rained on.
				{
					m_CountDownTime--;
				}
			}
			else  // if the floater is underground it has a 50% chance of not decreasing the countdown.
			{
				if (m_World->GetTickRandomNumber(1) == 0)
				{
					m_CountDownTime++;
				}
			}
		}
		SetSpeedY(0.7);
	}

	if (CanPickup())  // Make sure the floater "loses its fish"
	{
		m_PickupCountDown--;
		if (m_PickupCountDown == 0)
		{
			m_CanPickupItem = false;
			LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
		}
	}

	if ((GetSpeed().Length() > 4) && (m_AttachedMobID == -1))
	{
		cFloaterEntityCollisionCallback Callback(this, GetPosition(), GetPosition() + GetSpeed() / 20);
		
		a_Chunk.ForEachEntity(Callback);
		if (Callback.HasHit())
		{
			AttachTo(Callback.GetHitEntity());
			Callback.GetHitEntity()->TakeDamage(*this);  // TODO: the player attacked the mob not the floater.
			m_AttachedMobID = Callback.GetHitEntity()->GetUniqueID();
		}
	}

	cFloaterCheckEntityExist EntityCallback;
	m_World->DoWithEntityByID(m_PlayerID, EntityCallback);
	if (!EntityCallback.DoesExist())  // The owner doesn't exist anymore. Destroy the floater entity.
	{
		Destroy(true);
	}

	if (m_AttachedMobID != -1)
	{
		m_World->DoWithEntityByID(m_AttachedMobID, EntityCallback);  // The mob the floater was attached to doesn't exist anymore.
		if (!EntityCallback.DoesExist())
		{
			m_AttachedMobID = -1;
		}
	}

	SetSpeedX(GetSpeedX() * 0.95);
	SetSpeedZ(GetSpeedZ() * 0.95);

	BroadcastMovementUpdate();
}
Beispiel #25
0
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);

	if (m_Health <= 0)
	{
		// The mob is dead, but we're still animating the "puff" they leave when they die.
		m_DestroyTimer += a_Dt;
		if (m_DestroyTimer > std::chrono::seconds(1))
		{
			Destroy(true);
		}
		return;
	}

	if (m_TicksSinceLastDamaged < 100)
	{
		++m_TicksSinceLastDamaged;
	}
	if ((m_Target != nullptr) && m_Target->IsDestroyed())
	{
		m_Target = nullptr;
	}

	// Process the undead burning in daylight.
	HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
	if (TickPathFinding(*Chunk))
	{
		/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
		1. I am idle
		2. I was not hurt by a player recently.
		Then STOP. */
		if (
			m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
			WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
			!WouldBurnAt(GetPosition(), *Chunk)
		)
		{
			// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
			StopMovingToPosition();
			m_GiveUpCounter = 40;  // This doesn't count as giving up, keep the giveup timer as is.
		}
		else
		{
			MoveToWayPoint(*Chunk);
		}
	}

	SetPitchAndYawFromDestination();
	HandleFalling();

	switch (m_EMState)
	{
		case IDLE:
		{
			// If enemy passive we ignore checks for player visibility.
			InStateIdle(a_Dt);
			break;
		}
		case CHASING:
		{
			// If we do not see a player anymore skip chasing action.
			InStateChasing(a_Dt);
			break;
		}
		case ESCAPING:
		{
			InStateEscaping(a_Dt);
			break;
		}
		case ATTACKING: break;
	}  // switch (m_EMState)

	BroadcastMovementUpdate();
}
Beispiel #26
0
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	if (m_Health <= 0)
	{
		// The mob is dead, but we're still animating the "puff" they leave when they die
		m_DestroyTimer += a_Dt / 1000;
		if (m_DestroyTimer > 1)
		{
			Destroy(true);
		}
		return;
	}

	if ((m_Target != NULL) && m_Target->IsDestroyed())
		m_Target = NULL;

	// Burning in daylight
	HandleDaylightBurning(a_Chunk);

	a_Dt /= 1000;

	if (m_bMovingToDestination)
	{
		if (m_bOnGround)
		{
			m_Destination.y = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);

			if (DoesPosYRequireJump((int)floor(m_Destination.y)))
			{
				m_bOnGround = false;
				AddPosY(1.5); // Jump!!
			}
		}

		Vector3f Distance = m_Destination - GetPosition();
		if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
		{
			Distance.y = 0;
			Distance.Normalize();
			Distance *= 5;
			SetSpeedX(Distance.x);
			SetSpeedZ(Distance.z);

			if (m_EMState == ESCAPING)
			{	//Runs Faster when escaping :D otherwise they just walk away
				SetSpeedX (GetSpeedX() * 2.f);
				SetSpeedZ (GetSpeedZ() * 2.f);
			}
		}
		else
		{
			if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
			{
				FinishPathFinding();
			}
			else
			{
				TickPathFinding(); // We have reached the next point in our path, calculate another point
			}
		}
	}

	SetPitchAndYawFromDestination();
	HandleFalling();

	switch (m_EMState)
	{
		case IDLE:
		{
			// If enemy passive we ignore checks for player visibility
			InStateIdle(a_Dt);
			break;
		}	
		case CHASING:
		{
			// If we do not see a player anymore skip chasing action
			InStateChasing(a_Dt);
			break;
		}	
		case ESCAPING:
		{
			InStateEscaping(a_Dt);
			break;
		}
	}  // switch (m_EMState)

	BroadcastMovementUpdate();
}
Beispiel #27
0
void cMinecart::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
    if (IsDestroyed())  // Mainly to stop detector rails triggering again after minecart is dead
    {
        return;
    }

    int PosY = POSY_TOINT;
    if ((PosY <= 0) || (PosY >= cChunkDef::Height))
    {
        // Outside the world, just process normal falling physics
        super::HandlePhysics(a_Dt, a_Chunk);
        BroadcastMovementUpdate();
        return;
    }

    int RelPosX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
    int RelPosZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
    cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
    if (Chunk == NULL)
    {
        // Inside an unloaded chunk, bail out all processing
        return;
    }

    BLOCKTYPE InsideType;
    NIBBLETYPE InsideMeta;
    Chunk->GetBlockTypeMeta(RelPosX, PosY, RelPosZ, InsideType, InsideMeta);

    if (!IsBlockRail(InsideType))
    {
        Chunk->GetBlockTypeMeta(RelPosX, PosY + 1, RelPosZ, InsideType, InsideMeta);  // When an descending minecart hits a flat rail, it goes through the ground; check for this
        if (IsBlockRail(InsideType)) AddPosY(1);  // Push cart upwards
    }

    bool WasDetectorRail = false;
    if (IsBlockRail(InsideType))
    {
        if (InsideType == E_BLOCK_RAIL)
        {
            SnapToRail(InsideMeta);
        }
        else
        {
            SnapToRail(InsideMeta & 0x07);
        }

        switch (InsideType)
        {
        case E_BLOCK_RAIL:
            HandleRailPhysics(InsideMeta, a_Dt);
            break;
        case E_BLOCK_ACTIVATOR_RAIL:
            break;
        case E_BLOCK_POWERED_RAIL:
            HandlePoweredRailPhysics(InsideMeta);
            break;
        case E_BLOCK_DETECTOR_RAIL:
        {
            HandleDetectorRailPhysics(InsideMeta, a_Dt);
            WasDetectorRail = true;
            break;
        }
        default:
            VERIFY(!"Unhandled rail type despite checking if block was rail!");
            break;
        }

        AddPosition(GetSpeed() * (a_Dt / 1000));  // Commit changes; as we use our own engine when on rails, this needs to be done, whereas it is normally in Entity.cpp
    }
    else
    {
        // Not on rail, default physics
        SetPosY(floor(GetPosY()) + 0.35);  // HandlePhysics overrides this if minecart can fall, else, it is to stop ground clipping minecart bottom when off-rail
        super::HandlePhysics(a_Dt, *Chunk);
    }

    if (m_bIsOnDetectorRail && !Vector3i(POSX_TOINT, POSY_TOINT, POSZ_TOINT).Equals(m_DetectorRailPosition))
    {
        m_World->SetBlock(m_DetectorRailPosition.x, m_DetectorRailPosition.y, m_DetectorRailPosition.z, E_BLOCK_DETECTOR_RAIL, m_World->GetBlockMeta(m_DetectorRailPosition) & 0x07);
        m_bIsOnDetectorRail = false;
    }
    else if (WasDetectorRail)
    {
        m_bIsOnDetectorRail = true;
        m_DetectorRailPosition = Vector3i(POSX_TOINT, POSY_TOINT, POSZ_TOINT);
    }

    // Broadcast positioning changes to client
    BroadcastMovementUpdate();
}
Beispiel #28
0
void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	BroadcastMovementUpdate();
}