void cChicken::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (IsBaby()) { return; // Babies don't lay eggs } if ( ((m_EggDropTimer == 6000) && GetRandomProvider().RandBool()) || m_EggDropTimer == 12000 ) { cItems Drops; m_EggDropTimer = 0; Drops.push_back(cItem(E_ITEM_EGG, 1)); m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ(), 10); } else { m_EggDropTimer++; } }
void cPawn::TargetingMe(cMonster * a_Monster) { ASSERT(IsTicking()); ASSERT(m_TargetingMe.size() < 10000); ASSERT(a_Monster->GetTarget() == this); m_TargetingMe.push_back(a_Monster); }
void cMinecartWithFurnace::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (m_IsFueled) { m_FueledTimeLeft--; if (m_FueledTimeLeft < 0) { m_IsFueled = false; m_World->BroadcastEntityMetadata(*this); return; } if (GetSpeed().Length() > 6) { return; } AddSpeed(GetSpeed() / 4); } }
void cWither::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (m_WitherInvulnerableTicks > 0) { unsigned int NewTicks = m_WitherInvulnerableTicks - 1; if (NewTicks == 0) { m_World->DoExplosionAt(7.0, GetPosX(), GetPosY(), GetPosZ(), false, esWitherBirth, this); } m_WitherInvulnerableTicks = NewTicks; if ((NewTicks % 10) == 0) { Heal(10); } } m_World->BroadcastEntityMetadata(*this); }
void cCreeper::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (((GetTarget() == nullptr) || !TargetIsInRange()) && !m_BurnedWithFlintAndSteel) { if (m_bIsBlowing) { m_ExplodingTimer = 0; m_bIsBlowing = false; m_World->BroadcastEntityMetadata(*this); } } else { if (m_bIsBlowing) { m_ExplodingTimer += 1; } if ((m_ExplodingTimer == 30) && (GetHealth() > 0.0)) // only explode when not already dead { m_World->DoExplosionAt((m_bIsCharged ? 5 : 3), GetPosX(), GetPosY(), GetPosZ(), false, esMonster, this); Destroy(); // Just in case we aren't killed by the explosion } } }
void cOcelot::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (!IsTame() && !IsBaby()) { if (m_CheckPlayerTickCount == 23) { m_World->DoWithNearestPlayer(GetPosition(), 10, [&](cPlayer & a_Player) -> bool { cItems Items; GetBreedingItems(Items); if (Items.ContainsType(a_Player.GetEquippedItem().m_ItemType)) { if (!IsBegging()) { SetIsBegging(true); m_World->BroadcastEntityMetadata(*this); } MoveToPosition(a_Player.GetPosition()); } else { if (IsBegging()) { SetIsBegging(false); m_World->BroadcastEntityMetadata(*this); } } return true; }, true); m_CheckPlayerTickCount = 0; } else { m_CheckPlayerTickCount++; } } if (IsTame() && !IsSitting()) { TickFollowPlayer(); } else if (IsSitting()) { StopMovingToPosition(); } m_World->BroadcastEntityMetadata(*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(); }
void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } m_Timer += a_Dt; if (m_bIsCollected) { if (m_Timer > std::chrono::milliseconds(500)) { Destroy(); return; } } else if (m_Timer > std::chrono::minutes(5)) { Destroy(); return; } if (m_IsInGround) { if (!m_HasTeleported) // Sent a teleport already, don't do again { if (m_HitGroundTimer > std::chrono::milliseconds(500)) { m_World->BroadcastTeleportEntity(*this); m_HasTeleported = true; } else { m_HitGroundTimer += a_Dt; } } int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width; int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width; cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ); if (Chunk == nullptr) { // Inside an unloaded chunk, abort return; } if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed? { m_IsInGround = false; // Yes, begin simulating physics again } } }
void cPawn::NoLongerTargetingMe(cMonster * a_Monster) { ASSERT(IsTicking()); // Our destroy override is supposed to clear all targets before we're destroyed. for (auto i = m_TargetingMe.begin(); i != m_TargetingMe.end(); ++i) { cMonster * Monster = *i; if (Monster == a_Monster) { ASSERT(Monster->GetTarget() != this); // The monster is notifying us it is no longer targeting us, assert if that's a lie m_TargetingMe.erase(i); return; } } ASSERT(false); // If this happens, something is wrong. Perhaps the monster never called TargetingMe() or called NoLongerTargetingMe() twice. }
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(); } }
void cPig::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } // If the attachee player is holding a carrot-on-stick, let them drive this pig: if (m_bIsSaddled && (m_Attachee != nullptr)) { if (m_Attachee->IsPlayer() && (m_Attachee->GetEquippedWeapon().m_ItemType == E_ITEM_CARROT_ON_STICK)) { MoveToPosition((m_Attachee->GetPosition()) + (m_Attachee->GetLookVector()*10)); } } }
void cSnowGolem::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (IsBiomeNoDownfall(m_World->GetBiomeAt(POSX_TOINT, POSZ_TOINT))) { TakeDamage(*this); } else { BLOCKTYPE BlockBelow = m_World->GetBlock(POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT); BLOCKTYPE Block = m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT); if ((Block == E_BLOCK_AIR) && cBlockInfo::IsSolid(BlockBelow)) { m_World->SetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT, E_BLOCK_SNOW, 0); } } }
void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (m_EMState == CHASING) { CheckEventLostPlayer(); } else { CheckEventSeePlayer(a_Chunk); } auto target = GetTarget(); if (target == nullptr) { return; } // TODO: Currently all mobs see through lava, but only Nether-native mobs should be able to. Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0); Vector3d TargetPosition = target->GetPosition() + Vector3d(0, target->GetHeight(), 0); if ( TargetIsInRange() && cLineBlockTracer::LineOfSightTrace(*GetWorld(), MyHeadPosition, TargetPosition, cLineBlockTracer::losAirWaterLava) && (GetHealth() > 0.0) ) { // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls) Attack(a_Dt); } }
/** Sets the target. */ void cMonster::SetTarget (cPawn * a_NewTarget) { ASSERT((a_NewTarget == nullptr) || (IsTicking())); if (m_Target == a_NewTarget) { return; } cPawn * OldTarget = m_Target; m_Target = a_NewTarget; if (OldTarget != nullptr) { // Notify the old target that we are no longer targeting it. OldTarget->NoLongerTargetingMe(this); } if (a_NewTarget != nullptr) { ASSERT(a_NewTarget->IsTicking()); // Notify the new target that we are now targeting it. m_Target->TargetingMe(this); } }
void cWolf::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { if (!IsAngry()) { cMonster::Tick(a_Dt, a_Chunk); if (m_NotificationCooldown > 0) { m_NotificationCooldown -= 1; } } else { super::Tick(a_Dt, a_Chunk); } if (!IsTicking()) { // The base class tick destroyed us return; } if (GetTarget() == nullptr) { m_World->DoWithNearestPlayer(GetPosition(), static_cast<float>(m_SightDistance), [&](cPlayer & a_Player) -> bool { switch (a_Player.GetEquippedItem().m_ItemType) { case E_ITEM_BONE: case E_ITEM_RAW_BEEF: case E_ITEM_STEAK: case E_ITEM_RAW_CHICKEN: case E_ITEM_COOKED_CHICKEN: case E_ITEM_ROTTEN_FLESH: case E_ITEM_RAW_PORKCHOP: case E_ITEM_COOKED_PORKCHOP: { if (!IsBegging()) { SetIsBegging(true); m_World->BroadcastEntityMetadata(*this); } m_FinalDestination = a_Player.GetPosition(); // So that we will look at a player holding food // Don't move to the player if the wolf is sitting. if (!IsSitting()) { MoveToPosition(a_Player.GetPosition()); } break; } default: { if (IsBegging()) { SetIsBegging(false); m_World->BroadcastEntityMetadata(*this); } } } return true; }); } else { if (IsSitting()) { SetTarget(nullptr); } else { MoveToPosition(GetTarget()->GetPosition()); if (TargetIsInRange()) { Attack(a_Dt); } } } if (IsTame() && !IsSitting()) { TickFollowPlayer(); } else if (IsSitting()) { StopMovingToPosition(); } }
void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { std::vector<cEntityEffect *> EffectsToTick; // Iterate through this entity's applied effects for (tEffectMap::iterator iter = m_EntityEffects.begin(); iter != m_EntityEffects.end();) { // Copies values to prevent pesky wrong accesses and erasures cEntityEffect::eType EffectType = iter->first; cEntityEffect * Effect = iter->second.get(); // Iterates (must be called before any possible erasure) ++iter; // Remove effect if duration has elapsed if (Effect->GetDuration() - Effect->GetTicks() <= 0) { RemoveEntityEffect(EffectType); } // Call OnTick later to make sure the iterator won't be invalid else { EffectsToTick.push_back(Effect); } // TODO: Check for discrepancies between client and server effect values } for (auto * Effect : EffectsToTick) { Effect->OnTick(*this); } // Spectators cannot push entities around if ((!IsPlayer()) || (!static_cast<cPlayer *>(this)->IsGameModeSpectator())) { m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), [=](cEntity & a_Entity) { if (a_Entity.GetUniqueID() == GetUniqueID()) { return false; } // we only push other mobs, boats and minecarts if ((a_Entity.GetEntityType() != etMonster) && (a_Entity.GetEntityType() != etMinecart) && (a_Entity.GetEntityType() != etBoat)) { return false; } // do not push a boat / minecart you're sitting in if (IsAttachedTo(&a_Entity)) { return false; } Vector3d v3Delta = a_Entity.GetPosition() - GetPosition(); v3Delta.y = 0.0; // we only push sideways v3Delta *= 1.0 / (v3Delta.Length() + 0.01); // we push harder if we're close // QUESTION: is there an additional multiplier for this? current shoving seems a bit weak a_Entity.AddSpeed(v3Delta); return false; } ); } super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } HandleFalling(); }
void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (m_EMState == ESCAPING) { CheckEventLostPlayer(); } // if we have a partner, mate if (m_LovePartner != nullptr) { if (m_MatingTimer > 0) { // If we should still mate, keep bumping into them until baby is made Vector3d Pos = m_LovePartner->GetPosition(); MoveToPosition(Pos); } else { // Mating finished. Spawn baby Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5; UInt32 BabyID = m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true); cPassiveMonster * Baby = nullptr; m_World->DoWithEntityByID(BabyID, [&](cEntity & a_Entity) { Baby = static_cast<cPassiveMonster *>(&a_Entity); return true; } ); if (Baby != nullptr) { Baby->InheritFromParents(this, m_LovePartner); } m_World->SpawnExperienceOrb(Pos.x, Pos.y, Pos.z, GetRandomProvider().RandInt(1, 6)); m_LovePartner->ResetLoveMode(); ResetLoveMode(); } } else { // We have no partner, so we just chase the player if they have our breeding item cItems FollowedItems; GetFollowedItems(FollowedItems); if (FollowedItems.Size() > 0) { cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance)); if (a_Closest_Player != nullptr) { cItem EquippedItem = a_Closest_Player->GetEquippedItem(); if (FollowedItems.ContainsType(EquippedItem)) { Vector3d PlayerPos = a_Closest_Player->GetPosition(); MoveToPosition(PlayerPos); } } } } // If we are in love mode but we have no partner, search for a partner neabry if (m_LoveTimer > 0) { if (m_LovePartner == nullptr) { m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), 8, 8), [=](cEntity & a_Entity) { // If the entity is not a monster, don't breed with it // Also, do not self-breed if ((a_Entity.GetEntityType() != etMonster) || (&a_Entity == this)) { return false; } auto & Me = static_cast<cPassiveMonster&>(*this); auto & PotentialPartner = static_cast<cPassiveMonster&>(a_Entity); // If the potential partner is not of the same species, don't breed with it if (PotentialPartner.GetMobType() != Me.GetMobType()) { return false; } // If the potential partner is not in love // Or they already have a mate, do not breed with them if ((!PotentialPartner.IsInLove()) || (PotentialPartner.GetPartner() != nullptr)) { return false; } // All conditions met, let's breed! PotentialPartner.EngageLoveMode(&Me); Me.EngageLoveMode(&PotentialPartner); return true; } ); } m_LoveTimer--; } if (m_MatingTimer > 0) { m_MatingTimer--; } if (m_LoveCooldown > 0) { m_LoveCooldown--; } }
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); } } }
void cHorse::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (!m_bIsMouthOpen) { if (m_World->GetTickRandomNumber(50) == 25) { m_bIsMouthOpen = true; } } else { if (m_World->GetTickRandomNumber(10) == 5) { m_bIsMouthOpen = false; } } if ((m_Attachee != nullptr) && (!m_bIsTame)) { if (m_TameAttemptTimes < m_TimesToTame) { if (m_World->GetTickRandomNumber(50) == 25) { m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::SOUTH_EAST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::SOUTH_WEST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::NORTH_EAST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, FloorC(GetPosX()), FloorC(GetPosY()), FloorC(GetPosZ()), int(SmokeDirection::NORTH_WEST)); m_Attachee->Detach(); m_bIsRearing = true; } } else { // TODO: emit hearts here m_bIsTame = true; } } if (m_bIsRearing) { if (m_RearTickCount == 20) { m_bIsRearing = false; m_RearTickCount = 0; } else { m_RearTickCount++; } } m_World->BroadcastEntityMetadata(*this); }
void cMinecart::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { ASSERT(IsTicking()); 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 == nullptr) { // Inside an unloaded chunk, bail out all processing return; } BLOCKTYPE InsideType; NIBBLETYPE InsideMeta; Chunk->GetBlockTypeMeta(RelPosX, PosY, RelPosZ, InsideType, InsideMeta); if (!IsBlockRail(InsideType)) { // When a descending minecart hits a flat rail, it goes through the ground; check for this Chunk->GetBlockTypeMeta(RelPosX, PosY + 1, RelPosZ, InsideType, InsideMeta); if (IsBlockRail(InsideType)) { // Push cart upwards AddPosY(1); } } 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() * (static_cast<double>(a_Dt.count()) / 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(); }
void cProjectileEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { if (m_IsInGround) { // Already-grounded projectiles don't move at all return; } auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt); const Vector3d DeltaSpeed = GetSpeed() * DtSec.count(); const Vector3d Pos = GetPosition(); const Vector3d NextPos = Pos + DeltaSpeed; // Test for entity collisions: cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos); a_Chunk.ForEachEntity(EntityCollisionCallback); if (EntityCollisionCallback.HasHit()) { // An entity was hit: Vector3d HitPos = Pos + (NextPos - Pos) * EntityCollisionCallback.GetMinCoeff(); // DEBUG: LOGD("Projectile %d has hit an entity %d (%s) at {%.02f, %.02f, %.02f} (coeff %.03f)", m_UniqueID, EntityCollisionCallback.GetHitEntity()->GetUniqueID(), EntityCollisionCallback.GetHitEntity()->GetClass(), HitPos.x, HitPos.y, HitPos.z, EntityCollisionCallback.GetMinCoeff() ); OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos); if (!IsTicking()) { return; // We were destroyed by an override of OnHitEntity } } // TODO: Test the entities in the neighboring chunks, too // Trace the tick's worth of movement as a line: cProjectileTracerCallback TracerCallback(this); if (!cLineBlockTracer::Trace(*m_World, TracerCallback, Pos, NextPos)) { // Something has been hit, abort all other processing return; } // The tracer also checks the blocks for slowdown blocks - water and lava - and stores it for later in its SlowdownCoeff // Update the position: SetPosition(NextPos); // Add slowdown and gravity effect to the speed: Vector3d NewSpeed(GetSpeed()); NewSpeed.y += m_Gravity * DtSec.count(); NewSpeed -= NewSpeed * (m_AirDrag * 20.0f) * DtSec.count(); SetSpeed(NewSpeed); SetYawFromSpeed(); SetPitchFromSpeed(); /* LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}, rot {%.02f, %.02f}", m_UniqueID, GetPosX(), GetPosY(), GetPosZ(), GetSpeedX(), GetSpeedY(), GetSpeedZ(), GetYaw(), GetPitch() ); */ }
void cHorse::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } auto & Random = GetRandomProvider(); if (!m_bIsMouthOpen) { if (Random.RandBool(0.02)) { m_bIsMouthOpen = true; } } else { if (Random.RandBool(0.10)) { m_bIsMouthOpen = false; } } if ((m_Attachee != nullptr) && (!m_bIsTame)) { if (m_TameAttemptTimes < m_TimesToTame) { if (Random.RandBool(0.02)) { m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, GetPosition().Floor(), int(SmokeDirection::SOUTH_EAST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, GetPosition().Floor(), int(SmokeDirection::SOUTH_WEST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, GetPosition().Floor(), int(SmokeDirection::NORTH_EAST)); m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, GetPosition().Floor(), int(SmokeDirection::NORTH_WEST)); m_World->BroadcastSoundEffect("entity.horse.angry", GetPosition(), 1.0f, 1.0f); m_Attachee->Detach(); m_bIsRearing = true; } } else { m_World->BroadcastParticleEffect("heart", static_cast<Vector3f>(GetPosition()), Vector3f{}, 0, 5); m_bIsTame = true; } } if (m_bIsRearing) { if (m_RearTickCount == 20) { m_bIsRearing = false; m_RearTickCount = 0; } else { m_RearTickCount++; } } m_World->BroadcastEntityMetadata(*this); }