コード例 #1
0
ファイル: ExpOrb.cpp プロジェクト: JABirchall/MCServer
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);
	}
}
コード例 #2
0
ファイル: ExpOrb.cpp プロジェクト: UltraCoderRU/MCServer
void cExpOrb::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	// Check player proximity no more than twice per second
	if ((m_TicksAlive % 10) == 0)
	{
		cPlayer * a_ClosestPlayer(m_World->FindClosestPlayer(Vector3f(GetPosition()), 5, false));
		if ((a_ClosestPlayer != nullptr) && (!a_ClosestPlayer->IsGameModeSpectator()))
		{
			Vector3f a_PlayerPos(a_ClosestPlayer->GetPosition());
			a_PlayerPos.y++;
			Vector3f a_Distance(a_PlayerPos - GetPosition());
			double Distance(a_Distance.Length());
			if (Distance < 0.5f)
			{
				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("entity.experience_orb.pickup", GetPosition(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));

				Destroy(true);
				return;
			}
			SetSpeedX((a_PlayerPos.x - GetPosition().x) * 2.0);
			SetSpeedY((a_PlayerPos.y - GetPosition().y) * 2.0);
			SetSpeedZ((a_PlayerPos.z - GetPosition().z) * 2.0);
		}
	}
	HandlePhysics(a_Dt, a_Chunk);

	m_Timer += a_Dt;
	if (m_Timer >= std::chrono::minutes(5))
	{
		Destroy(true);
	}
}
コード例 #3
0
ファイル: Entity.cpp プロジェクト: straemer/MCServer
void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	if (m_AttachedTo != NULL)
	{
		if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5)
		{
			SetPosition(m_AttachedTo->GetPosition());
		}
	}
	else
	{
		if (a_Chunk.IsValid())
		{
			HandlePhysics(a_Dt, a_Chunk);
		}
	}
	if (a_Chunk.IsValid())
	{
		TickBurning(a_Chunk);
	}
	if ((a_Chunk.IsValid())  && (GetPosY() < -46))
	{
		TickInVoid(a_Chunk);
	}
	else { m_TicksSinceLastVoidDamage = 0; }
}
コード例 #4
0
ファイル: Entity.cpp プロジェクト: Kortak/MCServer
void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	if (m_InvulnerableTicks > 0)
	{
		m_InvulnerableTicks--;
	}

	if (m_AttachedTo != NULL)
	{
		Vector3d DeltaPos = m_Pos - m_AttachedTo->GetPosition();
		if (DeltaPos.Length() > 0.5)
		{
			SetPosition(m_AttachedTo->GetPosition());

			if (IsPlayer())
			{
				cPlayer * Player = (cPlayer *)this;
				Player->UpdateMovementStats(DeltaPos);
			}
		}
	}
	else
	{
		if (!a_Chunk.IsValid())
		{
			return;
		}

		// Position changed -> super::Tick() called
		GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT)

		TickBurning(*NextChunk);

		if (GetPosY() < VOID_BOUNDARY)
		{
			TickInVoid(*NextChunk);
		}
		else
		{
			m_TicksSinceLastVoidDamage = 0;
		}

		if (IsMob() || IsPlayer() || IsPickup() || IsExpOrb())
		{
			DetectCacti();
		}
		if (IsMob() || IsPlayer())
		{
			// Set swimming state
			SetSwimState(*NextChunk);

			// Handle drowning
			HandleAir();
		}

		// None of the above functions change position, we remain in the chunk of NextChunk
		HandlePhysics(a_Dt, *NextChunk);
	}
}
コード例 #5
0
ファイル: Entity.cpp プロジェクト: ravenscroftj/MCServer
void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
	if (m_AttachedTo != NULL)
	{
		if ((m_Pos - m_AttachedTo->GetPosition()).Length() > 0.5)
		{
			SetPosition(m_AttachedTo->GetPosition());
		}
	}
	else
	{
		if (a_Chunk.IsValid())
		{
			HandlePhysics(a_Dt, a_Chunk);
		}
	}
	if (a_Chunk.IsValid())
	{
		TickBurning(a_Chunk);
	}
}
コード例 #6
0
ファイル: Monster.cpp プロジェクト: Noraaron1/MCServer
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)
}
コード例 #7
0
ファイル: Floater.cpp プロジェクト: ChriPiv/MCServer
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();
}