void cMonster::MoveToWayPoint(cChunk & a_Chunk) { if (m_JumpCoolDown == 0) { if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y))) { if ( (IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) || (IsSwimming() && (m_GiveUpCounter < 15)) ) { m_bOnGround = false; m_JumpCoolDown = 20; // TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport AddPosY(1.6); // Jump!! SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed. SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect. } } } else { --m_JumpCoolDown; } Vector3d Distance = m_NextWayPointPosition - GetPosition(); if ((Distance.x != 0) || (Distance.z != 0)) { 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; /* Reduced default speed. Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence better pathfinding. */ Distance *= 0.5; AddSpeedX(Distance.x); AddSpeedZ(Distance.z); } }
cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5), m_PickupState(psNoPickup), m_DamageCoeff(2), m_IsCritical(false) { SetSpeed(a_Speed); SetMass(0.1); SetRotationFromSpeed(); SetPitchFromSpeed(); LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}", m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(), GetRotation(), GetPitch() ); }
cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed) : super(pkArrow, a_Creator, a_X, a_Y, a_Z, 0.5, 0.5), m_PickupState(psNoPickup), m_DamageCoeff(2), m_IsCritical(false), m_Timer(0), m_HitGroundTimer(0), m_bIsCollected(false), m_HitBlockPos(Vector3i(0, 0, 0)) { SetSpeed(a_Speed); SetMass(0.1); SetYawFromSpeed(); SetPitchFromSpeed(); LOGD("Created arrow %d with speed {%.02f, %.02f, %.02f} and rot {%.02f, %.02f}", m_UniqueID, GetSpeedX(), GetSpeedY(), GetSpeedZ(), GetYaw(), GetPitch() ); }
void cMinecart::SnapToRail(NIBBLETYPE a_RailMeta) { switch (a_RailMeta) { case E_META_RAIL_ASCEND_XM: case E_META_RAIL_ASCEND_XP: case E_META_RAIL_XM_XP: { SetSpeedZ(0); SetPosZ(floor(GetPosZ()) + 0.5); break; } case E_META_RAIL_ASCEND_ZM: case E_META_RAIL_ASCEND_ZP: case E_META_RAIL_ZM_ZP: { SetSpeedX(0); SetPosX(floor(GetPosX()) + 0.5); break; } // Curved rail physics: once minecart has reached more than half of the block in the direction that it is travelling in, jerk it in the direction of curvature case E_META_RAIL_CURVED_ZM_XM: { if (GetPosZ() > floor(GetPosZ()) + 0.5) { if (GetSpeedZ() > 0) { SetSpeedX(-GetSpeedZ() * 0.7); } SetSpeedZ(0); SetPosZ(floor(GetPosZ()) + 0.5); } else if (GetPosX() > floor(GetPosX()) + 0.5) { if (GetSpeedX() > 0) { SetSpeedZ(-GetSpeedX() * 0.7); } SetSpeedX(0); SetPosX(floor(GetPosX()) + 0.5); } SetSpeedY(0); break; } case E_META_RAIL_CURVED_ZM_XP: { if (GetPosZ() > floor(GetPosZ()) + 0.5) { if (GetSpeedZ() > 0) { SetSpeedX(GetSpeedZ() * 0.7); } SetSpeedZ(0); SetPosZ(floor(GetPosZ()) + 0.5); } else if (GetPosX() < floor(GetPosX()) + 0.5) { if (GetSpeedX() < 0) { SetSpeedZ(GetSpeedX() * 0.7); } SetSpeedX(0); SetPosX(floor(GetPosX()) + 0.5); } SetSpeedY(0); break; } case E_META_RAIL_CURVED_ZP_XM: { if (GetPosZ() < floor(GetPosZ()) + 0.5) { if (GetSpeedZ() < 0) { SetSpeedX(GetSpeedZ() * 0.7); } SetSpeedZ(0); SetPosZ(floor(GetPosZ()) + 0.5); } else if (GetPosX() > floor(GetPosX()) + 0.5) { if (GetSpeedX() > 0) { SetSpeedZ(GetSpeedX() * 0.7); } SetSpeedX(0); SetPosX(floor(GetPosX()) + 0.5); } SetSpeedY(0); break; } case E_META_RAIL_CURVED_ZP_XP: { if (GetPosZ() < floor(GetPosZ()) + 0.5) { if (GetSpeedZ() < 0) { SetSpeedX(-GetSpeedZ() * 0.7); } SetSpeedZ(0); SetPosZ(floor(GetPosZ()) + 0.5); } else if (GetPosX() < floor(GetPosX()) + 0.5) { if (GetSpeedX() < 0) { SetSpeedZ(-GetSpeedX() * 0.7); } SetSpeedX(0); SetPosX(floor(GetPosX()) + 0.5); } SetSpeedY(0); break; } default: break; } }
void cMinecart::HandlePoweredRailPhysics(NIBBLETYPE a_RailMeta) { // Initialise to 'slow down' values int AccelDecelSpeed = -2; int AccelDecelNegSpeed = 2; if ((a_RailMeta & 0x8) == 0x8) { // Rail powered - set variables to 'speed up' values AccelDecelSpeed = 1; AccelDecelNegSpeed = -1; } switch (a_RailMeta & 0x07) { case E_META_RAIL_ZM_ZP: // NORTHSOUTH { SetYaw(270); SetPosY(floor(GetPosY()) + 0.55); SetSpeedY(0); SetSpeedX(0); bool BlckCol = TestBlockCollision(a_RailMeta), EntCol = TestEntityCollision(a_RailMeta); if (EntCol || BlckCol) return; if (GetSpeedZ() != 0) { if (GetSpeedZ() > 0) { AddSpeedZ(AccelDecelSpeed); } else { AddSpeedZ(AccelDecelNegSpeed); } } break; } case E_META_RAIL_XM_XP: // EASTWEST { SetYaw(180); SetPosY(floor(GetPosY()) + 0.55); SetSpeedY(0); SetSpeedZ(0); bool BlckCol = TestBlockCollision(a_RailMeta), EntCol = TestEntityCollision(a_RailMeta); if (EntCol || BlckCol) return; if (GetSpeedX() != 0) { if (GetSpeedX() > 0) { AddSpeedX(AccelDecelSpeed); } else { AddSpeedX(AccelDecelNegSpeed); } } break; } case E_META_RAIL_ASCEND_XM: // ASCEND EAST { SetYaw(180); SetSpeedZ(0); if (GetSpeedX() >= 0) { if (GetSpeedX() <= MAX_SPEED) { AddSpeedX(AccelDecelSpeed); SetSpeedY(-GetSpeedX()); } } else { AddSpeedX(AccelDecelNegSpeed); SetSpeedY(-GetSpeedX()); } break; } case E_META_RAIL_ASCEND_XP: // ASCEND WEST { SetYaw(180); SetSpeedZ(0); if (GetSpeedX() > 0) { AddSpeedX(AccelDecelSpeed); SetSpeedY(GetSpeedX()); } else { if (GetSpeedX() >= MAX_SPEED_NEGATIVE) { AddSpeedX(AccelDecelNegSpeed); SetSpeedY(GetSpeedX()); } } break; } case E_META_RAIL_ASCEND_ZM: // ASCEND NORTH { SetYaw(270); SetSpeedX(0); if (GetSpeedZ() >= 0) { if (GetSpeedZ() <= MAX_SPEED) { AddSpeedZ(AccelDecelSpeed); SetSpeedY(-GetSpeedZ()); } } else { AddSpeedZ(AccelDecelNegSpeed); SetSpeedY(-GetSpeedZ()); } break; } case E_META_RAIL_ASCEND_ZP: // ASCEND SOUTH { SetYaw(270); SetSpeedX(0); if (GetSpeedZ() > 0) { AddSpeedZ(AccelDecelSpeed); SetSpeedY(GetSpeedZ()); } else { if (GetSpeedZ() >= MAX_SPEED_NEGATIVE) { AddSpeedZ(AccelDecelNegSpeed); SetSpeedY(GetSpeedZ()); } } break; } default: ASSERT(!"Unhandled powered rail metadata!"); break; } }
void cMinecart::HandleRailPhysics(NIBBLETYPE a_RailMeta, float a_Dt) { /* NOTE: Please bear in mind that taking away from negatives make them even more negative, adding to negatives make them positive, etc. */ switch (a_RailMeta) { case E_META_RAIL_ZM_ZP: // NORTHSOUTH { SetYaw(270); SetPosY(floor(GetPosY()) + 0.55); SetSpeedY(0); // Don't move vertically as on ground SetSpeedX(0); // Correct diagonal movement from curved rails // Execute both the entity and block collision checks bool BlckCol = TestBlockCollision(a_RailMeta), EntCol = TestEntityCollision(a_RailMeta); if (EntCol || BlckCol) return; if (GetSpeedZ() != 0) // Don't do anything if cart is stationary { if (GetSpeedZ() > 0) { // Going SOUTH, slow down AddSpeedZ(-0.1); } else { // Going NORTH, slow down AddSpeedZ(0.1); } } break; } case E_META_RAIL_XM_XP: // EASTWEST { SetYaw(180); SetPosY(floor(GetPosY()) + 0.55); SetSpeedY(0); SetSpeedZ(0); bool BlckCol = TestBlockCollision(a_RailMeta), EntCol = TestEntityCollision(a_RailMeta); if (EntCol || BlckCol) return; if (GetSpeedX() != 0) { if (GetSpeedX() > 0) { AddSpeedX(-0.1); } else { AddSpeedX(0.1); } } break; } case E_META_RAIL_ASCEND_ZM: // ASCEND NORTH { SetYaw(270); SetSpeedX(0); if (GetSpeedZ() >= 0) { // SpeedZ POSITIVE, going SOUTH if (GetSpeedZ() <= MAX_SPEED) // Speed limit { AddSpeedZ(0.5); // Speed up SetSpeedY(-GetSpeedZ()); // Downward movement is negative (0 minus positive numbers is negative) } } else { // SpeedZ NEGATIVE, going NORTH AddSpeedZ(1); // Slow down SetSpeedY(-GetSpeedZ()); // Upward movement is positive (0 minus negative number is positive number) } break; } case E_META_RAIL_ASCEND_ZP: // ASCEND SOUTH { SetYaw(270); SetSpeedX(0); if (GetSpeedZ() > 0) { // SpeedZ POSITIVE, going SOUTH AddSpeedZ(-1); // Slow down SetSpeedY(GetSpeedZ()); // Upward movement positive } else { if (GetSpeedZ() >= MAX_SPEED_NEGATIVE) // Speed limit { // SpeedZ NEGATIVE, going NORTH AddSpeedZ(-0.5); // Speed up SetSpeedY(GetSpeedZ()); // Downward movement negative } } break; } case E_META_RAIL_ASCEND_XM: // ASCEND EAST { SetYaw(180); SetSpeedZ(0); if (GetSpeedX() >= 0) { if (GetSpeedX() <= MAX_SPEED) { AddSpeedX(0.5); SetSpeedY(-GetSpeedX()); } } else { AddSpeedX(1); SetSpeedY(-GetSpeedX()); } break; } case E_META_RAIL_ASCEND_XP: // ASCEND WEST { SetYaw(180); SetSpeedZ(0); if (GetSpeedX() > 0) { AddSpeedX(-1); SetSpeedY(GetSpeedX()); } else { if (GetSpeedX() >= MAX_SPEED_NEGATIVE) { AddSpeedX(-0.5); SetSpeedY(GetSpeedX()); } } break; } case E_META_RAIL_CURVED_ZM_XM: // Ends pointing NORTH and WEST { SetYaw(315); // Set correct rotation server side SetPosY(floor(GetPosY()) + 0.55); // Levitate dat cart SetSpeedY(0); TestBlockCollision(a_RailMeta); TestEntityCollision(a_RailMeta); // SnapToRail handles turning break; } case E_META_RAIL_CURVED_ZM_XP: // Curved NORTH EAST { SetYaw(225); SetPosY(floor(GetPosY()) + 0.55); SetSpeedY(0); TestBlockCollision(a_RailMeta); TestEntityCollision(a_RailMeta); break; } case E_META_RAIL_CURVED_ZP_XM: // Curved SOUTH WEST { SetYaw(135); SetPosY(floor(GetPosY()) + 0.55); SetSpeedY(0); TestBlockCollision(a_RailMeta); TestEntityCollision(a_RailMeta); break; } case E_META_RAIL_CURVED_ZP_XP: // Curved SOUTH EAST { SetYaw(45); SetPosY(floor(GetPosY()) + 0.55); SetSpeedY(0); TestBlockCollision(a_RailMeta); TestEntityCollision(a_RailMeta); break; } default: { ASSERT(!"Unhandled rail meta!"); // Dun dun DUN! break; } } }
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(); } }
void cEntity::HandlePhysics(float 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. a_Dt /= 1000; // Convert from msec to sec 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 * a_Dt); AddPosition(GetSpeed() * a_Dt); 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_bOnGround = true; /* // DEBUG: LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}", m_UniqueID, GetClass(), BlockX, BlockY, BlockZ ); */ } if (!m_bOnGround) { float fallspeed; if (IsBlockWater(BlockIn)) { fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water. } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; // Reduce overall falling speed fallspeed = 0; // No falling. } else { // Normal gravity fallspeed = m_Gravity * a_Dt; } NextSpeed.y += fallspeed; } else { // Friction if (NextSpeed.SqrLength() > 0.0004f) { NextSpeed.x *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.x) < 0.05) { NextSpeed.x = 0; } NextSpeed.z *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.z) < 0.05) { NextSpeed.z = 0; } } } // 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 *= 0.9f; //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.f) { cTracer Tracer(GetWorld()); // Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failurse int DistanceToTrace = (int)(ceil((NextSpeed * a_Dt).SqrLength()) * 2); bool HasHit = Tracer.Trace(NextPos, NextSpeed, DistanceToTrace); if (HasHit) { // Oh noez! We hit something: verify that the (hit position - current) was smaller or equal to the (position that we should travel without obstacles - current) // This is because previously, we traced with a length that was rounded up (due to integer limitations), and in the case that something was hit, we don't want to overshoot our projected movement if ((Tracer.RealHit - NextPos).SqrLength() <= (NextSpeed * a_Dt).SqrLength()) { // Block hit was within our projected path // Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1. // For example: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f; if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f; if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f; if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground { m_bOnGround = true; } // Now, set our position to the hit block (i.e. move part way along our intended trajectory) NextPos.Set(Tracer.RealHit.x, Tracer.RealHit.y, Tracer.RealHit.z); NextPos.x += Tracer.HitNormal.x * 0.1; NextPos.y += Tracer.HitNormal.y * 0.05; NextPos.z += Tracer.HitNormal.z * 0.1; } else { // We have hit a block but overshot our intended trajectory, move normally, safe in the warm cocoon of knowledge that we won't appear to teleport forwards on clients, // and that this piece of software will come to be hailed as the epitome of performance and functionality in C++, never before seen, and of such a like that will never // be henceforth seen again in the time of programmers and man alike // </&sensationalist> NextPos += (NextSpeed * a_Dt); } } else { // We didn't hit anything, so move =] NextPos += (NextSpeed * a_Dt); } } SetPosition(NextPos); SetSpeed(NextSpeed); }
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { // TODO Add collision detection with entities. a_Dt /= 1000; Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ()); Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ()); int BlockX = (int) floor(NextPos.x); int BlockY = (int) floor(NextPos.y); int BlockZ = (int) floor(NextPos.z); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { // Outside of the world // TODO: Current speed should still be added to the entity position // Otherwise TNT explosions in the void will still effect the bottommost layers of the world return; } // Make sure we got the correct chunk and a valid one. No one ever knows... cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX,BlockZ); if (NextChunk != NULL) { int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width); int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width); BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ ); if (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block { if (m_bOnGround) // check if it's still on the ground { BLOCKTYPE BlockBelow = NextChunk->GetBlock( RelBlockX, BlockY - 1, RelBlockZ ); if (!g_BlockIsSolid[BlockBelow]) // Check if block below is air or water. { m_bOnGround = false; } } } else { //Push out entity. m_bOnGround = true; NextPos.y += 0.2; LOGD("Entity #%d (%s) is inside a block at {%d,%d,%d}", m_UniqueID, GetClass(), BlockX, BlockY, BlockZ); } if (!m_bOnGround) { float fallspeed; if (IsBlockWater(BlockIn)) { fallspeed = -3.0f * a_Dt; //Fall slower in water. } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; //Reduce overall falling speed fallspeed = 0; //No falling. } else { //Normal gravity fallspeed = m_Gravity * a_Dt; } NextSpeed.y += fallspeed; } else { //Friction if (NextSpeed.SqrLength() > 0.0004f) { NextSpeed.x *= 0.7f/(1+a_Dt); if ( fabs(NextSpeed.x) < 0.05 ) NextSpeed.x = 0; NextSpeed.z *= 0.7f/(1+a_Dt); if ( fabs(NextSpeed.z) < 0.05 ) NextSpeed.z = 0; } } //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 *= 0.9f; //Reduce speed each tick switch(WaterDir) { case X_PLUS: m_WaterSpeed.x = 1.f; m_bOnGround = false; break; case X_MINUS: m_WaterSpeed.x = -1.f; m_bOnGround = false; break; case Z_PLUS: m_WaterSpeed.z = 1.f; m_bOnGround = false; break; case Z_MINUS: m_WaterSpeed.z = -1.f; 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.f ) { cTracer Tracer( GetWorld() ); int Ret = Tracer.Trace( NextPos, NextSpeed, 2 ); if( Ret ) // Oh noez! we hit something { // Set to hit position if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() ) { if( Ret == 1 ) { if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f; if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f; if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f; if( Tracer.HitNormal.y > 0 ) // means on ground { m_bOnGround = true; } } NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z); NextPos.x += Tracer.HitNormal.x * 0.5f; NextPos.z += Tracer.HitNormal.z * 0.5f; } else NextPos += (NextSpeed * a_Dt); } else { // We didn't hit anything, so move =] NextPos += (NextSpeed * a_Dt); } } BlockX = (int) floor(NextPos.x); BlockZ = (int) floor(NextPos.z); NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ); // See if we can commit our changes. If not, we will discard them. if (NextChunk != NULL) { if (NextPos.x != GetPosX()) SetPosX(NextPos.x); if (NextPos.y != GetPosY()) SetPosY(NextPos.y); if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z); if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x); if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y); if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z); } } }
void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { if (m_IsInGround) { // Already-grounded projectiles don't move at all return; } Vector3d PerTickSpeed = GetSpeed() / 20; Vector3d Pos = GetPosition(); // Trace the tick's worth of movement as a line: Vector3d NextPos = Pos + PerTickSpeed; 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 // 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); } // TODO: Test the entities in the neighboring chunks, too // Update the position: SetPosition(NextPos); // Add slowdown and gravity effect to the speed: Vector3d NewSpeed(GetSpeed()); NewSpeed.y += m_Gravity / 20; NewSpeed *= TracerCallback.GetSlowdownCoeff(); SetSpeed(NewSpeed); SetRotationFromSpeed(); SetPitchFromSpeed(); // DEBUG: LOGD("Projectile %d: pos {%.02f, %.02f, %.02f}, speed {%.02f, %.02f, %.02f}, rot {%.02f, %.02f}", m_UniqueID, GetPosX(), GetPosY(), GetPosZ(), GetSpeedX(), GetSpeedY(), GetSpeedZ(), GetRotation(), GetPitch() ); }
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(); }
int Api::_GetSpeedX(Object* target){ GetSpeedX(target); }
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) }
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(); }
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(); }
bool cMinecart::TestBlockCollision(NIBBLETYPE a_RailMeta) { switch (a_RailMeta) { case E_META_RAIL_ZM_ZP: { if (GetSpeedZ() > 0) { BLOCKTYPE Block = m_World->GetBlock(POSX_TOINT, POSY_TOINT, (int)ceil(GetPosZ())); if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { // We could try to detect a block in front based purely on coordinates, but xoft made a bounding box system - why not use? :P cBoundingBox bbBlock(Vector3d(POSX_TOINT, POSY_TOINT, (int)ceil(GetPosZ())), 0.5, 1); cBoundingBox bbMinecart(Vector3d(GetPosX(), floor(GetPosY()), GetPosZ()), GetWidth() / 2, GetHeight()); if (bbBlock.DoesIntersect(bbMinecart)) { SetSpeed(0, 0, 0); SetPosZ(floor(GetPosZ()) + 0.4); return true; } } } else if (GetSpeedZ() < 0) { BLOCKTYPE Block = m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT - 1); if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { cBoundingBox bbBlock(Vector3d(POSX_TOINT, POSY_TOINT, POSZ_TOINT - 1), 0.5, 1); cBoundingBox bbMinecart(Vector3d(GetPosX(), floor(GetPosY()), GetPosZ() - 1), GetWidth() / 2, GetHeight()); if (bbBlock.DoesIntersect(bbMinecart)) { SetSpeed(0, 0, 0); SetPosZ(floor(GetPosZ()) + 0.65); return true; } } } break; } case E_META_RAIL_XM_XP: { if (GetSpeedX() > 0) { BLOCKTYPE Block = m_World->GetBlock((int)ceil(GetPosX()), POSY_TOINT, POSZ_TOINT); if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { cBoundingBox bbBlock(Vector3d((int)ceil(GetPosX()), POSY_TOINT, POSZ_TOINT), 0.5, 1); cBoundingBox bbMinecart(Vector3d(GetPosX(), floor(GetPosY()), GetPosZ()), GetWidth() / 2, GetHeight()); if (bbBlock.DoesIntersect(bbMinecart)) { SetSpeed(0, 0, 0); SetPosX(floor(GetPosX()) + 0.4); return true; } } } else if (GetSpeedX() < 0) { BLOCKTYPE Block = m_World->GetBlock(POSX_TOINT - 1, POSY_TOINT, POSZ_TOINT); if (!IsBlockRail(Block) && cBlockInfo::IsSolid(Block)) { cBoundingBox bbBlock(Vector3d(POSX_TOINT - 1, POSY_TOINT, POSZ_TOINT), 0.5, 1); cBoundingBox bbMinecart(Vector3d(GetPosX() - 1, floor(GetPosY()), GetPosZ()), GetWidth() / 2, GetHeight()); if (bbBlock.DoesIntersect(bbMinecart)) { SetSpeed(0, 0, 0); SetPosX(floor(GetPosX()) + 0.65); return true; } } } break; } case E_META_RAIL_CURVED_ZM_XM: case E_META_RAIL_CURVED_ZM_XP: case E_META_RAIL_CURVED_ZP_XM: case E_META_RAIL_CURVED_ZP_XP: { BLOCKTYPE BlockXM = m_World->GetBlock(POSX_TOINT - 1, POSY_TOINT, POSZ_TOINT); BLOCKTYPE BlockXP = m_World->GetBlock(POSX_TOINT + 1, POSY_TOINT, POSZ_TOINT); BLOCKTYPE BlockZM = m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT - 1); BLOCKTYPE BlockZP = m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT + 1); if ( (!IsBlockRail(BlockXM) && cBlockInfo::IsSolid(BlockXM)) || (!IsBlockRail(BlockXP) && cBlockInfo::IsSolid(BlockXP)) || (!IsBlockRail(BlockZM) && cBlockInfo::IsSolid(BlockZM)) || (!IsBlockRail(BlockZP) && cBlockInfo::IsSolid(BlockZP)) ) { SetSpeed(0, 0, 0); SetPosition(POSX_TOINT + 0.5, GetPosY(), POSZ_TOINT + 0.5); return true; } break; } default: break; } return false; }
bool cMinecart::TestEntityCollision(NIBBLETYPE a_RailMeta) { cMinecartCollisionCallback MinecartCollisionCallback(GetPosition(), GetHeight(), GetWidth(), GetUniqueID(), ((m_Attachee == NULL) ? -1 : m_Attachee->GetUniqueID())); int ChunkX, ChunkZ; cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ); m_World->ForEachEntityInChunk(ChunkX, ChunkZ, MinecartCollisionCallback); if (!MinecartCollisionCallback.FoundIntersection()) { return false; } switch (a_RailMeta) { case E_META_RAIL_ZM_ZP: { if (MinecartCollisionCallback.GetCollidedEntityPosition().z >= GetPosZ()) { if ((-GetSpeedZ() * 0.4) < 0.01) { AddSpeedZ(-4); } else { SetSpeedZ(-GetSpeedZ() * 0.4); } } else { if ((GetSpeedZ() * 0.4) < 0.01) { AddSpeedZ(4); } else { SetSpeedZ(GetSpeedZ() * 0.4); } } return true; } case E_META_RAIL_XM_XP: { if (MinecartCollisionCallback.GetCollidedEntityPosition().x >= GetPosX()) { if ((-GetSpeedX() * 0.4) < 0.01) { AddSpeedX(-4); } else { SetSpeedX(-GetSpeedX() * 0.4); } } else { if ((GetSpeedX() * 0.4) < 0.01) { AddSpeedX(4); } else { SetSpeedX(GetSpeedX() * 0.4); } } return true; } case E_META_RAIL_CURVED_ZM_XM: case E_META_RAIL_CURVED_ZP_XP: { Vector3d Distance = MinecartCollisionCallback.GetCollidedEntityPosition() - Vector3d(GetPosX(), 0, GetPosZ()); // Prevent division by small numbers if (abs(Distance.z) < 0.001) { Distance.z = 0.001; } /* Check to which side the minecart is to be pushed. Let's consider a z-x-coordinate system where the minecart is the center (0/0). The minecart moves along the line x = -z, the perpendicular line to this is x = z. In order to decide to which side the minecart is to be pushed, it must be checked on what side of the perpendicular line the pushing entity is located. */ if ( ((Distance.z > 0) && ((Distance.x / Distance.z) >= 1)) || ((Distance.z < 0) && ((Distance.x / Distance.z) <= 1)) ) { // Moving -X +Z if ((-GetSpeedX() * 0.4 / sqrt(2.0)) < 0.01) { // ~ SpeedX >= 0 Immobile or not moving in the "right" direction. Give it a bump! AddSpeedX(-4 / sqrt(2.0)); AddSpeedZ(4 / sqrt(2.0)); } else { // ~ SpeedX < 0 Moving in the "right" direction. Only accelerate it a bit. SetSpeedX(GetSpeedX() * 0.4 / sqrt(2.0)); SetSpeedZ(GetSpeedZ() * 0.4 / sqrt(2.0)); } } else if ((GetSpeedX() * 0.4 / sqrt(2.0)) < 0.01) { // Moving +X -Z // ~ SpeedX <= 0 Immobile or not moving in the "right" direction AddSpeedX(4 / sqrt(2.0)); AddSpeedZ(-4 / sqrt(2.0)); } else { // ~ SpeedX > 0 Moving in the "right" direction SetSpeedX(GetSpeedX() * 0.4 / sqrt(2.0)); SetSpeedZ(GetSpeedZ() * 0.4 / sqrt(2.0)); } break; } case E_META_RAIL_CURVED_ZM_XP: case E_META_RAIL_CURVED_ZP_XM: { Vector3d Distance = MinecartCollisionCallback.GetCollidedEntityPosition() - Vector3d(GetPosX(), 0, GetPosZ()); // Prevent division by small numbers if (abs(Distance.z) < 0.001) { Distance.z = 0.001; } /* Check to which side the minecart is to be pushed. Let's consider a z-x-coordinate system where the minecart is the center (0/0). The minecart moves along the line x = z, the perpendicular line to this is x = -z. In order to decide to which side the minecart is to be pushed, it must be checked on what side of the perpendicular line the pushing entity is located. */ if ( ((Distance.z > 0) && ((Distance.x / Distance.z) <= -1)) || ((Distance.z < 0) && ((Distance.x / Distance.z) >= -1)) ) { // Moving +X +Z if ((GetSpeedX() * 0.4) < 0.01) { // ~ SpeedX <= 0 Immobile or not moving in the "right" direction AddSpeedX(4 / sqrt(2.0)); AddSpeedZ(4 / sqrt(2.0)); } else { // ~ SpeedX > 0 Moving in the "right" direction SetSpeedX(GetSpeedX() * 0.4 / sqrt(2.0)); SetSpeedZ(GetSpeedZ() * 0.4 / sqrt(2.0)); } } else if ((-GetSpeedX() * 0.4) < 0.01) { // Moving -X -Z // ~ SpeedX >= 0 Immobile or not moving in the "right" direction AddSpeedX(-4 / sqrt(2.0)); AddSpeedZ(-4 / sqrt(2.0)); } else { // ~ SpeedX < 0 Moving in the "right" direction SetSpeedX(GetSpeedX() * 0.4 / sqrt(2.0)); SetSpeedZ(GetSpeedZ() * 0.4 / sqrt(2.0)); } break; } default: break; } return false; }
void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk) { // TODO Add collision detection with entities. a_Dt /= 1000; // Convert from msec to sec Vector3d NextPos = Vector3d(GetPosX(),GetPosY(),GetPosZ()); Vector3d NextSpeed = Vector3d(GetSpeedX(),GetSpeedY(),GetSpeedZ()); int BlockX = (int) floor(NextPos.x); int BlockY = (int) floor(NextPos.y); int BlockZ = (int) floor(NextPos.z); if ((BlockY >= cChunkDef::Height) || (BlockY < 0)) { // Outside of the world cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); // See if we can commit our changes. If not, we will discard them. if (NextChunk != NULL) { SetSpeed(NextSpeed); NextPos += (NextSpeed * a_Dt); SetPosition(NextPos); } return; } // Make sure we got the correct chunk and a valid one. No one ever knows... cChunk * NextChunk = a_Chunk.GetNeighborChunk(BlockX, BlockZ); if (NextChunk != NULL) { 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 (!g_BlockIsSolid[BlockIn]) // Making sure we are not inside a solid block { if (m_bOnGround) // check if it's still on the ground { if (!g_BlockIsSolid[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 (int 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 (!g_BlockIsSolid[GotBlock]) { NextPos.x += gCrossCoords[i].x; NextPos.z += gCrossCoords[i].z; IsNoAirSurrounding = false; break; } } // for i - gCrossCoords[] if (IsNoAirSurrounding) { NextPos.y += 0.5; } m_bOnGround = true; LOGD("Entity #%d (%s) is inside a block at {%d, %d, %d}", m_UniqueID, GetClass(), BlockX, BlockY, BlockZ ); } if (!m_bOnGround) { float fallspeed; if (IsBlockWater(BlockIn)) { fallspeed = m_Gravity * a_Dt / 3; // Fall 3x slower in water. } else if (IsBlockRail(BlockBelow) && IsMinecart()) // Rails aren't solid, except for Minecarts { fallspeed = 0; m_bOnGround = true; } else if (BlockIn == E_BLOCK_COBWEB) { NextSpeed.y *= 0.05; // Reduce overall falling speed fallspeed = 0; // No falling. } else { // Normal gravity fallspeed = m_Gravity * a_Dt; } NextSpeed.y += fallspeed; } else { if (IsMinecart()) { if (!IsBlockRail(BlockBelow)) { // Friction if minecart is off track, otherwise, Minecart.cpp handles this if (NextSpeed.SqrLength() > 0.0004f) { NextSpeed.x *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.x) < 0.05) { NextSpeed.x = 0; } NextSpeed.z *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.z) < 0.05) { NextSpeed.z = 0; } } } } else { // Friction for non-minecarts if (NextSpeed.SqrLength() > 0.0004f) { NextSpeed.x *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.x) < 0.05) { NextSpeed.x = 0; } NextSpeed.z *= 0.7f / (1 + a_Dt); if (fabs(NextSpeed.z) < 0.05) { NextSpeed.z = 0; } } } } // 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 *= 0.9f; //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.f ) { cTracer Tracer( GetWorld() ); int Ret = Tracer.Trace( NextPos, NextSpeed, 2 ); if( Ret ) // Oh noez! we hit something { // Set to hit position if( (Tracer.RealHit - NextPos).SqrLength() <= ( NextSpeed * a_Dt ).SqrLength() ) { if( Ret == 1 ) { if( Tracer.HitNormal.x != 0.f ) NextSpeed.x = 0.f; if( Tracer.HitNormal.y != 0.f ) NextSpeed.y = 0.f; if( Tracer.HitNormal.z != 0.f ) NextSpeed.z = 0.f; if( Tracer.HitNormal.y > 0 ) // means on ground { m_bOnGround = true; } } NextPos.Set(Tracer.RealHit.x,Tracer.RealHit.y,Tracer.RealHit.z); NextPos.x += Tracer.HitNormal.x * 0.3f; NextPos.y += Tracer.HitNormal.y * 0.05f; // Any larger produces entity vibration-upon-the-spot NextPos.z += Tracer.HitNormal.z * 0.3f; } else { NextPos += (NextSpeed * a_Dt); } } else { // We didn't hit anything, so move =] NextPos += (NextSpeed * a_Dt); } } BlockX = (int) floor(NextPos.x); BlockZ = (int) floor(NextPos.z); NextChunk = NextChunk->GetNeighborChunk(BlockX,BlockZ); // See if we can commit our changes. If not, we will discard them. if (NextChunk != NULL) { if (NextPos.x != GetPosX()) SetPosX(NextPos.x); if (NextPos.y != GetPosY()) SetPosY(NextPos.y); if (NextPos.z != GetPosZ()) SetPosZ(NextPos.z); if (NextSpeed.x != GetSpeedX()) SetSpeedX(NextSpeed.x); if (NextSpeed.y != GetSpeedY()) SetSpeedY(NextSpeed.y); if (NextSpeed.z != GetSpeedZ()) SetSpeedZ(NextSpeed.z); } } }