Пример #1
0
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);
	}
}
Пример #2
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();
}
Пример #3
0
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);
}
Пример #4
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);
		}
	}
}