You are now able to sweep mobs to your position using fishing rods.
parent
9e5e415674
commit
17a84111ce
|
@ -1,6 +1,8 @@
|
||||||
|
|
||||||
#include "Globals.h"
|
#include "Globals.h"
|
||||||
|
|
||||||
|
#include "../BoundingBox.h"
|
||||||
|
#include "../Chunk.h"
|
||||||
#include "Floater.h"
|
#include "Floater.h"
|
||||||
#include "Player.h"
|
#include "Player.h"
|
||||||
#include "../ClientHandle.h"
|
#include "../ClientHandle.h"
|
||||||
|
@ -9,12 +11,103 @@
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// cFloaterEntityCollisionCallback
|
||||||
|
class cFloaterEntityCollisionCallback :
|
||||||
|
public cEntityCallback
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
cFloaterEntityCollisionCallback(cFloater * a_Floater, const Vector3d & a_Pos, const Vector3d & a_NextPos) :
|
||||||
|
m_Floater(a_Floater),
|
||||||
|
m_Pos(a_Pos),
|
||||||
|
m_NextPos(a_NextPos),
|
||||||
|
m_MinCoeff(1),
|
||||||
|
m_HitEntity(NULL)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
virtual bool Item(cEntity * a_Entity) override
|
||||||
|
{
|
||||||
|
if (!a_Entity->IsMob()) // Floaters can only pull mobs not other entities.
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
|
||||||
|
|
||||||
|
double LineCoeff;
|
||||||
|
char Face;
|
||||||
|
EntBox.Expand(m_Floater->GetWidth() / 2, m_Floater->GetHeight() / 2, m_Floater->GetWidth() / 2);
|
||||||
|
if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face))
|
||||||
|
{
|
||||||
|
// No intersection whatsoever
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (LineCoeff < m_MinCoeff)
|
||||||
|
{
|
||||||
|
// The entity is closer than anything we've stored so far, replace it as the potential victim
|
||||||
|
m_MinCoeff = LineCoeff;
|
||||||
|
m_HitEntity = a_Entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Don't break the enumeration, we want all the entities
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns the nearest entity that was hit, after the enumeration has been completed
|
||||||
|
cEntity * GetHitEntity(void) const { return m_HitEntity; }
|
||||||
|
|
||||||
|
/// Returns true if the callback has encountered a true hit
|
||||||
|
bool HasHit(void) const { return (m_MinCoeff < 1); }
|
||||||
|
|
||||||
|
protected:
|
||||||
|
cFloater * m_Floater;
|
||||||
|
const Vector3d & m_Pos;
|
||||||
|
const Vector3d & m_NextPos;
|
||||||
|
double m_MinCoeff; // The coefficient of the nearest hit on the Pos line
|
||||||
|
|
||||||
|
// Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback
|
||||||
|
// is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing
|
||||||
|
cEntity * m_HitEntity; // The nearest hit entity
|
||||||
|
} ;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// cFloaterCheckEntityExist
|
||||||
|
class cFloaterCheckEntityExist :
|
||||||
|
public cEntityCallback
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
cFloaterCheckEntityExist(void) :
|
||||||
|
m_EntityExists(false)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Item(cEntity * a_Entity) override
|
||||||
|
{
|
||||||
|
m_EntityExists = true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool DoesExist(void) const { return m_EntityExists; }
|
||||||
|
protected:
|
||||||
|
bool m_EntityExists;
|
||||||
|
} ;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime) :
|
cFloater::cFloater(double a_X, double a_Y, double a_Z, Vector3d a_Speed, int a_PlayerID, int a_CountDownTime) :
|
||||||
cEntity(etFloater, a_X, a_Y, a_Z, 0.98, 0.98),
|
cEntity(etFloater, a_X, a_Y, a_Z, 0.2, 0.2),
|
||||||
m_PickupCountDown(0),
|
m_PickupCountDown(0),
|
||||||
m_PlayerID(a_PlayerID),
|
m_PlayerID(a_PlayerID),
|
||||||
m_CanPickupItem(false),
|
m_CanPickupItem(false),
|
||||||
m_CountDownTime(a_CountDownTime)
|
m_CountDownTime(a_CountDownTime),
|
||||||
|
m_AttachedMobID(-1)
|
||||||
{
|
{
|
||||||
SetSpeed(a_Speed);
|
SetSpeed(a_Speed);
|
||||||
}
|
}
|
||||||
|
@ -37,7 +130,7 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
|
||||||
HandlePhysics(a_Dt, 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 (IsBlockWater(m_World->GetBlock((int) GetPosX(), (int) GetPosY(), (int) GetPosZ())) && m_World->GetBlockMeta((int) GetPosX(), (int) GetPosY(), (int) GetPosZ()) == 0)
|
||||||
{
|
{
|
||||||
if (!m_CanPickupItem)
|
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)
|
if (m_CountDownTime <= 0)
|
||||||
{
|
{
|
||||||
|
@ -78,9 +171,8 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
|
||||||
}
|
}
|
||||||
SetSpeedY(0.7);
|
SetSpeedY(0.7);
|
||||||
}
|
}
|
||||||
SetSpeedX(GetSpeedX() * 0.95);
|
|
||||||
SetSpeedZ(GetSpeedZ() * 0.95);
|
if (CanPickup()) // Make sure the floater "loses its fish"
|
||||||
if (CanPickup())
|
|
||||||
{
|
{
|
||||||
m_PickupCountDown--;
|
m_PickupCountDown--;
|
||||||
if (m_PickupCountDown == 0)
|
if (m_PickupCountDown == 0)
|
||||||
|
@ -89,9 +181,38 @@ void cFloater::Tick(float a_Dt, cChunk & a_Chunk)
|
||||||
LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
|
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();
|
BroadcastMovementUpdate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -20,12 +20,21 @@ public:
|
||||||
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
|
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
|
||||||
|
|
||||||
bool CanPickup(void) const { return m_CanPickupItem; }
|
bool CanPickup(void) const { return m_CanPickupItem; }
|
||||||
|
int GetOwnerID(void) const { return m_PlayerID; }
|
||||||
|
int GetAttachedMobID(void) const { return m_AttachedMobID; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
Vector3d m_Speed;
|
// Position
|
||||||
Vector3d m_ParticlePos;
|
Vector3d m_ParticlePos;
|
||||||
int m_PickupCountDown;
|
|
||||||
int m_PlayerID;
|
// Bool needed to check if you can get a fish.
|
||||||
int m_CountDownTime;
|
|
||||||
bool m_CanPickupItem;
|
bool m_CanPickupItem;
|
||||||
|
|
||||||
|
// Countdown times
|
||||||
|
int m_PickupCountDown;
|
||||||
|
int m_CountDownTime;
|
||||||
|
|
||||||
|
// Entity IDs
|
||||||
|
int m_PlayerID;
|
||||||
|
int m_AttachedMobID;
|
||||||
} ;
|
} ;
|
|
@ -15,6 +15,61 @@
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// cFloaterCallback
|
||||||
|
class cFloaterCallback :
|
||||||
|
public cEntityCallback
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
cFloaterCallback(void) :
|
||||||
|
m_CanPickup(false),
|
||||||
|
m_AttachedMobID(-1)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual bool Item(cEntity * a_Entity) override
|
||||||
|
{
|
||||||
|
m_CanPickup = ((cFloater *)a_Entity)->CanPickup();
|
||||||
|
m_Pos = Vector3d(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ());
|
||||||
|
m_AttachedMobID = ((cFloater *)a_Entity)->GetAttachedMobID();
|
||||||
|
a_Entity->Destroy(true);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CanPickup(void) const { return m_CanPickup; }
|
||||||
|
bool IsAttached(void) const { return (m_AttachedMobID != -1); }
|
||||||
|
int GetAttachedMobID(void) const { return m_AttachedMobID; }
|
||||||
|
Vector3d GetPos(void) const { return m_Pos; }
|
||||||
|
|
||||||
|
protected:
|
||||||
|
bool m_CanPickup;
|
||||||
|
int m_AttachedMobID;
|
||||||
|
Vector3d m_Pos;
|
||||||
|
} ;
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////
|
||||||
|
// cSweepEntityCallback
|
||||||
|
class cSweepEntityCallback :
|
||||||
|
public cEntityCallback
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
cSweepEntityCallback(Vector3d a_PlayerPos) :
|
||||||
|
m_PlayerPos(a_PlayerPos)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual bool Item(cEntity * a_Entity) override
|
||||||
|
{
|
||||||
|
Vector3d Speed = m_PlayerPos - a_Entity->GetPosition();
|
||||||
|
a_Entity->AddSpeed(Speed);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected:
|
||||||
|
Vector3d m_PlayerPos;
|
||||||
|
} ;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class cItemFishingRodHandler :
|
class cItemFishingRodHandler :
|
||||||
public cItemHandler
|
public cItemHandler
|
||||||
|
@ -36,33 +91,16 @@ public:
|
||||||
|
|
||||||
if (a_Player->IsFishing())
|
if (a_Player->IsFishing())
|
||||||
{
|
{
|
||||||
class cFloaterCallback :
|
cFloaterCallback FloaterInfo;
|
||||||
public cEntityCallback
|
a_World->DoWithEntityByID(a_Player->GetFloaterID(), FloaterInfo);
|
||||||
{
|
|
||||||
public:
|
|
||||||
cFloaterCallback(void) :
|
|
||||||
m_CanPickup(false)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
bool CanPickup(void) const { return m_CanPickup; }
|
|
||||||
Vector3d GetPos(void) const { return m_Pos; }
|
|
||||||
|
|
||||||
virtual bool Item(cEntity * a_Entity) override
|
|
||||||
{
|
|
||||||
m_CanPickup = ((cFloater *)a_Entity)->CanPickup();
|
|
||||||
m_Pos = Vector3d(a_Entity->GetPosX(), a_Entity->GetPosY(), a_Entity->GetPosZ());
|
|
||||||
a_Entity->Destroy(true);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
protected:
|
|
||||||
bool m_CanPickup;
|
|
||||||
Vector3d m_Pos;
|
|
||||||
} Callbacks;
|
|
||||||
a_World->DoWithEntityByID(a_Player->GetFloaterID(), Callbacks);
|
|
||||||
a_Player->SetIsFishing(false);
|
a_Player->SetIsFishing(false);
|
||||||
|
|
||||||
if (Callbacks.CanPickup())
|
if (FloaterInfo.IsAttached())
|
||||||
|
{
|
||||||
|
cSweepEntityCallback SweepEntity(a_Player->GetPosition());
|
||||||
|
a_World->DoWithEntityByID(FloaterInfo.GetAttachedMobID(), SweepEntity);
|
||||||
|
}
|
||||||
|
else if (FloaterInfo.CanPickup())
|
||||||
{
|
{
|
||||||
cItems Drops;
|
cItems Drops;
|
||||||
int ItemCategory = a_World->GetTickRandomNumber(99);
|
int ItemCategory = a_World->GetTickRandomNumber(99);
|
||||||
|
@ -173,7 +211,7 @@ public:
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Vector3d FloaterPos = Callbacks.GetPos();
|
Vector3d FloaterPos = FloaterInfo.GetPos();
|
||||||
Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
|
Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
|
||||||
a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.y + 1, FlyDirection.z);
|
a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x, FlyDirection.y + 1, FlyDirection.z);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue