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Clean up pickup collection to use ForEachEntityInBox

This commit is contained in:
Tiger Wang
2020-08-28 21:35:38 +01:00
parent 167247328a
commit 071aee6c79
3 changed files with 23 additions and 55 deletions

View File

@@ -418,25 +418,31 @@ void cChunkMap::FastSetBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLET
void cChunkMap::CollectPickupsByPlayer(cPlayer & a_Player)
{
int BlockX = static_cast<int>(a_Player.GetPosX()); // Truncating doesn't matter much; we're scanning entire chunks anyway
int BlockY = static_cast<int>(a_Player.GetPosY());
int BlockZ = static_cast<int>(a_Player.GetPosZ());
int ChunkX = 0, ChunkZ = 0;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
int OtherChunkX = ChunkX + ((BlockX > 8) ? 1 : -1);
int OtherChunkZ = ChunkZ + ((BlockZ > 8) ? 1 : -1);
// We suppose that each player keeps their chunks in memory, therefore it makes little sense to try to re-load or even generate them.
// The only time the chunks are not valid is when the player is downloading the initial world and they should not call this at that moment
cCSLock Lock(m_CSChunks);
GetChunkNoLoad(ChunkX, ChunkZ)->CollectPickupsByPlayer(a_Player);
// Check the neighboring chunks as well:
GetChunkNoLoad(OtherChunkX, ChunkZ)->CollectPickupsByPlayer (a_Player);
GetChunkNoLoad(OtherChunkX, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
GetChunkNoLoad(ChunkX, ChunkZ)->CollectPickupsByPlayer (a_Player);
GetChunkNoLoad(ChunkX, OtherChunkZ)->CollectPickupsByPlayer(a_Player);
auto BoundingBox = a_Player.GetBoundingBox();
BoundingBox.Expand(1, 0.5, 1);
ForEachEntityInBox(BoundingBox, [&a_Player](cEntity & Entity)
{
// Only pickups and projectiles can be picked up:
if (Entity.IsPickup())
{
/*
LOG("Pickup %d being collected by player \"%s\", distance %f",
(*itr)->GetUniqueID(), a_Player->GetName().c_str(), SqrDist
);
*/
static_cast<cPickup &>(Entity).CollectedBy(a_Player);
}
else if (Entity.IsProjectile())
{
static_cast<cProjectileEntity &>(Entity).CollectedBy(a_Player);
}
// The entities will MarkDirty when they Destroy themselves
return false;
});
}