1
0

Fixed multiple issues with projectiles

* Fixed arrows not being collectable/not truly hitting a block/not
lodging into blocks/not going in far enough
* Fixed projectiles not playing their block hit animation owning to
being destroyed too quickly
This commit is contained in:
Tiger Wang
2014-06-22 20:44:01 +01:00
parent c13cffcd30
commit 33cc1f2a50
8 changed files with 111 additions and 62 deletions

View File

@@ -67,16 +67,17 @@ protected:
if (cBlockInfo::IsSolid(a_BlockType))
{
// The projectile hit a solid block
// Calculate the exact hit coords:
cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1);
Vector3d Line1 = m_Projectile->GetPosition();
Vector3d Line2 = Line1 + m_Projectile->GetSpeed();
double LineCoeff = 0;
eBlockFace Face;
if (bb.CalcLineIntersection(Line1, Line2, LineCoeff, Face))
// The projectile hit a solid block, calculate the exact hit coords:
cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
const Vector3d LineStart = m_Projectile->GetPosition(); // Start point for the imaginary line that goes through the block hit
const Vector3d LineEnd = LineStart + m_Projectile->GetSpeed(); // End point for the imaginary line that goes through the block hit
double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
eBlockFace Face; // Face hit
if (bb.CalcLineIntersection(LineStart, LineEnd, LineCoeff, Face))
{
Vector3d Intersection = Line1 + m_Projectile->GetSpeed() * LineCoeff;
Vector3d Intersection = LineStart + m_Projectile->GetSpeed() * LineCoeff; // Point where projectile goes into the hit block
if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile, a_BlockX, a_BlockY, a_BlockZ, Face, &Intersection))
{
return false;
@@ -161,7 +162,12 @@ public:
return false;
}
// TODO: Some entities don't interact with the projectiles (pickups, falling blocks)
if (!a_Entity->IsMob() && !a_Entity->IsMinecart() && !a_Entity->IsPlayer() && !a_Entity->IsBoat())
{
// Not an entity that interacts with a projectile
return false;
}
if (cPluginManager::Get()->CallHookProjectileHitEntity(*m_Projectile, *a_Entity))
{
// A plugin disagreed.
@@ -316,8 +322,9 @@ AString cProjectileEntity::GetMCAClassName(void) const
void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (GetProjectileKind() != pkArrow) // See cArrow::Tick
// TODO: see BroadcastMovementUpdate; RelativeMove packet jerkiness affects projectiles too (cause of sympton described in cArrowEntity::Tick())
if (GetProjectileKind() != pkArrow)
{
BroadcastMovementUpdate();
}
@@ -335,19 +342,10 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
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
const Vector3d PerTickSpeed = GetSpeed() / 20;
const Vector3d Pos = GetPosition();
const Vector3d NextPos = Pos + PerTickSpeed;
// Test for entity collisions:
cProjectileEntityCollisionCallback EntityCollisionCallback(this, Pos, NextPos);
a_Chunk.ForEachEntity(EntityCollisionCallback);
@@ -363,11 +361,20 @@ void cProjectileEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
EntityCollisionCallback.GetHitEntity()->GetClass(),
HitPos.x, HitPos.y, HitPos.z,
EntityCollisionCallback.GetMinCoeff()
);
);
OnHitEntity(*(EntityCollisionCallback.GetHitEntity()), HitPos);
}
// TODO: Test the entities in the neighboring chunks, too
// Trace the tick's worth of movement as a line:
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
// Update the position:
SetPosition(NextPos);