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