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Check for intersection between placed blocks and entities. (#3850)

* Check for intersection between placed blocks and entities.

+ Implemented GetPlacementCollisionBox, to permit custom placement collision boxes for blocks.

* Factored block-entity placement checking into another function in cPlayer.

- Removed vector min/max functions

* Use GetWorld to get the world in DoesPlacingBlocksIntersectEntity.

+ Added block height checks, allow different cEntity subclasses to decide whether they will prevent block placement.
This commit is contained in:
Lane Kolbly
2017-07-28 11:59:21 -05:00
committed by Tiger Wang
parent eb4432bb62
commit 5402b214b3
17 changed files with 300 additions and 3 deletions

View File

@@ -2641,8 +2641,103 @@ void cPlayer::SendBlocksAround(int a_BlockX, int a_BlockY, int a_BlockZ, int a_R
bool cPlayer::DoesPlacingBlocksIntersectEntity(const sSetBlockVector & a_Blocks)
{
// Compute the bounding box for each block to be placed
std::vector<cBoundingBox> PlacementBoxes;
cBoundingBox PlacingBounds(0, 0, 0, 0, 0, 0);
bool HasInitializedBounds = false;
for (auto blk: a_Blocks)
{
cBlockHandler * BlockHandler = cBlockInfo::GetHandler(blk.m_BlockType);
int x = blk.GetX();
int y = blk.GetY();
int z = blk.GetZ();
cBoundingBox BlockBox = BlockHandler->GetPlacementCollisionBox(
m_World->GetBlock(x - 1, y, z),
m_World->GetBlock(x + 1, y, z),
(y == 0) ? E_BLOCK_AIR : m_World->GetBlock(x, y - 1, z),
(y == cChunkDef::Height - 1) ? E_BLOCK_AIR : m_World->GetBlock(x, y + 1, z),
m_World->GetBlock(x, y, z - 1),
m_World->GetBlock(x, y, z + 1)
);
BlockBox.Move(x, y, z);
PlacementBoxes.push_back(BlockBox);
if (HasInitializedBounds)
{
PlacingBounds = PlacingBounds.Union(BlockBox);
}
else
{
PlacingBounds = BlockBox;
HasInitializedBounds = true;
}
}
cWorld * World = GetWorld();
// Check to see if any entity intersects any block being placed
class DoesIntersectBlock : public cEntityCallback
{
public:
const std::vector<cBoundingBox> & m_BoundingBoxes;
// The distance inside the block the entity can still be.
const double EPSILON = 0.0005;
DoesIntersectBlock(const std::vector<cBoundingBox> & a_BoundingBoxes) :
m_BoundingBoxes(a_BoundingBoxes)
{
}
virtual bool Item(cEntity * a_Entity) override
{
if (!a_Entity->DoesPreventBlockPlacement())
{
return false;
}
cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
for (auto BlockBox: m_BoundingBoxes)
{
// Put in a little bit of wiggle room
BlockBox.Expand(-EPSILON, -EPSILON, -EPSILON);
if (EntBox.DoesIntersect(BlockBox))
{
return true;
}
}
return false;
}
} Callback(PlacementBoxes);
// See if any entities in that bounding box collide with anyone
if (!World->ForEachEntityInBox(PlacingBounds, Callback))
{
return true;
}
return false;
}
bool cPlayer::PlaceBlocks(const sSetBlockVector & a_Blocks)
{
if (DoesPlacingBlocksIntersectEntity(a_Blocks))
{
// Abort - re-send all the current blocks in the a_Blocks' coords to the client:
for (auto blk2: a_Blocks)
{
m_World->SendBlockTo(blk2.GetX(), blk2.GetY(), blk2.GetZ(), this);
}
return false;
}
// Call the "placing" hooks; if any fail, abort:
cPluginManager * pm = cPluginManager::Get();
for (auto blk: a_Blocks)