Experience orb (#4259)
* Replace cWorld::FindClosesPlayer with cWorld::DoWithClosestPlayer * Implement experience reward splitting into the orb sizes used in vanilla * Modified speed calculation in cExpOrb::Tick to make the orbs fly towards the player Fixes #4216
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committed by
peterbell10
parent
1e014a54dc
commit
57690b81a2
@@ -12,7 +12,8 @@ cExpOrb::cExpOrb(double a_X, double a_Y, double a_Z, int a_Reward)
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{
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SetMaxHealth(5);
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SetHealth(5);
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SetGravity(0);
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SetGravity(-16);
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SetAirDrag(0.02f);
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}
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@@ -26,7 +27,8 @@ cExpOrb::cExpOrb(const Vector3d & a_Pos, int a_Reward)
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{
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SetMaxHealth(5);
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SetHealth(5);
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SetGravity(0);
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SetGravity(-16);
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SetAirDrag(0.02f);
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}
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@@ -47,33 +49,52 @@ void cExpOrb::SpawnOn(cClientHandle & a_Client)
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void cExpOrb::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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DetectCacti();
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m_TicksAlive++;
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// Check player proximity no more than twice per second
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if ((m_TicksAlive % 10) == 0)
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// Find closest player within 6.5 meter (slightly increase detect range to have same effect in client)
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bool FoundPlayer = m_World->DoWithNearestPlayer(GetPosition(), 6.5, [&](cPlayer & a_Player) -> bool
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{
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cPlayer * a_ClosestPlayer(m_World->FindClosestPlayer(Vector3f(GetPosition()), 5, false));
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if ((a_ClosestPlayer != nullptr) && (!a_ClosestPlayer->IsGameModeSpectator()))
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Vector3f a_PlayerPos(a_Player.GetPosition());
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a_PlayerPos.y += 0.8f;
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Vector3f a_Distance = a_PlayerPos - GetPosition();
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double Distance = a_Distance.Length();
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if (Distance < 0.7f)
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{
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Vector3f a_PlayerPos(a_ClosestPlayer->GetPosition());
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a_PlayerPos.y++;
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Vector3f a_Distance(a_PlayerPos - GetPosition());
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double Distance(a_Distance.Length());
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if (Distance < 0.5f)
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{
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LOGD("Player %s picked up an ExpOrb. His reward is %i", a_ClosestPlayer->GetName().c_str(), m_Reward);
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a_ClosestPlayer->DeltaExperience(m_Reward);
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a_Player.DeltaExperience(m_Reward);
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m_World->BroadcastSoundEffect("entity.experience_orb.pickup", GetPosition(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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Destroy(true);
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return;
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}
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SetSpeedX((a_PlayerPos.x - GetPosition().x) * 2.0);
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SetSpeedY((a_PlayerPos.y - GetPosition().y) * 2.0);
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SetSpeedZ((a_PlayerPos.z - GetPosition().z) * 2.0);
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m_World->BroadcastSoundEffect("entity.experience_orb.pickup", GetPosition(), 0.5f, (0.75f + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
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Destroy(true);
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return true;
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}
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// Experience orb will "float" or glide toward the player up to a distance of 6 blocks.
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// speeding up as they get nearer to the player, Speed range 6 - 12 m per second, accelerate 60 m per second^2
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Vector3d SpeedDelta(a_Distance);
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SpeedDelta.Normalize();
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SpeedDelta *= 3;
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Vector3d CurrentSpeed = GetSpeed();
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CurrentSpeed += SpeedDelta;
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if (CurrentSpeed.Length() > 12)
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{
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CurrentSpeed.Normalize();
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CurrentSpeed *= 12;
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}
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SetSpeed(CurrentSpeed);
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m_Gravity = 0;
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return true;
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}, false, true); // Don't check line of sight, ignore spectator mode player
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if (!FoundPlayer)
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{
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m_Gravity = -16;
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}
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HandlePhysics(a_Dt, a_Chunk);
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BroadcastMovementUpdate();
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m_Timer += a_Dt;
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if (m_Timer >= std::chrono::minutes(5))
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@@ -96,3 +117,30 @@ bool cExpOrb::DoTakeDamage(TakeDamageInfo & a_TDI)
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return super::DoTakeDamage(a_TDI);
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}
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std::vector<int> cExpOrb::Split(int a_Reward)
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{
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const static std::array<int, 11> BaseValue = {{1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, 2477}};
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std::vector<int> Rewards;
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size_t Index = BaseValue.size() - 1; // Last one
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while (a_Reward > 0)
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{
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while (a_Reward < BaseValue[Index])
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{
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Index--;
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}
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a_Reward -= BaseValue[Index];
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Rewards.push_back(BaseValue[Index]);
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}
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return Rewards;
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}
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