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Use tracing for explosions (#4845)

* TNT: Implement tracing algorithm

+ Add intensity tracing
* Fix iterating over all players to SendExplosion, even those not in range

* Implemented TNT entity interaction

* Fixed misaligned destruction tracing

* Finalise TNT algorithm

- Remove BlockArea and just use chunks

Using SetBlock makes it so that we can update everything properly, and does appear to be faster.

* BlockInfo learns about explosion attentuation

* Rename Explodinator parameters

* TNT: pull block destruction into common function

Co-authored-by: Alexander Harkness <me@bearbin.net>
This commit is contained in:
Tiger Wang
2020-09-12 19:57:44 +01:00
committed by GitHub
parent 834d61dacc
commit 93adbdce9a
22 changed files with 531 additions and 300 deletions

View File

@@ -620,25 +620,19 @@ void cProtocol_1_8_0::SendExperienceOrb(const cExpOrb & a_ExpOrb)
void cProtocol_1_8_0::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion)
void cProtocol_1_8_0::SendExplosion(const Vector3f a_Position, const float a_Power)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, pktExplosion);
Pkt.WriteBEFloat(static_cast<float>(a_BlockX));
Pkt.WriteBEFloat(static_cast<float>(a_BlockY));
Pkt.WriteBEFloat(static_cast<float>(a_BlockZ));
Pkt.WriteBEFloat(static_cast<float>(a_Radius));
Pkt.WriteBEUInt32(static_cast<UInt32>(a_BlocksAffected.size()));
for (cVector3iArray::const_iterator itr = a_BlocksAffected.begin(), end = a_BlocksAffected.end(); itr != end; ++itr)
{
Pkt.WriteBEInt8(static_cast<Int8>(itr->x));
Pkt.WriteBEInt8(static_cast<Int8>(itr->y));
Pkt.WriteBEInt8(static_cast<Int8>(itr->z));
} // for itr - a_BlockAffected[]
Pkt.WriteBEFloat(static_cast<float>(a_PlayerMotion.x));
Pkt.WriteBEFloat(static_cast<float>(a_PlayerMotion.y));
Pkt.WriteBEFloat(static_cast<float>(a_PlayerMotion.z));
Pkt.WriteBEFloat(a_Position.x);
Pkt.WriteBEFloat(a_Position.y);
Pkt.WriteBEFloat(a_Position.z);
Pkt.WriteBEFloat(a_Power);
Pkt.WriteBEUInt32(0);
Pkt.WriteBEFloat(0);
Pkt.WriteBEFloat(0);
Pkt.WriteBEFloat(0);
}