Fix #5118
This commit is contained in:
@@ -179,47 +179,6 @@ cPlayer::cPlayer(const cClientHandlePtr & a_Client) :
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void cPlayer::AddKnownItem(const cItem & a_Item)
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{
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if (a_Item.m_ItemType < 0)
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{
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return;
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}
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auto Response = m_KnownItems.insert(a_Item.CopyOne());
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if (!Response.second)
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{
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// The item was already known, bail out:
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return;
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}
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// Process the recipes that got unlocked by this newly-known item:
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auto Recipes = cRoot::Get()->GetCraftingRecipes()->FindNewRecipesForItem(a_Item, m_KnownItems);
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for (const auto & RecipeId : Recipes)
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{
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AddKnownRecipe(RecipeId);
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}
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}
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void cPlayer::AddKnownRecipe(UInt32 a_RecipeId)
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{
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auto Response = m_KnownRecipes.insert(a_RecipeId);
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if (!Response.second)
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{
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// The recipe was already known, bail out:
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return;
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}
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m_ClientHandle->SendUnlockRecipe(a_RecipeId);
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}
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cPlayer::~cPlayer(void)
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{
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LOGD("Deleting cPlayer \"%s\" at %p, ID %d", GetName().c_str(), static_cast<void *>(this), GetUniqueID());
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@@ -238,302 +197,6 @@ cPlayer::~cPlayer(void)
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void cPlayer::OnAddToWorld(cWorld & a_World)
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{
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Super::OnAddToWorld(a_World);
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// Update world name tracking:
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m_CurrentWorldName = m_World->GetName();
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// Fix to stop the player falling through the world, until we get serversided collision detection:
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FreezeInternal(GetPosition(), false);
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// Set capabilities based on new world:
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SetCapabilities();
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// Send contents of the inventory window:
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m_ClientHandle->SendWholeInventory(*m_CurrentWindow);
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// Send health (the respawn packet, which understandably resets health, is also used for world travel...):
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m_ClientHandle->SendHealth();
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// Send experience, similar story with the respawn packet:
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m_ClientHandle->SendExperience();
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// Send hotbar active slot (also reset by respawn):
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m_ClientHandle->SendHeldItemChange(m_Inventory.GetEquippedSlotNum());
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// Update player team:
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UpdateTeam();
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// Send scoreboard data:
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m_World->GetScoreBoard().SendTo(*m_ClientHandle);
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// Update the view distance:
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m_ClientHandle->SetViewDistance(m_ClientHandle->GetRequestedViewDistance());
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// Send current weather of target world:
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m_ClientHandle->SendWeather(a_World.GetWeather());
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// Send time:
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m_ClientHandle->SendTimeUpdate(a_World.GetWorldAge(), a_World.GetTimeOfDay(), a_World.IsDaylightCycleEnabled());
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// Finally, deliver the notification hook:
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cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*this);
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}
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void cPlayer::OnRemoveFromWorld(cWorld & a_World)
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{
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Super::OnRemoveFromWorld(a_World);
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// Remove any references to this player pointer by windows in the old world:
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CloseWindow(false);
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// Remove the client handle from the world:
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m_World->RemoveClientFromChunks(m_ClientHandle.get());
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if (m_ClientHandle->IsDestroyed()) // Note: checking IsWorldChangeScheduled not appropriate here since we can disconnecting while having a scheduled warp
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{
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// Disconnecting, do the necessary cleanup.
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// This isn't in the destructor to avoid crashing accessing destroyed objects during shutdown.
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if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*this))
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{
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cRoot::Get()->BroadcastChatLeave(Printf("%s has left the game", GetName().c_str()));
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LOGINFO("Player %s has left the game", GetName().c_str());
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}
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// Remove ourself from everyone's lists:
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cRoot::Get()->BroadcastPlayerListsRemovePlayer(*this);
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// Atomically decrement player count (in world thread):
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cRoot::Get()->GetServer()->PlayerDestroyed();
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// We're just disconnecting. The remaining code deals with going through portals, so bail:
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return;
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}
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const auto DestinationDimension = m_WorldChangeInfo.m_NewWorld->GetDimension();
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// Award relevant achievements:
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if (DestinationDimension == dimEnd)
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{
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AwardAchievement(Statistic::AchTheEnd);
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}
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else if (DestinationDimension == dimNether)
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{
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AwardAchievement(Statistic::AchPortal);
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}
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// Clear sent chunk lists from the clienthandle:
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m_ClientHandle->RemoveFromWorld();
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// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
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m_ClientHandle->InvalidateCachedSentChunk();
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// Clientside warp start:
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m_ClientHandle->SendRespawn(DestinationDimension, false);
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}
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void cPlayer::SpawnOn(cClientHandle & a_Client)
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{
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if (!m_bVisible || (m_ClientHandle.get() == (&a_Client)))
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{
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return;
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}
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LOGD("Spawing %s on %s", GetName().c_str(), a_Client.GetUsername().c_str());
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a_Client.SendPlayerSpawn(*this);
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a_Client.SendEntityHeadLook(*this);
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a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem());
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a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots());
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a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings());
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a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate());
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a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet());
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}
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void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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m_ClientHandle->Tick(a_Dt.count());
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if (m_ClientHandle->IsDestroyed())
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{
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Destroy();
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return;
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}
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if (!m_ClientHandle->IsPlaying())
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{
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// We're not yet in the game, ignore everything:
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return;
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}
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m_Stats.AddValue(Statistic::PlayOneMinute);
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m_Stats.AddValue(Statistic::TimeSinceDeath);
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if (IsCrouched())
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{
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m_Stats.AddValue(Statistic::SneakTime);
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}
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// Handle the player detach, when the player is in spectator mode
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if (
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(IsGameModeSpectator()) &&
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(m_AttachedTo != nullptr) &&
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(
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(m_AttachedTo->IsDestroyed()) || // Watching entity destruction
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(m_AttachedTo->GetHealth() <= 0) || // Watching entity dead
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(IsCrouched()) // Or the player wants to be detached
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)
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)
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{
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Detach();
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}
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if (!a_Chunk.IsValid())
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{
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// Players are ticked even if the parent chunk is invalid.
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// We've processed as much as we can, bail:
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return;
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}
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ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid()));
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ASSERT(a_Chunk.IsValid());
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// Handle a frozen player:
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TickFreezeCode();
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if (
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m_IsFrozen || // Don't do Tick updates if frozen
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IsWorldChangeScheduled() // If we're about to change worlds (e.g. respawn), abort processing all world interactions (GH #3939)
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)
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{
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return;
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}
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Super::Tick(a_Dt, a_Chunk);
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// Handle charging the bow:
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if (m_IsChargingBow)
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{
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m_BowCharge += 1;
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}
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BroadcastMovementUpdate(m_ClientHandle.get());
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if (m_Health > 0) // make sure player is alive
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{
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m_World->CollectPickupsByPlayer(*this);
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if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
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{
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FinishEating();
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}
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HandleFood();
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}
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if (m_IsFishing)
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{
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HandleFloater();
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}
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// Update items (e.g. Maps)
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m_Inventory.UpdateItems();
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// Send Player List (Once per m_LastPlayerListTime/1000 ms)
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if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now())
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{
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m_World->BroadcastPlayerListUpdatePing(*this);
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m_LastPlayerListTime = std::chrono::steady_clock::now();
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}
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if (m_TicksUntilNextSave == 0)
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{
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SaveToDisk();
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m_TicksUntilNextSave = PLAYER_INVENTORY_SAVE_INTERVAL;
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}
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else
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{
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m_TicksUntilNextSave--;
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}
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}
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void cPlayer::TickFreezeCode()
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{
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if (m_IsFrozen)
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{
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if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent()))
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{
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// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent
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Unfreeze();
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// Pull the player out of any solids that might have loaded on them.
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PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk()));
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if (RelSuccess)
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{
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int NewY = Rel.y;
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if (NewY < 0)
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{
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NewY = 0;
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}
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while (NewY < cChunkDef::Height - 2)
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{
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// If we find a position with enough space for the player
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if (
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!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY, Rel.z)) &&
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!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z))
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)
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{
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// If the found position is not the same as the original
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if (NewY != Rel.y)
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{
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SetPosition(GetPosition().x, NewY, GetPosition().z);
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GetClientHandle()->SendPlayerPosition();
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}
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break;
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}
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++NewY;
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}
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}
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}
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else if (GetWorld()->GetWorldAge() % 100 == 0)
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{
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// Despite the client side freeze, the player may be able to move a little by
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// Jumping or canceling flight. Re-freeze every now and then
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FreezeInternal(GetPosition(), m_IsManuallyFrozen);
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}
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}
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else
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{
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if (!GetClientHandle()->IsPlayerChunkSent() || (!GetParentChunk()->IsValid()))
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{
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FreezeInternal(GetPosition(), false);
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}
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}
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}
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int cPlayer::CalcLevelFromXp(int a_XpTotal)
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{
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// level 0 to 15
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@@ -1092,69 +755,6 @@ void cPlayer::SetFlying(bool a_IsFlying)
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void cPlayer::ApplyArmorDamage(int a_DamageBlocked)
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{
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short ArmorDamage = static_cast<short>(std::max(a_DamageBlocked / 4, 1));
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for (int i = 0; i < 4; i++)
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{
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UseItem(cInventory::invArmorOffset + i, ArmorDamage);
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}
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}
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bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin))
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{
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if (IsGameModeCreative() || IsGameModeSpectator())
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{
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// No damage / health in creative or spectator mode if not void or plugin damage
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return false;
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}
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}
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if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
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{
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cPlayer * Attacker = static_cast<cPlayer *>(a_TDI.Attacker);
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if ((m_Team != nullptr) && (m_Team == Attacker->m_Team))
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{
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if (!m_Team->AllowsFriendlyFire())
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{
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// Friendly fire is disabled
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return false;
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}
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}
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}
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if (Super::DoTakeDamage(a_TDI))
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{
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// Any kind of damage adds food exhaustion
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AddFoodExhaustion(0.3f);
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m_ClientHandle->SendHealth();
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// Tell the wolves
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if (a_TDI.Attacker != nullptr)
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{
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if (a_TDI.Attacker->IsPawn())
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{
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NotifyNearbyWolves(static_cast<cPawn*>(a_TDI.Attacker), true);
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}
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}
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m_Stats.AddValue(Statistic::DamageTaken, FloorC<cStatManager::StatValue>(a_TDI.FinalDamage * 10 + 0.5));
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return true;
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}
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return false;
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}
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void cPlayer::NotifyNearbyWolves(cPawn * a_Opponent, bool a_IsPlayerInvolved)
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{
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ASSERT(a_Opponent != nullptr);
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@@ -1888,22 +1488,6 @@ void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
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void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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{
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if (m_IsFrozen)
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{
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// Do not set speed to a frozen client
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return;
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}
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Super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
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// Send the speed to the client so he actualy moves
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m_ClientHandle->SendEntityVelocity(*this);
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}
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void cPlayer::SetVisible(bool a_bVisible)
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{
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// Need to Check if the player or other players are in gamemode spectator, but will break compatibility
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@@ -3211,15 +2795,436 @@ bool cPlayer::CanInstantlyMine(BLOCKTYPE a_Block)
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float cPlayer::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower)
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void cPlayer::AddKnownItem(const cItem & a_Item)
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{
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if (a_Item.m_ItemType < 0)
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{
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return;
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}
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auto Response = m_KnownItems.insert(a_Item.CopyOne());
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if (!Response.second)
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{
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// The item was already known, bail out:
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return;
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}
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// Process the recipes that got unlocked by this newly-known item:
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auto Recipes = cRoot::Get()->GetCraftingRecipes()->FindNewRecipesForItem(a_Item, m_KnownItems);
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for (const auto & RecipeId : Recipes)
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{
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AddKnownRecipe(RecipeId);
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}
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}
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void cPlayer::AddKnownRecipe(UInt32 a_RecipeId)
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{
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auto Response = m_KnownRecipes.insert(a_RecipeId);
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if (!Response.second)
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{
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// The recipe was already known, bail out:
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return;
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}
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m_ClientHandle->SendUnlockRecipe(a_RecipeId);
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}
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void cPlayer::TickFreezeCode()
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{
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if (m_IsFrozen)
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{
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if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent()))
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{
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// If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent
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Unfreeze();
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// Pull the player out of any solids that might have loaded on them.
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PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk()));
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if (RelSuccess)
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{
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int NewY = Rel.y;
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if (NewY < 0)
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{
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NewY = 0;
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}
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while (NewY < cChunkDef::Height - 2)
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{
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// If we find a position with enough space for the player
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if (
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!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY, Rel.z)) &&
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!cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z))
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)
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{
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// If the found position is not the same as the original
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if (NewY != Rel.y)
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{
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SetPosition(GetPosition().x, NewY, GetPosition().z);
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GetClientHandle()->SendPlayerPosition();
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}
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break;
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}
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++NewY;
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}
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}
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}
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else if (GetWorld()->GetWorldAge() % 100 == 0)
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{
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// Despite the client side freeze, the player may be able to move a little by
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// Jumping or canceling flight. Re-freeze every now and then
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FreezeInternal(GetPosition(), m_IsManuallyFrozen);
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}
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}
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else
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{
|
||||
if (!GetClientHandle()->IsPlayerChunkSent() || (!GetParentChunk()->IsValid()))
|
||||
{
|
||||
FreezeInternal(GetPosition(), false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::ApplyArmorDamage(int a_DamageBlocked)
|
||||
{
|
||||
short ArmorDamage = static_cast<short>(std::max(a_DamageBlocked / 4, 1));
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
UseItem(cInventory::invArmorOffset + i, ArmorDamage);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
|
||||
{
|
||||
if (!m_IsFrozen && m_Speed.SqrLength() > 0.001)
|
||||
{
|
||||
// If the player is not frozen, has a non-zero speed,
|
||||
// send the speed to the client so he is forced to move so:
|
||||
m_ClientHandle->SendEntityVelocity(*this);
|
||||
}
|
||||
|
||||
// Since we do no physics processing for players, speed will otherwise never decrease:
|
||||
m_Speed.Set(0, 0, 0);
|
||||
|
||||
Super::BroadcastMovementUpdate(a_Exclude);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
|
||||
{
|
||||
// Filters out damage for creative mode / friendly fire.
|
||||
|
||||
if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin))
|
||||
{
|
||||
if (IsGameModeCreative() || IsGameModeSpectator())
|
||||
{
|
||||
// No damage / health in creative or spectator mode if not void or plugin damage
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
|
||||
{
|
||||
cPlayer * Attacker = static_cast<cPlayer *>(a_TDI.Attacker);
|
||||
|
||||
if ((m_Team != nullptr) && (m_Team == Attacker->m_Team))
|
||||
{
|
||||
if (!m_Team->AllowsFriendlyFire())
|
||||
{
|
||||
// Friendly fire is disabled
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Super::DoTakeDamage(a_TDI))
|
||||
{
|
||||
// Any kind of damage adds food exhaustion
|
||||
AddFoodExhaustion(0.3f);
|
||||
m_ClientHandle->SendHealth();
|
||||
|
||||
// Tell the wolves
|
||||
if (a_TDI.Attacker != nullptr)
|
||||
{
|
||||
if (a_TDI.Attacker->IsPawn())
|
||||
{
|
||||
NotifyNearbyWolves(static_cast<cPawn*>(a_TDI.Attacker), true);
|
||||
}
|
||||
}
|
||||
m_Stats.AddValue(Statistic::DamageTaken, FloorC<cStatManager::StatValue>(a_TDI.FinalDamage * 10 + 0.5));
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
float cPlayer::GetEnchantmentBlastKnockbackReduction()
|
||||
{
|
||||
if (
|
||||
IsGameModeSpectator() ||
|
||||
(IsGameModeCreative() && !IsOnGround())
|
||||
)
|
||||
{
|
||||
return 0; // No impact from explosion
|
||||
return 1; // No impact from explosion
|
||||
}
|
||||
|
||||
return Super::GetExplosionExposureRate(a_ExplosionPosition, a_ExlosionPower) / 30.0f;
|
||||
return Super::GetEnchantmentBlastKnockbackReduction();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::OnAddToWorld(cWorld & a_World)
|
||||
{
|
||||
Super::OnAddToWorld(a_World);
|
||||
|
||||
// Update world name tracking:
|
||||
m_CurrentWorldName = m_World->GetName();
|
||||
|
||||
// Fix to stop the player falling through the world, until we get serversided collision detection:
|
||||
FreezeInternal(GetPosition(), false);
|
||||
|
||||
// Set capabilities based on new world:
|
||||
SetCapabilities();
|
||||
|
||||
// Send contents of the inventory window:
|
||||
m_ClientHandle->SendWholeInventory(*m_CurrentWindow);
|
||||
|
||||
// Send health (the respawn packet, which understandably resets health, is also used for world travel...):
|
||||
m_ClientHandle->SendHealth();
|
||||
|
||||
// Send experience, similar story with the respawn packet:
|
||||
m_ClientHandle->SendExperience();
|
||||
|
||||
// Send hotbar active slot (also reset by respawn):
|
||||
m_ClientHandle->SendHeldItemChange(m_Inventory.GetEquippedSlotNum());
|
||||
|
||||
// Update player team:
|
||||
UpdateTeam();
|
||||
|
||||
// Send scoreboard data:
|
||||
m_World->GetScoreBoard().SendTo(*m_ClientHandle);
|
||||
|
||||
// Update the view distance:
|
||||
m_ClientHandle->SetViewDistance(m_ClientHandle->GetRequestedViewDistance());
|
||||
|
||||
// Send current weather of target world:
|
||||
m_ClientHandle->SendWeather(a_World.GetWeather());
|
||||
|
||||
// Send time:
|
||||
m_ClientHandle->SendTimeUpdate(a_World.GetWorldAge(), a_World.GetTimeOfDay(), a_World.IsDaylightCycleEnabled());
|
||||
|
||||
// Finally, deliver the notification hook:
|
||||
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*this);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::OnRemoveFromWorld(cWorld & a_World)
|
||||
{
|
||||
Super::OnRemoveFromWorld(a_World);
|
||||
|
||||
// Remove any references to this player pointer by windows in the old world:
|
||||
CloseWindow(false);
|
||||
|
||||
// Remove the client handle from the world:
|
||||
m_World->RemoveClientFromChunks(m_ClientHandle.get());
|
||||
|
||||
if (m_ClientHandle->IsDestroyed()) // Note: checking IsWorldChangeScheduled not appropriate here since we can disconnecting while having a scheduled warp
|
||||
{
|
||||
// Disconnecting, do the necessary cleanup.
|
||||
// This isn't in the destructor to avoid crashing accessing destroyed objects during shutdown.
|
||||
|
||||
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*this))
|
||||
{
|
||||
cRoot::Get()->BroadcastChatLeave(Printf("%s has left the game", GetName().c_str()));
|
||||
LOGINFO("Player %s has left the game", GetName().c_str());
|
||||
}
|
||||
|
||||
// Remove ourself from everyone's lists:
|
||||
cRoot::Get()->BroadcastPlayerListsRemovePlayer(*this);
|
||||
|
||||
// Atomically decrement player count (in world thread):
|
||||
cRoot::Get()->GetServer()->PlayerDestroyed();
|
||||
|
||||
// We're just disconnecting. The remaining code deals with going through portals, so bail:
|
||||
return;
|
||||
}
|
||||
|
||||
const auto DestinationDimension = m_WorldChangeInfo.m_NewWorld->GetDimension();
|
||||
|
||||
// Award relevant achievements:
|
||||
if (DestinationDimension == dimEnd)
|
||||
{
|
||||
AwardAchievement(Statistic::AchTheEnd);
|
||||
}
|
||||
else if (DestinationDimension == dimNether)
|
||||
{
|
||||
AwardAchievement(Statistic::AchPortal);
|
||||
}
|
||||
|
||||
// Clear sent chunk lists from the clienthandle:
|
||||
m_ClientHandle->RemoveFromWorld();
|
||||
|
||||
// The clienthandle caches the coords of the chunk we're standing at. Invalidate this.
|
||||
m_ClientHandle->InvalidateCachedSentChunk();
|
||||
|
||||
// Clientside warp start:
|
||||
m_ClientHandle->SendRespawn(DestinationDimension, false);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::SpawnOn(cClientHandle & a_Client)
|
||||
{
|
||||
if (!m_bVisible || (m_ClientHandle.get() == (&a_Client)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
LOGD("Spawing %s on %s", GetName().c_str(), a_Client.GetUsername().c_str());
|
||||
|
||||
a_Client.SendPlayerSpawn(*this);
|
||||
a_Client.SendEntityHeadLook(*this);
|
||||
a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem());
|
||||
a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots());
|
||||
a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings());
|
||||
a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate());
|
||||
a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
|
||||
{
|
||||
m_ClientHandle->Tick(a_Dt.count());
|
||||
|
||||
if (m_ClientHandle->IsDestroyed())
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!m_ClientHandle->IsPlaying())
|
||||
{
|
||||
// We're not yet in the game, ignore everything:
|
||||
return;
|
||||
}
|
||||
|
||||
m_Stats.AddValue(Statistic::PlayOneMinute);
|
||||
m_Stats.AddValue(Statistic::TimeSinceDeath);
|
||||
|
||||
if (IsCrouched())
|
||||
{
|
||||
m_Stats.AddValue(Statistic::SneakTime);
|
||||
}
|
||||
|
||||
// Handle the player detach, when the player is in spectator mode
|
||||
if (
|
||||
(IsGameModeSpectator()) &&
|
||||
(m_AttachedTo != nullptr) &&
|
||||
(
|
||||
(m_AttachedTo->IsDestroyed()) || // Watching entity destruction
|
||||
(m_AttachedTo->GetHealth() <= 0) || // Watching entity dead
|
||||
(IsCrouched()) // Or the player wants to be detached
|
||||
)
|
||||
)
|
||||
{
|
||||
Detach();
|
||||
}
|
||||
|
||||
if (!a_Chunk.IsValid())
|
||||
{
|
||||
// Players are ticked even if the parent chunk is invalid.
|
||||
// We've processed as much as we can, bail:
|
||||
return;
|
||||
}
|
||||
|
||||
ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid()));
|
||||
ASSERT(a_Chunk.IsValid());
|
||||
|
||||
// Handle a frozen player:
|
||||
TickFreezeCode();
|
||||
|
||||
if (
|
||||
m_IsFrozen || // Don't do Tick updates if frozen
|
||||
IsWorldChangeScheduled() // If we're about to change worlds (e.g. respawn), abort processing all world interactions (GH #3939)
|
||||
)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Super::Tick(a_Dt, a_Chunk);
|
||||
|
||||
// Handle charging the bow:
|
||||
if (m_IsChargingBow)
|
||||
{
|
||||
m_BowCharge += 1;
|
||||
}
|
||||
|
||||
BroadcastMovementUpdate(m_ClientHandle.get());
|
||||
|
||||
if (m_Health > 0) // make sure player is alive
|
||||
{
|
||||
m_World->CollectPickupsByPlayer(*this);
|
||||
|
||||
if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
|
||||
{
|
||||
FinishEating();
|
||||
}
|
||||
|
||||
HandleFood();
|
||||
}
|
||||
|
||||
if (m_IsFishing)
|
||||
{
|
||||
HandleFloater();
|
||||
}
|
||||
|
||||
// Update items (e.g. Maps)
|
||||
m_Inventory.UpdateItems();
|
||||
|
||||
// Send Player List (Once per m_LastPlayerListTime/1000 ms)
|
||||
if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now())
|
||||
{
|
||||
m_World->BroadcastPlayerListUpdatePing(*this);
|
||||
m_LastPlayerListTime = std::chrono::steady_clock::now();
|
||||
}
|
||||
|
||||
if (m_TicksUntilNextSave == 0)
|
||||
{
|
||||
SaveToDisk();
|
||||
m_TicksUntilNextSave = PLAYER_INVENTORY_SAVE_INTERVAL;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_TicksUntilNextSave--;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user