Replace ItemCallbacks with lambdas (#3993)

This commit is contained in:
peterbell10
2017-09-11 23:20:49 +02:00
committed by Mattes D
parent 115bc5609a
commit e225b7f826
69 changed files with 919 additions and 1817 deletions
+30 -42
View File
@@ -1,4 +1,4 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Pawn.h"
@@ -80,49 +80,37 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Effect->OnTick(*this);
}
class Pusher : public cEntityCallback
{
public:
cEntity * m_Pusher;
Pusher(cEntity * a_Pusher) :
m_Pusher(a_Pusher)
{
}
virtual bool Item(cEntity * a_Entity) override
{
if (a_Entity->GetUniqueID() == m_Pusher->GetUniqueID())
{
return false;
}
// we only push other mobs, boats and minecarts
if ((a_Entity->GetEntityType() != etMonster) && (a_Entity->GetEntityType() != etMinecart) && (a_Entity->GetEntityType() != etBoat))
{
return false;
}
// do not push a boat / minecart you're sitting in
if (m_Pusher->IsAttachedTo(a_Entity))
{
return false;
}
Vector3d v3Delta = a_Entity->GetPosition() - m_Pusher->GetPosition();
v3Delta.y = 0.0; // we only push sideways
v3Delta *= 1.0 / (v3Delta.Length() + 0.01); // we push harder if we're close
// QUESTION: is there an additional multiplier for this? current shoving seems a bit weak
a_Entity->AddSpeed(v3Delta);
return false;
}
} Callback(this);
// Spectators cannot push entities around
if ((!IsPlayer()) || (!reinterpret_cast<cPlayer *>(this)->IsGameModeSpectator()))
if ((!IsPlayer()) || (!static_cast<cPlayer *>(this)->IsGameModeSpectator()))
{
m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), Callback);
m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), [=](cEntity & a_Entity)
{
if (a_Entity.GetUniqueID() == GetUniqueID())
{
return false;
}
// we only push other mobs, boats and minecarts
if ((a_Entity.GetEntityType() != etMonster) && (a_Entity.GetEntityType() != etMinecart) && (a_Entity.GetEntityType() != etBoat))
{
return false;
}
// do not push a boat / minecart you're sitting in
if (IsAttachedTo(&a_Entity))
{
return false;
}
Vector3d v3Delta = a_Entity.GetPosition() - GetPosition();
v3Delta.y = 0.0; // we only push sideways
v3Delta *= 1.0 / (v3Delta.Length() + 0.01); // we push harder if we're close
// QUESTION: is there an additional multiplier for this? current shoving seems a bit weak
a_Entity.AddSpeed(v3Delta);
return false;
}
);
}
super::Tick(a_Dt, a_Chunk);