1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Pawn.h"
#include "Player.h"
#include "../World.h"
#include "../Bindings/PluginManager.h"
#include "BoundingBox.h"
#include "../Blocks/BlockHandler.h"
#include "EffectID.h"
#include "../Mobs/Monster.h"
cPawn::cPawn(eEntityType a_EntityType, double a_Width, double a_Height) :
super(a_EntityType, 0, 0, 0, a_Width, a_Height),
m_EntityEffects(tEffectMap()),
m_LastGroundHeight(0),
m_bTouchGround(false)
{
SetGravity(-32.0f);
SetAirDrag(0.02f);
}
cPawn::~cPawn()
{
}
void cPawn::Destroyed()
{
super::Destroyed();
}
void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
std::vector<cEntityEffect *> EffectsToTick;
// Iterate through this entity's applied effects
for (tEffectMap::iterator iter = m_EntityEffects.begin(); iter != m_EntityEffects.end();)
{
// Copies values to prevent pesky wrong accesses and erasures
cEntityEffect::eType EffectType = iter->first;
cEntityEffect * Effect = iter->second.get();
// Iterates (must be called before any possible erasure)
++iter;
// Remove effect if duration has elapsed
if (Effect->GetDuration() - Effect->GetTicks() <= 0)
{
RemoveEntityEffect(EffectType);
}
// Call OnTick later to make sure the iterator won't be invalid
else
{
EffectsToTick.push_back(Effect);
}
// TODO: Check for discrepancies between client and server effect values
}
for (auto * Effect : EffectsToTick)
{
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()))
{
m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), Callback);
}
super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
HandleFalling();
}
void cPawn::KilledBy(TakeDamageInfo & a_TDI)
{
ClearEntityEffects();
super::KilledBy(a_TDI);
}
bool cPawn::IsFireproof(void) const
{
return super::IsFireproof() || HasEntityEffect(cEntityEffect::effFireResistance);
}
bool cPawn::IsInvisible() const
{
return HasEntityEffect(cEntityEffect::effInvisibility);
}
void cPawn::HandleAir(void)
{
if (IsSubmerged() && HasEntityEffect(cEntityEffect::effWaterBreathing))
{
// Prevent the oxygen from decreasing
return;
}
super::HandleAir();
}
void cPawn::AddEntityEffect(cEntityEffect::eType a_EffectType, int a_Duration, short a_Intensity, double a_DistanceModifier)
{
// Check if the plugins allow the addition:
if (cPluginManager::Get()->CallHookEntityAddEffect(*this, a_EffectType, a_Duration, a_Intensity, a_DistanceModifier))
{
// A plugin disallows the addition, bail out.
return;
}
// No need to add empty effects:
if (a_EffectType == cEntityEffect::effNoEffect)
{
return;
}
a_Duration = static_cast<int>(a_Duration * a_DistanceModifier);
// If we already have the effect, we have to deactivate it or else it will act cumulatively
auto ExistingEffect = m_EntityEffects.find(a_EffectType);
if (ExistingEffect != m_EntityEffects.end())
{
ExistingEffect->second->OnDeactivate(*this);
}
auto Res = m_EntityEffects.emplace(a_EffectType, cEntityEffect::CreateEntityEffect(a_EffectType, a_Duration, a_Intensity, a_DistanceModifier));
m_World->BroadcastEntityEffect(*this, a_EffectType, a_Intensity, static_cast<short>(a_Duration));
cEntityEffect * Effect = Res.first->second.get();
Effect->OnActivate(*this);
}
void cPawn::RemoveEntityEffect(cEntityEffect::eType a_EffectType)
{
m_World->BroadcastRemoveEntityEffect(*this, a_EffectType);
auto itr = m_EntityEffects.find(a_EffectType);
if (itr != m_EntityEffects.end())
{
// Erase from effect map before calling OnDeactivate to allow metadata broadcasts (e.g. for invisibility effect)
auto Effect = std::move(itr->second);
m_EntityEffects.erase(itr);
Effect->OnDeactivate(*this);
}
}
bool cPawn::HasEntityEffect(cEntityEffect::eType a_EffectType) const
{
return m_EntityEffects.find(a_EffectType) != m_EntityEffects.end();
}
void cPawn::ClearEntityEffects()
{
// Iterate through this entity's applied effects
for (tEffectMap::iterator iter = m_EntityEffects.begin(); iter != m_EntityEffects.end();)
{
// Copy values to prevent pesky wrong erasures
cEntityEffect::eType EffectType = iter->first;
// Iterates (must be called before any possible erasure)
++iter;
// Remove effect
RemoveEntityEffect(EffectType);
}
}
void cPawn::HandleFalling(void)
{
/* Not pretty looking, and is more suited to wherever server-sided collision detection is implemented.
The following condition sets on-ground-ness if
The player isn't swimming or flying (client hardcoded conditions) and
they're on a block (Y is exact) - ensure any they could be standing on (including on the edges) is solid or
they're on a slab (Y significand is 0.5) - ditto with slab check
they're on a snow layer (Y divisible by 0.125) - ditto with snow layer check
*/
static const auto HalfWidth = GetWidth() / 2;
static const auto EPS = 0.0001;
/* Since swimming is decided in a tick and is asynchronous to this, we have to check for dampeners ourselves.
The behaviour as of 1.8.9 is the following:
- Landing in water alleviates all fall damage
- Passing through any liquid (water + lava) and cobwebs "slows" the player down,
i.e. resets the fall distance to that block, but only after checking for fall damage
(this means that plummeting into lava will still kill the player via fall damage, although cobwebs
will slow players down enough to have multiple updates that keep them alive)
- Slime blocks reverse falling velocity, unless it's a crouching player, in which case they act as standard blocks.
They also reset the topmost point of the damage calculation with each bounce,
so if the block is removed while the player is bouncing or crouches after a bounce, the last bounce's zenith is considered as fall damage.
With this in mind, we first check the block at the player's feet, then the one below that (because fences),
and decide which behaviour we want to go with.
*/
BLOCKTYPE BlockAtFoot = (cChunkDef::IsValidHeight(POSY_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : E_BLOCK_AIR;
/* We initialize these with what the foot is really IN, because for sampling we will move down with the epsilon above */
bool IsFootInWater = IsBlockWater(BlockAtFoot);
bool IsFootInLiquid = IsFootInWater || IsBlockLava(BlockAtFoot) || (BlockAtFoot == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
bool IsFootOnSlimeBlock = false;
/* The "cross" we sample around to account for the player width/girth */
static const struct
{
int x, z;
} CrossSampleCoords[] =
{
{ 0, 0 },
{ 1, 0 },
{ -1, 0 },
{ 0, 1 },
{ 0, -1 },
};
/* The blocks we're interested in relative to the player to account for larger than 1 blocks.
This can be extended to do additional checks in case there are blocks that are represented as one block
in memory but have a hitbox larger than 1 (like fences) */
static const struct
{
int x, y, z;
} BlockSampleOffsets[] =
{
{ 0, 0, 0 }, // TODO: something went wrong here (offset 0?)
{ 0, -1, 0 }, // Potentially causes mis-detection (IsFootInWater) when player stands on block diagonal to water (i.e. on side of pool)
};
/* Here's the rough outline of how this mechanism works:
We take the player's pointlike position (sole of feet), and expand it into a crosslike shape.
If any of the five points hit a block, we consider the player to be "on" (or "in") the ground. */
bool OnGround = false;
for (size_t i = 0; i < ARRAYCOUNT(CrossSampleCoords); i++)
{
/* We calculate from the player's position, one of the cross-offsets above, and we move it down slightly so it's beyond inaccuracy.
The added advantage of this method is that if the player is simply standing on the floor,
the point will move into the next block, and the floor() will retrieve that instead of air. */
Vector3d CrossTestPosition = GetPosition() + Vector3d(CrossSampleCoords[i].x * HalfWidth, -EPS, CrossSampleCoords[i].z * HalfWidth);
/* We go through the blocks that we consider "relevant" */
for (size_t j = 0; j < ARRAYCOUNT(BlockSampleOffsets); j++)
{
Vector3i BlockTestPosition = CrossTestPosition.Floor() + Vector3i(BlockSampleOffsets[j].x, BlockSampleOffsets[j].y, BlockSampleOffsets[j].z);
if (!cChunkDef::IsValidHeight(BlockTestPosition.y))
{
continue;
}
BLOCKTYPE Block = GetWorld()->GetBlock(BlockTestPosition);
NIBBLETYPE BlockMeta = GetWorld()->GetBlockMeta(BlockTestPosition);
/* we do the cross-shaped sampling to check for water / liquids, but only on our level because water blocks are never bigger than unit voxels */
if (j == 0)
{
IsFootInWater |= IsBlockWater(Block);
IsFootInLiquid |= IsFootInWater || IsBlockLava(Block) || (Block == E_BLOCK_COBWEB); // okay so cobweb is not _technically_ a liquid...
IsFootOnSlimeBlock |= (Block == E_BLOCK_SLIME_BLOCK);
}
/* If the block is solid, and the blockhandler confirms the block to be inside, we're officially on the ground. */
if ((cBlockInfo::IsSolid(Block)) && (cBlockInfo::GetHandler(Block)->IsInsideBlock(CrossTestPosition - BlockTestPosition, Block, BlockMeta)))
{
OnGround = true;
}
}
}
/* So here's the use of the rules above: */
/* 1. Falling in water absorbs all fall damage */
bool FallDamageAbsorbed = IsFootInWater;
/* 2. Falling in liquid (lava, water, cobweb) or hitting a slime block resets the "fall zenith".
Note: Even though the pawn bounces back with no damage after hitting the slime block,
the "fall zenith" will continue to increase back up when flying upwards - which is good */
bool ShouldBounceOnSlime = true;
if (IsPlayer())
{
auto Player = static_cast<cPlayer *>(this);
/* 3. If the player is flying or climbing, absorb fall damage */
FallDamageAbsorbed |= Player->IsFlying() || Player->IsClimbing();
/* 4. If the player is about to bounce on a slime block and is not crouching, absorb all fall damage */
ShouldBounceOnSlime = !Player->IsCrouched();
FallDamageAbsorbed |= (IsFootOnSlimeBlock && ShouldBounceOnSlime);
}
else
{
/* 5. Bouncing on a slime block absorbs all fall damage */
FallDamageAbsorbed |= IsFootOnSlimeBlock;
}
/* If the player is not crouching or is not a player, shoot them back up.
NOTE: this will only work in some cases; should be done in HandlePhysics() */
if (IsFootOnSlimeBlock && ShouldBounceOnSlime)
{
// TODO: doesn't work too well, causes dissatisfactory experience for players on slime blocks - SetSpeedY(-GetSpeedY());
}
// TODO: put player speed into GetSpeedY, and use that.
// If flying, climbing, swimming, or going up...
if (FallDamageAbsorbed || ((GetPosition() - m_LastPosition).y > 0))
{
// ...update the ground height to have the highest position of the player (i.e. jumping up adds to the eventual fall damage)
m_LastGroundHeight = GetPosY();
}
if (OnGround)
{
auto Damage = static_cast<int>(m_LastGroundHeight - GetPosY() - 3.0);
if ((Damage > 0) && !FallDamageAbsorbed)
{
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
// Fall particles
// TODO: Re-enable this when effects in 1.9 aren't broken (right now this uses the wrong effect ID in 1.9 and the right one in 1.8)
// int ParticleSize = static_cast<int>((std::min(15, Damage) - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f);
// GetWorld()->BroadcastSoundParticleEffect(EffectID::PARTICLE_FALL_PARTICLES, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, ParticleSize);
}
m_bTouchGround = true;
m_LastGroundHeight = GetPosY();
}
else
{
m_bTouchGround = false;
}
/* Note: it is currently possible to fall through lava and still die from fall damage
because of the client skipping an update about the lava block. This can only be resolved by
somehow integrating these above checks into the tracer in HandlePhysics. */
}
std::map<cEntityEffect::eType, cEntityEffect *> cPawn::GetEntityEffects()
{
std::map<cEntityEffect::eType, cEntityEffect *> Effects;
for (auto & Effect : m_EntityEffects)
{
Effects.insert({ Effect.first, Effect.second.get() });
}
return Effects;
}
cEntityEffect * cPawn::GetEntityEffect(cEntityEffect::eType a_EffectType)
{
auto itr = m_EntityEffects.find(a_EffectType);
return (itr != m_EntityEffects.end()) ? itr->second.get() : nullptr;
}
|