From 15c330664a78a34b5138ec5fc8089b77656e172e Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Thu, 14 Nov 2013 22:39:14 +0000 Subject: Fixed arrow bugs * Fixed arrows hitting blocks wrong --- source/Entities/ProjectileEntity.cpp | 65 +++++++++++++++++++++++------------- 1 file changed, 41 insertions(+), 24 deletions(-) (limited to 'source/Entities/ProjectileEntity.cpp') diff --git a/source/Entities/ProjectileEntity.cpp b/source/Entities/ProjectileEntity.cpp index c63b9523b..279e009cf 100644 --- a/source/Entities/ProjectileEntity.cpp +++ b/source/Entities/ProjectileEntity.cpp @@ -287,7 +287,11 @@ AString cProjectileEntity::GetMCAClassName(void) const void cProjectileEntity::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); - BroadcastMovementUpdate(); + + if (GetProjectileKind() != pkArrow) // See cArrow::Tick + { + BroadcastMovementUpdate(); + } } @@ -391,7 +395,8 @@ cArrowEntity::cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a m_IsCritical(false), m_Timer(0), m_bIsCollected(false), - m_HitBlockPos(Vector3i(0, 0, 0)) + m_HitBlockPos(Vector3i(0, 0, 0)), + m_HitGroundTimer(0) { SetSpeed(a_Speed); SetMass(0.1); @@ -414,7 +419,8 @@ cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : m_IsCritical((a_Force >= 1)), m_Timer(0), m_bIsCollected(false), - m_HitBlockPos(0, 0, 0) + m_HitBlockPos(0, 0, 0), + m_HitGroundTimer(0) { } @@ -440,37 +446,29 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, char a_HitFace) { - if (a_HitFace == BLOCK_FACE_NONE) - { - return; - } - super::OnHitSolidBlock(a_HitPos, a_HitFace); int a_X = (int)a_HitPos.x, a_Y = (int)a_HitPos.y, a_Z = (int)a_HitPos.z; - if (a_HitFace != BLOCK_FACE_YP) + if (a_HitFace != BLOCK_FACE_NONE) { - AddFaceDirection(a_X, a_Y, a_Z, a_HitFace); - } - else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM - { - a_Y--; - } - else - { - a_Y++; + if (a_HitFace != BLOCK_FACE_YP) + { + AddFaceDirection(a_X, a_Y, a_Z, a_HitFace); + } + else if (a_HitFace == BLOCK_FACE_YP) // These conditions because xoft got a little confused on block face directions, so AddFace works with all but YP & YM + { + a_Y--; + } + else + { + a_Y++; + } } m_HitBlockPos = Vector3i(a_X, a_Y, a_Z); // Broadcast arrow hit sound m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); - - // Broadcast the position and speed packets before teleporting: - BroadcastMovementUpdate(); - - // Teleport the entity to the exact hit coords: - m_World->BroadcastTeleportEntity(*this); } @@ -542,6 +540,25 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk) if (m_IsInGround) { + // When an arrow hits, the client sometimes doesn't think it's in the ground, and therefore it keeps on moving (glitches) + // Temporary fix is to simply not sync with the client and send a teleport to confirm pos after arrow has stabilised + // We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync + // BroadcastMovementUpdate seems to be part of its cause, but why? + // TODO: Find cause of arrow syncing issues and fix + + if (m_HitGroundTimer != -1) // Sent a teleport already, don't do again + { + if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case + { + m_World->BroadcastTeleportEntity(*this); + m_HitGroundTimer = -1; + } + else + { + m_HitGroundTimer += a_Dt; + } + } + int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width; int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width; cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ); -- cgit v1.2.3