From 33cc1f2a50d870b7d264ee5479068f8eee3aa458 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sun, 22 Jun 2014 20:44:01 +0100 Subject: Fixed multiple issues with projectiles * Fixed arrows not being collectable/not truly hitting a block/not lodging into blocks/not going in far enough * Fixed projectiles not playing their block hit animation owning to being destroyed too quickly --- src/Entities/ArrowEntity.cpp | 33 +++++++++------------------------ 1 file changed, 9 insertions(+), 24 deletions(-) (limited to 'src/Entities/ArrowEntity.cpp') diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 8d2569125..db9dc781a 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -68,25 +68,16 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace 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; - - switch (a_HitFace) - { - case BLOCK_FACE_XM: // Strangely, bounding boxes / block tracers return the actual block for these two directions, so AddFace not needed - case BLOCK_FACE_YM: - { - break; - } - default: AddFaceDirection(a_X, a_Y, a_Z, a_HitFace, true); - } + Vector3d Hit = a_HitPos; + Hit += GetSpeed() / 700; // Make arrow sink into block a little + + super::OnHitSolidBlock(Hit, a_HitFace); + int X = (int)floor(Hit.x), Y = (int)floor(Hit.y), Z = (int)floor(Hit.z); - m_HitBlockPos = Vector3i(a_X, a_Y, a_Z); + m_HitBlockPos = Vector3i(X, Y, Z); // Broadcast arrow hit sound - m_World->BroadcastSoundEffect("random.bowhit", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); + m_World->BroadcastSoundEffect("random.bowhit", X * 8, Y * 8, Z * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); } @@ -94,13 +85,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) -{ - if (!a_EntityHit.IsMob() && !a_EntityHit.IsMinecart() && !a_EntityHit.IsPlayer() && !a_EntityHit.IsBoat()) - { - // Not an entity that interacts with an arrow - return; - } - +{ int Damage = (int)(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); if (m_IsCritical) { @@ -165,7 +150,7 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk) if (!m_HasTeleported) // Sent a teleport already, don't do again { - if (m_HitGroundTimer > 1000.f) // Send after a second, could be less, but just in case + if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case { m_World->BroadcastTeleportEntity(*this); m_HasTeleported = true; -- cgit v1.2.3 From 428cfb5c21ec5a35252b967eb306d6ba9b8e11b3 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sun, 29 Jun 2014 22:41:31 +0100 Subject: Suggestions --- src/Entities/ArrowEntity.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'src/Entities/ArrowEntity.cpp') diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index db9dc781a..c76c710ef 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -69,7 +69,9 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Vector3d Hit = a_HitPos; - Hit += GetSpeed() / 700; // Make arrow sink into block a little + Vector3d SinkMovement = GetSpeed() / 800; + SinkMovement.Clamp(0.001, 0.001, 0.001, 0.05, 0.05, 0.05); + Hit += SinkMovement; // Make arrow sink into block a little super::OnHitSolidBlock(Hit, a_HitFace); int X = (int)floor(Hit.x), Y = (int)floor(Hit.y), Z = (int)floor(Hit.z); -- cgit v1.2.3 From 85fae0e521d3a2ea4f083ee2bc54ac7fbb357768 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Mon, 30 Jun 2014 19:21:21 +0100 Subject: Implemented Vector3<>::Floor() --- src/Entities/ArrowEntity.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/Entities/ArrowEntity.cpp') diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index c76c710ef..2d6683f0a 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -74,8 +74,9 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa Hit += SinkMovement; // Make arrow sink into block a little super::OnHitSolidBlock(Hit, a_HitFace); - int X = (int)floor(Hit.x), Y = (int)floor(Hit.y), Z = (int)floor(Hit.z); - + Hit.Floor(); + + int X = Hit.x, Y = Hit.y, Z = Hit.z; m_HitBlockPos = Vector3i(X, Y, Z); // Broadcast arrow hit sound -- cgit v1.2.3 From 284c1c0514168e30338f2ad372b7e7f185dba0c4 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Tue, 1 Jul 2014 22:39:37 +0100 Subject: Vector clamping fixes Thank you, @madmaxoft. --- src/Entities/ArrowEntity.cpp | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'src/Entities/ArrowEntity.cpp') diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 2d6683f0a..7e96a666d 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -69,14 +69,18 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { Vector3d Hit = a_HitPos; - Vector3d SinkMovement = GetSpeed() / 800; - SinkMovement.Clamp(0.001, 0.001, 0.001, 0.05, 0.05, 0.05); + Vector3d SinkMovement = GetSpeed() / 800; // Base value for arrow penetration + SinkMovement = Clamp( // Adjust the movement so that fast arrows don't go through blocks (though in reality they would, in addition to exploding into fragments :P) + SinkMovement, + (SinkMovement * 0.001) / SinkMovement.Length(), + (SinkMovement * 0.05) / SinkMovement.Length() + ); Hit += SinkMovement; // Make arrow sink into block a little super::OnHitSolidBlock(Hit, a_HitFace); - Hit.Floor(); + Vector3i BlockHit = Hit.Floor(); - int X = Hit.x, Y = Hit.y, Z = Hit.z; + int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z; m_HitBlockPos = Vector3i(X, Y, Z); // Broadcast arrow hit sound -- cgit v1.2.3 From 89a26cc786f3673cf7b5a100300d8aa595735cc3 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Wed, 2 Jul 2014 21:07:34 +0100 Subject: Suggestions --- src/Entities/ArrowEntity.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/Entities/ArrowEntity.cpp') diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 7e96a666d..c039b0b3c 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -67,15 +67,15 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) -{ +{ + if (GetSpeed().SqrLength() == 0) + { + SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later + } + Vector3d Hit = a_HitPos; - Vector3d SinkMovement = GetSpeed() / 800; // Base value for arrow penetration - SinkMovement = Clamp( // Adjust the movement so that fast arrows don't go through blocks (though in reality they would, in addition to exploding into fragments :P) - SinkMovement, - (SinkMovement * 0.001) / SinkMovement.Length(), - (SinkMovement * 0.05) / SinkMovement.Length() - ); - Hit += SinkMovement; // Make arrow sink into block a little + Vector3d SinkMovement = (GetSpeed() / 800); + Hit += (SinkMovement * 0.01) / SinkMovement.Length(); // Make arrow sink into block a centimetre so it lodges (but not to far so it goes black clientside) super::OnHitSolidBlock(Hit, a_HitFace); Vector3i BlockHit = Hit.Floor(); -- cgit v1.2.3 From f6350662414044896e7971dcc792c83d5eaddbce Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Fri, 4 Jul 2014 12:50:40 +0100 Subject: Eps comparison --- src/Entities/ArrowEntity.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/Entities/ArrowEntity.cpp') diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index c039b0b3c..1d539679c 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -68,7 +68,7 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) { - if (GetSpeed().SqrLength() == 0) + if (GetSpeed().EqualsEps(Vector3d(0, 0, 0), 0.0000001)) { SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later } -- cgit v1.2.3