#include "Globals.h"
#include "../BlockInfo.h"
#include "../BoundingBox.h"
#include "../Chunk.h"
#include "Floater.h"
#include "Player.h"
#include "../ClientHandle.h"
////////////////////////////////////////////////////////////////////////////////
// cFloaterEntityCollisionCallback
class cFloaterEntityCollisionCallback
{
public:
cFloaterEntityCollisionCallback(cFloater * a_Floater, const Vector3d & a_Pos, const Vector3d & a_NextPos) :
m_Floater(a_Floater),
m_Pos(a_Pos),
m_NextPos(a_NextPos),
m_MinCoeff(1),
m_HitEntity(nullptr)
{
}
bool operator () (cEntity & a_Entity)
{
if (!a_Entity.IsMob()) // Floaters can only pull mobs not other entities.
{
return false;
}
cBoundingBox EntBox(a_Entity.GetPosition(), a_Entity.GetWidth() / 2, a_Entity.GetHeight());
double LineCoeff;
eBlockFace Face;
EntBox.Expand(m_Floater->GetWidth() / 2, m_Floater->GetHeight() / 2, m_Floater->GetWidth() / 2);
if (!EntBox.CalcLineIntersection(m_Pos, m_NextPos, LineCoeff, Face))
{
// No intersection whatsoever
return false;
}
if (LineCoeff < m_MinCoeff)
{
// The entity is closer than anything we've stored so far, replace it as the potential victim
m_MinCoeff = LineCoeff;
m_HitEntity = &a_Entity;
}
// Don't break the enumeration, we want all the entities
return false;
}
/** Returns the nearest entity that was hit, after the enumeration has been completed */
cEntity * GetHitEntity(void) const { return m_HitEntity; }
/** Returns true if the callback has encountered a true hit */
bool HasHit(void) const { return (m_MinCoeff < 1); }
protected:
cFloater * m_Floater;
const Vector3d & m_Pos;
const Vector3d & m_NextPos;
double m_MinCoeff; // The coefficient of the nearest hit on the Pos line
// Although it's bad(tm) to store entity ptrs from a callback, we can afford it here, because the entire callback
// is processed inside the tick thread, so the entities won't be removed in between the calls and the final processing
cEntity * m_HitEntity; // The nearest hit entity
} ;
cFloater::cFloater(Vector3d a_Pos, Vector3d a_Speed, UInt32 a_PlayerID, int a_CountDownTime) :
Super(etFloater, a_Pos, 0.2, 0.2),
m_BitePos(a_Pos),
m_CanPickupItem(false),
m_PickupCountDown(0),
m_CountDownTime(a_CountDownTime),
m_PlayerID(a_PlayerID),
m_AttachedMobID(cEntity::INVALID_ID)
{
SetSpeed(a_Speed);
}
void cFloater::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnEntity(*this);
}
void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
auto & Random = GetRandomProvider();
HandlePhysics(a_Dt, a_Chunk);
if (IsBlockWater(m_World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT))
&& (m_World->GetBlockMeta(POSX_TOINT, POSY_TOINT, POSZ_TOINT) == 0))
{
if (!m_CanPickupItem && (m_AttachedMobID == cEntity::INVALID_ID)) // Check if you can't already pickup a fish and if the floater isn't attached to a mob.
{
if (m_CountDownTime <= 0)
{
m_BitePos = GetPosition();
m_World->BroadcastSoundEffect("entity.bobber.splash", GetPosition(), 1, 1);
SetPosY(GetPosY() - 1);
m_CanPickupItem = true;
m_PickupCountDown = 20;
m_CountDownTime = Random.RandInt(100, 900);
LOGD("Floater %i can be picked up", GetUniqueID());
}
else if (m_CountDownTime == 20) // Calculate the position where the particles should spawn and start producing them.
{
LOGD("Started producing particles for floater %i", GetUniqueID());
m_ParticlePos.Set(GetPosX() + Random.RandInt(-4, 4), GetPosY(), GetPosZ() + Random.RandInt(-4, 4));
m_World->BroadcastParticleEffect("splash", static_cast<Vector3f>(m_ParticlePos), Vector3f{}, 0, 15);
}
else if (m_CountDownTime < 20)
{
m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
m_World->BroadcastParticleEffect("splash", static_cast<Vector3f>(m_ParticlePos), Vector3f{}, 0, 15);
}
m_CountDownTime--;
if (m_World->GetHeight(POSX_TOINT, POSZ_TOINT) == POSY_TOINT)
{
if (m_World->IsWeatherWet() && Random.RandBool(0.25)) // 25% chance of an extra countdown when being rained on.
{
m_CountDownTime--;
}
}
else // if the floater is underground it has a 50% chance of not decreasing the countdown.
{
if (Random.RandBool())
{
m_CountDownTime++;
}
}
}
}
// Check water at the top of floater otherwise it floats into the air above the water
if (IsBlockWater(m_World->GetBlock(POSX_TOINT, FloorC(GetPosY() + GetHeight()), POSZ_TOINT)))
{
SetSpeedY(0.7);
}
if (CanPickup()) // Make sure the floater "loses its fish"
{
m_PickupCountDown--;
if (m_PickupCountDown == 0)
{
m_CanPickupItem = false;
LOGD("The fish is gone. Floater %i can not pick an item up.", GetUniqueID());
}
}
if ((GetSpeed().Length() > 4) && (m_AttachedMobID == cEntity::INVALID_ID))
{
cFloaterEntityCollisionCallback Callback(this, GetPosition(), GetPosition() + GetSpeed() / 20);
a_Chunk.ForEachEntity(Callback);
if (Callback.HasHit())
{
AttachTo(Callback.GetHitEntity());
Callback.GetHitEntity()->TakeDamage(*this); // TODO: the player attacked the mob not the floater.
m_AttachedMobID = Callback.GetHitEntity()->GetUniqueID();
}
}
if (!m_World->DoWithEntityByID(m_PlayerID, [](cEntity &) { return true; })) // The owner doesn't exist anymore. Destroy the floater entity.
{
Destroy();
}
if (m_AttachedMobID != cEntity::INVALID_ID)
{
if (!m_World->DoWithEntityByID(m_AttachedMobID, [](cEntity &) { return true; }))
{
// The mob the floater was attached to doesn't exist anymore.
m_AttachedMobID = cEntity::INVALID_ID;
}
}
SetSpeedX(GetSpeedX() * 0.95);
SetSpeedZ(GetSpeedZ() * 0.95);
BroadcastMovementUpdate();
}