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-rw-r--r--src/Entities/Entity.cpp16
-rw-r--r--src/Mobs/Monster.cpp15
-rw-r--r--src/Mobs/Monster.h6
3 files changed, 20 insertions, 17 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index dff7114d5..f776f881a 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -1122,12 +1122,14 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d HitCoords;
Vector3i HitBlockCoords;
eBlockFace HitBlockFace;
- if (cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, NextPos + NextSpeed, HitCoords, HitBlockCoords, HitBlockFace))
+ Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count();
+ auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
+ if (isHit)
{
// Set our position to where the block was hit, minus a bit:
// TODO: The real entity's m_Width should be taken into account here
NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1;
- if (HitBlockFace == BLOCK_FACE_YM)
+ if (HitBlockFace == BLOCK_FACE_YP)
{
// We hit the ground, adjust the position to the top of the block:
m_bOnGround = true;
@@ -1161,11 +1163,11 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
}
- }
- else
- {
- // We didn't hit anything, so move =]
- NextPos += (NextSpeed * DtSec.count());
+ else
+ {
+ // We didn't hit anything, so move:
+ NextPos += (NextSpeed * DtSec.count());
+ }
}
SetPosition(NextPos);
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index ef8794e53..00045fc69 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -149,20 +149,21 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
return;
}
-
- if (m_JumpCoolDown == 0)
+ if (m_JumpCoolDown <= 0)
{
if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
- if (((IsOnGround()) && (GetSpeed().SqrLength() == 0.0f)) ||
- (IsSwimming()))
+ if (
+ (IsOnGround() && (GetSpeed().SqrLength() <= 0.5)) || // If walking on the ground, we need to slow down first, otherwise we miss the jump
+ IsSwimming()
+ )
{
m_bOnGround = false;
m_JumpCoolDown = 20;
- // TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.6); // Jump!!
+ SetSpeedY(1);
SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
- SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
+ SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error
}
}
}
@@ -172,7 +173,7 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
}
Vector3d Distance = m_NextWayPointPosition - GetPosition();
- if ((Distance.x != 0.0f) || (Distance.z != 0.0f))
+ if ((std::abs(Distance.x) > 0.05) || (std::abs(Distance.z) > 0.05))
{
Distance.y = 0;
Distance.Normalize();
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index a4d256578..6dac2c1fb 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -208,10 +208,10 @@ protected:
/** Returns whether or not the target is close enough for attack. */
bool TargetIsInRange(void) { ASSERT(m_Target != nullptr); return ((m_Target->GetPosition() - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
- /** Returns if a monster can reach a given height by jumping. */
- inline bool DoesPosYRequireJump(int a_PosY)
+ /** Returns whether the monster needs to jump to reach a given height. */
+ inline bool DoesPosYRequireJump(double a_PosY)
{
- return ((a_PosY > POSY_TOINT));
+ return (a_PosY > GetPosY() + 0.8); // Assume that differences up to 0.8 blocks can be walked instead of jumped
}
/** Move in a straight line to the next waypoint in the path, will jump if needed. */