diff options
Diffstat (limited to 'src/Entities/Pawn.cpp')
-rw-r--r-- | src/Entities/Pawn.cpp | 184 |
1 files changed, 181 insertions, 3 deletions
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp index ca2d413df..6b404f7e0 100644 --- a/src/Entities/Pawn.cpp +++ b/src/Entities/Pawn.cpp @@ -2,17 +2,22 @@ #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" cPawn::cPawn(eEntityType a_EntityType, double a_Width, double a_Height) : - super(a_EntityType, 0, 0, 0, a_Width, a_Height) - , m_EntityEffects(tEffectMap()) + 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); @@ -79,8 +84,10 @@ void cPawn::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) } Callback(this); m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), GetWidth(), GetHeight()), Callback); - + super::Tick(a_Dt, a_Chunk); + + HandleFalling(); } @@ -185,3 +192,174 @@ void cPawn::ClearEntityEffects() + + +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 }, + { 0, -1, 0 }, + }; + + /* 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; + } + } + } + + // Update the ground height to have the highest position of the player (i.e. jumping up adds to the eventual fall damage) + if (!OnGround) + { + m_LastGroundHeight = std::max(m_LastGroundHeight, GetPosY()); + } + + /* 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 FallDistanceReset = IsFootOnSlimeBlock || IsFootInLiquid; + bool IsFlying = false; + bool ShouldBounceOnSlime = true; + + if (GetEntityType() == eEntityType::etPlayer) + { + cPlayer * Player = static_cast<cPlayer *>(this); + IsFlying = Player->IsFlying(); + + /* 3. If the player is flying or climbing, absorb fall damage */ + FallDamageAbsorbed |= 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) + { + SetSpeedY(-GetSpeedY()); + } + + if (!IsFlying && OnGround) + { + auto Damage = static_cast<int>(m_LastGroundHeight - GetPosY() - 3.0); + if ((Damage > 0) && !FallDamageAbsorbed) + { + TakeDamage(dtFalling, nullptr, Damage, Damage, 0); + + // Fall particles + 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. */ + if (FallDistanceReset) + { + m_LastGroundHeight = GetPosY(); + } +} |