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author | jclever77 <82078401+jclever77@users.noreply.github.com> | 2021-04-30 13:39:10 +0200 |
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committer | GitHub <noreply@github.com> | 2021-04-30 13:39:10 +0200 |
commit | cbfc740ad0ade4b8f03648ea52c16368d3a026a8 (patch) | |
tree | 848f7650b55dc6bc7dbacec2555f174e2a35b52a /src/Entities/Boat.cpp | |
parent | Fix random_engine seed cast (#5212) (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Entities/Boat.cpp | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/src/Entities/Boat.cpp b/src/Entities/Boat.cpp index 1016773e9..cd66c523b 100644 --- a/src/Entities/Boat.cpp +++ b/src/Entities/Boat.cpp @@ -14,6 +14,36 @@ +class cBoatCollisionCallback +{ +public: + cBoatCollisionCallback(cBoat * a_Boat, cEntity * a_Attachee) : + m_Boat(a_Boat), m_Attachee(a_Attachee) + { + } + + bool operator()(cEntity & a_Entity) + { + // Checks if boat is empty and if given entity is a mob + if ((m_Attachee == nullptr) && (a_Entity.IsMob())) + { + // if so attach and return true + a_Entity.AttachTo(m_Boat); + return true; + } + + return false; + } + +protected: + cBoat * m_Boat; + cEntity * m_Attachee; +}; + + + + + cBoat::cBoat(Vector3d a_Pos, eMaterial a_Material) : Super(etBoat, a_Pos, 1.375f, 0.5625f), m_LastDamage(0), m_ForwardDirection(0), @@ -311,3 +341,20 @@ cItem cBoat::MaterialToItem(eMaterial a_Material) + +void cBoat::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) +{ + /** Special version of cEntity::HandlePhysics(...) function for boats, checks if mobs + colliding with the boat can be attached and does if that's the case, then returns to + normal physics calcualtions */ + + // Calculate boat's bounding box, run collision callback on all entities in said box + cBoatCollisionCallback BoatCollisionCallback(this, m_Attachee); + Vector3d BoatPosition = GetPosition(); + cBoundingBox bbBoat( + Vector3d(BoatPosition.x, floor(BoatPosition.y), BoatPosition.z), GetWidth() / 2, GetHeight()); + m_World->ForEachEntityInBox(bbBoat, BoatCollisionCallback); + + // Return to calculating physics normally + Super::HandlePhysics(a_Dt, a_Chunk); +} |