diff options
Diffstat (limited to '')
-rw-r--r-- | src/Entities/Pawn.cpp | 87 |
1 files changed, 57 insertions, 30 deletions
diff --git a/src/Entities/Pawn.cpp b/src/Entities/Pawn.cpp index cf2dd274f..4e7ef206f 100644 --- a/src/Entities/Pawn.cpp +++ b/src/Entities/Pawn.cpp @@ -321,7 +321,7 @@ void cPawn::HandleFalling(void) 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(POS_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast<BLOCKTYPE>(E_BLOCK_AIR); + const auto BlockAtFoot = (cChunkDef::IsValidHeight(POS_TOINT)) ? GetWorld()->GetBlock(POS_TOINT) : static_cast<BLOCKTYPE>(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); @@ -431,9 +431,12 @@ void cPawn::HandleFalling(void) if (OnGround) { - auto FallHeight = m_LastGroundHeight - GetPosY(); + const auto FallHeight = m_LastGroundHeight - GetPosY(); auto Damage = static_cast<int>(FallHeight - 3.0); + const auto Below = POS_TOINT.addedY(-1); + const auto BlockBelow = (cChunkDef::IsValidHeight(Below)) ? GetWorld()->GetBlock(Below) : static_cast<BLOCKTYPE>(E_BLOCK_AIR); + if ((Damage > 0) && !FallDamageAbsorbed) { if (IsElytraFlying()) @@ -441,26 +444,22 @@ void cPawn::HandleFalling(void) Damage = static_cast<int>(static_cast<float>(Damage) * 0.33); } - if (const auto Below = POS_TOINT.addedY(-1); Below.y >= 0) + if (BlockBelow == E_BLOCK_HAY_BALE) { - const auto BlockBelow = GetWorld()->GetBlock(Below); - - if (BlockBelow == E_BLOCK_HAY_BALE) - { - Damage = std::clamp(static_cast<int>(static_cast<float>(Damage) * 0.2), 1, 20); - } - - // Fall particles - GetWorld()->BroadcastParticleEffect( - "blockdust", - GetPosition(), - { 0, 0, 0 }, - (Damage - 1.f) * ((0.3f - 0.1f) / (15.f - 1.f)) + 0.1f, // Map damage (1 - 15) to particle speed (0.1 - 0.3) - static_cast<int>((Damage - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f), // Map damage (1 - 15) to particle quantity (20 - 50) - { { BlockBelow, 0 } } - ); + Damage = std::clamp(static_cast<int>(static_cast<float>(Damage) * 0.2), 1, 20); } + // Fall particles + // TODO: falling on a partial (e.g. slab) block shouldn't broadcast particles of the block below + GetWorld()->BroadcastParticleEffect( + "blockdust", + GetPosition(), + { 0, 0, 0 }, + (Damage - 1.f) * ((0.3f - 0.1f) / (15.f - 1.f)) + 0.1f, // Map damage (1 - 15) to particle speed (0.1 - 0.3) + static_cast<int>((Damage - 1.f) * ((50.f - 20.f) / (15.f - 1.f)) + 20.f), // Map damage (1 - 15) to particle quantity (20 - 50) + { { BlockBelow, 0 } } + ); + TakeDamage(dtFalling, nullptr, Damage, static_cast<float>(Damage), 0); } @@ -469,11 +468,9 @@ void cPawn::HandleFalling(void) // Farmland trampling. Mobs smaller than 0.512 cubic blocks won't trample (Java Edition's behavior) // We only have width and height, so we have to calculate Width^2 - if (GetWorld()->IsFarmlandTramplingEnabled() && - (BlockAtFoot == E_BLOCK_FARMLAND) && - (GetWidth() * GetWidth() * GetHeight() >= 0.512)) + if (GetWorld()->IsFarmlandTramplingEnabled()) { - HandleFarmlandTrampling(FallHeight); + HandleFarmlandTrampling(FallHeight, BlockAtFoot, BlockBelow); } } else @@ -490,18 +487,49 @@ void cPawn::HandleFalling(void) -void cPawn::HandleFarmlandTrampling(double a_FallHeight) +void cPawn::HandleFarmlandTrampling(const double a_FallHeight, const BLOCKTYPE a_BlockAtFoot, const BLOCKTYPE a_BlockBelow) { - bool ShouldTrample = true; - auto & Random = GetRandomProvider(); - // No trampling if FallHeight <= 0.6875 if (a_FallHeight <= 0.6875) { - ShouldTrample = false; + return; } + // No trampling for mobs smaller than 0.512 cubic blocks + if (GetWidth() * GetWidth() * GetHeight() < 0.512) + { + return; + } + + auto AbsPos = POS_TOINT; + + // Check if the foot is "inside" a farmland - for 1.10.1 and newer clients + // If it isn't, check if the block below is a farmland - for mobs and older clients + if (a_BlockAtFoot != E_BLOCK_FARMLAND) + { + // These are probably the only blocks which: + // - can be placed on a farmland and shouldn't destroy it + // - will stop the player from falling down further + // - are less than 1 block high + if ((a_BlockAtFoot == E_BLOCK_HEAD) || (a_BlockAtFoot == E_BLOCK_FLOWER_POT)) + { + return; + } + + // Finally, check whether the block below is farmland + if (a_BlockBelow != E_BLOCK_FARMLAND) + { + return; + } + + // If we haven't returned, decrease the height + AbsPos.y -= 1; + } + + bool ShouldTrample = true; + auto & Random = GetRandomProvider(); + // For FallHeight <= 1.5625 we need to get a random bool - else if (a_FallHeight <= 1.0625) + if (a_FallHeight <= 1.0625) { ShouldTrample = Random.RandBool(0.25); } @@ -513,7 +541,6 @@ void cPawn::HandleFarmlandTrampling(double a_FallHeight) if (ShouldTrample) { - auto AbsPos = GetPosition().Floor(); GetWorld()->DoWithChunkAt(AbsPos, [&](cChunk & Chunk) { cBlockFarmlandHandler::TurnToDirt(Chunk, AbsPos); |