#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Player.h" #include "ArrowEntity.h" #include "../Chunk.h" #include "../Blocks/BlockButton.h" cArrowEntity::cArrowEntity(cEntity * a_Creator, Vector3d a_Pos, Vector3d a_Speed) : Super(pkArrow, a_Creator, a_Pos, a_Speed, 0.5f, 0.5f), m_PickupState(psNoPickup), m_DamageCoeff(2), m_IsCritical(false), m_Timer(0), m_bIsCollected(false) { SetMass(0.1); SetGravity(-20.0f); FLOGD( "Created arrow {0} with speed {1:.02f} and rot {{{2:.02f}, {3:.02f}}}", m_UniqueID, GetSpeed(), GetYaw(), GetPitch() ); } cArrowEntity::cArrowEntity(cPlayer & a_Player, double a_Force) : cArrowEntity(&a_Player, a_Player.GetThrowStartPos(), a_Player.GetThrowSpeed(a_Force * 1.5 * 20)) { m_IsCritical = a_Force >= 1; m_PickupState = a_Player.IsGameModeCreative() ? psInCreative : psInSurvivalOrCreative; } bool cArrowEntity::CanPickup(const cPlayer & a_Player) const { switch (m_PickupState) { case psNoPickup: return false; case psInSurvivalOrCreative: return (a_Player.IsGameModeSurvival() || a_Player.IsGameModeCreative()); case psInCreative: return a_Player.IsGameModeCreative(); } UNREACHABLE("Unsupported arrow pickup state"); } void cArrowEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace) { // Save the direction we're going in before Super resets it auto Speed = GetSpeed(); Speed.Normalize(); /* The line tracer returns the arrow hit position located on the face of a block; if the arrow hit a block at -5, 95, -5 then a_HitPos would start off as -4, 95.5, -4.1, i.e. it collided with the X face. First we subtract a bit of speed vector so it doesn't appear black clientside. Then we add a bit of speed vector to make a_HitPos -4.0001, 95.5, -4.1 and floor to get exactly -5, 95, -5 which is stored in m_HitBlockPos. */ // Shift the arrow's position slightly back so that less than 50% of the hitbox // is in the block. Otherwise the arrow can appear black Super::OnHitSolidBlock(a_HitPos - (Speed / 100), a_HitFace); // Nudge into the block a tiny bit according to its direction of travel // Floor to give the coordinates of the block it crashed into m_HitBlockPos = (a_HitPos + (Speed / 100000)).Floor(); // Broadcast arrow hit sound m_World->BroadcastSoundEffect( "entity.arrow.hit", m_HitBlockPos, 0.5f, static_cast(0.75 + (static_cast((GetUniqueID() * 23) % 32)) / 64) ); // Trigger any buttons that were hit // Wooden buttons will be depressed by the arrow cBlockButtonHandler::OnArrowHit(*m_World, m_HitBlockPos, a_HitFace); if ((m_World->GetBlock(m_HitBlockPos) == E_BLOCK_TNT) && IsOnFire()) { m_World->SetBlock(m_HitBlockPos, E_BLOCK_AIR, 0); m_World->SpawnPrimedTNT(m_HitBlockPos); } } void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos) { Super::OnHitEntity(a_EntityHit, a_HitPos); int Damage = static_cast(GetSpeed().Length() / 20 * m_DamageCoeff + 0.5); if (m_IsCritical) { Damage += m_World->GetTickRandomNumber(Damage / 2 + 2); } unsigned int PowerLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPower); if (PowerLevel > 0) { int ExtraDamage = static_cast(ceil(0.25 * (PowerLevel + 1))); Damage += ExtraDamage; } double Knockback = 10; unsigned int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch); unsigned int PunchLevelMultiplier = 8; Knockback += PunchLevelMultiplier * PunchLevel; a_EntityHit.TakeDamage(dtRangedAttack, GetCreatorUniqueID(), Damage, Knockback); if (IsOnFire() && !a_EntityHit.IsInWater()) { a_EntityHit.StartBurning(100); } // Broadcast successful hit sound GetWorld()->BroadcastSoundEffect( "entity.arrow.hit", GetPosition(), 0.5, static_cast(0.75 + (static_cast((GetUniqueID() * 23) % 32)) / 64) ); Destroy(); } void cArrowEntity::CollectedBy(cPlayer & a_Dest) { if (m_IsInGround && !m_bIsCollected && CanPickup(a_Dest)) { // Do not add the arrow to the inventory when the player is in creative: if (!a_Dest.IsGameModeCreative()) { int NumAdded = a_Dest.GetInventory().AddItem(cItem(E_ITEM_ARROW)); if (NumAdded == 0) { // No space in the inventory return; } } GetWorld()->BroadcastCollectEntity(*this, a_Dest, 1); GetWorld()->BroadcastSoundEffect( "entity.item.pickup", GetPosition(), 0.3f, (1.2f + (static_cast((GetUniqueID() * 23) % 32)) / 64) ); m_bIsCollected = true; } } void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { Super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } m_Timer += a_Dt; if (m_bIsCollected) { if (m_Timer > std::chrono::milliseconds(500)) { Destroy(); return; } } else if (m_Timer > std::chrono::minutes(5)) { Destroy(); return; } if (m_IsInGround) { if (m_World->GetBlock(m_HitBlockPos) == E_BLOCK_AIR) // Block attached to was destroyed? { m_IsInGround = false; // Yes, begin simulating physics again } } else if (IsInWater()) // Arrow in water? { ApplyFriction(m_Speed, ARROW_WATER_FRICTION, static_cast(a_Dt.count())); // Yes, slow down arrow } } bool cArrowEntity::DoesPreventBlockPlacement(void) const { return false; }