#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, 0.5, 0.5),
m_PickupState(psNoPickup),
m_DamageCoeff(2),
m_IsCritical(false),
m_Timer(0),
m_HitGroundTimer(0),
m_HasTeleported(false),
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<float>(0.75 + (static_cast<float>((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<int>(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<int>(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<float>(0.75 + (static_cast<float>((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<float>((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_HasTeleported) // Sent a teleport already, don't do again
{
if (m_HitGroundTimer > std::chrono::milliseconds(500))
{
m_World->BroadcastTeleportEntity(*this);
m_HasTeleported = true;
}
else
{
m_HitGroundTimer += a_Dt;
}
}
if (m_World->GetBlock(m_HitBlockPos) == E_BLOCK_AIR) // Block attached to was destroyed?
{
m_IsInGround = false; // Yes, begin simulating physics again
}
}
}