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-rw-r--r--src/Blocks/BlockFarmland.h24
1 files changed, 15 insertions, 9 deletions
diff --git a/src/Blocks/BlockFarmland.h b/src/Blocks/BlockFarmland.h
index 61ac872c8..3da27de43 100644
--- a/src/Blocks/BlockFarmland.h
+++ b/src/Blocks/BlockFarmland.h
@@ -44,7 +44,7 @@ public:
/** Turns farmland into dirt.
Will first check for any colliding entities and teleport them to a higher position.
*/
- static void TurnToDirt(cChunk & a_Chunk, Vector3i a_AbsPos, Vector3i a_RelPos)
+ static void TurnToDirt(cChunk & a_Chunk, const Vector3i a_AbsPos, const Vector3i a_RelPos)
{
static const auto FarmlandHeight = cBlockInfo::GetBlockHeight(E_BLOCK_FARMLAND);
static const auto FullHeightDelta = 1 - FarmlandHeight;
@@ -53,23 +53,29 @@ public:
cBoundingBox(Vector3d(0.5, FarmlandHeight, 0.5) + a_AbsPos, 0.5, FullHeightDelta),
[&](cEntity & Entity)
{
- if (!Entity.IsOnGround())
+ const auto GroundHeight = a_AbsPos.y + 1;
+
+ // A simple IsOnGround isn't enough. It will return true when
+ // e.g. a piston pushes a farmland block into an entity's head.
+ // Maybe it's also possible than an entity is falling, it's
+ // still not on the ground, but it's less than 0.0625 blocks
+ // higher than the farmland block
+ if ((Entity.GetPosY() < a_AbsPos.y + FarmlandHeight) || (Entity.GetPosY() >= GroundHeight))
{
return false;
}
- Entity.AddPosY(FullHeightDelta);
// Players need a packet that will update their position
if (Entity.IsPlayer())
{
- auto Player = static_cast<cPlayer *>(&Entity);
- // This works, but it's much worse than Vanilla.
- // This can be easily improved by implementing relative
- // "Player Position And Look" packets! See
- // https://wiki.vg/Protocol#Player_Position_And_Look_.28clientbound.29
- Player->GetClientHandle()->SendPlayerMoveLook();
+ const auto HeightIncrease = GroundHeight - Entity.GetPosY();
+ const auto Player = static_cast<const cPlayer *>(&Entity);
+
+ Player->GetClientHandle()->SendPlayerMoveLook(Vector3d(0.0, HeightIncrease, 0.0), 0.0f, 0.0f, true);
}
+ Entity.SetPosY(GroundHeight);
+
return false;
});