@@ -74,7 +74,7 @@ bool Boat::isPushable()
|
||||
Boat::Boat(Level *level, double x, double y, double z) : Entity( level )
|
||||
{
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||||
_init();
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||||
setPos(x, y + heightOffset, z);
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||||
setPos(x, y + heightOffset + 0.1, z);
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||||
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||||
xd = 0;
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||||
yd = 0;
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||||
@@ -209,30 +209,9 @@ void Boat::tick()
|
||||
}
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||||
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||||
double lastSpeed = sqrt(xd * xd + zd * zd);
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if (lastSpeed > MAX_COLLISION_SPEED)
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||||
if (lastSpeed > MAX_COLLISION_SPEED && waterPercentage > 1)
|
||||
{
|
||||
double xa = cos(yRot * PI / 180);
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||||
double za = sin(yRot * PI / 180);
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||||
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||||
for (int i = 0; i < 1 + lastSpeed * 60; i++)
|
||||
{
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||||
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||||
double side = (random->nextFloat() * 2 - 1);
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||||
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||||
double side2 = (random->nextInt(2) * 2 - 1) * 0.7;
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||||
if (random->nextBoolean())
|
||||
{
|
||||
double xx = x - xa * side * 0.8 + za * side2;
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||||
double zz = z - za * side * 0.8 - xa * side2;
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||||
level->addParticle(eParticleType_splash, xx, y - 2 / 16.0f, zz, +xd, yd, +zd);
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||||
}
|
||||
else
|
||||
{
|
||||
double xx = x + xa + za * side * 0.7;
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||||
double zz = z + za - xa * side * 0.7;
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||||
level->addParticle(eParticleType_splash, xx, y - 2 / 16.0f, zz, +xd, yd, +zd);
|
||||
}
|
||||
}
|
||||
createSplash(lastSpeed);
|
||||
}
|
||||
|
||||
if (level->isClientSide && doLerp)
|
||||
@@ -254,7 +233,6 @@ void Boat::tick()
|
||||
}
|
||||
else
|
||||
{
|
||||
#if 1
|
||||
// Original
|
||||
//double xt = x + xd;
|
||||
//double yt = y + yd;
|
||||
@@ -273,51 +251,23 @@ void Boat::tick()
|
||||
xd *= 0.99f;
|
||||
yd *= 0.95f;
|
||||
zd *= 0.99f;
|
||||
#else
|
||||
// 4J Stu - Fix for #8280 - Gameplay : Boats behave erratically when exited next to land.
|
||||
// The client shouldn't change the position of the boat
|
||||
double xt = x;// + xd;
|
||||
double yt = y + yd;
|
||||
double zt = z;// + zd;
|
||||
this->setPos(xt, yt, zt);
|
||||
|
||||
// 4J Stu - Fix for #9579 - GAMEPLAY: Boats with a player in them slowly sink under the water over time, and with no player in them they float into the sky.
|
||||
// Just make the boats bob up and down rather than any other client-side movement when not receiving packets from server
|
||||
if (waterPercentage > 0)
|
||||
{
|
||||
double bob = waterPercentage * 2 - 1;
|
||||
yd += 0.04f * bob;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (yd < 0) yd /= 2;
|
||||
yd += 0.007f;
|
||||
}
|
||||
//if (onGround)
|
||||
//{
|
||||
xd *= 0.5f;
|
||||
yd *= 0.5f;
|
||||
zd *= 0.5f;
|
||||
//}
|
||||
//xd *= 0.99f;
|
||||
//yd *= 0.95f;
|
||||
//zd *= 0.99f;
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Bob on water
|
||||
if (waterPercentage > 0)
|
||||
{
|
||||
double bob = waterPercentage * 2 - 1;
|
||||
yd += 0.04f * bob;
|
||||
}
|
||||
else
|
||||
{
|
||||
yd = 0;
|
||||
|
||||
// Reimplement "gravity"
|
||||
if (level->getTile(x, Mth::floor(y - 0.15), z) == 0 && !onGround) {
|
||||
yd += 0.04f * -1.0; // -1.0 is what bob should return in this situation, just hardcoded.
|
||||
}
|
||||
|
||||
|
||||
// Rider Controls
|
||||
if ( rider.lock() != NULL && rider.lock()->instanceof(eTYPE_LIVINGENTITY) )
|
||||
{
|
||||
shared_ptr<LivingEntity> livingRider = dynamic_pointer_cast<LivingEntity>(rider.lock());
|
||||
@@ -334,6 +284,7 @@ void Boat::tick()
|
||||
|
||||
double curSpeed = sqrt(xd * xd + zd * zd);
|
||||
|
||||
// Speed Clamp
|
||||
if (curSpeed > MAX_SPEED)
|
||||
{
|
||||
double ratio = MAX_SPEED / curSpeed;
|
||||
@@ -354,14 +305,15 @@ void Boat::tick()
|
||||
if (acceleration < MIN_ACCELERATION) acceleration = MIN_ACCELERATION;
|
||||
}
|
||||
|
||||
// Slow speed on ground
|
||||
if (onGround)
|
||||
{
|
||||
xd *= 0.5f;
|
||||
yd *= 0.5f;
|
||||
zd *= 0.5f;
|
||||
}
|
||||
move(xd, yd, zd);
|
||||
|
||||
// Break boat
|
||||
if ((horizontalCollision && lastSpeed > 0.20))
|
||||
{
|
||||
if (!level->isClientSide && !removed)
|
||||
@@ -401,6 +353,7 @@ void Boat::tick()
|
||||
yRot += (float) rotDiff;
|
||||
setRot(yRot, xRot);
|
||||
|
||||
// Server only code below
|
||||
if(level->isClientSide) return;
|
||||
|
||||
vector<shared_ptr<Entity> > *entities = level->getEntities(shared_from_this(), bb->grow(0.2f, 0, 0.2f));
|
||||
@@ -444,13 +397,37 @@ void Boat::tick()
|
||||
}
|
||||
}
|
||||
|
||||
void Boat::createSplash(double particleStrengh) {
|
||||
double xa = cos(yRot * PI / 180);
|
||||
double za = sin(yRot * PI / 180);
|
||||
|
||||
for (int i = 0; i < 1 + particleStrengh * 60; i++)
|
||||
{
|
||||
double side = (random->nextFloat() * 2 - 1);
|
||||
|
||||
double side2 = (random->nextInt(2) * 2 - 1) * 0.7;
|
||||
if (random->nextBoolean())
|
||||
{
|
||||
double xx = x - xa * side * 0.8 + za * side2;
|
||||
double zz = z - za * side * 0.8 - xa * side2;
|
||||
level->addParticle(eParticleType_splash, xx, y - 2 / 16.0f, zz, +xd, yd, +zd);
|
||||
}
|
||||
else
|
||||
{
|
||||
double xx = x + xa + za * side * 0.7;
|
||||
double zz = z + za - xa * side * 0.7;
|
||||
level->addParticle(eParticleType_splash, xx, y - 2 / 16.0f, zz, +xd, yd, +zd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Boat::positionRider()
|
||||
{
|
||||
if (rider.lock() == NULL) return;
|
||||
|
||||
double xa = cos(yRot * PI / 180) * 0.4;
|
||||
double za = sin(yRot * PI / 180) * 0.4;
|
||||
rider.lock()->setPos(x + xa, y + getRideHeight() + rider.lock()->getRidingHeight(), z + za);
|
||||
rider.lock()->setPos(x + xa, y + getRideHeight() + rider.lock()->getRidingHeight()-0.5, z + za);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -60,6 +60,7 @@ public:
|
||||
virtual void lerpTo(double x, double y, double z, float yRot, float xRot, int steps);
|
||||
virtual void lerpMotion(double xd, double yd, double zd);
|
||||
virtual void tick();
|
||||
void createSplash(double particleStrengh);
|
||||
virtual void positionRider();
|
||||
|
||||
protected:
|
||||
|
||||
Reference in New Issue
Block a user