mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-11-04 09:15:29 +01:00 
			
		
		
		
	PlayerSAO damage: Update to cope with variable player heights
Nearby codestyle cleanup.
This commit is contained in:
		@@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
#include "server.h"
 | 
			
		||||
#include "scripting_server.h"
 | 
			
		||||
#include "genericobject.h"
 | 
			
		||||
#include <algorithm>
 | 
			
		||||
 | 
			
		||||
std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 | 
			
		||||
 | 
			
		||||
@@ -919,9 +920,9 @@ void PlayerSAO::getStaticData(std::string * result) const
 | 
			
		||||
 | 
			
		||||
void PlayerSAO::step(float dtime, bool send_recommended)
 | 
			
		||||
{
 | 
			
		||||
	if (m_drowning_interval.step(dtime, 2.0)) {
 | 
			
		||||
		// get head position
 | 
			
		||||
		v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
 | 
			
		||||
	if (m_drowning_interval.step(dtime, 2.0f)) {
 | 
			
		||||
		// Get nose/mouth position, approximate with eye position
 | 
			
		||||
		v3s16 p = floatToInt(getEyePosition(), BS);
 | 
			
		||||
		MapNode n = m_env->getMap().getNodeNoEx(p);
 | 
			
		||||
		const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
 | 
			
		||||
		// If node generates drown
 | 
			
		||||
@@ -937,32 +938,37 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_breathing_interval.step(dtime, 0.5)) {
 | 
			
		||||
		// get head position
 | 
			
		||||
		v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
 | 
			
		||||
	if (m_breathing_interval.step(dtime, 0.5f)) {
 | 
			
		||||
		// Get nose/mouth position, approximate with eye position
 | 
			
		||||
		v3s16 p = floatToInt(getEyePosition(), BS);
 | 
			
		||||
		MapNode n = m_env->getMap().getNodeNoEx(p);
 | 
			
		||||
		const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
 | 
			
		||||
		// If player is alive & no drowning, breath
 | 
			
		||||
		// If player is alive & no drowning, breathe
 | 
			
		||||
		if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
 | 
			
		||||
			setBreath(m_breath + 1);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (m_node_hurt_interval.step(dtime, 1.0)) {
 | 
			
		||||
		// Feet, middle and head
 | 
			
		||||
		v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
 | 
			
		||||
		MapNode n1 = m_env->getMap().getNodeNoEx(p1);
 | 
			
		||||
		v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
 | 
			
		||||
		MapNode n2 = m_env->getMap().getNodeNoEx(p2);
 | 
			
		||||
		v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
 | 
			
		||||
		MapNode n3 = m_env->getMap().getNodeNoEx(p3);
 | 
			
		||||
 | 
			
		||||
	if (m_node_hurt_interval.step(dtime, 1.0f)) {
 | 
			
		||||
		u32 damage_per_second = 0;
 | 
			
		||||
		damage_per_second = MYMAX(damage_per_second,
 | 
			
		||||
			m_env->getGameDef()->ndef()->get(n1).damage_per_second);
 | 
			
		||||
		damage_per_second = MYMAX(damage_per_second,
 | 
			
		||||
			m_env->getGameDef()->ndef()->get(n2).damage_per_second);
 | 
			
		||||
		damage_per_second = MYMAX(damage_per_second,
 | 
			
		||||
			m_env->getGameDef()->ndef()->get(n3).damage_per_second);
 | 
			
		||||
		// Lowest and highest damage points are 0.1 within collisionbox
 | 
			
		||||
		float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
 | 
			
		||||
 | 
			
		||||
		// Sequence of damage points, starting 0.1 above feet and progressing
 | 
			
		||||
		// upwards in 1 node intervals, stopping below top damage point.
 | 
			
		||||
		for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
 | 
			
		||||
			v3s16 p = floatToInt(m_base_position +
 | 
			
		||||
				v3f(0.0f, dam_height * BS, 0.0f), BS);
 | 
			
		||||
			MapNode n = m_env->getMap().getNodeNoEx(p);
 | 
			
		||||
			damage_per_second = std::max(damage_per_second,
 | 
			
		||||
				m_env->getGameDef()->ndef()->get(n).damage_per_second);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// Top damage point
 | 
			
		||||
		v3s16 ptop = floatToInt(m_base_position +
 | 
			
		||||
			v3f(0.0f, dam_top * BS, 0.0f), BS);
 | 
			
		||||
		MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
 | 
			
		||||
		damage_per_second = std::max(damage_per_second,
 | 
			
		||||
			m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
 | 
			
		||||
 | 
			
		||||
		if (damage_per_second != 0 && m_hp > 0) {
 | 
			
		||||
			s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
 | 
			
		||||
@@ -980,12 +986,11 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// If attached, check that our parent is still there. If it isn't, detach.
 | 
			
		||||
	if(m_attachment_parent_id && !isAttached())
 | 
			
		||||
	{
 | 
			
		||||
	if (m_attachment_parent_id && !isAttached()) {
 | 
			
		||||
		m_attachment_parent_id = 0;
 | 
			
		||||
		m_attachment_bone = "";
 | 
			
		||||
		m_attachment_position = v3f(0,0,0);
 | 
			
		||||
		m_attachment_rotation = v3f(0,0,0);
 | 
			
		||||
		m_attachment_position = v3f(0.0f, 0.0f, 0.0f);
 | 
			
		||||
		m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
 | 
			
		||||
		setBasePosition(m_last_good_position);
 | 
			
		||||
		m_env->getGameDef()->SendMovePlayer(m_peer_id);
 | 
			
		||||
	}
 | 
			
		||||
@@ -993,8 +998,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 | 
			
		||||
	//dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
 | 
			
		||||
 | 
			
		||||
	// Set lag pool maximums based on estimated lag
 | 
			
		||||
	const float LAG_POOL_MIN = 5.0;
 | 
			
		||||
	float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
 | 
			
		||||
	const float LAG_POOL_MIN = 5.0f;
 | 
			
		||||
	float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
 | 
			
		||||
	if(lag_pool_max < LAG_POOL_MIN)
 | 
			
		||||
		lag_pool_max = LAG_POOL_MIN;
 | 
			
		||||
	m_dig_pool.setMax(lag_pool_max);
 | 
			
		||||
@@ -1007,8 +1012,10 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 | 
			
		||||
	m_time_from_last_punch += dtime;
 | 
			
		||||
	m_nocheat_dig_time += dtime;
 | 
			
		||||
 | 
			
		||||
	// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
 | 
			
		||||
	// If the object gets detached this comes into effect automatically from the last known origin
 | 
			
		||||
	// Each frame, parent position is copied if the object is attached,
 | 
			
		||||
	// otherwise it's calculated normally.
 | 
			
		||||
	// If the object gets detached this comes into effect automatically from
 | 
			
		||||
	// the last known origin.
 | 
			
		||||
	if (isAttached()) {
 | 
			
		||||
		v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
 | 
			
		||||
		m_last_good_position = pos;
 | 
			
		||||
@@ -1018,20 +1025,21 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 | 
			
		||||
	if (!send_recommended)
 | 
			
		||||
		return;
 | 
			
		||||
 | 
			
		||||
	// If the object is attached client-side, don't waste bandwidth sending its position to clients
 | 
			
		||||
	if(m_position_not_sent && !isAttached())
 | 
			
		||||
	{
 | 
			
		||||
	// If the object is attached client-side, don't waste bandwidth sending its
 | 
			
		||||
	// position to clients.
 | 
			
		||||
	if (m_position_not_sent && !isAttached()) {
 | 
			
		||||
		m_position_not_sent = false;
 | 
			
		||||
		float update_interval = m_env->getSendRecommendedInterval();
 | 
			
		||||
		v3f pos;
 | 
			
		||||
		if(isAttached()) // Just in case we ever do send attachment position too
 | 
			
		||||
		if (isAttached()) // Just in case we ever do send attachment position too
 | 
			
		||||
			pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
 | 
			
		||||
		else
 | 
			
		||||
			pos = m_base_position;
 | 
			
		||||
 | 
			
		||||
		std::string str = gob_cmd_update_position(
 | 
			
		||||
			pos,
 | 
			
		||||
			v3f(0,0,0),
 | 
			
		||||
			v3f(0,0,0),
 | 
			
		||||
			v3f(0.0f, 0.0f, 0.0f),
 | 
			
		||||
			v3f(0.0f, 0.0f, 0.0f),
 | 
			
		||||
			m_yaw,
 | 
			
		||||
			true,
 | 
			
		||||
			false,
 | 
			
		||||
@@ -1083,7 +1091,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if (!m_attachment_sent){
 | 
			
		||||
	if (!m_attachment_sent) {
 | 
			
		||||
		m_attachment_sent = true;
 | 
			
		||||
		std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
 | 
			
		||||
				m_attachment_bone, m_attachment_position, m_attachment_rotation);
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user