// Boat.cpp
// Implements the cBoat class representing a boat in the world
#include "Globals.h"
#include "Boat.h"
#include "../BlockInfo.h"
#include "../World.h"
#include "../ClientHandle.h"
#include "Player.h"
class cBoatCollisionCallback
{
public:
cBoatCollisionCallback(cBoat * a_Boat, cEntity * a_Attachee) :
m_Boat(a_Boat), m_Attachee(a_Attachee)
{
}
bool operator()(cEntity & a_Entity)
{
// Checks if boat is empty and if given entity is a mob
if ((m_Attachee == nullptr) && (a_Entity.IsMob()))
{
// if so attach and return true
a_Entity.AttachTo(m_Boat);
return true;
}
return false;
}
protected:
cBoat * m_Boat;
cEntity * m_Attachee;
};
cBoat::cBoat(Vector3d a_Pos, eMaterial a_Material) :
Super(etBoat, a_Pos, 1.375f, 0.5625f),
m_LastDamage(0), m_ForwardDirection(0),
m_DamageTaken(0.0f), m_Material(a_Material),
m_RightPaddleUsed(false), m_LeftPaddleUsed(false)
{
SetMass(20.0f);
SetGravity(-16.0f);
SetAirDrag(0.05f);
SetMaxHealth(6);
SetHealth(6);
}
void cBoat::SpawnOn(cClientHandle & a_ClientHandle)
{
a_ClientHandle.SendSpawnEntity(*this);
a_ClientHandle.SendEntityMetadata(*this); // Boat colour
}
void cBoat::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
// Cannot use super::BroadcastMovementUpdate here, broadcasting position when not
// expected by the client breaks things. See https://github.com/cuberite/cuberite/pull/4488
// Process packet sending every two ticks:
if ((GetWorld()->GetWorldTickAge() % 2_tick) != 0_tick)
{
return;
}
Vector3i Diff = (GetPosition() * 32.0).Floor() - (m_LastSentPosition * 32.0).Floor();
if (Diff.HasNonZeroLength()) // Have we moved?
{
m_World->BroadcastEntityPosition(*this, a_Exclude);
m_LastSentPosition = GetPosition();
m_bDirtyOrientation = false;
}
}
bool cBoat::DoTakeDamage(TakeDamageInfo & TDI)
{
m_LastDamage = 10;
if (!Super::DoTakeDamage(TDI))
{
return false;
}
m_World->BroadcastEntityMetadata(*this);
if ((TDI.Attacker != nullptr) && (TDI.Attacker->IsPlayer()))
{
cPlayer * Destroyer = static_cast<cPlayer *>(TDI.Attacker);
if (Destroyer->IsGameModeCreative())
{
Destroy();
return true;
}
}
if (GetHealth() <= 0)
{
if (TDI.Attacker != nullptr)
{
if (TDI.Attacker->IsPlayer())
{
cItems Pickups;
Pickups.Add(MaterialToItem(m_Material));
m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 0, 0, 0, true);
}
}
Destroy();
}
return true;
}
void cBoat::OnRightClicked(cPlayer & a_Player)
{
Super::OnRightClicked(a_Player);
if (m_Attachee != nullptr)
{
if (m_Attachee->GetUniqueID() == a_Player.GetUniqueID())
{
// This player is already sitting in, they want out.
a_Player.Detach();
return;
}
if (m_Attachee->IsPlayer())
{
// Another player is already sitting in here, cannot attach
return;
}
// Detach whatever is sitting in this boat now:
m_Attachee->Detach();
}
// Attach the player to this boat
a_Player.AttachTo(this);
}
void cBoat::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
Super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
BroadcastMovementUpdate();
SetSpeed(GetSpeed() * 0.97); // Slowly decrease the speed
if ((POSY_TOINT < 0) || (POSY_TOINT >= cChunkDef::Height))
{
return;
}
if (IsBlockWater(m_World->GetBlock(POS_TOINT)))
{
if (GetSpeedY() < 2)
{
AddSpeedY(0.2);
}
}
if (GetLastDamage() > 0)
{
SetLastDamage(GetLastDamage() - 1);
}
}
void cBoat::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
{
if (GetSpeed().Length() > 7.5)
{
return;
}
Vector3d ToAddSpeed = m_Attachee->GetLookVector() * (a_Sideways * 0.4) ;
ToAddSpeed.y = 0;
AddSpeed(ToAddSpeed);
}
void cBoat::SetLastDamage(int TimeSinceLastHit)
{
m_LastDamage = TimeSinceLastHit;
// Tell the client to play the shaking animation
m_World->BroadcastEntityMetadata(*this);
}
void cBoat::UpdatePaddles(bool a_RightPaddleUsed, bool a_LeftPaddleUsed)
{
// Avoid telling client what it already knows since it may reset animation 1.13+
const bool Changed = (m_RightPaddleUsed != a_RightPaddleUsed) || (m_LeftPaddleUsed != a_LeftPaddleUsed);
m_RightPaddleUsed = a_RightPaddleUsed;
m_LeftPaddleUsed = a_LeftPaddleUsed;
if (Changed)
{
m_World->BroadcastEntityMetadata(*this);
}
}
cBoat::eMaterial cBoat::ItemToMaterial(const cItem & a_Item)
{
switch (a_Item.m_ItemType)
{
case E_ITEM_BOAT: return bmOak;
case E_ITEM_SPRUCE_BOAT: return bmSpruce;
case E_ITEM_BIRCH_BOAT: return bmBirch;
case E_ITEM_JUNGLE_BOAT: return bmJungle;
case E_ITEM_ACACIA_BOAT: return bmAcacia;
case E_ITEM_DARK_OAK_BOAT: return bmDarkOak;
default:
{
LOGWARNING("%s: Item type not handled %d.", __FUNCTION__, a_Item.m_ItemType);
return cBoat::bmOak;
}
}
}
AString cBoat::MaterialToString(eMaterial a_Material)
{
switch (a_Material)
{
case bmOak: return "oak";
case bmSpruce: return "spruce";
case bmBirch: return "birch";
case bmJungle: return "jungle";
case bmAcacia: return "acacia";
case bmDarkOak: return "dark_oak";
}
UNREACHABLE("Unsupported boat material");
}
cBoat::eMaterial cBoat::StringToMaterial(const AString & a_Material)
{
if (a_Material == "oak")
{
return bmOak;
}
else if (a_Material == "spruce")
{
return bmSpruce;
}
else if (a_Material == "birch")
{
return bmBirch;
}
else if (a_Material == "jungle")
{
return bmJungle;
}
else if (a_Material == "acacia")
{
return bmAcacia;
}
else if (a_Material == "dark_oak")
{
return bmDarkOak;
}
else
{
return bmOak;
}
}
cItem cBoat::MaterialToItem(eMaterial a_Material)
{
switch (a_Material)
{
case bmOak: return cItem(E_ITEM_BOAT);
case bmSpruce: return cItem(E_ITEM_SPRUCE_BOAT);
case bmBirch: return cItem(E_ITEM_BIRCH_BOAT);
case bmJungle: return cItem(E_ITEM_JUNGLE_BOAT);
case bmAcacia: return cItem(E_ITEM_ACACIA_BOAT);
case bmDarkOak: return cItem(E_ITEM_DARK_OAK_BOAT);
}
UNREACHABLE("Unsupported boat material");
}
void cBoat::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
/** Special version of cEntity::HandlePhysics(...) function for boats, checks if mobs
colliding with the boat can be attached and does if that's the case, then returns to
normal physics calcualtions */
// Calculate boat's bounding box, run collision callback on all entities in said box
cBoatCollisionCallback BoatCollisionCallback(this, m_Attachee);
Vector3d BoatPosition = GetPosition();
cBoundingBox bbBoat(
Vector3d(BoatPosition.x, floor(BoatPosition.y), BoatPosition.z), GetWidth() / 2, GetHeight());
m_World->ForEachEntityInBox(bbBoat, BoatCollisionCallback);
// Return to calculating physics normally
Super::HandlePhysics(a_Dt, a_Chunk);
}