diff options
Diffstat (limited to '')
-rw-r--r-- | src/Blocks/BlockFarmland.h | 24 |
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; }); |