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-rw-r--r--src/Physics/Explodinator.cpp159
1 files changed, 77 insertions, 82 deletions
diff --git a/src/Physics/Explodinator.cpp b/src/Physics/Explodinator.cpp
index ba1a8cbcf..058078cdc 100644
--- a/src/Physics/Explodinator.cpp
+++ b/src/Physics/Explodinator.cpp
@@ -7,7 +7,7 @@
#include "Chunk.h"
#include "ClientHandle.h"
#include "Entities/FallingBlock.h"
-#include "LineBlockTracer.h"
+#include "Physics/Tracers/LineBlockTracer.h"
#include "Simulator/SandSimulator.h"
@@ -22,27 +22,10 @@ namespace Explodinator
static const auto TraceCubeSideLength = 16U;
static const auto BoundingBoxStepUnit = 0.5;
- /** Converts an absolute floating-point Position into a Chunk-relative one. */
- static Vector3f AbsoluteToRelative(const Vector3f a_Position, const cChunkCoords a_ChunkPosition)
- {
- return { a_Position.x - a_ChunkPosition.m_ChunkX * cChunkDef::Width, a_Position.y, a_Position.z - a_ChunkPosition.m_ChunkZ * cChunkDef::Width };
- }
-
- /** Make a From Chunk-relative Position into a To Chunk-relative position. */
- static Vector3f RebaseRelativePosition(const cChunkCoords a_From, const cChunkCoords a_To, const Vector3f a_Position)
- {
- return
- {
- a_Position.x + (a_From.m_ChunkX - a_To.m_ChunkX) * cChunkDef::Width,
- a_Position.y,
- a_Position.z + (a_From.m_ChunkZ - a_To.m_ChunkZ) * cChunkDef::Width
- };
- }
-
/** Returns how much of an explosion Destruction Lazor's (tm) intensity the given block attenuates.
Values are scaled as 0.3 * (0.3 + Wiki) since some compilers miss the constant folding optimisation.
Wiki values are https://minecraft.gamepedia.com/Explosion#Blast_resistance as of 2021-02-06. */
- static float GetExplosionAbsorption(const BLOCKTYPE Block)
+ static constexpr float GetExplosionAbsorption(const BLOCKTYPE Block)
{
switch (Block)
{
@@ -162,7 +145,7 @@ namespace Explodinator
/** Calculates the approximate percentage of an Entity's bounding box that is exposed to an explosion centred at Position. */
static float CalculateEntityExposure(const cChunk & a_Chunk, const cEntity & a_Entity, const Vector3f a_Position, const int a_SquareRadius)
{
- class LineOfSightCallbacks final : public cLineBlockTracer::cCallbacks
+ class LineOfSightCallbacks final : public BlockTracerCallbacks
{
virtual bool OnNextBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override
{
@@ -173,7 +156,6 @@ namespace Explodinator
const Vector3d Position = a_Position;
unsigned Unobstructed = 0, Total = 0;
const auto Box = a_Entity.GetBoundingBox();
- cLineBlockTracer Tracer(*a_Chunk.GetWorld(), Callback);
for (double X = Box.GetMinX(); X < Box.GetMaxX(); X += BoundingBoxStepUnit)
{
@@ -182,6 +164,7 @@ namespace Explodinator
for (double Z = Box.GetMinZ(); Z < Box.GetMaxZ(); Z += BoundingBoxStepUnit)
{
const Vector3d Destination{X, Y, Z};
+
if ((Destination - Position).SqrLength() > a_SquareRadius)
{
// Don't bother with points outside our designated area-of-effect
@@ -189,7 +172,7 @@ namespace Explodinator
continue;
}
- if (Tracer.Trace(a_Position, Destination))
+ if (LineBlockTracer::Trace(a_Chunk, Callback, Position, Destination))
{
Unobstructed++;
}
@@ -257,134 +240,146 @@ namespace Explodinator
}
/** Sets the block at the given position, updating surroundings. */
- static void SetBlock(cWorld & a_World, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_DestroyedBlock, const BLOCKTYPE a_NewBlock, const cEntity * const a_ExplodingEntity)
+ static void SetBlock(cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_CurrentBlock, const NIBBLETYPE a_CurrentMeta, const BLOCKTYPE a_NewBlock, const cEntity * const a_ExplodingEntity)
{
- const auto DestroyedMeta = a_Chunk.GetMeta(a_RelativePosition);
-
// SetBlock wakes up all simulators for the area, so that water and lava flows and sand falls into the blasted holes
// It also is responsible for calling cBlockHandler::OnNeighborChanged to pop off blocks that fail CanBeAt
// An explicit call to cBlockHandler::OnBroken handles the destruction of multiblock structures
// References at (FS #391, GH #4418):
a_Chunk.SetBlock(a_RelativePosition, a_NewBlock, 0);
- cChunkInterface Interface(a_World.GetChunkMap());
- cBlockHandler::For(a_DestroyedBlock).OnBroken(Interface, a_World, a_AbsolutePosition, a_DestroyedBlock, DestroyedMeta, a_ExplodingEntity);
+ auto & World = *a_Chunk.GetWorld();
+ cChunkInterface Interface(World.GetChunkMap());
+ cBlockHandler::For(a_CurrentBlock).OnBroken(Interface, World, a_AbsolutePosition, a_CurrentBlock, a_CurrentMeta, a_ExplodingEntity);
}
/** Work out what should happen when an explosion destroys the given block.
Tasks include lighting TNT, dropping pickups, setting fire and flinging shrapnel according to Minecraft rules.
OK, _mostly_ Minecraft rules. */
- static void DestroyBlock(cChunk & a_Chunk, const Vector3i a_Position, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity)
+ static void DestroyBlock(MTRand & a_Random, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_CurrentBlock, const NIBBLETYPE a_CurrentMeta, const cBoundingBox a_ExplosionBounds, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity)
{
- const auto DestroyedBlock = a_Chunk.GetBlock(a_Position);
- if (DestroyedBlock == E_BLOCK_AIR)
- {
- // There's nothing left for us here, but a barren and empty land
- // Let's go.
- return;
- }
-
auto & World = *a_Chunk.GetWorld();
- auto & Random = GetRandomProvider();
- const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
- if (DestroyedBlock == E_BLOCK_TNT) // If the block is TNT we should set it off
+ if (a_CurrentBlock == E_BLOCK_TNT) // If the block is TNT we should set it off
{
// Random fuse between 10 to 30 game ticks.
- const int FuseTime = Random.RandInt(10, 30);
+ const int FuseTime = a_Random.RandInt(10, 30);
// Activate the TNT, with initial velocity and no fuse sound:
- World.SpawnPrimedTNT(Vector3d(0.5, 0, 0.5) + Absolute, FuseTime, 1, false);
+ World.SpawnPrimedTNT(Vector3d(0.5, 0, 0.5) + a_AbsolutePosition, FuseTime, 1, false);
}
- else if ((a_ExplodingEntity != nullptr) && (a_ExplodingEntity->IsTNT() || BlockAlwaysDrops(DestroyedBlock) || Random.RandBool(1.f / a_Power))) // For TNT explosions, destroying a block that always drops, or if RandBool, drop pickups
+ else if ((a_ExplodingEntity != nullptr) && (a_ExplodingEntity->IsTNT() || BlockAlwaysDrops(a_CurrentBlock) || a_Random.RandBool(1.f / a_Power))) // For TNT explosions, destroying a block that always drops, or if RandBool, drop pickups
{
- const auto DestroyedMeta = a_Chunk.GetMeta(a_Position);
- a_Chunk.GetWorld()->SpawnItemPickups(cBlockHandler::For(DestroyedBlock).ConvertToPickups(DestroyedMeta), Absolute);
+ for (auto & Item : cBlockHandler::For(a_CurrentBlock).ConvertToPickups(a_CurrentMeta))
+ {
+ World.SpawnItemPickup(Vector3d(0.5, 0, 0.5) + a_AbsolutePosition, std::move(Item), Vector3d(), a_ExplosionBounds);
+ }
}
- else if (a_Fiery && Random.RandBool(1 / 3.0)) // 33% chance of starting fires if it can start fires
+ else if (a_Fiery && a_Random.RandBool(1 / 3.0)) // 33% chance of starting fires if it can start fires
{
- const auto Below = a_Position.addedY(-1);
+ const auto Below = a_AbsolutePosition.addedY(-1);
if ((Below.y >= 0) && cBlockInfo::FullyOccupiesVoxel(a_Chunk.GetBlock(Below)))
{
// Start a fire:
- SetBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_FIRE, a_ExplodingEntity);
+ SetBlock(a_Chunk, a_AbsolutePosition, a_RelativePosition, a_CurrentBlock, a_CurrentMeta, E_BLOCK_FIRE, a_ExplodingEntity);
return;
}
}
- else if (const auto Shrapnel = World.GetTNTShrapnelLevel(); (Shrapnel > slNone) && Random.RandBool(0)) // Currently 0% chance of flinging stuff around
+ else if (const auto Shrapnel = World.GetTNTShrapnelLevel(); (Shrapnel > slNone) && a_Random.RandBool(0)) // Currently 0% chance of flinging stuff around
{
// If the block is shrapnel-able, make a falling block entity out of it:
if (
- ((Shrapnel == slAll) && cBlockInfo::FullyOccupiesVoxel(DestroyedBlock)) ||
- ((Shrapnel == slGravityAffectedOnly) && cSandSimulator::IsAllowedBlock(DestroyedBlock))
+ ((Shrapnel == slAll) && cBlockInfo::FullyOccupiesVoxel(a_CurrentBlock)) ||
+ ((Shrapnel == slGravityAffectedOnly) && cSandSimulator::IsAllowedBlock(a_CurrentBlock))
)
{
- const auto DestroyedMeta = a_Chunk.GetMeta(a_Position);
- auto FallingBlock = std::make_unique<cFallingBlock>(Vector3d(0.5, 0, 0.5) + Absolute, DestroyedBlock, DestroyedMeta);
+ auto FallingBlock = std::make_unique<cFallingBlock>(Vector3d(0.5, 0, 0.5) + a_AbsolutePosition, a_CurrentBlock, a_CurrentMeta);
// TODO: correct velocity FallingBlock->SetSpeedY(40);
FallingBlock->Initialize(std::move(FallingBlock), World);
}
}
- SetBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_AIR, a_ExplodingEntity);
+ SetBlock(a_Chunk, a_AbsolutePosition, a_RelativePosition, a_CurrentBlock, a_CurrentMeta, E_BLOCK_AIR, a_ExplodingEntity);
}
- /** Traces the path taken by one Explosion Lazor (tm) with given direction and intensity, that will destroy blocks until it is exhausted. */
- static void DestructionTrace(cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Direction, const int a_Power, const bool a_Fiery, float a_Intensity, const cEntity * const a_ExplodingEntity)
+ /** Returns a random intensity for an Explosion Lazor (tm) as a function of the explosion's power. */
+ static float RandomIntensity(MTRand & a_Random, const int a_Power)
+ {
+ return a_Power * (0.7f + a_Random.RandReal(0.6f));
+ }
+
+ /** Traces the path taken by one Explosion Lazor (tm) with given direction and random intensity, that will destroy blocks until it is exhausted. */
+ static void DestructionTrace(MTRand & a_Random, cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Direction, const cBoundingBox a_ExplosionBounds, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity)
{
// The current position the ray is at.
auto Checkpoint = a_Origin;
+ auto Position = Checkpoint.Floor();
+
+ auto Intensity = RandomIntensity(a_Random, a_Power);
+
// The displacement that the ray in one iteration step should travel.
const auto Step = a_Direction.NormalizeCopy() * StepUnit;
// Loop until intensity runs out:
- while (a_Intensity > 0)
+ while (Intensity > 0)
{
- auto Position = Checkpoint.Floor();
if (!cChunkDef::IsValidHeight(Position))
{
break;
}
- const auto Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(Position);
- if ((Neighbour == nullptr) || !Neighbour->IsValid())
+ Vector3i RelativePosition;
+
+ if (!a_Chunk->GetChunkAndRelByAbsolute(Position, &a_Chunk, RelativePosition))
{
break;
}
- a_Intensity -= GetExplosionAbsorption(Neighbour->GetBlock(Position));
- if (a_Intensity <= 0)
+ BLOCKTYPE CurrentBlock;
+ NIBBLETYPE CurrentMeta;
+ a_Chunk->GetBlockTypeMeta(RelativePosition, CurrentBlock, CurrentMeta);
+
+ Intensity -= GetExplosionAbsorption(CurrentBlock);
+ if (Intensity <= 0)
{
// The ray is exhausted:
break;
}
- DestroyBlock(*Neighbour, Position, a_Power, a_Fiery, a_ExplodingEntity);
-
- // Adjust coordinates to be relative to the neighbour chunk:
- Checkpoint = RebaseRelativePosition(a_Chunk->GetPos(), Neighbour->GetPos(), Checkpoint);
- a_Origin = RebaseRelativePosition(a_Chunk->GetPos(), Neighbour->GetPos(), a_Origin);
- a_Chunk = Neighbour;
+ if (CurrentBlock != E_BLOCK_AIR)
+ {
+ DestroyBlock(a_Random, *a_Chunk, Position, RelativePosition, CurrentBlock, CurrentMeta, a_ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity);
+ }
// Increment the simulation, weaken the ray:
Checkpoint += Step;
- a_Intensity -= StepAttenuation;
- }
- }
+ Intensity -= StepAttenuation;
- /** Returns a random intensity for an Explosion Lazor (tm) as a function of the explosion's power. */
- static float RandomIntensity(MTRand & a_Random, const int a_Power)
- {
- return a_Power * (0.7f + a_Random.RandReal(0.6f));
+ for (int i = 0; i != 2; i++)
+ {
+ const auto PreviousPosition = Position;
+ Position = Checkpoint.Floor();
+
+ if (Position != PreviousPosition)
+ {
+ break;
+ }
+
+ Checkpoint += Step;
+ Intensity -= StepAttenuation + GetExplosionAbsorption(E_BLOCK_AIR);
+ }
+ }
}
/** Sends out Explosion Lazors (tm) originating from the given position that destroy blocks. */
static void DamageBlocks(cChunk & a_Chunk, const Vector3f a_Position, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity)
{
// Oh boy... Better hope you have a hot cache, 'cos this little manoeuvre's gonna cost us 1352 raytraces in one tick...
- const int HalfSide = TraceCubeSideLength / 2;
+
auto & Random = GetRandomProvider();
+ const int HalfSide = TraceCubeSideLength / 2;
+ const cBoundingBox ExplosionBounds(a_Position, TraceCubeSideLength);
// The following loops implement the tracing algorithm described in http://minecraft.gamepedia.com/Explosion
@@ -394,8 +389,8 @@ namespace Explodinator
{
for (float OffsetZ = -HalfSide; OffsetZ < HalfSide; OffsetZ++)
{
- DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, +HalfSide, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
- DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, -HalfSide, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
+ DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, +HalfSide, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity);
+ DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, -HalfSide, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity);
}
}
@@ -404,8 +399,8 @@ namespace Explodinator
{
for (float OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++)
{
- DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, +HalfSide), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
- DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, -HalfSide), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
+ DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, +HalfSide), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity);
+ DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, -HalfSide), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity);
}
}
@@ -414,8 +409,8 @@ namespace Explodinator
{
for (float OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++)
{
- DestructionTrace(&a_Chunk, a_Position, Vector3f(+HalfSide, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
- DestructionTrace(&a_Chunk, a_Position, Vector3f(-HalfSide, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
+ DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(+HalfSide, OffsetY, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity);
+ DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(-HalfSide, OffsetY, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity);
}
}
}
@@ -435,7 +430,7 @@ namespace Explodinator
{
LagTheClient(a_Chunk, a_Position, a_Power);
DamageEntities(a_Chunk, a_Position, a_Power);
- DamageBlocks(a_Chunk, AbsoluteToRelative(a_Position, a_Chunk.GetPos()), a_Power, a_Fiery, a_ExplodingEntity);
+ DamageBlocks(a_Chunk, a_Position, a_Power, a_Fiery, a_ExplodingEntity);
return false;
});