Fixed boats falling and a TP glitch #266

This commit is contained in:
Chase Cooper 2026-03-05 16:25:52 -05:00
parent d965a71464
commit 31c2699a32

View file

@ -74,7 +74,7 @@ bool Boat::isPushable()
Boat::Boat(Level *level, double x, double y, double z) : Entity( level )
{
_init();
setPos(x, y + heightOffset + 0.1, z);
setPos(x, y + heightOffset, z);
xd = 0;
yd = 0;
@ -209,9 +209,30 @@ void Boat::tick()
}
double lastSpeed = sqrt(xd * xd + zd * zd);
if (lastSpeed > MAX_COLLISION_SPEED && waterPercentage > 1)
if (lastSpeed > MAX_COLLISION_SPEED)
{
createSplash(lastSpeed);
double xa = cos(yRot * PI / 180);
double za = sin(yRot * PI / 180);
for (int i = 0; i < 1 + lastSpeed * 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);
}
}
}
if (level->isClientSide && doLerp)
@ -224,8 +245,8 @@ void Boat::tick()
double yrd = Mth::wrapDegrees(lyr - yRot);
yRot += static_cast<float>((yrd) / lSteps);
xRot += static_cast<float>((lxr - xRot) / lSteps);
yRot += (float) ( (yrd) / lSteps );
xRot += (float) ( (lxr - xRot) / lSteps );
lSteps--;
setPos(xt, yt, zt);
@ -233,6 +254,7 @@ void Boat::tick()
}
else
{
#if 1
// Original
//double xt = x + xd;
//double yt = y + yd;
@ -251,23 +273,51 @@ 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;
}
// 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.
else
{
yd = 0;
}
// Rider Controls
if ( rider.lock() != NULL && rider.lock()->instanceof(eTYPE_LIVINGENTITY) )
{
shared_ptr<LivingEntity> livingRider = dynamic_pointer_cast<LivingEntity>(rider.lock());
@ -284,7 +334,6 @@ void Boat::tick()
double curSpeed = sqrt(xd * xd + zd * zd);
// Speed Clamp
if (curSpeed > MAX_SPEED)
{
double ratio = MAX_SPEED / curSpeed;
@ -305,15 +354,14 @@ 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)
@ -342,7 +390,7 @@ void Boat::tick()
double zDiff = zo - z;
if (xDiff * xDiff + zDiff * zDiff > 0.001)
{
yRotT = static_cast<float>(atan2(zDiff, xDiff) * 180 / PI);
yRotT = (float) (atan2(zDiff, xDiff) * 180 / PI);
}
double rotDiff = Mth::wrapDegrees(yRotT - yRot);
@ -350,10 +398,9 @@ void Boat::tick()
if (rotDiff > 20) rotDiff = 20;
if (rotDiff < -20) rotDiff = -20;
yRot += static_cast<float>(rotDiff);
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));
@ -397,37 +444,13 @@ 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()-0.5, z + za);
rider.lock()->setPos(x + xa, y + getRideHeight() + rider.lock()->getRidingHeight(), z + za);
}