Reimplement boat gravity again. (#988)

This commit is contained in:
MozzarellaRat
2026-03-08 19:12:13 -07:00
committed by GitHub
parent 91bf8d44fa
commit 42164eeb89

View File

@@ -27,7 +27,7 @@ void Boat::_init()
blocksBuilding = true;
setSize(1.5f, 0.6f);
heightOffset = bbHeight / 2.0f;
heightOffset = (bbHeight / 2.0f) + 0.2f;
// 4J Stu - This function call had to be moved here from the Entity ctor to ensure that
// the derived version of the function is called
@@ -194,7 +194,7 @@ void Boat::tick()
yo = y;
zo = z;
// Check how much of the boat is in water
int steps = 5;
double waterPercentage = 0;
for (int i = 0; i < steps; i++)
@@ -208,33 +208,14 @@ void Boat::tick()
}
}
// Create particles
double lastSpeed = sqrt(xd * xd + zd * zd);
if (lastSpeed > MAX_COLLISION_SPEED)
if (lastSpeed > MAX_COLLISION_SPEED && waterPercentage > 0)
{
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);
}
}
createSplash(lastSpeed);
}
// Interpolation
if (level->isClientSide && doLerp)
{
if (lSteps > 0)
@@ -254,7 +235,6 @@ void Boat::tick()
}
else
{
#if 1
// Original
//double xt = x + xd;
//double yt = y + yd;
@@ -273,51 +253,25 @@ 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 in water
if (waterPercentage > 0)
{
double bob = waterPercentage * 2 - 1;
yd += 0.04f * bob;
}
else
// Reimplement gravity again (??)
int tileUnder = level->getTile(Mth::floor(x), Mth::floor(y-0.15), Mth::floor(z));
if (tileUnder == 0 && !onGround)
{
yd = 0;
yd -= 0.04f;
}
// Rider controls
if ( rider.lock() != nullptr && rider.lock()->instanceof(eTYPE_LIVINGENTITY) )
{
shared_ptr<LivingEntity> livingRider = dynamic_pointer_cast<LivingEntity>(rider.lock());
@@ -354,6 +308,7 @@ void Boat::tick()
if (acceleration < MIN_ACCELERATION) acceleration = MIN_ACCELERATION;
}
// Slow on ground
if (onGround)
{
xd *= 0.5f;
@@ -362,6 +317,7 @@ void Boat::tick()
}
move(xd, yd, zd);
// Break boat on high speed collision
if ((horizontalCollision && lastSpeed > 0.20))
{
if (!level->isClientSide && !removed)
@@ -401,6 +357,7 @@ void Boat::tick()
yRot += (float) rotDiff;
setRot(yRot, xRot);
// Server code after this
if(level->isClientSide) return;
vector<shared_ptr<Entity> > *entities = level->getEntities(shared_from_this(), bb->grow(0.2f, 0, 0.2f));
@@ -444,13 +401,38 @@ 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() == nullptr) 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(), z + za);
// We minus 0.4 to ensure that the player is not hovering above the boat.
rider.lock()->setPos(x + xa, y + getRideHeight() + rider.lock()->getRidingHeight()-0.4, z + za);
}
@@ -523,3 +505,4 @@ void Boat::setDoLerp(bool doLerp)
{
this->doLerp = doLerp;
}