diff options
| author | MozzarellaRat <81330397+MozzarellaRat@users.noreply.github.com> | 2026-03-08 19:12:13 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-08 21:12:13 -0500 |
| commit | 42164eeb897bd5a8a409aa7fa8539ab1f2a77b45 (patch) | |
| tree | 18538574ffb4c622e9ea150c0b2ad4bd605d3b7e /Minecraft.World/Boat.cpp | |
| parent | 91bf8d44faa6b0397768cb794a021db0e3e5a181 (diff) | |
Reimplement boat gravity again. (#988)
Diffstat (limited to 'Minecraft.World/Boat.cpp')
| -rw-r--r-- | Minecraft.World/Boat.cpp | 103 |
1 files changed, 43 insertions, 60 deletions
diff --git a/Minecraft.World/Boat.cpp b/Minecraft.World/Boat.cpp index a470936a..60d0c807 100644 --- a/Minecraft.World/Boat.cpp +++ b/Minecraft.World/Boat.cpp @@ -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; } + |
