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https://github.com/p2r3/bareiron.git
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111
src/procedures.c
111
src/procedures.c
@@ -1574,8 +1574,11 @@ void handleServerTick (int64_t time_since_last_tick) {
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continue;
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}
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short new_x = mob_data[i].x, new_z = mob_data[i].z;
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uint8_t new_y = mob_data[i].y, yaw = 0;
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short old_x = mob_data[i].x, old_z = mob_data[i].z;
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uint8_t old_y = mob_data[i].y;
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short new_x = old_x, new_z = old_z;
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uint8_t new_y = old_y, yaw = 0;
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if (passive) { // Passive mob movement handling
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@@ -1592,48 +1595,99 @@ void handleServerTick (int64_t time_since_last_tick) {
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} else { // Hostile mob movement handling
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// If we're already next to the player, hurt them and skip movement
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if (closest_dist < 3 && abs(mob_data[i].y - closest_player->y) < 2) {
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if (closest_dist < 3 && abs(old_y - closest_player->y) < 2) {
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hurtEntity(closest_player->client_fd, entity_id, D_generic, 6);
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continue;
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}
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// Move towards the closest player on 8 axis
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// The condition nesting ensures a correct yaw at 45 degree turns
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if (closest_player->x < mob_data[i].x) {
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if (closest_player->x < old_x) {
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new_x -= 1; yaw = 64;
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if (closest_player->z < mob_data[i].z) { new_z -= 1; yaw += 32; }
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else if (closest_player->z > mob_data[i].z) { new_z += 1; yaw -= 32; }
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if (closest_player->z < old_z) { new_z -= 1; yaw += 32; }
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else if (closest_player->z > old_z) { new_z += 1; yaw -= 32; }
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}
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else if (closest_player->x > mob_data[i].x) {
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else if (closest_player->x > old_x) {
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new_x += 1; yaw = 192;
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if (closest_player->z < mob_data[i].z) { new_z -= 1; yaw -= 32; }
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else if (closest_player->z > mob_data[i].z) { new_z += 1; yaw += 32; }
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if (closest_player->z < old_z) { new_z -= 1; yaw -= 32; }
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else if (closest_player->z > old_z) { new_z += 1; yaw += 32; }
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} else {
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if (closest_player->z < mob_data[i].z) { new_z -= 1; yaw = 128; }
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else if (closest_player->z > mob_data[i].z) { new_z += 1; yaw = 0; }
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if (closest_player->z < old_z) { new_z -= 1; yaw = 128; }
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else if (closest_player->z > old_z) { new_z += 1; yaw = 0; }
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}
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}
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// Vary the yaw angle to look just a little less robotic
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yaw += ((r >> 7) & 31) - 16;
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// Check if the blocks we're moving into are passable:
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// if yes, and the block below is solid, keep the same Y level;
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// if yes, but the block below isn't solid, drop down one block;
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// if not, go up by up to one block;
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// if going up isn't possible, skip this iteration.
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// Holds the block that the mob is moving into
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uint8_t block = getBlockAt(new_x, new_y, new_z);
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// Holds the block above the target block, i.e. the "head" block
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uint8_t block_above = getBlockAt(new_x, new_y + 1, new_z);
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if (!isPassableBlock(block) || !isPassableBlock(block_above)) {
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block = block_above;
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block_above = getBlockAt(new_x, new_y + 2, new_z);
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if (isPassableBlock(block) && isPassableBlock(block_above)) new_y += 1;
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else continue;
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} else {
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uint8_t block_below = getBlockAt(new_x, new_y - 1, new_z);
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if (isPassableBlock(block_below) && block != B_water) new_y -= 1;
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if ( // Validate movement on X axis
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new_x != old_x &&
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!isPassableBlock(getBlockAt(new_x, new_y + 1, old_z)) ||
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(
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!isPassableBlock(getBlockAt(new_x, new_y, old_z)) &&
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!isPassableBlock(getBlockAt(new_x, new_y + 2, old_z))
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)
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) {
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new_x = old_x;
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block = getBlockAt(old_x, new_y, new_z);
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block_above = getBlockAt(old_x, new_y + 1, new_z);
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}
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if ( // Validate movement on Z axis
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new_z != old_z &&
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!isPassableBlock(getBlockAt(old_x, new_y + 1, new_z)) ||
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(
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!isPassableBlock(getBlockAt(old_x, new_y, new_z)) &&
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!isPassableBlock(getBlockAt(old_x, new_y + 2, new_z))
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)
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) {
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new_z = old_z;
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block = getBlockAt(new_x, new_y, old_z);
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block_above = getBlockAt(new_x, new_y + 1, old_z);
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}
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if ( // Validate diagonal movement
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new_x != old_x && new_z != old_z &&
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!isPassableBlock(block_above) ||
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(
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!isPassableBlock(block) &&
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!isPassableBlock(getBlockAt(new_x, new_y + 2, new_z))
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)
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) {
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// We know that movement along just one axis is fine thanks to the
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// checks above, pick one based on proximity.
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int dist_x = abs(old_x - closest_player->x);
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int dist_z = abs(old_z - closest_player->z);
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if (dist_x < dist_z) new_z = old_z;
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else new_x = old_x;
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block = getBlockAt(new_x, new_y, new_z);
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}
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// Check if we're supposed to climb/drop one block
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// The checks above already ensure that there's enough space to climb
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if (!isPassableBlock(block)) new_y += 1;
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else if (isPassableBlock(getBlockAt(new_x, new_y - 1, new_z))) new_y -= 1;
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// Exit early if all movement was cancelled
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if (new_x == mob_data[i].x && new_z == old_z && new_y == old_y) continue;
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// Prevent collisions with other mobs
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uint8_t colliding = false;
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for (int j = 0; j < MAX_MOBS; j ++) {
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if (j == i) continue;
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if (mob_data[j].type == 0) continue;
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if (
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mob_data[j].x == new_x &&
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mob_data[j].z == new_z &&
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abs((int)mob_data[j].y - (int)new_y) < 2
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) {
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colliding = true;
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break;
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}
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}
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if (colliding) continue;
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if ( // Hurt mobs that stumble into lava
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(block >= B_lava && block < B_lava + 4) ||
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@@ -1645,6 +1699,9 @@ void handleServerTick (int64_t time_since_last_tick) {
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mob_data[i].y = new_y;
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mob_data[i].z = new_z;
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// Vary the yaw angle to look just a little less robotic
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yaw += ((r >> 7) & 31) - 16;
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// Broadcast relevant entity movement packets
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for (int j = 0; j < MAX_PLAYERS; j ++) {
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if (player_data[j].client_fd == -1) continue;
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