ddnet/src/game/server/entities/dragger_beam.cpp
bors[bot] ac15943e85
Merge #5218
5218: do not snap dragger beam, if the target is out of reach r=def- a=C0D3D3V

fixes #5216

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-25 15:08:27 +00:00

116 lines
3 KiB
C++

/* See "licence DDRace.txt" and the readme.txt in the root of the distribution for more information. */
#include "dragger_beam.h"
#include "character.h"
#include "dragger.h"
#include <engine/config.h>
#include <engine/server.h>
#include <game/generated/protocol.h>
#include <game/server/gamecontext.h>
#include <game/server/gamemodes/DDRace.h>
#include <game/server/player.h>
#include <game/server/teams.h>
CDraggerBeam::CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls,
int ForClientID) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_pDragger = pDragger;
m_Pos = Pos;
m_Strength = Strength;
m_IgnoreWalls = IgnoreWalls;
m_ForClientID = ForClientID;
m_Active = true;
m_EvalTick = Server()->Tick();
GameWorld()->InsertEntity(this);
}
void CDraggerBeam::Tick()
{
if(!m_Active)
{
return;
}
// Drag only if the player is reachable and alive
CCharacter *pTarget = GameServer()->GetPlayerChar(m_ForClientID);
if(!pTarget)
{
Reset();
return;
}
int IsReachable =
m_IgnoreWalls ?
!GameServer()->Collision()->IntersectNoLaserNW(m_Pos, pTarget->m_Pos, 0, 0) :
!GameServer()->Collision()->IntersectNoLaser(m_Pos, pTarget->m_Pos, 0, 0);
// This check is necessary because the check in CDragger::LookForPlayersToDrag only happens every 150ms
if(!IsReachable ||
distance(pTarget->m_Pos, m_Pos) >= g_Config.m_SvDraggerRange || !pTarget->IsAlive())
{
Reset();
return;
}
// In the center of the dragger a tee does not experience speed-up
else if(distance(pTarget->m_Pos, m_Pos) > 28)
{
vec2 Temp = pTarget->Core()->m_Vel + (normalize(m_Pos - pTarget->m_Pos) * m_Strength);
pTarget->Core()->m_Vel = ClampVel(pTarget->m_MoveRestrictions, Temp);
}
}
void CDraggerBeam::SetPos(vec2 Pos)
{
m_Pos = Pos;
}
void CDraggerBeam::Reset()
{
m_MarkedForDestroy = true;
m_Active = false;
m_pDragger->RemoveDraggerBeam(m_ForClientID);
}
void CDraggerBeam::Snap(int SnappingClient)
{
if(!m_Active)
{
return;
}
// Only players who can see the player attached to the dragger can see the dragger beam
CCharacter *pTarget = GameServer()->GetPlayerChar(m_ForClientID);
if(!pTarget || !pTarget->CanSnapCharacter(SnappingClient))
{
return;
}
// Only players with the dragger beam in their field of view or who want to see everything will receive the snap
vec2 TargetPos = vec2(pTarget->m_Pos.x, pTarget->m_Pos.y);
if(distance(pTarget->m_Pos, m_Pos) >= g_Config.m_SvDraggerRange || NetworkClippedLine(SnappingClient, m_Pos, TargetPos))
{
return;
}
CNetObj_Laser *obj = static_cast<CNetObj_Laser *>(
Server()->SnapNewItem(NETOBJTYPE_LASER, GetID(), sizeof(CNetObj_Laser)));
if(!obj)
{
return;
}
obj->m_X = (int)m_Pos.x;
obj->m_Y = (int)m_Pos.y;
obj->m_FromX = (int)TargetPos.x;
obj->m_FromY = (int)TargetPos.y;
int StartTick = m_EvalTick;
if(StartTick < Server()->Tick() - 4)
{
StartTick = Server()->Tick() - 4;
}
else if(StartTick > Server()->Tick())
{
StartTick = Server()->Tick();
}
obj->m_StartTick = StartTick;
}