add 'blocking' entity property
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60f4f33180
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@ -6,5 +6,6 @@
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"sensors": [
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["aabb", -0.2, -0.2, -0.2, 0.2, 0.2, 0.2],
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["radius", 1.6]
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]
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],
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"blocking": false
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}
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@ -348,6 +348,7 @@ void ContentLoader::loadEntity(EntityDef& def, const std::string& name, const fs
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}
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root->str("skeleton-name", def.skeletonName);
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root->flag("blocking", def.blocking);
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}
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void ContentLoader::loadEntity(EntityDef& def, const std::string& full, const std::string& name) {
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@ -405,9 +405,10 @@ void PlayerController::processRightClick(Block* def, Block* target) {
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}
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blockid_t chosenBlock = def->rt.id;
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auto hitbox = player->getHitbox();
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if (hitbox && def->obstacle && level->physics->isBlockInside(
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coord.x, coord.y, coord.z, def,state, hitbox)) {
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AABB blockAABB(coord, coord+1);
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bool blocked = level->entities->hasBlockingInside(blockAABB);
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if (def->obstacle && blocked) {
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return;
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}
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auto vox = chunks->get(coord);
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@ -404,6 +404,16 @@ void Entities::render(Assets* assets, ModelBatch& batch, const Frustum& frustum,
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}
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}
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bool Entities::hasBlockingInside(AABB aabb) {
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auto view = registry.view<EntityId, Transform>();
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for (auto [entity, eid, transform] : view.each()) {
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if (eid.def.blocking && aabb.contains(transform.pos)) {
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return true;
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}
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}
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return false;
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}
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std::vector<Entity> Entities::getAllInside(AABB aabb) {
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std::vector<Entity> collected;
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auto view = registry.view<Transform>();
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@ -188,6 +188,7 @@ public:
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void loadEntity(const dynamic::Map_sptr& map);
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void loadEntity(const dynamic::Map_sptr& map, Entity entity);
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void onSave(const Entity& entity);
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bool hasBlockingInside(AABB aabb);
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std::vector<Entity> getAllInside(AABB aabb);
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void despawn(entityid_t id);
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dynamic::Value serialize(const Entity& entity);
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@ -24,6 +24,7 @@ struct EntityDef {
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std::vector<std::pair<size_t, AABB>> boxSensors {};
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std::vector<std::pair<size_t, float>> radialSensors {};
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std::string skeletonName = name;
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bool blocking = true;
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struct {
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bool enabled = true;
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