Browse Source

Adjusted the distance check for players in player's path, effectively making the collision area of players larger. This can be changed in Bounds PlayerCollisionPoint method by increasing or decreasing the minDistance var.

playercollision-1
Preston 3 months ago
parent
commit
962bebab6c
  1. 2
      src/engine/math/Bounds.java
  2. 4
      src/engine/objects/PlayerCharacter.java

2
src/engine/math/Bounds.java

@ -279,7 +279,7 @@ public class Bounds {
// Now check for player collisions // Now check for player collisions
HashSet<AbstractWorldObject> nearbyPlayers = WorldGrid.getObjectsInRangePartial(player, distance + 2, MBServerStatics.MASK_PLAYER); HashSet<AbstractWorldObject> nearbyPlayers = WorldGrid.getObjectsInRangePartial(player, distance + 2, MBServerStatics.MASK_PLAYER);
float minDistance = 1.0f; // Minimum distance between players float minDistance = 5.0f; // Minimum distance between players
for (AbstractWorldObject awo : nearbyPlayers) { for (AbstractWorldObject awo : nearbyPlayers) {
PlayerCharacter otherPlayer = (PlayerCharacter) awo; PlayerCharacter otherPlayer = (PlayerCharacter) awo;

4
src/engine/objects/PlayerCharacter.java

@ -205,9 +205,6 @@ public class PlayerCharacter extends AbstractCharacter {
this.guildStatus = new AtomicInteger(0); this.guildStatus = new AtomicInteger(0);
this.bindBuildingID = -1; this.bindBuildingID = -1;
Vector3fImmutable center = new Vector3fImmutable(0, 0, 0);
Vector3fImmutable extents = new Vector3fImmutable(0.5f, 1.0f, 0.5f);
} }
/** /**
@ -5359,7 +5356,6 @@ public class PlayerCharacter extends AbstractCharacter {
moveToMsg.setSourceType(GameObjectType.PlayerCharacter.ordinal()); moveToMsg.setSourceType(GameObjectType.PlayerCharacter.ordinal());
moveToMsg.setSourceID(this.getObjectUUID()); moveToMsg.setSourceID(this.getObjectUUID());
ChatManager.chatSystemInfo(this, "This is a test");
Dispatch dispatch = Dispatch.borrow(this, moveToMsg); Dispatch dispatch = Dispatch.borrow(this, moveToMsg);
DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);

Loading…
Cancel
Save