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chore: format Minecraft.World
This commit is contained in:
@@ -4,170 +4,152 @@
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#include "../Headers/net.minecraft.world.level.tile.h"
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#include "../Headers/net.minecraft.world.entity.item.h"
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EggTile::EggTile(int id) : Tile(id, Material::egg, false)
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{
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EggTile::EggTile(int id) : Tile(id, Material::egg, false) {}
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void EggTile::onPlace(Level* level, int x, int y, int z) {
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level->addToTickNextTick(x, y, z, id, getTickDelay());
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}
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void EggTile::onPlace(Level *level, int x, int y, int z)
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{
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level->addToTickNextTick(x, y, z, id, getTickDelay());
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void EggTile::neighborChanged(Level* level, int x, int y, int z, int type) {
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level->addToTickNextTick(x, y, z, id, getTickDelay());
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}
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void EggTile::neighborChanged(Level *level, int x, int y, int z, int type)
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{
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level->addToTickNextTick(x, y, z, id, getTickDelay());
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void EggTile::tick(Level* level, int x, int y, int z, Random* random) {
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checkSlide(level, x, y, z);
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}
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void EggTile::tick(Level *level, int x, int y, int z, Random *random)
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{
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checkSlide(level, x, y, z);
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void EggTile::checkSlide(Level* level, int x, int y, int z) {
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if (HeavyTile::isFree(level, x, y - 1, z) && y >= 0) {
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int r = 32;
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if (HeavyTile::instaFall ||
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!level->hasChunksAt(x - r, y - r, z - r, x + r, y + r, z + r)) {
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level->setTile(x, y, z, 0);
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while (HeavyTile::isFree(level, x, y - 1, z) && y > 0) y--;
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if (y > 0) {
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level->setTile(x, y, z, id);
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}
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} else {
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std::shared_ptr<FallingTile> e = std::shared_ptr<FallingTile>(
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new FallingTile(level, x + 0.5f, y + 0.5f, z + 0.5f, id));
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level->addEntity(e);
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}
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}
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}
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void EggTile::checkSlide(Level *level, int x, int y, int z)
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bool EggTile::use(Level* level, int x, int y, int z,
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std::shared_ptr<Player> player, int clickedFace, float clickX,
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float clickY, float clickZ,
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bool soundOnly /*=false*/) // 4J added soundOnly param
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{
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if (HeavyTile::isFree(level, x, y - 1, z) && y >= 0)
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{
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int r = 32;
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if (HeavyTile::instaFall || !level->hasChunksAt(x - r, y - r, z - r, x + r, y + r, z + r))
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{
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level->setTile(x, y, z, 0);
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while (HeavyTile::isFree(level, x, y - 1, z) && y > 0)
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y--;
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if (y > 0)
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{
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level->setTile(x, y, z, id);
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}
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}
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else
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{
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std::shared_ptr<FallingTile> e = std::shared_ptr<FallingTile>(new FallingTile(level, x + 0.5f, y + 0.5f, z + 0.5f, id));
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level->addEntity(e);
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}
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}
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}
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bool EggTile::use(Level *level, int x, int y, int z, std::shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
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{
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if(soundOnly) return false;
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if (soundOnly) return false;
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teleport(level, x, y, z);
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return true;
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}
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void EggTile::attack(Level *level, int x, int y, int z, std::shared_ptr<Player> player)
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{
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teleport(level, x, y, z);
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void EggTile::attack(Level* level, int x, int y, int z,
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std::shared_ptr<Player> player) {
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teleport(level, x, y, z);
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}
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void EggTile::teleport(Level *level, int x, int y, int z)
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{
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if (level->getTile(x, y, z) != id) return;
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void EggTile::teleport(Level* level, int x, int y, int z) {
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if (level->getTile(x, y, z) != id) return;
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for (int i = 0; i < 1000; i++)
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{
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int xt = x + level->random->nextInt(16) - level->random->nextInt(16);
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int yt = y + level->random->nextInt(8) - level->random->nextInt(8);
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int zt = z + level->random->nextInt(16) - level->random->nextInt(16);
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if (level->getTile(xt, yt, zt) == 0)
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{
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// Fix for TU9: Content: Art: Dragon egg teleport particle effect isn't present.
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// Don't set tiles on client, and don't create particles on the server (matches later change in Java)
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if(!level->isClientSide)
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{
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level->setTileAndData(xt, yt, zt, id, level->getData(x, y, z));
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level->setTile(x, y, z, 0);
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for (int i = 0; i < 1000; i++) {
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int xt = x + level->random->nextInt(16) - level->random->nextInt(16);
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int yt = y + level->random->nextInt(8) - level->random->nextInt(8);
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int zt = z + level->random->nextInt(16) - level->random->nextInt(16);
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if (level->getTile(xt, yt, zt) == 0) {
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// Fix for TU9: Content: Art: Dragon egg teleport particle effect
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// isn't present. Don't set tiles on client, and don't create
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// particles on the server (matches later change in Java)
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if (!level->isClientSide) {
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level->setTileAndData(xt, yt, zt, id, level->getData(x, y, z));
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level->setTile(x, y, z, 0);
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// 4J Stu - The PC version is wrong as the particles calculated on the client side will point towards a different
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// location to the one where the egg has actually moved. As the deltas are all small we can pack them into an int
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// See generateTeleportParticles for unpacking
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char deltaX = x-xt;
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char deltaY = y-yt;
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char deltaZ = z-zt;
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int deltas = 0|(deltaX&0xFF)|((deltaY&0xFF)<<8)|((deltaZ&0xFF)<<16);
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// 4J Stu - The PC version is wrong as the particles calculated
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// on the client side will point towards a different location to
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// the one where the egg has actually moved. As the deltas are
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// all small we can pack them into an int See
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// generateTeleportParticles for unpacking
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char deltaX = x - xt;
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char deltaY = y - yt;
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char deltaZ = z - zt;
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int deltas = 0 | (deltaX & 0xFF) | ((deltaY & 0xFF) << 8) |
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((deltaZ & 0xFF) << 16);
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level->levelEvent(LevelEvent::END_EGG_TELEPORT,xt,yt,zt,deltas);
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}
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level->levelEvent(LevelEvent::END_EGG_TELEPORT, xt, yt, zt,
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deltas);
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}
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// 4J Stu - This code will not work correctly on the client as it will show the particles going in the wrong direction
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// and only for the player who attacks the egg
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// else
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// {
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// int count = 128;
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// for (int j = 0; j < count; j++)
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// {
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// double d = level->random->nextDouble(); // j < count / 2 ? 0 :
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//// 1;
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// float xa = (level->random->nextFloat() - 0.5f) * 0.2f;
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// float ya = (level->random->nextFloat() - 0.5f) * 0.2f;
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// float za = (level->random->nextFloat() - 0.5f) * 0.2f;
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// 4J Stu - This code will not work correctly on the client as it
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// will show the particles going in the wrong direction and only for
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// the player who attacks the egg
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// else
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// {
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// int count = 128;
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// for (int j = 0; j < count; j++)
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// {
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// double d = level->random->nextDouble(); // j <
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//count / 2 ? 0 :
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//// 1;
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// float xa = (level->random->nextFloat() - 0.5f) *
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//0.2f; float ya = (level->random->nextFloat() - 0.5f) * 0.2f; float
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//za = (level->random->nextFloat() - 0.5f) * 0.2f;
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// double _x = xt + (x - xt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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// double _y = yt + (y - yt) * d + level->random->nextDouble() * 1 - 0.5f;
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// double _z = zt + (z - zt) * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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// level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za);
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// }
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// }
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return;
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}
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}
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// double _x = xt + (x - xt) * d +
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//(level->random->nextDouble() - 0.5) * 1 + 0.5f; double _y = yt +
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//(y - yt) * d + level->random->nextDouble() * 1 - 0.5f; double _z =
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//zt + (z - zt) * d + (level->random->nextDouble() - 0.5) * 1 +
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//0.5f; level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya,
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//za);
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// }
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// }
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return;
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}
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}
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}
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int EggTile::getTickDelay()
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{
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return 3;
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int EggTile::getTickDelay() { return 3; }
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bool EggTile::blocksLight() { return false; }
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bool EggTile::isSolidRender(bool isServerLevel) { return false; }
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bool EggTile::isCubeShaped() { return false; }
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int EggTile::getRenderShape() { return Tile::SHAPE_EGG; }
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int EggTile::cloneTileId(Level* level, int x, int y, int z) { return 0; }
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// 4J Added for Fix for #77475 - TU9: Content: Art: Dragon egg teleport particle
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// effect isn't present.
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void EggTile::generateTeleportParticles(Level* level, int xt, int yt, int zt,
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int deltas) {
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int count = 128;
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// See above for packing
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char deltaX = deltas & 0xFF;
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char deltaY = (deltas >> 8) & 0xFF;
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char deltaZ = (deltas >> 16) & 0xFF;
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for (int j = 0; j < count; j++) {
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double d = level->random->nextDouble(); // j < count / 2 ? 0 :
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// 1;
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float xa = (level->random->nextFloat() - 0.5f) * 0.2f;
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float ya = (level->random->nextFloat() - 0.5f) * 0.2f;
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float za = (level->random->nextFloat() - 0.5f) * 0.2f;
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double _x =
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xt + deltaX * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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double _y = yt + deltaY * d + level->random->nextDouble() * 1 - 0.5f;
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double _z =
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zt + deltaZ * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za);
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}
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}
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bool EggTile::blocksLight()
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{
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return false;
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}
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bool EggTile::isSolidRender(bool isServerLevel)
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{
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return false;
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}
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bool EggTile::isCubeShaped()
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{
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return false;
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}
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int EggTile::getRenderShape()
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{
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return Tile::SHAPE_EGG;
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}
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int EggTile::cloneTileId(Level *level, int x, int y, int z)
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{
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return 0;
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}
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// 4J Added for Fix for #77475 - TU9: Content: Art: Dragon egg teleport particle effect isn't present.
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void EggTile::generateTeleportParticles(Level *level,int xt,int yt, int zt,int deltas)
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{
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int count = 128;
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// See above for packing
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char deltaX = deltas&0xFF;
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char deltaY = (deltas>>8)&0xFF;
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char deltaZ = (deltas>>16)&0xFF;
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for (int j = 0; j < count; j++)
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{
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double d = level->random->nextDouble(); // j < count / 2 ? 0 :
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// 1;
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float xa = (level->random->nextFloat() - 0.5f) * 0.2f;
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float ya = (level->random->nextFloat() - 0.5f) * 0.2f;
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float za = (level->random->nextFloat() - 0.5f) * 0.2f;
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double _x = xt + deltaX * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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double _y = yt + deltaY * d + level->random->nextDouble() * 1 - 0.5f;
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double _z = zt + deltaZ * d + (level->random->nextDouble() - 0.5) * 1 + 0.5f;
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level->addParticle(eParticleType_ender, _x, _y, _z, xa, ya, za);
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}
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}
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bool EggTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
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{
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return true;
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bool EggTile::shouldRenderFace(LevelSource* level, int x, int y, int z,
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int face) {
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return true;
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}
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