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https://git.huckle.dev/Huckles-Minecraft-Archive/4jcraft.git
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TU19: merge Minecraft.World/Blocks
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@@ -41,7 +41,7 @@ std::unordered_map<ChunkPos, bool, ChunkPosKeyHash, ChunkPosKeyEq>
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#endif
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const int MobSpawner::tick(ServerLevel* level, bool spawnEnemies,
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bool spawnFriendlies) {
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bool spawnFriendlies, bool spawnPersistent) {
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#ifndef _CONTENT_PACKAGE
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#if 0
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@@ -95,7 +95,7 @@ const int MobSpawner::tick(ServerLevel* level, bool spawnEnemies,
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#endif
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#endif
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if (!spawnEnemies && !spawnFriendlies) {
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if (!spawnEnemies && !spawnFriendlies && !spawnPersistent) {
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return 0;
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}
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MemSect(20);
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@@ -209,10 +209,18 @@ const int MobSpawner::tick(ServerLevel* level, bool spawnEnemies,
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for (unsigned int i = 0; i < MobCategory::values.length; i++) {
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MobCategory* mobCategory = MobCategory::values[i];
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if ((mobCategory->isFriendly() && !spawnFriendlies) ||
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(!mobCategory->isFriendly() && !spawnEnemies)) {
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(!mobCategory->isFriendly() && !spawnEnemies) ||
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(mobCategory->isPersistent() && !spawnPersistent)) {
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continue;
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}
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// 4J - early out for non-main dimensions, if spawning anything friendly
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if (mobCategory->isFriendly()) {
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if (level->dimension->id != 0) {
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continue;
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}
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}
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// 4J - this is now quite different to the java version. We just have
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// global max counts for the level whereas the original has a max per
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// chunk that scales with the number of chunks to be polled.
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@@ -259,6 +267,7 @@ const int MobSpawner::tick(ServerLevel* level, bool spawnEnemies,
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int ss = 6;
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Biome::MobSpawnerData* currentMobType = NULL;
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MobGroupData* groupData = NULL;
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for (int ll = 0; ll < 4; ll++) {
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x +=
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@@ -315,12 +324,12 @@ const int MobSpawner::tick(ServerLevel* level, bool spawnEnemies,
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//(exception e)
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// {
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// //
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//TODO 4J We can't print a stack trace, and the
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//newInstance function doesn't throw an exception just
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//now anyway
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// TODO 4J We can't print a stack trace, and the
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// newInstance function doesn't throw an exception just
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// now anyway
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// //e.printStackTrace();
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// return
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//count;
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// count;
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// }
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// 4J - If it is an animal or a monster, don't let any
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@@ -388,8 +397,7 @@ const int MobSpawner::tick(ServerLevel* level, bool spawnEnemies,
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// against
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// despawning
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level->addEntity(mob);
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finalizeMobSettings(mob, level, xx, yy, zz);
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mob->finalizeMobSpawn();
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groupData = mob->finalizeMobSpawn(groupData);
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// 4J - change here so that we can't ever make
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// more than the desired amount of entities in
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// each priority. In the original java version
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@@ -470,170 +478,6 @@ bool MobSpawner::isSpawnPositionOk(MobCategory* category, Level* level, int x,
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}
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}
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void MobSpawner::finalizeMobSettings(std::shared_ptr<Mob> mob, Level* level,
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float xx, float yy, float zz) {
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if (std::dynamic_pointer_cast<Spider>(mob) != NULL &&
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level->random->nextInt(100) == 0) {
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std::shared_ptr<Skeleton> skeleton =
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std::shared_ptr<Skeleton>(new Skeleton(level));
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skeleton->moveTo(xx, yy, zz, mob->yRot, 0);
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level->addEntity(skeleton);
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skeleton->ride(mob);
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} else if (std::dynamic_pointer_cast<Sheep>(mob) != NULL) {
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(std::dynamic_pointer_cast<Sheep>(mob))
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->setColor(Sheep::getSheepColor(level->random));
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} else if (std::dynamic_pointer_cast<Ozelot>(mob) != NULL) {
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if (level->random->nextInt(7) == 0) {
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for (int kitten = 0; kitten < 2; kitten++) {
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std::shared_ptr<Ozelot> ozelot =
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std::shared_ptr<Ozelot>(new Ozelot(level));
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ozelot->moveTo(xx, yy, zz, mob->yRot, 0);
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ozelot->setAge(-20 * 60 * 20);
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level->addEntity(ozelot);
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}
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}
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}
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}
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// 4J Stu TODO This was an array of Class type. I haven't made a base Class type
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// yet, but don't need to as this can be an array of Mob type?
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eINSTANCEOF MobSpawner::bedEnemies[bedEnemyCount] = {eTYPE_SPIDER, eTYPE_ZOMBIE,
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eTYPE_SKELETON};
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bool MobSpawner::attackSleepingPlayers(
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Level* level, std::vector<std::shared_ptr<Player> >* players) {
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bool somebodyWokeUp = false;
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PathFinder finder = PathFinder(level, true, false, false, true);
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AUTO_VAR(itEnd, players->end());
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for (AUTO_VAR(it, players->begin()); it != itEnd; it++) {
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std::shared_ptr<Player> player = (*it);
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bool nextPlayer = false;
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for (int attemptCount = 0; attemptCount < 20 && !nextPlayer;
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attemptCount++) {
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// limit position within the range of the player
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int x = Mth::floor(player->x) + level->random->nextInt(32) -
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level->random->nextInt(32);
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int z = Mth::floor(player->z) + level->random->nextInt(32) -
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level->random->nextInt(32);
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int yStart = Mth::floor(player->y) + level->random->nextInt(16) -
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level->random->nextInt(16);
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if (yStart < 1) {
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yStart = 1;
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} else if (yStart > Level::maxBuildHeight) {
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yStart = Level::maxBuildHeight;
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}
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{
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int type = level->random->nextInt(bedEnemyCount);
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int y = yStart;
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while (y > 2 && !level->isTopSolidBlocking(x, y - 1, z)) {
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y--;
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}
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while (!isSpawnPositionOk((MobCategory*)MobCategory::monster,
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level, x, y, z) &&
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y < (yStart + 16) && y < Level::maxBuildHeight) {
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y++;
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}
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if (y >= (yStart + 16) || y >= Level::maxBuildHeight) {
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y = yStart;
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continue;
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} else {
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float xx = x + 0.5f;
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float yy = (float)y;
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float zz = z + 0.5f;
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std::shared_ptr<Mob> mob;
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// 4J - removed try/catch
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// try
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// {
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// mob =
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// classes[type].getConstructor(Level.class).newInstance(level);
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// 4J - there was a classes array here which duplicated the
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// bedEnemies array but have removed it
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mob = std::dynamic_pointer_cast<Mob>(
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EntityIO::newByEnumType(bedEnemies[type], level));
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// }
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// catch (exception e)
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// {
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// // TODO 4J Stu -
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//We can't print a stack trace, and newInstance doesn't
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//currently throw an exception anyway
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// //e.printStackTrace();
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// return
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//somebodyWokeUp;
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// }
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// System.out.println("Placing night mob");
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mob->moveTo(xx, yy, zz, level->random->nextFloat() * 360,
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0);
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// check if the mob can spawn at this location
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if (!mob->canSpawn()) {
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continue;
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}
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Pos* bedPos = BedTile::findStandUpPosition(
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level, Mth::floor(player->x), Mth::floor(player->y),
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Mth::floor(player->z), 1);
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if (bedPos == NULL) {
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// an unlikely case where the bed is
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// completely blocked
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bedPos = new Pos(x, y + 1, z);
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}
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// 4J Stu - TU-1 hotfix
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// Fix for #13152 - If the player sleeps in a bed next to a
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// wall in an enclosed, well lit area they will be awoken by
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// a monster The pathfinder should attempt to get close to
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// the position that we will move the mob to, instead of the
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// player who could be next to a wall. Otherwise the paths
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// gets to the other side of the the wall, then moves the
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// mob inside the building
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// Path *findPath = finder.findPath(mob.get(),
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// player.get(), 32.0f);
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Path* findPath = finder.findPath(
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mob.get(), bedPos->x, bedPos->y, bedPos->z, 32.0f);
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if (findPath != NULL && findPath->getSize() > 1) {
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Node* last = findPath->last();
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if (abs(last->x - bedPos->x) < 1.5 &&
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abs(last->z - bedPos->z) < 1.5 &&
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abs(last->y - bedPos->y) < 1.5) {
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// System.out.println("Found path!");
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mob->moveTo(bedPos->x + 0.5f, bedPos->y,
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bedPos->z + 0.5f, 0, 0);
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// the mob would maybe not be able to
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// spawn here, but we ignore that now (we assume
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// it walked here)
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{
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level->addEntity(mob);
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finalizeMobSettings(
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mob, level, bedPos->x + 0.5f,
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(float)bedPos->y, bedPos->z + 0.5f);
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mob->finalizeMobSpawn();
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player->stopSleepInBed(true, false, false);
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// play a sound effect to scare the player
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mob->playAmbientSound();
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somebodyWokeUp = true;
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nextPlayer = true;
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}
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}
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delete findPath;
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}
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delete bedPos;
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}
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}
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}
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}
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return somebodyWokeUp;
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}
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void MobSpawner::postProcessSpawnMobs(Level* level, Biome* biome, int xo,
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int zo, int cellWidth, int cellHeight,
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Random* random) {
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@@ -648,6 +492,7 @@ void MobSpawner::postProcessSpawnMobs(Level* level, Biome* biome, int xo,
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while (random->nextFloat() < biome->getCreatureProbability())
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{
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Biome::MobSpawnerData *type = (Biome::MobSpawnerData *) WeighedRandom::getRandomItem(level->random, ((std::vector<WeighedRandomItem *> *)mobs));
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MobGroupData *groupData = NULL;
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int count = type->minCount + random->nextInt(1 + type->maxCount - type->minCount);
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int x = xo + random->nextInt(cellWidth);
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@@ -682,7 +527,7 @@ void MobSpawner::postProcessSpawnMobs(Level* level, Biome* biome, int xo,
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mob->setDespawnProtected();
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level->addEntity(mob);
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finalizeMobSettings(mob, level, xx, yy, zz);
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groupData = mob->finalizeMobSpawn(groupData);
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success = true;
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}
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